use texture index

This commit is contained in:
2024-04-24 19:37:39 -04:00
parent 1ce46df23c
commit b644da1f56
6 changed files with 103 additions and 62 deletions

View File

@@ -23,6 +23,14 @@ const HEX_CORNERS: [Vec3; 6] = [
Vec3::new(-INNER_RADIUS, 0., -0.5 * OUTER_RADIUS),
Vec3::new(-INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
];
const HEX_NORMALS: [Vec3; 6] = [
Vec3::new(0., 0., OUTER_RADIUS),
Vec3::new(INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
Vec3::new(INNER_RADIUS, 0., -0.5 * OUTER_RADIUS),
Vec3::new(0., 0., -OUTER_RADIUS),
Vec3::new(-INNER_RADIUS, 0., -0.5 * OUTER_RADIUS),
Vec3::new(-INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
];
pub fn generate_chunk_mesh(
chunk: &Chunk,
@@ -35,6 +43,7 @@ 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 texture_indicies = Vec::with_capacity(vertex_count);
for z in 0..Chunk::SIZE {
for x in 0..Chunk::SIZE {
@@ -57,6 +66,7 @@ pub fn generate_chunk_mesh(
&mut verts,
&mut uvs,
&mut indices,
&mut texture_indicies,
// &mut tex,
tile.texture_id,
tile.side_texture_id,
@@ -70,6 +80,7 @@ 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();
@@ -82,24 +93,25 @@ fn create_tile(
verts: &mut Vec<Vec3>,
uvs: &mut Vec<Vec2>,
indices: &mut Vec<u32>,
texture_indices: &mut Vec<u32>,
texture_index: u32,
side_texture_index: u32,
) {
let uv_offset = Vec2::splat(0.5);
let tex_off = Vec2::new(texture_index as f32, 0.);
let side_tex_off = Vec2::new(side_texture_index as f32, 0.);
let idx = verts.len() as u32;
uvs.push(uv_offset + tex_off);
uvs.push(uv_offset);
texture_indices.push(texture_index);
verts.push(pos);
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 + tex_off);
uvs.push(uv);
indices.push(idx);
indices.push(idx + 1 + i as u32);
indices.push(idx + 1 + ((i as u32 + 1) % 6));
texture_indices.push(texture_index);
}
for i in 0..neighbors.len() {
@@ -107,7 +119,16 @@ fn create_tile(
match cur_n {
Some(n_height) => {
if n_height < pos.y {
create_tile_wall(pos, i, n_height, verts, uvs, indices, side_tex_off);
create_tile_wall(
pos,
i,
n_height,
verts,
uvs,
indices,
texture_indices,
side_texture_index,
);
}
}
_ => {}
@@ -122,7 +143,8 @@ fn create_tile_wall(
verts: &mut Vec<Vec3>,
uvs: &mut Vec<Vec2>,
indices: &mut Vec<u32>,
tex_off: Vec2,
texture_indices: &mut Vec<u32>,
texture_index: u32,
) {
let p1 = HEX_CORNERS[(dir) % 6] + pos;
let p2 = HEX_CORNERS[(dir + 1) % 6] + pos;
@@ -136,6 +158,11 @@ fn create_tile_wall(
verts.push(p3);
verts.push(p4);
texture_indices.push(texture_index);
texture_indices.push(texture_index);
texture_indices.push(texture_index);
texture_indices.push(texture_index);
indices.push(idx);
indices.push(idx + 2);
indices.push(idx + 1);
@@ -144,8 +171,8 @@ fn create_tile_wall(
indices.push(idx + 2);
indices.push(idx + 3);
uvs.push(Vec2::ZERO + tex_off);
uvs.push(Vec2::new(1., 0.) + tex_off);
uvs.push(Vec2::new(0., pos.y - height) + tex_off);
uvs.push(Vec2::new(1., pos.y - height) + tex_off);
uvs.push(Vec2::ZERO);
uvs.push(Vec2::new(1., 0.));
uvs.push(Vec2::new(0., pos.y - height));
uvs.push(Vec2::new(1., pos.y - height));
}

View File

@@ -5,13 +5,15 @@ use bevy_inspector_egui::quick::WorldInspectorPlugin;
mod phos;
mod prelude;
mod shaders;
use phos::PhosGamePlugin;
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
DefaultPlugins
.set(WindowPlugin {
primary_window: Some(Window {
title: "Phos".into(),
name: Some("phos".into()),
@@ -21,13 +23,14 @@ fn main() {
..default()
}),
..default()
}).set(ImagePlugin {
})
.set(ImagePlugin {
default_sampler: ImageSamplerDescriptor {
address_mode_u: ImageAddressMode::Repeat,
address_mode_v: ImageAddressMode::Repeat,
mag_filter: ImageFilterMode::Nearest,
..default()
}
},
}),
WorldInspectorPlugin::new(),
PhosGamePlugin,

View File

@@ -1,4 +1,5 @@
use crate::prelude::*;
use crate::shaders::chunk::ChunkMaterial;
use bevy::asset::LoadState;
use bevy::core_pipeline::experimental::taa::TemporalAntiAliasPlugin;
use bevy::pbr::ExtendedMaterial;

View File

@@ -1,9 +1,5 @@
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 +15,3 @@ 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 +1,43 @@
use bevy::{
asset::{Asset, Handle},
pbr::{MaterialExtension, MaterialExtensionKey, MaterialExtensionPipeline},
prelude::*,
reflect::TypePath,
render::{
mesh::MeshVertexBufferLayout,
render_resource::{
AsBindGroup, RenderPipelineDescriptor, ShaderRef, SpecializedMeshPipelineError,
},
texture::Image,
},
};
use world_generation::prelude::ATTRIBUTE_TEXTURE_INDEX;
#[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(7),
])?;
descriptor.vertex.buffers = vec![vertex_layout];
Ok(())
}
}

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