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