use tile mapper to render chunks

This commit is contained in:
2024-04-21 00:23:17 -04:00
parent d31f1501eb
commit f302636a98
2 changed files with 39 additions and 8 deletions

View File

@@ -1,4 +1,6 @@
use crate::hex_utils::HexCoord; use crate::hex_utils::HexCoord;
use crate::tile_manager::TileAsset;
use crate::tile_mapper::TileMapperAsset;
use crate::{ use crate::{
hex_utils::{offset3d_to_world, INNER_RADIUS, OUTER_RADIUS}, hex_utils::{offset3d_to_world, INNER_RADIUS, OUTER_RADIUS},
prelude::*, prelude::*,
@@ -21,7 +23,12 @@ const HEX_CORNERS: [Vec3; 6] = [
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, map: &Map) -> Mesh { pub fn generate_chunk_mesh(
chunk: &Chunk,
map: &Map,
tile_mapper: &TileMapperAsset,
tiles: &Res<Assets<TileAsset>>,
) -> Mesh {
let vertex_count: usize = Chunk::SIZE * Chunk::SIZE * 6; let vertex_count: usize = Chunk::SIZE * Chunk::SIZE * 6;
let mut verts = Vec::with_capacity(vertex_count); let mut verts = Vec::with_capacity(vertex_count);
let mut uvs = Vec::with_capacity(vertex_count); let mut uvs = Vec::with_capacity(vertex_count);
@@ -36,6 +43,9 @@ pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
IVec2::new(x as i32, z as i32) + (chunk.chunk_offset * Chunk::SIZE as i32), IVec2::new(x as i32, z as i32) + (chunk.chunk_offset * Chunk::SIZE as i32),
); );
let n = map.get_neighbors(&coord); let n = map.get_neighbors(&coord);
let tile_handle = tile_mapper.sample_tile(height);
let tile = tiles.get(tile_handle).unwrap();
create_tile( create_tile(
tile_pos, tile_pos,
&n, &n,
@@ -43,7 +53,8 @@ pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
&mut uvs, &mut uvs,
&mut indices, &mut indices,
// &mut tex, // &mut tex,
(height % 7.) as u32, tile.texture_id,
tile.side_texture_id,
); );
} }
} }
@@ -67,9 +78,11 @@ fn create_tile(
uvs: &mut Vec<Vec2>, uvs: &mut Vec<Vec2>,
indices: &mut Vec<u32>, indices: &mut Vec<u32>,
texture_index: u32, texture_index: u32,
side_texture_index: u32,
) { ) {
let uv_offset = Vec2::splat(0.5); let uv_offset = Vec2::splat(0.5);
let tex_off = Vec2::new(texture_index as f32, 0.); 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; let idx = verts.len() as u32;
uvs.push(uv_offset + tex_off); uvs.push(uv_offset + tex_off);
@@ -89,7 +102,7 @@ fn create_tile(
match cur_n { match cur_n {
Some(n_height) => { Some(n_height) => {
if n_height < pos.y { if n_height < pos.y {
create_tile_wall(pos, i, n_height, verts, uvs, indices, tex_off); create_tile_wall(pos, i, n_height, verts, uvs, indices, side_tex_off);
} }
} }
_ => {} _ => {}

View File

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