Experimients with long range waves
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@@ -118,6 +118,8 @@ pub fn generate_chunk_water_mesh(chunk: &MeshChunkData, sealevel: f32, map_width
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create_tile_water_surface(
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tile_pos,
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height,
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chunk.min_height,
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&n,
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neighbor_has_land,
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&mut verts,
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@@ -140,6 +142,8 @@ pub fn generate_chunk_water_mesh(chunk: &MeshChunkData, sealevel: f32, map_width
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fn create_tile_water_surface(
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pos: Vec3,
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height: f32,
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min_height: f32,
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neighbors: &[f32; 6],
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neighbor_has_land: bool,
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verts: &mut Vec<Vec3>,
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@@ -148,14 +152,16 @@ fn create_tile_water_surface(
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normals: &mut Vec<Vec3>,
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) {
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if !neighbor_has_land {
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crate_tile_water_inner_surface(pos, verts, uvs, indices, normals);
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crate_tile_water_inner_surface(pos, height, min_height, verts, uvs, indices, normals);
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return;
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}
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crate_tile_water_shore_surface(pos, neighbors, verts, uvs, indices, normals);
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crate_tile_water_shore_surface(pos, height, min_height, neighbors, verts, uvs, indices, normals);
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}
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fn crate_tile_water_inner_surface(
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pos: Vec3,
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height: f32,
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min_height: f32,
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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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@@ -166,7 +172,7 @@ fn crate_tile_water_inner_surface(
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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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uvs.push(Vec2::ZERO);
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uvs.push(Vec2::new(0.0, height.remap(min_height, pos.y, 0.0, 1.0)));
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normals.push(Vec3::Y);
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}
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for i in 0..3 {
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@@ -182,6 +188,8 @@ fn crate_tile_water_inner_surface(
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fn crate_tile_water_shore_surface(
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pos: Vec3,
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height: f32,
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min_height: f32,
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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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@@ -191,22 +199,22 @@ fn crate_tile_water_shore_surface(
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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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uvs.push(Vec2::new(0.0, height.remap(min_height, pos.y, 0.0, 1.0)));
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normals.push(Vec3::Y);
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for i in 0..12 {
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let p = pos + WATER_HEX_CORNERS[i];
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verts.push(p);
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let mut uv = Vec2::ZERO;
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let mut uv = Vec2::new(0.0, height.remap(min_height, pos.y, 0.0, 1.0));
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let ni = i / 2;
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let n = neighbors[ni];
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let nn = neighbors[(ni + 5) % 6];
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if nn > pos.y || n > pos.y {
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uv = Vec2::ONE;
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uv.x = 1.0;
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}
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if ni * 2 != i {
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if n <= pos.y {
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uv = Vec2::ZERO;
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uv.x = 0.0;
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}
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}
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