refactor(render): trim Atlas and Shaders

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dualfroz committed 2026-09-10 16:37:50 +02:00
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@@ -1,113 +1,27 @@
#include "Atlas.h"
#include <cmath>
#include <cstdint>
#include <cstddef>
#include "vf/TileTexture.h"
namespace vf {
namespace {
struct Rgb {
uint8_t r, g, b;
};
// Deterministic per-tile value noise so tiles read as textured, not flat.
float tileNoise(int tile, int x, int y) {
uint32_t h = static_cast<uint32_t>(tile) * 374761393u + static_cast<uint32_t>(x) * 668265263u +
static_cast<uint32_t>(y) * 2246822519u;
h = (h ^ (h >> 13)) * 1274126177u;
h ^= h >> 16;
return static_cast<float>(h & 0xffff) / 65535.0f;
}
Rgb baseColor(int tile) {
switch (tile) {
case 0: return {86, 154, 66}; // grass top
case 1: return {112, 92, 58}; // grass side (dirt with green lip handled below)
case 2: return {119, 88, 58}; // dirt
case 3: return {129, 129, 132}; // stone
case 4: return {214, 199, 143}; // sand
case 5: return {104, 78, 46}; // wood bark
case 6: return {160, 128, 78}; // wood rings
case 7: return {58, 122, 52}; // leaves
case 8: return {54, 96, 168}; // water
case 9: return {236, 240, 245}; // snow
case 10: return {129, 129, 132}; // coal ore (stone base)
case 11: return {129, 129, 132}; // iron ore (stone base)
case 12: return {129, 129, 132}; // gold ore (stone base)
case 13: return {122, 120, 120}; // gravel
case 14: return {242, 220, 132}; // glowstone
default: return {160, 160, 160};
}
}
// Ore tiles carry coloured speckles over the stone base. Returns true and the
// speckle colour when this pixel belongs to a vein.
bool oreSpeckle(int tile, int x, int y, Rgb& out) {
if (tile < 10 || tile > 12) return false;
uint32_t h = static_cast<uint32_t>(tile) * 2654435761u + static_cast<uint32_t>(x) * 40503u +
static_cast<uint32_t>(y) * 12289u;
h ^= h >> 15;
if ((h & 7u) >= 2u) return false;
switch (tile) {
case 10: out = {38, 38, 42}; break; // coal
case 11: out = {196, 156, 120}; break; // iron
default: out = {238, 214, 96}; break; // gold
}
return true;
}
uint8_t clampByte(float v) {
if (v < 0.0f) return 0;
if (v > 255.0f) return 255;
return static_cast<uint8_t>(v + 0.5f);
}
} // namespace
// The generator itself lives in core/ so it can be tested without a GL context.
// What is left here is the one thing that genuinely belongs to the renderer:
// laying the tiles out the way glTexImage3D wants to read them.
Atlas buildAtlas(int tileSize) {
Atlas atlas;
atlas.tileSize = tileSize;
atlas.layers = tileCount;
atlas.pixels.resize(static_cast<std::size_t>(tileCount) * tileSize * tileSize * 4);
TileTextureParams params;
params.tileSize = tileSize;
TileSampler sampler(params);
const std::size_t tileBytes = static_cast<std::size_t>(tileSize) * tileSize * 4;
for (int tile = 0; tile < tileCount; ++tile) {
Rgb base = baseColor(tile);
for (int y = 0; y < tileSize; ++y) {
for (int x = 0; x < tileSize; ++x) {
float n = tileNoise(tile, x, y) * 0.22f - 0.11f;
float r = base.r * (1.0f + n);
float g = base.g * (1.0f + n);
float b = base.b * (1.0f + n);
// Grass side: green band across the top few rows.
if (tile == 1 && y < tileSize / 4) {
r = 86 * (1.0f + n);
g = 154 * (1.0f + n);
b = 66 * (1.0f + n);
}
Rgb speck;
if (oreSpeckle(tile, x, y, speck)) {
r = speck.r * (1.0f + n);
g = speck.g * (1.0f + n);
b = speck.b * (1.0f + n);
}
// Subtle grid so block edges stay legible.
if (x == 0 || y == 0) {
r *= 0.86f;
g *= 0.86f;
b *= 0.86f;
}
std::size_t idx =
(static_cast<std::size_t>(tile) * tileSize * tileSize + y * tileSize + x) * 4;
atlas.pixels[idx + 0] = clampByte(r);
atlas.pixels[idx + 1] = clampByte(g);
atlas.pixels[idx + 2] = clampByte(b);
atlas.pixels[idx + 3] = 255;
}
}
sampler.writeTile(tile, atlas.pixels.data() + tileBytes * static_cast<std::size_t>(tile));
}
return atlas;
}