biome mapping

This commit is contained in:
2024-04-24 21:18:47 -04:00
parent 54d0f762d2
commit a65848fac8
9 changed files with 34 additions and 50 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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@@ -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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@@ -5,7 +5,7 @@ use bevy_inspector_egui::quick::WorldInspectorPlugin;
mod phos;
mod prelude;
mod shader_extensions;
use phos::PhosGamePlugin;
fn main() {

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@@ -1,4 +1,5 @@
use crate::prelude::*;
use crate::shader_extensions::chunk_material::ChunkMaterial;
use bevy::asset::LoadState;
use bevy::core_pipeline::experimental::taa::TemporalAntiAliasPlugin;
use bevy::pbr::ExtendedMaterial;
@@ -8,7 +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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@@ -1,9 +1,6 @@
use bevy::asset::{Asset, Handle};
use bevy::pbr::{MaterialExtension, MaterialExtensionKey, MaterialExtensionPipeline, MaterialPipeline, MaterialPipelineKey};
use bevy::prelude::{Component, Image, Mesh, Resource, TypePath};
use bevy::render::mesh::{Indices, MeshVertexBufferLayout};
use bevy::render::render_resource::{AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError};
use world_generation::prelude::ATTRIBUTE_TEXTURE_INDEX;
use bevy::asset::Handle;
use bevy::prelude::{Component, Image, Resource};
#[derive(Resource)]
pub struct ChunkAtlas {
@@ -19,33 +16,3 @@ pub struct PhosMap {
#[derive(Component)]
pub struct PhosChunk;
#[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()
}
// fn specialize(
// _pipeline: &MaterialExtensionPipeline,
// descriptor: &mut RenderPipelineDescriptor,
// layout: &MeshVertexBufferLayout,
// _key: MaterialExtensionKey<Self>,
// ) -> Result<(), SpecializedMeshPipelineError> {
// let vertex_layout = layout.get_layout(&[
// Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
// Mesh::ATTRIBUTE_UV_0.at_shader_location(1),
// Mesh::ATTRIBUTE_NORMAL.at_shader_location(2),
// ATTRIBUTE_TEXTURE_INDEX.at_shader_location(3),
// ])?;
// descriptor.vertex.buffers = vec![vertex_layout];
// Ok(())
// }
}

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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;