greedy mesh texturing
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34131a56b1
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795dce1272
1 changed files with 17 additions and 10 deletions
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@ -132,21 +132,28 @@ void AddVertex(xe::Model::Data& data, glm::vec3 Pos, glm::vec3 Nor, FMask Mask,
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void CreateQuad(xe::Model::Data& data, FMask Mask, glm::vec3 AxisMask, glm::vec3 V1, glm::vec3 V2, glm::vec3 V3, glm::vec3 V4, uint32_t width, uint32_t height) {
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void CreateQuad(xe::Model::Data& data, FMask Mask, glm::vec3 AxisMask, glm::vec3 V1, glm::vec3 V2, glm::vec3 V3, glm::vec3 V4, uint32_t width, uint32_t height) {
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const auto Normal = glm::vec3(AxisMask) * glm::vec3(Mask.normal);
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const auto Normal = glm::vec3(AxisMask) * glm::vec3(Mask.normal);
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std::vector<glm::vec3> verticies = {V4, V2, V3, V1};
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std::vector<glm::vec3> verticies = {V1, V2, V3, V4};
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float uv[4][2];
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float uv[4][2];
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uv[0][0] = height; uv[0][1] = width;
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if(AxisMask.x == 1) {
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uv[0][0] = height; uv[0][1] = width;
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uv[1][0] = height; uv[1][1] = 0;
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uv[1][0] = height; uv[1][1] = 0;
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uv[2][0] = 0; uv[2][1] = width;
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uv[2][0] = 0; uv[2][1] = width;
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uv[3][0] = 0; uv[3][1] = 0;
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uv[3][0] = 0; uv[3][1] = 0;
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} else {
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uv[0][0] = width; uv[0][1] = height;
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uv[1][0] = 0; uv[1][1] = height;
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uv[2][0] = width; uv[2][1] = 0;
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uv[3][0] = 0; uv[3][1] = 0;
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}
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AddVertex(data, verticies[0], Normal, Mask, AxisMask, uv[1]);
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AddVertex(data, verticies[0], Normal, Mask, AxisMask, uv[0]);
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AddVertex(data, verticies[2 + Mask.normal], Normal, Mask, AxisMask, uv[2]);
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AddVertex(data, verticies[2 - Mask.normal], Normal, Mask, AxisMask, uv[2 - Mask.normal]);
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AddVertex(data, verticies[2 - Mask.normal], Normal, Mask, AxisMask, uv[0]);
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AddVertex(data, verticies[2 + Mask.normal], Normal, Mask, AxisMask, uv[2 + Mask.normal]);
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AddVertex(data, verticies[3], Normal, Mask, AxisMask, uv[2]);
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AddVertex(data, verticies[3], Normal, Mask, AxisMask, uv[3]);
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AddVertex(data, verticies[1 - Mask.normal], Normal, Mask, AxisMask, uv[1]);
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AddVertex(data, verticies[1 + Mask.normal], Normal, Mask, AxisMask, uv[1 + Mask.normal]);
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AddVertex(data, verticies[1 + Mask.normal], Normal, Mask, AxisMask, uv[3]);
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AddVertex(data, verticies[1 - Mask.normal], Normal, Mask, AxisMask, uv[1 - Mask.normal]);
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}
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}
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@ -236,8 +243,8 @@ void Chunk::createMesh(Chunk* c) {
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ChunkItr + DeltaAxis1,
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ChunkItr + DeltaAxis1,
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ChunkItr + DeltaAxis2,
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ChunkItr + DeltaAxis2,
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ChunkItr + DeltaAxis1 + DeltaAxis2,
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ChunkItr + DeltaAxis1 + DeltaAxis2,
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height,
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width,
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width
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height
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);
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);
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DeltaAxis1 = glm::vec3(0.f);
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DeltaAxis1 = glm::vec3(0.f);
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