feat(textures): atlas blocs tileable + UV mapping Chunk.gd (supprime vertex colors)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -10,72 +10,120 @@ enum BlockType {
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KELP = 6,
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WRECK_WOOD = 7,
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ICE = 8,
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BEDROCK = 9
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BEDROCK = 9,
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GLOW_CORAL_CYAN = 10,
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GLOW_CORAL_VIOLET = 11,
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LAVA_VENT = 12
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}
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# Atlas is 4x4 tiles, each tile = 0.25 of atlas width/height
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const ATLAS_TILE_SIZE: Vector2 = Vector2(0.25, 0.25)
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const _BLOCKS: Dictionary = {
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BlockType.AIR: {
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"name": "Air",
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"color": Color(0.0, 0.0, 0.0, 0.0),
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"hardness": 0.0,
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"drops": []
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"drops": [],
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"atlas_uv": Vector2(0.0, 0.0) # unused, AIR not rendered
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},
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BlockType.WATER: {
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"name": "Eau",
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"color": Color(0.1, 0.4, 0.8, 0.6),
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"hardness": 0.0,
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"drops": []
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"drops": [],
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"atlas_uv": Vector2(0.0, 0.0) # unused, WATER not solid
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},
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BlockType.SAND: {
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"name": "Sable",
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"color": Color(0.76, 0.70, 0.50, 1.0),
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"hardness": 0.5,
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"drops": [BlockType.SAND]
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"drops": [BlockType.SAND],
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"atlas_uv": Vector2(0.0, 0.0) # row 0, col 0
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},
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BlockType.ROCK: {
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"name": "Roche",
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"color": Color(0.45, 0.45, 0.45, 1.0),
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"hardness": 2.0,
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"drops": [BlockType.ROCK]
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"drops": [BlockType.ROCK],
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"atlas_uv": Vector2(0.25, 0.0) # row 0, col 1
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},
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BlockType.CORAL_RED: {
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"name": "Corail Rouge",
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"color": Color(0.90, 0.25, 0.20, 1.0),
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"hardness": 0.3,
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"drops": [BlockType.CORAL_RED]
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"drops": [BlockType.CORAL_RED],
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"atlas_uv": Vector2(0.5, 0.0) # row 0, col 2
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},
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BlockType.CORAL_BLUE: {
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"name": "Corail Bleu",
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"color": Color(0.20, 0.50, 0.95, 1.0),
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"hardness": 0.3,
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"drops": [BlockType.CORAL_BLUE]
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"drops": [BlockType.CORAL_BLUE],
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"atlas_uv": Vector2(0.75, 0.0) # row 0, col 3
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},
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BlockType.KELP: {
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"name": "Algue",
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"color": Color(0.15, 0.60, 0.20, 1.0),
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"hardness": 0.1,
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"drops": [BlockType.KELP]
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"drops": [BlockType.KELP],
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"atlas_uv": Vector2(0.0, 0.25) # row 1, col 0
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},
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BlockType.WRECK_WOOD: {
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"name": "Bois d'Épave",
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"color": Color(0.35, 0.22, 0.12, 1.0),
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"hardness": 1.0,
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"drops": [BlockType.WRECK_WOOD]
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"drops": [BlockType.WRECK_WOOD],
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"atlas_uv": Vector2(0.25, 0.25) # row 1, col 1
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},
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BlockType.ICE: {
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"name": "Glace",
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"color": Color(0.75, 0.90, 1.0, 0.85),
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"hardness": 0.8,
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"drops": []
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"drops": [],
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"atlas_uv": Vector2(0.5, 0.25) # row 1, col 2
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},
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BlockType.BEDROCK: {
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"name": "Bedrock",
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"color": Color(0.15, 0.15, 0.15, 1.0),
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"hardness": -1.0,
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"drops": []
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"drops": [],
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"atlas_uv": Vector2(0.75, 0.25) # row 1, col 3
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},
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BlockType.GLOW_CORAL_CYAN: {
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"name": "Corail Bio Cyan",
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"color": Color(0.2, 0.8, 1.0, 1.0),
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"hardness": 0.3,
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"drops": [BlockType.GLOW_CORAL_CYAN],
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"atlas_uv": Vector2(0.0, 0.5), # row 2, col 0
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"emission": Color(0.2, 0.8, 1.0),
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"emission_energy": 3.0
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},
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BlockType.GLOW_CORAL_VIOLET: {
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"name": "Corail Bio Violet",
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"color": Color(0.7, 0.3, 0.9, 1.0),
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"hardness": 0.3,
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"drops": [BlockType.GLOW_CORAL_VIOLET],
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"atlas_uv": Vector2(0.25, 0.5), # row 2, col 1
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"emission": Color(0.7, 0.3, 0.9),
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"emission_energy": 3.0
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},
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BlockType.LAVA_VENT: {
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"name": "Cheminée Hydrothermale",
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"color": Color(1.0, 0.5, 0.1, 1.0),
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"hardness": 3.0,
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"drops": [BlockType.LAVA_VENT],
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"atlas_uv": Vector2(0.5, 0.5), # row 2, col 2
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"emission": Color(1.0, 0.5, 0.1),
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"emission_energy": 3.0
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}
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}
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func get_atlas_uv(id: int) -> Vector2:
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if _BLOCKS.has(id):
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return _BLOCKS[id]["atlas_uv"]
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return Vector2(0.0, 0.0)
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func is_solid(id: int) -> bool:
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if id == BlockType.AIR or id == BlockType.WATER or id == BlockType.KELP:
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return false
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@@ -100,3 +148,18 @@ func get_drops(id: int) -> Array:
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if _BLOCKS.has(id):
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return _BLOCKS[id]["drops"]
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return []
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func is_emissive(id: int) -> bool:
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if _BLOCKS.has(id):
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return _BLOCKS[id].has("emission")
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return false
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func get_emission_color(id: int) -> Color:
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if _BLOCKS.has(id) and _BLOCKS[id].has("emission"):
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return _BLOCKS[id]["emission"]
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return Color(0.0, 0.0, 0.0)
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func get_emission_energy(id: int) -> float:
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if _BLOCKS.has(id) and _BLOCKS[id].has("emission_energy"):
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return _BLOCKS[id]["emission_energy"]
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return 1.0
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@@ -7,6 +7,16 @@ var _blocks: PackedInt32Array = PackedInt32Array()
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var _mesh_instance: MeshInstance3D = null
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var _static_body: StaticBody3D = null
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static var shared_material: StandardMaterial3D = null
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static func _init_material() -> void:
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if shared_material == null:
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shared_material = StandardMaterial3D.new()
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shared_material.albedo_texture = load("res://assets/textures/block_atlas.png")
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shared_material.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS
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shared_material.vertex_color_use_as_albedo = false
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shared_material.shading_mode = BaseMaterial3D.SHADING_MODE_PER_VERTEX
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func _ready() -> void:
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if _blocks.size() == 0:
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_blocks.resize(4096)
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@@ -32,11 +42,16 @@ func generate_mesh() -> void:
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_static_body.queue_free()
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_static_body = null
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_init_material()
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var st: SurfaceTool = SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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var has_faces: bool = false
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var tile_w: float = BlockDatabase.ATLAS_TILE_SIZE.x
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var tile_h: float = BlockDatabase.ATLAS_TILE_SIZE.y
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for x: int in range(CHUNK_SIZE):
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for y: int in range(CHUNK_SIZE):
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for z: int in range(CHUNK_SIZE):
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@@ -44,25 +59,25 @@ func generate_mesh() -> void:
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if not BlockDatabase.is_solid(block_id):
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continue
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var color: Color = BlockDatabase.get_color(block_id)
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var uv_tl: Vector2 = BlockDatabase.get_atlas_uv(block_id)
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if not _is_opaque_at(x, y + 1, z):
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_add_face_top(st, x, y, z, color)
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_add_face_top(st, x, y, z, uv_tl, tile_w, tile_h)
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has_faces = true
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if not _is_opaque_at(x, y - 1, z):
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_add_face_bottom(st, x, y, z, color)
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_add_face_bottom(st, x, y, z, uv_tl, tile_w, tile_h)
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has_faces = true
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if not _is_opaque_at(x + 1, y, z):
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_add_face_right(st, x, y, z, color)
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_add_face_right(st, x, y, z, uv_tl, tile_w, tile_h)
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has_faces = true
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if not _is_opaque_at(x - 1, y, z):
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_add_face_left(st, x, y, z, color)
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_add_face_left(st, x, y, z, uv_tl, tile_w, tile_h)
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has_faces = true
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if not _is_opaque_at(x, y, z + 1):
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_add_face_front(st, x, y, z, color)
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_add_face_front(st, x, y, z, uv_tl, tile_w, tile_h)
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has_faces = true
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if not _is_opaque_at(x, y, z - 1):
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_add_face_back(st, x, y, z, color)
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_add_face_back(st, x, y, z, uv_tl, tile_w, tile_h)
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has_faces = true
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if not has_faces:
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@@ -70,15 +85,11 @@ func generate_mesh() -> void:
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st.generate_normals()
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var mat: StandardMaterial3D = StandardMaterial3D.new()
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mat.vertex_color_use_as_albedo = true
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_PER_VERTEX
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st.set_material(mat)
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var mesh: ArrayMesh = st.commit()
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_mesh_instance = MeshInstance3D.new()
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_mesh_instance.mesh = mesh
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_mesh_instance.material_override = shared_material
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add_child(_mesh_instance)
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var shape: ConcavePolygonShape3D = ConcavePolygonShape3D.new()
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@@ -96,80 +107,109 @@ func _is_opaque_at(x: int, y: int, z: int) -> bool:
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return false
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return BlockDatabase.is_solid(get_block(x, y, z))
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func _add_face_top(st: SurfaceTool, x: int, y: int, z: int, color: Color) -> void:
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# UV layout for a quad: TL, TR, BR, BL
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# Face vertices are added as two triangles: TL-TR-BR and TL-BR-BL
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func _add_face_top(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
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var fx: float = float(x)
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var fy: float = float(y)
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var fz: float = float(z)
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st.set_color(color)
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# tri 1
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx, fy + 1.0, fz))
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st.set_uv(uv_tl + Vector2(tw, 0.0))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
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st.set_color(color)
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# tri 2
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx, fy + 1.0, fz))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
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st.set_uv(uv_tl + Vector2(0.0, th))
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st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0))
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func _add_face_bottom(st: SurfaceTool, x: int, y: int, z: int, color: Color) -> void:
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func _add_face_bottom(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
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var fx: float = float(x)
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var fy: float = float(y)
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var fz: float = float(z)
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st.set_color(color)
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, 0.0))
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st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx + 1.0, fy, fz))
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st.set_color(color)
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx + 1.0, fy, fz))
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st.set_uv(uv_tl + Vector2(0.0, th))
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st.add_vertex(Vector3(fx, fy, fz))
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func _add_face_right(st: SurfaceTool, x: int, y: int, z: int, color: Color) -> void:
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func _add_face_right(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
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var fx: float = float(x)
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var fy: float = float(y)
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var fz: float = float(z)
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st.set_color(color)
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx + 1.0, fy, fz))
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st.set_uv(uv_tl + Vector2(tw, 0.0))
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st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
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st.set_color(color)
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx + 1.0, fy, fz))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
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st.set_uv(uv_tl + Vector2(0.0, th))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz))
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func _add_face_left(st: SurfaceTool, x: int, y: int, z: int, color: Color) -> void:
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func _add_face_left(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
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var fx: float = float(x)
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var fy: float = float(y)
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var fz: float = float(z)
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st.set_color(color)
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, 0.0))
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st.add_vertex(Vector3(fx, fy, fz))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx, fy + 1.0, fz))
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st.set_color(color)
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx, fy + 1.0, fz))
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st.set_uv(uv_tl + Vector2(0.0, th))
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st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0))
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func _add_face_front(st: SurfaceTool, x: int, y: int, z: int, color: Color) -> void:
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func _add_face_front(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
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var fx: float = float(x)
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var fy: float = float(y)
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var fz: float = float(z)
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st.set_color(color)
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, 0.0))
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st.add_vertex(Vector3(fx, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0))
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st.set_color(color)
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx + 1.0, fy, fz + 1.0))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx, fy + 1.0, fz + 1.0))
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st.set_uv(uv_tl + Vector2(0.0, th))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz + 1.0))
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func _add_face_back(st: SurfaceTool, x: int, y: int, z: int, color: Color) -> void:
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func _add_face_back(st: SurfaceTool, x: int, y: int, z: int, uv_tl: Vector2, tw: float, th: float) -> void:
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var fx: float = float(x)
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var fy: float = float(y)
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var fz: float = float(z)
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st.set_color(color)
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx, fy, fz))
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st.set_uv(uv_tl + Vector2(tw, 0.0))
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st.add_vertex(Vector3(fx + 1.0, fy, fz))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz))
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st.set_color(color)
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st.set_uv(uv_tl)
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st.add_vertex(Vector3(fx, fy, fz))
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st.set_uv(uv_tl + Vector2(tw, th))
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st.add_vertex(Vector3(fx + 1.0, fy + 1.0, fz))
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st.set_uv(uv_tl + Vector2(0.0, th))
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st.add_vertex(Vector3(fx, fy + 1.0, fz))
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