encode texture index in uv x coord
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@@ -29,7 +29,6 @@ pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
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let mut verts = Vec::with_capacity(vertex_count);
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let mut uvs = Vec::with_capacity(vertex_count);
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let mut indices = Vec::with_capacity(vertex_count);
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let mut tex = Vec::with_capacity(vertex_count);
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for z in 0..Chunk::SIZE {
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for x in 0..Chunk::SIZE {
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@@ -46,7 +45,7 @@ pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
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&mut verts,
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&mut uvs,
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&mut indices,
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&mut tex,
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// &mut tex,
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(height % 7.) as u32,
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);
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}
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@@ -58,9 +57,7 @@ pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
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)
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.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, verts)
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.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
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.with_inserted_attribute(Mesh::ATTRIBUTE_UV_1, tex)
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.with_inserted_indices(Indices::U32(indices))
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// .with_inserted_attribute(ATTRIBUTE_TEXTURE_INDEX, tex)
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.with_duplicated_vertices()
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.with_computed_flat_normals();
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return mesh;
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@@ -72,24 +69,22 @@ fn create_tile(
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verts: &mut Vec<Vec3>,
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uvs: &mut Vec<Vec2>,
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indices: &mut Vec<u32>,
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tex: &mut Vec<Vec2>,
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texture_index: u32,
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) {
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let uv_offset = Vec2::splat(0.5);
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let tex_off = Vec2::new(texture_index as f32, 0.);
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let idx = verts.len() as u32;
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uvs.push(uv_offset);
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uvs.push(uv_offset + tex_off);
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verts.push(pos);
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tex.push(Vec2::splat(texture_index as f32));
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for i in 0..6 {
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let p = pos + HEX_CORNERS[i];
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verts.push(p);
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let uv = (HEX_CORNERS[i].xz() / 2.) + uv_offset;
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uvs.push(uv);
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uvs.push(uv + tex_off);
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indices.push(idx);
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indices.push(idx + 1 + i as u32);
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indices.push(idx + 1 + ((i as u32 + 1) % 6));
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tex.push(Vec2::splat(texture_index as f32));
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}
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for i in 0..neighbors.len() {
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@@ -97,7 +92,7 @@ fn create_tile(
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match cur_n {
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Some(n_height) => {
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if n_height < pos.y {
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create_tile_wall(pos, i, n_height, verts, uvs, indices, tex, texture_index);
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create_tile_wall(pos, i, n_height, verts, uvs, indices, tex_off);
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}
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}
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_ => {}
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@@ -112,8 +107,7 @@ fn create_tile_wall(
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verts: &mut Vec<Vec3>,
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uvs: &mut Vec<Vec2>,
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indices: &mut Vec<u32>,
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tex: &mut Vec<Vec2>,
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texture_index: u32,
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tex_off: Vec2,
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) {
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let p1 = HEX_CORNERS[(dir) % 6] + pos;
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let p2 = HEX_CORNERS[(dir + 1) % 6] + pos;
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@@ -135,13 +129,8 @@ fn create_tile_wall(
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indices.push(idx + 2);
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indices.push(idx + 3);
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tex.push(Vec2::splat(texture_index as f32));
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tex.push(Vec2::splat(texture_index as f32));
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tex.push(Vec2::splat(texture_index as f32));
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tex.push(Vec2::splat(texture_index as f32));
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uvs.push(Vec2::ZERO);
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uvs.push(Vec2::new(1., 0.));
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uvs.push(Vec2::new(0., pos.y - height));
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uvs.push(Vec2::new(1., pos.y - height));
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uvs.push(Vec2::ZERO + tex_off);
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uvs.push(Vec2::new(1., 0.) + tex_off);
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uvs.push(Vec2::new(0., pos.y - height) + tex_off);
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uvs.push(Vec2::new(1., pos.y - height) + tex_off);
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}
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@@ -30,6 +30,7 @@ fn fragment(
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// vin.world_position = in.world_position;
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// vin.world_normal = in.world_normal;
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// vin.uv = in.uv;
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// generate a PbrInput struct from the StandardMaterial bindings
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var pbr_input = pbr_input_from_standard_material(in, is_front);
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@@ -44,8 +45,10 @@ fn fragment(
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var out: FragmentOutput;
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// apply lighting
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let layer = u32(in.uv_b.x);
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out.color = textureSample(array_texture, array_texture_sampler, in.uv, layer);
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let index = floor(in.uv.x - 1) + 1;
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var uv = in.uv;
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uv.x = in.uv.x - index;
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out.color = textureSample(array_texture, array_texture_sampler, uv, u32(index));
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out.color *= apply_pbr_lighting(pbr_input);
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@@ -55,8 +58,6 @@ fn fragment(
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// note this does not include fullscreen postprocessing effects like bloom.
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out.color = main_pass_post_lighting_processing(pbr_input, out.color);
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// we can optionally modify the final result here
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out.color = out.color * 2.0;
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#endif
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return out;
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