New Atlas + Texture Pipeline
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@@ -6,5 +6,5 @@ public sealed class AirBlock : IBlock
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public string Name => "Air";
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public bool IsOpaque => false;
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public bool IsSolid => false;
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public int GetTextureIndex(BlockFace face) => 0;
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public TileCoord GetTextureTile(BlockFace face) => new(0, 0);
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}
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@@ -6,5 +6,5 @@ public sealed class DirtBlock : IBlock
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public string Name => "Dirt";
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public bool IsOpaque => true;
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public bool IsSolid => true;
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public int GetTextureIndex(BlockFace face) => 1;
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public TileCoord GetTextureTile(BlockFace face) => new(0, 0);
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}
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@@ -7,10 +7,10 @@ public sealed class GrassBlock : IBlock
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public bool IsOpaque => true;
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public bool IsSolid => true;
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public int GetTextureIndex(BlockFace face) => face switch
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public TileCoord GetTextureTile(BlockFace face) => face switch
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{
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BlockFace.Top => 0, // grass top
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BlockFace.Bottom => 1, // dirt
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_ => 3 // grass side
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BlockFace.Top => new(0, 1), // grass top
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BlockFace.Bottom => new(0, 0), // dirt
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_ => new(1, 1) // grass side
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};
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}
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@@ -11,8 +11,8 @@ public interface IBlock
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// Reserved for future collision (not used in the baseline).
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bool IsSolid { get; }
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// Atlas tile index for the given face.
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int GetTextureIndex(BlockFace face);
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// Atlas tile coordinate for the given face.
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TileCoord GetTextureTile(BlockFace face);
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// Interaction hooks — capability present now, system built post-baseline.
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void OnInteract() { }
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@@ -6,5 +6,5 @@ public sealed class StoneBlock : IBlock
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public string Name => "Stone";
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public bool IsOpaque => true;
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public bool IsSolid => true;
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public int GetTextureIndex(BlockFace face) => 2;
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public TileCoord GetTextureTile(BlockFace face) => new(1, 0);
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}
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@@ -4,7 +4,10 @@ namespace VoxelEngine.World.Chunk;
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public sealed class ChunkMesher : IChunkMesher
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{
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private const int AtlasTiles = 4; // horizontal strip of 4 tiles
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private const int TileSizePixels = 32; // each tile is 32x32 pixels
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private const int AtlasSizePixels = 64; // atlas is 64x64 pixels (2x2 grid)
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private const float TileSize = (float)TileSizePixels / AtlasSizePixels; // normalized tile size
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// Per-face geometry: base corner + two in-plane edge vectors (u, v) with
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// cross(u, v) == outward normal, guaranteeing CCW winding from outside.
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@@ -69,17 +72,18 @@ public sealed class ChunkMesher : IChunkMesher
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: (neighborOpaqueOutside?.Invoke(nx, ny, nz) ?? false);
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if (neighborOpaque) continue;
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ChunkMesher.AddFace(verts, x, y, z, face, block.GetTextureIndex(face.Kind));
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ChunkMesher.AddFace(verts, x, y, z, face, block.GetTextureTile(face.Kind));
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}
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}
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return verts.ToArray();
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}
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private static void AddFace(List<float> verts, int x, int y, int z, Face face, int texIndex)
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private static void AddFace(List<float> verts, int x, int y, int z, Face face, TileCoord tile)
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{
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float tileWidth = 1f / ChunkMesher.AtlasTiles;
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float uBase = texIndex * tileWidth;
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float uBase = tile.X * ChunkMesher.TileSize;
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// Image is flipped on load, so offset from the top to keep tile (0,0) = top-left.
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float vBase = 1f - (tile.Y + 1) * ChunkMesher.TileSize;
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foreach (int corner in ChunkMesher.Triangle)
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{
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@@ -89,10 +93,11 @@ public sealed class ChunkMesher : IChunkMesher
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float py = y + face.Base.y + face.U.y * cu + face.V.y * cv;
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float pz = z + face.Base.z + face.U.z * cu + face.V.z * cv;
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float u = uBase + cu * tileWidth;
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float u = uBase + cu * ChunkMesher.TileSize;
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float v = vBase + cv * ChunkMesher.TileSize;
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verts.Add(px); verts.Add(py); verts.Add(pz);
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verts.Add(u); verts.Add(cv);
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verts.Add(u); verts.Add(v);
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verts.Add(face.Shade);
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}
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}
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