public void GetTileVertices(int x, int y, TerrainVertex[] target) { var offset = ((y * Width + x) * VertexPerTile); for (var i = 0; i < VertexPerTile; i++) { target[i] = Vertices[offset + i]; } }
/// <summary> /// Do the work of generating the city geom /// </summary> /// <param name="city"></param> public void Process(CityData city) { //Cleanup if someone is trying to reuse this object Dispose(); var now = DateTime.Now.Ticks; Width = city.Width; Height = city.Height; /** * The geometry we create is basically a quad per tile for the property * base plus 3 quads to join this quad to neighboring quads */ var mesh = new ThreeDMesh <TerrainVertex>(); var moditifer = 3.0f / 8.0f; var mainTileSpan = 3.0f / 8.0f; //The main tile is 6 8ths of the tile var edgeTileSpan = 4.0f / 8.0f; var textureMap = new TextureMapper(); textureMap.TerrainSheetSize = 5.0f; for (var y = 0; y > -Height; y--) { for (var x = 0; x < Width; x++) { var mapY = -y; var offset = (mapY * city.Width) + x; /** Settings **/ var elevation = city.Elevation[offset]; var vertexColor = city.VertexColor[offset]; var terrainType = city.Terrain[offset]; var blendIndex = city.BlendMap[offset]; var backTerrainType = city.BackTerrain[offset]; var z0 = elevation / 8.0f; textureMap.TerrainType = terrainType; textureMap.Position(x, mapY, new Vector2(x - edgeTileSpan, y + edgeTileSpan), new Vector2(x + edgeTileSpan, y - edgeTileSpan)); var tex = new Vector2(0.5f, 0.5f); var vertexTemplate = new TerrainVertex(new Vector3(0.0f, 0.0f, z0), Vector2.Zero, vertexColor, tex, tex); var tl = vertexTemplate; tl.Position.X = x - mainTileSpan; tl.Position.Y = y + mainTileSpan; tl.TextureCoordinate = textureMap.MapTerrain(ref tl.Position); var tr = vertexTemplate; tr.Position.X = x + mainTileSpan; tr.Position.Y = y + mainTileSpan; tr.TextureCoordinate = textureMap.MapTerrain(ref tr.Position); var br = vertexTemplate; br.Position.X = x + mainTileSpan; br.Position.Y = y - mainTileSpan; br.TextureCoordinate = textureMap.MapTerrain(ref br.Position); var bl = vertexTemplate; bl.Position.X = x - mainTileSpan; bl.Position.Y = y - mainTileSpan; bl.TextureCoordinate = textureMap.MapTerrain(ref bl.Position); mesh.AddQuad(tl, tr, br, bl); /** * Joining pieces */ if (x > 0) { var z1 = city.Elevation[offset - 1]; var tl2 = vertexTemplate; tl2.Position.X = x - 1 + mainTileSpan; tl2.Position.Y = y + mainTileSpan; tl2.Position.Z = z1; tl2.TextureCoordinate = textureMap.MapTerrain(ref tl2.Position); var tr2 = vertexTemplate; tr2.Position.X = x - 0 - mainTileSpan; tr2.Position.Y = y + mainTileSpan; tr2.Position.Z = z0; tr2.TextureCoordinate = textureMap.MapTerrain(ref tr2.Position); var br2 = vertexTemplate; br2.Position.X = x - 0 - mainTileSpan; br2.Position.Y = y - mainTileSpan; br2.Position.Z = z0; br2.TextureCoordinate = textureMap.MapTerrain(ref br2.Position); var bl2 = vertexTemplate; bl2.Position.X = x - 1 + mainTileSpan; bl2.Position.Y = y - mainTileSpan; bl2.Position.Z = z1; bl2.TextureCoordinate = textureMap.MapTerrain(ref bl2.Position); mesh.AddQuad(tl2, tr2, br2, bl2); } } } Vertices = mesh.GetVertexes(); Indexes = mesh.GetIndexes(); PrimitiveCount = mesh.PrimitiveCount; // for(var y=0; y>-512; y--){ // for(var x=0; x<512; x++){ // //We are scanning the bitmap from top to bottom, and plotting them bottom to top. // //y will refer to the OpenGL coordinates, and -y will refer to the bitmap coordinates // if(!validCoord(x,y)) continue; // var z = city["elevation"].data[4*(512*-y + x)] / 8; // meshes["city"].addQuad([ // x - 3/8, y - 3/8, z, //Bottom-left // x + 3/8, y - 3/8, z, //Bottom-right // x + 3/8, y + 3/8, z, //Top-right // x - 3/8, y + 3/8, z //Top-left // ]); // } //} //var vertexList = new List<TerrainVertex>(); //var indexList = new List<int>(); //BorderWidth = (CellWidth / 4) / 2; //BorderHeight = (CellHeight / 4) / 2; //var spanX = CellWidth + (BorderWidth * 2); //var spanY = CellHeight + (BorderHeight * 2); //var textureMap = new TextureMapper(); //textureMap.TerrainSheetSize = 5.0f; ///** Build vertex & index structures **/ //for (int y = 0; y < Height; y++) //{ // for (int x = 0; x < Width; x++) // { // var offset = (y * city.Width) + x; // /** Settings **/ // var elevation = city.Elevation[offset]; // var vertexColor = city.VertexColor[offset]; // var terrainType = city.Terrain[offset]; // var blendIndex = city.BlendMap[offset]; // var backTerrainType = city.BackTerrain[offset]; // textureMap.TerrainType = terrainType; // //Main points // var mainElevation = city.GetElevation(x, y, CellYScale); // var northElevation = city.GetElevation(x, y, NeighbourDir.North, mainElevation, CellYScale); // var eastElevation = city.GetElevation(x, y, NeighbourDir.East, mainElevation, CellYScale); // var southElevation = city.GetElevation(x, y, NeighbourDir.South, mainElevation, CellYScale); // var westElevation = city.GetElevation(x, y, NeighbourDir.West, mainElevation, CellYScale); // var northWestElevation = city.GetElevation(x, y, NeighbourDir.NorthWest, mainElevation, CellYScale); // var northEastElevation = city.GetElevation(x, y, NeighbourDir.NorthEast, mainElevation, CellYScale); // var southEastElevation = city.GetElevation(x, y, NeighbourDir.SouthEast, mainElevation, CellYScale); // var southWestElevation = city.GetElevation(x, y, NeighbourDir.SouthWest, mainElevation, CellYScale); // var startIndex = vertexList.Count; // var tex = new Vector2(0.5f, 0.5f); // if (mainElevation == northElevation && // mainElevation == eastElevation && // mainElevation == southElevation && // mainElevation == westElevation && // mainElevation == northWestElevation && // mainElevation == northEastElevation && // mainElevation == southEastElevation && // mainElevation == southWestElevation) // { // /** We can just use 1 quad for this tile **/ // var fullTL = new Vector3((x * spanX) - BorderWidth, -(y * spanY) - BorderHeight, mainElevation); // var fullTR = new Vector3(fullTL.X + spanX, fullTL.Y, mainElevation); // var fullBL = new Vector3(fullTL.X, fullTL.Y - spanY, mainElevation); // var fullBR = new Vector3(fullTL.X + spanX, fullTL.Y - spanY, mainElevation); // textureMap.Position(x, y, fullTL, fullBR); // vertexList.Add(new TerrainVertex(fullTL, textureMap.MapTerrain(fullTL), vertexColor, tex, tex)); //0 // vertexList.Add(new TerrainVertex(fullTR, textureMap.MapTerrain(fullTR), vertexColor, tex, tex)); //1 // vertexList.Add(new TerrainVertex(fullBR, textureMap.MapTerrain(fullBR), vertexColor, tex, tex)); //2 // vertexList.Add(new TerrainVertex(fullBL, textureMap.MapTerrain(fullBL), vertexColor, tex, tex)); //3 // indexList.Add(startIndex); // indexList.Add(startIndex + 1); // indexList.Add(startIndex + 2); // indexList.Add(startIndex + 2); // indexList.Add(startIndex + 3); // indexList.Add(startIndex); // continue; // } // var mainTL = new Vector3(x * spanX, -(y * spanY), mainElevation); // var mainTR = new Vector3(mainTL.X + CellWidth, mainTL.Y, mainElevation); // var mainBL = new Vector3(mainTL.X, mainTL.Y - CellHeight, mainElevation); // var mainBR = new Vector3(mainTL.X + CellWidth, mainTL.Y - CellHeight, mainElevation); // /** West elevation **/ // var westElevationMid = (westElevation + mainElevation) / 2; // var borderTL_BL = new Vector3(mainTL.X - BorderWidth, mainTL.Y, westElevationMid); // var borderBL_TL = new Vector3(mainTL.X - BorderWidth, mainBL.Y, westElevationMid); // /** East elevation **/ // var eastElevationMid = (eastElevation + mainElevation) / 2; // var borderTR_BR = new Vector3(mainTR.X + BorderWidth, mainTR.Y, eastElevationMid); // var borderBR_TR = new Vector3(mainBR.X + BorderWidth, mainBR.Y, eastElevationMid); // /** North elevation **/ // var northElevationMid = (northElevation + mainElevation) / 2; // var borderTL_TR = new Vector3(mainTL.X, mainTL.Y + BorderHeight, northElevationMid); // var borderTR_TL = new Vector3(mainTR.X, mainTR.Y + BorderHeight, northElevationMid); // /** South elevation **/ // var southElevationMid = (southElevation + mainElevation) / 2; // var borderBL_BR = new Vector3(mainBL.X, mainBL.Y - BorderHeight, southElevationMid); // var borderBR_BL = new Vector3(mainBR.X, mainBR.Y - BorderHeight, southElevationMid); // var northWestElevationMid = (northWestElevation + northElevation + westElevation + mainElevation) / 4; // var borderTL_TL = new Vector3(mainTL.X - BorderWidth, mainTL.Y + BorderHeight, northWestElevationMid); // var northEastElevationMid = (northEastElevation + northElevation + eastElevation + mainElevation) / 4; // var borderTR_TR = new Vector3(mainTR.X + BorderWidth, mainTR.Y + BorderHeight, northEastElevationMid); // var southEastElevationMid = (southEastElevation + eastElevation + southElevation + mainElevation) / 4; // var borderBR_BR = new Vector3(mainBR.X + BorderWidth, mainBR.Y - BorderHeight, southEastElevationMid); // var southWestElevationMid = (southWestElevation + southElevation + westElevation + mainElevation) / 4; // var borderBL_BL = new Vector3(mainBL.X - BorderWidth, mainBL.Y - BorderHeight, southWestElevationMid); // textureMap.Position(x, y, borderTL_TL, borderBR_BR); // vertexList.Add(new TerrainVertex(mainTL, textureMap.MapTerrain(mainTL), vertexColor, tex, tex)); //0 // vertexList.Add(new TerrainVertex(mainTR, textureMap.MapTerrain(mainTR), vertexColor, tex, tex)); //1 // vertexList.Add(new TerrainVertex(mainBR, textureMap.MapTerrain(mainBR), vertexColor, tex, tex)); //2 // vertexList.Add(new TerrainVertex(mainBL, textureMap.MapTerrain(mainBL), vertexColor, tex, tex)); //3 // vertexList.Add(new TerrainVertex(borderTL_BL, textureMap.MapTerrain(borderTL_BL), vertexColor, tex, tex)); //4 // vertexList.Add(new TerrainVertex(borderBL_TL, textureMap.MapTerrain(borderBL_TL), vertexColor, tex, tex)); //5 // vertexList.Add(new TerrainVertex(borderTR_BR, textureMap.MapTerrain(borderTR_BR), vertexColor, tex, tex)); //6 // vertexList.Add(new TerrainVertex(borderBR_TR, textureMap.MapTerrain(borderBR_TR), vertexColor, tex, tex)); //7 // vertexList.Add(new TerrainVertex(borderTL_TR, textureMap.MapTerrain(borderTL_TR), vertexColor, tex, tex)); //8 // vertexList.Add(new TerrainVertex(borderTR_TL, textureMap.MapTerrain(borderTR_TL), vertexColor, tex, tex)); //9 // vertexList.Add(new TerrainVertex(borderBL_BR, textureMap.MapTerrain(borderBL_BR), vertexColor, tex, tex)); //10 // vertexList.Add(new TerrainVertex(borderBR_BL, textureMap.MapTerrain(borderBR_BL), vertexColor, tex, tex)); //11 // vertexList.Add(new TerrainVertex(borderTL_TL, textureMap.MapTerrain(borderTL_TL), vertexColor, tex, tex)); //12 // vertexList.Add(new TerrainVertex(borderTR_TR, textureMap.MapTerrain(borderTR_TR), vertexColor, tex, tex)); //13 // vertexList.Add(new TerrainVertex(borderBR_BR, textureMap.MapTerrain(borderBR_BR), vertexColor, tex, tex)); //14 // vertexList.Add(new TerrainVertex(borderBL_BL, textureMap.MapTerrain(borderBL_BL), vertexColor, tex, tex)); //15 // /** Main tile **/ // indexList.Add(startIndex); // indexList.Add(startIndex + 1); // indexList.Add(startIndex + 2); // indexList.Add(startIndex + 2); // indexList.Add(startIndex + 3); // indexList.Add(startIndex); // if (y > 0) // { // /** Top flap **/ // indexList.Add(startIndex + 8); // indexList.Add(startIndex + 9); // indexList.Add(startIndex + 1); // indexList.Add(startIndex + 1); // indexList.Add(startIndex + 0); // indexList.Add(startIndex + 8); // } // if (y < Height - 1) // { // /** Bottom flap **/ // indexList.Add(startIndex + 3); // indexList.Add(startIndex + 2); // indexList.Add(startIndex + 11); // indexList.Add(startIndex + 11); // indexList.Add(startIndex + 10); // indexList.Add(startIndex + 3); // if (x > 0) // { // /** Bottom left corner **/ // indexList.Add(startIndex + 5); // indexList.Add(startIndex + 3); // indexList.Add(startIndex + 10); // indexList.Add(startIndex + 10); // indexList.Add(startIndex + 15); // indexList.Add(startIndex + 5); // } // if (x < Width - 1) // { // /** Bottom right corner **/ // indexList.Add(startIndex + 2); // indexList.Add(startIndex + 7); // indexList.Add(startIndex + 14); // indexList.Add(startIndex + 14); // indexList.Add(startIndex + 11); // indexList.Add(startIndex + 2); // } // } // if (x > 0) // { // /** Left flap **/ // indexList.Add(startIndex + 4); // indexList.Add(startIndex); // indexList.Add(startIndex + 3); // indexList.Add(startIndex + 3); // indexList.Add(startIndex + 5); // indexList.Add(startIndex + 4); // if (y > 0) // { // /** Top left corner **/ // indexList.Add(startIndex + 12); // indexList.Add(startIndex + 8); //tl_bl // indexList.Add(startIndex); //tl_tr // indexList.Add(startIndex); // indexList.Add(startIndex + 4); // indexList.Add(startIndex + 12); // } // } // if (x < Width - 1) // { // /** Right flap **/ // indexList.Add(startIndex + 1); // indexList.Add(startIndex + 6); // indexList.Add(startIndex + 7); // indexList.Add(startIndex + 7); // indexList.Add(startIndex + 2); // indexList.Add(startIndex + 1); // if (y > 0) // { // /** Top right corner **/ // indexList.Add(startIndex + 9); // indexList.Add(startIndex + 13); // indexList.Add(startIndex + 6); // indexList.Add(startIndex + 6); // indexList.Add(startIndex + 1); // indexList.Add(startIndex + 9); // } // } // } //} //Vertices = vertexList.ToArray(); //Indexes = indexList.ToArray(); //PrimitiveCount = Indexes.Length / 3; //System.Diagnostics.Debug.WriteLine("Took : " + (DateTime.Now.Ticks - now) + " ticks"); }
public void Process(CityData city) { /**var verts = [] * var texUV = [] * var texUV2 = [] * var texUV3 = [] * var texUVB = [] * var data = getDataForImage(images["elevation.bmp"]) * elevData = data; * fDensityData = getDataForImage(images["forestdensity.bmp"]) * fTypeData = new Uint32Array(getDataForImage(images["foresttype.bmp"]).buffer) * var tData = new Uint32Array(getDataForImage(images["terraintype.bmp"]).buffer) * typeData = tData; * for (i=0; i<512; i++) { * if (i<306) var xStart = 306-i * else var xStart = (i-306) * if (i<205) var xEnd = 307+i * else var xEnd = 512-(i-205) * for (var j=xStart; j<xEnd; j++) { //where the magic happens **/ var mesh = new ThreeDMesh <TerrainVertex>(); var elevation = city.RawElevationPixels; var vertexColors = city.VertexColorPixels; var terrainTypes = city.RawTerrainTypePixels; var terrainSpread = 4.0f; //We have a sprite sheet that contains 5 terrain types var terrainSheetSpread = (1.0f / 5.0f) / terrainSpread; for (var y = 0; y < 512; y++) { var xStart = y < 306 ? (306 - y) : (y - 306); var xEnd = y < 205 ? (307 + y) : (512 - (y - 205)); for (var x = xStart; x < xEnd; x++) { var pixelOffset = (y * 512) + x; var terrainType = terrainTypes[pixelOffset]; var vertexColor = vertexColors[pixelOffset]; var terrainTextureUV = new Vector2(city.GetTerrainType(terrainType) / 5.0f, 0.0f); terrainTextureUV += new Vector2(terrainSheetSpread * (x % terrainSpread), (terrainSheetSpread / 2.0f) * (y % terrainSpread)); var tl = new TerrainVertex( new Vector3(x, elevation[(y * 512) + x].R / 12.0f, y), terrainTextureUV, vertexColor, Vector2.Zero, Vector2.Zero ); var tr = new TerrainVertex( new Vector3(x + 1, elevation[(y * 512) + Math.Min(511, x + 1)].R / 12.0f, y), terrainTextureUV + new Vector2(terrainSheetSpread, 0.0f), vertexColor, Vector2.Zero, Vector2.Zero ); var br = new TerrainVertex( new Vector3(x + 1, elevation[((Math.Min(511, y + 1) * 512) + Math.Min(511, x + 1))].R / 12.0f, y + 1), terrainTextureUV + new Vector2(terrainSheetSpread, terrainSheetSpread), vertexColor, Vector2.Zero, Vector2.Zero ); var bl = new TerrainVertex( new Vector3(x, elevation[(Math.Min(511, y + 1) * 512) + x].R / 12.0f, y + 1), terrainTextureUV + new Vector2(0.0f, terrainSheetSpread), vertexColor, Vector2.Zero, Vector2.Zero ); mesh.AddQuad(tl, tr, br, bl); } } Vertices = mesh.GetVertexes(); Indexes = mesh.GetIndexes(); PrimitiveCount = mesh.PrimitiveCount; }
public void Process(CityData city) { /**var verts = [] var texUV = [] var texUV2 = [] var texUV3 = [] var texUVB = [] var data = getDataForImage(images["elevation.bmp"]) elevData = data; fDensityData = getDataForImage(images["forestdensity.bmp"]) fTypeData = new Uint32Array(getDataForImage(images["foresttype.bmp"]).buffer) var tData = new Uint32Array(getDataForImage(images["terraintype.bmp"]).buffer) typeData = tData; for (i=0; i<512; i++) { if (i<306) var xStart = 306-i else var xStart = (i-306) if (i<205) var xEnd = 307+i else var xEnd = 512-(i-205) for (var j=xStart; j<xEnd; j++) { //where the magic happens **/ var mesh = new ThreeDMesh<TerrainVertex>(); var elevation = city.RawElevationPixels; var vertexColors = city.VertexColorPixels; var terrainTypes = city.RawTerrainTypePixels; var terrainSpread = 4.0f; //We have a sprite sheet that contains 5 terrain types var terrainSheetSpread = (1.0f/5.0f) / terrainSpread; for (var y = 0; y < 512; y++) { var xStart = y < 306 ? (306 - y) : (y - 306); var xEnd = y < 205 ? (307 + y) : (512-(y-205)); for (var x = xStart; x < xEnd; x++) { var pixelOffset = (y * 512) + x; var terrainType = terrainTypes[pixelOffset]; var vertexColor = vertexColors[pixelOffset]; var terrainTextureUV = new Vector2(city.GetTerrainType(terrainType) / 5.0f, 0.0f); terrainTextureUV += new Vector2(terrainSheetSpread * (x % terrainSpread), (terrainSheetSpread / 2.0f) * (y % terrainSpread)); var tl = new TerrainVertex( new Vector3(x, elevation[(y*512)+x].R/12.0f, y), terrainTextureUV, vertexColor, Vector2.Zero, Vector2.Zero ); var tr = new TerrainVertex( new Vector3(x + 1, elevation[(y * 512) + Math.Min(511, x + 1)].R / 12.0f, y), terrainTextureUV + new Vector2(terrainSheetSpread, 0.0f), vertexColor, Vector2.Zero, Vector2.Zero ); var br = new TerrainVertex( new Vector3(x + 1, elevation[((Math.Min(511, y+1)*512)+Math.Min(511, x+1))].R / 12.0f, y + 1), terrainTextureUV + new Vector2(terrainSheetSpread, terrainSheetSpread), vertexColor, Vector2.Zero, Vector2.Zero ); var bl = new TerrainVertex( new Vector3(x, elevation[(Math.Min(511, y + 1) * 512) + x].R / 12.0f, y + 1), terrainTextureUV + new Vector2(0.0f, terrainSheetSpread), vertexColor, Vector2.Zero, Vector2.Zero ); mesh.AddQuad(tl, tr, br, bl); } } Vertices = mesh.GetVertexes(); Indexes = mesh.GetIndexes(); PrimitiveCount = mesh.PrimitiveCount; }
/// <summary> /// Do the work of generating the city geom /// </summary> /// <param name="city"></param> public void Process(CityData city) { //Cleanup if someone is trying to reuse this object Dispose(); var now = DateTime.Now.Ticks; Width = city.Width; Height = city.Height; /** * The geometry we create is basically a quad per tile for the property * base plus 3 quads to join this quad to neighboring quads */ var mesh = new ThreeDMesh<TerrainVertex>(); var moditifer = 3.0f / 8.0f; var mainTileSpan = 3.0f / 8.0f; //The main tile is 6 8ths of the tile var edgeTileSpan = 4.0f / 8.0f; var textureMap = new TextureMapper(); textureMap.TerrainSheetSize = 5.0f; for (var y = 0; y > -Height; y--) { for (var x = 0; x < Width; x++) { var mapY = -y; var offset = (mapY * city.Width) + x; /** Settings **/ var elevation = city.Elevation[offset]; var vertexColor = city.VertexColor[offset]; var terrainType = city.Terrain[offset]; var blendIndex = city.BlendMap[offset]; var backTerrainType = city.BackTerrain[offset]; var z0 = elevation / 8.0f; textureMap.TerrainType = terrainType; textureMap.Position(x, mapY, new Vector2(x - edgeTileSpan, y + edgeTileSpan), new Vector2(x + edgeTileSpan, y - edgeTileSpan)); var tex = new Vector2(0.5f, 0.5f); var vertexTemplate = new TerrainVertex(new Vector3(0.0f, 0.0f, z0), Vector2.Zero, vertexColor, tex, tex); var tl = vertexTemplate; tl.Position.X = x - mainTileSpan; tl.Position.Y = y + mainTileSpan; tl.TextureCoordinate = textureMap.MapTerrain(ref tl.Position); var tr = vertexTemplate; tr.Position.X = x + mainTileSpan; tr.Position.Y = y + mainTileSpan; tr.TextureCoordinate = textureMap.MapTerrain(ref tr.Position); var br = vertexTemplate; br.Position.X = x + mainTileSpan; br.Position.Y = y - mainTileSpan; br.TextureCoordinate = textureMap.MapTerrain(ref br.Position); var bl = vertexTemplate; bl.Position.X = x - mainTileSpan; bl.Position.Y = y - mainTileSpan; bl.TextureCoordinate = textureMap.MapTerrain(ref bl.Position); mesh.AddQuad(tl, tr, br, bl); /** * Joining pieces */ if (x > 0) { var z1 = city.Elevation[offset - 1]; var tl2 = vertexTemplate; tl2.Position.X = x - 1 + mainTileSpan; tl2.Position.Y = y + mainTileSpan; tl2.Position.Z = z1; tl2.TextureCoordinate = textureMap.MapTerrain(ref tl2.Position); var tr2 = vertexTemplate; tr2.Position.X = x - 0 - mainTileSpan; tr2.Position.Y = y + mainTileSpan; tr2.Position.Z = z0; tr2.TextureCoordinate = textureMap.MapTerrain(ref tr2.Position); var br2 = vertexTemplate; br2.Position.X = x - 0 - mainTileSpan; br2.Position.Y = y - mainTileSpan; br2.Position.Z = z0; br2.TextureCoordinate = textureMap.MapTerrain(ref br2.Position); var bl2 = vertexTemplate; bl2.Position.X = x - 1 + mainTileSpan; bl2.Position.Y = y - mainTileSpan; bl2.Position.Z = z1; bl2.TextureCoordinate = textureMap.MapTerrain(ref bl2.Position); mesh.AddQuad(tl2, tr2, br2, bl2); } } } Vertices = mesh.GetVertexes(); Indexes = mesh.GetIndexes(); PrimitiveCount = mesh.PrimitiveCount; // for(var y=0; y>-512; y--){ // for(var x=0; x<512; x++){ // //We are scanning the bitmap from top to bottom, and plotting them bottom to top. // //y will refer to the OpenGL coordinates, and -y will refer to the bitmap coordinates // if(!validCoord(x,y)) continue; // var z = city["elevation"].data[4*(512*-y + x)] / 8; // meshes["city"].addQuad([ // x - 3/8, y - 3/8, z, //Bottom-left // x + 3/8, y - 3/8, z, //Bottom-right // x + 3/8, y + 3/8, z, //Top-right // x - 3/8, y + 3/8, z //Top-left // ]); // } //} //var vertexList = new List<TerrainVertex>(); //var indexList = new List<int>(); //BorderWidth = (CellWidth / 4) / 2; //BorderHeight = (CellHeight / 4) / 2; //var spanX = CellWidth + (BorderWidth * 2); //var spanY = CellHeight + (BorderHeight * 2); //var textureMap = new TextureMapper(); //textureMap.TerrainSheetSize = 5.0f; ///** Build vertex & index structures **/ //for (int y = 0; y < Height; y++) //{ // for (int x = 0; x < Width; x++) // { // var offset = (y * city.Width) + x; // /** Settings **/ // var elevation = city.Elevation[offset]; // var vertexColor = city.VertexColor[offset]; // var terrainType = city.Terrain[offset]; // var blendIndex = city.BlendMap[offset]; // var backTerrainType = city.BackTerrain[offset]; // textureMap.TerrainType = terrainType; // //Main points // var mainElevation = city.GetElevation(x, y, CellYScale); // var northElevation = city.GetElevation(x, y, NeighbourDir.North, mainElevation, CellYScale); // var eastElevation = city.GetElevation(x, y, NeighbourDir.East, mainElevation, CellYScale); // var southElevation = city.GetElevation(x, y, NeighbourDir.South, mainElevation, CellYScale); // var westElevation = city.GetElevation(x, y, NeighbourDir.West, mainElevation, CellYScale); // var northWestElevation = city.GetElevation(x, y, NeighbourDir.NorthWest, mainElevation, CellYScale); // var northEastElevation = city.GetElevation(x, y, NeighbourDir.NorthEast, mainElevation, CellYScale); // var southEastElevation = city.GetElevation(x, y, NeighbourDir.SouthEast, mainElevation, CellYScale); // var southWestElevation = city.GetElevation(x, y, NeighbourDir.SouthWest, mainElevation, CellYScale); // var startIndex = vertexList.Count; // var tex = new Vector2(0.5f, 0.5f); // if (mainElevation == northElevation && // mainElevation == eastElevation && // mainElevation == southElevation && // mainElevation == westElevation && // mainElevation == northWestElevation && // mainElevation == northEastElevation && // mainElevation == southEastElevation && // mainElevation == southWestElevation) // { // /** We can just use 1 quad for this tile **/ // var fullTL = new Vector3((x * spanX) - BorderWidth, -(y * spanY) - BorderHeight, mainElevation); // var fullTR = new Vector3(fullTL.X + spanX, fullTL.Y, mainElevation); // var fullBL = new Vector3(fullTL.X, fullTL.Y - spanY, mainElevation); // var fullBR = new Vector3(fullTL.X + spanX, fullTL.Y - spanY, mainElevation); // textureMap.Position(x, y, fullTL, fullBR); // vertexList.Add(new TerrainVertex(fullTL, textureMap.MapTerrain(fullTL), vertexColor, tex, tex)); //0 // vertexList.Add(new TerrainVertex(fullTR, textureMap.MapTerrain(fullTR), vertexColor, tex, tex)); //1 // vertexList.Add(new TerrainVertex(fullBR, textureMap.MapTerrain(fullBR), vertexColor, tex, tex)); //2 // vertexList.Add(new TerrainVertex(fullBL, textureMap.MapTerrain(fullBL), vertexColor, tex, tex)); //3 // indexList.Add(startIndex); // indexList.Add(startIndex + 1); // indexList.Add(startIndex + 2); // indexList.Add(startIndex + 2); // indexList.Add(startIndex + 3); // indexList.Add(startIndex); // continue; // } // var mainTL = new Vector3(x * spanX, -(y * spanY), mainElevation); // var mainTR = new Vector3(mainTL.X + CellWidth, mainTL.Y, mainElevation); // var mainBL = new Vector3(mainTL.X, mainTL.Y - CellHeight, mainElevation); // var mainBR = new Vector3(mainTL.X + CellWidth, mainTL.Y - CellHeight, mainElevation); // /** West elevation **/ // var westElevationMid = (westElevation + mainElevation) / 2; // var borderTL_BL = new Vector3(mainTL.X - BorderWidth, mainTL.Y, westElevationMid); // var borderBL_TL = new Vector3(mainTL.X - BorderWidth, mainBL.Y, westElevationMid); // /** East elevation **/ // var eastElevationMid = (eastElevation + mainElevation) / 2; // var borderTR_BR = new Vector3(mainTR.X + BorderWidth, mainTR.Y, eastElevationMid); // var borderBR_TR = new Vector3(mainBR.X + BorderWidth, mainBR.Y, eastElevationMid); // /** North elevation **/ // var northElevationMid = (northElevation + mainElevation) / 2; // var borderTL_TR = new Vector3(mainTL.X, mainTL.Y + BorderHeight, northElevationMid); // var borderTR_TL = new Vector3(mainTR.X, mainTR.Y + BorderHeight, northElevationMid); // /** South elevation **/ // var southElevationMid = (southElevation + mainElevation) / 2; // var borderBL_BR = new Vector3(mainBL.X, mainBL.Y - BorderHeight, southElevationMid); // var borderBR_BL = new Vector3(mainBR.X, mainBR.Y - BorderHeight, southElevationMid); // var northWestElevationMid = (northWestElevation + northElevation + westElevation + mainElevation) / 4; // var borderTL_TL = new Vector3(mainTL.X - BorderWidth, mainTL.Y + BorderHeight, northWestElevationMid); // var northEastElevationMid = (northEastElevation + northElevation + eastElevation + mainElevation) / 4; // var borderTR_TR = new Vector3(mainTR.X + BorderWidth, mainTR.Y + BorderHeight, northEastElevationMid); // var southEastElevationMid = (southEastElevation + eastElevation + southElevation + mainElevation) / 4; // var borderBR_BR = new Vector3(mainBR.X + BorderWidth, mainBR.Y - BorderHeight, southEastElevationMid); // var southWestElevationMid = (southWestElevation + southElevation + westElevation + mainElevation) / 4; // var borderBL_BL = new Vector3(mainBL.X - BorderWidth, mainBL.Y - BorderHeight, southWestElevationMid); // textureMap.Position(x, y, borderTL_TL, borderBR_BR); // vertexList.Add(new TerrainVertex(mainTL, textureMap.MapTerrain(mainTL), vertexColor, tex, tex)); //0 // vertexList.Add(new TerrainVertex(mainTR, textureMap.MapTerrain(mainTR), vertexColor, tex, tex)); //1 // vertexList.Add(new TerrainVertex(mainBR, textureMap.MapTerrain(mainBR), vertexColor, tex, tex)); //2 // vertexList.Add(new TerrainVertex(mainBL, textureMap.MapTerrain(mainBL), vertexColor, tex, tex)); //3 // vertexList.Add(new TerrainVertex(borderTL_BL, textureMap.MapTerrain(borderTL_BL), vertexColor, tex, tex)); //4 // vertexList.Add(new TerrainVertex(borderBL_TL, textureMap.MapTerrain(borderBL_TL), vertexColor, tex, tex)); //5 // vertexList.Add(new TerrainVertex(borderTR_BR, textureMap.MapTerrain(borderTR_BR), vertexColor, tex, tex)); //6 // vertexList.Add(new TerrainVertex(borderBR_TR, textureMap.MapTerrain(borderBR_TR), vertexColor, tex, tex)); //7 // vertexList.Add(new TerrainVertex(borderTL_TR, textureMap.MapTerrain(borderTL_TR), vertexColor, tex, tex)); //8 // vertexList.Add(new TerrainVertex(borderTR_TL, textureMap.MapTerrain(borderTR_TL), vertexColor, tex, tex)); //9 // vertexList.Add(new TerrainVertex(borderBL_BR, textureMap.MapTerrain(borderBL_BR), vertexColor, tex, tex)); //10 // vertexList.Add(new TerrainVertex(borderBR_BL, textureMap.MapTerrain(borderBR_BL), vertexColor, tex, tex)); //11 // vertexList.Add(new TerrainVertex(borderTL_TL, textureMap.MapTerrain(borderTL_TL), vertexColor, tex, tex)); //12 // vertexList.Add(new TerrainVertex(borderTR_TR, textureMap.MapTerrain(borderTR_TR), vertexColor, tex, tex)); //13 // vertexList.Add(new TerrainVertex(borderBR_BR, textureMap.MapTerrain(borderBR_BR), vertexColor, tex, tex)); //14 // vertexList.Add(new TerrainVertex(borderBL_BL, textureMap.MapTerrain(borderBL_BL), vertexColor, tex, tex)); //15 // /** Main tile **/ // indexList.Add(startIndex); // indexList.Add(startIndex + 1); // indexList.Add(startIndex + 2); // indexList.Add(startIndex + 2); // indexList.Add(startIndex + 3); // indexList.Add(startIndex); // if (y > 0) // { // /** Top flap **/ // indexList.Add(startIndex + 8); // indexList.Add(startIndex + 9); // indexList.Add(startIndex + 1); // indexList.Add(startIndex + 1); // indexList.Add(startIndex + 0); // indexList.Add(startIndex + 8); // } // if (y < Height - 1) // { // /** Bottom flap **/ // indexList.Add(startIndex + 3); // indexList.Add(startIndex + 2); // indexList.Add(startIndex + 11); // indexList.Add(startIndex + 11); // indexList.Add(startIndex + 10); // indexList.Add(startIndex + 3); // if (x > 0) // { // /** Bottom left corner **/ // indexList.Add(startIndex + 5); // indexList.Add(startIndex + 3); // indexList.Add(startIndex + 10); // indexList.Add(startIndex + 10); // indexList.Add(startIndex + 15); // indexList.Add(startIndex + 5); // } // if (x < Width - 1) // { // /** Bottom right corner **/ // indexList.Add(startIndex + 2); // indexList.Add(startIndex + 7); // indexList.Add(startIndex + 14); // indexList.Add(startIndex + 14); // indexList.Add(startIndex + 11); // indexList.Add(startIndex + 2); // } // } // if (x > 0) // { // /** Left flap **/ // indexList.Add(startIndex + 4); // indexList.Add(startIndex); // indexList.Add(startIndex + 3); // indexList.Add(startIndex + 3); // indexList.Add(startIndex + 5); // indexList.Add(startIndex + 4); // if (y > 0) // { // /** Top left corner **/ // indexList.Add(startIndex + 12); // indexList.Add(startIndex + 8); //tl_bl // indexList.Add(startIndex); //tl_tr // indexList.Add(startIndex); // indexList.Add(startIndex + 4); // indexList.Add(startIndex + 12); // } // } // if (x < Width - 1) // { // /** Right flap **/ // indexList.Add(startIndex + 1); // indexList.Add(startIndex + 6); // indexList.Add(startIndex + 7); // indexList.Add(startIndex + 7); // indexList.Add(startIndex + 2); // indexList.Add(startIndex + 1); // if (y > 0) // { // /** Top right corner **/ // indexList.Add(startIndex + 9); // indexList.Add(startIndex + 13); // indexList.Add(startIndex + 6); // indexList.Add(startIndex + 6); // indexList.Add(startIndex + 1); // indexList.Add(startIndex + 9); // } // } // } //} //Vertices = vertexList.ToArray(); //Indexes = indexList.ToArray(); //PrimitiveCount = Indexes.Length / 3; //System.Diagnostics.Debug.WriteLine("Took : " + (DateTime.Now.Ticks - now) + " ticks"); }