Added top side to grass and improved worldgen a tiny bit
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80e6f97275
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@ -162,13 +162,15 @@ tc_cube_info_s tc_gen_unitexture_cube_info
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void tc_create_blocks()
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{
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tc_image_s *dirt_texture = tc_resolve_name_to_image("dirt");
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tc_image_s *grass_texture = tc_resolve_name_to_image("grass");
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tc_image_s *stone_texture = tc_resolve_name_to_image("stone");
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tc_image_s *dirt_texture = tc_resolve_name_to_image("dirt");
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tc_image_s *grass_texture = tc_resolve_name_to_image("grass-side");
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tc_image_s *grass_top_texture = tc_resolve_name_to_image("grass-top");
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tc_image_s *stone_texture = tc_resolve_name_to_image("stone");
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tc_cube_info_s dirt = tc_gen_unitexture_cube_info("Dirt", 1 | TC_BLOCK_OPAQUE_BIT, dirt_texture->image_id);
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tc_cube_info_s grass = tc_gen_unitexture_cube_info("Grass", 2 | TC_BLOCK_OPAQUE_BIT, grass_texture->image_id);
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tc_cube_info_s stone = tc_gen_unitexture_cube_info("Stone", 3 | TC_BLOCK_OPAQUE_BIT, stone_texture->image_id);
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tc_cube_info_s grass = tc_gen_unitexture_cube_info("Grass", 2 | TC_BLOCK_OPAQUE_BIT, grass_texture->image_id);
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grass.texture_top = grass_top_texture->image_id;
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tc_new_cube_block(dirt);
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tc_new_cube_block(grass);
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@ -51,14 +51,13 @@ float tc_cube_back_xyz[18] =
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float tc_cube_west_uv[12] =
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{
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// Left
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1.0f, 0.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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1.0f, 0.0f
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0.0f, 1.0f
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};
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float tc_cube_west_xyz[18] =
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@ -76,14 +75,13 @@ float tc_cube_west_xyz[18] =
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float tc_cube_east_uv[12] =
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{
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// Right
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0.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 1.0f
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1.0f, 0.0f
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};
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float tc_cube_east_xyz[18] =
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@ -101,7 +99,6 @@ float tc_cube_east_xyz[18] =
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float tc_cube_top_uv[12] =
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{
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// Top
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,
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@ -126,7 +123,6 @@ float tc_cube_top_xyz[18] =
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float tc_cube_bottom_uv[12] =
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{
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// Bottom
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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@ -151,21 +147,25 @@ float tc_cube_bottom_xyz[18] =
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void tc_adjust_cube_uvs_for_image(tc_image_s *image, float *face_uvs)
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{
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float lower_x = ((float) image->x) / ((float) image->width);
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float lower_y = ((float) image->y) / ((float) image->height);
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float higher_x;
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float higher_y;
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float uv_per_pixel_w = 1.0f / image->width;
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float uv_per_pixel_h = 1.0f / image->height;
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if(image->superimage != NULL)
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{
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higher_x = (((float) (image->x + image->width)) / ((float) image->superimage->width));
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higher_y = (((float) (image->y + image->height)) / ((float) image->superimage->height));
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}
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else
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{
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higher_x = 1.0f;
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higher_y = 1.0f;
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uv_per_pixel_w = 1.0f / image->superimage->width;
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uv_per_pixel_h = 1.0f / image->superimage->height;
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}
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printf("UV Per Pixel: %f|%f\n", uv_per_pixel_w, uv_per_pixel_h);
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float lower_x = uv_per_pixel_w * ((float) image->x);
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float lower_y = uv_per_pixel_h * ((float) image->y);
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float higher_x = 1.0f;
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float higher_y = 1.0f;
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higher_x = lower_x + uv_per_pixel_w * 8; // image->width;
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higher_y = lower_y + uv_per_pixel_h * 8; // image->height;
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printf("Lower Coordinates: %f|%f, Higher Coordinates: %f %f\n", lower_x, lower_y, higher_x, higher_y);
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uint32_t num_floats = 2 * 6;
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uint32_t index = 0;
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@ -8,6 +8,9 @@ bool tc_generate_default_terrain_chunk(tc_worldgen_s *gen, tc_chunk_s *chunk)
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block.position.y = 0.0f;
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block.position.z = 0.0f;
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tc_block_s grass;
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grass.type_identifier = 2 | TC_BLOCK_OPAQUE_BIT;
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if(chunk->position.y > 0) return true;
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uint32_t x_in_chunk = 0;
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@ -28,9 +31,20 @@ bool tc_generate_default_terrain_chunk(tc_worldgen_s *gen, tc_chunk_s *chunk)
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}
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++x_in_chunk;
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}
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tc_block_s air;
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block.type_identifier = 0;
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tc_set_block_in_chunk(chunk, 6, 8, 14, air);
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if(chunk->position.y == 0)
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{
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x_in_chunk = 0;
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while(x_in_chunk < 32)
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{
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z_in_chunk = 0;
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while(z_in_chunk < 32)
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{
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tc_set_block_in_chunk(chunk, x_in_chunk, 31, z_in_chunk, grass);
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++z_in_chunk;
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}
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++x_in_chunk;
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}
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}
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return true;
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}
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@ -43,9 +43,14 @@ void tc_load_textures()
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tc_image_s *dirt =
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tc_create_subimage(tc_game_state_g.block_texture_atlas, 0, 0, 8, 8);
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dirt->name = "dirt";
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tc_image_s *grass =
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tc_create_subimage(tc_game_state_g.block_texture_atlas, 8, 0, 8, 8);
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grass->name = "grass";
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grass->name = "grass-side";
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tc_image_s *grass_top =
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tc_create_subimage(tc_game_state_g.block_texture_atlas, 8, 8, 8, 8);
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grass_top->name = "grass-top";
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tc_image_s *stone =
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tc_create_subimage(tc_game_state_g.block_texture_atlas, 16, 0, 8, 8);
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