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); } } } } }