Update for AtlasBuilder ok

Need to improuve duplicate vertex for mapping texture.
This commit is contained in:
Troispoils 2024-02-27 17:04:09 +01:00
parent 4777783ffb
commit b9a2b87fe9
11 changed files with 160 additions and 33 deletions

View file

@ -28,21 +28,22 @@ public class AtlasBuilder {
public void GenerateAtlas() { public void GenerateAtlas() {
int count = (int)Math.Ceiling(Math.Sqrt(textures.Count)); int count = (int)Math.Ceiling(Math.Sqrt(textures.Count));
int atlasSize = (int)TEXTURESIZE * count; int atlasSize = (int)TEXTURESIZE * count;
using (MagickImage atlas = new MagickImage(new MagickColor("#FFFFFF"), atlasSize, atlasSize)) { using (MagickImage atlas = new MagickImage(new MagickColor("#FFFFFF"), atlasSize, atlasSize)) {
int index = 0; int index = 0;
foreach (var kvp in textures) { foreach (var kvp in textures) {
int x = (index % count) * (int)TEXTURESIZE; int x = (index % count) * (int)TEXTURESIZE;
int y = (index / count) * (int)TEXTURESIZE; int y = (index / count) * (int)TEXTURESIZE;
atlas.Draw(new Drawables().Composite(x, y, kvp)); atlas.Composite(kvp, x, y);
index++;
if (index >= count * count) break;
}
atlas.Write("atlas.jpg"); index++;
if (index >= count * count) break;
} }
atlas.Write("atlas.jpg");
}
} }
} }

View file

@ -1,8 +1,10 @@
using LandblockExtraction.DatEngine; using AC2RE.Definitions;
using LandblockExtraction.DatEngine;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Numerics; using System.Numerics;
using System.Reflection;
using System.Text; using System.Text;
using System.Threading.Tasks; using System.Threading.Tasks;
@ -11,11 +13,11 @@ public class TerrainAtlasManager {
private PortalEngine portalEngine; private PortalEngine portalEngine;
private AtlasBuilder atlasBuilder; private AtlasBuilder atlasBuilder;
public Dictionary<uint, Vector2> textureCoord; public Dictionary<int, Vector2> textureCoord;
public TerrainAtlasManager(PortalEngine portalEngine) { public TerrainAtlasManager(PortalEngine portalEngine) {
this.portalEngine = portalEngine; this.portalEngine = portalEngine;
textureCoord = new Dictionary<uint, Vector2>(); textureCoord = new Dictionary<int, Vector2>();
atlasBuilder = new AtlasBuilder(portalEngine); atlasBuilder = new AtlasBuilder(portalEngine);
} }
public void ExtractTexture() { public void ExtractTexture() {
@ -25,9 +27,21 @@ public class TerrainAtlasManager {
atlasBuilder.AddTexture(surface.terrainMaterials.First().baseMaterials.First().materialDid); atlasBuilder.AddTexture(surface.terrainMaterials.First().baseMaterials.First().materialDid);
} }
} }
textureCoord.Add((int)terrain.terrainIndex, Vector2.Zero);
} }
} }
public void GenerateAtlas() { public void GenerateAtlas() {
atlasBuilder.GenerateAtlas(); atlasBuilder.GenerateAtlas();
} }
public void GenerateUV() {
int count = (int)Math.Ceiling(Math.Sqrt(textureCoord.Count));
int atlasSize = (int)64 * count;
int index = 0;
foreach(var terrain in textureCoord) {
int x = (index % count) * (int)64;
int y = (index / count) * (int)64;
textureCoord[index] = new Vector2(x, y);
index++;
}
}
} }

View file

@ -40,6 +40,7 @@ public class TexturesImage {
} }
private MagickImage? TextureInRender(RenderTexture texture) { private MagickImage? TextureInRender(RenderTexture texture) {
MagickImage magickImage;
foreach(var img in texture.levelSurfaceDids) { foreach(var img in texture.levelSurfaceDids) {
if(!portalEngine.datReader.contains(img)) continue; if(!portalEngine.datReader.contains(img)) continue;
using(var data = portalEngine.datReader.getFileReader(img)) { using(var data = portalEngine.datReader.getFileReader(img)) {
@ -47,8 +48,9 @@ public class TexturesImage {
if(image.width != 64) continue; if(image.width != 64) continue;
var dataImg = DDSHeader.Generate(image); var dataImg = DDSHeader.Generate(image);
using(MagickImage realImg = new MagickImage(dataImg)) { using(MagickImage realImg = new MagickImage(dataImg)) {
return realImg; magickImage = new(realImg);
} }
return magickImage;
} }
} }
return null; return null;

View file

@ -1,12 +1,15 @@
using AC2RE.Definitions; using AC2RE.Definitions;
using LandblockExtraction.AtlasMaker;
using LandblockExtraction.DatEngine; using LandblockExtraction.DatEngine;
using LandblockExtraction.Tools; using LandblockExtraction.Tools;
using System.Dynamic;
using System.Numerics; using System.Numerics;
namespace LandblockExtraction.LandBlockExtractor { namespace LandblockExtraction.LandBlockExtractor {
public class LandBlockExtrator { public class LandBlockExtrator {
private PortalEngine portalEngine; private PortalEngine portalEngine;
private CellEngine cellEngine; private CellEngine cellEngine;
private TerrainAtlasManager terrainAtlasManager;
private readonly int NumberLandBlocks = 255; private readonly int NumberLandBlocks = 255;
private readonly int BlockSize = 17; private readonly int BlockSize = 17;
@ -15,6 +18,11 @@ namespace LandblockExtraction.LandBlockExtractor {
public LandBlockExtrator(PortalEngine portalEngine, CellEngine cellEngine) { public LandBlockExtrator(PortalEngine portalEngine, CellEngine cellEngine) {
this.portalEngine = portalEngine; this.portalEngine = portalEngine;
this.cellEngine = cellEngine; this.cellEngine = cellEngine;
terrainAtlasManager = new TerrainAtlasManager(portalEngine);
terrainAtlasManager.ExtractTexture();
terrainAtlasManager.GenerateAtlas();
terrainAtlasManager.GenerateUV();
} }
public BlockStruct? GetBlock(int landX, int landY) { public BlockStruct? GetBlock(int landX, int landY) {
@ -34,11 +42,65 @@ namespace LandblockExtraction.LandBlockExtractor {
blockStruct.verticesStruct.color[indice] = GenerateVertexColor(blockData.cellInfos[indice]); blockStruct.verticesStruct.color[indice] = GenerateVertexColor(blockData.cellInfos[indice]);
blockStruct.verticesStruct.farcolor[indice] = GenerateVertexFarColor(blockData.cellInfos[indice]); blockStruct.verticesStruct.farcolor[indice] = GenerateVertexFarColor(blockData.cellInfos[indice]);
blockStruct.GenerateIndices(); blockStruct.GenerateIndices();
//blockStruct.GenerateUVByIndices();
GenerateVertexTextureCoord(blockData, blockStruct);
} }
} }
return blockStruct; return blockStruct;
} }
private void GenerateVertexTextureCoord(CLandBlockData blockData, BlockStruct blockStruct) {
List<Vector3> vertices = new List<Vector3>(); // Liste pour stocker les positions des sommets dupliqués
List<Vector4> colors = new List<Vector4>();
List<Vector4> farcolors = new List<Vector4>();
List<Vector2> uvs = new List<Vector2>(); // Liste pour stocker les coordonnées UV
List<int> indices = new List<int>(); // Liste pour stocker les nouveaux indices
for (int y = 0; y < blockStruct.indices.Length; y = y + 6) {
// Créez 4 sommets
vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y]]);
vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y + 1]]);
vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y + 2]]);
vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y + 5]]);
// Créez 4 color
colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y]]);
colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y + 1]]);
colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y + 2]]);
colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y + 5]]);
// Créez 4 farcolor
farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y]]);
farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y + 1]]);
farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y + 2]]);
farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y + 5]]);
// Assignez les coordonnées UV à chaque sommet
uvs.Add(new Vector2(0, 0)); // Coin inférieur gauche
uvs.Add(new Vector2(1, 0)); // Coin inférieur droit
uvs.Add(new Vector2(0, 1)); // Coin supérieur gauche
uvs.Add(new Vector2(1, 1)); // Coin supérieur droit
// Créez les indices pour les deux triangles du quad
int baseIndex = (y / 6) * 4; // Calculez l'index de base pour ce quad
indices.Add(baseIndex);
indices.Add(baseIndex + 1);
indices.Add(baseIndex + 2);
indices.Add(baseIndex + 2);
indices.Add(baseIndex + 1);
indices.Add(baseIndex + 3);
}
// Mettez à jour le BlockStruct avec les nouvelles listes de sommets, UVs, et indices
Console.WriteLine(indices.Count);
blockStruct.verticesStruct.position = vertices.ToArray();
blockStruct.verticesStruct.color = colors.ToArray();
blockStruct.verticesStruct.farcolor = farcolors.ToArray();
blockStruct.verticesStruct.texturecoord = uvs.ToArray();
blockStruct.indices = indices.ToArray();
}
private Vector3 GenerateVertexPosition(int landx, int landy, int x, int y, byte height) { private Vector3 GenerateVertexPosition(int landx, int landy, int x, int y, byte height) {
int tmpx = (landx * BlockSize + y) * cellSize; int tmpx = (landx * BlockSize + y) * cellSize;
int tmpy = (BlockSize * NumberLandBlocks * cellSize) - ((landy * BlockSize + x) * cellSize) - 1; int tmpy = (BlockSize * NumberLandBlocks * cellSize) - ((landy * BlockSize + x) * cellSize) - 1;

View file

@ -1,4 +1,8 @@
namespace LandblockExtraction.LandBlockExtractor { 
using System;
using System.Numerics;
namespace LandblockExtraction.LandBlockExtractor {
public class BlockStruct { public class BlockStruct {
public readonly static int BlockSize = 17; public readonly static int BlockSize = 17;
@ -26,5 +30,34 @@
} }
} }
} }
public void GenerateUVByIndices() {
// Calculer les UV en fonction de la position de chaque sommet
for (int y = 0; y < BlockSize; y++) {
for (int x = 0; x < BlockSize; x++) {
// Indices des sommets du premier triangle
//float u = ((float)x / (BlockSize - 1)) * 16;
//float v = ((float)y / (BlockSize - 1)) * 16;
// Définir la position de la texture dans l'atlas
int textureIndexX = 1; // Deuxième colonne
int textureIndexY = 0; // Première ligne
int atlasSize = 4; // L'atlas contient 4x4 textures
// Calculer le décalage dans l'atlas pour la texture ciblée
float offsetX = (float)textureIndexX / atlasSize;
float offsetY = (float)textureIndexY / atlasSize;
// Calculer la taille d'une texture dans l'atlas
float textureSize = 1.0f / atlasSize;
// Calculer les coordonnées UV pour la répétition
float u = ((float)x / (BlockSize - 1)) * 16 * textureSize + offsetX;
float v = ((float)y / (BlockSize - 1)) * 16 * textureSize + offsetY;
verticesStruct.texturecoord[y * BlockSize + x] = new(u, v);
}
}
}
} }
} }

View file

@ -5,17 +5,19 @@ namespace LandblockExtraction.LandBlockExtractor {
public Vector3[] position { get; set; } public Vector3[] position { get; set; }
public Vector4[] color { get; set; } public Vector4[] color { get; set; }
public Vector4[] farcolor { get; set; } public Vector4[] farcolor { get; set; }
public Vector2[] texturecoord { get; set; }
public VerticesStruct(int blockSize) { public VerticesStruct(int blockSize) {
position = new Vector3[blockSize * blockSize]; position = new Vector3[blockSize * blockSize];
color = new Vector4[blockSize * blockSize]; color = new Vector4[blockSize * blockSize];
farcolor = new Vector4[blockSize * blockSize]; farcolor = new Vector4[blockSize * blockSize];
texturecoord = new Vector2[blockSize * blockSize];
} }
public float[] Vertices() { public float[] Vertices() {
int length = position.Length; int length = position.Length;
float[] vertices = new float[length * 11]; // 3 pour position, 4 pour color, et 4 pour farcolor float[] vertices = new float[length * 13]; // 3 pour position, 4 pour color, et 4 pour farcolor
for (int i = 0, vi = 0; i < length; i++, vi += 11) { for (int i = 0, vi = 0; i < length; i++, vi += 13) {
vertices[vi] = position[i].X; vertices[vi] = position[i].X;
vertices[vi + 1] = position[i].Y; vertices[vi + 1] = position[i].Y;
vertices[vi + 2] = position[i].Z; vertices[vi + 2] = position[i].Z;
@ -27,6 +29,8 @@ namespace LandblockExtraction.LandBlockExtractor {
vertices[vi + 8] = farcolor[i].Y; vertices[vi + 8] = farcolor[i].Y;
vertices[vi + 9] = farcolor[i].Z; vertices[vi + 9] = farcolor[i].Z;
vertices[vi + 10] = farcolor[i].W; vertices[vi + 10] = farcolor[i].W;
vertices[vi + 11] = texturecoord[i].X;
vertices[vi + 12] = texturecoord[i].Y;
} }
return vertices; return vertices;
} }

View file

@ -163,6 +163,10 @@ namespace Map3DRendering.Common {
/// </summary> /// </summary>
/// <param name="name">The name of the uniform</param> /// <param name="name">The name of the uniform</param>
/// <param name="data">The data to set</param> /// <param name="data">The data to set</param>
public void SetVector2(string name, Vector2 data) {
GL.UseProgram(Handle);
GL.Uniform2(_uniformLocations[name], data);
}
public void SetVector3(string name, Vector3 data) { public void SetVector3(string name, Vector3 data) {
GL.UseProgram(Handle); GL.UseProgram(Handle);
GL.Uniform3(_uniformLocations[name], data); GL.Uniform3(_uniformLocations[name], data);

View file

@ -10,12 +10,12 @@ namespace Map3DRendering {
private PortalEngine portalEngine; private PortalEngine portalEngine;
private CellEngine cellEngine; private CellEngine cellEngine;
private LandBlockExtrator landblockExtraction; private LandBlockExtrator landblockExtraction;
private TerrainAtlasManager terrainAtlasManager;
private readonly int NumberLandBlocks = 255; private readonly int NumberLandBlocks = 255;
private readonly int BlockSize = 17; private readonly int BlockSize = 17;
private readonly int allBlocks = 255 * 17 * 255 * 17; private readonly int allBlocks = 255 * 17 * 255 * 17;
private readonly int cellSize = 8; private readonly int cellSize = 8;
private readonly int radius = 0x10; // Rayon du voisinage private readonly int radius = 0x5; // Rayon du voisinage
public int[,] _vertexArrayObject; public int[,] _vertexArrayObject;
public int[,] _vertexBufferObject; public int[,] _vertexBufferObject;
@ -32,10 +32,6 @@ namespace Map3DRendering {
portalEngine = new PortalEngine(); portalEngine = new PortalEngine();
cellEngine = new CellEngine(); cellEngine = new CellEngine();
terrainAtlasManager = new(portalEngine);
terrainAtlasManager.ExtractTexture();
terrainAtlasManager.GenerateAtlas();
landblockExtraction = new(portalEngine, cellEngine); landblockExtraction = new(portalEngine, cellEngine);
_vertexArrayObject = new int[0xFE, 0xFE]; _vertexArrayObject = new int[0xFE, 0xFE];
@ -74,7 +70,7 @@ namespace Map3DRendering {
} }
} }
private void InitializeBlock(int x, int y, BlockStruct block, Shader _shader) { private void InitializeBlock(int x, int y, BlockStruct block, Shader _shader) {
int lenghPacket = 11; int lenghPacket = 13;
// Initialisez le VAO, VBO et EBO pour le bloc à (x, y)... // Initialisez le VAO, VBO et EBO pour le bloc à (x, y)...
// Utilisez le code de votre méthode OnLoad originale pour configurer le VAO, VBO et EBO. // Utilisez le code de votre méthode OnLoad originale pour configurer le VAO, VBO et EBO.
int tempVertexArray = GL.GenVertexArray(); int tempVertexArray = GL.GenVertexArray();
@ -104,6 +100,10 @@ namespace Map3DRendering {
var farcolorLocation = _shader.GetAttribLocation("aColorFar"); var farcolorLocation = _shader.GetAttribLocation("aColorFar");
GL.EnableVertexAttribArray(farcolorLocation); GL.EnableVertexAttribArray(farcolorLocation);
GL.VertexAttribPointer(farcolorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 7 * sizeof(float)); GL.VertexAttribPointer(farcolorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 7 * sizeof(float));
var texturecoordLocation = _shader.GetAttribLocation("aTexCoord");
GL.EnableVertexAttribArray(texturecoordLocation);
GL.VertexAttribPointer(texturecoordLocation, 2, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 11 * sizeof(float));
} }
public void Render(Shader shader) { public void Render(Shader shader) {
for (int y = startY; y <= endY; y++) { for (int y = startY; y <= endY; y++) {
@ -112,7 +112,7 @@ namespace Map3DRendering {
var model = Matrix4.Identity;//CreateTranslation(x * BlockSize, 0, y * BlockSize); // Ajustez selon votre système de coordonnées var model = Matrix4.Identity;//CreateTranslation(x * BlockSize, 0, y * BlockSize); // Ajustez selon votre système de coordonnées
shader.SetMatrix4("model", model); shader.SetMatrix4("model", model);
GL.BindVertexArray(_vertexArrayObject[x, y]); GL.BindVertexArray(_vertexArrayObject[x, y]);
GL.DrawElements(PrimitiveType.Lines, GetIndiceLenght(), DrawElementsType.UnsignedInt, 0); GL.DrawElements(PrimitiveType.Triangles, GetIndiceLenght(), DrawElementsType.UnsignedInt, 0);
} }
} }
} }

View file

@ -3,15 +3,17 @@
out vec4 outputColor; out vec4 outputColor;
uniform vec3 viewPos; uniform vec3 viewPos;
uniform sampler2D texture0;
in vec4 Color;
in vec4 FarColor; in vec4 FarColor;
in vec3 FragPos; in vec3 FragPos;
in vec2 TexCoord;
void main() void main()
{ {
float distance = length(viewPos - FragPos); float distance = length(viewPos - FragPos);
float interpolationFactor = clamp(distance / 1000, 0.0, 1.0); float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0);
outputColor = mix(Color, FarColor, interpolationFactor); vec4 textureColor = texture(texture0, TexCoord);
outputColor = mix(textureColor, FarColor, interpolationFactor);
} }

View file

@ -2,6 +2,7 @@
layout (location = 0) in vec3 aPos; layout (location = 0) in vec3 aPos;
layout (location = 1) in vec4 aColor; layout (location = 1) in vec4 aColor;
layout (location = 2) in vec4 aColorFar; layout (location = 2) in vec4 aColorFar;
layout (location = 3) in vec2 aTexCoord;
uniform mat4 model; uniform mat4 model;
uniform mat4 view; uniform mat4 view;
@ -10,6 +11,7 @@ uniform mat4 projection;
out vec3 FragPos; out vec3 FragPos;
out vec4 Color; out vec4 Color;
out vec4 FarColor; out vec4 FarColor;
out vec2 TexCoord;
void main() void main()
{ {
@ -17,4 +19,5 @@ void main()
FragPos = vec3(vec4(aPos, 1.0) * model); FragPos = vec3(vec4(aPos, 1.0) * model);
Color = aColor; Color = aColor;
FarColor = aColorFar; FarColor = aColorFar;
TexCoord = aTexCoord;
} }

View file

@ -48,14 +48,16 @@ namespace Map3DRendering {
_shader.Use(); _shader.Use();
mapRender.OnLoad(_shader); mapRender.OnLoad(_shader);
//_texture = Texture.LoadFromFile("atlas.jpg"); _texture = Texture.LoadFromFile("atlas.jpg");
//_texture.Use(TextureUnit.Texture0); _texture.Use(TextureUnit.Texture0);
axesGizmo = new AxesGizmo(); axesGizmo = new AxesGizmo();
_camera = new Camera(Vector3.UnitY * 300, Size.X / (float)Size.Y); _camera = new Camera(Vector3.UnitY * 300, Size.X / (float)Size.Y);
_camera.Fov = 60; _camera.Fov = 60;
//CursorState = CursorState.Grabbed; //CursorState = CursorState.Grabbed;
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
} }
protected override void OnRenderFrame(FrameEventArgs e) { protected override void OnRenderFrame(FrameEventArgs e) {
@ -66,7 +68,7 @@ namespace Map3DRendering {
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
_shader.Use(); _shader.Use();
//_texture.Use(TextureUnit.Texture0); _texture.Use(TextureUnit.Texture0);
_shader.SetMatrix4("view", _camera.GetViewMatrix()); _shader.SetMatrix4("view", _camera.GetViewMatrix());
_shader.SetMatrix4("projection", _camera.GetProjectionMatrix()); _shader.SetMatrix4("projection", _camera.GetProjectionMatrix());