Files
phos-neo/game/main/src/phos.rs
2024-04-01 23:54:50 -04:00

169 lines
4.2 KiB
Rust

use bevy::{pbr::CascadeShadowConfig, prelude::*};
use camera_system::PhosCameraPlugin;
use iyes_perf_ui::prelude::*;
use world_generation::hex_utils::{offset_to_world, HexCoord};
use world_generation::{
heightmap::generate_heightmap, mesh_generator::generate_chunk_mesh, prelude::*,
};
use crate::prelude::*;
pub struct PhosGamePlugin;
impl Plugin for PhosGamePlugin {
fn build(&self, app: &mut App) {
app.add_plugins(PhosCameraPlugin);
app.add_systems(Startup, init_game)
.add_systems(Startup, (load_textures, create_map).chain());
app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
.add_plugins(bevy::diagnostic::EntityCountDiagnosticsPlugin)
.add_plugins(bevy::diagnostic::SystemInformationDiagnosticsPlugin)
.add_plugins(PerfUiPlugin);
}
}
fn init_game(mut commands: Commands) {
commands.spawn((
PerfUiRoot::default(),
PerfUiEntryFPS::default(),
PerfUiEntryFPSWorst::default(),
PerfUiEntryFrameTime::default(),
PerfUiEntryFrameTimeWorst::default(),
));
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
cascade_shadow_config: CascadeShadowConfig {
bounds: vec![500., 1000., 2000., 5000.],
..default()
},
transform: Transform::from_xyz(500., 260.0, 500.).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
let main_tex = asset_server.load("textures/world/test2.png");
commands.insert_resource(ChunkAtlas {
handle: main_tex.clone(),
});
}
fn draw_gizmos(mut gizmos: Gizmos, hm: Res<Map>) {
gizmos.arrow(Vec3::ZERO, Vec3::Y * 1.5, Color::GREEN);
gizmos.arrow(Vec3::ZERO, Vec3::Z * 1.5, Color::BLUE);
gizmos.arrow(Vec3::ZERO, Vec3::X * 1.5, Color::RED);
let coord = HexCoord::from_grid_pos(64, 14);
let ch = &hm.chunks[coord.to_chunk_index(hm.width) as usize];
let h = ch.points[coord.to_chunk_local_index() as usize];
gizmos.ray(coord.to_world(h), Vec3::Y, Color::RED);
gizmos.ray(coord.to_world(h), Vec3::Z * 1.5, Color::BLUE);
// let t = coord.get_neighbor(5);
// let h = ch.points[t.to_chunk_local_index() as usize];
// gizmos.ray(t.to_world(h), Vec3::Y * 1., Color::PINK);
let n = coord.get_neighbors();
let nh = hm.get_neighbors(&coord);
for i in 0..6 {
let t = n[i];
let h = nh[i];
if h.is_none() {
continue;
}
gizmos.ray(
t.to_world(h.unwrap()),
Vec3::Y * (i + 1) as f32,
Color::CYAN,
);
}
}
fn create_map(
mut commands: Commands,
mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
atlas: Res<ChunkAtlas>,
) {
let heightmap = generate_heightmap(
&GenerationConfig {
layers: vec![
GeneratorLayer {
base_roughness: 2.14,
roughness: 0.87,
strength: 2.93,
min_value: -0.2,
persistence: 0.77,
is_rigid: false,
weight: 0.,
weight_multi: 0.,
layers: 4,
first_layer_mask: false,
},
GeneratorLayer {
base_roughness: 2.85,
roughness: 2.,
strength: -0.23,
min_value: -0.,
persistence: 1.,
is_rigid: false,
weight: 0.,
weight_multi: 0.,
layers: 4,
first_layer_mask: false,
},
GeneratorLayer {
base_roughness: 2.6,
roughness: 4.,
strength: 10.44,
min_value: 0.,
persistence: 1.57,
is_rigid: true,
weight: 1.,
weight_multi: 0.35,
layers: 4,
first_layer_mask: true,
},
GeneratorLayer {
base_roughness: 3.87,
roughness: 5.8,
strength: -1.,
min_value: 0.,
persistence: 0.,
is_rigid: true,
weight: 1.,
weight_multi: 4.57,
layers: 3,
first_layer_mask: true,
},
],
noise_scale: 350.,
sea_level: 4.,
border_size: 64.,
size: UVec2::splat(1024 / Chunk::SIZE as u32),
},
2,
);
let chunk_material = materials.add(StandardMaterial {
base_color_texture: Some(atlas.handle.clone()),
..default()
});
for chunk in &heightmap.chunks {
let mesh = generate_chunk_mesh(&chunk, &heightmap);
let pos = offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.);
commands.spawn(PbrBundle {
mesh: meshes.add(mesh),
material: chunk_material.clone(),
transform: Transform::from_translation(pos),
..default()
});
}
commands.insert_resource(heightmap);
}