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3 Commits

Author SHA1 Message Date
MDietermann
4e14786668 New Atlas + Texture Pipeline 2026-05-31 20:32:46 +02:00
MDietermann
ab8816e27c feat: Updated Textures 2026-05-28 17:14:17 +02:00
MDietermann
c6916a6dd5 Update README.md 2026-05-28 13:35:31 +00:00
12 changed files with 32 additions and 22 deletions

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@@ -34,7 +34,7 @@ public sealed class Game : GameWindow
GL.Enable(EnableCap.CullFace);
this._shader = new Shader("Assets/shaders/chunk.vert", "Assets/shaders/chunk.frag");
this._texture = new Texture("Assets/textures/atlas.png");
this._texture = new Texture("Assets/textures/VoxelShadeAtlas.png");
this._world = new World.World(this._registry);

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@@ -38,9 +38,9 @@ be unit-tested headless.
## Roadmap
- [ ] Baseline: window, fly-camera, one face-culled textured chunk
- [x] Baseline: window, fly-camera, one face-culled textured chunk
- [ ] Procedural terrain (noise)
- [ ] Multiple chunks + frustum culling
- [x] Multiple chunks + frustum culling
- [ ] Player controller + AABB collision
- [ ] Block break / place
- [ ] Lighting

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@@ -34,9 +34,9 @@ public class BlockRegistryTests
var registry = new BlockRegistry();
IBlock grass = registry.Get(3);
Assert.Equal(0, grass.GetTextureIndex(BlockFace.Top));
Assert.Equal(1, grass.GetTextureIndex(BlockFace.Bottom));
Assert.Equal(3, grass.GetTextureIndex(BlockFace.North));
Assert.Equal(new TileCoord(0, 1), grass.GetTextureTile(BlockFace.Top));
Assert.Equal(new TileCoord(0, 0), grass.GetTextureTile(BlockFace.Bottom));
Assert.Equal(new TileCoord(1, 1), grass.GetTextureTile(BlockFace.North));
}
[Fact]

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@@ -10,6 +10,7 @@
<ItemGroup>
<PackageReference Include="OpenTK" Version="4.9.4" />
<PackageReference Include="SimplexNoise" Version="2.0.0" />
<PackageReference Include="StbImageSharp" Version="2.30.15" />
</ItemGroup>
@@ -19,4 +20,8 @@
</None>
</ItemGroup>
<ItemGroup>
<Folder Include="World\WorldGen\" />
</ItemGroup>
</Project>

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@@ -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);
}

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@@ -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);
}

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@@ -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
};
}

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@@ -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() { }

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@@ -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);
}

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@@ -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);
}
}