texture mapping
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@@ -29,7 +29,7 @@ pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed:
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&cfg,
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&noise,
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);
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result[x + z * Chunk::SIZE] = sample;
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result[x + z * Chunk::SIZE] = sample.floor();
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}
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}
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return Chunk {
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@@ -28,7 +28,7 @@ pub mod prelude {
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}
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impl Chunk {
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pub const SIZE: usize = 32;
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pub const SIZE: usize = 64;
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}
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#[derive(Resource)]
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@@ -10,6 +10,7 @@ use bevy::{
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render_asset::RenderAssetUsages,
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},
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};
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use std::vec::Vec;
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const HEX_CORNERS: [Vec3; 6] = [
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Vec3::new(0., 0., OUTER_RADIUS),
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@@ -35,7 +36,14 @@ pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
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IVec2::new(x as i32, z as i32) + (chunk.chunk_offset * Chunk::SIZE as i32),
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);
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let n = map.get_neighbors(&coord);
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create_tile(tile_pos, &n, &mut verts, &mut uvs, &mut indices, 0);
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create_tile(
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tile_pos,
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&n,
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&mut verts,
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&mut uvs,
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&mut indices,
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((x + z * Chunk::SIZE) % 32) as u32,
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);
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}
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}
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@@ -60,13 +68,23 @@ fn create_tile(
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indices: &mut Vec<u32>,
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texture_index: u32,
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) {
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let tex_x = texture_index % 11;
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let tex_y = texture_index / 11;
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let x_min = tex_x as f32 / 11.;
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let x_max = (tex_x + 1) as f32 / 11.;
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let y_min = tex_y as f32 / 8.;
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let tx_unit = x_max - x_min;
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let uv_offset = Vec2::new(x_min + tx_unit / 2., y_min + tx_unit / 2.);
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let idx = verts.len() as u32;
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uvs.push(pos.xz());
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uvs.push(uv_offset);
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verts.push(pos);
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for i in 0..6 {
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let p = pos + HEX_CORNERS[i];
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verts.push(p);
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uvs.push(p.xz());
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let uv = (HEX_CORNERS[i].xz() * tx_unit / 2.) + uv_offset;
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uvs.push(uv);
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indices.push(idx);
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indices.push(idx + 1 + i as u32);
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indices.push(idx + 1 + ((i as u32 + 1) % 6));
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@@ -77,7 +95,16 @@ fn create_tile(
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match cur_n {
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Some(n_height) => {
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if n_height < pos.y {
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create_tile_wall(pos, i, n_height, verts, uvs, indices, texture_index);
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create_tile_wall(
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pos,
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i,
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n_height,
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verts,
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uvs,
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indices,
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Vec2::new(x_min, y_min),
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Vec2::new(x_min + tx_unit, y_min + tx_unit),
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);
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}
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}
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_ => {}
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@@ -92,7 +119,8 @@ fn create_tile_wall(
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verts: &mut Vec<Vec3>,
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uvs: &mut Vec<Vec2>,
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indices: &mut Vec<u32>,
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_texture_index: u32,
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tx_min: Vec2,
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tx_max: Vec2,
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) {
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let p1 = HEX_CORNERS[(dir) % 6] + pos;
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let p2 = HEX_CORNERS[(dir + 1) % 6] + pos;
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@@ -114,8 +142,9 @@ fn create_tile_wall(
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indices.push(idx + 2);
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indices.push(idx + 3);
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uvs.push(Vec2::new(0., 0.));
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uvs.push(Vec2::new(1., 0.));
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uvs.push(Vec2::new(0., 1.));
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uvs.push(Vec2::new(1., 1.));
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//TODO: scale texture based on height
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uvs.push(tx_min);
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uvs.push(Vec2::new(tx_max.x, tx_min.y));
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uvs.push(Vec2::new(tx_min.x, tx_max.y));
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uvs.push(tx_max);
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}
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