experimenting with water surface mesh
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@@ -2,6 +2,7 @@ use crate::hex_utils::HexCoord;
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use crate::{hex_utils::offset3d_to_world, prelude::*};
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#[cfg(feature = "tracing")]
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use bevy::log::*;
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use bevy::math::VectorSpace;
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use bevy::{
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prelude::*,
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render::{
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@@ -94,6 +95,74 @@ fn create_tile(
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}
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}
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pub fn generate_chunk_water_mesh(chunk: &MeshChunkData, sealevel: f32, map_width: usize, map_height: usize) -> Mesh {
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#[cfg(feature = "tracing")]
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let _gen_mesh = info_span!("Generate Water Surface Mesh").entered();
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let vertex_count: usize = Chunk::SIZE * Chunk::SIZE * 7;
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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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for z in 0..Chunk::SIZE {
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for x in 0..Chunk::SIZE {
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let idx = x + z * Chunk::SIZE;
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let height = chunk.heights[idx];
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if height > sealevel {
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continue;
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}
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let off_pos = Vec3::new(x as f32, sealevel, z as f32);
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let tile_pos = offset3d_to_world(off_pos);
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let coord = HexCoord::from_grid_pos(x, z);
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let n = chunk.get_neighbors(&coord);
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create_tile_water_surface(tile_pos, &n, &mut verts, &mut uvs, &mut indices, &mut normals);
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}
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}
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let mesh = Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
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)
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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(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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fn create_tile_water_surface(
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pos: Vec3,
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neighbors: &[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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) {
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let idx = verts.len() as u32;
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//todo: only use triangle fan when on shoreline
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verts.push(pos);
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uvs.push(Vec2::ZERO);
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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 mut uv = Vec2::ZERO;
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let n = neighbors[i];
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let nn = neighbors[(i + 5) % 6];
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if nn > pos.y || n > pos.y {
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uv = Vec2::ONE;
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}
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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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uvs.push(uv);
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normals.push(Vec3::Y);
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}
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}
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fn create_tile_wall(
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pos: Vec3,
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dir: usize,
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@@ -39,7 +39,7 @@ pub fn generate_heightmap(cfg: &GenerationConfig, seed: u32, painter: &BiomePain
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chunks,
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height: cfg.size.y as usize,
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width: cfg.size.x as usize,
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sea_level: cfg.sea_level as f32,
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sealevel: cfg.sea_level as f32,
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min_level: min,
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max_level: max,
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biome_count: painter.biomes.len(),
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@@ -13,7 +13,7 @@ pub struct Map {
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pub chunks: Vec<Chunk>,
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pub height: usize,
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pub width: usize,
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pub sea_level: f32,
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pub sealevel: f32,
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pub min_level: f32,
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pub max_level: f32,
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pub biome_count: usize,
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@@ -39,6 +39,7 @@ impl Map {
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return MeshChunkData {
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min_height: self.min_level,
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sealevel: self.sealevel,
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heights: chunk.heights.clone(),
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textures: chunk.textures.clone(),
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};
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@@ -140,7 +141,7 @@ impl Map {
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pub fn get_center(&self) -> Vec3 {
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let w = self.get_world_width();
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let h = self.get_world_height();
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return Vec3::new(w / 2., self.sea_level, h / 2.);
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return Vec3::new(w / 2., self.sealevel, h / 2.);
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}
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pub fn get_world_width(&self) -> f32 {
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@@ -68,7 +68,7 @@ pub fn update_map(map: &Map, smooth: f32, image: &mut ImageBuffer<image::Rgba<u8
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let height = map.sample_height(&coord);
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let mut color = Hsla::hsl(138.0, 1.0, 0.4);
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if height < map.sea_level {
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if height < map.sealevel {
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color.hue = 217.0;
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}
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@@ -6,6 +6,7 @@ pub struct MeshChunkData {
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pub heights: [f32; Chunk::AREA],
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pub textures: [[u32; 2]; Chunk::AREA],
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pub min_height: f32,
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pub sealevel: f32,
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}
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impl MeshChunkData {
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@@ -22,4 +23,18 @@ impl MeshChunkData {
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return data;
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}
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pub fn get_neighbors_map_bounded(&self, coord: &HexCoord, width: usize, height: usize) -> [f32; 6] {
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let mut data = [self.min_height; 6];
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let n_tiles = coord.get_neighbors();
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for i in 0..6 {
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let n = n_tiles[i];
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if !n.is_in_bounds(Chunk::SIZE * width, Chunk::SIZE * height) {
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continue;
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}
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data[i] = self.heights[n.to_index(Chunk::SIZE)];
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}
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return data;
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}
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}
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