New Atlas + Texture Pipeline

This commit is contained in:
MDietermann
2026-05-31 20:32:46 +02:00
parent ab8816e27c
commit 4e14786668
10 changed files with 26 additions and 20 deletions

View File

@@ -6,5 +6,5 @@ public sealed class AirBlock : IBlock
public string Name => "Air";
public bool IsOpaque => false;
public bool IsSolid => false;
public int GetTextureIndex(BlockFace face) => 0;
public TileCoord GetTextureTile(BlockFace face) => new(0, 0);
}

View File

@@ -6,5 +6,5 @@ public sealed class DirtBlock : IBlock
public string Name => "Dirt";
public bool IsOpaque => true;
public bool IsSolid => true;
public int GetTextureIndex(BlockFace face) => 1;
public TileCoord GetTextureTile(BlockFace face) => new(0, 0);
}

View File

@@ -7,10 +7,10 @@ public sealed class GrassBlock : IBlock
public bool IsOpaque => true;
public bool IsSolid => true;
public int GetTextureIndex(BlockFace face) => face switch
public TileCoord GetTextureTile(BlockFace face) => face switch
{
BlockFace.Top => 0, // grass top
BlockFace.Bottom => 1, // dirt
_ => 3 // grass side
BlockFace.Top => new(0, 1), // grass top
BlockFace.Bottom => new(0, 0), // dirt
_ => new(1, 1) // grass side
};
}

View File

@@ -11,8 +11,8 @@ public interface IBlock
// Reserved for future collision (not used in the baseline).
bool IsSolid { get; }
// Atlas tile index for the given face.
int GetTextureIndex(BlockFace face);
// Atlas tile coordinate for the given face.
TileCoord GetTextureTile(BlockFace face);
// Interaction hooks — capability present now, system built post-baseline.
void OnInteract() { }

View File

@@ -6,5 +6,5 @@ public sealed class StoneBlock : IBlock
public string Name => "Stone";
public bool IsOpaque => true;
public bool IsSolid => true;
public int GetTextureIndex(BlockFace face) => 2;
public TileCoord GetTextureTile(BlockFace face) => new(1, 0);
}

View File

@@ -4,7 +4,10 @@ namespace VoxelEngine.World.Chunk;
public sealed class ChunkMesher : IChunkMesher
{
private const int AtlasTiles = 4; // horizontal strip of 4 tiles
private const int TileSizePixels = 32; // each tile is 32x32 pixels
private const int AtlasSizePixels = 64; // atlas is 64x64 pixels (2x2 grid)
private const float TileSize = (float)TileSizePixels / AtlasSizePixels; // normalized tile size
// Per-face geometry: base corner + two in-plane edge vectors (u, v) with
// cross(u, v) == outward normal, guaranteeing CCW winding from outside.
@@ -69,17 +72,18 @@ public sealed class ChunkMesher : IChunkMesher
: (neighborOpaqueOutside?.Invoke(nx, ny, nz) ?? false);
if (neighborOpaque) continue;
ChunkMesher.AddFace(verts, x, y, z, face, block.GetTextureIndex(face.Kind));
ChunkMesher.AddFace(verts, x, y, z, face, block.GetTextureTile(face.Kind));
}
}
return verts.ToArray();
}
private static void AddFace(List<float> verts, int x, int y, int z, Face face, int texIndex)
private static void AddFace(List<float> verts, int x, int y, int z, Face face, TileCoord tile)
{
float tileWidth = 1f / ChunkMesher.AtlasTiles;
float uBase = texIndex * tileWidth;
float uBase = tile.X * ChunkMesher.TileSize;
// Image is flipped on load, so offset from the top to keep tile (0,0) = top-left.
float vBase = 1f - (tile.Y + 1) * ChunkMesher.TileSize;
foreach (int corner in ChunkMesher.Triangle)
{
@@ -89,10 +93,11 @@ public sealed class ChunkMesher : IChunkMesher
float py = y + face.Base.y + face.U.y * cu + face.V.y * cv;
float pz = z + face.Base.z + face.U.z * cu + face.V.z * cv;
float u = uBase + cu * tileWidth;
float u = uBase + cu * ChunkMesher.TileSize;
float v = vBase + cv * ChunkMesher.TileSize;
verts.Add(px); verts.Add(py); verts.Add(pz);
verts.Add(u); verts.Add(cv);
verts.Add(u); verts.Add(v);
verts.Add(face.Shade);
}
}