mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added textures for Blocks
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@@ -27,69 +27,116 @@ namespace Sandbox.VoxelFun
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{
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Color _color;
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BlockTexture _textureTop;
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BlockTexture _textureSide;
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BlockTexture _textureBottom;
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public this(Color color)
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{
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_color = color;
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bottomCoords = sideCoords = topCoords = (.Zero, .UnitX, .UnitY, .One);
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}
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public this(Color color, BlockTexture texture) : this(color, texture, texture, texture)
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{
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}
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public this(Color color, BlockTexture topTexture, BlockTexture sideTexture, BlockTexture bottomTexture)
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{
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_color = color;
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_textureTop = topTexture;
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_textureSide = sideTexture;
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_textureBottom = bottomTexture;
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CalculateTexCoords();
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}
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typealias TexCoords = (Vector2 Zero, Vector2 UnitX, Vector2 UnitY, Vector2 One);
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TexCoords topCoords;
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TexCoords sideCoords;
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TexCoords bottomCoords;
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private void CalculateTexCoords()
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{
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topCoords = GetQuadCoords(_textureTop);
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sideCoords = GetQuadCoords(_textureSide);
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bottomCoords = GetQuadCoords(_textureBottom);
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}
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private TexCoords GetQuadCoords(BlockTexture texture)
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{
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TexCoords coords;
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coords.UnitX = texture.TransformTexCoords(.UnitX);
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coords.UnitY = texture.TransformTexCoords(.UnitY);
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coords.Zero = texture.TransformTexCoords(.Zero);
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coords.One = texture.TransformTexCoords(.One);
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return coords;
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}
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public override void GenerateGeometry(Block block, Vector3 blockPosition, BlockFace visibleFaces, List<VertexColorTexture> vertices, List<uint32> indices, ref uint32 lastIndex)
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{
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if(visibleFaces.HasFlag(.Back))
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{
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vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 0), _color, .UnitY));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 0), _color, .One));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 0), _color, .UnitX));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 0), _color, .Zero));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 0), _color, sideCoords.UnitY));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 0), _color, sideCoords.One));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 0), _color, sideCoords.UnitX));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 0), _color, sideCoords.Zero));
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AddQuadIndices(ref lastIndex, indices);
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}
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if(visibleFaces.HasFlag(.Top))
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{
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vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 0), _color, .UnitY));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 0), _color, .One));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 1), _color, .UnitX));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 1), _color, .Zero));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 0), _color, topCoords.UnitY));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 0), _color, topCoords.One));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 1), _color, topCoords.UnitX));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 1), _color, topCoords.Zero));
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AddQuadIndices(ref lastIndex, indices);
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}
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if(visibleFaces.HasFlag(.Bottom))
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{
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vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 1), _color, .UnitY));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 1), _color, .One));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 0), _color, .UnitX));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 0), _color, .Zero));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 1), _color, bottomCoords.UnitY));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 1), _color, bottomCoords.One));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 0), _color, bottomCoords.UnitX));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 0), _color, bottomCoords.Zero));
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AddQuadIndices(ref lastIndex, indices);
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}
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if(visibleFaces.HasFlag(.Front))
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{
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vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 1), _color, .UnitY));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 1), _color, .One));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 1), _color, .UnitX));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 1), _color, .Zero));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 1), _color, sideCoords.UnitY));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 1), _color, sideCoords.One));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 1), _color, sideCoords.UnitX));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 1), _color, sideCoords.Zero));
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AddQuadIndices(ref lastIndex, indices);
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}
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if(visibleFaces.HasFlag(.Right))
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{
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vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 0), _color, .UnitY));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 1), _color, .One));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 1), _color, .UnitX));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 0), _color, .Zero));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 0), _color, sideCoords.UnitY));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 0, 1), _color, sideCoords.One));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 1), _color, sideCoords.UnitX));
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vertices.Add(VertexColorTexture(blockPosition + .(1, 1, 0), _color, sideCoords.Zero));
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AddQuadIndices(ref lastIndex, indices);
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}
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if(visibleFaces.HasFlag(.Left))
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{
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vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 1), _color, .UnitY));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 0), _color, .One));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 0), _color, .UnitX));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 1), _color, .Zero));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 1), _color, sideCoords.UnitY));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 0, 0), _color, sideCoords.One));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 0), _color, sideCoords.UnitX));
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vertices.Add(VertexColorTexture(blockPosition + .(0, 1, 1), _color, sideCoords.Zero));
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AddQuadIndices(ref lastIndex, indices);
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}
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@@ -0,0 +1,28 @@
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using System;
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using GlitchyEngine.Math;
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namespace Sandbox.VoxelFun
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{
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class BlockTexture
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{
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private String _fileName;
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public String FileName => _fileName;
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private Vector2 _atlasStart;
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private Vector2 _atlasSize;
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[AllowAppend]
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public this(String fileName)
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{
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String str = append String(fileName);
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_fileName = str;
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}
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public Vector2 TransformTexCoords(Vector2 texCoords)
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{
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return _atlasStart + texCoords * _atlasSize;
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}
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}
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}
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@@ -0,0 +1,163 @@
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using System.Collections;
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using GlitchyEngine.Renderer;
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using System.Collections;
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using GlitchyEngine.Renderer;
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using GlitchyEngine.Math;
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using GlitchyEngine;
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using DirectX.D3D11;
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using System;
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namespace Sandbox.VoxelFun
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{
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class BlockTextures
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{
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static List<BlockTexture> _textures = new List<BlockTexture>() ~ DeleteContainerAndItems!(_);
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static TextureAtlas _atlas ~ _?.ReleaseRef();
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public static BlockTexture Stone;
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public static BlockTexture Dirt;
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public static BlockTexture GrassTop;
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public static BlockTexture GrassSide;
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public static TextureAtlas Atlas => _atlas;
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public static void Init(GraphicsContext context)
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{
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Stone = RegisterTexture(.. new BlockTexture("Content\\Textures\\Stone.png"));
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Dirt = RegisterTexture(.. new BlockTexture("Content\\Textures\\Dirt.png"));
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GrassTop = RegisterTexture(.. new BlockTexture("Content\\Textures\\GrassTop.png"));
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GrassSide = RegisterTexture(.. new BlockTexture("Content\\Textures\\GrassSide.png"));
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GenerateAtlas(context);
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}
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private static void RegisterTexture(BlockTexture texture)
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{
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_textures.Add(texture);
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}
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static void GenerateAtlas(GraphicsContext context)
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{
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_atlas = new TextureAtlas(context, _textures);
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GlitchyEngine.Renderer.SamplerStateDescription desc = .();
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desc.MagFilter = .Point;
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desc.MinFilter = .Point;
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desc.MipFilter = .Point;
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desc.MipMaxLOD = 0;
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desc.MipMinLOD = 0;
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desc.MaxAnisotropy = 0;
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_atlas.SamplerState = new SamplerState(context, desc)..ReleaseRefNoDelete();
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}
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}
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class TextureAtlas : Texture
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{
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// TODO: native code
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private ID3D11Texture2D* nativeTexture ~ _?.Release();
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public override extern uint32 Width {get;}
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public override extern uint32 Height {get;}
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public override uint32 Depth => 1;
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public override extern uint32 ArraySize {get;}
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public override extern uint32 MipLevels {get;}
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public this(GraphicsContext context, List<BlockTexture> textures) : base(context)
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{
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// Todo: rewrite this garbage algorithm
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List<(Color* data, uint32 width, uint32 height, BlockTexture blockTex)> textureDatas = new .(textures.Count);
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defer
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{
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for(let item in textureDatas)
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{
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LodePng.LodePng.Free(item.data);
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}
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delete textureDatas;
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}
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uint32 maxWidth = 0;
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uint32 maxHeight = 0;
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for(let texture in textures)
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{
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(Color* data, uint32 width, uint32 height, BlockTexture blockTex) tex;
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tex.blockTex = texture;
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let error = LodePng.LodePng.Decode32File(out tex.data, out tex.width, out tex.height, texture.FileName);
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if(error != 0)
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Log.ClientLogger.Error($"Failed to load texture \"{texture.FileName}\". ({error}) \"{StringView(LodePng.LodePng.ErrorText(error))}\"");
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if(tex.width > maxWidth)
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maxWidth = tex.width;
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if(tex.height > maxHeight)
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maxHeight = tex.height;
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textureDatas.Add(tex);
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}
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uint32 texturesX = (.)System.Math.Ceiling(System.Math.Sqrt(textureDatas.Count));
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uint32 texturesY = (.)System.Math.Ceiling((float)textureDatas.Count / (float)texturesX);
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uint32 textureWidth = texturesX * maxWidth;
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uint32 textureHeight = texturesY * maxHeight;
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Color[] atlasColors = new DirectX.Color[textureWidth * textureHeight];
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defer delete atlasColors;
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uint32 currentX = 0;
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uint32 currentY = 0;
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for(let texture in textureDatas)
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{
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texture.blockTex.[Friend]_atlasStart = .((float)currentX / (float)textureWidth, (float)currentY / (float)textureHeight);
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texture.blockTex.[Friend]_atlasSize = .((float)texture.width / (float)textureWidth, (float)texture.height / (float)textureHeight);
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for(uint32 penY = currentY, uint32 y = 0; y < texture.height; penY++, y++)
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for(uint32 penX = currentX, uint32 x = 0; x < texture.width; penX++, x++)
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{
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atlasColors[penX + penY * textureWidth] = texture.data[x + y * texture.width];
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}
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currentX += maxWidth;
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if(currentX >= textureWidth)
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{
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currentX = 0;
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currentY += maxHeight;
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}
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}
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Texture2DDescription desc;
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desc.Width = textureWidth;
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desc.Height = textureHeight;
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desc.ArraySize = 1;
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desc.MipLevels = 1;
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desc.SampleDesc = .(1, 0);
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desc.Usage = .Immutable;
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desc.MiscFlags = .None;
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desc.BindFlags = .ShaderResource;
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desc.CpuAccessFlags = .None;
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desc.Format = .R8G8B8A8_UNorm;
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//SubresourceData data = .(atlasColors.CArray(), textureWidth, textureWidth * textureHeight);
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SubresourceData data = .(atlasColors.CArray(), textureWidth * sizeof(Color), 0);
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// TODO: this is bad platform dependant code...
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var result = _context.[Friend]nativeDevice.CreateTexture2D(ref desc, &data, &nativeTexture);
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//LodePng.LodePng.Encode32File("testout.png", textureD)
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if(result.Failed)
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Log.ClientLogger.Error($"Failed to create atlas texture. Error ({result.Underlying}): {result}");
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result = _context.[Friend]nativeDevice.CreateShaderResourceView(nativeTexture, null, &nativeView);
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if(result.Failed)
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Log.ClientLogger.Error($"Failed to create atlas texture. Error ({result.Underlying}): {result}");
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}
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}
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}
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@@ -84,7 +84,6 @@ namespace Sandbox.VoxelFun
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private HashSet<Int32_3> _generatingChunks = new .() ~ delete _;
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private Monitor _generatingChunksLock = new .() ~ delete _;
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public Texture2D Texture ~ _?.ReleaseRef();
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public Effect TextureEffect ~ _?.ReleaseRef();
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VoxelGeometryGenerator voxelGeoGen = new VoxelGeometryGenerator() ~ delete _;
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@@ -618,7 +617,7 @@ namespace Sandbox.VoxelFun
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chunkGeo.AddRef();
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Texture.Bind();
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BlockTextures.Atlas.Bind();
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Renderer.Submit(chunk.Geometry, TextureEffect, chunk.Transform);
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chunkGeo.ReleaseRef();
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@@ -13,9 +13,9 @@ namespace Sandbox.VoxelFun
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public static void Init()
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{
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Stone = RegisterModel(Blocks.Stone, .. new BlockModel(.Gray));
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Grass = RegisterModel(Blocks.Grass, .. new BlockModel(.Green));
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Dirt = RegisterModel(Blocks.Dirt, .. new BlockModel(.Brown));
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Stone = RegisterModel(Blocks.Stone, .. new BlockModel(.White, BlockTextures.Stone));
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Grass = RegisterModel(Blocks.Grass, .. new BlockModel(.White, BlockTextures.GrassTop, BlockTextures.GrassSide, BlockTextures.Dirt));
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Dirt = RegisterModel(Blocks.Dirt, .. new BlockModel(.White, BlockTextures.Dirt));
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}
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public static void RegisterModel(Block block, Model model)
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@@ -88,9 +88,11 @@ namespace Sandbox.VoxelFun
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public this() : base("VoxelTest")
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{
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Blocks.Init();
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Models.Init();
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_context = Application.Get().Window.Context..AddRef();
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BlockTextures.Init(_context);
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Models.Init();
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_effectLibrary = new EffectLibrary(_context);
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@@ -255,7 +257,6 @@ namespace Sandbox.VoxelFun
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}
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_world.ChunkManager = new ChunkManager(_context, _vertexLayout, _world);
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_world.ChunkManager.Texture = _texture..AddRef();
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_world.ChunkManager.TextureEffect = _textureEffect..AddRef();
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}
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