use texture index

This commit is contained in:
2024-04-24 19:37:39 -04:00
parent 1ce46df23c
commit b644da1f56
6 changed files with 103 additions and 62 deletions

View File

@@ -23,6 +23,14 @@ const HEX_CORNERS: [Vec3; 6] = [
Vec3::new(-INNER_RADIUS, 0., -0.5 * OUTER_RADIUS),
Vec3::new(-INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
];
const HEX_NORMALS: [Vec3; 6] = [
Vec3::new(0., 0., OUTER_RADIUS),
Vec3::new(INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
Vec3::new(INNER_RADIUS, 0., -0.5 * OUTER_RADIUS),
Vec3::new(0., 0., -OUTER_RADIUS),
Vec3::new(-INNER_RADIUS, 0., -0.5 * OUTER_RADIUS),
Vec3::new(-INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
];
pub fn generate_chunk_mesh(
chunk: &Chunk,
@@ -35,6 +43,7 @@ pub fn generate_chunk_mesh(
let mut verts = Vec::with_capacity(vertex_count);
let mut uvs = Vec::with_capacity(vertex_count);
let mut indices = Vec::with_capacity(vertex_count);
let mut texture_indicies = Vec::with_capacity(vertex_count);
for z in 0..Chunk::SIZE {
for x in 0..Chunk::SIZE {
@@ -57,6 +66,7 @@ pub fn generate_chunk_mesh(
&mut verts,
&mut uvs,
&mut indices,
&mut texture_indicies,
// &mut tex,
tile.texture_id,
tile.side_texture_id,
@@ -70,6 +80,7 @@ pub fn generate_chunk_mesh(
)
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, verts)
.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
.with_inserted_attribute(ATTRIBUTE_TEXTURE_INDEX, texture_indicies)
.with_inserted_indices(Indices::U32(indices))
.with_duplicated_vertices()
.with_computed_flat_normals();
@@ -82,24 +93,25 @@ fn create_tile(
verts: &mut Vec<Vec3>,
uvs: &mut Vec<Vec2>,
indices: &mut Vec<u32>,
texture_indices: &mut Vec<u32>,
texture_index: u32,
side_texture_index: u32,
) {
let uv_offset = Vec2::splat(0.5);
let tex_off = Vec2::new(texture_index as f32, 0.);
let side_tex_off = Vec2::new(side_texture_index as f32, 0.);
let idx = verts.len() as u32;
uvs.push(uv_offset + tex_off);
uvs.push(uv_offset);
texture_indices.push(texture_index);
verts.push(pos);
for i in 0..6 {
let p = pos + HEX_CORNERS[i];
verts.push(p);
let uv = (HEX_CORNERS[i].xz() / 2.) + uv_offset;
uvs.push(uv + tex_off);
uvs.push(uv);
indices.push(idx);
indices.push(idx + 1 + i as u32);
indices.push(idx + 1 + ((i as u32 + 1) % 6));
texture_indices.push(texture_index);
}
for i in 0..neighbors.len() {
@@ -107,7 +119,16 @@ fn create_tile(
match cur_n {
Some(n_height) => {
if n_height < pos.y {
create_tile_wall(pos, i, n_height, verts, uvs, indices, side_tex_off);
create_tile_wall(
pos,
i,
n_height,
verts,
uvs,
indices,
texture_indices,
side_texture_index,
);
}
}
_ => {}
@@ -122,7 +143,8 @@ fn create_tile_wall(
verts: &mut Vec<Vec3>,
uvs: &mut Vec<Vec2>,
indices: &mut Vec<u32>,
tex_off: Vec2,
texture_indices: &mut Vec<u32>,
texture_index: u32,
) {
let p1 = HEX_CORNERS[(dir) % 6] + pos;
let p2 = HEX_CORNERS[(dir + 1) % 6] + pos;
@@ -136,6 +158,11 @@ fn create_tile_wall(
verts.push(p3);
verts.push(p4);
texture_indices.push(texture_index);
texture_indices.push(texture_index);
texture_indices.push(texture_index);
texture_indices.push(texture_index);
indices.push(idx);
indices.push(idx + 2);
indices.push(idx + 1);
@@ -144,8 +171,8 @@ fn create_tile_wall(
indices.push(idx + 2);
indices.push(idx + 3);
uvs.push(Vec2::ZERO + tex_off);
uvs.push(Vec2::new(1., 0.) + tex_off);
uvs.push(Vec2::new(0., pos.y - height) + tex_off);
uvs.push(Vec2::new(1., pos.y - height) + tex_off);
uvs.push(Vec2::ZERO);
uvs.push(Vec2::new(1., 0.));
uvs.push(Vec2::new(0., pos.y - height));
uvs.push(Vec2::new(1., pos.y - height));
}