use tile mapper to render chunks
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@@ -9,7 +9,7 @@ use iyes_perf_ui::prelude::*;
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use world_generation::biome_painter::{BiomePainterAsset, BiomePainterPlugin};
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use world_generation::hex_utils::offset_to_world;
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use world_generation::tile_manager::{self, TileAsset, TileAssetPlugin, TileManager};
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use world_generation::tile_mapper::TileMapperAssetPlugin;
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use world_generation::tile_mapper::{TileMapperAsset, TileMapperAssetPlugin};
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use world_generation::{
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heightmap::generate_heightmap, mesh_generator::generate_chunk_mesh, prelude::*,
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};
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@@ -27,7 +27,7 @@ impl Plugin for PhosGamePlugin {
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app.add_systems(Startup, init_game)
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.add_systems(Startup, (load_textures, load_tiles, create_map).chain());
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//Systems - Update
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app.add_systems(Update, (check_texture, spawn_map, print_tiles));
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app.add_systems(Update, (finalize_texture, spawn_map, print_tiles));
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//Perf UI
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app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
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@@ -92,11 +92,12 @@ fn print_tiles(tile_assets: Res<Assets<TileAsset>>) {
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}
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}
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fn check_texture(
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fn finalize_texture(
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asset_server: Res<AssetServer>,
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mut atlas: ResMut<ChunkAtlas>,
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mut map: ResMut<PhosMap>,
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mut images: ResMut<Assets<Image>>,
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painter: Res<Painter>,
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) {
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if atlas.is_loaded {
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return;
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@@ -105,9 +106,12 @@ fn check_texture(
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if asset_server.load_state(atlas.handle.clone()) != LoadState::Loaded {
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return;
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}
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if asset_server.load_state(painter.0.clone()) != LoadState::Loaded {
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return;
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}
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let image = images.get_mut(&atlas.handle).unwrap();
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let array_layers = 7;
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let array_layers = 14;
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image.reinterpret_stacked_2d_as_array(array_layers);
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atlas.is_loaded = true;
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@@ -186,10 +190,24 @@ fn spawn_map(
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mut meshes: ResMut<Assets<Mesh>>,
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atlas: Res<ChunkAtlas>,
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mut map: ResMut<PhosMap>,
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tile_assets: Res<Assets<TileAsset>>,
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tile_mapper: Res<Assets<TileMapperAsset>>,
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) {
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if !map.ready || !map.regenerate {
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return;
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}
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let mapper_opt = tile_mapper.iter().next();
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if mapper_opt.is_none() {
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return;
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}
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let mapper = mapper_opt.unwrap().1;
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for tile_handle in &mapper.tiles {
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let t = tile_assets.get(tile_handle);
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if t.is_none() {
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return;
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}
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}
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map.regenerate = false;
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let chunk_material = materials.add(ExtendedMaterial {
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base: StandardMaterial {
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@@ -202,7 +220,7 @@ fn spawn_map(
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});
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for chunk in &heightmap.chunks {
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let mesh = generate_chunk_mesh(&chunk, &heightmap);
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let mesh = generate_chunk_mesh(&chunk, &heightmap, mapper, &tile_assets);
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let pos = offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.);
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commands.spawn((
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MaterialMeshBundle {
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