gl01/internal/world/blocks/helper_appendface.go

187 lines
10 KiB
Go

package blocks
import (
"edgaru089.ink/go/gl01/internal/asset"
"edgaru089.ink/go/gl01/internal/util/itype"
"edgaru089.ink/go/gl01/internal/world"
)
// texname is the full filename of the texture file (with .png)
// faceOffset is added to each vertex
func appendFace(face itype.Direction, pos itype.Vec3i, texname string, faceOffset itype.Vec3f, arr []world.Vertex) []world.Vertex {
switch face {
case itype.XPlus: // X+
arr = append(arr,
// Vertex Position Normal Vector(normalized) Texture Coord Light
world.Vertex{pos.Addv(1, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 16},
world.Vertex{pos.Addv(1, 1, 0).ToFloat32().Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 0}, 16},
world.Vertex{pos.Addv(1, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.Addv(1, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 16},
world.Vertex{pos.Addv(1, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.Addv(1, 0, 1).ToFloat32().Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 1}, 16},
)
case itype.XMinus: // X-
arr = append(arr,
world.Vertex{pos.Addv(0, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 16},
world.Vertex{pos.Addv(0, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 16},
world.Vertex{pos.Addv(0, 1, 0).ToFloat32().Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.Addv(0, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 16},
world.Vertex{pos.Addv(0, 0, 1).ToFloat32().Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 1}, 16},
world.Vertex{pos.Addv(0, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 16},
)
case itype.YPlus: // Y+
arr = append(arr,
world.Vertex{pos.Addv(0, 1, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.Addv(0, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 16},
world.Vertex{pos.Addv(1, 1, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 16},
world.Vertex{pos.Addv(0, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 16},
world.Vertex{pos.Addv(1, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 1}, 16},
world.Vertex{pos.Addv(1, 1, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 16},
)
case itype.YMinus: // Y-
arr = append(arr,
world.Vertex{pos.Addv(0, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 16},
world.Vertex{pos.Addv(1, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.Addv(1, 0, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 16},
world.Vertex{pos.Addv(0, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 16},
world.Vertex{pos.Addv(1, 0, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 16},
world.Vertex{pos.Addv(0, 0, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 1}, 16},
)
case itype.ZPlus: // Z+
arr = append(arr,
world.Vertex{pos.Addv(0, 0, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 1}, 16},
world.Vertex{pos.Addv(1, 0, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 1}, 16},
world.Vertex{pos.Addv(0, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.Addv(1, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 0}, 16},
world.Vertex{pos.Addv(0, 1, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.Addv(1, 0, 1).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 1}, 16},
)
case itype.ZMinus: // Z-
arr = append(arr,
world.Vertex{pos.Addv(0, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 1}, 16},
world.Vertex{pos.Addv(0, 1, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 0}, 16},
world.Vertex{pos.Addv(1, 1, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.Addv(0, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 1}, 16},
world.Vertex{pos.Addv(1, 1, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.Addv(1, 0, 0).ToFloat32().Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 1}, 16},
)
}
texrect := asset.WorldTextureAtlas.RectNormalized(texname)
for i := len(arr) - 6; i < len(arr); i++ {
arr[i].Texture[0] = texrect.Left + arr[i].Texture[0]*texrect.Width
arr[i].Texture[1] = texrect.Top + arr[i].Texture[1]*texrect.Height
}
return arr
}
// same as appendFace
// faceSize is in [0, 1]
// textureSubrect is normalized, also in [0, 1]; coords start from the left-top
func appendFaceSized(face itype.Direction, pos itype.Vec3i, texname string, faceSize itype.Vec3f, faceOffset itype.Vec3f, textureSubrect itype.Rectf, arr []world.Vertex) []world.Vertex {
switch face {
case itype.XPlus: // X+
arr = append(arr,
// Vertex Position Normal Vector(normalized) Texture Coord Light
world.Vertex{pos.ToFloat32().Addv(1, 0, 0).
Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 16},
world.Vertex{pos.ToFloat32().Addv(1, faceSize[1], 0).
Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 0}, 16},
world.Vertex{pos.ToFloat32().Addv(1, faceSize[1], faceSize[2]).
Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.ToFloat32().Addv(1, 0, 0).
Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 16},
world.Vertex{pos.ToFloat32().Addv(1, faceSize[1], faceSize[2]).
Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.ToFloat32().Addv(1, 0, faceSize[2]).
Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 1}, 16},
)
case itype.XMinus: // X-
arr = append(arr,
world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 16},
world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], faceSize[2]).
Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 16},
world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], 0).
Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 16},
world.Vertex{pos.ToFloat32().Addv(0, 0, faceSize[2]).
Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 1}, 16},
world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], faceSize[2]).
Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 16},
)
case itype.YPlus: // Y+
arr = append(arr,
world.Vertex{pos.ToFloat32().Addv(0, 1, 0).
Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.ToFloat32().Addv(0, 1, faceSize[2]).
Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 16},
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 1, 0).
Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 16},
world.Vertex{pos.ToFloat32().Addv(0, 1, faceSize[2]).
Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 16},
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 1, faceSize[2]).
Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 1}, 16},
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 1, 0).
Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 16},
)
case itype.YMinus: // Y-
arr = append(arr,
world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 16},
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, 0).
Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, faceSize[2]).
Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 16},
world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 16},
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, faceSize[2]).
Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 16},
world.Vertex{pos.ToFloat32().Addv(0, 0, faceSize[2]).
Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 1}, 16},
)
case itype.ZPlus: // Z+
arr = append(arr,
world.Vertex{pos.ToFloat32().Addv(0, 0, 1).
Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 1}, 16},
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, 1).
Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 1}, 16},
world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], 1).
Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.ToFloat32().Addv(faceSize[0], faceSize[1], 1).
Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 0}, 16},
world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], 1).
Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, 1).
Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 1}, 16},
)
case itype.ZMinus: // Z-
arr = append(arr,
world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 1}, 16},
world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], 0).
Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 0}, 16},
world.Vertex{pos.ToFloat32().Addv(faceSize[0], faceSize[1], 0).
Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 1}, 16},
world.Vertex{pos.ToFloat32().Addv(faceSize[0], faceSize[1], 0).
Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 0}, 16},
world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, 0).
Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 1}, 16},
)
}
texrect := asset.WorldTextureAtlas.RectNormalized(texname)
for i := len(arr) - 6; i < len(arr); i++ {
arr[i].Texture[0] = texrect.Left + (textureSubrect.Left+textureSubrect.Width*arr[i].Texture[0])*texrect.Width
arr[i].Texture[1] = texrect.Top + (textureSubrect.Top+textureSubrect.Height*arr[i].Texture[1])*texrect.Height
}
return arr
}