Added generation of images based on the map
Tweaks to consistency with DIRECTIONS and HEX_CORNERS Misc debug visualizations
This commit is contained in:
@@ -18,6 +18,7 @@ bevy_asset_loader = { version = "0.21.0", features = [
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"3d",
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] }
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ron = "0.8.1"
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image = "0.25.2"
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[features]
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tracing = ["bevy/trace_tracy"]
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@@ -31,7 +31,7 @@ fn create_tile_collider(pos: Vec3, verts: &mut Vec<Vec3>, indices: &mut Vec<[u32
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verts.push(p);
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}
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//Top Surfave
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//Top Surface
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indices.push([idx, idx + 1, idx + 5]);
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indices.push([idx + 1, idx + 2, idx + 5]);
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indices.push([idx + 2, idx + 4, idx + 5]);
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@@ -43,7 +43,7 @@ fn create_tile_collider(pos: Vec3, verts: &mut Vec<Vec3>, indices: &mut Vec<[u32
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create_tile_wall_collider(
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idx,
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Vec3::new(pos.x, n_height.min(pos.y - OUTER_RADIUS / 2.), pos.z),
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i,
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(i + 1) % 6,
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verts,
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indices,
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);
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@@ -54,7 +54,7 @@ fn create_tile_collider(pos: Vec3, verts: &mut Vec<Vec3>, indices: &mut Vec<[u32
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fn create_tile_wall_collider(idx: u32, pos: Vec3, dir: usize, verts: &mut Vec<Vec3>, indices: &mut Vec<[u32; 3]>) {
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let idx2 = verts.len() as u32;
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verts.push(pos + HEX_CORNERS[dir]);
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verts.push(pos + HEX_CORNERS[(dir) % 6]);
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verts.push(pos + HEX_CORNERS[(dir + 1) % 6]);
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let off = dir as u32;
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@@ -1,5 +1,8 @@
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use core::f32;
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use bevy::math::{IVec2, UVec2};
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use bevy::prelude::{FloatExt, Vec2};
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use bevy::render::render_resource::encase::internal::BufferMut;
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use bevy::utils::default;
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use noise::{NoiseFn, SuperSimplex};
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use rayon::iter::{IntoParallelIterator, ParallelIterator};
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@@ -11,7 +14,7 @@ use crate::prelude::*;
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pub fn generate_heightmap(cfg: &GenerationConfig, seed: u32, painter: &BiomePainter) -> Map {
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let biomes = &generate_biomes(cfg, seed, painter);
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// let mut chunks: Vec<Chunk> = Vec::with_capacity(cfg.size.length_squared() as usize);
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let chunks = (0..cfg.size.y)
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let chunks: Vec<Chunk> = (0..cfg.size.y)
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.into_par_iter()
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.flat_map(|z| {
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(0..cfg.size.x).into_par_iter().map(move |x| {
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@@ -20,11 +23,24 @@ pub fn generate_heightmap(cfg: &GenerationConfig, seed: u32, painter: &BiomePain
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})
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})
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.collect();
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let mut min = f32::MAX;
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let mut max = f32::MIN;
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for chunk in &chunks {
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if chunk.min_level < min {
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min = chunk.min_level;
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}
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if chunk.max_level > max {
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max = chunk.max_level;
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}
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}
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return Map {
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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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min_level: min,
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max_level: max,
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};
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}
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@@ -66,7 +82,7 @@ pub fn generate_biome_chunk(
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&cfg.moisture_noise,
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&noise_m,
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cfg.size.as_vec2(),
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cfg.border_size,
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0.0,
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);
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let temperature = sample_point(
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x as f64 + chunk_x as f64 * Chunk::SIZE as f64,
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@@ -74,7 +90,7 @@ pub fn generate_biome_chunk(
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&cfg.temperature_noise,
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&noise_t,
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cfg.size.as_vec2(),
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cfg.border_size,
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0.0,
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);
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let continentality = sample_point(
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x as f64 + chunk_x as f64 * Chunk::SIZE as f64,
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@@ -82,7 +98,7 @@ pub fn generate_biome_chunk(
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&cfg.continent_noise,
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&noise_c,
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cfg.size.as_vec2(),
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cfg.border_size,
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0.0,
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);
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let data = BiomeData {
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moisture: moisture.clamp(0., 100.),
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@@ -100,6 +116,29 @@ pub fn generate_biome_chunk(
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return chunk;
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}
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pub fn generate_noise_map(size: UVec2, seed: u32, cfg: &NoiseConfig, border_size: f32) -> Vec<f32> {
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let noise = SuperSimplex::new(seed);
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let data: Vec<_> = (0..(size.y as usize * Chunk::SIZE))
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.into_par_iter()
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.flat_map(|y| {
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let mut row = Vec::with_capacity(size.x as usize * Chunk::SIZE);
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for x in 0..row.capacity() {
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row.push(sample_point(
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x as f64,
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y as f64,
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cfg,
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&noise,
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size.as_vec2(),
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border_size,
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));
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}
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return row;
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})
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.collect();
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return data;
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}
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pub fn generate_chunk(
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chunk_x: u32,
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chunk_z: u32,
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@@ -112,6 +151,8 @@ pub fn generate_chunk(
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let mut data = [BiomeData::default(); Chunk::AREA];
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let mut biome_ids = [0; Chunk::AREA];
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let noise = SuperSimplex::new(seed);
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let mut min = f32::MAX;
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let mut max = f32::MIN;
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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 biome_data = biome_chunk.get_biome_data(x, z);
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@@ -135,6 +176,12 @@ pub fn generate_chunk(
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let idx = x + z * Chunk::SIZE;
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biome_ids[idx] = biome_chunk.get_biome_id_dithered(x, z, &noise, cfg.biome_dither);
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result[idx] = sample;
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if sample > max {
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max = sample;
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}
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if sample < min {
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min = sample;
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}
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data[idx] = biome_data.clone();
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}
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}
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@@ -143,6 +190,8 @@ pub fn generate_chunk(
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biome_data: data,
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biome_id: biome_ids,
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chunk_offset: IVec2::new(chunk_x as i32, chunk_z as i32),
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max_level: max,
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min_level: min,
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..default()
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};
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}
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@@ -171,6 +220,10 @@ fn sample_point(x: f64, z: f64, cfg: &NoiseConfig, noise: &impl NoiseFn<f64, 2>,
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}
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}
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if border_size == 0.0 {
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return elevation as f32;
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}
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let outer = size * Chunk::SIZE as f32;
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let p = Vec2::new(x as f32, z as f32);
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@@ -72,12 +72,12 @@ impl Display for HexCoord {
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impl HexCoord {
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pub const DIRECTIONS: [IVec3; 6] = [
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IVec3::new(0, 1, -1),
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IVec3::new(1, 0, -1),
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IVec3::new(1, -1, 0),
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IVec3::new(0, -1, 1),
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IVec3::new(-1, 0, 1),
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IVec3::new(1, 0, -1),
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IVec3::new(0, 1, -1),
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IVec3::new(-1, 1, 0),
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IVec3::new(-1, 0, 1),
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IVec3::new(0, -1, 1),
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];
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pub const ZERO: HexCoord = HexCoord { hex: IVec3::ZERO };
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@@ -4,6 +4,7 @@ use rayon::iter::{IntoParallelIterator, ParallelIterator};
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use super::chunk::Chunk;
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#[derive(Clone)]
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pub struct BiomeMap {
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pub height: usize,
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pub width: usize,
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@@ -10,6 +10,8 @@ pub struct Chunk {
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pub biome_data: [BiomeData; Chunk::AREA],
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pub biome_id: [usize; Chunk::AREA],
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pub chunk_offset: IVec2,
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pub min_level: f32,
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pub max_level: f32,
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}
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impl Default for Chunk {
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@@ -20,6 +22,8 @@ impl Default for Chunk {
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biome_data: [BiomeData::default(); Chunk::AREA],
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biome_id: [0; Chunk::AREA],
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chunk_offset: Default::default(),
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min_level: 0.0,
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max_level: 0.0,
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}
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}
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}
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@@ -2,7 +2,11 @@ use bevy::prelude::*;
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use crate::hex_utils::*;
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use super::{chunk::Chunk, mesh_chunk::MeshChunkData};
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use super::{
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biome_map::{BiomeData, BiomeMap},
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chunk::Chunk,
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mesh_chunk::MeshChunkData,
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};
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#[derive(Resource, Clone)]
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pub struct Map {
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@@ -10,6 +14,8 @@ pub struct Map {
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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 min_level: f32,
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pub max_level: f32,
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}
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impl Map {
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@@ -43,11 +49,21 @@ impl Map {
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}
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pub fn sample_height(&self, pos: &HexCoord) -> f32 {
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assert!(
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self.is_in_bounds(pos),
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"The provided coordinate is not within the map bounds"
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);
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let chunk = &self.chunks[pos.to_chunk_index(self.width)];
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return chunk.heights[pos.to_chunk_local_index()];
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}
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pub fn sample_height_mut(&mut self, pos: &HexCoord) -> &mut f32 {
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assert!(
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self.is_in_bounds(pos),
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"The provided coordinate is not within the map bounds"
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);
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let chunk = &mut self.chunks[pos.to_chunk_index(self.width)];
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return &mut chunk.heights[pos.to_chunk_local_index()];
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}
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@@ -56,16 +72,46 @@ impl Map {
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return pos.is_in_bounds(self.height * Chunk::SIZE, self.width * Chunk::SIZE);
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}
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pub fn get_biome(&self, pos: &HexCoord) -> &BiomeData {
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assert!(
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self.is_in_bounds(pos),
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"The provided coordinate is not within the map bounds"
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);
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let chunk = &self.chunks[pos.to_chunk_index(self.width)];
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return &chunk.biome_data[pos.to_chunk_local_index()];
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}
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pub fn get_moisture(&self, pos: &HexCoord) -> f32 {
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assert!(
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self.is_in_bounds(pos),
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"The provided coordinate is not within the map bounds"
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);
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let chunk = &self.chunks[pos.to_chunk_index(self.width)];
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return chunk.biome_data[pos.to_chunk_local_index()].moisture;
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}
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pub fn get_tempurature(&self, pos: &HexCoord) -> f32 {
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assert!(
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self.is_in_bounds(pos),
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"The provided coordinate is not within the map bounds"
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);
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let chunk = &self.chunks[pos.to_chunk_index(self.width)];
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return chunk.biome_data[pos.to_chunk_local_index()].temperature;
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}
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pub fn get_continentality(&self, pos: &HexCoord) -> f32 {
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assert!(
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self.is_in_bounds(pos),
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"The provided coordinate is not within the map bounds"
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);
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let chunk = &self.chunks[pos.to_chunk_index(self.width)];
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return chunk.biome_data[pos.to_chunk_local_index()].continentality;
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}
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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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@@ -96,7 +142,7 @@ impl Map {
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let h2 = cur - depth;
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*h = h2.lerp(cur, d * d).max(0.);
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return (*p, *h);
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return (*p, *h);
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});
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return tiles;
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115
engine/world_generation/src/map/map_utils.rs
Normal file
115
engine/world_generation/src/map/map_utils.rs
Normal file
@@ -0,0 +1,115 @@
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use bevy::{math::VectorSpace, prelude::*};
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use image::ImageBuffer;
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use rayon::prelude::*;
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use crate::hex_utils::HexCoord;
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use super::{biome_map::BiomeMap, chunk::Chunk, map::Map};
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pub fn render_image(
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size: UVec2,
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data: &Vec<f32>,
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color1: LinearRgba,
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color2: LinearRgba,
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) -> ImageBuffer<image::Rgb<u8>, Vec<u8>> {
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let mut image = ImageBuffer::new(size.x * Chunk::SIZE as u32, size.y * Chunk::SIZE as u32);
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update_image(size, data, color1, color2, &mut image);
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return image;
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}
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pub fn update_image(
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size: UVec2,
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data: &Vec<f32>,
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color1: LinearRgba,
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color2: LinearRgba,
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image: &mut ImageBuffer<image::Rgb<u8>, Vec<u8>>,
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) {
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let min = *data.iter().min_by(|a, b| a.partial_cmp(b).unwrap()).unwrap_or(&0.0);
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let max = *data.iter().min_by(|a, b| a.partial_cmp(b).unwrap()).unwrap_or(&1.0);
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let w = size.x * Chunk::SIZE as u32;
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image.par_enumerate_pixels_mut().for_each(|(x, y, pixel)| {
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let idx = (y * w + x) as usize;
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let v = data[idx];
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let t = v.remap(min, max, 0.0, 1.0);
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let col = LinearRgba::lerp(&color1, color2, t);
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*pixel = to_pixel(&col);
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});
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}
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fn to_pixel(col: &LinearRgba) -> image::Rgb<u8> {
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return image::Rgb([
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(col.red * 255.0) as u8,
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(col.green * 255.0) as u8,
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(col.blue * 255.0) as u8,
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]);
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}
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pub fn render_map(map: &Map, smooth: f32) -> ImageBuffer<image::Rgb<u8>, Vec<u8>> {
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let mut image = ImageBuffer::new(
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map.width as u32 * Chunk::SIZE as u32,
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map.height as u32 * Chunk::SIZE as u32,
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);
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update_map(map, smooth, &mut image);
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return image;
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}
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pub fn update_map(map: &Map, smooth: f32, image: &mut ImageBuffer<image::Rgb<u8>, Vec<u8>>) {
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image.par_enumerate_pixels_mut().for_each(|(x, y, pixel)| {
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let coord = HexCoord::from_grid_pos(x as usize, y as usize);
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let right = coord.get_neighbor(1);
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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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color.hue = 217.0;
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}
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if map.is_in_bounds(&right) {
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let h2 = map.sample_height(&right);
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let mut d = h2 - height;
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if smooth == 0.0 || d.abs() > smooth {
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if d > 0.0 {
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color.lightness += 0.1;
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} else if d < 0.0 {
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color.lightness -= 0.1;
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}
|
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} else {
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if d.abs() <= smooth {
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d /= smooth;
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if d > 0.0 {
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let c2: LinearRgba = color.with_lightness(color.lightness + 0.1).into();
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color = LinearRgba::lerp(&color.into(), c2, d).into();
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} else {
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let c2: LinearRgba = color.with_lightness(color.lightness - 0.1).into();
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color = LinearRgba::lerp(&color.into(), c2, d.abs()).into();
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}
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}
|
||||
}
|
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}
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|
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*pixel = to_pixel(&color.into());
|
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});
|
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}
|
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|
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pub fn render_biome_map(map: &Map) -> ImageBuffer<image::Rgb<u8>, Vec<u8>> {
|
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let mut image = ImageBuffer::new(
|
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map.width as u32 * Chunk::SIZE as u32,
|
||||
map.height as u32 * Chunk::SIZE as u32,
|
||||
);
|
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update_biome_map(map, &mut image);
|
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return image;
|
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}
|
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|
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pub fn update_biome_map(map: &Map, image: &mut ImageBuffer<image::Rgb<u8>, Vec<u8>>) {
|
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image.par_enumerate_pixels_mut().for_each(|(x, y, pixel)| {
|
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let coord = HexCoord::from_grid_pos(x as usize, y as usize);
|
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let tile = map.get_biome(&coord);
|
||||
|
||||
let color = LinearRgba::rgb(
|
||||
tile.temperature / 100.0,
|
||||
tile.continentality / 100.0,
|
||||
tile.moisture / 100.0,
|
||||
);
|
||||
*pixel = to_pixel(&color);
|
||||
});
|
||||
}
|
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@@ -11,7 +11,7 @@ impl MeshChunkData {
|
||||
pub fn get_neighbors(&self, coord: &HexCoord) -> [f32; 6] {
|
||||
let mut data = [0.; 6];
|
||||
let n_tiles = coord.get_neighbors();
|
||||
for i in 0..6 {
|
||||
for i in 6..0 {
|
||||
let n = n_tiles[i];
|
||||
if !n.is_in_bounds(Chunk::SIZE, Chunk::SIZE) {
|
||||
continue;
|
||||
|
||||
@@ -2,4 +2,5 @@ pub mod chunk;
|
||||
pub mod mesh_chunk;
|
||||
pub mod config;
|
||||
pub mod map;
|
||||
pub mod biome_map;
|
||||
pub mod biome_map;
|
||||
pub mod map_utils;
|
||||
Reference in New Issue
Block a user