Files
phos-neo/game/main/src/utlis/editor_plugin.rs
2025-01-04 14:28:54 -05:00

162 lines
4.5 KiB
Rust

use bevy::{prelude::*, render::render_asset::RenderAssetUsages};
use bevy_inspector_egui::bevy_egui::EguiContexts;
use bevy_inspector_egui::egui::{self};
use image::{ImageBuffer, Rgba};
use world_generation::biome_asset::BiomeAsset;
use world_generation::biome_painter::BiomePainterAsset;
use world_generation::map::biome_map::BiomeMap;
use world_generation::map::map_utils::{render_biome_map, render_biome_noise_map};
use world_generation::{map::map_utils::render_map, prelude::Map, states::GeneratorState};
pub struct EditorPlugin;
impl Plugin for EditorPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<UIState>();
// app.add_systems(PostUpdate, prepare_image.run_if(in_state(GeneratorState::SpawnMap)));
// app.add_systems(
// Update,
// (render_map_ui, update_map_render, asset_reloaded).run_if(in_state(GeneratorState::Idle)),
// );
}
}
#[derive(Resource)]
struct MapImage(pub Handle<Image>);
pub fn prepare_image(mut images: ResMut<Assets<Image>>, heightmap: Res<Map>, mut commands: Commands) {
let image = render_map(&heightmap, 0.1);
let handle = images.add(Image::from_dynamic(image.into(), true, RenderAssetUsages::RENDER_WORLD));
commands.insert_resource(MapImage(handle));
}
#[derive(Resource)]
struct UIState {
pub is_open: bool,
pub target_map_type: MapDisplayType,
pub cur_map_type: MapDisplayType,
}
impl Default for UIState {
fn default() -> Self {
Self {
is_open: true,
target_map_type: default(),
cur_map_type: default(),
}
}
}
#[derive(Debug, PartialEq, Eq, Clone, Copy, Default)]
enum MapDisplayType {
#[default]
HeightMap,
Biomes,
BiomeNoise,
BiomeNoiseTemp,
BiomeNoiseContinent,
BiomeNoiseMoisture,
}
fn asset_reloaded(
mut asset_events: EventReader<AssetEvent<BiomeAsset>>,
mut biomes: ResMut<Assets<BiomeAsset>>,
biome_painter: Res<BiomePainterAsset>,
mut commands: Commands,
) {
let mut rebuild = false;
for event in asset_events.read() {
match event {
AssetEvent::Modified { .. } => rebuild = true,
_ => (),
}
}
if rebuild {
let painter = biome_painter.build(&biomes);
commands.insert_resource(painter);
}
}
fn render_map_ui(
image: Res<MapImage>,
heightmap: Res<Map>,
biome_map: Res<BiomeMap>,
mut contexts: EguiContexts,
mut state: ResMut<UIState>,
) {
let id = contexts.add_image(image.0.clone_weak());
let mut map_type = state.target_map_type;
let ctx = contexts.ctx_mut();
egui::Window::new("Map").open(&mut state.is_open).show(ctx, |ui| {
ui.label("Map Test");
egui::ComboBox::from_label("Display Type")
.selected_text(format!("{:?}", map_type))
.show_ui(ui, |ui| {
ui.selectable_value(&mut map_type, MapDisplayType::HeightMap, "Heightmap");
ui.selectable_value(&mut map_type, MapDisplayType::Biomes, "Biomes");
ui.selectable_value(&mut map_type, MapDisplayType::BiomeNoise, "Biome Noise");
ui.selectable_value(
&mut map_type,
MapDisplayType::BiomeNoiseTemp,
"Biome Noise: Tempurature",
);
ui.selectable_value(
&mut map_type,
MapDisplayType::BiomeNoiseContinent,
"Biome Noise: Continent",
);
ui.selectable_value(
&mut map_type,
MapDisplayType::BiomeNoiseMoisture,
"Biome Noise: Moisture",
);
});
ui.add(egui::widgets::Image::new(egui::load::SizedTexture::new(
id,
[512.0, 512.0],
)));
if ui.button("Save Image").clicked() {
let img = get_map_image(&heightmap, &biome_map, map_type);
_ = img.save(format!("{:?}.png", map_type));
}
});
state.target_map_type = map_type;
}
fn update_map_render(
mut state: ResMut<UIState>,
mut images: ResMut<Assets<Image>>,
heightmap: Res<Map>,
biome_map: Res<BiomeMap>,
image: Res<MapImage>,
) {
if state.cur_map_type == state.target_map_type {
return;
}
let result = get_map_image(&heightmap, &biome_map, state.target_map_type);
images.insert(
image.0.id(),
Image::from_dynamic(result.into(), true, RenderAssetUsages::RENDER_WORLD),
);
state.cur_map_type = state.target_map_type;
}
fn get_map_image(heightmap: &Map, biome_map: &BiomeMap, map_type: MapDisplayType) -> ImageBuffer<Rgba<u8>, Vec<u8>> {
return match map_type {
MapDisplayType::HeightMap => render_map(&heightmap, 0.1),
MapDisplayType::Biomes => render_biome_map(&heightmap, &biome_map),
MapDisplayType::BiomeNoise => render_biome_noise_map(&biome_map, Vec3::ONE),
MapDisplayType::BiomeNoiseTemp => render_biome_noise_map(&biome_map, Vec3::X),
MapDisplayType::BiomeNoiseContinent => render_biome_noise_map(&biome_map, Vec3::Y),
MapDisplayType::BiomeNoiseMoisture => render_biome_noise_map(&biome_map, Vec3::Z),
};
}