Update for AtlasBuilder ok
Need to improuve duplicate vertex for mapping texture.
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11 changed files with 160 additions and 33 deletions
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@ -10,12 +10,12 @@ namespace Map3DRendering {
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private PortalEngine portalEngine;
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private CellEngine cellEngine;
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private LandBlockExtrator landblockExtraction;
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private TerrainAtlasManager terrainAtlasManager;
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private readonly int NumberLandBlocks = 255;
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private readonly int BlockSize = 17;
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private readonly int allBlocks = 255 * 17 * 255 * 17;
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private readonly int cellSize = 8;
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private readonly int radius = 0x10; // Rayon du voisinage
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private readonly int radius = 0x5; // Rayon du voisinage
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public int[,] _vertexArrayObject;
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public int[,] _vertexBufferObject;
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@ -31,10 +31,6 @@ namespace Map3DRendering {
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public MapRender() {
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portalEngine = new PortalEngine();
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cellEngine = new CellEngine();
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terrainAtlasManager = new(portalEngine);
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terrainAtlasManager.ExtractTexture();
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terrainAtlasManager.GenerateAtlas();
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landblockExtraction = new(portalEngine, cellEngine);
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@ -74,7 +70,7 @@ namespace Map3DRendering {
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}
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}
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private void InitializeBlock(int x, int y, BlockStruct block, Shader _shader) {
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int lenghPacket = 11;
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int lenghPacket = 13;
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// Initialisez le VAO, VBO et EBO pour le bloc à (x, y)...
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// Utilisez le code de votre méthode OnLoad originale pour configurer le VAO, VBO et EBO.
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int tempVertexArray = GL.GenVertexArray();
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@ -104,6 +100,10 @@ namespace Map3DRendering {
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var farcolorLocation = _shader.GetAttribLocation("aColorFar");
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GL.EnableVertexAttribArray(farcolorLocation);
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GL.VertexAttribPointer(farcolorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 7 * sizeof(float));
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var texturecoordLocation = _shader.GetAttribLocation("aTexCoord");
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GL.EnableVertexAttribArray(texturecoordLocation);
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GL.VertexAttribPointer(texturecoordLocation, 2, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 11 * sizeof(float));
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}
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public void Render(Shader shader) {
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for (int y = startY; y <= endY; y++) {
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@ -112,7 +112,7 @@ namespace Map3DRendering {
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var model = Matrix4.Identity;//CreateTranslation(x * BlockSize, 0, y * BlockSize); // Ajustez selon votre système de coordonnées
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shader.SetMatrix4("model", model);
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GL.BindVertexArray(_vertexArrayObject[x, y]);
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GL.DrawElements(PrimitiveType.Lines, GetIndiceLenght(), DrawElementsType.UnsignedInt, 0);
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GL.DrawElements(PrimitiveType.Triangles, GetIndiceLenght(), DrawElementsType.UnsignedInt, 0);
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}
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}
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}
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