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https://github.com/griffi-gh/kubi.git
synced 2024-11-22 14:58:44 -06:00
Some changes, I need to find a better cube model tho...
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parent
213075c5f9
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@ -11,3 +11,4 @@ env_logger = "0.10"
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strum = { version = "0.24", features = ["derive"] }
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strum = { version = "0.24", features = ["derive"] }
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glam = { version = "0.22", features = ["debug-glam-assert", "mint", "fast-math"] }
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glam = { version = "0.22", features = ["debug-glam-assert", "mint", "fast-math"] }
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hashbrown = "0.13"
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hashbrown = "0.13"
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simdnoise = "3.1"
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@ -109,7 +109,7 @@ impl Default for Controls {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self {
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inputs: Default::default(),
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inputs: Default::default(),
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speed: 10.,
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speed: 40.,
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sensitivity: 2.,
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sensitivity: 2.,
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}
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}
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}
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}
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@ -5,7 +5,7 @@ pub struct GameOptions {
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impl Default for GameOptions {
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impl Default for GameOptions {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self {
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render_distance: 8,
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render_distance: 16,
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}
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}
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}
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}
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}
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}
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@ -23,7 +23,8 @@ pub const VERTEX_SHADER: &str = r#"
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void main() {
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void main() {
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mat4 modelview = view * model;
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mat4 modelview = view * model;
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v_normal = transpose(inverse(mat3(modelview))) * normal;
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//v_normal = transpose(inverse(mat3(modelview))) * normal;
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v_normal = normal;
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v_uv = uv;
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v_uv = uv;
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gl_Position = perspective * modelview * vec4(position, 1.0);
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gl_Position = perspective * modelview * vec4(position, 1.0);
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}
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}
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@ -32,10 +33,12 @@ pub const FRAGMENT_SHADER: &str = r#"
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#version 150 core
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#version 150 core
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in vec2 v_uv;
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in vec2 v_uv;
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in vec3 v_normal;
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out vec4 color;
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out vec4 color;
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uniform sampler2D tex;
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uniform sampler2D tex;
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void main() {
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void main() {
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color = texture(tex, v_uv);
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color = texture(tex, v_uv);
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color *= vec4(vec3(abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z)), 1.);
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}
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}
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"#;
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"#;
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@ -26,7 +26,7 @@ const NEGATIVE_X_NEIGHBOR: usize = 1;
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const POSITIVE_Z_NEIGHBOR: usize = 2;
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const POSITIVE_Z_NEIGHBOR: usize = 2;
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const NEGATIVE_Z_NEIGHBOR: usize = 3;
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const NEGATIVE_Z_NEIGHBOR: usize = 3;
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const MAX_TASKS: usize = 8;
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const MAX_TASKS: usize = 4;
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pub struct World {
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pub struct World {
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pub chunks: HashMap<IVec2, Chunk>,
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pub chunks: HashMap<IVec2, Chunk>,
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@ -68,7 +68,7 @@ impl World {
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write: true,
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write: true,
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..Default::default()
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..Default::default()
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},
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},
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//backface_culling: glium::draw_parameters::BackfaceCullingMode::CullClockwise,
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backface_culling: glium::draw_parameters::BackfaceCullingMode::CullCounterClockwise,
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..Default::default()
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..Default::default()
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};
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};
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for (&position, chunk) in &self.chunks {
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for (&position, chunk) in &self.chunks {
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@ -5,7 +5,7 @@ use crate::game::{
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shaders::chunk::Vertex as ChunkVertex
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shaders::chunk::Vertex as ChunkVertex
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};
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};
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pub const CHUNK_SIZE: usize = 16;
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pub const CHUNK_SIZE: usize = 32;
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pub const CHUNK_HEIGHT: usize = 255;
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pub const CHUNK_HEIGHT: usize = 255;
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pub enum ChunkState {
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pub enum ChunkState {
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@ -28,8 +28,8 @@ impl WorldThreading {
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self.load_tasks.len() + self.mesh_tasks.len()
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self.load_tasks.len() + self.mesh_tasks.len()
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}
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}
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pub fn queue_load(&mut self, position: IVec2) {
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pub fn queue_load(&mut self, position: IVec2) {
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let handle = thread::spawn(|| {
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let handle = thread::spawn(move || {
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world_gen::generate_chunk()
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world_gen::generate_chunk(position, 0xdead_cafe)
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});
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});
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if self.load_tasks.insert(position, Some(handle)).is_some() {
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if self.load_tasks.insert(position, Some(handle)).is_some() {
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log::warn!("load: discarded {}, reason: new task started", position);
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log::warn!("load: discarded {}, reason: new task started", position);
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@ -28,7 +28,7 @@ const CUBE_FACE_VERTICES: [[Vec3A; 4]; 6] = [
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[vec3a(0., 0., 1.), vec3a(0., 1., 1.), vec3a(0., 0., 0.), vec3a(0., 1., 0.)],
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[vec3a(0., 0., 1.), vec3a(0., 1., 1.), vec3a(0., 0., 0.), vec3a(0., 1., 0.)],
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[vec3a(1., 0., 0.), vec3a(1., 1., 0.), vec3a(1., 0., 1.), vec3a(1., 1., 1.)],
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[vec3a(1., 0., 0.), vec3a(1., 1., 0.), vec3a(1., 0., 1.), vec3a(1., 1., 1.)],
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[vec3a(1., 0., 1.), vec3a(1., 1., 1.), vec3a(0., 0., 1.), vec3a(0., 1., 1.)],
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[vec3a(1., 0., 1.), vec3a(1., 1., 1.), vec3a(0., 0., 1.), vec3a(0., 1., 1.)],
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[vec3a(0., 0., 1.), vec3a(0., 0., 0.), vec3a(1., 0., 1.), vec3a(1., 0., 0.)]
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[vec3a(0., 0., 1.), vec3a(0., 0., 0.), vec3a(1., 0., 1.), vec3a(1., 0., 0.)],
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];
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];
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pub const CUBE_FACE_NORMALS: [[f32; 3]; 6] = [
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pub const CUBE_FACE_NORMALS: [[f32; 3]; 6] = [
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[0., 1., 0.],
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[0., 1., 0.],
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@ -98,7 +98,8 @@ pub fn generate_mesh(position: IVec2, chunk_data: ChunkData, neighbors: [ChunkDa
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for y in 0..CHUNK_HEIGHT {
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for y in 0..CHUNK_HEIGHT {
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for z in 0..CHUNK_SIZE {
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for z in 0..CHUNK_SIZE {
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let coord = ivec3(x as i32, y as i32, z as i32);
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let coord = ivec3(x as i32, y as i32, z as i32);
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if get_block(coord).descriptor().render.is_none() {
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let descriptor = get_block(coord).descriptor();
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if descriptor.render.is_none() {
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continue
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continue
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}
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}
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for face in CubeFace::iter() {
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for face in CubeFace::iter() {
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@ -110,11 +111,29 @@ pub fn generate_mesh(position: IVec2, chunk_data: ChunkData, neighbors: [ChunkDa
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get_block(facing_coord).descriptor().render.is_none()
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get_block(facing_coord).descriptor().render.is_none()
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};
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};
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if show {
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if show {
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let texures = descriptor.render.unwrap().1;
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let texture_id = match face {
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CubeFace::Top => texures.top,
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CubeFace::Front => texures.front,
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CubeFace::Left => texures.left,
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CubeFace::Right => texures.right,
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CubeFace::Back => texures.back,
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CubeFace::Bottom => texures.bottom,
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};
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//TODO replace with a proper texture resolver (or calculate uvs in a shader!)
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//this is temporary!
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//also this can only resolve textures on the first row.
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const TEX_WIDTH: f32 = 16. / 640.;
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const TEX_HEIGHT: f32 = 16. / 404.;
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let x1 = TEX_WIDTH * texture_id as f32;
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let x2 = x1 + TEX_WIDTH as f32;
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let y1 = 1. - TEX_HEIGHT;
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let y2 = 1.;
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builer.add_face(face, coord, [
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builer.add_face(face, coord, [
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vec2(0., 0.),
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vec2(x1, y1),
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vec2(0., 1.),
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vec2(x1, y2),
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vec2(1., 0.),
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vec2(x2, y1),
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vec2(1., 1.),
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vec2(x2, y2),
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]);
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]);
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}
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}
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}
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}
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@ -1,8 +1,35 @@
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use glam::IVec2;
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use simdnoise::NoiseBuilder;
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use crate::game::{
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use crate::game::{
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world::chunk::{ChunkData, CHUNK_SIZE, CHUNK_HEIGHT},
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world::chunk::{ChunkData, CHUNK_SIZE, CHUNK_HEIGHT},
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blocks::Block
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blocks::Block
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};
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};
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pub fn generate_chunk() -> ChunkData {
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const TERRAIN_HEIGHT_MIN: f32 = 64.;
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Box::new([[[Block::Stone; CHUNK_SIZE]; CHUNK_HEIGHT]; CHUNK_SIZE])
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const TERRAIN_HEIGHT_MAX: f32 = 80.;
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pub fn generate_chunk(position: IVec2, seed: u32) -> ChunkData {
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let world_xz = position.as_vec2() * CHUNK_SIZE as f32;
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let mut chunk = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_HEIGHT]; CHUNK_SIZE]);
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//generate noises
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let height_noise = NoiseBuilder::ridge_2d_offset(world_xz.x, CHUNK_SIZE, world_xz.y, CHUNK_SIZE)
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.with_freq(0.01)
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.with_octaves(4)
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.with_seed(seed as i32)
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.generate_scaled(TERRAIN_HEIGHT_MIN, TERRAIN_HEIGHT_MAX);
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//put everything together
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for x in 0..CHUNK_SIZE {
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for z in 0..CHUNK_SIZE {
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let heightmap = height_noise[x + z * CHUNK_SIZE] as usize;
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for y in 0..heightmap {
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chunk[x][y][z] = Block::Dirt;
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}
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chunk[x][heightmap][z] = Block::Grass;
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}
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}
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//return generated world
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chunk
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}
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}
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