diff --git a/LandblockExtraction/AtlasMaker/TerrainAtlasManager.cs b/LandblockExtraction/AtlasMaker/TerrainAtlasManager.cs index b0c1149..cf211c2 100644 --- a/LandblockExtraction/AtlasMaker/TerrainAtlasManager.cs +++ b/LandblockExtraction/AtlasMaker/TerrainAtlasManager.cs @@ -1,26 +1,23 @@ using AC2RE.Definitions; using ImageMagick; using LandblockExtraction.DatEngine; -using LandblockExtraction.Tools; using System.Numerics; namespace LandblockExtraction.AtlasMaker; public class TerrainAtlasManager { + private readonly string PATHTERRAINIMG = @".\terrains"; private PortalEngine portalEngine; - private Dictionary mapTerrain; public Dictionary textureCoord; public Dictionary terrainTexture; public Dictionary terrains; public TerrainAtlasManager(PortalEngine portalEngine) { this.portalEngine = portalEngine; - mapTerrain = new(); textureCoord = new Dictionary(); terrainTexture = new Dictionary(); terrains = new Dictionary(); - InitialiseTerrainDic(); - GenerateTerrain(); + testGenerateList(); } public void ExtractTexture() { using (var atlasBuilder = new AtlasBuilder(portalEngine)) { @@ -40,56 +37,38 @@ public class TerrainAtlasManager { } } } - private void GenerateTerrain() { - foreach(var terrain in portalEngine.cTerrainDesc.terrains) { - Terrain tmpTer = new((int)terrain.terrainIndex); - foreach(var surface in portalEngine.cSurfaceDesc.surfaces) { - if(terrain.surfaceInfo == surface.surfIndex) { - foreach(var mat in surface.terrainMaterials) { - tmpTer.AddSubTerrain(new(GetIndex(mat.baseMaterials.First().materialDid), - mat.minPitch, - mat.maxPitch, - MathOperations.RGBAColorToVector4(mat.vertexColor.First().vertexColor), - MathOperations.RGBAColorToVector4(mat.vertexColor.First().farVertexColor))); - } - } + /*private Terrain GenerateSubTerrain(int index, List materialGroups) { + Terrain tmpTerrain = new Terrain(index); + foreach(var material in materialGroups) { + int indexTer = GetIndexBySurface(material.s) + SubTerrain subTerrain = new(ma) + } + }*/ + private void testGenerateList() { + foreach(var surfaces in portalEngine.cSurfaceDesc.surfaces) { + Console.WriteLine($"{surfaces.surfIndex} :"); + foreach( var surface in surfaces.terrainMaterials) { + Console.WriteLine($"\t[{surface.minPitch} < {surface.maxPitch}]({surface.baseMaterials.First().materialDid}) - Vec3: {surface.vertexColor.First().vertexColor}"); } - terrains.Add((int)terrain.terrainIndex, tmpTer); - Console.WriteLine("Init: " + terrain.terrainIndex); } } - private void testGenerateList() { - foreach (var terrain in portalEngine.cTerrainDesc.terrains) { - foreach (var surfaces in portalEngine.cSurfaceDesc.surfaces) { - if (surfaces.surfIndex != terrain.surfaceInfo) continue; - foreach (var surface in surfaces.terrainMaterials) { + public void SaveAllTerrain() { + if (!Directory.Exists(PATHTERRAINIMG)) { + Directory.CreateDirectory(PATHTERRAINIMG); + } - uint test = 0; - //foreach(var m in map) { if (m.Key == surface.baseMaterials.First().materialDid) test = m.Value; } + foreach(var img in terrainTexture) { + var path = Path.Combine(PATHTERRAINIMG, img.Key.ToString()); - Console.Write($"({test})[{terrain.terrainName}]{surfaces.surfIndex} :"); - Console.WriteLine($"\t[{surface.minPitch} < {surface.maxPitch}]({surface.baseMaterials.First().materialDid}) - Vec3: {surface.vertexColor.First().vertexColor}"); - } - Console.WriteLine("--------"); - } + img.Value.Write(path + ".jpg"); } } - private void InitialiseTerrainDic() { + private int? GetIndexBySurface(uint surfaceIndex) { foreach(var terrain in portalEngine.cTerrainDesc.terrains) { - foreach (var surface in portalEngine.cSurfaceDesc.surfaces) { - if (terrain.surfaceInfo == surface.surfIndex) { - var id = surface.terrainMaterials.First().baseMaterials.First().materialDid; - mapTerrain.Add((int)terrain.terrainIndex, id); - break; - } - } + if (terrain.surfaceInfo == surfaceIndex) + return (int)terrain.terrainIndex; } - } - private int GetIndex(DataId id) { - foreach(var mat in mapTerrain) { - if(mat.Value.id == id.id) return mat.Key; - } - return 0; + return null; } public void GenerateUV() { int count = (int)Math.Ceiling(Math.Sqrt(textureCoord.Count)); diff --git a/LandblockExtraction/AtlasMaker/TerrainInfo/SubTerrain.cs b/LandblockExtraction/AtlasMaker/TerrainInfo/SubTerrain.cs index 55dd4f9..65c5457 100644 --- a/LandblockExtraction/AtlasMaker/TerrainInfo/SubTerrain.cs +++ b/LandblockExtraction/AtlasMaker/TerrainInfo/SubTerrain.cs @@ -1,19 +1,13 @@ -using System.Numerics; - -namespace LandblockExtraction.AtlasMaker; +namespace LandblockExtraction.AtlasMaker; public class SubTerrain { public int terrainIndex { get; set; } public float minPitch { get; set; } public float maxPitch { get; set; } - public Vector4 Color { get; set; } - public Vector4 farColor { get; set; } - public SubTerrain(int terrainIndex, float minPitch, float maxPitch, Vector4 color, Vector4 farcolor) { + public SubTerrain(int terrainIndex, float minPitch, float maxPitch) { this.terrainIndex = terrainIndex; this.minPitch = minPitch; this.maxPitch = maxPitch; - this.Color = color; - this.farColor = farcolor; } public bool MatchesPitch(float pitch) { return pitch >= minPitch && pitch <= maxPitch; diff --git a/LandblockExtraction/AtlasMaker/TerrainInfo/Terrain.cs b/LandblockExtraction/AtlasMaker/TerrainInfo/Terrain.cs index 5f5fc19..8e6c097 100644 --- a/LandblockExtraction/AtlasMaker/TerrainInfo/Terrain.cs +++ b/LandblockExtraction/AtlasMaker/TerrainInfo/Terrain.cs @@ -11,12 +11,12 @@ public class Terrain { subTerrains.Add(sousTerrain); } - public SubTerrain DetermineSubTerrain(float pitch) { + public int DetermineSubTerrain(float pitch) { foreach (var terrain in subTerrains) { if (terrain.MatchesPitch(pitch)) { - return terrain; + return terrain.terrainIndex; } } - return subTerrains.First(); + return terrainIndex; } } diff --git a/LandblockExtraction/AtlasMaker/TexturesImage.cs b/LandblockExtraction/AtlasMaker/TexturesImage.cs index 18ca924..cea78c1 100644 --- a/LandblockExtraction/AtlasMaker/TexturesImage.cs +++ b/LandblockExtraction/AtlasMaker/TexturesImage.cs @@ -40,7 +40,7 @@ public class TexturesImage { if (!portalEngine.datReader.contains(img)) continue; using (var data = portalEngine.datReader.getFileReader(img)) { var image = new RenderSurface(data); - if (image.width != 64) continue; + if (image.width != 256) continue; var dataImg = DDSHeader.Generate(image); using (MagickImage realImg = new MagickImage(dataImg)) { magickImage = new(realImg); diff --git a/LandblockExtraction/LandBlockExtractor/LandBlockExtrator.cs b/LandblockExtraction/LandBlockExtractor/LandBlockExtrator.cs index fa33ee7..a9f41a5 100644 --- a/LandblockExtraction/LandBlockExtractor/LandBlockExtrator.cs +++ b/LandblockExtraction/LandBlockExtractor/LandBlockExtrator.cs @@ -15,15 +15,14 @@ namespace LandblockExtraction.LandBlockExtractor { private readonly int BlockSize = 17; private readonly int cellSize = 8; - private int[] indiceBase; - public LandBlockExtrator(PortalEngine portalEngine, CellEngine cellEngine) { this.portalEngine = portalEngine; this.cellEngine = cellEngine; terrainAtlasManager = new TerrainAtlasManager(portalEngine); - - indiceBase = GenerateBasicIndices(); + terrainAtlasManager.ExtractTexture(); + terrainAtlasManager.GenerateUV(); + terrainAtlasManager.SaveAllTerrain(); } public BlockStruct? GetBlock(int landX, int landY) { @@ -40,19 +39,77 @@ namespace LandblockExtraction.LandBlockExtractor { for (int x = 0; x < BlockSize; x++) { var indice = y * BlockSize + x; blockStruct.verticesStruct.position[indice] = GenerateVertexPosition(landX, landY, x, y, blockData.heights[indice]); - blockStruct.indices = indiceBase; - //blockStruct.verticesStruct.color[indice] = GenerateVertexColor(blockData.cellInfos[indice]); - //blockStruct.verticesStruct.farcolor[indice] = GenerateVertexFarColor(blockData.cellInfos[indice]); + blockStruct.verticesStruct.color[indice] = GenerateVertexColor(blockData.cellInfos[indice]); + blockStruct.verticesStruct.farcolor[indice] = GenerateVertexFarColor(blockData.cellInfos[indice]); blockStruct.verticesStruct.terraintype[indice] = GenerateVertexTerrainType(blockData.cellInfos[indice]); + blockStruct.verticesStruct.texturecoord[indice] = GenerateUVForSubTile(x, y); + blockStruct.indices = GenerateBasicIndices(); + + } + } + //blockStruct.verticesStruct.texturecoord = GenerateBasicUVTest(blockStruct); + blockStruct.verticesStruct.normal = GenerateBasicNormal(blockStruct); + //DoubleEdgeVertices(blockStruct); + + Dictionary testTerr = new Dictionary(); + foreach (var test in blockStruct.verticesStruct.terraintype) { + var type = (int)test.X; + if (testTerr.ContainsKey(type)) { + testTerr[type]++; + } else { + testTerr.Add(type, 1); } } - GenerateBasicNormalandRighTexture(blockStruct); - DoubleEdgeVertices(blockStruct); - return blockStruct; } - private void GenerateBasicNormalandRighTexture(BlockStruct blockStruct) { + + private Vector2 GenerateBasicUV(int x, int y) { + float u = (float)x / (BlockSize - 1) * 8; + float v = (float)y / (BlockSize - 1) * 8; + + return new Vector2(u, v); + } + private Vector2 GenerateUVForSubTile(int x, int y) { + // Taille d'une "mini-tuile" en termes de coordonnées UV + float miniTileSize = 1f / BlockSize - 1; // Comme la sous-grille est 5x5 + + // Calcul des coordonnées UV basées sur la position (x, y) dans la sous-grille + float u = x * miniTileSize; + float v = y * miniTileSize; + + return new Vector2(u, v); + } + private Vector2[] GenerateBasicUVTest(BlockStruct blockStruct) { + Vector2[] uvs = new Vector2[blockStruct.verticesStruct.position.Length]; + + for (int i = 0; i < uvs.Length; i++) { + uvs[i] = new Vector2(0, 0); + } + + for (int i = 0; i < blockStruct.indices.Length; i += 6) { + int index1 = blockStruct.indices[i]; + int index2 = blockStruct.indices[i + 1]; + int index3 = blockStruct.indices[i + 2]; + int index4 = blockStruct.indices[i + 5]; + + uvs[index1] = new(0, 0); + uvs[index2] = new(0, 1); + uvs[index3] = new(1, 0); + uvs[index4] = new(1, 1); + } + + return uvs; + } + private Vector3[] GenerateBasicNormal(BlockStruct blockStruct) { + Vector3[] normals = new Vector3[blockStruct.verticesStruct.position.Length]; + + // Initialise tous les vecteurs normaux à zéro + for (int i = 0; i < normals.Length; i++) { + normals[i] = new Vector3(0, 0, 0); + } + + // Parcourt tous les indices et calcule les normales pour chaque triangle for (int i = 0; i < blockStruct.indices.Length; i += 6) { int index1 = blockStruct.indices[i]; int index2 = blockStruct.indices[i + 1]; @@ -64,28 +121,26 @@ namespace LandblockExtraction.LandBlockExtractor { Vector3 vertex3 = blockStruct.verticesStruct.position[index3]; Vector3 vertex4 = blockStruct.verticesStruct.position[index4]; + // Calcule la normale du triangle + /*Vector3 edge1 = vertex2 - vertex1; + Vector3 edge2 = vertex3 - vertex1; + Vector3 normal = Vector3.Cross(edge1, edge2); + normal = Vector3.Normalize(normal);*/ var normal = MathOperations.CalculateQuadNormal(vertex1, vertex2, vertex3, vertex4); - var test = MathOperations.CalculateInclination(normal); - - var sub1 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index1].X].DetermineSubTerrain(test); - var sub2 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index2].X].DetermineSubTerrain(test); - var sub3 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index3].X].DetermineSubTerrain(test); - var sub4 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index4].X].DetermineSubTerrain(test); - - InitColorFarColorTerrain(index1, normal, sub1, blockStruct); - InitColorFarColorTerrain(index2, normal, sub2, blockStruct); - InitColorFarColorTerrain(index3, normal, sub3, blockStruct); - InitColorFarColorTerrain(index4, normal, sub4, blockStruct); + // Ajoute la normale du triangle aux normales des sommets du triangle + normals[index1] += normal; + normals[index2] += normal; + normals[index3] += normal; + normals[index4] += normal; } - } - private void InitColorFarColorTerrain(int index, Vector3 normal, SubTerrain terrain, BlockStruct blockStruct) { - blockStruct.verticesStruct.terraintype[index].X = terrain.terrainIndex; - blockStruct.verticesStruct.color[index] = terrain.Color; - blockStruct.verticesStruct.farcolor[index] = terrain.farColor; - blockStruct.verticesStruct.normal[index] = normal; - } + // Normalise toutes les normales de sommets pour qu'elles soient de longueur unitaire + for (int i = 0; i < normals.Length; i++) { + normals[i] = Vector3.Normalize(normals[i]); + } + return normals; + } private int[] GenerateBasicIndices() { List indices = new List(); @@ -116,9 +171,10 @@ namespace LandblockExtraction.LandBlockExtractor { private Vector3 GenerateVertexPosition(int landx, int landy, int x, int y, byte height) { int tmpx = (landx * BlockSize + y) * cellSize; int tmpy = (BlockSize * NumberLandBlocks * cellSize) - ((landy * BlockSize + x) * cellSize) - 1; - var newX = (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2)) - landx * cellSize;// (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2)); - var newY = (tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1)) + landy * cellSize; //(tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1)); - return new Vector3(newX + 1020, portalEngine.landScapeDefs.landHeightTable[height], newY - 1020); + var newX = (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2)); + var newY = (tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1)); + + return new Vector3(newX, portalEngine.landScapeDefs.landHeightTable[height], newY); } private Vector4 GenerateVertexColor(uint cellInfo) { var terrain = MathOperations.GetTerrainInCellInfo(cellInfo); @@ -161,6 +217,7 @@ namespace LandblockExtraction.LandBlockExtractor { List newFarColors = new List(); List newTexCoord = new List(); List newTerrainTypes = new List(); + List newRealTerrainType = new List(); int originalVertexCount = blockStruct.verticesStruct.position.Length; int originalIndicesCount = blockStruct.indices.Length; @@ -173,49 +230,69 @@ namespace LandblockExtraction.LandBlockExtractor { var two = blockStruct.indices[i + 1]; var three = blockStruct.indices[i + 2]; var foor = blockStruct.indices[i + 5]; - Vector4 terrainType = new Vector4(blockStruct.verticesStruct.terraintype[one].X, - blockStruct.verticesStruct.terraintype[two].X, - blockStruct.verticesStruct.terraintype[three].X, - blockStruct.verticesStruct.terraintype[foor].X); - newPositions.Add(blockStruct.verticesStruct.position[one]); newColors.Add(blockStruct.verticesStruct.color[one]); newFarColors.Add(blockStruct.verticesStruct.farcolor[one]); - newNormals.Add(blockStruct.verticesStruct.normal[one]); - newTerrainTypes.Add(terrainType); + newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X, + blockStruct.verticesStruct.terraintype[two].X, + blockStruct.verticesStruct.terraintype[three].X, + blockStruct.verticesStruct.terraintype[foor].X)); + newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[one].X); - newPositions.Add(blockStruct.verticesStruct.position[two]); + /*newPositions.Add(blockStruct.verticesStruct.position[two]); newColors.Add(blockStruct.verticesStruct.color[two]); newFarColors.Add(blockStruct.verticesStruct.farcolor[two]); - newNormals.Add(blockStruct.verticesStruct.normal[two]); - newTerrainTypes.Add(terrainType); + newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X, + blockStruct.verticesStruct.terraintype[two].X, + blockStruct.verticesStruct.terraintype[three].X, + blockStruct.verticesStruct.terraintype[foor].X)); + newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[two].X); newPositions.Add(blockStruct.verticesStruct.position[three]); newColors.Add(blockStruct.verticesStruct.color[three]); newFarColors.Add(blockStruct.verticesStruct.farcolor[three]); - newNormals.Add(blockStruct.verticesStruct.normal[three]); - newTerrainTypes.Add(terrainType); + newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X, + blockStruct.verticesStruct.terraintype[two].X, + blockStruct.verticesStruct.terraintype[three].X, + blockStruct.verticesStruct.terraintype[foor].X)); + newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[three].X); newPositions.Add(blockStruct.verticesStruct.position[foor]); newColors.Add(blockStruct.verticesStruct.color[foor]); newFarColors.Add(blockStruct.verticesStruct.farcolor[foor]); - newNormals.Add(blockStruct.verticesStruct.normal[foor]); - newTerrainTypes.Add(terrainType); + newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X, + blockStruct.verticesStruct.terraintype[two].X, + blockStruct.verticesStruct.terraintype[three].X, + blockStruct.verticesStruct.terraintype[foor].X)); + newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[foor].X); newTexCoord.Add(new(0, 0)); newTexCoord.Add(new(0, 1)); newTexCoord.Add(new(1, 0)); - newTexCoord.Add(new(1, 1)); + newTexCoord.Add(new(1, 1));*/ + + var normal = MathOperations.CalculateQuadNormal(blockStruct.verticesStruct.position[one], + blockStruct.verticesStruct.position[two], + blockStruct.verticesStruct.position[three], + blockStruct.verticesStruct.position[foor]); + + newNormals.Add(normal); + //newNormals.Add(normal); + //newNormals.Add(normal); + //newNormals.Add(normal); } + // Ajouter les nouveaux sommets à la structure BlockStruct (étape 2) + // Vous devez également mettre à jour les indices dans blockStruct.indices blockStruct.verticesStruct.position = newPositions.ToArray(); blockStruct.verticesStruct.normal = newNormals.ToArray(); blockStruct.verticesStruct.color = newColors.ToArray(); blockStruct.verticesStruct.farcolor = newFarColors.ToArray(); blockStruct.verticesStruct.texturecoord = newTexCoord.ToArray(); blockStruct.verticesStruct.terraintype = newTerrainTypes.ToArray(); + blockStruct.verticesStruct.realtype = newRealTerrainType.ToArray(); blockStruct.indices = GenerateNewsIndices(newPositions.Count); } @@ -223,12 +300,12 @@ namespace LandblockExtraction.LandBlockExtractor { private int[] GenerateNewsIndices(int count) { List indices = new List(); for (int i = 0; i < count; i = i + 4) { - indices.Add(i); //A - indices.Add(i + 1); //B - indices.Add(i + 2); //C - indices.Add(i + 2); //C - indices.Add(i + 1); //B - indices.Add(i + 3); //D + indices.Add(i); + indices.Add(i + 1); + indices.Add(i + 2); + indices.Add(i + 2); + indices.Add(i + 1); + indices.Add(i + 3); } return indices.ToArray(); diff --git a/LandblockExtraction/LandBlockExtractor/Utilities/VerticesStruct.cs b/LandblockExtraction/LandBlockExtractor/Utilities/VerticesStruct.cs index 342de34..938ab64 100644 --- a/LandblockExtraction/LandBlockExtractor/Utilities/VerticesStruct.cs +++ b/LandblockExtraction/LandBlockExtractor/Utilities/VerticesStruct.cs @@ -8,6 +8,7 @@ namespace LandblockExtraction.LandBlockExtractor { public Vector4[] farcolor { get; set; } public Vector2[] texturecoord { get; set; } public Vector4[] terraintype { get; set; } + public float[] realtype { get; set; } public VerticesStruct(int blockSize) { position = new Vector3[blockSize * blockSize]; @@ -16,12 +17,13 @@ namespace LandblockExtraction.LandBlockExtractor { farcolor = new Vector4[blockSize * blockSize]; texturecoord = new Vector2[blockSize * blockSize]; terraintype = new Vector4[blockSize * blockSize]; + realtype = new float[blockSize * blockSize]; } public float[] Vertices() { int length = position.Length; - float[] vertices = new float[length * 20]; - for (int i = 0, vi = 0; i < length; i++, vi += 20) { + float[] vertices = new float[length * 21]; // 3 pour position, 4 pour color, et 4 pour farcolor + for (int i = 0, vi = 0; i < length; i++, vi += 21) { vertices[vi] = position[i].X; vertices[vi + 1] = position[i].Y; vertices[vi + 2] = position[i].Z; @@ -42,6 +44,7 @@ namespace LandblockExtraction.LandBlockExtractor { vertices[vi + 17] = terraintype[i].Y; vertices[vi + 18] = terraintype[i].Z; vertices[vi + 19] = terraintype[i].W; + vertices[vi + 20] = realtype[i]; } return vertices; } diff --git a/LandblockExtraction/Tools/MathOperations.cs b/LandblockExtraction/Tools/MathOperations.cs index 374a04c..71f5064 100644 --- a/LandblockExtraction/Tools/MathOperations.cs +++ b/LandblockExtraction/Tools/MathOperations.cs @@ -41,20 +41,5 @@ namespace LandblockExtraction.Tools { Vector3 averageNormal = (normal1 + normal2) / 2; return Vector3.Normalize(averageNormal); } - public static float CalculateInclination(Vector3 normal) { - Vector3 up = new Vector3(0, 0, 1); // Vecteur vertical de référence - - normal = Vector3.Normalize(normal); // Normaliser la normale - - float dotProduct = Vector3.Dot(normal, up); // Produit scalaire entre la normale et le vecteur vertical - - // Calculer le cosinus de l'angle - float cosTheta = dotProduct; - - // Calculer le sinus de l'angle à partir du cosinus - float sinTheta = (float)Math.Sqrt(1 - cosTheta * cosTheta); - - return sinTheta; // Retourner l'angle d'inclinaison variant de 0 à 1 - } } } diff --git a/LandblockExtraction/WorldMap/VertexInfo/VertexMap.cs b/LandblockExtraction/WorldMap/VertexInfo/VertexMap.cs deleted file mode 100644 index 327a47b..0000000 --- a/LandblockExtraction/WorldMap/VertexInfo/VertexMap.cs +++ /dev/null @@ -1,12 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using System.Numerics; -using System.Text; -using System.Threading.Tasks; - -namespace LandblockExtraction.WorldMap; -public struct VertexMap { - public Vector3 Position; - public Vector4 Color; -} diff --git a/LandblockExtraction/WorldMap/WorldMap.cs b/LandblockExtraction/WorldMap/WorldMap.cs deleted file mode 100644 index 0b868f9..0000000 --- a/LandblockExtraction/WorldMap/WorldMap.cs +++ /dev/null @@ -1,165 +0,0 @@ -using AC2RE.Definitions; -using LandblockExtraction.AtlasMaker; -using LandblockExtraction.DatEngine; -using LandblockExtraction.Tools; -using System.Numerics; - -namespace LandblockExtraction.WorldMap; -public class WorldMap { - private readonly int NumberLandBlocks = 254; - private readonly int BlockSize = 17; - private readonly int cellSize = 8; - - private PortalEngine portalEngine; - private CellEngine cellEngine; - private TerrainAtlasManager terrainAtlasManager; - - private VertexMap[,] vertexMaps; - - public WorldMap(PortalEngine portalEngine, CellEngine cellEngine) { - this.portalEngine = portalEngine; - this.cellEngine = cellEngine; - - terrainAtlasManager = new TerrainAtlasManager(portalEngine); - - int globalSize = NumberLandBlocks * (BlockSize - 1); - vertexMaps = new VertexMap[globalSize, globalSize]; - } - private void InitializeBaseMap() { - for (int landY = 0; landY <= NumberLandBlocks; landY++) { - for (int landX = 0; landX <= NumberLandBlocks; landX++) { - InitializeCellMap(landY, landX); - } - } - } - public void LoadRegion(int start, int end) { - for (int landY = start; landY <= end; landY++) { - for (int landX = start; landX <= end; landX++) { - InitializeCellMap(landY, landX); - } - } - } - private void InitializeCellMap(int landx, int landy) { - CellId landBlockId = new CellId((byte)landx, (byte)landy, 0xFF, 0xFF); - var landBlock = cellEngine.GetLandBlockData(landBlockId.id); - - for (int y = 0; y < BlockSize; y++) { - for (int x = 0; x < BlockSize; x++) { - float height = 0; - Vector4 color = Vector4.Zero; - - // Calculer les indices globaux en prenant en compte la position du land - int indiceX = landx * (BlockSize - 1) + y; - int indiceY = landy * (BlockSize - 1) + x; - - if (landBlock != null) { - height = GetHeightInLandBlock(landBlock, x, y); - color = GetColorVertex(landBlock, x, y); - } - - // Vérifier si les indices ne dépassent pas la taille globale de la grille - if (indiceX < NumberLandBlocks * (BlockSize - 1) && indiceY < NumberLandBlocks * (BlockSize - 1)) { - vertexMaps[indiceX, indiceY] = new VertexMap() { - Position = GenerateVertexPosition(landx, landy, x, y, height), - Color = color - }; - } - } - } - } - - private float GetHeightInLandBlock(CLandBlockData block, int x, int y) { - var indice = y * BlockSize + x; - return block.heights[indice]; - } - private Vector4 GetColorVertex(CLandBlockData block, int x, int y) { - var indice = y * BlockSize + x; - var terrain = MathOperations.GetTerrainInCellInfo(block.cellInfos[indice]); - return terrainAtlasManager.terrains[(int)terrain].subTerrains.First().Color; - } - public float[] GetAllVertices() { - List verticesList = new List(); - - int rowLength = NumberLandBlocks * (BlockSize - 1); - for (int y = 0; y < rowLength; y++) { - for (int x = 0; x < rowLength; x++) { - - // Ajouter la position du vertex à la liste - verticesList.Add(vertexMaps[x, y].Position.X); - verticesList.Add(vertexMaps[x, y].Position.Y); - verticesList.Add(vertexMaps[x, y].Position.Z); - - // Ajouter la couleur si nécessaire - verticesList.Add(vertexMaps[x, y].Color.X); - verticesList.Add(vertexMaps[x, y].Color.Y); - verticesList.Add(vertexMaps[x, y].Color.Z); - verticesList.Add(vertexMaps[x, y].Color.W); - } - } - - return verticesList.ToArray(); - } - public int[] GenerateRegionIndices(int start, int end) { - List indices = new List(); - - // Calcul de la longueur de la ligne pour la région spécifiée - int rowLength = (end - start) * (BlockSize - 1); - - // Parcours de chaque "cellule" de la grille pour la région spécifiée - for (int y = 0; y < rowLength; y++) { - for (int x = 0; x < rowLength; x++) { - int baseX = start * (BlockSize - 1); - int baseY = start * (BlockSize - 1); - - int topLeft = (y + baseY) * (NumberLandBlocks * (BlockSize - 1)) + (x + baseX); - int topRight = topLeft + 1; - int bottomLeft = topLeft + (NumberLandBlocks * (BlockSize - 1)); - int bottomRight = bottomLeft + 1; - - indices.Add(topLeft); - indices.Add(bottomLeft); - indices.Add(bottomRight); - - indices.Add(bottomLeft); - indices.Add(bottomRight); - indices.Add(topRight); - } - } - - return indices.ToArray(); - } - public int[] GenerateIndices() { - List indices = new List(); - - int rowLength = NumberLandBlocks * (BlockSize - 1); - - // Parcourir chaque "cellule" de la grille, sauf la dernière colonne et la dernière ligne - for (int y = 0; y < rowLength - 1; y++) { - for (int x = 0; x < rowLength - 1; x++) { - // Calculer les indices des 4 sommets du carré courant - int topLeft = y * rowLength + x; - int topRight = topLeft + 1; - int bottomLeft = topLeft + rowLength; - int bottomRight = bottomLeft + 1; - - // Ajouter les indices pour former les deux triangles - indices.Add(topLeft); - indices.Add(bottomLeft); - indices.Add(bottomRight); - - indices.Add(bottomLeft); - indices.Add(bottomRight); - indices.Add(topRight); - } - } - - return indices.ToArray(); - } - private Vector3 GenerateVertexPosition(int landx, int landy, int x, int y, float height) { - int tmpx = (landx * BlockSize + y) * cellSize; - int tmpy = (BlockSize * NumberLandBlocks * cellSize) - ((landy * BlockSize + x) * cellSize) - 1; - var newX = (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2)) - landx * cellSize;// (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2)); - var newY = (tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1)) + landy * cellSize; //(tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1)); - return new Vector3(newX + 1020, height, newY - 1020); - } -} diff --git a/Map3DRendering/Common/Camera.cs b/Map3DRendering/Common/Camera.cs index 6084f37..8ab50aa 100644 --- a/Map3DRendering/Common/Camera.cs +++ b/Map3DRendering/Common/Camera.cs @@ -83,7 +83,7 @@ namespace Map3DRendering.Common { // Get the projection matrix using the same method we have used up until this point public Matrix4 GetProjectionMatrix() { - return Matrix4.CreatePerspectiveFieldOfView(_fov, AspectRatio, 0.01f, 5000f); + return Matrix4.CreatePerspectiveFieldOfView(_fov, AspectRatio, 0.01f, 1000f); } // This function is going to update the direction vertices using some of the math learned in the web tutorials. diff --git a/Map3DRendering/Common/Shader.cs b/Map3DRendering/Common/Shader.cs index d16e150..dd7900a 100644 --- a/Map3DRendering/Common/Shader.cs +++ b/Map3DRendering/Common/Shader.cs @@ -1,7 +1,11 @@ -using OpenTK.Graphics.OpenGL4; +using System; +using System.IO; +using System.Text; +using System.Collections.Generic; +using OpenTK.Graphics.OpenGL4; using OpenTK.Mathematics; -namespace Map3DRendering.Common { +namespace Map3DRendering { // A simple class meant to help create shaders. public class Shader { public readonly int Handle; @@ -163,18 +167,9 @@ namespace Map3DRendering.Common { /// /// The name of the uniform /// The data to set - public void SetVector2(string name, Vector2 data) { - GL.UseProgram(Handle); - GL.Uniform2(_uniformLocations[name], data); - } public void SetVector3(string name, Vector3 data) { GL.UseProgram(Handle); GL.Uniform3(_uniformLocations[name], data); } - - public void SetVector4(string name, Vector4 data) { - GL.UseProgram(Handle); - GL.Uniform4(_uniformLocations[name], data); - } } -} +} \ No newline at end of file diff --git a/Map3DRendering/Common/Texture.cs b/Map3DRendering/Common/Texture.cs index 7a52e63..96e397c 100644 --- a/Map3DRendering/Common/Texture.cs +++ b/Map3DRendering/Common/Texture.cs @@ -1,7 +1,11 @@ using OpenTK.Graphics.OpenGL4; +using System.Drawing; +using System.Drawing.Imaging; +using PixelFormat = OpenTK.Graphics.OpenGL4.PixelFormat; using StbImageSharp; +using System.IO; -namespace Map3DRendering.Common { +namespace Map3DRendering { // A helper class, much like Shader, meant to simplify loading textures. public class Texture { public readonly int Handle; @@ -101,7 +105,6 @@ namespace Map3DRendering.Common { return new Texture(handle); } - public Texture(int glHandle) { Handle = glHandle; } @@ -118,11 +121,5 @@ namespace Map3DRendering.Common { GL.ActiveTexture(unit); GL.BindTexture(TextureTarget.Texture2DArray, Handle); } - - - public void Assign(int shader, int i) { - int location = GL.GetUniformLocation(shader, "textures[" + i.ToString() + "]"); - GL.Uniform1(location, i); - } } -} +} \ No newline at end of file diff --git a/Map3DRendering/MapRender.cs b/Map3DRendering/MapRender.cs index 1434eaf..769fd34 100644 --- a/Map3DRendering/MapRender.cs +++ b/Map3DRendering/MapRender.cs @@ -70,7 +70,7 @@ namespace Map3DRendering { } } private void InitializeBlock(int x, int y, BlockStruct block, Shader _shader) { - int lenghPacket = 20; + int lenghPacket = 21; // 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. int tempVertexArray = GL.GenVertexArray(); @@ -112,6 +112,10 @@ namespace Map3DRendering { var terraintypeLocation = _shader.GetAttribLocation("aTexType"); GL.EnableVertexAttribArray(terraintypeLocation); GL.VertexAttribPointer(terraintypeLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 16 * sizeof(float)); + + var realterraintypeLocation = _shader.GetAttribLocation("aRealTexType"); + GL.EnableVertexAttribArray(realterraintypeLocation); + GL.VertexAttribPointer(realterraintypeLocation, 1, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 20 * sizeof(float)); } public void Render(Shader shader) { for (int y = startY; y <= endY; y++) { diff --git a/Map3DRendering/Program.cs b/Map3DRendering/Program.cs index 8ab14ec..88992d4 100644 --- a/Map3DRendering/Program.cs +++ b/Map3DRendering/Program.cs @@ -8,7 +8,6 @@ namespace Map3DRendering { var nativeWindowSettings = new NativeWindowSettings() { ClientSize = new Vector2i(800, 600), Title = "LearnOpenTK - Map AC2", - Vsync = VSyncMode.On, // This is needed to run on macos Flags = ContextFlags.ForwardCompatible, }; diff --git a/Map3DRendering/Shaders/shader.frag b/Map3DRendering/Shaders/shader.frag index 3ee40c0..a559a77 100644 --- a/Map3DRendering/Shaders/shader.frag +++ b/Map3DRendering/Shaders/shader.frag @@ -2,38 +2,33 @@ out vec4 outputColor; +uniform sampler2DArray texture0; + uniform vec3 viewPos; uniform vec3 lightPos; uniform vec3 lightColor; -uniform sampler2DArray texture0; +in vec4 Color; in vec4 FarColor; in vec3 Normal; in vec3 FragPos; in vec2 TexCoord; in vec4 TexType; +in float RealType; void main() { - vec4 blendedColor[4]; - for (int i = 0; i < 4; i++) { - float type = TexType[i]; - blendedColor[i] = texture(texture0, vec3(TexCoord, type)); - } - - float weightX = TexCoord.x; - float weightY = TexCoord.y; - - vec4 mix1 = mix(blendedColor[0], blendedColor[2], weightX); - vec4 mix2 = mix(blendedColor[1], blendedColor[3], weightX); - vec4 finalColor = mix(mix1, mix2, weightY); + vec4 color0 = texture(texture0, vec3(TexCoord, TexType.x)); vec3 norm = normalize(Normal); + + vec4 finalColor = color0; //mix(color0, color1, norm.y); + vec3 lightDir = normalize(lightPos - FragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * lightColor; - vec4 litColor = vec4(diffuse, 1.0) * finalColor; + vec4 litColor = vec4(diffuse, 1.0) * finalColor * Color; float distance = length(viewPos - FragPos); float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0); diff --git a/Map3DRendering/Shaders/shader.vert b/Map3DRendering/Shaders/shader.vert index 084f70a..7f31960 100644 --- a/Map3DRendering/Shaders/shader.vert +++ b/Map3DRendering/Shaders/shader.vert @@ -5,6 +5,7 @@ layout (location = 2) in vec4 aColor; layout (location = 3) in vec4 aColorFar; layout (location = 4) in vec2 aTexCoord; layout (location = 5) in vec4 aTexType; +layout (location = 6) in float aRealTexType; uniform mat4 model; uniform mat4 view; @@ -16,6 +17,7 @@ out vec4 Color; out vec4 FarColor; out vec2 TexCoord; out vec4 TexType; +out float RealType; void main() { @@ -26,4 +28,5 @@ void main() FarColor = aColorFar; TexCoord = aTexCoord; TexType = aTexType; + RealType = aRealTexType; } \ No newline at end of file diff --git a/Map3DRendering/Window.cs b/Map3DRendering/Window.cs index 8d5b2ea..8958671 100644 --- a/Map3DRendering/Window.cs +++ b/Map3DRendering/Window.cs @@ -10,7 +10,7 @@ namespace Map3DRendering { private readonly Vector3 _lightPos = new Vector3(0x10, 0, 0x10); - private WorldMapRender mapRender; + private MapRender mapRender; private AxesGizmo axesGizmo; private Shader _shader; @@ -33,7 +33,7 @@ namespace Map3DRendering { public Window(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) : base(gameWindowSettings, nativeWindowSettings) { - mapRender = new WorldMapRender(); + mapRender = new MapRender(); GL.GetInteger(GetPName.MaxTextureImageUnits, out maxTextures); } @@ -55,16 +55,20 @@ namespace Map3DRendering { mapRender.OnLoad(_shader); var file = Directory.EnumerateFiles(@"./terrains"); + _texture = Texture.LoadFromArray(file.ToArray()); + // Texture units are explained in Texture.cs, at the Use function. + // First texture goes in texture unit 0. _texture.UseArray(TextureUnit.Texture0); + axesGizmo = new AxesGizmo(); _camera = new Camera(Vector3.UnitY * 300, Size.X / (float)Size.Y); _camera.Fov = 60; //CursorState = CursorState.Grabbed; - GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat); - GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat); + //GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat); + //GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat); _lightPosVec = Vector3.UnitY * 1000; } @@ -75,20 +79,22 @@ namespace Map3DRendering { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); - _shader.Use(); _texture.UseArray(TextureUnit.Texture0); + _shader.Use(); _shader.SetMatrix4("view", _camera.GetViewMatrix()); _shader.SetMatrix4("projection", _camera.GetProjectionMatrix()); //_shader.SetVector3("objectColor", new Vector3(0.5f, 0.5f, 0.5f)); _shader.SetVector3("lightColor", new Vector3(1.0f, 1.0f, 1.0f)); - _shader.SetVector3("lightPos", _camera.Position); + _shader.SetVector3("lightPos", _lightPosVec); + + //_shader.SetVector3("viewPos", _camera.Position); GL.LineWidth(5.0f); _shader.SetVector3("viewPos", _camera.Position); - //mapRender.UpdateBlocks(_camera.Position, _shader); + mapRender.UpdateBlocks(_camera.Position, _shader); mapRender.Render(_shader); axesGizmo.Render(Size.X, Size.Y, _camera); @@ -143,10 +149,10 @@ namespace Map3DRendering { _camera.Position += _camera.Right * cameraSpeed * (float)e.Time; // Right } if (input.IsKeyDown(Keys.Space)) { - _camera.Position += Vector3.UnitY * cameraSpeed * (float)e.Time; // Up + _camera.Position += _camera.Up * cameraSpeed * (float)e.Time; // Up } if (input.IsKeyDown(Keys.LeftShift)) { - _camera.Position -= Vector3.UnitY * cameraSpeed * (float)e.Time; // Down + _camera.Position -= _camera.Up * cameraSpeed * (float)e.Time; // Down } // Get the mouse state diff --git a/Map3DRendering/WorldMapRender.cs b/Map3DRendering/WorldMapRender.cs deleted file mode 100644 index ce92ee1..0000000 --- a/Map3DRendering/WorldMapRender.cs +++ /dev/null @@ -1,67 +0,0 @@ -using LandblockExtraction.DatEngine; -using LandblockExtraction.WorldMap; -using Map3DRendering.Common; -using OpenTK.Graphics.OpenGL4; -using OpenTK.Mathematics; - - -namespace Map3DRendering; -public class WorldMapRender { - private PortalEngine portalEngine; - private CellEngine cellEngine; - private WorldMap worldMap; - - public int _vertexArrayObject; - public int _vertexBufferObject; - public int _elementBufferObject; - - public int indicesLength; - - public WorldMapRender() { - portalEngine = new PortalEngine(); - cellEngine = new CellEngine(); - - worldMap = new WorldMap(portalEngine, cellEngine); - worldMap.LoadRegion(0x5F, 0x9F); - } - public void OnLoad(Shader _shader) { - InitializeMap(_shader); - } - private void InitializeMap(Shader _shader) { - int lenghPacket = 7; - var vertices = worldMap.GetAllVertices(); - var indices = worldMap.GenerateRegionIndices(0x5F, 0x9F); - indicesLength = indices.Length; - // 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. - int tempVertexArray = GL.GenVertexArray(); - GL.BindVertexArray(tempVertexArray); - _vertexArrayObject = tempVertexArray; - - int tmpVertexBuffer = GL.GenBuffer(); - GL.BindBuffer(BufferTarget.ArrayBuffer, tmpVertexBuffer); - GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw); - _vertexBufferObject = tmpVertexBuffer; - - GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 0); - - int tmpElementBuffer = GL.GenBuffer(); - GL.BindBuffer(BufferTarget.ElementArrayBuffer, tmpElementBuffer); - GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Length * sizeof(int), indices, BufferUsageHint.StaticDraw); - _elementBufferObject = tmpElementBuffer; - - var vertexLocation = _shader.GetAttribLocation("aPos"); - GL.EnableVertexAttribArray(vertexLocation); - GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 0); - - var colorLocation = _shader.GetAttribLocation("aColor"); - GL.EnableVertexAttribArray(colorLocation); - GL.VertexAttribPointer(colorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 6 * sizeof(float)); - } - public void Render(Shader shader) { - var model = Matrix4.Identity;//CreateTranslation(x * BlockSize, 0, y * BlockSize); // Ajustez selon votre système de coordonnées - shader.SetMatrix4("model", model); - GL.BindVertexArray(_vertexArrayObject); - GL.DrawElements(PrimitiveType.Triangles, indicesLength, DrawElementsType.UnsignedInt, 0); - } -}