77 lines
3.4 KiB
C#
77 lines
3.4 KiB
C#
using LandblockExtraction.AtlasMaker;
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using LandblockExtraction.DatEngine;
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using LandblockExtraction.LandBlockExtractor;
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using LandblockExtraction.WorldMap;
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using Map3DRendering.Common;
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using OpenTK.Graphics.OpenGL4;
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using OpenTK.Mathematics;
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namespace Map3DRendering {
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public class WorldMapRender {
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private WorldMap worldMap;
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private int[,] _vertexArrayObject;
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private int[,] _vertexBufferObject;
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private int[,] _elementBufferObject;
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private int[,] _indiceLength;
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public WorldMapRender() {
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worldMap = new WorldMap();
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_vertexArrayObject = new int[10, 10];
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_vertexBufferObject = new int[10, 10];
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_elementBufferObject = new int[10, 10];
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_indiceLength = new int[10, 10];
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}
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public void OnLoad(Shader _shader) {
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for(int i = 0; i < 10; i++) {
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for(int j = 0; j < 10; j++) {
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InitializeBlock(j, i, worldMap.lands[j, i], _shader);
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}
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}
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}
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private void InitializeBlock(int x, int y, Land block, Shader _shader) {
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int lenghPacket = 7;
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var vertices = block.getVertices();
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var indices = block.getIndices();
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_indiceLength[x, y] = indices.Length;
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// Initialisez le VAO, VBO et EBO pour le bloc à (x, y)...
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// Utilisez le code de votre méthode OnLoad originale pour configurer le VAO, VBO et EBO.
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int tempVertexArray = GL.GenVertexArray();
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GL.BindVertexArray(tempVertexArray);
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_vertexArrayObject[x, y] = tempVertexArray;
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int tmpVertexBuffer = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ArrayBuffer, tmpVertexBuffer);
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GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);
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_vertexBufferObject[x, y] = tmpVertexBuffer;
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 0);
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int tmpElementBuffer = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, tmpElementBuffer);
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GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Length * sizeof(int), indices, BufferUsageHint.StaticDraw);
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_elementBufferObject[x, y] = tmpElementBuffer;
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var vertexLocation = _shader.GetAttribLocation("aPos");
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GL.EnableVertexAttribArray(vertexLocation);
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GL.VertexAttribPointer(vertexLocation, 3, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 0);
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var colorLocation = _shader.GetAttribLocation("aColor");
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GL.EnableVertexAttribArray(colorLocation);
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GL.VertexAttribPointer(colorLocation, 4, VertexAttribPointerType.Float, false, lenghPacket * sizeof(float), 3 * sizeof(float));
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}
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public void Render(Shader shader) {
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for (int y = 0; y < 10; y++) {
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for (int x = 0; x < 10; x++) {
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var model = Matrix4.Identity;//CreateTranslation(x * BlockSize, 0, y * BlockSize); // Ajustez selon votre système de coordonnées
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shader.SetMatrix4("model", model);
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GL.BindVertexArray(_vertexArrayObject[x, y]);
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GL.DrawElements(PrimitiveType.Triangles, _indiceLength[x, y], DrawElementsType.UnsignedInt, 0);
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}
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}
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}
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}
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}
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