resource load states
use biome painter
This commit is contained in:
@@ -1,15 +1,18 @@
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use crate::prelude::*;
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use bevy::asset::LoadState;
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use bevy::core_pipeline::experimental::taa::TemporalAntiAliasPlugin;
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use bevy::pbr::ExtendedMaterial;
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use bevy::{pbr::CascadeShadowConfig, prelude::*};
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use bevy_rapier3d::plugin::{NoUserData, RapierPhysicsPlugin};
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use bevy_rapier3d::render::RapierDebugRenderPlugin;
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use camera_system::PhosCameraPlugin;
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use iyes_perf_ui::prelude::*;
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use world_generation::biome_painter::{BiomePainterAsset, BiomePainterPlugin};
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use world_generation::biome_painter::{
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self, BiomePainterAsset, BiomePainterLoadState, BiomePainterPlugin,
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};
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use world_generation::hex_utils::offset_to_world;
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use world_generation::tile_manager::{self, TileAsset, TileAssetPlugin, TileManager};
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use world_generation::tile_mapper::{TileMapperAsset, TileMapperAssetPlugin};
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use world_generation::tile_manager::{TileAsset, TileAssetLoadState, TileAssetPlugin, TileManager};
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use world_generation::tile_mapper::{TileMapperAsset, TileMapperAssetPlugin, TileMapperLoadState};
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use world_generation::{
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heightmap::generate_heightmap, mesh_generator::generate_chunk_mesh, prelude::*,
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};
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@@ -21,13 +24,14 @@ impl Plugin for PhosGamePlugin {
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app.add_plugins(PhosCameraPlugin)
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.add_plugins(MaterialPlugin::<
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ExtendedMaterial<StandardMaterial, ChunkMaterial>,
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>::default());
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>::default())
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.add_plugins(TemporalAntiAliasPlugin);
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//Systems - Startup
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app.add_systems(Startup, init_game)
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.add_systems(Startup, (load_textures, load_tiles, create_map).chain());
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//Systems - Update
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app.add_systems(Update, (finalize_texture, spawn_map, print_tiles));
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app.add_systems(Update, (finalize_texture, spawn_map));
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//Perf UI
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app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
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@@ -86,23 +90,24 @@ fn load_tiles(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.insert_resource(Painter(handle));
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}
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fn print_tiles(tile_assets: Res<Assets<TileAsset>>) {
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for (_, tile) in tile_assets.iter() {
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println!("Tile: {}", tile.name);
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}
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}
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fn finalize_texture(
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asset_server: Res<AssetServer>,
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mut atlas: ResMut<ChunkAtlas>,
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mut map: ResMut<PhosMap>,
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mut images: ResMut<Assets<Image>>,
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painter: Res<Painter>,
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painter_load: Res<BiomePainterLoadState>,
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tile_load: Res<TileAssetLoadState>,
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mapper_load: Res<TileMapperLoadState>,
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) {
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if atlas.is_loaded {
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return;
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}
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if !painter_load.is_all_loaded() || !tile_load.is_all_loaded() || !mapper_load.is_all_loaded() {
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return;
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}
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if asset_server.load_state(atlas.handle.clone()) != LoadState::Loaded {
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return;
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}
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@@ -191,36 +196,30 @@ fn spawn_map(
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atlas: Res<ChunkAtlas>,
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mut map: ResMut<PhosMap>,
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tile_assets: Res<Assets<TileAsset>>,
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tile_mapper: Res<Assets<TileMapperAsset>>,
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tile_mappers: Res<Assets<TileMapperAsset>>,
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biome_painters: Res<Assets<BiomePainterAsset>>,
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painter: Res<Painter>,
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) {
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if !map.ready || !map.regenerate {
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return;
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}
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let mapper_opt = tile_mapper.iter().next();
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if mapper_opt.is_none() {
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return;
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}
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let mapper = mapper_opt.unwrap().1;
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for tile_handle in &mapper.tiles {
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let t = tile_assets.get(tile_handle);
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if t.is_none() {
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return;
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}
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}
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let b_painter = biome_painters.get(painter.0.clone());
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map.regenerate = false;
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let chunk_material = materials.add(ExtendedMaterial {
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base: StandardMaterial {
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base_color: Color::WHITE,
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..default()
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},
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base: StandardMaterial::default(),
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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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for chunk in &heightmap.chunks {
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let mesh = generate_chunk_mesh(&chunk, &heightmap, mapper, &tile_assets);
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let mesh = generate_chunk_mesh(
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&chunk,
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&heightmap,
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b_painter.unwrap(),
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&tile_assets,
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&tile_mappers,
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);
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let pos = offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.);
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commands.spawn((
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MaterialMeshBundle {
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