Merge branch 'master' into texture-index

This commit is contained in:
2024-04-27 19:26:45 -04:00
8 changed files with 75 additions and 20 deletions

2
.vscode/launch.json vendored
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@@ -7,7 +7,7 @@
{
"type": "cppvsdbg",
"stopAtEntry": false,
"console": "externalTerminal",
// "console": "externalTerminal",
"request": "launch",
"name": "Debug",
"program": "${workspaceRoot}/target/debug/phos.exe",

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@@ -32,12 +32,10 @@ pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed:
&noise,
);
result[x + z * Chunk::SIZE] = sample;
moisture[x + z * Chunk::SIZE] = sample_simple(
x as f64 + chunk_x * Chunk::SIZE as f64,
z as f64 + chunk_z * Chunk::SIZE as f64,
&cfg.layers[0],
&noise,
) as f32;
moisture[x + z * Chunk::SIZE] = noise.get([
(x as f64 + chunk_x * Chunk::SIZE as f64) / &cfg.noise_scale,
(z as f64 + chunk_z * Chunk::SIZE as f64) / &cfg.noise_scale,
]) as f32;
temp[x + z * Chunk::SIZE] = sample_tempurature(
z as f32 + chunk_z as f32 * Chunk::SIZE as f32,
sample,
@@ -57,10 +55,10 @@ pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed:
fn sample_tempurature(z: f32, height: f32, cfg: &GenerationConfig, equator: f32) -> f32 {
let d = (equator - z).abs();
let max_d = equator.max(cfg.get_total_height() as f32 - equator);
let t_mod = d.remap(0., max_d, 0., 1.);
let t_mod = d.remap(0., max_d, 0., 1.).clamp(0., 1.);
// let max_d = d.max()
return height.remap(0., 100., 0., 1.).clamp(0., 1.) * t_mod;
return (height.remap(0., 50., 0., 1.).clamp(0., 1.) + t_mod) / 2.;
}
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] = [
Vec3::new(-INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
];
const HEX_NORMALS: [Vec3; 6] = [
Vec3::new(
INNER_RADIUS / 2.,
0.,
(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / 2.,
),
Vec3::Z,
Vec3::new(
INNER_RADIUS / -2.,
0.,
(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / 2.,
),
Vec3::new(
INNER_RADIUS / -2.,
0.,
(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / -2.,
),
Vec3::NEG_Z,
Vec3::new(
INNER_RADIUS / 2.,
0.,
(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / -2.,
),
];
pub fn generate_chunk_mesh(
chunk: &Chunk,
map: &Map,
@@ -43,6 +68,7 @@ pub fn generate_chunk_mesh(
let mut verts = Vec::with_capacity(vertex_count);
let mut uvs = Vec::with_capacity(vertex_count);
let mut indices = Vec::with_capacity(vertex_count);
let mut normals = Vec::with_capacity(vertex_count);
let mut texture_indicies = Vec::with_capacity(vertex_count);
for z in 0..Chunk::SIZE {
@@ -66,6 +92,7 @@ pub fn generate_chunk_mesh(
&mut verts,
&mut uvs,
&mut indices,
&mut normals,
&mut texture_indicies,
// &mut tex,
tile.texture_id,
@@ -81,18 +108,19 @@ pub fn generate_chunk_mesh(
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, verts)
.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
.with_inserted_attribute(ATTRIBUTE_TEXTURE_INDEX, texture_indicies)
.with_inserted_indices(Indices::U32(indices))
.with_duplicated_vertices()
.with_computed_flat_normals();
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
.with_inserted_indices(Indices::U32(indices));
return mesh;
}
const TEX_MULTI: Vec2 = Vec2::new(1000., 1.);
fn create_tile(
pos: Vec3,
neighbors: &[Option<f32>; 6],
verts: &mut Vec<Vec3>,
uvs: &mut Vec<Vec2>,
indices: &mut Vec<u32>,
normals: &mut Vec<Vec3>,
texture_indices: &mut Vec<u32>,
texture_index: u32,
side_texture_index: u32,
@@ -100,17 +128,20 @@ fn create_tile(
let uv_offset = Vec2::splat(0.5);
let idx = verts.len() as u32;
uvs.push(uv_offset);
texture_indices.push(texture_index);
uvs.push((uv_offset / TEX_MULTI) + tex_off);
verts.push(pos);
normals.push(Vec3::Y);
for i in 0..6 {
let p = pos + HEX_CORNERS[i];
verts.push(p);
let uv = (HEX_CORNERS[i].xz() / 2.) + uv_offset;
uvs.push(uv);
uvs.push((uv / TEX_MULTI) + tex_off);
indices.push(idx);
indices.push(idx + 1 + i as u32);
indices.push(idx + 1 + ((i as u32 + 1) % 6));
normals.push(Vec3::Y);
texture_indices.push(texture_index);
}
@@ -126,6 +157,7 @@ fn create_tile(
verts,
uvs,
indices,
normals,
texture_indices,
side_texture_index,
);
@@ -143,8 +175,10 @@ fn create_tile_wall(
verts: &mut Vec<Vec3>,
uvs: &mut Vec<Vec2>,
indices: &mut Vec<u32>,
normals: &mut Vec<Vec3>,
texture_indices: &mut Vec<u32>,
texture_index: u32,
tex_off: Vec2,
) {
let p1 = HEX_CORNERS[(dir) % 6] + pos;
let p2 = HEX_CORNERS[(dir + 1) % 6] + pos;
@@ -163,6 +197,12 @@ fn create_tile_wall(
texture_indices.push(texture_index);
texture_indices.push(texture_index);
let n = HEX_NORMALS[dir].normalize();
normals.push(n);
normals.push(n);
normals.push(n);
normals.push(n);
indices.push(idx);
indices.push(idx + 2);
indices.push(idx + 1);

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@@ -25,8 +25,7 @@ impl Plugin for PhosCameraPlugin {
}
}
fn setup(mut commands: Commands, mut msaa: ResMut<Msaa>) {
*msaa = Msaa::Off;
fn setup(mut commands: Commands) {
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0., 30., 0.)

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@@ -5,8 +5,7 @@ use bevy_inspector_egui::quick::WorldInspectorPlugin;
mod phos;
mod prelude;
mod shaders;
mod shader_extensions;
use phos::PhosGamePlugin;
fn main() {

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@@ -1,5 +1,5 @@
use crate::prelude::*;
use crate::shaders::chunk::ChunkMaterial;
use crate::shader_extensions::chunk_material::ChunkMaterial;
use bevy::asset::LoadState;
use bevy::core_pipeline::experimental::taa::TemporalAntiAliasPlugin;
use bevy::pbr::ExtendedMaterial;
@@ -9,7 +9,7 @@ use bevy_rapier3d::render::RapierDebugRenderPlugin;
use camera_system::PhosCameraPlugin;
use iyes_perf_ui::prelude::*;
use world_generation::biome_painter::{
self, BiomePainterAsset, BiomePainterLoadState, BiomePainterPlugin,
BiomePainterAsset, BiomePainterLoadState, BiomePainterPlugin,
};
use world_generation::hex_utils::offset_to_world;
use world_generation::tile_manager::{TileAsset, TileAssetLoadState, TileAssetPlugin, TileManager};

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@@ -0,0 +1,18 @@
use bevy::asset::{Asset, Handle};
use bevy::pbr::MaterialExtension;
use bevy::reflect::TypePath;
use bevy::render::render_resource::{AsBindGroup, ShaderRef};
use bevy::render::texture::Image;
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
pub struct ChunkMaterial {
#[texture(100, dimension = "2d_array")]
#[sampler(101)]
pub array_texture: Handle<Image>,
}
impl MaterialExtension for ChunkMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/world/chunk.wgsl".into()
}
}

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@@ -0,0 +1 @@
pub mod chunk_material;