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New-Map-Sy
| Author | SHA1 | Date | |
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7c7dddde5e | ||
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443b3a319d | ||
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3aa6b5bc83 | ||
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4ea0101cf6 |
18 changed files with 420 additions and 213 deletions
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@ -1,23 +1,26 @@
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using AC2RE.Definitions;
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using ImageMagick;
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using LandblockExtraction.DatEngine;
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using LandblockExtraction.Tools;
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using System.Numerics;
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namespace LandblockExtraction.AtlasMaker;
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public class TerrainAtlasManager {
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private readonly string PATHTERRAINIMG = @".\terrains";
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private PortalEngine portalEngine;
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private Dictionary<int, DataId> mapTerrain;
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public Dictionary<int, Vector2> textureCoord;
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public Dictionary<int, MagickImage> terrainTexture;
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public Dictionary<int, Terrain> terrains;
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public TerrainAtlasManager(PortalEngine portalEngine) {
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this.portalEngine = portalEngine;
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mapTerrain = new();
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textureCoord = new Dictionary<int, Vector2>();
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terrainTexture = new Dictionary<int, MagickImage>();
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terrains = new Dictionary<int, Terrain>();
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testGenerateList();
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InitialiseTerrainDic();
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GenerateTerrain();
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}
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public void ExtractTexture() {
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using (var atlasBuilder = new AtlasBuilder(portalEngine)) {
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@ -37,38 +40,56 @@ public class TerrainAtlasManager {
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}
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}
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}
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/*private Terrain GenerateSubTerrain(int index, List<CSurfaceDesc.MaterialGroup> materialGroups) {
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Terrain tmpTerrain = new Terrain(index);
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foreach(var material in materialGroups) {
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int indexTer = GetIndexBySurface(material.s)
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SubTerrain subTerrain = new(ma)
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private void GenerateTerrain() {
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foreach(var terrain in portalEngine.cTerrainDesc.terrains) {
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Terrain tmpTer = new((int)terrain.terrainIndex);
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foreach(var surface in portalEngine.cSurfaceDesc.surfaces) {
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if(terrain.surfaceInfo == surface.surfIndex) {
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foreach(var mat in surface.terrainMaterials) {
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tmpTer.AddSubTerrain(new(GetIndex(mat.baseMaterials.First().materialDid),
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mat.minPitch,
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mat.maxPitch,
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MathOperations.RGBAColorToVector4(mat.vertexColor.First().vertexColor),
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MathOperations.RGBAColorToVector4(mat.vertexColor.First().farVertexColor)));
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}
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}
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}
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terrains.Add((int)terrain.terrainIndex, tmpTer);
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Console.WriteLine("Init: " + terrain.terrainIndex);
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}
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}*/
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private void testGenerateList() {
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foreach(var surfaces in portalEngine.cSurfaceDesc.surfaces) {
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Console.WriteLine($"{surfaces.surfIndex} :");
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foreach( var surface in surfaces.terrainMaterials) {
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Console.WriteLine($"\t[{surface.minPitch} < {surface.maxPitch}]({surface.baseMaterials.First().materialDid}) - Vec3: {surface.vertexColor.First().vertexColor}");
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}
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private void testGenerateList() {
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foreach (var terrain in portalEngine.cTerrainDesc.terrains) {
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foreach (var surfaces in portalEngine.cSurfaceDesc.surfaces) {
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if (surfaces.surfIndex != terrain.surfaceInfo) continue;
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foreach (var surface in surfaces.terrainMaterials) {
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uint test = 0;
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//foreach(var m in map) { if (m.Key == surface.baseMaterials.First().materialDid) test = m.Value; }
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Console.Write($"({test})[{terrain.terrainName}]{surfaces.surfIndex} :");
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Console.WriteLine($"\t[{surface.minPitch} < {surface.maxPitch}]({surface.baseMaterials.First().materialDid}) - Vec3: {surface.vertexColor.First().vertexColor}");
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}
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Console.WriteLine("--------");
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}
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}
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}
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public void SaveAllTerrain() {
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if (!Directory.Exists(PATHTERRAINIMG)) {
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Directory.CreateDirectory(PATHTERRAINIMG);
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}
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foreach(var img in terrainTexture) {
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var path = Path.Combine(PATHTERRAINIMG, img.Key.ToString());
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img.Value.Write(path + ".jpg");
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private void InitialiseTerrainDic() {
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foreach(var terrain in portalEngine.cTerrainDesc.terrains) {
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foreach (var surface in portalEngine.cSurfaceDesc.surfaces) {
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if (terrain.surfaceInfo == surface.surfIndex) {
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var id = surface.terrainMaterials.First().baseMaterials.First().materialDid;
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mapTerrain.Add((int)terrain.terrainIndex, id);
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break;
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}
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}
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}
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}
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private int? GetIndexBySurface(uint surfaceIndex) {
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foreach(var terrain in portalEngine.cTerrainDesc.terrains) {
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if (terrain.surfaceInfo == surfaceIndex)
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return (int)terrain.terrainIndex;
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private int GetIndex(DataId id) {
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foreach(var mat in mapTerrain) {
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if(mat.Value.id == id.id) return mat.Key;
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}
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return null;
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return 0;
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}
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public void GenerateUV() {
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int count = (int)Math.Ceiling(Math.Sqrt(textureCoord.Count));
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@ -1,13 +1,19 @@
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namespace LandblockExtraction.AtlasMaker;
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using System.Numerics;
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namespace LandblockExtraction.AtlasMaker;
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public class SubTerrain {
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public int terrainIndex { get; set; }
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public float minPitch { get; set; }
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public float maxPitch { get; set; }
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public SubTerrain(int terrainIndex, float minPitch, float maxPitch) {
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public Vector4 Color { get; set; }
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public Vector4 farColor { get; set; }
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public SubTerrain(int terrainIndex, float minPitch, float maxPitch, Vector4 color, Vector4 farcolor) {
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this.terrainIndex = terrainIndex;
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this.minPitch = minPitch;
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this.maxPitch = maxPitch;
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this.Color = color;
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this.farColor = farcolor;
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}
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public bool MatchesPitch(float pitch) {
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return pitch >= minPitch && pitch <= maxPitch;
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@ -11,12 +11,12 @@ public class Terrain {
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subTerrains.Add(sousTerrain);
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}
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public int DetermineSubTerrain(float pitch) {
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public SubTerrain DetermineSubTerrain(float pitch) {
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foreach (var terrain in subTerrains) {
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if (terrain.MatchesPitch(pitch)) {
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return terrain.terrainIndex;
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return terrain;
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}
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}
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return terrainIndex;
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return subTerrains.First();
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}
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}
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@ -40,7 +40,7 @@ public class TexturesImage {
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if (!portalEngine.datReader.contains(img)) continue;
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using (var data = portalEngine.datReader.getFileReader(img)) {
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var image = new RenderSurface(data);
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if (image.width != 256) continue;
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if (image.width != 64) continue;
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var dataImg = DDSHeader.Generate(image);
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using (MagickImage realImg = new MagickImage(dataImg)) {
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magickImage = new(realImg);
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@ -15,14 +15,15 @@ namespace LandblockExtraction.LandBlockExtractor {
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private readonly int BlockSize = 17;
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private readonly int cellSize = 8;
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private int[] indiceBase;
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public LandBlockExtrator(PortalEngine portalEngine, CellEngine cellEngine) {
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this.portalEngine = portalEngine;
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this.cellEngine = cellEngine;
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terrainAtlasManager = new TerrainAtlasManager(portalEngine);
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terrainAtlasManager.ExtractTexture();
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terrainAtlasManager.GenerateUV();
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terrainAtlasManager.SaveAllTerrain();
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indiceBase = GenerateBasicIndices();
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}
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public BlockStruct? GetBlock(int landX, int landY) {
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@ -39,77 +40,19 @@ namespace LandblockExtraction.LandBlockExtractor {
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for (int x = 0; x < BlockSize; x++) {
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var indice = y * BlockSize + x;
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blockStruct.verticesStruct.position[indice] = GenerateVertexPosition(landX, landY, x, y, blockData.heights[indice]);
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blockStruct.verticesStruct.color[indice] = GenerateVertexColor(blockData.cellInfos[indice]);
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blockStruct.verticesStruct.farcolor[indice] = GenerateVertexFarColor(blockData.cellInfos[indice]);
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blockStruct.indices = indiceBase;
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//blockStruct.verticesStruct.color[indice] = GenerateVertexColor(blockData.cellInfos[indice]);
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//blockStruct.verticesStruct.farcolor[indice] = GenerateVertexFarColor(blockData.cellInfos[indice]);
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blockStruct.verticesStruct.terraintype[indice] = GenerateVertexTerrainType(blockData.cellInfos[indice]);
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blockStruct.verticesStruct.texturecoord[indice] = GenerateUVForSubTile(x, y);
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blockStruct.indices = GenerateBasicIndices();
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}
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}
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//blockStruct.verticesStruct.texturecoord = GenerateBasicUVTest(blockStruct);
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blockStruct.verticesStruct.normal = GenerateBasicNormal(blockStruct);
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//DoubleEdgeVertices(blockStruct);
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Dictionary<int, int> testTerr = new Dictionary<int, int>();
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foreach (var test in blockStruct.verticesStruct.terraintype) {
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var type = (int)test.X;
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if (testTerr.ContainsKey(type)) {
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testTerr[type]++;
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} else {
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testTerr.Add(type, 1);
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}
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}
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GenerateBasicNormalandRighTexture(blockStruct);
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DoubleEdgeVertices(blockStruct);
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return blockStruct;
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}
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private Vector2 GenerateBasicUV(int x, int y) {
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float u = (float)x / (BlockSize - 1) * 8;
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float v = (float)y / (BlockSize - 1) * 8;
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return new Vector2(u, v);
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}
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private Vector2 GenerateUVForSubTile(int x, int y) {
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// Taille d'une "mini-tuile" en termes de coordonnées UV
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float miniTileSize = 1f / BlockSize - 1; // Comme la sous-grille est 5x5
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// Calcul des coordonnées UV basées sur la position (x, y) dans la sous-grille
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float u = x * miniTileSize;
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float v = y * miniTileSize;
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return new Vector2(u, v);
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}
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private Vector2[] GenerateBasicUVTest(BlockStruct blockStruct) {
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Vector2[] uvs = new Vector2[blockStruct.verticesStruct.position.Length];
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for (int i = 0; i < uvs.Length; i++) {
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uvs[i] = new Vector2(0, 0);
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}
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for (int i = 0; i < blockStruct.indices.Length; i += 6) {
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int index1 = blockStruct.indices[i];
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int index2 = blockStruct.indices[i + 1];
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int index3 = blockStruct.indices[i + 2];
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int index4 = blockStruct.indices[i + 5];
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uvs[index1] = new(0, 0);
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uvs[index2] = new(0, 1);
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uvs[index3] = new(1, 0);
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uvs[index4] = new(1, 1);
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}
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return uvs;
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}
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private Vector3[] GenerateBasicNormal(BlockStruct blockStruct) {
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Vector3[] normals = new Vector3[blockStruct.verticesStruct.position.Length];
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// Initialise tous les vecteurs normaux à zéro
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for (int i = 0; i < normals.Length; i++) {
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normals[i] = new Vector3(0, 0, 0);
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}
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// Parcourt tous les indices et calcule les normales pour chaque triangle
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private void GenerateBasicNormalandRighTexture(BlockStruct blockStruct) {
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for (int i = 0; i < blockStruct.indices.Length; i += 6) {
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int index1 = blockStruct.indices[i];
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int index2 = blockStruct.indices[i + 1];
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@ -121,27 +64,29 @@ namespace LandblockExtraction.LandBlockExtractor {
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Vector3 vertex3 = blockStruct.verticesStruct.position[index3];
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Vector3 vertex4 = blockStruct.verticesStruct.position[index4];
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// Calcule la normale du triangle
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/*Vector3 edge1 = vertex2 - vertex1;
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Vector3 edge2 = vertex3 - vertex1;
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Vector3 normal = Vector3.Cross(edge1, edge2);
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normal = Vector3.Normalize(normal);*/
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var normal = MathOperations.CalculateQuadNormal(vertex1, vertex2, vertex3, vertex4);
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// Ajoute la normale du triangle aux normales des sommets du triangle
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normals[index1] += normal;
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normals[index2] += normal;
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normals[index3] += normal;
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normals[index4] += normal;
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}
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var test = MathOperations.CalculateInclination(normal);
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// Normalise toutes les normales de sommets pour qu'elles soient de longueur unitaire
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for (int i = 0; i < normals.Length; i++) {
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normals[i] = Vector3.Normalize(normals[i]);
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}
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var sub1 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index1].X].DetermineSubTerrain(test);
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var sub2 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index2].X].DetermineSubTerrain(test);
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var sub3 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index3].X].DetermineSubTerrain(test);
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var sub4 = terrainAtlasManager.terrains[(int)blockStruct.verticesStruct.terraintype[index4].X].DetermineSubTerrain(test);
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return normals;
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InitColorFarColorTerrain(index1, normal, sub1, blockStruct);
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InitColorFarColorTerrain(index2, normal, sub2, blockStruct);
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InitColorFarColorTerrain(index3, normal, sub3, blockStruct);
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InitColorFarColorTerrain(index4, normal, sub4, blockStruct);
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}
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}
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private void InitColorFarColorTerrain(int index, Vector3 normal, SubTerrain terrain, BlockStruct blockStruct) {
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blockStruct.verticesStruct.terraintype[index].X = terrain.terrainIndex;
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blockStruct.verticesStruct.color[index] = terrain.Color;
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blockStruct.verticesStruct.farcolor[index] = terrain.farColor;
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blockStruct.verticesStruct.normal[index] = normal;
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}
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private int[] GenerateBasicIndices() {
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List<int> indices = new List<int>();
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@ -171,10 +116,9 @@ namespace LandblockExtraction.LandBlockExtractor {
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private Vector3 GenerateVertexPosition(int landx, int landy, int x, int y, byte height) {
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int tmpx = (landx * BlockSize + y) * cellSize;
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int tmpy = (BlockSize * NumberLandBlocks * cellSize) - ((landy * BlockSize + x) * cellSize) - 1;
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var newX = (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2));
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var newY = (tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1));
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return new Vector3(newX, portalEngine.landScapeDefs.landHeightTable[height], newY);
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var newX = (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2)) - landx * cellSize;// (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2));
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var newY = (tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1)) + landy * cellSize; //(tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1));
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return new Vector3(newX + 1020, portalEngine.landScapeDefs.landHeightTable[height], newY - 1020);
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}
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private Vector4 GenerateVertexColor(uint cellInfo) {
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var terrain = MathOperations.GetTerrainInCellInfo(cellInfo);
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@ -217,7 +161,6 @@ namespace LandblockExtraction.LandBlockExtractor {
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List<Vector4> newFarColors = new List<Vector4>();
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List<Vector2> newTexCoord = new List<Vector2>();
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List<Vector4> newTerrainTypes = new List<Vector4>();
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List<float> newRealTerrainType = new List<float>();
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int originalVertexCount = blockStruct.verticesStruct.position.Length;
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int originalIndicesCount = blockStruct.indices.Length;
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@ -230,69 +173,49 @@ namespace LandblockExtraction.LandBlockExtractor {
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var two = blockStruct.indices[i + 1];
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var three = blockStruct.indices[i + 2];
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var foor = blockStruct.indices[i + 5];
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Vector4 terrainType = new Vector4(blockStruct.verticesStruct.terraintype[one].X,
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blockStruct.verticesStruct.terraintype[two].X,
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blockStruct.verticesStruct.terraintype[three].X,
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blockStruct.verticesStruct.terraintype[foor].X);
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newPositions.Add(blockStruct.verticesStruct.position[one]);
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newColors.Add(blockStruct.verticesStruct.color[one]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[one]);
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newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
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blockStruct.verticesStruct.terraintype[two].X,
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blockStruct.verticesStruct.terraintype[three].X,
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blockStruct.verticesStruct.terraintype[foor].X));
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newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[one].X);
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newNormals.Add(blockStruct.verticesStruct.normal[one]);
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newTerrainTypes.Add(terrainType);
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/*newPositions.Add(blockStruct.verticesStruct.position[two]);
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newPositions.Add(blockStruct.verticesStruct.position[two]);
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newColors.Add(blockStruct.verticesStruct.color[two]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[two]);
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newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
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blockStruct.verticesStruct.terraintype[two].X,
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blockStruct.verticesStruct.terraintype[three].X,
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blockStruct.verticesStruct.terraintype[foor].X));
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newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[two].X);
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newNormals.Add(blockStruct.verticesStruct.normal[two]);
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newTerrainTypes.Add(terrainType);
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newPositions.Add(blockStruct.verticesStruct.position[three]);
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newColors.Add(blockStruct.verticesStruct.color[three]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[three]);
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newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
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blockStruct.verticesStruct.terraintype[two].X,
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blockStruct.verticesStruct.terraintype[three].X,
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blockStruct.verticesStruct.terraintype[foor].X));
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newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[three].X);
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newNormals.Add(blockStruct.verticesStruct.normal[three]);
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newTerrainTypes.Add(terrainType);
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newPositions.Add(blockStruct.verticesStruct.position[foor]);
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newColors.Add(blockStruct.verticesStruct.color[foor]);
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newFarColors.Add(blockStruct.verticesStruct.farcolor[foor]);
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newTerrainTypes.Add(new Vector4(blockStruct.verticesStruct.terraintype[one].X,
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blockStruct.verticesStruct.terraintype[two].X,
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blockStruct.verticesStruct.terraintype[three].X,
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blockStruct.verticesStruct.terraintype[foor].X));
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newRealTerrainType.Add(blockStruct.verticesStruct.terraintype[foor].X);
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newNormals.Add(blockStruct.verticesStruct.normal[foor]);
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newTerrainTypes.Add(terrainType);
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||||
|
||||
newTexCoord.Add(new(0, 0));
|
||||
newTexCoord.Add(new(0, 1));
|
||||
newTexCoord.Add(new(1, 0));
|
||||
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);
|
||||
newTexCoord.Add(new(1, 1));
|
||||
}
|
||||
|
||||
// Ajouter les nouveaux sommets à la structure BlockStruct (étape 2)
|
||||
// Vous devez également mettre à jour les indices dans blockStruct.indices
|
||||
blockStruct.verticesStruct.position = newPositions.ToArray();
|
||||
blockStruct.verticesStruct.normal = newNormals.ToArray();
|
||||
blockStruct.verticesStruct.color = newColors.ToArray();
|
||||
blockStruct.verticesStruct.farcolor = newFarColors.ToArray();
|
||||
blockStruct.verticesStruct.texturecoord = newTexCoord.ToArray();
|
||||
blockStruct.verticesStruct.terraintype = newTerrainTypes.ToArray();
|
||||
blockStruct.verticesStruct.realtype = newRealTerrainType.ToArray();
|
||||
|
||||
blockStruct.indices = GenerateNewsIndices(newPositions.Count);
|
||||
}
|
||||
|
|
@ -300,12 +223,12 @@ namespace LandblockExtraction.LandBlockExtractor {
|
|||
private int[] GenerateNewsIndices(int count) {
|
||||
List<int> indices = new List<int>();
|
||||
for (int i = 0; i < count; i = i + 4) {
|
||||
indices.Add(i);
|
||||
indices.Add(i + 1);
|
||||
indices.Add(i + 2);
|
||||
indices.Add(i + 2);
|
||||
indices.Add(i + 1);
|
||||
indices.Add(i + 3);
|
||||
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
|
||||
}
|
||||
|
||||
return indices.ToArray();
|
||||
|
|
|
|||
|
|
@ -8,7 +8,6 @@ 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];
|
||||
|
|
@ -17,13 +16,12 @@ 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 * 21]; // 3 pour position, 4 pour color, et 4 pour farcolor
|
||||
for (int i = 0, vi = 0; i < length; i++, vi += 21) {
|
||||
float[] vertices = new float[length * 20];
|
||||
for (int i = 0, vi = 0; i < length; i++, vi += 20) {
|
||||
vertices[vi] = position[i].X;
|
||||
vertices[vi + 1] = position[i].Y;
|
||||
vertices[vi + 2] = position[i].Z;
|
||||
|
|
@ -44,7 +42,6 @@ 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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -41,5 +41,20 @@ namespace LandblockExtraction.Tools {
|
|||
Vector3 averageNormal = (normal1 + normal2) / 2;
|
||||
return Vector3.Normalize(averageNormal);
|
||||
}
|
||||
public static float CalculateInclination(Vector3 normal) {
|
||||
Vector3 up = new Vector3(0, 0, 1); // Vecteur vertical de référence
|
||||
|
||||
normal = Vector3.Normalize(normal); // Normaliser la normale
|
||||
|
||||
float dotProduct = Vector3.Dot(normal, up); // Produit scalaire entre la normale et le vecteur vertical
|
||||
|
||||
// Calculer le cosinus de l'angle
|
||||
float cosTheta = dotProduct;
|
||||
|
||||
// Calculer le sinus de l'angle à partir du cosinus
|
||||
float sinTheta = (float)Math.Sqrt(1 - cosTheta * cosTheta);
|
||||
|
||||
return sinTheta; // Retourner l'angle d'inclinaison variant de 0 à 1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
12
LandblockExtraction/WorldMap/VertexInfo/VertexMap.cs
Normal file
12
LandblockExtraction/WorldMap/VertexInfo/VertexMap.cs
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace LandblockExtraction.WorldMap;
|
||||
public struct VertexMap {
|
||||
public Vector3 Position;
|
||||
public Vector4 Color;
|
||||
}
|
||||
165
LandblockExtraction/WorldMap/WorldMap.cs
Normal file
165
LandblockExtraction/WorldMap/WorldMap.cs
Normal file
|
|
@ -0,0 +1,165 @@
|
|||
using AC2RE.Definitions;
|
||||
using LandblockExtraction.AtlasMaker;
|
||||
using LandblockExtraction.DatEngine;
|
||||
using LandblockExtraction.Tools;
|
||||
using System.Numerics;
|
||||
|
||||
namespace LandblockExtraction.WorldMap;
|
||||
public class WorldMap {
|
||||
private readonly int NumberLandBlocks = 254;
|
||||
private readonly int BlockSize = 17;
|
||||
private readonly int cellSize = 8;
|
||||
|
||||
private PortalEngine portalEngine;
|
||||
private CellEngine cellEngine;
|
||||
private TerrainAtlasManager terrainAtlasManager;
|
||||
|
||||
private VertexMap[,] vertexMaps;
|
||||
|
||||
public WorldMap(PortalEngine portalEngine, CellEngine cellEngine) {
|
||||
this.portalEngine = portalEngine;
|
||||
this.cellEngine = cellEngine;
|
||||
|
||||
terrainAtlasManager = new TerrainAtlasManager(portalEngine);
|
||||
|
||||
int globalSize = NumberLandBlocks * (BlockSize - 1);
|
||||
vertexMaps = new VertexMap[globalSize, globalSize];
|
||||
}
|
||||
private void InitializeBaseMap() {
|
||||
for (int landY = 0; landY <= NumberLandBlocks; landY++) {
|
||||
for (int landX = 0; landX <= NumberLandBlocks; landX++) {
|
||||
InitializeCellMap(landY, landX);
|
||||
}
|
||||
}
|
||||
}
|
||||
public void LoadRegion(int start, int end) {
|
||||
for (int landY = start; landY <= end; landY++) {
|
||||
for (int landX = start; landX <= end; landX++) {
|
||||
InitializeCellMap(landY, landX);
|
||||
}
|
||||
}
|
||||
}
|
||||
private void InitializeCellMap(int landx, int landy) {
|
||||
CellId landBlockId = new CellId((byte)landx, (byte)landy, 0xFF, 0xFF);
|
||||
var landBlock = cellEngine.GetLandBlockData(landBlockId.id);
|
||||
|
||||
for (int y = 0; y < BlockSize; y++) {
|
||||
for (int x = 0; x < BlockSize; x++) {
|
||||
float height = 0;
|
||||
Vector4 color = Vector4.Zero;
|
||||
|
||||
// Calculer les indices globaux en prenant en compte la position du land
|
||||
int indiceX = landx * (BlockSize - 1) + y;
|
||||
int indiceY = landy * (BlockSize - 1) + x;
|
||||
|
||||
if (landBlock != null) {
|
||||
height = GetHeightInLandBlock(landBlock, x, y);
|
||||
color = GetColorVertex(landBlock, x, y);
|
||||
}
|
||||
|
||||
// Vérifier si les indices ne dépassent pas la taille globale de la grille
|
||||
if (indiceX < NumberLandBlocks * (BlockSize - 1) && indiceY < NumberLandBlocks * (BlockSize - 1)) {
|
||||
vertexMaps[indiceX, indiceY] = new VertexMap() {
|
||||
Position = GenerateVertexPosition(landx, landy, x, y, height),
|
||||
Color = color
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private float GetHeightInLandBlock(CLandBlockData block, int x, int y) {
|
||||
var indice = y * BlockSize + x;
|
||||
return block.heights[indice];
|
||||
}
|
||||
private Vector4 GetColorVertex(CLandBlockData block, int x, int y) {
|
||||
var indice = y * BlockSize + x;
|
||||
var terrain = MathOperations.GetTerrainInCellInfo(block.cellInfos[indice]);
|
||||
return terrainAtlasManager.terrains[(int)terrain].subTerrains.First().Color;
|
||||
}
|
||||
public float[] GetAllVertices() {
|
||||
List<float> verticesList = new List<float>();
|
||||
|
||||
int rowLength = NumberLandBlocks * (BlockSize - 1);
|
||||
for (int y = 0; y < rowLength; y++) {
|
||||
for (int x = 0; x < rowLength; x++) {
|
||||
|
||||
// Ajouter la position du vertex à la liste
|
||||
verticesList.Add(vertexMaps[x, y].Position.X);
|
||||
verticesList.Add(vertexMaps[x, y].Position.Y);
|
||||
verticesList.Add(vertexMaps[x, y].Position.Z);
|
||||
|
||||
// Ajouter la couleur si nécessaire
|
||||
verticesList.Add(vertexMaps[x, y].Color.X);
|
||||
verticesList.Add(vertexMaps[x, y].Color.Y);
|
||||
verticesList.Add(vertexMaps[x, y].Color.Z);
|
||||
verticesList.Add(vertexMaps[x, y].Color.W);
|
||||
}
|
||||
}
|
||||
|
||||
return verticesList.ToArray();
|
||||
}
|
||||
public int[] GenerateRegionIndices(int start, int end) {
|
||||
List<int> indices = new List<int>();
|
||||
|
||||
// Calcul de la longueur de la ligne pour la région spécifiée
|
||||
int rowLength = (end - start) * (BlockSize - 1);
|
||||
|
||||
// Parcours de chaque "cellule" de la grille pour la région spécifiée
|
||||
for (int y = 0; y < rowLength; y++) {
|
||||
for (int x = 0; x < rowLength; x++) {
|
||||
int baseX = start * (BlockSize - 1);
|
||||
int baseY = start * (BlockSize - 1);
|
||||
|
||||
int topLeft = (y + baseY) * (NumberLandBlocks * (BlockSize - 1)) + (x + baseX);
|
||||
int topRight = topLeft + 1;
|
||||
int bottomLeft = topLeft + (NumberLandBlocks * (BlockSize - 1));
|
||||
int bottomRight = bottomLeft + 1;
|
||||
|
||||
indices.Add(topLeft);
|
||||
indices.Add(bottomLeft);
|
||||
indices.Add(bottomRight);
|
||||
|
||||
indices.Add(bottomLeft);
|
||||
indices.Add(bottomRight);
|
||||
indices.Add(topRight);
|
||||
}
|
||||
}
|
||||
|
||||
return indices.ToArray();
|
||||
}
|
||||
public int[] GenerateIndices() {
|
||||
List<int> indices = new List<int>();
|
||||
|
||||
int rowLength = NumberLandBlocks * (BlockSize - 1);
|
||||
|
||||
// Parcourir chaque "cellule" de la grille, sauf la dernière colonne et la dernière ligne
|
||||
for (int y = 0; y < rowLength - 1; y++) {
|
||||
for (int x = 0; x < rowLength - 1; x++) {
|
||||
// Calculer les indices des 4 sommets du carré courant
|
||||
int topLeft = y * rowLength + x;
|
||||
int topRight = topLeft + 1;
|
||||
int bottomLeft = topLeft + rowLength;
|
||||
int bottomRight = bottomLeft + 1;
|
||||
|
||||
// Ajouter les indices pour former les deux triangles
|
||||
indices.Add(topLeft);
|
||||
indices.Add(bottomLeft);
|
||||
indices.Add(bottomRight);
|
||||
|
||||
indices.Add(bottomLeft);
|
||||
indices.Add(bottomRight);
|
||||
indices.Add(topRight);
|
||||
}
|
||||
}
|
||||
|
||||
return indices.ToArray();
|
||||
}
|
||||
private Vector3 GenerateVertexPosition(int landx, int landy, int x, int y, float height) {
|
||||
int tmpx = (landx * BlockSize + y) * cellSize;
|
||||
int tmpy = (BlockSize * NumberLandBlocks * cellSize) - ((landy * BlockSize + x) * cellSize) - 1;
|
||||
var newX = (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2)) - landx * cellSize;// (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2));
|
||||
var newY = (tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1)) + landy * cellSize; //(tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1));
|
||||
return new Vector3(newX + 1020, height, newY - 1020);
|
||||
}
|
||||
}
|
||||
|
|
@ -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, 1000f);
|
||||
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.
|
||||
|
|
|
|||
|
|
@ -1,11 +1,7 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using System.Collections.Generic;
|
||||
using OpenTK.Graphics.OpenGL4;
|
||||
using OpenTK.Graphics.OpenGL4;
|
||||
using OpenTK.Mathematics;
|
||||
|
||||
namespace Map3DRendering {
|
||||
namespace Map3DRendering.Common {
|
||||
// A simple class meant to help create shaders.
|
||||
public class Shader {
|
||||
public readonly int Handle;
|
||||
|
|
@ -167,9 +163,18 @@ namespace Map3DRendering {
|
|||
/// </summary>
|
||||
/// <param name="name">The name of the uniform</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) {
|
||||
GL.UseProgram(Handle);
|
||||
GL.Uniform3(_uniformLocations[name], data);
|
||||
}
|
||||
|
||||
public void SetVector4(string name, Vector4 data) {
|
||||
GL.UseProgram(Handle);
|
||||
GL.Uniform4(_uniformLocations[name], data);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,11 +1,7 @@
|
|||
using OpenTK.Graphics.OpenGL4;
|
||||
using System.Drawing;
|
||||
using System.Drawing.Imaging;
|
||||
using PixelFormat = OpenTK.Graphics.OpenGL4.PixelFormat;
|
||||
using StbImageSharp;
|
||||
using System.IO;
|
||||
|
||||
namespace Map3DRendering {
|
||||
namespace Map3DRendering.Common {
|
||||
// A helper class, much like Shader, meant to simplify loading textures.
|
||||
public class Texture {
|
||||
public readonly int Handle;
|
||||
|
|
@ -105,6 +101,7 @@ namespace Map3DRendering {
|
|||
return new Texture(handle);
|
||||
}
|
||||
|
||||
|
||||
public Texture(int glHandle) {
|
||||
Handle = glHandle;
|
||||
}
|
||||
|
|
@ -121,5 +118,11 @@ namespace Map3DRendering {
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -70,7 +70,7 @@ namespace Map3DRendering {
|
|||
}
|
||||
}
|
||||
private void InitializeBlock(int x, int y, BlockStruct block, Shader _shader) {
|
||||
int lenghPacket = 21;
|
||||
int lenghPacket = 20;
|
||||
// Initialisez le VAO, VBO et EBO pour le bloc à (x, y)...
|
||||
// Utilisez le code de votre méthode OnLoad originale pour configurer le VAO, VBO et EBO.
|
||||
int tempVertexArray = GL.GenVertexArray();
|
||||
|
|
@ -112,10 +112,6 @@ 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++) {
|
||||
|
|
|
|||
|
|
@ -8,6 +8,7 @@ namespace Map3DRendering {
|
|||
var nativeWindowSettings = new NativeWindowSettings() {
|
||||
ClientSize = new Vector2i(800, 600),
|
||||
Title = "LearnOpenTK - Map AC2",
|
||||
Vsync = VSyncMode.On,
|
||||
// This is needed to run on macos
|
||||
Flags = ContextFlags.ForwardCompatible,
|
||||
};
|
||||
|
|
|
|||
|
|
@ -2,33 +2,38 @@
|
|||
|
||||
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 color0 = texture(texture0, vec3(TexCoord, TexType.x));
|
||||
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);
|
||||
|
||||
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 * Color;
|
||||
vec4 litColor = vec4(diffuse, 1.0) * finalColor;
|
||||
|
||||
float distance = length(viewPos - FragPos);
|
||||
float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0);
|
||||
|
|
|
|||
|
|
@ -5,7 +5,6 @@ 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;
|
||||
|
|
@ -17,7 +16,6 @@ out vec4 Color;
|
|||
out vec4 FarColor;
|
||||
out vec2 TexCoord;
|
||||
out vec4 TexType;
|
||||
out float RealType;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
@ -28,5 +26,4 @@ void main()
|
|||
FarColor = aColorFar;
|
||||
TexCoord = aTexCoord;
|
||||
TexType = aTexType;
|
||||
RealType = aRealTexType;
|
||||
}
|
||||
|
|
@ -10,7 +10,7 @@ namespace Map3DRendering {
|
|||
|
||||
private readonly Vector3 _lightPos = new Vector3(0x10, 0, 0x10);
|
||||
|
||||
private MapRender mapRender;
|
||||
private WorldMapRender mapRender;
|
||||
private AxesGizmo axesGizmo;
|
||||
|
||||
private Shader _shader;
|
||||
|
|
@ -33,7 +33,7 @@ namespace Map3DRendering {
|
|||
public Window(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings)
|
||||
: base(gameWindowSettings, nativeWindowSettings) {
|
||||
|
||||
mapRender = new MapRender();
|
||||
mapRender = new WorldMapRender();
|
||||
|
||||
GL.GetInteger(GetPName.MaxTextureImageUnits, out maxTextures);
|
||||
}
|
||||
|
|
@ -55,20 +55,16 @@ namespace Map3DRendering {
|
|||
mapRender.OnLoad(_shader);
|
||||
|
||||
var file = Directory.EnumerateFiles(@"./terrains");
|
||||
|
||||
_texture = Texture.LoadFromArray(file.ToArray());
|
||||
// Texture units are explained in Texture.cs, at the Use function.
|
||||
// First texture goes in texture unit 0.
|
||||
_texture.UseArray(TextureUnit.Texture0);
|
||||
|
||||
|
||||
axesGizmo = new AxesGizmo();
|
||||
|
||||
_camera = new Camera(Vector3.UnitY * 300, Size.X / (float)Size.Y);
|
||||
_camera.Fov = 60;
|
||||
//CursorState = CursorState.Grabbed;
|
||||
//GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
|
||||
//GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
|
||||
_lightPosVec = Vector3.UnitY * 1000;
|
||||
}
|
||||
|
||||
|
|
@ -79,22 +75,20 @@ namespace Map3DRendering {
|
|||
|
||||
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
||||
|
||||
_texture.UseArray(TextureUnit.Texture0);
|
||||
_shader.Use();
|
||||
_texture.UseArray(TextureUnit.Texture0);
|
||||
|
||||
_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", _lightPosVec);
|
||||
|
||||
//_shader.SetVector3("viewPos", _camera.Position);
|
||||
_shader.SetVector3("lightPos", _camera.Position);
|
||||
|
||||
GL.LineWidth(5.0f);
|
||||
|
||||
_shader.SetVector3("viewPos", _camera.Position);
|
||||
mapRender.UpdateBlocks(_camera.Position, _shader);
|
||||
//mapRender.UpdateBlocks(_camera.Position, _shader);
|
||||
mapRender.Render(_shader);
|
||||
|
||||
axesGizmo.Render(Size.X, Size.Y, _camera);
|
||||
|
|
@ -149,10 +143,10 @@ namespace Map3DRendering {
|
|||
_camera.Position += _camera.Right * cameraSpeed * (float)e.Time; // Right
|
||||
}
|
||||
if (input.IsKeyDown(Keys.Space)) {
|
||||
_camera.Position += _camera.Up * cameraSpeed * (float)e.Time; // Up
|
||||
_camera.Position += Vector3.UnitY * cameraSpeed * (float)e.Time; // Up
|
||||
}
|
||||
if (input.IsKeyDown(Keys.LeftShift)) {
|
||||
_camera.Position -= _camera.Up * cameraSpeed * (float)e.Time; // Down
|
||||
_camera.Position -= Vector3.UnitY * cameraSpeed * (float)e.Time; // Down
|
||||
}
|
||||
|
||||
// Get the mouse state
|
||||
|
|
|
|||
67
Map3DRendering/WorldMapRender.cs
Normal file
67
Map3DRendering/WorldMapRender.cs
Normal file
|
|
@ -0,0 +1,67 @@
|
|||
using LandblockExtraction.DatEngine;
|
||||
using LandblockExtraction.WorldMap;
|
||||
using Map3DRendering.Common;
|
||||
using OpenTK.Graphics.OpenGL4;
|
||||
using OpenTK.Mathematics;
|
||||
|
||||
|
||||
namespace Map3DRendering;
|
||||
public class WorldMapRender {
|
||||
private PortalEngine portalEngine;
|
||||
private CellEngine cellEngine;
|
||||
private WorldMap worldMap;
|
||||
|
||||
public int _vertexArrayObject;
|
||||
public int _vertexBufferObject;
|
||||
public int _elementBufferObject;
|
||||
|
||||
public int indicesLength;
|
||||
|
||||
public WorldMapRender() {
|
||||
portalEngine = new PortalEngine();
|
||||
cellEngine = new CellEngine();
|
||||
|
||||
worldMap = new WorldMap(portalEngine, cellEngine);
|
||||
worldMap.LoadRegion(0x5F, 0x9F);
|
||||
}
|
||||
public void OnLoad(Shader _shader) {
|
||||
InitializeMap(_shader);
|
||||
}
|
||||
private void InitializeMap(Shader _shader) {
|
||||
int lenghPacket = 7;
|
||||
var vertices = worldMap.GetAllVertices();
|
||||
var indices = worldMap.GenerateRegionIndices(0x5F, 0x9F);
|
||||
indicesLength = indices.Length;
|
||||
// Initialisez le VAO, VBO et EBO pour le bloc à (x, y)...
|
||||
// Utilisez le code de votre méthode OnLoad originale pour configurer le VAO, VBO et EBO.
|
||||
int tempVertexArray = GL.GenVertexArray();
|
||||
GL.BindVertexArray(tempVertexArray);
|
||||
_vertexArrayObject = tempVertexArray;
|
||||
|
||||
int tmpVertexBuffer = GL.GenBuffer();
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, tmpVertexBuffer);
|
||||
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);
|
||||
_vertexBufferObject = tmpVertexBuffer;
|
||||
|
||||
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 0);
|
||||
|
||||
int tmpElementBuffer = GL.GenBuffer();
|
||||
GL.BindBuffer(BufferTarget.ElementArrayBuffer, tmpElementBuffer);
|
||||
GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Length * sizeof(int), indices, BufferUsageHint.StaticDraw);
|
||||
_elementBufferObject = tmpElementBuffer;
|
||||
|
||||
var vertexLocation = _shader.GetAttribLocation("aPos");
|
||||
GL.EnableVertexAttribArray(vertexLocation);
|
||||
GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 0);
|
||||
|
||||
var colorLocation = _shader.GetAttribLocation("aColor");
|
||||
GL.EnableVertexAttribArray(colorLocation);
|
||||
GL.VertexAttribPointer(colorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 6 * sizeof(float));
|
||||
}
|
||||
public void Render(Shader shader) {
|
||||
var model = Matrix4.Identity;//CreateTranslation(x * BlockSize, 0, y * BlockSize); // Ajustez selon votre système de coordonnées
|
||||
shader.SetMatrix4("model", model);
|
||||
GL.BindVertexArray(_vertexArrayObject);
|
||||
GL.DrawElements(PrimitiveType.Triangles, indicesLength, DrawElementsType.UnsignedInt, 0);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue