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3 commits

Author SHA1 Message Date
Troispoils
51325d8650 Test array texture 2024-03-01 14:03:04 +01:00
Troispoils
2b62d3b9e4 Update Normal calcul 2024-02-29 17:09:27 +01:00
Troispoils
3a7d169b30 Test with new technique texturing 2024-02-29 16:51:41 +01:00
14 changed files with 214 additions and 147 deletions

View file

@ -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));

View file

@ -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;

View file

@ -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;
} }
} }

View file

@ -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);

View file

@ -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();

View file

@ -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;
} }

View file

@ -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.

View file

@ -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);
}
} }
} }

View file

@ -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);
}
} }
} }

View file

@ -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++) {

View file

@ -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,

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@ -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);

View file

@ -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;
} }

View file

@ -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