Compare commits
3 commits
Save-Doubl
...
main
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
51325d8650 | ||
|
|
2b62d3b9e4 | ||
|
|
3a7d169b30 |
14 changed files with 214 additions and 147 deletions
|
|
@ -1,26 +1,23 @@
|
||||||
using AC2RE.Definitions;
|
using AC2RE.Definitions;
|
||||||
using ImageMagick;
|
using ImageMagick;
|
||||||
using LandblockExtraction.DatEngine;
|
using LandblockExtraction.DatEngine;
|
||||||
using LandblockExtraction.Tools;
|
|
||||||
using System.Numerics;
|
using System.Numerics;
|
||||||
|
|
||||||
namespace LandblockExtraction.AtlasMaker;
|
namespace LandblockExtraction.AtlasMaker;
|
||||||
public class TerrainAtlasManager {
|
public class TerrainAtlasManager {
|
||||||
|
private readonly string PATHTERRAINIMG = @".\terrains";
|
||||||
private PortalEngine portalEngine;
|
private PortalEngine portalEngine;
|
||||||
private Dictionary<int, DataId> mapTerrain;
|
|
||||||
|
|
||||||
public Dictionary<int, Vector2> textureCoord;
|
public Dictionary<int, Vector2> textureCoord;
|
||||||
public Dictionary<int, MagickImage> terrainTexture;
|
public Dictionary<int, MagickImage> terrainTexture;
|
||||||
public Dictionary<int, Terrain> terrains;
|
public Dictionary<int, Terrain> terrains;
|
||||||
public TerrainAtlasManager(PortalEngine portalEngine) {
|
public TerrainAtlasManager(PortalEngine portalEngine) {
|
||||||
this.portalEngine = portalEngine;
|
this.portalEngine = portalEngine;
|
||||||
mapTerrain = new();
|
|
||||||
textureCoord = new Dictionary<int, Vector2>();
|
textureCoord = new Dictionary<int, Vector2>();
|
||||||
terrainTexture = new Dictionary<int, MagickImage>();
|
terrainTexture = new Dictionary<int, MagickImage>();
|
||||||
terrains = new Dictionary<int, Terrain>();
|
terrains = new Dictionary<int, Terrain>();
|
||||||
|
|
||||||
InitialiseTerrainDic();
|
testGenerateList();
|
||||||
GenerateTerrain();
|
|
||||||
}
|
}
|
||||||
public void ExtractTexture() {
|
public void ExtractTexture() {
|
||||||
using (var atlasBuilder = new AtlasBuilder(portalEngine)) {
|
using (var atlasBuilder = new AtlasBuilder(portalEngine)) {
|
||||||
|
|
@ -40,56 +37,38 @@ public class TerrainAtlasManager {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
private void GenerateTerrain() {
|
/*private Terrain GenerateSubTerrain(int index, List<CSurfaceDesc.MaterialGroup> materialGroups) {
|
||||||
foreach(var terrain in portalEngine.cTerrainDesc.terrains) {
|
Terrain tmpTerrain = new Terrain(index);
|
||||||
Terrain tmpTer = new((int)terrain.terrainIndex);
|
foreach(var material in materialGroups) {
|
||||||
foreach(var surface in portalEngine.cSurfaceDesc.surfaces) {
|
int indexTer = GetIndexBySurface(material.s)
|
||||||
if(terrain.surfaceInfo == surface.surfIndex) {
|
SubTerrain subTerrain = new(ma)
|
||||||
foreach(var mat in surface.terrainMaterials) {
|
|
||||||
tmpTer.subTerrains.Add(new(GetIndex(mat.baseMaterials.First().materialDid),
|
|
||||||
mat.minPitch,
|
|
||||||
mat.maxPitch,
|
|
||||||
MathOperations.RGBAColorToVector4(mat.vertexColor.First().vertexColor),
|
|
||||||
MathOperations.RGBAColorToVector4(mat.vertexColor.First().farVertexColor)));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
terrains.Add((int)terrain.terrainIndex, tmpTer);
|
|
||||||
Console.WriteLine("Init: " + terrain.terrainIndex);
|
|
||||||
}
|
}
|
||||||
}
|
}*/
|
||||||
private void testGenerateList() {
|
private void testGenerateList() {
|
||||||
foreach (var terrain in portalEngine.cTerrainDesc.terrains) {
|
foreach(var surfaces in portalEngine.cSurfaceDesc.surfaces) {
|
||||||
foreach (var surfaces in portalEngine.cSurfaceDesc.surfaces) {
|
Console.WriteLine($"{surfaces.surfIndex} :");
|
||||||
if (surfaces.surfIndex != terrain.surfaceInfo) continue;
|
foreach( var surface in surfaces.terrainMaterials) {
|
||||||
foreach (var surface in surfaces.terrainMaterials) {
|
Console.WriteLine($"\t[{surface.minPitch} < {surface.maxPitch}]({surface.baseMaterials.First().materialDid}) - Vec3: {surface.vertexColor.First().vertexColor}");
|
||||||
|
|
||||||
uint test = 0;
|
|
||||||
//foreach(var m in map) { if (m.Key == surface.baseMaterials.First().materialDid) test = m.Value; }
|
|
||||||
|
|
||||||
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("--------");
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
private void InitialiseTerrainDic() {
|
public void SaveAllTerrain() {
|
||||||
|
if (!Directory.Exists(PATHTERRAINIMG)) {
|
||||||
|
Directory.CreateDirectory(PATHTERRAINIMG);
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach(var img in terrainTexture) {
|
||||||
|
var path = Path.Combine(PATHTERRAINIMG, img.Key.ToString());
|
||||||
|
|
||||||
|
img.Value.Write(path + ".jpg");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private int? GetIndexBySurface(uint surfaceIndex) {
|
||||||
foreach(var terrain in portalEngine.cTerrainDesc.terrains) {
|
foreach(var terrain in portalEngine.cTerrainDesc.terrains) {
|
||||||
foreach (var surface in portalEngine.cSurfaceDesc.surfaces) {
|
if (terrain.surfaceInfo == surfaceIndex)
|
||||||
if (terrain.surfaceInfo == surface.surfIndex) {
|
return (int)terrain.terrainIndex;
|
||||||
var id = surface.terrainMaterials.First().baseMaterials.First().materialDid;
|
|
||||||
mapTerrain.Add((int)terrain.terrainIndex, id);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
return null;
|
||||||
private int GetIndex(DataId id) {
|
|
||||||
foreach(var mat in mapTerrain) {
|
|
||||||
if(mat.Value == id) return mat.Key;
|
|
||||||
}
|
|
||||||
return 0;
|
|
||||||
}
|
}
|
||||||
public void GenerateUV() {
|
public void GenerateUV() {
|
||||||
int count = (int)Math.Ceiling(Math.Sqrt(textureCoord.Count));
|
int count = (int)Math.Ceiling(Math.Sqrt(textureCoord.Count));
|
||||||
|
|
|
||||||
|
|
@ -1,19 +1,13 @@
|
||||||
using System.Numerics;
|
namespace LandblockExtraction.AtlasMaker;
|
||||||
|
|
||||||
namespace LandblockExtraction.AtlasMaker;
|
|
||||||
|
|
||||||
public class SubTerrain {
|
public class SubTerrain {
|
||||||
public int terrainIndex { get; set; }
|
public int terrainIndex { get; set; }
|
||||||
public float minPitch { get; set; }
|
public float minPitch { get; set; }
|
||||||
public float maxPitch { get; set; }
|
public float maxPitch { get; set; }
|
||||||
public Vector4 Color { get; set; }
|
public SubTerrain(int terrainIndex, float minPitch, float maxPitch) {
|
||||||
public Vector4 farColor { get; set; }
|
|
||||||
public SubTerrain(int terrainIndex, float minPitch, float maxPitch, Vector4 color, Vector4 farcolor) {
|
|
||||||
this.terrainIndex = terrainIndex;
|
this.terrainIndex = terrainIndex;
|
||||||
this.minPitch = minPitch;
|
this.minPitch = minPitch;
|
||||||
this.maxPitch = maxPitch;
|
this.maxPitch = maxPitch;
|
||||||
this.Color = color;
|
|
||||||
this.farColor = farcolor;
|
|
||||||
}
|
}
|
||||||
public bool MatchesPitch(float pitch) {
|
public bool MatchesPitch(float pitch) {
|
||||||
return pitch >= minPitch && pitch <= maxPitch;
|
return pitch >= minPitch && pitch <= maxPitch;
|
||||||
|
|
|
||||||
|
|
@ -11,12 +11,12 @@ public class Terrain {
|
||||||
subTerrains.Add(sousTerrain);
|
subTerrains.Add(sousTerrain);
|
||||||
}
|
}
|
||||||
|
|
||||||
public SubTerrain DetermineSubTerrain(float pitch) {
|
public int DetermineSubTerrain(float pitch) {
|
||||||
foreach (var terrain in subTerrains) {
|
foreach (var terrain in subTerrains) {
|
||||||
if (terrain.MatchesPitch(pitch)) {
|
if (terrain.MatchesPitch(pitch)) {
|
||||||
return terrain;
|
return terrain.terrainIndex;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return subTerrains.First();
|
return terrainIndex;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -40,7 +40,7 @@ public class TexturesImage {
|
||||||
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)) {
|
||||||
var image = new RenderSurface(data);
|
var image = new RenderSurface(data);
|
||||||
if (image.width != 64) continue;
|
if (image.width != 256) continue;
|
||||||
var dataImg = DDSHeader.Generate(image);
|
var dataImg = DDSHeader.Generate(image);
|
||||||
using (MagickImage realImg = new MagickImage(dataImg)) {
|
using (MagickImage realImg = new MagickImage(dataImg)) {
|
||||||
magickImage = new(realImg);
|
magickImage = new(realImg);
|
||||||
|
|
|
||||||
|
|
@ -15,15 +15,14 @@ namespace LandblockExtraction.LandBlockExtractor {
|
||||||
private readonly int BlockSize = 17;
|
private readonly int BlockSize = 17;
|
||||||
private readonly int cellSize = 8;
|
private readonly int cellSize = 8;
|
||||||
|
|
||||||
private int[] indiceBase;
|
|
||||||
|
|
||||||
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 = new TerrainAtlasManager(portalEngine);
|
||||||
|
terrainAtlasManager.ExtractTexture();
|
||||||
indiceBase = GenerateBasicIndices();
|
terrainAtlasManager.GenerateUV();
|
||||||
|
terrainAtlasManager.SaveAllTerrain();
|
||||||
}
|
}
|
||||||
|
|
||||||
public BlockStruct? GetBlock(int landX, int landY) {
|
public BlockStruct? GetBlock(int landX, int landY) {
|
||||||
|
|
@ -40,19 +39,77 @@ namespace LandblockExtraction.LandBlockExtractor {
|
||||||
for (int x = 0; x < BlockSize; x++) {
|
for (int x = 0; x < BlockSize; x++) {
|
||||||
var indice = y * BlockSize + x;
|
var indice = y * BlockSize + x;
|
||||||
blockStruct.verticesStruct.position[indice] = GenerateVertexPosition(landX, landY, x, y, blockData.heights[indice]);
|
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.color[indice] = GenerateVertexColor(blockData.cellInfos[indice]);
|
||||||
blockStruct.verticesStruct.farcolor[indice] = GenerateVertexFarColor(blockData.cellInfos[indice]);
|
blockStruct.verticesStruct.farcolor[indice] = GenerateVertexFarColor(blockData.cellInfos[indice]);
|
||||||
blockStruct.verticesStruct.terraintype[indice] = GenerateVertexTerrainType(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<int, int> testTerr = new Dictionary<int, int>();
|
||||||
|
foreach (var test in blockStruct.verticesStruct.terraintype) {
|
||||||
|
var type = (int)test.X;
|
||||||
|
if (testTerr.ContainsKey(type)) {
|
||||||
|
testTerr[type]++;
|
||||||
|
} else {
|
||||||
|
testTerr.Add(type, 1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
GenerateBasicNormal(blockStruct);
|
|
||||||
DoubleEdgeVertices(blockStruct);
|
|
||||||
|
|
||||||
return blockStruct;
|
return blockStruct;
|
||||||
}
|
}
|
||||||
private void GenerateBasicNormal(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) {
|
for (int i = 0; i < blockStruct.indices.Length; i += 6) {
|
||||||
int index1 = blockStruct.indices[i];
|
int index1 = blockStruct.indices[i];
|
||||||
int index2 = blockStruct.indices[i + 1];
|
int index2 = blockStruct.indices[i + 1];
|
||||||
|
|
@ -64,14 +121,27 @@ namespace LandblockExtraction.LandBlockExtractor {
|
||||||
Vector3 vertex3 = blockStruct.verticesStruct.position[index3];
|
Vector3 vertex3 = blockStruct.verticesStruct.position[index3];
|
||||||
Vector3 vertex4 = blockStruct.verticesStruct.position[index4];
|
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 normal = MathOperations.CalculateQuadNormal(vertex1, vertex2, vertex3, vertex4);
|
||||||
|
// Ajoute la normale du triangle aux normales des sommets du triangle
|
||||||
blockStruct.verticesStruct.normal[index1] = normal;
|
normals[index1] += normal;
|
||||||
blockStruct.verticesStruct.normal[index2] = normal;
|
normals[index2] += normal;
|
||||||
blockStruct.verticesStruct.normal[index3] = normal;
|
normals[index3] += normal;
|
||||||
blockStruct.verticesStruct.normal[index4] = normal;
|
normals[index4] += 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() {
|
private int[] GenerateBasicIndices() {
|
||||||
List<int> indices = new List<int>();
|
List<int> indices = new List<int>();
|
||||||
|
|
||||||
|
|
@ -101,9 +171,10 @@ namespace LandblockExtraction.LandBlockExtractor {
|
||||||
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;
|
||||||
var newX = (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2)) - landx * cellSize;// (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2));
|
var newX = (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));
|
var newY = (tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1));
|
||||||
return new Vector3(newX + 1020, portalEngine.landScapeDefs.landHeightTable[height], newY - 1020);
|
|
||||||
|
return new Vector3(newX, portalEngine.landScapeDefs.landHeightTable[height], newY);
|
||||||
}
|
}
|
||||||
private Vector4 GenerateVertexColor(uint cellInfo) {
|
private Vector4 GenerateVertexColor(uint cellInfo) {
|
||||||
var terrain = MathOperations.GetTerrainInCellInfo(cellInfo);
|
var terrain = MathOperations.GetTerrainInCellInfo(cellInfo);
|
||||||
|
|
@ -146,6 +217,7 @@ namespace LandblockExtraction.LandBlockExtractor {
|
||||||
List<Vector4> newFarColors = new List<Vector4>();
|
List<Vector4> newFarColors = new List<Vector4>();
|
||||||
List<Vector2> newTexCoord = new List<Vector2>();
|
List<Vector2> newTexCoord = new List<Vector2>();
|
||||||
List<Vector4> newTerrainTypes = new List<Vector4>();
|
List<Vector4> newTerrainTypes = new List<Vector4>();
|
||||||
|
List<float> newRealTerrainType = new List<float>();
|
||||||
|
|
||||||
int originalVertexCount = blockStruct.verticesStruct.position.Length;
|
int originalVertexCount = blockStruct.verticesStruct.position.Length;
|
||||||
int originalIndicesCount = blockStruct.indices.Length;
|
int originalIndicesCount = blockStruct.indices.Length;
|
||||||
|
|
@ -157,42 +229,59 @@ namespace LandblockExtraction.LandBlockExtractor {
|
||||||
var one = blockStruct.indices[i + 0];
|
var one = blockStruct.indices[i + 0];
|
||||||
var two = blockStruct.indices[i + 1];
|
var two = blockStruct.indices[i + 1];
|
||||||
var three = blockStruct.indices[i + 2];
|
var three = blockStruct.indices[i + 2];
|
||||||
var four = blockStruct.indices[i + 5];
|
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[four].X);
|
|
||||||
|
|
||||||
|
|
||||||
newPositions.Add(blockStruct.verticesStruct.position[one]);
|
newPositions.Add(blockStruct.verticesStruct.position[one]);
|
||||||
newColors.Add(blockStruct.verticesStruct.color[one]);
|
newColors.Add(blockStruct.verticesStruct.color[one]);
|
||||||
newFarColors.Add(blockStruct.verticesStruct.farcolor[one]);
|
newFarColors.Add(blockStruct.verticesStruct.farcolor[one]);
|
||||||
newNormals.Add(blockStruct.verticesStruct.normal[one]);
|
newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
|
||||||
newTerrainTypes.Add(terrainType);
|
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]);
|
newColors.Add(blockStruct.verticesStruct.color[two]);
|
||||||
newFarColors.Add(blockStruct.verticesStruct.farcolor[two]);
|
newFarColors.Add(blockStruct.verticesStruct.farcolor[two]);
|
||||||
newNormals.Add(blockStruct.verticesStruct.normal[two]);
|
newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
|
||||||
newTerrainTypes.Add(terrainType);
|
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]);
|
newPositions.Add(blockStruct.verticesStruct.position[three]);
|
||||||
newColors.Add(blockStruct.verticesStruct.color[three]);
|
newColors.Add(blockStruct.verticesStruct.color[three]);
|
||||||
newFarColors.Add(blockStruct.verticesStruct.farcolor[three]);
|
newFarColors.Add(blockStruct.verticesStruct.farcolor[three]);
|
||||||
newNormals.Add(blockStruct.verticesStruct.normal[three]);
|
newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
|
||||||
newTerrainTypes.Add(terrainType);
|
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[four]);
|
newPositions.Add(blockStruct.verticesStruct.position[foor]);
|
||||||
newColors.Add(blockStruct.verticesStruct.color[four]);
|
newColors.Add(blockStruct.verticesStruct.color[foor]);
|
||||||
newFarColors.Add(blockStruct.verticesStruct.farcolor[four]);
|
newFarColors.Add(blockStruct.verticesStruct.farcolor[foor]);
|
||||||
newNormals.Add(blockStruct.verticesStruct.normal[four]);
|
newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
|
||||||
newTerrainTypes.Add(terrainType);
|
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, 0));
|
||||||
newTexCoord.Add(new(0, 1));
|
newTexCoord.Add(new(0, 1));
|
||||||
newTexCoord.Add(new(1, 0));
|
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)
|
// Ajouter les nouveaux sommets à la structure BlockStruct (étape 2)
|
||||||
|
|
@ -203,6 +292,7 @@ namespace LandblockExtraction.LandBlockExtractor {
|
||||||
blockStruct.verticesStruct.farcolor = newFarColors.ToArray();
|
blockStruct.verticesStruct.farcolor = newFarColors.ToArray();
|
||||||
blockStruct.verticesStruct.texturecoord = newTexCoord.ToArray();
|
blockStruct.verticesStruct.texturecoord = newTexCoord.ToArray();
|
||||||
blockStruct.verticesStruct.terraintype = newTerrainTypes.ToArray();
|
blockStruct.verticesStruct.terraintype = newTerrainTypes.ToArray();
|
||||||
|
blockStruct.verticesStruct.realtype = newRealTerrainType.ToArray();
|
||||||
|
|
||||||
blockStruct.indices = GenerateNewsIndices(newPositions.Count);
|
blockStruct.indices = GenerateNewsIndices(newPositions.Count);
|
||||||
}
|
}
|
||||||
|
|
@ -210,12 +300,12 @@ namespace LandblockExtraction.LandBlockExtractor {
|
||||||
private int[] GenerateNewsIndices(int count) {
|
private int[] GenerateNewsIndices(int count) {
|
||||||
List<int> indices = new List<int>();
|
List<int> indices = new List<int>();
|
||||||
for (int i = 0; i < count; i = i + 4) {
|
for (int i = 0; i < count; i = i + 4) {
|
||||||
indices.Add(i); //A
|
indices.Add(i);
|
||||||
indices.Add(i + 1); //B
|
indices.Add(i + 1);
|
||||||
indices.Add(i + 2); //C
|
indices.Add(i + 2);
|
||||||
indices.Add(i + 2); //C
|
indices.Add(i + 2);
|
||||||
indices.Add(i + 1); //B
|
indices.Add(i + 1);
|
||||||
indices.Add(i + 3); //D
|
indices.Add(i + 3);
|
||||||
}
|
}
|
||||||
|
|
||||||
return indices.ToArray();
|
return indices.ToArray();
|
||||||
|
|
|
||||||
|
|
@ -8,6 +8,7 @@ namespace LandblockExtraction.LandBlockExtractor {
|
||||||
public Vector4[] farcolor { get; set; }
|
public Vector4[] farcolor { get; set; }
|
||||||
public Vector2[] texturecoord { get; set; }
|
public Vector2[] texturecoord { get; set; }
|
||||||
public Vector4[] terraintype { get; set; }
|
public Vector4[] terraintype { get; set; }
|
||||||
|
public float[] realtype { get; set; }
|
||||||
|
|
||||||
public VerticesStruct(int blockSize) {
|
public VerticesStruct(int blockSize) {
|
||||||
position = new Vector3[blockSize * blockSize];
|
position = new Vector3[blockSize * blockSize];
|
||||||
|
|
@ -16,12 +17,13 @@ namespace LandblockExtraction.LandBlockExtractor {
|
||||||
farcolor = new Vector4[blockSize * blockSize];
|
farcolor = new Vector4[blockSize * blockSize];
|
||||||
texturecoord = new Vector2[blockSize * blockSize];
|
texturecoord = new Vector2[blockSize * blockSize];
|
||||||
terraintype = new Vector4[blockSize * blockSize];
|
terraintype = new Vector4[blockSize * blockSize];
|
||||||
|
realtype = new float[blockSize * blockSize];
|
||||||
}
|
}
|
||||||
|
|
||||||
public float[] Vertices() {
|
public float[] Vertices() {
|
||||||
int length = position.Length;
|
int length = position.Length;
|
||||||
float[] vertices = new float[length * 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 += 20) {
|
for (int i = 0, vi = 0; i < length; i++, vi += 21) {
|
||||||
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;
|
||||||
|
|
@ -42,6 +44,7 @@ namespace LandblockExtraction.LandBlockExtractor {
|
||||||
vertices[vi + 17] = terraintype[i].Y;
|
vertices[vi + 17] = terraintype[i].Y;
|
||||||
vertices[vi + 18] = terraintype[i].Z;
|
vertices[vi + 18] = terraintype[i].Z;
|
||||||
vertices[vi + 19] = terraintype[i].W;
|
vertices[vi + 19] = terraintype[i].W;
|
||||||
|
vertices[vi + 20] = realtype[i];
|
||||||
}
|
}
|
||||||
return vertices;
|
return vertices;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -83,7 +83,7 @@ namespace Map3DRendering.Common {
|
||||||
|
|
||||||
// Get the projection matrix using the same method we have used up until this point
|
// Get the projection matrix using the same method we have used up until this point
|
||||||
public Matrix4 GetProjectionMatrix() {
|
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.
|
// This function is going to update the direction vertices using some of the math learned in the web tutorials.
|
||||||
|
|
|
||||||
|
|
@ -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;
|
using OpenTK.Mathematics;
|
||||||
|
|
||||||
namespace Map3DRendering.Common {
|
namespace Map3DRendering {
|
||||||
// A simple class meant to help create shaders.
|
// A simple class meant to help create shaders.
|
||||||
public class Shader {
|
public class Shader {
|
||||||
public readonly int Handle;
|
public readonly int Handle;
|
||||||
|
|
@ -163,18 +167,9 @@ 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);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetVector4(string name, Vector4 data) {
|
|
||||||
GL.UseProgram(Handle);
|
|
||||||
GL.Uniform4(_uniformLocations[name], data);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -1,7 +1,11 @@
|
||||||
using OpenTK.Graphics.OpenGL4;
|
using OpenTK.Graphics.OpenGL4;
|
||||||
|
using System.Drawing;
|
||||||
|
using System.Drawing.Imaging;
|
||||||
|
using PixelFormat = OpenTK.Graphics.OpenGL4.PixelFormat;
|
||||||
using StbImageSharp;
|
using StbImageSharp;
|
||||||
|
using System.IO;
|
||||||
|
|
||||||
namespace Map3DRendering.Common {
|
namespace Map3DRendering {
|
||||||
// A helper class, much like Shader, meant to simplify loading textures.
|
// A helper class, much like Shader, meant to simplify loading textures.
|
||||||
public class Texture {
|
public class Texture {
|
||||||
public readonly int Handle;
|
public readonly int Handle;
|
||||||
|
|
@ -101,7 +105,6 @@ namespace Map3DRendering.Common {
|
||||||
return new Texture(handle);
|
return new Texture(handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public Texture(int glHandle) {
|
public Texture(int glHandle) {
|
||||||
Handle = glHandle;
|
Handle = glHandle;
|
||||||
}
|
}
|
||||||
|
|
@ -118,11 +121,5 @@ namespace Map3DRendering.Common {
|
||||||
GL.ActiveTexture(unit);
|
GL.ActiveTexture(unit);
|
||||||
GL.BindTexture(TextureTarget.Texture2DArray, Handle);
|
GL.BindTexture(TextureTarget.Texture2DArray, Handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public void Assign(int shader, int i) {
|
|
||||||
int location = GL.GetUniformLocation(shader, "textures[" + i.ToString() + "]");
|
|
||||||
GL.Uniform1(location, i);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -15,7 +15,7 @@ namespace Map3DRendering {
|
||||||
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;
|
||||||
|
|
@ -44,6 +44,7 @@ namespace Map3DRendering {
|
||||||
|
|
||||||
CalculeRadius(currentLandBlockX, currentLandBlockY);
|
CalculeRadius(currentLandBlockX, currentLandBlockY);
|
||||||
}
|
}
|
||||||
|
|
||||||
public int GetIndiceLenght() {
|
public int GetIndiceLenght() {
|
||||||
return (17 - 1) * (17 - 1) * 6; //Always that.
|
return (17 - 1) * (17 - 1) * 6; //Always that.
|
||||||
}
|
}
|
||||||
|
|
@ -69,7 +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 = 20;
|
int lenghPacket = 21;
|
||||||
// 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();
|
||||||
|
|
@ -111,6 +112,10 @@ namespace Map3DRendering {
|
||||||
var terraintypeLocation = _shader.GetAttribLocation("aTexType");
|
var terraintypeLocation = _shader.GetAttribLocation("aTexType");
|
||||||
GL.EnableVertexAttribArray(terraintypeLocation);
|
GL.EnableVertexAttribArray(terraintypeLocation);
|
||||||
GL.VertexAttribPointer(terraintypeLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 16 * sizeof(float));
|
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) {
|
public void Render(Shader shader) {
|
||||||
for (int y = startY; y <= endY; y++) {
|
for (int y = startY; y <= endY; y++) {
|
||||||
|
|
|
||||||
|
|
@ -6,7 +6,7 @@ namespace Map3DRendering {
|
||||||
public static class Program {
|
public static class Program {
|
||||||
private static void Main() {
|
private static void Main() {
|
||||||
var nativeWindowSettings = new NativeWindowSettings() {
|
var nativeWindowSettings = new NativeWindowSettings() {
|
||||||
Size = new Vector2i(800, 600),
|
ClientSize = new Vector2i(800, 600),
|
||||||
Title = "LearnOpenTK - Map AC2",
|
Title = "LearnOpenTK - Map AC2",
|
||||||
// This is needed to run on macos
|
// This is needed to run on macos
|
||||||
Flags = ContextFlags.ForwardCompatible,
|
Flags = ContextFlags.ForwardCompatible,
|
||||||
|
|
|
||||||
|
|
@ -2,38 +2,33 @@
|
||||||
|
|
||||||
out vec4 outputColor;
|
out vec4 outputColor;
|
||||||
|
|
||||||
|
uniform sampler2DArray texture0;
|
||||||
|
|
||||||
uniform vec3 viewPos;
|
uniform vec3 viewPos;
|
||||||
uniform vec3 lightPos;
|
uniform vec3 lightPos;
|
||||||
uniform vec3 lightColor;
|
uniform vec3 lightColor;
|
||||||
uniform sampler2DArray texture0;
|
|
||||||
|
|
||||||
|
in vec4 Color;
|
||||||
in vec4 FarColor;
|
in vec4 FarColor;
|
||||||
in vec3 Normal;
|
in vec3 Normal;
|
||||||
in vec3 FragPos;
|
in vec3 FragPos;
|
||||||
in vec2 TexCoord;
|
in vec2 TexCoord;
|
||||||
in vec4 TexType;
|
in vec4 TexType;
|
||||||
|
in float RealType;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec4 blendedColor[4];
|
vec4 color0 = texture(texture0, vec3(TexCoord, TexType.x));
|
||||||
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);
|
|
||||||
|
|
||||||
vec3 norm = normalize(Normal);
|
vec3 norm = normalize(Normal);
|
||||||
|
|
||||||
|
vec4 finalColor = color0; //mix(color0, color1, norm.y);
|
||||||
|
|
||||||
vec3 lightDir = normalize(lightPos - FragPos);
|
vec3 lightDir = normalize(lightPos - FragPos);
|
||||||
float diff = max(dot(norm, lightDir), 0.0);
|
float diff = max(dot(norm, lightDir), 0.0);
|
||||||
vec3 diffuse = diff * lightColor;
|
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 distance = length(viewPos - FragPos);
|
||||||
float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0);
|
float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0);
|
||||||
|
|
|
||||||
|
|
@ -5,6 +5,7 @@ layout (location = 2) in vec4 aColor;
|
||||||
layout (location = 3) in vec4 aColorFar;
|
layout (location = 3) in vec4 aColorFar;
|
||||||
layout (location = 4) in vec2 aTexCoord;
|
layout (location = 4) in vec2 aTexCoord;
|
||||||
layout (location = 5) in vec4 aTexType;
|
layout (location = 5) in vec4 aTexType;
|
||||||
|
layout (location = 6) in float aRealTexType;
|
||||||
|
|
||||||
uniform mat4 model;
|
uniform mat4 model;
|
||||||
uniform mat4 view;
|
uniform mat4 view;
|
||||||
|
|
@ -16,6 +17,7 @@ out vec4 Color;
|
||||||
out vec4 FarColor;
|
out vec4 FarColor;
|
||||||
out vec2 TexCoord;
|
out vec2 TexCoord;
|
||||||
out vec4 TexType;
|
out vec4 TexType;
|
||||||
|
out float RealType;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
@ -26,4 +28,5 @@ void main()
|
||||||
FarColor = aColorFar;
|
FarColor = aColorFar;
|
||||||
TexCoord = aTexCoord;
|
TexCoord = aTexCoord;
|
||||||
TexType = aTexType;
|
TexType = aTexType;
|
||||||
|
RealType = aRealTexType;
|
||||||
}
|
}
|
||||||
|
|
@ -55,16 +55,20 @@ namespace Map3DRendering {
|
||||||
mapRender.OnLoad(_shader);
|
mapRender.OnLoad(_shader);
|
||||||
|
|
||||||
var file = Directory.EnumerateFiles(@"./terrains");
|
var file = Directory.EnumerateFiles(@"./terrains");
|
||||||
|
|
||||||
_texture = Texture.LoadFromArray(file.ToArray());
|
_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);
|
_texture.UseArray(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.TextureWrapS, (int)TextureWrapMode.Repeat);
|
||||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
|
//GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
|
||||||
_lightPosVec = Vector3.UnitY * 1000;
|
_lightPosVec = Vector3.UnitY * 1000;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -75,15 +79,17 @@ namespace Map3DRendering {
|
||||||
|
|
||||||
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
||||||
|
|
||||||
_shader.Use();
|
|
||||||
_texture.UseArray(TextureUnit.Texture0);
|
_texture.UseArray(TextureUnit.Texture0);
|
||||||
|
_shader.Use();
|
||||||
|
|
||||||
_shader.SetMatrix4("view", _camera.GetViewMatrix());
|
_shader.SetMatrix4("view", _camera.GetViewMatrix());
|
||||||
_shader.SetMatrix4("projection", _camera.GetProjectionMatrix());
|
_shader.SetMatrix4("projection", _camera.GetProjectionMatrix());
|
||||||
|
|
||||||
//_shader.SetVector3("objectColor", new Vector3(0.5f, 0.5f, 0.5f));
|
//_shader.SetVector3("objectColor", new Vector3(0.5f, 0.5f, 0.5f));
|
||||||
_shader.SetVector3("lightColor", new Vector3(1.0f, 1.0f, 1.0f));
|
_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);
|
GL.LineWidth(5.0f);
|
||||||
|
|
||||||
|
|
@ -143,10 +149,10 @@ namespace Map3DRendering {
|
||||||
_camera.Position += _camera.Right * cameraSpeed * (float)e.Time; // Right
|
_camera.Position += _camera.Right * cameraSpeed * (float)e.Time; // Right
|
||||||
}
|
}
|
||||||
if (input.IsKeyDown(Keys.Space)) {
|
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)) {
|
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
|
// Get the mouse state
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue