texture mapping
This commit is contained in:
@@ -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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&cfg,
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&noise,
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&noise,
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);
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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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}
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}
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return Chunk {
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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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}
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impl Chunk {
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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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}
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#[derive(Resource)]
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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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render_asset::RenderAssetUsages,
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},
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},
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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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const HEX_CORNERS: [Vec3; 6] = [
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Vec3::new(0., 0., OUTER_RADIUS),
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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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IVec2::new(x as i32, z as i32) + (chunk.chunk_offset * Chunk::SIZE as i32),
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);
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);
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let n = map.get_neighbors(&coord);
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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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}
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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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indices: &mut Vec<u32>,
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texture_index: u32,
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texture_index: u32,
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) {
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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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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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verts.push(pos);
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for i in 0..6 {
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for i in 0..6 {
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let p = pos + HEX_CORNERS[i];
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let p = pos + HEX_CORNERS[i];
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verts.push(p);
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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);
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indices.push(idx + 1 + i as u32);
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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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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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match cur_n {
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Some(n_height) => {
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Some(n_height) => {
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if n_height < pos.y {
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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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}
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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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verts: &mut Vec<Vec3>,
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uvs: &mut Vec<Vec2>,
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uvs: &mut Vec<Vec2>,
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indices: &mut Vec<u32>,
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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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) {
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let p1 = HEX_CORNERS[(dir) % 6] + pos;
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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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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 + 2);
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indices.push(idx + 3);
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indices.push(idx + 3);
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uvs.push(Vec2::new(0., 0.));
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//TODO: scale texture based on height
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uvs.push(Vec2::new(1., 0.));
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uvs.push(tx_min);
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uvs.push(Vec2::new(0., 1.));
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uvs.push(Vec2::new(tx_max.x, tx_min.y));
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uvs.push(Vec2::new(1., 1.));
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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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}
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@@ -33,7 +33,7 @@ fn setup(mut commands: Commands) {
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..default()
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..default()
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},
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},
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PhosCamera {
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PhosCamera {
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speed: 50.,
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speed: 100.,
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..default()
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..default()
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},
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},
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));
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));
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BIN
game/main/assets/textures/world/test.png
Normal file
BIN
game/main/assets/textures/world/test.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 740 KiB |
BIN
game/main/assets/textures/world/test2.png
Normal file
BIN
game/main/assets/textures/world/test2.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 24 KiB |
@@ -1,6 +1,8 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy_inspector_egui::quick::WorldInspectorPlugin;
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use bevy_inspector_egui::quick::WorldInspectorPlugin;
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mod phos;
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mod phos;
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mod prelude;
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use phos::PhosGamePlugin;
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use phos::PhosGamePlugin;
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fn main() {
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fn main() {
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@@ -6,13 +6,15 @@ use world_generation::{
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heightmap::generate_heightmap, mesh_generator::generate_chunk_mesh, prelude::*,
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heightmap::generate_heightmap, mesh_generator::generate_chunk_mesh, prelude::*,
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};
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};
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use crate::prelude::*;
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pub struct PhosGamePlugin;
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pub struct PhosGamePlugin;
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impl Plugin for PhosGamePlugin {
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impl Plugin for PhosGamePlugin {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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app.add_plugins(PhosCameraPlugin);
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app.add_plugins(PhosCameraPlugin);
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app.add_systems(Startup, init_game)
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app.add_systems(Startup, init_game)
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.add_systems(Startup, create_map);
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.add_systems(Startup, (load_textures, create_map).chain());
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app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
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app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
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.add_plugins(bevy::diagnostic::EntityCountDiagnosticsPlugin)
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.add_plugins(bevy::diagnostic::EntityCountDiagnosticsPlugin)
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.add_plugins(bevy::diagnostic::SystemInformationDiagnosticsPlugin)
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.add_plugins(bevy::diagnostic::SystemInformationDiagnosticsPlugin)
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@@ -38,11 +40,18 @@ fn init_game(mut commands: Commands) {
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bounds: vec![500., 1000., 2000., 5000.],
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bounds: vec![500., 1000., 2000., 5000.],
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..default()
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..default()
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},
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},
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transform: Transform::from_xyz(500., 160.0, 500.).looking_at(Vec3::ZERO, Vec3::Y),
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transform: Transform::from_xyz(500., 260.0, 500.).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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..default()
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});
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});
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}
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}
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fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
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let main_tex = asset_server.load("textures/world/test2.png");
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commands.insert_resource(ChunkAtlas {
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handle: main_tex.clone(),
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});
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}
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fn draw_gizmos(mut gizmos: Gizmos, hm: Res<Map>) {
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fn draw_gizmos(mut gizmos: Gizmos, hm: Res<Map>) {
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gizmos.arrow(Vec3::ZERO, Vec3::Y * 1.5, Color::GREEN);
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gizmos.arrow(Vec3::ZERO, Vec3::Y * 1.5, Color::GREEN);
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gizmos.arrow(Vec3::ZERO, Vec3::Z * 1.5, Color::BLUE);
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gizmos.arrow(Vec3::ZERO, Vec3::Z * 1.5, Color::BLUE);
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@@ -77,6 +86,7 @@ fn create_map(
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mut commands: Commands,
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mut commands: Commands,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut meshes: ResMut<Assets<Mesh>>,
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atlas: Res<ChunkAtlas>,
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) {
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) {
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let heightmap = generate_heightmap(
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let heightmap = generate_heightmap(
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&GenerationConfig {
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&GenerationConfig {
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@@ -133,13 +143,13 @@ fn create_map(
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noise_scale: 350.,
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noise_scale: 350.,
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sea_level: 4.,
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sea_level: 4.,
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border_size: 64.,
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border_size: 64.,
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size: (32, 32).into(),
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size: UVec2::splat(1024 / Chunk::SIZE as u32),
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},
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},
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2,
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2,
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);
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);
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let debug_material = materials.add(StandardMaterial {
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let chunk_material = materials.add(StandardMaterial {
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// base_color_texture: Some(images.add(uv_debug_texture())),
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base_color_texture: Some(atlas.handle.clone()),
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..default()
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..default()
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});
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});
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@@ -148,7 +158,7 @@ fn create_map(
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let pos = offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.);
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let pos = offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.);
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commands.spawn(PbrBundle {
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commands.spawn(PbrBundle {
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mesh: meshes.add(mesh),
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mesh: meshes.add(mesh),
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material: debug_material.clone(),
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material: chunk_material.clone(),
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transform: Transform::from_translation(pos),
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transform: Transform::from_translation(pos),
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..default()
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..default()
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});
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});
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7
game/main/src/prelude.rs
Normal file
7
game/main/src/prelude.rs
Normal file
@@ -0,0 +1,7 @@
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use bevy::asset::Handle;
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use bevy::prelude::{Image, Resource};
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#[derive(Resource)]
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pub struct ChunkAtlas {
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pub handle: Handle<Image>,
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}
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Reference in New Issue
Block a user