Add project files.

This commit is contained in:
2026-02-11 08:15:41 +00:00
parent a789d5255f
commit 3a2241af11
40 changed files with 1731 additions and 0 deletions

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.14.36811.4 d17.14
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "VoxelIsometricRenderer", "VoxelIsometricRenderer\VoxelIsometricRenderer.csproj", "{BC07C626-47CC-41D7-BF64-E0842741C697}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{BC07C626-47CC-41D7-BF64-E0842741C697}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{BC07C626-47CC-41D7-BF64-E0842741C697}.Debug|Any CPU.Build.0 = Debug|Any CPU
{BC07C626-47CC-41D7-BF64-E0842741C697}.Release|Any CPU.ActiveCfg = Release|Any CPU
{BC07C626-47CC-41D7-BF64-E0842741C697}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {54007B9B-4054-4DFA-B7B3-1763935EAECD}
EndGlobalSection
EndGlobal

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<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.7.2" />
</startup>
</configuration>

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace VoxelIsometricRenderer
{
internal static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Terrain4());
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("VoxelIsometricRenderer")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("VoxelIsometricRenderer")]
[assembly: AssemblyCopyright("Copyright © 2026")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("bc07c626-47cc-41d7-bf64-e0842741c697")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace VoxelIsometricRenderer.Properties {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("VoxelIsometricRenderer.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _16xDefaultTile {
get {
object obj = ResourceManager.GetObject("_16xDefaultTile", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap BlueSquare {
get {
object obj = ResourceManager.GetObject("BlueSquare", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap ColourEdges {
get {
object obj = ResourceManager.GetObject("ColourEdges", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap dirt {
get {
object obj = ResourceManager.GetObject("dirt", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap flower {
get {
object obj = ResourceManager.GetObject("flower", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap grasside {
get {
object obj = ResourceManager.GetObject("grasside", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap grassmed {
get {
object obj = ResourceManager.GetObject("grassmed", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap grasstall {
get {
object obj = ResourceManager.GetObject("grasstall", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap grasstop {
get {
object obj = ResourceManager.GetObject("grasstop", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap greenSquare {
get {
object obj = ResourceManager.GetObject("greenSquare", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap leaves {
get {
object obj = ResourceManager.GetObject("leaves", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap log {
get {
object obj = ResourceManager.GetObject("log", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap logtop {
get {
object obj = ResourceManager.GetObject("logtop", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap OrangeSquare {
get {
object obj = ResourceManager.GetObject("OrangeSquare", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap ore1 {
get {
object obj = ResourceManager.GetObject("ore1", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap PinkSquare {
get {
object obj = ResourceManager.GetObject("PinkSquare", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap RedSquare {
get {
object obj = ResourceManager.GetObject("RedSquare", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap spruceleaves {
get {
object obj = ResourceManager.GetObject("spruceleaves", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap sprucelog {
get {
object obj = ResourceManager.GetObject("sprucelog", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap stone1 {
get {
object obj = ResourceManager.GetObject("stone1", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap stone2 {
get {
object obj = ResourceManager.GetObject("stone2", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap stone3 {
get {
object obj = ResourceManager.GetObject("stone3", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap vine {
get {
object obj = ResourceManager.GetObject("vine", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap YellowSquare {
get {
object obj = ResourceManager.GetObject("YellowSquare", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:element name="assembly">
<xsd:complexType>
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<xsd:attribute name="name" type="xsd:string" />
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<xsd:element name="data">
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
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</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
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</data>
<data name="grassmed" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\grassmed.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="grasstall" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\grasstall.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="grasstop" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\grasstop.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="greenSquare" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\greenSquare.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="leaves" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\leaves.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="log" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\log.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="logtop" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\logtop.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="OrangeSquare" type="System.Resources.ResXFileRef, System.Windows.Forms">
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<data name="stone1" type="System.Resources.ResXFileRef, System.Windows.Forms">
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<data name="stone2" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\stone2.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="stone3" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\stone3.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="vine" type="System.Resources.ResXFileRef, System.Windows.Forms">
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</data>
<data name="YellowSquare" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\YellowSquare.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="_16xDefaultTile" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\16xDefaultTile.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
</root>

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace VoxelIsometricRenderer.Properties
{
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
{
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default
{
get
{
return defaultInstance;
}
}
}
}

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<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
<Settings />
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namespace VoxelIsometricRenderer
{
partial class Terrain4
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.Display = new System.Windows.Forms.PictureBox();
((System.ComponentModel.ISupportInitialize)(this.Display)).BeginInit();
this.SuspendLayout();
//
// Display
//
this.Display.BackColor = System.Drawing.Color.Aquamarine;
this.Display.Location = new System.Drawing.Point(12, 12);
this.Display.Name = "Display";
this.Display.Size = new System.Drawing.Size(100, 50);
this.Display.TabIndex = 0;
this.Display.TabStop = false;
this.Display.Paint += new System.Windows.Forms.PaintEventHandler(this.Draw);
//
// Terrain4
//
this.AutoScaleDimensions = new System.Drawing.SizeF(8F, 16F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Controls.Add(this.Display);
this.DoubleBuffered = true;
this.Name = "Terrain4";
this.Text = "Form1";
this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.KillThreads);
this.Load += new System.EventHandler(this.Terrain4_Load);
this.KeyDown += new System.Windows.Forms.KeyEventHandler(this.KeyDownEvent);
this.KeyUp += new System.Windows.Forms.KeyEventHandler(this.KeyUpEvent);
this.Resize += new System.EventHandler(this.ResizeAspectRatio);
((System.ComponentModel.ISupportInitialize)(this.Display)).EndInit();
this.ResumeLayout(false);
}
#endregion
private System.Windows.Forms.PictureBox Display;
}
}

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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Linq;
using System.Linq.Expressions;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Windows.Forms;
using VoxelIsometricRenderer.Properties;
namespace VoxelIsometricRenderer
{
public partial class Terrain4 : Form
{
public static bool running = true;
public static List<Voxel> Voxels = new List<Voxel>();
public static Thread MainThread;
public static float scale = 2f;
public static int FPS = 0;
public static int Frames = 0;
public Terrain4()
{
InitializeComponent();
TextureManager.AddBitmap(Resources.grasside);
TextureManager.AddBitmap(Resources.grasstop);
TextureManager.AddBitmap(Resources.dirt);
TextureManager.AddBitmap(Resources.log);
TextureManager.AddBitmap(Resources.sprucelog);
TextureManager.AddBitmap(Resources.logtop);
TextureManager.AddBitmap(Resources.leaves);
TextureManager.AddBitmap(Resources.spruceleaves);
TextureManager.AddBitmap(Resources.stone1);
TextureManager.AddBitmap(Resources.stone2);
TextureManager.AddBitmap(Resources.stone3);
TextureManager.AddBitmap(Resources.ore1);
TextureManager.AddBitmap(Resources.flower);
TextureManager.AddBitmap(Resources.vine);
TextureManager.AddBitmap(Resources.grasstall);
TextureManager.AddBitmap(Resources.grassmed);
TextureManager.AddBitmap(Resources.BlueSquare);
TextureManager.AddBitmap(Resources.greenSquare);
TextureManager.AddBitmap(Resources.RedSquare);
TextureManager.AddBitmap(Resources.YellowSquare);
TextureManager.AddBitmap(Resources.PinkSquare);
TextureManager.AddBitmap(Resources.OrangeSquare);
TextureManager.AddBitmap(Resources.ColourEdges);
Voxels.Add(new Voxel(0, 0, 0, 0, 0, 0));
Voxels.Add(new Voxel(9, 9, 9, 9, 9, 9));
Voxels.Add(new Voxel(10, 10, 10, 10, 10, 10));
Voxels.Add(new Voxel(11, 11, 11, 11, 11, 11));
Voxels.Add(new Voxel(12, 12, 12, 12, 12, 12));
Voxels.Add(new Voxel(3, 3, 3, 3, 3, 3));
Voxels.Add(new Voxel(1, 1, 1, 1, 2, 3));
Voxels.Add(new Voxel(4, 4, 4, 4, 6, 6));
Voxels.Add(new Voxel(5, 5, 5, 5, 6, 6));
Voxels.Add(new Voxel(7, 7, 7, 7, 7, 7));
Voxels.Add(new Voxel(17, 18, 19, 20, 21, 22));
Voxels.Add(new Voxel(23, 23, 23, 23, 23, 23));
Voxels.Add(new Voxel(17, 18, 19, 20, -1, -1));
Voxels.Add(new Voxel(23, 23, 23, 23, -1, -1));
Voxels.Add(new Voxel(-1, -1, -1, -1, 21, 22));
Voxels.Add(new Voxel(-1, -1, -1, -1, 23, 23));
Voxels.Add(new Voxel(1, 13, 13, 13, 13, -1, -1));
Voxels.Add(new Voxel(1, 14, 14, 14,14, -1, -1));
Voxels.Add(new Voxel(1, 15, 15, 15,15, -1, -1));
Voxels.Add(new Voxel(1, 16, 16, 16,16, -1, -1));
Random rnd = new Random();
for(int i = 0; i < 25; i++)
{
Voxels.Add(new Voxel(rnd.Next(0,TextureManager.textures.Count - 1), rnd.Next(0, TextureManager.textures.Count - 1), rnd.Next(0, TextureManager.textures.Count - 1), rnd.Next(0, TextureManager.textures.Count - 1), rnd.Next(0, TextureManager.textures.Count - 1), rnd.Next(0, TextureManager.textures.Count - 1)));
}
TextureManager.GenerateVoxelFaces();
for (int i = 0; i < Voxels.Count; i++)
{
//TextureManager.CreateModel(Voxels[i]);
}
MainThread = new Thread(Runtime);
MainThread.SetApartmentState(ApartmentState.STA);
MainThread.Start();
ResizeDisplay();
}
private void Runtime()
{
bool up = false;
double LightingFrameTime = Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds;
double SecondFrameTime = Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds;
while (running)
{
Display.Refresh();
if (Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds - LightingFrameTime > 16)
{
LightingFrameTime = Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds;
LightingManager.UpdateLighting();
LightingManager.sunAngles[0] += 5f;
LightingManager.sunAngles[1] += 1f;
}
if (Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds - SecondFrameTime > 1000) {
SecondFrameTime = Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds;
FPS = Frames;
Frames = 0;
}
if (up && LightingManager.AmbientColouring[0] < 1.5f)
{
//LightingManager.AmbientColouring[0] += 0.01f;
//LightingManager.AmbientColouring[1] += 0.01f;
//LightingManager.AmbientColouring[2] += 0.01f;
}
else if (up) up = false;
else if (LightingManager.AmbientColouring[0] > 0.5f)
{
//LightingManager.AmbientColouring[0] -= 0.01f;
//LightingManager.AmbientColouring[1] -= 0.01f;
//LightingManager.AmbientColouring[2] -= 0.01f;
}
else up = true;
}
}
private void Draw(object sender, PaintEventArgs e)
{
Graphics g = e.Graphics;
g.PixelOffsetMode = PixelOffsetMode.Half;
g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
g.ScaleTransform(scale, scale);
int x = 0;
int y = 0;
foreach(Voxel voxel in Voxels)
{
voxel.Draw(g,2 + x,2 + y);
x += 36;
if ((x+32) * scale > Width)
{
y += 36;
x = 0;
}
}
g.ResetTransform();
g.DrawString(String.Format("FPS: {0}", FPS), SystemFonts.DefaultFont, Brushes.Red, new PointF(0, 0));
Frames++;
}
public void ResizeDisplay()
{
Display.Left = 0;
Display.Top = 0;
Display.Width = Width;
Display.Height = Height;
}
private void ResizeAspectRatio(object sender, EventArgs e)
{
ResizeDisplay();
}
private void KillThreads(object sender, FormClosingEventArgs e)
{
running = false;
}
private void KeyDownEvent(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Up) scale += 0.25f;
if (e.KeyCode == Keys.Down) scale -= 0.25f;
}
private void KeyUpEvent(object sender, KeyEventArgs e)
{
}
private void Terrain4_Load(object sender, EventArgs e)
{
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

View File

@@ -0,0 +1,580 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.Linq;
using System.Security.AccessControl;
using System.Security.Policy;
using System.Text;
using System.Threading.Tasks;
using VoxelIsometricRenderer.Properties;
namespace VoxelIsometricRenderer
{
public enum LightDirection
{
North,
NorthEast,
NorthWest,
East,
West,
SouthEast,
SouthWest,
South
}
public static class LightingManager
{
public static float[] AmbientColouring = new float[] { 1.0f, 1.0f, 1.0f };
public static float[] AmbientMinimums = new float[] { 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f };
public static float[] DefaultValues = new float[] { 0.6f, 0.6f, 0.6f, 0.6f, 1.0f, 0.4f };
public static float[] SunModifiedValues = new float[] { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f };
public static float[] sunAngles = new float[] { 180, 0 };
public static LightDirection SunAngle = LightDirection.North;
public static void UpdateLighting()
{
float[] AngleRanges = new float[] { 0,45, 90, 135, 180, 225, 270, 315 };
float[] AngleOffsets = new float[] { 0,180, 90, 270, -1, -1};
LightDirection[] directions = new LightDirection[] { LightDirection.North, LightDirection.NorthEast, LightDirection.East, LightDirection.SouthEast, LightDirection.South, LightDirection.SouthWest, LightDirection.West, LightDirection.NorthWest };
if (sunAngles[0] > 360) sunAngles[0] -= 360;
if (sunAngles[1] > 360) sunAngles[1] -= 360;
if (sunAngles[0] <= -360) sunAngles[0] += 360;
if (sunAngles[1] <= -360) sunAngles[1] += 360;
float CurrentAngle = 0;
int AngleIndex = 0;
for (int i = 0; i < AngleRanges.Length; i++)
{
if (sunAngles[0] < AngleRanges[i])
{
CurrentAngle = AngleRanges[i];
AngleIndex = i;
break;
}
}
if (Square(CurrentAngle - sunAngles[0]) > Square(sunAngles[0] - AngleRanges[AngleIndex - 1 >= 0 ? AngleIndex - 1 : AngleRanges.Length - 1]))
{
AngleIndex = AngleIndex - 1 >= 0 ? AngleIndex - 1 : AngleRanges.Length - 1;
}
SunAngle = directions[AngleIndex];
for (int i = 0; i < SunModifiedValues.Length - 2; i++)
{
SunModifiedValues[i] = (float)((1 + Math.Cos(Math.PI * (sunAngles[0] + AngleOffsets[i]) / 180)/ 2.0) * (float)( 1 + Math.Sin(Math.PI * (sunAngles[1] + 45) / 180))/ 2.0);
}
for (int i = SunModifiedValues.Length - 2; i < SunModifiedValues.Length; i++)
{
SunModifiedValues[i] = (float)Math.Max((1 + Math.Cos(Math.PI * (sunAngles[1]) / 180)) / 2.0, 0.3f);
}
}
private static float Square(float ValueIn)
{
return ValueIn * ValueIn;
}
}
public static class TextureManager
{
public static List<Bitmap> textures = new List<Bitmap>() {Resources._16xDefaultTile};
public static List<Bitmap> PreCompiledModels = new List<Bitmap>();
public static Bitmap[,] GeneratedFaceTextures = new Bitmap[0,0];
public static int VoxelCount = 0;
public static Bitmap GetModel(int modelNum)
{
return PreCompiledModels[modelNum];
}
public static void CreateModel(Voxel voxel)
{
if (GeneratedFaceTextures.GetLength(1) < 6) GenerateVoxelFaces();
int ImageWidth = 0;
int ImageHeight = 0;
int[] faces = voxel.getFaces();
int[] DrawOrder = voxel.GetDrawOrder();
for(int i = 0; i < faces.Length; i++)
{
if (faces[i] >= 0 && GeneratedFaceTextures[faces[i], i].Width > ImageWidth) ImageWidth = GeneratedFaceTextures[faces[i], i].Width;
if (faces[i] >= 0 && GeneratedFaceTextures[faces[i], i].Height > ImageHeight) ImageHeight = GeneratedFaceTextures[faces[i], i].Height;
}
Bitmap GeneratedModel = new Bitmap(ImageWidth, ImageHeight);
voxel.Draw(Graphics.FromImage(GeneratedModel),0,0);
voxel.SetPreCompiledModel(PreCompiledModels.Count);
PreCompiledModels.Add(GeneratedModel);
GeneratedModel.Save("Model" + voxel.GetModelNum() + ".png");
}
public static float GetSunlightValue(int face)
{
return LightingManager.SunModifiedValues[face] * LightingManager.DefaultValues[face];
}
public static float GetShadingValue(float LightValue, int RGBIndex, int FaceIndex)
{
return (float)Math.Max(LightValue * LightingManager.AmbientColouring[RGBIndex], LightingManager.AmbientMinimums[FaceIndex]);
}
public static ImageAttributes GetShadow(int face)
{
ImageAttributes imageAttributes;
float[][] colorMatrixElements;
ColorMatrix colorMatrix;
switch (face) {
case 0:
colorMatrixElements = new float[][]{
new float[] { GetShadingValue(GetSunlightValue(face), 0,face), 0, 0, 0, 0}, // red
new float[] {0, GetShadingValue(GetSunlightValue(face), 1, face), 0, 0, 0}, // green
new float[] {0, 0, GetShadingValue(GetSunlightValue(face), 2, face), 0, 0}, // blue
new float[] {0, 0, 0, 1, 0}, // alpha
new float[] {0, 0, 0, 0, 1}}; // three translations of 0.2
colorMatrix = new ColorMatrix(colorMatrixElements);
imageAttributes = new ImageAttributes();
imageAttributes.SetColorMatrix(colorMatrix, ColorMatrixFlag.Default, ColorAdjustType.Bitmap);
return imageAttributes;
case 1:
colorMatrixElements = new float[][]{
new float[] { GetShadingValue(GetSunlightValue(face), 0,face), 0, 0, 0, 0}, // red
new float[] {0, GetShadingValue(GetSunlightValue(face), 1, face), 0, 0, 0}, // green
new float[] {0, 0, GetShadingValue(GetSunlightValue(face), 2, face), 0, 0}, // blue
new float[] {0, 0, 0, 1, 0}, // alpha
new float[] {0, 0, 0, 0, 1}}; // three translations of 0.2
colorMatrix = new ColorMatrix(colorMatrixElements);
imageAttributes = new ImageAttributes();
imageAttributes.SetColorMatrix( colorMatrix,ColorMatrixFlag.Default,ColorAdjustType.Bitmap);
return imageAttributes;
case 2:
colorMatrixElements = new float[][]{
new float[] { GetShadingValue(GetSunlightValue(face), 0,face), 0, 0, 0, 0}, // red
new float[] {0, GetShadingValue(GetSunlightValue(face), 1, face), 0, 0, 0}, // green
new float[] {0, 0, GetShadingValue(GetSunlightValue(face), 2, face), 0, 0}, // blue
new float[] {0, 0, 0, 1, 0}, // alpha
new float[] {0, 0, 0, 0, 1}}; // three translations of 0.2
colorMatrix = new ColorMatrix(colorMatrixElements);
imageAttributes = new ImageAttributes();
imageAttributes.SetColorMatrix(colorMatrix, ColorMatrixFlag.Default, ColorAdjustType.Bitmap);
return imageAttributes;
case 3:
colorMatrixElements = new float[][]{
new float[] { GetShadingValue(GetSunlightValue(face), 0,face), 0, 0, 0, 0}, // red
new float[] {0, GetShadingValue(GetSunlightValue(face), 1, face), 0, 0, 0}, // green
new float[] {0, 0, GetShadingValue(GetSunlightValue(face), 2, face), 0, 0}, // blue
new float[] {0, 0, 0, 1, 0}, // alpha
new float[] {0, 0, 0, 0, 1}}; // three translations of 0.2
colorMatrix = new ColorMatrix(colorMatrixElements);
imageAttributes = new ImageAttributes();
imageAttributes.SetColorMatrix(colorMatrix, ColorMatrixFlag.Default, ColorAdjustType.Bitmap);
return imageAttributes;
case 4:
colorMatrixElements = new float[][]{
new float[] { GetShadingValue(GetSunlightValue(face), 0,face), 0, 0, 0, 0}, // red
new float[] {0, GetShadingValue(GetSunlightValue(face), 1, face), 0, 0, 0}, // green
new float[] {0, 0, GetShadingValue(GetSunlightValue(face), 2, face), 0, 0}, // blue
new float[] {0, 0, 0, 1, 0}, // alpha
new float[] {0, 0, 0, 0, 1}}; // three translations of 0.2
colorMatrix = new ColorMatrix(colorMatrixElements);
imageAttributes = new ImageAttributes();
imageAttributes.SetColorMatrix(colorMatrix, ColorMatrixFlag.Default, ColorAdjustType.Bitmap);
return imageAttributes;
case 5:
colorMatrixElements = new float[][]{
new float[] { GetShadingValue(GetSunlightValue(face), 0,face), 0, 0, 0, 0}, // red
new float[] {0, GetShadingValue(GetSunlightValue(face), 1, face), 0, 0, 0}, // green
new float[] {0, 0, GetShadingValue(GetSunlightValue(face), 2, face), 0, 0}, // blue
new float[] {0, 0, 0, 1, 0}, // alpha
new float[] {0, 0, -0, 0, 1}}; // three translations of 0.2
colorMatrix = new ColorMatrix(colorMatrixElements);
imageAttributes = new ImageAttributes();
imageAttributes.SetColorMatrix(colorMatrix, ColorMatrixFlag.Default, ColorAdjustType.Bitmap);
return imageAttributes;
default:
imageAttributes = new ImageAttributes();
return imageAttributes;
}
}
public static Point IntegerCalculateIsometricProjection(int width, int height, int X, int Y, int Z, int Corner)
{
switch (Corner)
{
case 0:
return new Point(width / 2 + (int)((X * 1) + (Z * -1)),
height / 2 + (int)Math.Ceiling((X * 0.5f) + (Z * 0.5f) - (Y / 3) * 2));
case 1:
return new Point(width / 2 + (int)((X * 1) + (Z * -1)),
height / 2 + (int)Math.Floor((X * 0.5f) + (Z * 0.5f) - (Y / 3) * 2));
case 2:
return new Point(-1 + width / 2 + (int)((X * 1) + (Z * -1)),
height / 2 + (int)Math.Floor((X * 0.5f) + (Z * 0.5f) - (Y / 3) * 2));
default:
return new Point(-1 + width / 2 + (int)((X * 1) + (Z * -1)),
height / 2 + (int)Math.Ceiling((X * 0.5f) + (Z * 0.5f) - (Y / 3) * 2));
}
}
public static Point IntegerCalculateIsometricProjection(int width, int height, int X, int Y, int Z)
{
return new Point(width / 2 + (int)((X * 1) + (Z * -1)),
height / 2 + (int)((X * 0.5f) + (Z * 0.5f) - (Y / 3) * 2));
}
public static PointF CalculateIsometricProjection(double[] Position, int width, int height, int X, int Y, int Z)
{
return new PointF(width / 2 + (float)(((/*Globals.CameraX*/ +X + Position[0]) * 0.5) + ((/*Globals.CameraZ +*/ Z + Position[1]) * -0.5)),
height / 2 + (float)(((/*Globals.CameraX*/ +X + Position[0]) * 0.25f) + ((/*Globals.CameraZ*/ +Z + Position[1]) * 0.25f) - (((/*Globals.CameraY*/ +Position[2]) + (Y / 3) * 2))));
}
public static Bitmap GetVoxelFaceBitmap(int index, int face)
{
if (GeneratedFaceTextures.GetLength(1) < 6) GenerateVoxelFaces();
return GeneratedFaceTextures[index,face];
}
public static Bitmap GetBitmap(int index)
{
return textures[index];
}
public static void AddBitmap(Bitmap texture)
{
textures.Add(texture);
}
public static void GenerateVoxelFaces()
{
GeneratedFaceTextures = new Bitmap[textures.Count, 6];
for (int i = 0; i < textures.Count; i++)
{
for (int face = 0; face < 6; face++)
{
Bitmap SkewedTexture = new Bitmap(textures[i].Width * 2, textures[i].Height * 2);
int y = 0;// textures[i].Height;
switch (face)
{
case 0:
y = 1;
for(int x = 0; x < textures[i].Width; x++)
{
for(int ypx = 0; ypx < textures[i].Height; ypx++)
{
SkewedTexture.SetPixel(textures[i].Width+ x, y + ypx, textures[i].GetPixel(x, ypx));
}
if (x % 2 != 0) y++;
}
y = 0;
break;
case 1:
for (int x = textures[i].Width - 1; x >= 0 ; x--)
{
for (int ypx = 0; ypx < textures[i].Height; ypx++)
{
SkewedTexture.SetPixel(x, SkewedTexture.Height - (y + ypx + 1), textures[i].GetPixel(x, textures[i].Height - 1 - ypx));
}
if (x % 2 == 0) y++;
}
y = 0;
break;
case 2:
for (int x = 0; x < textures[i].Width; x++)
{
for (int ypx = 0; ypx < textures[i].Height; ypx++)
{
SkewedTexture.SetPixel(textures[i].Width + x, SkewedTexture.Height - (y + ypx + 1), textures[i].GetPixel(x, textures[i].Height - 1 - ypx));
}
if (x % 2 != 0) y++;
}
y = 0;
break;
case 3:
y = 1;
for (int x = textures[i].Width - 1; x >= 0; x--)
{
for (int ypx = 0; ypx < textures[i].Height; ypx++)
{
SkewedTexture.SetPixel(x, y + ypx, textures[i].GetPixel(x, ypx));
}
if (x % 2 == 0) y++;
}
y = 0;
break;
case 4:
Bitmap[] Textures = new Bitmap[4];
Bitmap MergedTextures = new Bitmap(SkewedTexture.Width, SkewedTexture.Height);
for (int l = 0; l < 4; l++)
{
Textures[l] = new Bitmap(SkewedTexture.Width, SkewedTexture.Height);
}
for(int l = 0; l < 4; l++)
{
for (int x = 0; x < textures[i].Width; x++)
{
for (int ypx = 0; ypx < textures[i].Height; ypx++)
{
Point PixelLocation = IntegerCalculateIsometricProjection(textures[i].Width * 2, 0, x, 0, ypx,l);
PixelLocation.X = Math.Max(Math.Min(PixelLocation.X, SkewedTexture.Width - 1), 0);
PixelLocation.Y = Math.Max(Math.Min(PixelLocation.Y, SkewedTexture.Height - 1), 0);
Textures[l].SetPixel(PixelLocation.X, PixelLocation.Y, textures[i].GetPixel(x, ypx));
}
}
}
for (int l = 0; l < 4; l++)
{
int Startx = 0;
int Starty = 0;
int endX = Textures[l].Width;
int endY = Textures[l].Height;
switch (l)
{
case 1:
Startx = Textures[l].Width / 2;
Starty = 0;
endX = Textures[l].Width;
endY = Textures[l].Height/4;
break;
case 0:
Startx = Textures[l].Width / 2;
Starty = Textures[l].Height / 4;
endX = Textures[l].Width;
endY = Textures[l].Height/2;
break;
case 2:
Startx = 0;
Starty = 0;
endX = Textures[l].Width/2;
endY = Textures[l].Height / 4 ;
break;
case 3:
Startx = 0;
Starty = Textures[l].Height / 4;
endX = Textures[l].Width/2;
endY = Textures[l].Height/2;
break;
}
for(int x = Startx; x < endX; x++)
{
for (int ypx = Starty; ypx < endY;ypx++)
{
MergedTextures.SetPixel(x, ypx, Textures[l].GetPixel(x, ypx));
}
}
}
SkewedTexture = MergedTextures;
y = 0;
break;
case 5:
Textures = new Bitmap[4];
MergedTextures = new Bitmap(SkewedTexture.Width, SkewedTexture.Height);
for (int l = 0; l < 4; l++)
{
Textures[l] = new Bitmap(SkewedTexture.Width, SkewedTexture.Height);
}
for (int l = 0; l < 4; l++)
{
for (int x = 0; x < textures[i].Width; x++)
{
for (int ypx = 0; ypx < textures[i].Height; ypx++)
{
Point PixelLocation = IntegerCalculateIsometricProjection(textures[i].Width * 2, 0, x, 0, ypx, l);
PixelLocation.X = Math.Max(Math.Min(PixelLocation.X, SkewedTexture.Width - 1), 0);
PixelLocation.Y = Math.Max(Math.Min(textures[i].Height + PixelLocation.Y, SkewedTexture.Height - 1), 0);
Textures[l].SetPixel(PixelLocation.X, PixelLocation.Y, textures[i].GetPixel(x, ypx));
}
}
}
for (int l = 0; l < 4; l++)
{
int Startx = 0;
int Starty = 0;
int endX = Textures[l].Width;
int endY = Textures[l].Height;
switch (l)
{
case 1:
Startx = Textures[l].Width / 2;
Starty = Textures[l].Height / 2;
endX = Textures[l].Width;
endY = (Textures[l].Height / 4) * 3;
break;
case 0:
Startx = Textures[l].Width / 2;
Starty = (Textures[l].Height / 4) * 3;
endX = Textures[l].Width;
endY = Textures[l].Height;
break;
case 2:
Startx = 0;
Starty = Textures[l].Height / 2;
endX = Textures[l].Width / 2;
endY = (Textures[l].Height / 4) * 3;
break;
case 3:
Startx = 0;
Starty = (Textures[l].Height / 4)*3;
endX = Textures[l].Width / 2;
endY = Textures[l].Height;
break;
}
for (int x = Startx; x < endX; x++)
{
for (int ypx = Starty; ypx < endY; ypx++)
{
MergedTextures.SetPixel(x, ypx, Textures[l].GetPixel(x, ypx));
}
}
}
SkewedTexture = MergedTextures;
y = 0;
break;
}
GeneratedFaceTextures[i, face] = SkewedTexture;
}
}
}
}
public class Voxel
{
int VoxelNum;
int[] faces = new int[6];
int[] DrawOrder = new int[] { 5, 0, 3, 1, 2, 4 };
int ModelType = 0;
int ModelNum = -1;
public int[] getFaces()
{
return faces;
}
public int[] GetDrawOrder()
{
return DrawOrder;
}
public int GetModelNum()
{
return ModelNum;
}
public int GetModelType()
{
return ModelType;
}
public int GetVoxelNum()
{
return VoxelNum;
}
public Voxel(int ModelType,int NorthFace, int SouthFace, int EastFace, int WestFace, int UpFace, int DownFace)
{
this.ModelType = ModelType;
faces = new int[] { NorthFace, SouthFace, EastFace, WestFace, UpFace, DownFace };
VoxelNum = TextureManager.VoxelCount;
TextureManager.VoxelCount++;
}
public void SetPreCompiledModel(int ModelNum)
{
this.ModelNum = ModelNum;
}
public Voxel(int NorthFace, int SouthFace, int EastFace, int WestFace, int UpFace, int DownFace)
{
faces = new int[] {NorthFace, SouthFace, EastFace, WestFace, UpFace, DownFace};
VoxelNum = TextureManager.VoxelCount;
TextureManager.VoxelCount++;
}
virtual public void Draw(Graphics g, int x, int y)
{
for (int i = 0; i < DrawOrder.Length; i++) {
if (faces[DrawOrder[i]] >= 0)
{
if (ModelNum == -1)
{
Bitmap Side;
switch (ModelType)
{
case 0:
Side = GetRenderedSide(DrawOrder[i]);
g.DrawImage(Side, new Rectangle(x, y, Side.Width, Side.Height), 0, 0, Side.Width, Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(DrawOrder[i]));
break;
default:
switch (DrawOrder[i])
{
case 0:
Side = GetRenderedSide(0);
g.DrawImage(Side, new Rectangle(x - (Side.Width / 4), y, Side.Width, Side.Height),0,0,Side.Width,Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(0));
break;
case 1:
Side = GetRenderedSide(1);
g.DrawImage(Side, new Rectangle(x + (Side.Width / 4), y - (Side.Height / 4), Side.Width, Side.Height),0,0,Side.Width,Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(1));
break;
case 2:
Side = GetRenderedSide(2);
g.DrawImage(Side, new Rectangle(x - (Side.Width / 4), y - (Side.Height / 4), Side.Width, Side.Height),0,0,Side.Width,Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(2));
break;
case 3:
Side = GetRenderedSide(3);
g.DrawImage(Side, new Rectangle( x + (Side.Width / 4),y,Side.Width,Side.Height),0,0,Side.Width,Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(3));
break;
default:
Side = GetRenderedSide(DrawOrder[i]);
g.DrawImage(Side, new Rectangle(x, y, Side.Width, Side.Height), 0, 0, Side.Width, Side.Height, GraphicsUnit.Pixel, TextureManager.GetShadow(DrawOrder[i]));
break;
}
break;
}
}
else
{
g.DrawImage(TextureManager.GetModel(ModelNum), x, y);
}
}
}
}
public Bitmap GetRenderedSide(int FaceIndex)
{
return TextureManager.GetVoxelFaceBitmap(faces[FaceIndex], FaceIndex);
}
public int GetFace(int index)
{
return faces[index];
}
public int GetNorthFace()
{
return faces[0];
}
public int GetSouthFace()
{
return faces[1];
}
public int GetEastFace()
{
return faces[2];
}
public int GetWestFace()
{
return faces[3];
}
public int GetUpFace()
{
return faces[4];
}
public int GetDownFace()
{
return faces[5];
}
public void SetFace(int face, int Texture)
{
faces[face] = Texture;
}
public void SetNorthFace(int Texture)
{
faces[0] = Texture;
}
public void SetSouthFace(int Texture)
{
faces[1] = Texture;
}
public void SetEastFace(int Texture)
{
faces[2] = Texture;
}
public void SetWestFace(int Texture)
{
faces[3] = Texture;
}
public void SetUpFace(int Texture)
{
faces[4] = Texture;
}
public void SetDownFace(int Texture)
{
faces[5] = Texture;
}
}
}

View File

@@ -0,0 +1,164 @@
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<ProjectGuid>{BC07C626-47CC-41D7-BF64-E0842741C697}</ProjectGuid>
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<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
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<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
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<Reference Include="System.Drawing" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml" />
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<ItemGroup>
<Compile Include="Terrain4.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="Terrain4.Designer.cs">
<DependentUpon>Terrain4.cs</DependentUpon>
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