Files
phos-neo/game/main/src/map_rendering/map_init.rs
Amatsugu 8e92df8008 fixed blending
Implementing noise blending
2024-07-07 00:00:34 -04:00

359 lines
9.9 KiB
Rust

#[cfg(feature = "tracing")]
use bevy::log::*;
use bevy::{
asset::LoadState,
pbr::{ExtendedMaterial, NotShadowCaster},
prelude::*,
};
use bevy_inspector_egui::quick::ResourceInspectorPlugin;
use rayon::iter::{IntoParallelRefIterator, ParallelIterator};
use shared::states::{GameplayState, MenuState};
use world_generation::{
biome_asset::{BiomeAsset, BiomeAssetLoadState},
biome_painter::*,
heightmap::generate_heightmap,
hex_utils::{offset_to_index, SHORT_DIAGONAL},
prelude::*,
tile_manager::*,
tile_mapper::*,
};
use crate::{
camera_system::components::*,
prelude::{ChunkAtlas, PhosChunk, PhosChunkRegistry},
shader_extensions::{
chunk_material::ChunkMaterial,
water_material::{WaterMaterial, WaterSettings},
},
utlis::{
chunk_utils::{paint_map, prepare_chunk_mesh_with_collider},
render_distance_system::RenderDistanceVisibility,
},
};
use super::{
chunk_rebuild::ChunkRebuildPlugin, prelude::CurrentBiomePainter, terraforming_test::TerraFormingTestPlugin,
};
pub struct MapInitPlugin;
impl Plugin for MapInitPlugin {
fn build(&self, app: &mut App) {
app.insert_state(GeneratorState::Startup);
app.insert_state(AssetLoadState::StartLoading);
app.add_plugins(ResourceInspectorPlugin::<GenerationConfig>::default());
app.add_plugins(ResourceInspectorPlugin::<WaterInspect>::default());
app.register_type::<ExtendedMaterial<StandardMaterial, WaterMaterial>>();
app.register_asset_reflect::<ExtendedMaterial<StandardMaterial, WaterMaterial>>();
app.add_plugins((
ChunkRebuildPlugin,
TerraFormingTestPlugin,
MaterialPlugin::<ExtendedMaterial<StandardMaterial, ChunkMaterial>>::default(),
MaterialPlugin::<ExtendedMaterial<StandardMaterial, WaterMaterial>> {
prepass_enabled: false,
..Default::default()
},
));
app.add_systems(Startup, (load_textures, load_tiles).in_set(AssetLoaderSet));
app.configure_sets(Startup, AssetLoaderSet.run_if(in_state(AssetLoadState::StartLoading)));
app.add_systems(
Update,
create_heightmap.run_if(in_state(GeneratorState::GenerateHeightmap)),
);
app.add_systems(Update, check_asset_load.run_if(in_state(AssetLoadState::Loading)));
app.add_systems(
Update,
(finalize_texture, finalize_biome_painter).run_if(in_state(AssetLoadState::FinalizeAssets)),
);
app.add_systems(Update, despawn_map.run_if(in_state(GeneratorState::Regenerate)));
app.add_systems(
Update,
spawn_map
.run_if(in_state(AssetLoadState::LoadComplete))
.run_if(in_state(GeneratorState::SpawnMap)),
);
app.insert_resource(TileManager::default());
}
}
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
struct AssetLoaderSet;
#[derive(Resource, Reflect, Default)]
#[reflect(Resource)]
struct WaterInspect(Handle<ExtendedMaterial<StandardMaterial, WaterMaterial>>);
fn load_textures(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut water_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, WaterMaterial>>>,
) {
let main_tex = asset_server.load("textures/world/Terra.png");
let water_material = water_materials.add(ExtendedMaterial {
base: StandardMaterial {
base_color: Color::CYAN.with_a(0.8),
alpha_mode: AlphaMode::Blend,
..Default::default()
},
extension: WaterMaterial {
settings: WaterSettings {
offset: 0.5,
scale: 100.,
..Default::default()
},
..default()
},
});
commands.insert_resource(WaterInspect(water_material.clone()));
commands.insert_resource(ChunkAtlas {
handle: main_tex.clone(),
is_loaded: false,
chunk_material_handle: Handle::default(),
water_material: water_material,
});
}
fn load_tiles(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut next_state: ResMut<NextState<AssetLoadState>>,
) {
let handle: Handle<BiomePainterAsset> = asset_server.load("biome_painters/terra.biomes.json");
commands.insert_resource(CurrentBiomePainter { handle });
next_state.set(AssetLoadState::Loading);
}
fn check_asset_load(
asset_server: Res<AssetServer>,
atlas: Res<ChunkAtlas>,
painter: Res<CurrentBiomePainter>,
painter_load: Res<BiomePainterLoadState>,
biome_load: Res<BiomeAssetLoadState>,
tile_load: Res<TileAssetLoadState>,
mapper_load: Res<TileMapperLoadState>,
mut next_state: ResMut<NextState<AssetLoadState>>,
) {
if !painter_load.is_all_loaded()
|| !tile_load.is_all_loaded()
|| !mapper_load.is_all_loaded()
|| !biome_load.is_all_loaded()
{
return;
}
if asset_server.load_state(atlas.handle.clone()) != LoadState::Loaded {
return;
}
if asset_server.load_state(painter.handle.clone()) != LoadState::Loaded {
return;
}
next_state.set(AssetLoadState::FinalizeAssets);
}
fn finalize_biome_painter(
mut commands: Commands,
mut next_generator_state: ResMut<NextState<GeneratorState>>,
painter: Res<CurrentBiomePainter>,
painter_load: Res<BiomePainterLoadState>,
biome_load: Res<BiomeAssetLoadState>,
biome_painters: Res<Assets<BiomePainterAsset>>,
biome_assets: Res<Assets<BiomeAsset>>,
) {
if !painter_load.is_all_loaded() || !biome_load.is_all_loaded() {
return;
}
let painter_asset = biome_painters.get(painter.handle.clone()).unwrap();
let biome_painter = painter_asset.build(&biome_assets);
commands.insert_resource(biome_painter);
next_generator_state.set(GeneratorState::GenerateHeightmap);
}
fn finalize_texture(
mut atlas: ResMut<ChunkAtlas>,
mut images: ResMut<Assets<Image>>,
mut chunk_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, ChunkMaterial>>>,
mut next_load_state: ResMut<NextState<AssetLoadState>>,
) {
let image = images.get_mut(&atlas.handle).unwrap();
let array_layers = image.height() / image.width();
image.reinterpret_stacked_2d_as_array(array_layers);
atlas.is_loaded = true;
let chunk_material = chunk_materials.add(ExtendedMaterial {
base: StandardMaterial::default(),
extension: ChunkMaterial {
array_texture: atlas.handle.clone(),
},
});
atlas.chunk_material_handle = chunk_material;
next_load_state.set(AssetLoadState::LoadComplete);
}
fn create_heightmap(
mut commands: Commands,
mut cam: Query<(&mut Transform, Entity), With<PhosCamera>>,
mut next_state: ResMut<NextState<GeneratorState>>,
biome_painter: Res<BiomePainter>,
) {
let config = GenerationConfig {
biome_blend: 16,
continent_layer: NoiseConfig {
scale: 450.,
layers: vec![GeneratorLayer {
base_roughness: 2.14,
roughness: 0.87,
strength: 100.,
min_value: 0.,
persistence: 0.77,
is_rigid: false,
weight: 0.,
weight_multi: 0.,
layers: 1,
first_layer_mask: false,
}],
},
moisture_layer: NoiseConfig {
scale: 450.,
layers: vec![GeneratorLayer {
base_roughness: 2.14,
roughness: 0.87,
strength: 100.,
min_value: 0.,
persistence: 0.77,
is_rigid: false,
weight: 0.,
weight_multi: 0.,
layers: 1,
first_layer_mask: false,
}],
},
temperature_layer: NoiseConfig {
scale: 450.,
layers: vec![GeneratorLayer {
base_roughness: 2.14,
roughness: 0.87,
strength: 100.,
min_value: 0.,
persistence: 0.77,
is_rigid: false,
weight: 0.,
weight_multi: 0.,
layers: 1,
first_layer_mask: false,
}],
},
sea_level: 8.5,
border_size: 64.,
size: UVec2::splat(16),
// size: UVec2::splat(1),
};
let heightmap = generate_heightmap(&config, 42069, &biome_painter);
let (mut cam_t, cam_entity) = cam.single_mut();
cam_t.translation = heightmap.get_center();
commands.entity(cam_entity).insert(CameraBounds::from_size(config.size));
commands.insert_resource(heightmap);
commands.insert_resource(config);
next_state.set(GeneratorState::SpawnMap);
}
fn spawn_map(
mut heightmap: ResMut<Map>,
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
atlas: Res<ChunkAtlas>,
tile_assets: Res<Assets<TileAsset>>,
tile_mappers: Res<Assets<TileMapperAsset>>,
mut generator_state: ResMut<NextState<GeneratorState>>,
cur_game_state: Res<State<MenuState>>,
mut game_state: ResMut<NextState<MenuState>>,
mut gameplay_state: ResMut<NextState<GameplayState>>,
biome_painter: Res<BiomePainter>,
) {
paint_map(&mut heightmap, &biome_painter, &tile_assets, &tile_mappers);
let chunk_meshes: Vec<_> = heightmap
.chunks
.par_iter()
.map(|chunk: &Chunk| {
let index = offset_to_index(chunk.chunk_offset, heightmap.width);
return prepare_chunk_mesh_with_collider(&heightmap.get_chunk_mesh_data(index), chunk.chunk_offset, index);
})
.collect();
let mut registry = PhosChunkRegistry::new(chunk_meshes.len());
{
#[cfg(feature = "tracing")]
let _spawn_span = info_span!("Spawn Chunks").entered();
let visibility_offset = Vec3::new(
(Chunk::SIZE / 2) as f32 * SHORT_DIAGONAL,
0.,
(Chunk::SIZE / 2) as f32 * 1.5,
);
for (mesh, collider, pos, index) in chunk_meshes {
// let mesh_handle = meshes.a
let chunk = commands.spawn((
MaterialMeshBundle {
mesh: meshes.add(mesh),
material: atlas.chunk_material_handle.clone(),
transform: Transform::from_translation(pos),
..default()
},
PhosChunk::new(index),
RenderDistanceVisibility::default().with_offset(visibility_offset),
collider,
));
registry.chunks.push(chunk.id());
}
}
commands.spawn((
MaterialMeshBundle {
transform: Transform::from_translation(heightmap.get_center()),
mesh: meshes.add(
Plane3d::default()
.mesh()
.size(heightmap.get_world_width(), heightmap.get_world_height()),
),
material: atlas.water_material.clone(),
..default()
},
NotShadowCaster,
));
commands.insert_resource(registry);
generator_state.set(GeneratorState::Idle);
if cur_game_state.get() != &MenuState::InGame {
game_state.set(MenuState::InGame);
gameplay_state.set(GameplayState::PlaceHQ);
}
}
fn despawn_map(
mut commands: Commands,
mut heightmap: ResMut<Map>,
cfg: Res<GenerationConfig>,
chunks: Query<Entity, With<PhosChunk>>,
mut next_state: ResMut<NextState<GeneratorState>>,
biome_painter: Res<BiomePainter>,
) {
for chunk in chunks.iter() {
commands.entity(chunk).despawn();
}
*heightmap = generate_heightmap(&cfg, 4, &biome_painter);
next_state.set(GeneratorState::SpawnMap);
}