cleanup
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@@ -50,7 +50,7 @@ impl Plugin for MapInitPlugin {
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app.add_plugins((
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ChunkRebuildPlugin,
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// TerraFormingTestPlugin,
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MaterialPlugin::<ChunkMaterial>::default(),
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MaterialPlugin::<ExtendedMaterial<StandardMaterial, ChunkMaterial>>::default(),
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MaterialPlugin::<ExtendedMaterial<StandardMaterial, WaterMaterial>> {
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prepass_enabled: false,
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..Default::default()
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@@ -123,7 +123,7 @@ fn finalize_biome_painter(
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fn finalize_texture(
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mut atlas: ResMut<PhosAssets>,
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mut images: ResMut<Assets<Image>>,
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mut chunk_materials: ResMut<Assets<ChunkMaterial>>,
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mut chunk_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, ChunkMaterial>>>,
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mut next_load_state: ResMut<NextState<AssetLoadState>>,
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) {
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let image = images.get_mut(atlas.handle.id()).unwrap();
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@@ -131,8 +131,11 @@ fn finalize_texture(
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let array_layers = image.height() / image.width();
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image.reinterpret_stacked_2d_as_array(array_layers);
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let chunk_material = chunk_materials.add(ChunkMaterial {
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array_texture: atlas.handle.clone(),
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let chunk_material = chunk_materials.add(ExtendedMaterial {
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base: StandardMaterial::default(),
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extension: ChunkMaterial {
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array_texture: atlas.handle.clone(),
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},
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});
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atlas.chunk_material_handle = chunk_material;
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@@ -12,7 +12,7 @@ use crate::shader_extensions::water_material::WaterMaterial;
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pub struct PhosAssets {
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#[asset(key = "chunk_atlas")]
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pub handle: Handle<Image>,
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pub chunk_material_handle: Handle<ChunkMaterial>,
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pub chunk_material_handle: Handle<ExtendedMaterial<StandardMaterial, ChunkMaterial>>,
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pub water_material: Handle<ExtendedMaterial<StandardMaterial, WaterMaterial>>,
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}
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@@ -1,6 +1,5 @@
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use bevy::asset::{Asset, Handle};
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use bevy::pbr::{Material, MaterialExtension, OpaqueRendererMethod};
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use bevy::prelude::Mesh;
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use bevy::pbr::{Material, MaterialExtension};
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use bevy::reflect::TypePath;
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use bevy::render::mesh::{MeshVertexAttribute, MeshVertexBufferLayoutRef};
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use bevy::render::render_resource::{AsBindGroup, ShaderRef};
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@@ -14,9 +13,22 @@ pub struct ChunkMaterial {
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pub array_texture: Handle<Image>,
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}
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impl Material for ChunkMaterial {
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impl MaterialExtension for ChunkMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/world/chunk_packed.wgsl".into()
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"shaders/world/chunk.wgsl".into()
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}
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}
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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pub struct PackedChunkMaterial {
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#[texture(100, dimension = "2d_array")]
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#[sampler(101)]
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pub array_texture: Handle<Image>,
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}
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impl Material for PackedChunkMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/world/chunk.wgsl".into()
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}
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fn vertex_shader() -> ShaderRef {
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@@ -27,13 +39,13 @@ impl Material for ChunkMaterial {
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"shaders/world/chunk_packed.wgsl".into()
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}
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fn deferred_vertex_shader() -> ShaderRef {
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"shaders/world/chunk_packed.wgsl".into()
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}
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// fn deferred_vertex_shader() -> ShaderRef {
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// "shaders/world/chunk_packed.wgsl".into()
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// }
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fn opaque_render_method(&self) -> bevy::pbr::OpaqueRendererMethod {
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return OpaqueRendererMethod::Auto;
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}
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// fn opaque_render_method(&self) -> bevy::pbr::OpaqueRendererMethod {
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// return OpaqueRendererMethod::Auto;
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// }
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fn specialize(
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_pipeline: &bevy::pbr::MaterialPipeline<Self>,
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@@ -51,20 +63,4 @@ impl Material for ChunkMaterial {
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descriptor.vertex.buffers = vec![vertex_layout];
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Ok(())
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}
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// fn specialize(
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// descriptor: &mut bevy::render::render_resource::RenderPipelineDescriptor,
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// layout: &MeshVertexBufferLayoutRef,
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// _key: bevy::pbr::MaterialPipelineKey<Self>,
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// ) -> Result<(), bevy::render::render_resource::SpecializedMeshPipelineError> {
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// let vertex_layout = layout.0.get_layout(&[
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// Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
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// Mesh::ATTRIBUTE_UV_0.at_shader_location(1),
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// Mesh::ATTRIBUTE_NORMAL.at_shader_location(2),
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// ATTRIBUTE_PACKED_VERTEX_DATA.at_shader_location(7),
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// ATTRIBUTE_VERTEX_HEIGHT.at_shader_location(8),
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// ])?;
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// descriptor.vertex.buffers = vec![vertex_layout];
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// Ok(())
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// }
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}
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@@ -61,7 +61,7 @@ pub fn prepare_chunk_mesh(
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) -> (Mesh, Mesh, (Vec<Vec3>, Vec<[u32; 3]>), Vec3, usize) {
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#[cfg(feature = "tracing")]
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let _gen_mesh = info_span!("Generate Chunk").entered();
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let chunk_mesh = generate_packed_chunk_mesh(chunk);
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let chunk_mesh = generate_chunk_mesh(chunk);
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let water_mesh = generate_chunk_water_mesh(chunk, sealevel, map_size.x as usize, map_size.y as usize);
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let col_data = generate_chunk_collider(chunk);
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