Merge branch 'master' into texture-index
This commit is contained in:
@@ -32,12 +32,10 @@ pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed:
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&noise,
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);
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result[x + z * Chunk::SIZE] = sample;
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moisture[x + z * Chunk::SIZE] = sample_simple(
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x as f64 + chunk_x * Chunk::SIZE as f64,
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z as f64 + chunk_z * Chunk::SIZE as f64,
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&cfg.layers[0],
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&noise,
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) as f32;
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moisture[x + z * Chunk::SIZE] = noise.get([
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(x as f64 + chunk_x * Chunk::SIZE as f64) / &cfg.noise_scale,
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(z as f64 + chunk_z * Chunk::SIZE as f64) / &cfg.noise_scale,
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]) as f32;
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temp[x + z * Chunk::SIZE] = sample_tempurature(
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z as f32 + chunk_z as f32 * Chunk::SIZE as f32,
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sample,
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@@ -57,10 +55,10 @@ pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed:
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fn sample_tempurature(z: f32, height: f32, cfg: &GenerationConfig, equator: f32) -> f32 {
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let d = (equator - z).abs();
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let max_d = equator.max(cfg.get_total_height() as f32 - equator);
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let t_mod = d.remap(0., max_d, 0., 1.);
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let t_mod = d.remap(0., max_d, 0., 1.).clamp(0., 1.);
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// let max_d = d.max()
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return height.remap(0., 100., 0., 1.).clamp(0., 1.) * t_mod;
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return (height.remap(0., 50., 0., 1.).clamp(0., 1.) + t_mod) / 2.;
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}
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fn sample_point(x: f64, z: f64, cfg: &GenerationConfig, noise: &impl NoiseFn<f64, 2>) -> f32 {
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@@ -32,6 +32,31 @@ const HEX_NORMALS: [Vec3; 6] = [
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Vec3::new(-INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
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];
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const HEX_NORMALS: [Vec3; 6] = [
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Vec3::new(
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INNER_RADIUS / 2.,
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0.,
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(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / 2.,
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),
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Vec3::Z,
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Vec3::new(
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INNER_RADIUS / -2.,
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0.,
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(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / 2.,
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),
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Vec3::new(
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INNER_RADIUS / -2.,
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0.,
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(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / -2.,
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),
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Vec3::NEG_Z,
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Vec3::new(
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INNER_RADIUS / 2.,
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0.,
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(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / -2.,
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),
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];
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pub fn generate_chunk_mesh(
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chunk: &Chunk,
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map: &Map,
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@@ -43,6 +68,7 @@ pub fn generate_chunk_mesh(
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let mut verts = Vec::with_capacity(vertex_count);
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let mut uvs = Vec::with_capacity(vertex_count);
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let mut indices = Vec::with_capacity(vertex_count);
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let mut normals = Vec::with_capacity(vertex_count);
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let mut texture_indicies = Vec::with_capacity(vertex_count);
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for z in 0..Chunk::SIZE {
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@@ -66,6 +92,7 @@ pub fn generate_chunk_mesh(
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&mut verts,
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&mut uvs,
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&mut indices,
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&mut normals,
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&mut texture_indicies,
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// &mut tex,
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tile.texture_id,
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@@ -81,18 +108,19 @@ pub fn generate_chunk_mesh(
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.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, verts)
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.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
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.with_inserted_attribute(ATTRIBUTE_TEXTURE_INDEX, texture_indicies)
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.with_inserted_indices(Indices::U32(indices))
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.with_duplicated_vertices()
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.with_computed_flat_normals();
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.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
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.with_inserted_indices(Indices::U32(indices));
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return mesh;
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}
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const TEX_MULTI: Vec2 = Vec2::new(1000., 1.);
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fn create_tile(
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pos: Vec3,
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neighbors: &[Option<f32>; 6],
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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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normals: &mut Vec<Vec3>,
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texture_indices: &mut Vec<u32>,
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texture_index: u32,
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side_texture_index: u32,
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@@ -100,17 +128,20 @@ fn create_tile(
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let uv_offset = Vec2::splat(0.5);
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let idx = verts.len() as u32;
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uvs.push(uv_offset);
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texture_indices.push(texture_index);
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uvs.push((uv_offset / TEX_MULTI) + tex_off);
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verts.push(pos);
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normals.push(Vec3::Y);
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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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let uv = (HEX_CORNERS[i].xz() / 2.) + uv_offset;
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uvs.push(uv);
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uvs.push((uv / TEX_MULTI) + tex_off);
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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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normals.push(Vec3::Y);
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texture_indices.push(texture_index);
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}
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@@ -126,6 +157,7 @@ fn create_tile(
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verts,
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uvs,
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indices,
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normals,
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texture_indices,
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side_texture_index,
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);
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@@ -143,8 +175,10 @@ 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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normals: &mut Vec<Vec3>,
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texture_indices: &mut Vec<u32>,
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texture_index: u32,
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tex_off: 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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@@ -163,6 +197,12 @@ fn create_tile_wall(
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texture_indices.push(texture_index);
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texture_indices.push(texture_index);
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let n = HEX_NORMALS[dir].normalize();
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normals.push(n);
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normals.push(n);
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normals.push(n);
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normals.push(n);
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indices.push(idx);
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indices.push(idx + 2);
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indices.push(idx + 1);
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