diff --git a/LandblockExtraction/AtlasMaker/TerrainAtlasManager.cs b/LandblockExtraction/AtlasMaker/TerrainAtlasManager.cs index 7fc36ca..cf211c2 100644 --- a/LandblockExtraction/AtlasMaker/TerrainAtlasManager.cs +++ b/LandblockExtraction/AtlasMaker/TerrainAtlasManager.cs @@ -1,47 +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; - private TexturesImage texturesImage; public Dictionary textureCoord; public Dictionary terrainTexture; public Dictionary terrains; - public Dictionary texturesIndex; public TerrainAtlasManager(PortalEngine portalEngine) { this.portalEngine = portalEngine; - mapTerrain = new(); textureCoord = new Dictionary(); terrainTexture = new Dictionary(); terrains = new Dictionary(); - texturesImage = new TexturesImage(portalEngine); - texturesIndex = new Dictionary(); - GenerateDictionaryTexture(); - foreach(var img in texturesIndex) { - var i = texturesImage.GetImage(img.Key); - i.Write($"{img.Value}.jpg"); - } - InitialiseTerrainDic(); - GenerateTerrain(); - } - private void GenerateDictionaryTexture() { - int index = 0; - foreach (var surfaces in portalEngine.cSurfaceDesc.surfaces) { - foreach (var surface in surfaces.terrainMaterials) { - var did = surface.baseMaterials.First().materialDid; - if (!texturesIndex.ContainsKey(did)) { - texturesIndex.Add(did, index); - index++; - } - } - } + testGenerateList(); } public void ExtractTexture() { using (var atlasBuilder = new AtlasBuilder(portalEngine)) { @@ -61,56 +37,38 @@ public class TerrainAtlasManager { } } } - private void GenerateTerrain() { - foreach(var terrain in portalEngine.cTerrainDesc.terrains) { - Terrain tmpTer = new((int)terrain.terrainIndex); - foreach(var surface in portalEngine.cSurfaceDesc.surfaces) { - if(terrain.surfaceInfo == surface.surfIndex) { - foreach(var mat in surface.terrainMaterials) { - tmpTer.subTerrains.Add(new(GetIndex(mat.baseMaterials.First().materialDid), - mat.minPitch, - mat.maxPitch, - MathOperations.RGBAColorToVector4(mat.vertexColor.First().vertexColor), - MathOperations.RGBAColorToVector4(mat.vertexColor.First().farVertexColor))); - } - } + /*private Terrain GenerateSubTerrain(int index, List materialGroups) { + Terrain tmpTerrain = new Terrain(index); + foreach(var material in materialGroups) { + int indexTer = GetIndexBySurface(material.s) + SubTerrain subTerrain = new(ma) + } + }*/ + private void testGenerateList() { + foreach(var surfaces in portalEngine.cSurfaceDesc.surfaces) { + Console.WriteLine($"{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) 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 fc7c6a5..cea78c1 100644 --- a/LandblockExtraction/AtlasMaker/TexturesImage.cs +++ b/LandblockExtraction/AtlasMaker/TexturesImage.cs @@ -6,12 +6,10 @@ using LandblockExtraction.Tools; namespace LandblockExtraction.AtlasMaker; public class TexturesImage { private PortalEngine portalEngine; - private TextureEngine textureEngine; //private TextureEngine textureEngine; public TexturesImage(PortalEngine portalEngine) { this.portalEngine = portalEngine; - textureEngine = new TextureEngine(); //this.textureEngine = new(); } @@ -42,18 +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 != 16) continue; - var dataImg = DDSHeader.Generate(image); - using (MagickImage realImg = new MagickImage(dataImg)) { - magickImage = new(realImg); - } - return magickImage; - } - } - foreach (var img in texture.levelSurfaceDids) { - if (!portalEngine.datReader.contains(img)) continue; - using (var data = portalEngine.datReader.getFileReader(img)) { - var image = new RenderSurface(data); + 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 d74b6a9..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.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); } } - GenerateBasicNormal(blockStruct); - DoubleEdgeVertices(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) { int index1 = blockStruct.indices[i]; int index2 = blockStruct.indices[i + 1]; @@ -64,14 +121,27 @@ 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); - - blockStruct.verticesStruct.normal[index1] = normal; - blockStruct.verticesStruct.normal[index2] = normal; - blockStruct.verticesStruct.normal[index3] = normal; - blockStruct.verticesStruct.normal[index4] = normal; + // Ajoute la normale du triangle aux normales des sommets du triangle + normals[index1] += normal; + normals[index2] += normal; + normals[index3] += 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() { List indices = new List(); @@ -101,9 +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); @@ -146,6 +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; @@ -157,42 +229,59 @@ namespace LandblockExtraction.LandBlockExtractor { var one = blockStruct.indices[i + 0]; var two = blockStruct.indices[i + 1]; var three = blockStruct.indices[i + 2]; - var four = 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); - + var foor = blockStruct.indices[i + 5]; 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[four]); - newColors.Add(blockStruct.verticesStruct.color[four]); - newFarColors.Add(blockStruct.verticesStruct.farcolor[four]); - newNormals.Add(blockStruct.verticesStruct.normal[four]); - newTerrainTypes.Add(terrainType); + newPositions.Add(blockStruct.verticesStruct.position[foor]); + newColors.Add(blockStruct.verticesStruct.color[foor]); + newFarColors.Add(blockStruct.verticesStruct.farcolor[foor]); + 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) @@ -203,6 +292,7 @@ namespace LandblockExtraction.LandBlockExtractor { 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); } @@ -210,12 +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/WorldMap/Types/Cell.cs b/LandblockExtraction/WorldMap/Types/Cell.cs deleted file mode 100644 index 8c1c1e1..0000000 --- a/LandblockExtraction/WorldMap/Types/Cell.cs +++ /dev/null @@ -1,17 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using System.Numerics; -using System.Text; -using System.Threading.Tasks; - -namespace LandblockExtraction.WorldMap.Types; -public class Cell { - public Vector3[,] position; - public Vector4[,] color; - - public Cell() { - position = new Vector3[17, 17]; - color = new Vector4[17, 17]; - } -} diff --git a/LandblockExtraction/WorldMap/Types/Land.cs b/LandblockExtraction/WorldMap/Types/Land.cs deleted file mode 100644 index 9ee3d2b..0000000 --- a/LandblockExtraction/WorldMap/Types/Land.cs +++ /dev/null @@ -1,50 +0,0 @@ -using LandblockExtraction.WorldMap.Types; -using System; -using System.Collections.Generic; -using System.Linq; -using System.Text; -using System.Threading.Tasks; - -namespace LandblockExtraction.WorldMap; -public class Land { - public Cell cell; - - public Land() { - cell = new Cell(); - } - - public float[] getVertices() { - List vertices = new List(); - for(int y = 0; y < 10; y++) { - for(int x = 0; x < 10; x++) { - vertices.Add(cell.position[x, y].X); - vertices.Add(cell.position[x, y].Y); - vertices.Add(cell.position[x, y].Z); - - vertices.Add(cell.color[x, y].X); - vertices.Add(cell.color[x, y].Y); - vertices.Add(cell.color[x, y].Z); - vertices.Add(cell.color[x, y].W); - } - } - return vertices.ToArray(); - } - - public int[] getIndices() { - List indices = new List(); - for (int y = 0; y < 10 - 1; y++) { - for (int x = 0; x < 10 - 1; x++) { - var value = y * 10 + x; - - indices.Add(value); - indices.Add(value + 1); - indices.Add(value + 10); - - indices.Add(value + 10); - indices.Add(value + 11); - indices.Add(value + 1); - } - } - return indices.ToArray(); - } -} diff --git a/LandblockExtraction/WorldMap/WorldMap.cs b/LandblockExtraction/WorldMap/WorldMap.cs deleted file mode 100644 index d23eb1c..0000000 --- a/LandblockExtraction/WorldMap/WorldMap.cs +++ /dev/null @@ -1,40 +0,0 @@ -using LandblockExtraction.WorldMap.Types; -using System; -using System.Collections.Generic; -using System.Linq; -using System.Text; -using System.Numerics; -using System.Threading.Tasks; - -namespace LandblockExtraction.WorldMap; -public class WorldMap { - public Land[,] lands; - - public WorldMap() { - lands = new Land[10, 10]; - - CreatePlane(); - } - - public void CreatePlane() { - for(int i = 0; i < 10; i++) { - for(int j = 0; j < 10; j++) { - lands[j,i] = CreateCell(i, j); - } - } - } - - private Land CreateCell(int i, int j) { - Land land = new Land(); - for(int y = 0; y < 17; y++) { - for (int x = 0; x < 17; x++) { - float rand = new Random().Next(0, 254) / 255f; - Console.WriteLine(rand); - land.cell.position[x, y] = new Vector3(x + (j * 9), 0, y + (i * 9)); - land.cell.color[x, y] = new Vector4(rand, rand, rand, 1f); - } - } - - return land; - } -} diff --git a/Map3DRendering.sln b/Map3DRendering.sln index ab7840a..f2dc1ea 100644 --- a/Map3DRendering.sln +++ b/Map3DRendering.sln @@ -3,16 +3,14 @@ Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio Version 17 VisualStudioVersion = 17.8.34330.188 MinimumVisualStudioVersion = 10.0.40219.1 -Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Map3DRendering", "Map3DRendering\Map3DRendering.csproj", "{B2ED409E-ACF9-4D6B-9632-6B9A7D0C3386}" +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Map3DRendering", "Map3DRendering\Map3DRendering.csproj", "{B2ED409E-ACF9-4D6B-9632-6B9A7D0C3386}" EndProject -Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "LandblockExtraction", "LandblockExtraction\LandblockExtraction.csproj", "{CE966441-7638-4137-BD1A-A8ED612A4E81}" +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LandblockExtraction", "LandblockExtraction\LandblockExtraction.csproj", "{CE966441-7638-4137-BD1A-A8ED612A4E81}" EndProject -Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Test_LandblockExtraction", "Test_LandblockExtraction\Test_LandblockExtraction.csproj", "{23CE2C14-661B-4544-A768-5475809641FC}" +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Test_LandblockExtraction", "Test_LandblockExtraction\Test_LandblockExtraction.csproj", "{23CE2C14-661B-4544-A768-5475809641FC}" EndProject Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "TestUnit", "TestUnit", "{9CEDBDBC-D718-4F94-A8C7-8A10835816E3}" EndProject -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WpfMapView2D", "WpfMapView2D\WpfMapView2D.csproj", "{8D0A4BB4-23C7-4259-A614-3E9C6B0C8781}" -EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Any CPU = Debug|Any CPU @@ -31,10 +29,6 @@ Global {23CE2C14-661B-4544-A768-5475809641FC}.Debug|Any CPU.Build.0 = Debug|Any CPU {23CE2C14-661B-4544-A768-5475809641FC}.Release|Any CPU.ActiveCfg = Release|Any CPU {23CE2C14-661B-4544-A768-5475809641FC}.Release|Any CPU.Build.0 = Release|Any CPU - {8D0A4BB4-23C7-4259-A614-3E9C6B0C8781}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {8D0A4BB4-23C7-4259-A614-3E9C6B0C8781}.Debug|Any CPU.Build.0 = Debug|Any CPU - {8D0A4BB4-23C7-4259-A614-3E9C6B0C8781}.Release|Any CPU.ActiveCfg = Release|Any CPU - {8D0A4BB4-23C7-4259-A614-3E9C6B0C8781}.Release|Any CPU.Build.0 = Release|Any CPU EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE 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/Map3DRendering.csproj b/Map3DRendering/Map3DRendering.csproj index 9a1d822..0766d4a 100644 --- a/Map3DRendering/Map3DRendering.csproj +++ b/Map3DRendering/Map3DRendering.csproj @@ -30,9 +30,6 @@ PreserveNewest - - Always - Always diff --git a/Map3DRendering/MapRender.cs b/Map3DRendering/MapRender.cs index 6d6fb60..769fd34 100644 --- a/Map3DRendering/MapRender.cs +++ b/Map3DRendering/MapRender.cs @@ -10,13 +10,12 @@ namespace Map3DRendering { private PortalEngine portalEngine; private CellEngine cellEngine; private LandBlockExtrator landblockExtraction; - private TerrainAtlasManager terrainAtlasManager; private readonly int NumberLandBlocks = 255; private readonly int BlockSize = 17; private readonly int allBlocks = 255 * 17 * 255 * 17; 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[,] _vertexBufferObject; @@ -32,7 +31,6 @@ namespace Map3DRendering { public MapRender() { portalEngine = new PortalEngine(); cellEngine = new CellEngine(); - terrainAtlasManager = new(portalEngine); landblockExtraction = new(portalEngine, cellEngine); @@ -46,6 +44,7 @@ namespace Map3DRendering { CalculeRadius(currentLandBlockX, currentLandBlockY); } + public int GetIndiceLenght() { return (17 - 1) * (17 - 1) * 6; //Always that. } @@ -71,7 +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(); @@ -113,6 +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 4df39d6..88992d4 100644 --- a/Map3DRendering/Program.cs +++ b/Map3DRendering/Program.cs @@ -6,7 +6,7 @@ namespace Map3DRendering { public static class Program { private static void Main() { var nativeWindowSettings = new NativeWindowSettings() { - Size = new Vector2i(800, 600), + ClientSize = new Vector2i(800, 600), Title = "LearnOpenTK - Map AC2", // 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/Shaders/shadertest.frag b/Map3DRendering/Shaders/shadertest.frag deleted file mode 100644 index e93055d..0000000 --- a/Map3DRendering/Shaders/shadertest.frag +++ /dev/null @@ -1,13 +0,0 @@ -#version 330 - -out vec4 outputColor; - -uniform vec3 viewPos; -uniform sampler2DArray texture0; - -in vec4 Color; - -void main() -{ - outputColor = Color; -} \ No newline at end of file diff --git a/Map3DRendering/Window.cs b/Map3DRendering/Window.cs index 344698a..8958671 100644 --- a/Map3DRendering/Window.cs +++ b/Map3DRendering/Window.cs @@ -11,7 +11,6 @@ namespace Map3DRendering { private readonly Vector3 _lightPos = new Vector3(0x10, 0, 0x10); private MapRender mapRender; - private WorldMapRender _render; private AxesGizmo axesGizmo; private Shader _shader; @@ -35,7 +34,6 @@ namespace Map3DRendering { : base(gameWindowSettings, nativeWindowSettings) { mapRender = new MapRender(); - _render = new WorldMapRender(); GL.GetInteger(GetPName.MaxTextureImageUnits, out maxTextures); } @@ -51,23 +49,26 @@ namespace Map3DRendering { GL.GetInteger(GetPName.MaxTextureImageUnits, out maxTextureUnits); Console.WriteLine($"Maximum number of texture units for fragment shaders: {maxTextureUnits}"); - _shader = new Shader("Shaders/shader.vert", "Shaders/shadertest.frag"); + _shader = new Shader("Shaders/shader.vert", "Shaders/shader.frag"); _shader.Use(); - //mapRender.OnLoad(_shader); - _render.OnLoad(_shader); + 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; } @@ -78,22 +79,23 @@ 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("lightColor", new Vector3(1.0f, 1.0f, 1.0f)); + _shader.SetVector3("lightPos", _lightPosVec); + + //_shader.SetVector3("viewPos", _camera.Position); GL.LineWidth(5.0f); - //_shader.SetVector3("viewPos", _camera.Position); - //mapRender.UpdateBlocks(_camera.Position, _shader); - //mapRender.Render(_shader); - _render.Render(_shader); + _shader.SetVector3("viewPos", _camera.Position); + mapRender.UpdateBlocks(_camera.Position, _shader); + mapRender.Render(_shader); axesGizmo.Render(Size.X, Size.Y, _camera); @@ -147,10 +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 f12a4b5..0000000 --- a/Map3DRendering/WorldMapRender.cs +++ /dev/null @@ -1,77 +0,0 @@ -using LandblockExtraction.AtlasMaker; -using LandblockExtraction.DatEngine; -using LandblockExtraction.LandBlockExtractor; -using LandblockExtraction.WorldMap; -using Map3DRendering.Common; -using OpenTK.Graphics.OpenGL4; -using OpenTK.Mathematics; - -namespace Map3DRendering { - public class WorldMapRender { - - private WorldMap worldMap; - private int[,] _vertexArrayObject; - private int[,] _vertexBufferObject; - private int[,] _elementBufferObject; - private int[,] _indiceLength; - - public WorldMapRender() { - worldMap = new WorldMap(); - _vertexArrayObject = new int[10, 10]; - _vertexBufferObject = new int[10, 10]; - _elementBufferObject = new int[10, 10]; - _indiceLength = new int[10, 10]; - } - - public void OnLoad(Shader _shader) { - for(int i = 0; i < 10; i++) { - for(int j = 0; j < 10; j++) { - InitializeBlock(j, i, worldMap.lands[j, i], _shader); - } - } - } - private void InitializeBlock(int x, int y, Land block, Shader _shader) { - int lenghPacket = 7; - - var vertices = block.getVertices(); - var indices = block.getIndices(); - _indiceLength[x, y] = 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[x, y] = tempVertexArray; - - int tmpVertexBuffer = GL.GenBuffer(); - GL.BindBuffer(BufferTarget.ArrayBuffer, tmpVertexBuffer); - GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw); - _vertexBufferObject[x, y] = 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[x, y] = 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), 3 * sizeof(float)); - } - public void Render(Shader shader) { - for (int y = 0; y < 10; y++) { - for (int x = 0; x < 10; x++) { - var model = Matrix4.Identity;//CreateTranslation(x * BlockSize, 0, y * BlockSize); // Ajustez selon votre système de coordonnées - shader.SetMatrix4("model", model); - GL.BindVertexArray(_vertexArrayObject[x, y]); - GL.DrawElements(PrimitiveType.Triangles, _indiceLength[x, y], DrawElementsType.UnsignedInt, 0); - } - } - } - } -} diff --git a/WpfMapView2D/App.xaml b/WpfMapView2D/App.xaml deleted file mode 100644 index 6c88814..0000000 --- a/WpfMapView2D/App.xaml +++ /dev/null @@ -1,9 +0,0 @@ - - - - - diff --git a/WpfMapView2D/App.xaml.cs b/WpfMapView2D/App.xaml.cs deleted file mode 100644 index a976a9d..0000000 --- a/WpfMapView2D/App.xaml.cs +++ /dev/null @@ -1,11 +0,0 @@ -using System.Configuration; -using System.Data; -using System.Windows; - -namespace WpfMapView2D; -/// -/// Interaction logic for App.xaml -/// -public partial class App : Application { -} - diff --git a/WpfMapView2D/AssemblyInfo.cs b/WpfMapView2D/AssemblyInfo.cs deleted file mode 100644 index b0ec827..0000000 --- a/WpfMapView2D/AssemblyInfo.cs +++ /dev/null @@ -1,10 +0,0 @@ -using System.Windows; - -[assembly: ThemeInfo( - ResourceDictionaryLocation.None, //where theme specific resource dictionaries are located - //(used if a resource is not found in the page, - // or application resource dictionaries) - ResourceDictionaryLocation.SourceAssembly //where the generic resource dictionary is located - //(used if a resource is not found in the page, - // app, or any theme specific resource dictionaries) -)] diff --git a/WpfMapView2D/Common/Camera.cs b/WpfMapView2D/Common/Camera.cs deleted file mode 100644 index 820d917..0000000 --- a/WpfMapView2D/Common/Camera.cs +++ /dev/null @@ -1,106 +0,0 @@ -using OpenTK.Mathematics; - -namespace WpfMapView2D.Common { - // This is the camera class as it could be set up after the tutorials on the website. - // It is important to note there are a few ways you could have set up this camera. - // For example, you could have also managed the player input inside the camera class, - // and a lot of the properties could have been made into functions. - - // TL;DR: This is just one of many ways in which we could have set up the camera. - // Check out the web version if you don't know why we are doing a specific thing or want to know more about the code. - public class Camera { - // Those vectors are directions pointing outwards from the camera to define how it rotated. - private Vector3 _front = -Vector3.UnitZ; - - private Vector3 _up = Vector3.UnitY; - - private Vector3 _right = Vector3.UnitX; - - // Rotation around the X axis (radians) - private float _pitch; - - // Rotation around the Y axis (radians) - private float _yaw = -MathHelper.PiOver2; // Without this, you would be started rotated 90 degrees right. - - // The field of view of the camera (radians) - private float _fov = MathHelper.PiOver2; - - public Camera(Vector3 position, float aspectRatio) { - Position = position; - AspectRatio = aspectRatio; - } - - // The position of the camera - public Vector3 Position { get; set; } - - // This is simply the aspect ratio of the viewport, used for the projection matrix. - public float AspectRatio { private get; set; } - - public Vector3 Front => _front; - - public Vector3 Up => _up; - - public Vector3 Right => _right; - - // We convert from degrees to radians as soon as the property is set to improve performance. - public float Pitch { - get => MathHelper.RadiansToDegrees(_pitch); - set { - // We clamp the pitch value between -89 and 89 to prevent the camera from going upside down, and a bunch - // of weird "bugs" when you are using euler angles for rotation. - // If you want to read more about this you can try researching a topic called gimbal lock - var angle = MathHelper.Clamp(value, -89f, 89f); - _pitch = MathHelper.DegreesToRadians(angle); - UpdateVectors(); - } - } - - // We convert from degrees to radians as soon as the property is set to improve performance. - public float Yaw { - get => MathHelper.RadiansToDegrees(_yaw); - set { - _yaw = MathHelper.DegreesToRadians(value); - UpdateVectors(); - } - } - - // The field of view (FOV) is the vertical angle of the camera view. - // This has been discussed more in depth in a previous tutorial, - // but in this tutorial, you have also learned how we can use this to simulate a zoom feature. - // We convert from degrees to radians as soon as the property is set to improve performance. - public float Fov { - get => MathHelper.RadiansToDegrees(_fov); - set { - var angle = MathHelper.Clamp(value, 1f, 90f); - _fov = MathHelper.DegreesToRadians(angle); - } - } - - // Get the view matrix using the amazing LookAt function described more in depth on the web tutorials - public Matrix4 GetViewMatrix() { - return Matrix4.LookAt(Position, Position + _front, _up); - } - - // 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); - } - - // This function is going to update the direction vertices using some of the math learned in the web tutorials. - private void UpdateVectors() { - // First, the front matrix is calculated using some basic trigonometry. - _front.X = MathF.Cos(_pitch) * MathF.Cos(_yaw); - _front.Y = MathF.Sin(_pitch); - _front.Z = MathF.Cos(_pitch) * MathF.Sin(_yaw); - - // We need to make sure the vectors are all normalized, as otherwise we would get some funky results. - _front = Vector3.Normalize(_front); - - // Calculate both the right and the up vector using cross product. - // Note that we are calculating the right from the global up; this behaviour might - // not be what you need for all cameras so keep this in mind if you do not want a FPS camera. - _right = Vector3.Normalize(Vector3.Cross(_front, Vector3.UnitY)); - _up = Vector3.Normalize(Vector3.Cross(_right, _front)); - } - } -} diff --git a/WpfMapView2D/Common/Shader.cs b/WpfMapView2D/Common/Shader.cs deleted file mode 100644 index 4f865b5..0000000 --- a/WpfMapView2D/Common/Shader.cs +++ /dev/null @@ -1,181 +0,0 @@ -using OpenTK.Graphics.OpenGL4; -using OpenTK.Mathematics; -using System.IO; - -namespace WpfMapView2D.Common { - // A simple class meant to help create shaders. - public class Shader { - public readonly int Handle; - - private readonly Dictionary _uniformLocations; - - // This is how you create a simple shader. - // Shaders are written in GLSL, which is a language very similar to C in its semantics. - // The GLSL source is compiled *at runtime*, so it can optimize itself for the graphics card it's currently being used on. - // A commented example of GLSL can be found in shader.vert. - public Shader(string vertPath, string fragPath) { - // There are several different types of shaders, but the only two you need for basic rendering are the vertex and fragment shaders. - // The vertex shader is responsible for moving around vertices, and uploading that data to the fragment shader. - // The vertex shader won't be too important here, but they'll be more important later. - // The fragment shader is responsible for then converting the vertices to "fragments", which represent all the data OpenGL needs to draw a pixel. - // The fragment shader is what we'll be using the most here. - - // Load vertex shader and compile - var shaderSource = File.ReadAllText(vertPath); - - // GL.CreateShader will create an empty shader (obviously). The ShaderType enum denotes which type of shader will be created. - var vertexShader = GL.CreateShader(ShaderType.VertexShader); - - // Now, bind the GLSL source code - GL.ShaderSource(vertexShader, shaderSource); - - // And then compile - CompileShader(vertexShader); - - // We do the same for the fragment shader. - shaderSource = File.ReadAllText(fragPath); - var fragmentShader = GL.CreateShader(ShaderType.FragmentShader); - GL.ShaderSource(fragmentShader, shaderSource); - CompileShader(fragmentShader); - - // These two shaders must then be merged into a shader program, which can then be used by OpenGL. - // To do this, create a program... - Handle = GL.CreateProgram(); - - // Attach both shaders... - GL.AttachShader(Handle, vertexShader); - GL.AttachShader(Handle, fragmentShader); - - // And then link them together. - LinkProgram(Handle); - - // When the shader program is linked, it no longer needs the individual shaders attached to it; the compiled code is copied into the shader program. - // Detach them, and then delete them. - GL.DetachShader(Handle, vertexShader); - GL.DetachShader(Handle, fragmentShader); - GL.DeleteShader(fragmentShader); - GL.DeleteShader(vertexShader); - - // The shader is now ready to go, but first, we're going to cache all the shader uniform locations. - // Querying this from the shader is very slow, so we do it once on initialization and reuse those values - // later. - - // First, we have to get the number of active uniforms in the shader. - GL.GetProgram(Handle, GetProgramParameterName.ActiveUniforms, out var numberOfUniforms); - - // Next, allocate the dictionary to hold the locations. - _uniformLocations = new Dictionary(); - - // Loop over all the uniforms, - for (var i = 0; i < numberOfUniforms; i++) { - // get the name of this uniform, - var key = GL.GetActiveUniform(Handle, i, out _, out _); - - // get the location, - var location = GL.GetUniformLocation(Handle, key); - - // and then add it to the dictionary. - _uniformLocations.Add(key, location); - } - } - - private static void CompileShader(int shader) { - // Try to compile the shader - GL.CompileShader(shader); - - // Check for compilation errors - GL.GetShader(shader, ShaderParameter.CompileStatus, out var code); - if (code != (int)All.True) { - // We can use `GL.GetShaderInfoLog(shader)` to get information about the error. - var infoLog = GL.GetShaderInfoLog(shader); - throw new Exception($"Error occurred whilst compiling Shader({shader}).\n\n{infoLog}"); - } - } - - private static void LinkProgram(int program) { - // We link the program - GL.LinkProgram(program); - - // Check for linking errors - GL.GetProgram(program, GetProgramParameterName.LinkStatus, out var code); - if (code != (int)All.True) { - // We can use `GL.GetProgramInfoLog(program)` to get information about the error. - throw new Exception($"Error occurred whilst linking Program({program})"); - } - } - - // A wrapper function that enables the shader program. - public void Use() { - GL.UseProgram(Handle); - } - - // The shader sources provided with this project use hardcoded layout(location)-s. If you want to do it dynamically, - // you can omit the layout(location=X) lines in the vertex shader, and use this in VertexAttribPointer instead of the hardcoded values. - public int GetAttribLocation(string attribName) { - return GL.GetAttribLocation(Handle, attribName); - } - - // Uniform setters - // Uniforms are variables that can be set by user code, instead of reading them from the VBO. - // You use VBOs for vertex-related data, and uniforms for almost everything else. - - // Setting a uniform is almost always the exact same, so I'll explain it here once, instead of in every method: - // 1. Bind the program you want to set the uniform on - // 2. Get a handle to the location of the uniform with GL.GetUniformLocation. - // 3. Use the appropriate GL.Uniform* function to set the uniform. - - /// - /// Set a uniform int on this shader. - /// - /// The name of the uniform - /// The data to set - public void SetInt(string name, int data) { - GL.UseProgram(Handle); - GL.Uniform1(_uniformLocations[name], data); - } - - /// - /// Set a uniform float on this shader. - /// - /// The name of the uniform - /// The data to set - public void SetFloat(string name, float data) { - GL.UseProgram(Handle); - GL.Uniform1(_uniformLocations[name], data); - } - - /// - /// Set a uniform Matrix4 on this shader - /// - /// The name of the uniform - /// The data to set - /// - /// - /// The matrix is transposed before being sent to the shader. - /// - /// - public void SetMatrix4(string name, Matrix4 data) { - GL.UseProgram(Handle); - GL.UniformMatrix4(_uniformLocations[name], true, ref data); - } - - /// - /// Set a uniform Vector3 on this shader. - /// - /// 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); - } - } -} diff --git a/WpfMapView2D/Common/Texture.cs b/WpfMapView2D/Common/Texture.cs deleted file mode 100644 index 0d61fae..0000000 --- a/WpfMapView2D/Common/Texture.cs +++ /dev/null @@ -1,129 +0,0 @@ -using OpenTK.Graphics.OpenGL4; -using StbImageSharp; -using System.IO; - -namespace WpfMapView2D.Common { - // A helper class, much like Shader, meant to simplify loading textures. - public class Texture { - public readonly int Handle; - - public static Texture LoadFromFile(string path) { - // Generate handle - int handle = GL.GenTexture(); - - // Bind the handle - GL.ActiveTexture(TextureUnit.Texture0); - GL.BindTexture(TextureTarget.Texture2D, handle); - - // For this example, we're going to use .NET's built-in System.Drawing library to load textures. - - // OpenGL has it's texture origin in the lower left corner instead of the top left corner, - // so we tell StbImageSharp to flip the image when loading. - StbImage.stbi_set_flip_vertically_on_load(1); - - // Here we open a stream to the file and pass it to StbImageSharp to load. - using (Stream stream = File.OpenRead(path)) { - ImageResult image = ImageResult.FromStream(stream, ColorComponents.RedGreenBlueAlpha); - - // Now that our pixels are prepared, it's time to generate a texture. We do this with GL.TexImage2D. - // Arguments: - // The type of texture we're generating. There are various different types of textures, but the only one we need right now is Texture2D. - // Level of detail. We can use this to start from a smaller mipmap (if we want), but we don't need to do that, so leave it at 0. - // Target format of the pixels. This is the format OpenGL will store our image with. - // Width of the image - // Height of the image. - // Border of the image. This must always be 0; it's a legacy parameter that Khronos never got rid of. - // The format of the pixels, explained above. Since we loaded the pixels as RGBA earlier, we need to use PixelFormat.Rgba. - // Data type of the pixels. - // And finally, the actual pixels. - GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, image.Width, image.Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, image.Data); - } - - // Now that our texture is loaded, we can set a few settings to affect how the image appears on rendering. - - // First, we set the min and mag filter. These are used for when the texture is scaled down and up, respectively. - // Here, we use Linear for both. This means that OpenGL will try to blend pixels, meaning that textures scaled too far will look blurred. - // You could also use (amongst other options) Nearest, which just grabs the nearest pixel, which makes the texture look pixelated if scaled too far. - // NOTE: The default settings for both of these are LinearMipmap. If you leave these as default but don't generate mipmaps, - // your image will fail to render at all (usually resulting in pure black instead). - GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); - GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); - - // Now, set the wrapping mode. S is for the X axis, and T is for the Y axis. - // We set this to Repeat so that textures will repeat when wrapped. Not demonstrated here since the texture coordinates exactly match - GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat); - GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat); - - // Next, generate mipmaps. - // Mipmaps are smaller copies of the texture, scaled down. Each mipmap level is half the size of the previous one - // Generated mipmaps go all the way down to just one pixel. - // OpenGL will automatically switch between mipmaps when an object gets sufficiently far away. - // This prevents moiré effects, as well as saving on texture bandwidth. - // Here you can see and read about the morié effect https://en.wikipedia.org/wiki/Moir%C3%A9_pattern - // Here is an example of mips in action https://en.wikipedia.org/wiki/File:Mipmap_Aliasing_Comparison.png - GL.GenerateMipmap(GenerateMipmapTarget.Texture2D); - - return new Texture(handle); - } - public static Texture LoadFromArray(string[] paths) { - // Générer un identifiant de texture - int handle = GL.GenTexture(); - - // Activer la texture - GL.ActiveTexture(TextureUnit.Texture0); - GL.BindTexture(TextureTarget.Texture2DArray, handle); - - // Ici, nous supposons que toutes les images ont les mêmes dimensions et le même format - // Charger la première image pour obtenir les dimensions - ImageResult firstImage = ImageResult.FromStream(File.OpenRead(paths[0]), ColorComponents.RedGreenBlueAlpha); - int width = firstImage.Width; - int height = firstImage.Height; - - // Initialiser la texture 2D array sans lui passer de données pour l'instant - GL.TexImage3D(TextureTarget.Texture2DArray, 0, PixelInternalFormat.Rgba, width, height, paths.Length, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero); - - // Charger chaque texture dans l'array - for (int i = 0; i < paths.Length; i++) { - using (Stream stream = File.OpenRead(paths[i])) { - ImageResult image = ImageResult.FromStream(stream, ColorComponents.RedGreenBlueAlpha); - GL.TexSubImage3D(TextureTarget.Texture2DArray, 0, 0, 0, i, width, height, 1, PixelFormat.Rgba, PixelType.UnsignedByte, image.Data); - } - } - - // Paramètres de texture - GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); - GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); - GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge); - GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge); - - // Générer des mipmaps pour la texture array - GL.GenerateMipmap(GenerateMipmapTarget.Texture2DArray); - - return new Texture(handle); - } - - - public Texture(int glHandle) { - Handle = glHandle; - } - - // Activate texture - // Multiple textures can be bound, if your shader needs more than just one. - // If you want to do that, use GL.ActiveTexture to set which slot GL.BindTexture binds to. - // The OpenGL standard requires that there be at least 16, but there can be more depending on your graphics card. - public void Use(TextureUnit unit) { - GL.ActiveTexture(unit); - GL.BindTexture(TextureTarget.Texture2D, Handle); - } - public void UseArray(TextureUnit unit) { - 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); - } - } -} diff --git a/WpfMapView2D/MainWindow.xaml b/WpfMapView2D/MainWindow.xaml deleted file mode 100644 index 5660898..0000000 --- a/WpfMapView2D/MainWindow.xaml +++ /dev/null @@ -1,20 +0,0 @@ - - - - - - - - - diff --git a/WpfMapView2D/MainWindow.xaml.cs b/WpfMapView2D/MainWindow.xaml.cs deleted file mode 100644 index 0a171b5..0000000 --- a/WpfMapView2D/MainWindow.xaml.cs +++ /dev/null @@ -1,42 +0,0 @@ -using OpenTK.Graphics.OpenGL4; -using OpenTK.Mathematics; -using OpenTK.Wpf; -using System.Text; -using System.Windows; -using System.Windows.Controls; -using System.Windows.Data; -using System.Windows.Documents; -using System.Windows.Input; -using System.Windows.Media; -using System.Windows.Media.Imaging; -using System.Windows.Navigation; -using System.Windows.Shapes; -using WpfMapView2D.Common; - -namespace WpfMapView2D; -/// -/// Interaction logic for MainWindow.xaml -/// -public partial class MainWindow : Window { - public Camera _camera; - public MainWindow() { - InitializeComponent(); - var settings = new GLWpfControlSettings { - MajorVersion = 4, - MinorVersion = 0 - }; - - _camera = new Camera(Vector3.UnitY * 300, (float)this.Width / (float)this.Height); - _camera.Fov = 60; - - OpenTkControl.Start(settings); - } - private void OpenTkControl_OnRender(TimeSpan delta) { - GL.ClearColor(Color4.Blue); - GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); - } - - private void OpenTkControl_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { - - } -} \ No newline at end of file diff --git a/WpfMapView2D/WpfMapView2D.csproj b/WpfMapView2D/WpfMapView2D.csproj deleted file mode 100644 index 47cb1e4..0000000 --- a/WpfMapView2D/WpfMapView2D.csproj +++ /dev/null @@ -1,16 +0,0 @@ - - - - WinExe - net7.0-windows - enable - enable - true - - - - - - - -