packed testing
This commit is contained in:
@@ -41,9 +41,9 @@ pub const HEX_NORMALS: [Vec3; 6] = [
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];
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];
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pub const ATTRIBUTE_PACKED_VERTEX_DATA: MeshVertexAttribute =
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pub const ATTRIBUTE_PACKED_VERTEX_DATA: MeshVertexAttribute =
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MeshVertexAttribute::new("PackedVertexData", 988540817, VertexFormat::Uint32);
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MeshVertexAttribute::new("PackedVertexData", 7, VertexFormat::Uint32);
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pub const ATTRIBUTE_VERTEX_HEIGHT: MeshVertexAttribute =
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pub const ATTRIBUTE_VERTEX_HEIGHT: MeshVertexAttribute =
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MeshVertexAttribute::new("VertexHeight", 988540717, VertexFormat::Float32);
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MeshVertexAttribute::new("VertexHeight", 8, VertexFormat::Float32);
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pub const ATTRIBUTE_TEXTURE_INDEX: MeshVertexAttribute =
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pub const ATTRIBUTE_TEXTURE_INDEX: MeshVertexAttribute =
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MeshVertexAttribute::new("TextureIndex", 988540917, VertexFormat::Uint32);
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MeshVertexAttribute::new("TextureIndex", 988540917, VertexFormat::Uint32);
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@@ -1,9 +1,5 @@
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use crate::hex_utils::HexCoord;
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use crate::hex_utils::{offset3d_to_world, HexCoord};
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use crate::map::biome_map::BiomeChunk;
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use crate::prelude::*;
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use crate::prelude::*;
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use crate::tile_manager::TileAsset;
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use crate::tile_mapper::TileMapperAsset;
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use crate::{biome_asset::BiomeAsset, biome_painter::BiomePainterAsset};
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use bevy::{
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use bevy::{
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prelude::*,
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prelude::*,
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render::{
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render::{
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@@ -12,15 +8,7 @@ use bevy::{
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},
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},
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};
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};
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pub fn generate_packed_chunk_mesh(
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pub fn generate_packed_chunk_mesh(chunk: &MeshChunkData) -> Mesh {
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chunk: &Chunk,
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map: &Map,
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biome_chunk: &BiomeChunk,
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painter: &BiomePainterAsset,
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tiles: &Res<Assets<TileAsset>>,
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biomes: &Res<Assets<BiomeAsset>>,
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mappers: &Res<Assets<TileMapperAsset>>,
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) -> Mesh {
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let vertex_count: usize = Chunk::SIZE * Chunk::SIZE * 6;
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let vertex_count: usize = Chunk::SIZE * Chunk::SIZE * 6;
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let mut packed_data = Vec::with_capacity(vertex_count);
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let mut packed_data = Vec::with_capacity(vertex_count);
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let mut indices = Vec::with_capacity(vertex_count);
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let mut indices = Vec::with_capacity(vertex_count);
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@@ -28,16 +16,10 @@ pub fn generate_packed_chunk_mesh(
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for z in 0..Chunk::SIZE {
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for z in 0..Chunk::SIZE {
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for x in 0..Chunk::SIZE {
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for x in 0..Chunk::SIZE {
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let height = chunk.heights[x + z * Chunk::SIZE];
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let idx = x + z * Chunk::SIZE;
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let data = biome_chunk.data[x + z * Chunk::SIZE];
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let height = chunk.heights[idx];
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let coord =
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let coord = HexCoord::from_grid_pos(x, z);
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HexCoord::from_offset(IVec2::new(x as i32, z as i32) + (chunk.chunk_offset * Chunk::SIZE as i32));
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let n = chunk.get_neighbors(&coord);
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let n = map.get_neighbors(&coord);
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let biome = biomes.get(painter.sample_biome(biomes, &data)).unwrap();
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let mapper = mappers.get(biome.tile_mapper.id());
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let tile_handle = mapper.unwrap().sample_tile(height);
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let tile = tiles.get(tile_handle).unwrap();
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create_packed_tile(
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create_packed_tile(
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UVec2::new(x as u32, z as u32),
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UVec2::new(x as u32, z as u32),
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@@ -46,8 +28,8 @@ pub fn generate_packed_chunk_mesh(
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&mut packed_data,
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&mut packed_data,
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&mut indices,
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&mut indices,
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&mut heights,
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&mut heights,
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tile.texture_id,
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chunk.textures[idx][0],
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tile.side_texture_id,
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chunk.textures[idx][1],
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);
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);
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}
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}
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}
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}
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@@ -65,7 +47,7 @@ pub fn generate_packed_chunk_mesh(
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fn create_packed_tile(
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fn create_packed_tile(
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offset: UVec2,
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offset: UVec2,
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height: f32,
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height: f32,
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neighbors: &[Option<f32>; 6],
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neighbors: &[f32; 6],
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packed_data: &mut Vec<u32>,
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packed_data: &mut Vec<u32>,
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indices: &mut Vec<u32>,
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indices: &mut Vec<u32>,
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heights: &mut Vec<f32>,
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heights: &mut Vec<f32>,
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@@ -85,23 +67,18 @@ fn create_packed_tile(
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}
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}
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for i in 0..neighbors.len() {
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for i in 0..neighbors.len() {
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let cur_n = neighbors[i];
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let n_height = neighbors[i];
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match cur_n {
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if n_height < height {
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Some(n_height) => {
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create_packed_tile_wall(
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if n_height < height {
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offset,
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create_packed_tile_wall(
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height,
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offset,
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n_height,
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height,
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i,
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n_height,
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packed_data,
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i,
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indices,
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packed_data,
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heights,
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indices,
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side_texture_index,
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heights,
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);
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side_texture_index,
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);
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}
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}
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_ => {}
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}
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}
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}
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}
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}
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}
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Submodule game/main/assets updated: 3606ca0324...4082df18e0
@@ -3,6 +3,7 @@ use bevy::log::*;
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use bevy::{
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use bevy::{
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pbr::{ExtendedMaterial, NotShadowCaster},
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pbr::{ExtendedMaterial, NotShadowCaster},
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prelude::*,
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prelude::*,
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render::render_resource::{ColorTargetState, FragmentState, RenderPipelineDescriptor},
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};
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};
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use bevy_asset_loader::prelude::*;
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use bevy_asset_loader::prelude::*;
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@@ -49,7 +50,7 @@ impl Plugin for MapInitPlugin {
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app.add_plugins((
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app.add_plugins((
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ChunkRebuildPlugin,
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ChunkRebuildPlugin,
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// TerraFormingTestPlugin,
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// TerraFormingTestPlugin,
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MaterialPlugin::<ExtendedMaterial<StandardMaterial, ChunkMaterial>>::default(),
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MaterialPlugin::<ChunkMaterial>::default(),
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MaterialPlugin::<ExtendedMaterial<StandardMaterial, WaterMaterial>> {
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MaterialPlugin::<ExtendedMaterial<StandardMaterial, WaterMaterial>> {
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prepass_enabled: false,
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prepass_enabled: false,
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..Default::default()
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..Default::default()
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@@ -122,7 +123,7 @@ fn finalize_biome_painter(
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fn finalize_texture(
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fn finalize_texture(
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mut atlas: ResMut<PhosAssets>,
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mut atlas: ResMut<PhosAssets>,
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mut images: ResMut<Assets<Image>>,
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mut images: ResMut<Assets<Image>>,
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mut chunk_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, ChunkMaterial>>>,
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mut chunk_materials: ResMut<Assets<ChunkMaterial>>,
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mut next_load_state: ResMut<NextState<AssetLoadState>>,
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mut next_load_state: ResMut<NextState<AssetLoadState>>,
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) {
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) {
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let image = images.get_mut(atlas.handle.id()).unwrap();
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let image = images.get_mut(atlas.handle.id()).unwrap();
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@@ -130,11 +131,8 @@ fn finalize_texture(
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let array_layers = image.height() / image.width();
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let array_layers = image.height() / image.width();
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image.reinterpret_stacked_2d_as_array(array_layers);
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image.reinterpret_stacked_2d_as_array(array_layers);
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let chunk_material = chunk_materials.add(ExtendedMaterial {
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let chunk_material = chunk_materials.add(ChunkMaterial {
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base: StandardMaterial::default(),
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array_texture: atlas.handle.clone(),
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extension: ChunkMaterial {
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array_texture: atlas.handle.clone(),
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},
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});
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});
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atlas.chunk_material_handle = chunk_material;
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atlas.chunk_material_handle = chunk_material;
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@@ -219,6 +217,7 @@ fn spawn_map(
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) {
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) {
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paint_map(&mut heightmap, &biome_painter, &tile_assets, &tile_mappers);
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paint_map(&mut heightmap, &biome_painter, &tile_assets, &tile_mappers);
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//Prepare Mesh Data
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let map_size = UVec2::new(heightmap.width as u32, heightmap.height as u32);
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let map_size = UVec2::new(heightmap.width as u32, heightmap.height as u32);
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let chunk_meshes: Vec<_> = heightmap
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let chunk_meshes: Vec<_> = heightmap
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.chunks
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.chunks
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@@ -236,6 +235,8 @@ fn spawn_map(
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.collect();
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.collect();
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let mut registry = PhosChunkRegistry::new(chunk_meshes.len());
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let mut registry = PhosChunkRegistry::new(chunk_meshes.len());
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//Spawn Chunks
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{
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{
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#[cfg(feature = "tracing")]
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#[cfg(feature = "tracing")]
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let _spawn_span = info_span!("Spawn Chunks").entered();
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let _spawn_span = info_span!("Spawn Chunks").entered();
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@@ -277,20 +278,6 @@ fn spawn_map(
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}
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}
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}
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}
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// commands.spawn((
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// MaterialMeshBundle {
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// transform: Transform::from_translation(heightmap.get_center()),
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// mesh: meshes.add(
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// Plane3d::default()
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// .mesh()
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// .size(heightmap.get_world_width(), heightmap.get_world_height()),
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// ),
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// material: atlas.water_material.clone(),
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// ..default()
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// },
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// NotShadowCaster,
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// ));
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commands.insert_resource(registry);
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commands.insert_resource(registry);
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generator_state.set(GeneratorState::Idle);
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generator_state.set(GeneratorState::Idle);
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if cur_game_state.get() != &MenuState::InGame {
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if cur_game_state.get() != &MenuState::InGame {
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@@ -12,7 +12,7 @@ use crate::shader_extensions::water_material::WaterMaterial;
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pub struct PhosAssets {
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pub struct PhosAssets {
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#[asset(key = "chunk_atlas")]
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#[asset(key = "chunk_atlas")]
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pub handle: Handle<Image>,
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pub handle: Handle<Image>,
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pub chunk_material_handle: Handle<ExtendedMaterial<StandardMaterial, ChunkMaterial>>,
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pub chunk_material_handle: Handle<ChunkMaterial>,
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pub water_material: Handle<ExtendedMaterial<StandardMaterial, WaterMaterial>>,
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pub water_material: Handle<ExtendedMaterial<StandardMaterial, WaterMaterial>>,
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}
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}
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@@ -1,8 +1,11 @@
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use bevy::asset::{Asset, Handle};
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use bevy::asset::{Asset, Handle};
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use bevy::pbr::MaterialExtension;
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use bevy::pbr::{Material, MaterialExtension, OpaqueRendererMethod};
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use bevy::prelude::Mesh;
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use bevy::reflect::TypePath;
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use bevy::reflect::TypePath;
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use bevy::render::mesh::{MeshVertexAttribute, MeshVertexBufferLayoutRef};
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use bevy::render::render_resource::{AsBindGroup, ShaderRef};
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use bevy::render::render_resource::{AsBindGroup, ShaderRef};
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use bevy::render::texture::Image;
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use bevy::render::texture::Image;
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use world_generation::consts::{ATTRIBUTE_PACKED_VERTEX_DATA, ATTRIBUTE_VERTEX_HEIGHT};
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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pub struct ChunkMaterial {
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pub struct ChunkMaterial {
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@@ -11,25 +14,53 @@ pub struct ChunkMaterial {
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pub array_texture: Handle<Image>,
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pub array_texture: Handle<Image>,
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}
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}
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impl MaterialExtension for ChunkMaterial {
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impl Material for ChunkMaterial {
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fn fragment_shader() -> ShaderRef {
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fn fragment_shader() -> ShaderRef {
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"shaders/world/chunk.wgsl".into()
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"shaders/world/chunk_packed.wgsl".into()
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}
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}
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// fn vertex_shader() -> ShaderRef {
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fn vertex_shader() -> ShaderRef {
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// "shaders/world/chunk_packed.wgsl".into()
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"shaders/world/chunk_packed.wgsl".into()
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// }
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}
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fn prepass_vertex_shader() -> ShaderRef {
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"shaders/world/chunk_packed.wgsl".into()
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}
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fn deferred_vertex_shader() -> ShaderRef {
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"shaders/world/chunk_packed.wgsl".into()
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}
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fn opaque_render_method(&self) -> bevy::pbr::OpaqueRendererMethod {
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return OpaqueRendererMethod::Auto;
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}
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fn specialize(
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_pipeline: &bevy::pbr::MaterialPipeline<Self>,
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descriptor: &mut bevy::render::render_resource::RenderPipelineDescriptor,
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layout: &MeshVertexBufferLayoutRef,
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_key: bevy::pbr::MaterialPipelineKey<Self>,
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) -> Result<(), bevy::render::render_resource::SpecializedMeshPipelineError> {
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let vertex_layout = layout.0.get_layout(&[
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// Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
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// Mesh::ATTRIBUTE_UV_0.at_shader_location(1),
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// Mesh::ATTRIBUTE_NORMAL.at_shader_location(2),
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ATTRIBUTE_PACKED_VERTEX_DATA.at_shader_location(7),
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ATTRIBUTE_VERTEX_HEIGHT.at_shader_location(8),
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])?;
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descriptor.vertex.buffers = vec![vertex_layout];
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Ok(())
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}
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// fn specialize(
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// fn specialize(
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// _pipeline: &bevy::pbr::MaterialExtensionPipeline,
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// descriptor: &mut bevy::render::render_resource::RenderPipelineDescriptor,
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// descriptor: &mut bevy::render::render_resource::RenderPipelineDescriptor,
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// layout: &bevy::render::mesh::MeshVertexBufferLayout,
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// layout: &MeshVertexBufferLayoutRef,
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// _key: bevy::pbr::MaterialExtensionKey<Self>,
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// _key: bevy::pbr::MaterialPipelineKey<Self>,
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// ) -> Result<(), bevy::render::render_resource::SpecializedMeshPipelineError> {
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// ) -> Result<(), bevy::render::render_resource::SpecializedMeshPipelineError> {
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// let vertex_layout = layout.get_layout(&[
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// let vertex_layout = layout.0.get_layout(&[
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// // Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
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// Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
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// // Mesh::ATTRIBUTE_UV_0.at_shader_location(1),
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// Mesh::ATTRIBUTE_UV_0.at_shader_location(1),
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// // Mesh::ATTRIBUTE_NORMAL.at_shader_location(2),
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// Mesh::ATTRIBUTE_NORMAL.at_shader_location(2),
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// ATTRIBUTE_PACKED_VERTEX_DATA.at_shader_location(7),
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// ATTRIBUTE_PACKED_VERTEX_DATA.at_shader_location(7),
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// ATTRIBUTE_VERTEX_HEIGHT.at_shader_location(8),
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// ATTRIBUTE_VERTEX_HEIGHT.at_shader_location(8),
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// ])?;
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// ])?;
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@@ -13,6 +13,7 @@ use world_generation::{
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generators::{
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generators::{
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chunk_colliders::generate_chunk_collider,
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chunk_colliders::generate_chunk_collider,
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mesh_generator::{generate_chunk_mesh, generate_chunk_water_mesh},
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mesh_generator::{generate_chunk_mesh, generate_chunk_water_mesh},
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packed_mesh_generator::generate_packed_chunk_mesh,
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},
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},
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hex_utils::offset_to_world,
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hex_utils::offset_to_world,
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prelude::{Chunk, Map, MeshChunkData},
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prelude::{Chunk, Map, MeshChunkData},
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@@ -60,7 +61,7 @@ pub fn prepare_chunk_mesh(
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) -> (Mesh, Mesh, (Vec<Vec3>, Vec<[u32; 3]>), Vec3, usize) {
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) -> (Mesh, Mesh, (Vec<Vec3>, Vec<[u32; 3]>), Vec3, usize) {
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#[cfg(feature = "tracing")]
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#[cfg(feature = "tracing")]
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let _gen_mesh = info_span!("Generate Chunk").entered();
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let _gen_mesh = info_span!("Generate Chunk").entered();
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let chunk_mesh = generate_chunk_mesh(chunk);
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let chunk_mesh = generate_packed_chunk_mesh(chunk);
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let water_mesh = generate_chunk_water_mesh(chunk, sealevel, map_size.x as usize, map_size.y as usize);
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let water_mesh = generate_chunk_water_mesh(chunk, sealevel, map_size.x as usize, map_size.y as usize);
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let col_data = generate_chunk_collider(chunk);
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let col_data = generate_chunk_collider(chunk);
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Reference in New Issue
Block a user