Some changes, I need to find a better cube model tho...

This commit is contained in:
griffi-gh 2023-01-17 20:52:04 +01:00
parent 213075c5f9
commit 27c55ed8c9
9 changed files with 70 additions and 20 deletions

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@ -11,3 +11,4 @@ env_logger = "0.10"
strum = { version = "0.24", features = ["derive"] } strum = { version = "0.24", features = ["derive"] }
glam = { version = "0.22", features = ["debug-glam-assert", "mint", "fast-math"] } glam = { version = "0.22", features = ["debug-glam-assert", "mint", "fast-math"] }
hashbrown = "0.13" hashbrown = "0.13"
simdnoise = "3.1"

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@ -109,7 +109,7 @@ impl Default for Controls {
fn default() -> Self { fn default() -> Self {
Self { Self {
inputs: Default::default(), inputs: Default::default(),
speed: 10., speed: 40.,
sensitivity: 2., sensitivity: 2.,
} }
} }

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@ -5,7 +5,7 @@ pub struct GameOptions {
impl Default for GameOptions { impl Default for GameOptions {
fn default() -> Self { fn default() -> Self {
Self { Self {
render_distance: 8, render_distance: 16,
} }
} }
} }

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@ -23,7 +23,8 @@ pub const VERTEX_SHADER: &str = r#"
void main() { void main() {
mat4 modelview = view * model; mat4 modelview = view * model;
v_normal = transpose(inverse(mat3(modelview))) * normal; //v_normal = transpose(inverse(mat3(modelview))) * normal;
v_normal = normal;
v_uv = uv; v_uv = uv;
gl_Position = perspective * modelview * vec4(position, 1.0); gl_Position = perspective * modelview * vec4(position, 1.0);
} }
@ -32,10 +33,12 @@ pub const FRAGMENT_SHADER: &str = r#"
#version 150 core #version 150 core
in vec2 v_uv; in vec2 v_uv;
in vec3 v_normal;
out vec4 color; out vec4 color;
uniform sampler2D tex; uniform sampler2D tex;
void main() { void main() {
color = texture(tex, v_uv); color = texture(tex, v_uv);
color *= vec4(vec3(abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z)), 1.);
} }
"#; "#;

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@ -26,7 +26,7 @@ const NEGATIVE_X_NEIGHBOR: usize = 1;
const POSITIVE_Z_NEIGHBOR: usize = 2; const POSITIVE_Z_NEIGHBOR: usize = 2;
const NEGATIVE_Z_NEIGHBOR: usize = 3; const NEGATIVE_Z_NEIGHBOR: usize = 3;
const MAX_TASKS: usize = 8; const MAX_TASKS: usize = 4;
pub struct World { pub struct World {
pub chunks: HashMap<IVec2, Chunk>, pub chunks: HashMap<IVec2, Chunk>,
@ -68,7 +68,7 @@ impl World {
write: true, write: true,
..Default::default() ..Default::default()
}, },
//backface_culling: glium::draw_parameters::BackfaceCullingMode::CullClockwise, backface_culling: glium::draw_parameters::BackfaceCullingMode::CullCounterClockwise,
..Default::default() ..Default::default()
}; };
for (&position, chunk) in &self.chunks { for (&position, chunk) in &self.chunks {

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@ -5,7 +5,7 @@ use crate::game::{
shaders::chunk::Vertex as ChunkVertex shaders::chunk::Vertex as ChunkVertex
}; };
pub const CHUNK_SIZE: usize = 16; pub const CHUNK_SIZE: usize = 32;
pub const CHUNK_HEIGHT: usize = 255; pub const CHUNK_HEIGHT: usize = 255;
pub enum ChunkState { pub enum ChunkState {

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@ -28,8 +28,8 @@ impl WorldThreading {
self.load_tasks.len() + self.mesh_tasks.len() self.load_tasks.len() + self.mesh_tasks.len()
} }
pub fn queue_load(&mut self, position: IVec2) { pub fn queue_load(&mut self, position: IVec2) {
let handle = thread::spawn(|| { let handle = thread::spawn(move || {
world_gen::generate_chunk() world_gen::generate_chunk(position, 0xdead_cafe)
}); });
if self.load_tasks.insert(position, Some(handle)).is_some() { if self.load_tasks.insert(position, Some(handle)).is_some() {
log::warn!("load: discarded {}, reason: new task started", position); log::warn!("load: discarded {}, reason: new task started", position);

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@ -28,14 +28,14 @@ const CUBE_FACE_VERTICES: [[Vec3A; 4]; 6] = [
[vec3a(0., 0., 1.), vec3a(0., 1., 1.), vec3a(0., 0., 0.), vec3a(0., 1., 0.)], [vec3a(0., 0., 1.), vec3a(0., 1., 1.), vec3a(0., 0., 0.), vec3a(0., 1., 0.)],
[vec3a(1., 0., 0.), vec3a(1., 1., 0.), vec3a(1., 0., 1.), vec3a(1., 1., 1.)], [vec3a(1., 0., 0.), vec3a(1., 1., 0.), vec3a(1., 0., 1.), vec3a(1., 1., 1.)],
[vec3a(1., 0., 1.), vec3a(1., 1., 1.), vec3a(0., 0., 1.), vec3a(0., 1., 1.)], [vec3a(1., 0., 1.), vec3a(1., 1., 1.), vec3a(0., 0., 1.), vec3a(0., 1., 1.)],
[vec3a(0., 0., 1.), vec3a(0., 0., 0.), vec3a(1., 0., 1.), vec3a(1., 0., 0.)] [vec3a(0., 0., 1.), vec3a(0., 0., 0.), vec3a(1., 0., 1.), vec3a(1., 0., 0.)],
]; ];
pub const CUBE_FACE_NORMALS: [[f32; 3]; 6] = [ pub const CUBE_FACE_NORMALS: [[f32; 3]; 6] = [
[0., 1., 0.], [0., 1., 0.],
[0., 0., -1.], [0., 0., -1.],
[-1., 0., 0.], [-1., 0., 0.],
[1., 0., 0.], [1., 0., 0.],
[0., 0., 1.], [0., 0., 1.],
[0., -1., 0.] [0., -1., 0.]
]; ];
pub const CUBE_FACE_INDICES: [u32; 6] = [0, 1, 2, 2, 1, 3]; pub const CUBE_FACE_INDICES: [u32; 6] = [0, 1, 2, 2, 1, 3];
@ -98,7 +98,8 @@ pub fn generate_mesh(position: IVec2, chunk_data: ChunkData, neighbors: [ChunkDa
for y in 0..CHUNK_HEIGHT { for y in 0..CHUNK_HEIGHT {
for z in 0..CHUNK_SIZE { for z in 0..CHUNK_SIZE {
let coord = ivec3(x as i32, y as i32, z as i32); let coord = ivec3(x as i32, y as i32, z as i32);
if get_block(coord).descriptor().render.is_none() { let descriptor = get_block(coord).descriptor();
if descriptor.render.is_none() {
continue continue
} }
for face in CubeFace::iter() { for face in CubeFace::iter() {
@ -110,11 +111,29 @@ pub fn generate_mesh(position: IVec2, chunk_data: ChunkData, neighbors: [ChunkDa
get_block(facing_coord).descriptor().render.is_none() get_block(facing_coord).descriptor().render.is_none()
}; };
if show { if show {
let texures = descriptor.render.unwrap().1;
let texture_id = match face {
CubeFace::Top => texures.top,
CubeFace::Front => texures.front,
CubeFace::Left => texures.left,
CubeFace::Right => texures.right,
CubeFace::Back => texures.back,
CubeFace::Bottom => texures.bottom,
};
//TODO replace with a proper texture resolver (or calculate uvs in a shader!)
//this is temporary!
//also this can only resolve textures on the first row.
const TEX_WIDTH: f32 = 16. / 640.;
const TEX_HEIGHT: f32 = 16. / 404.;
let x1 = TEX_WIDTH * texture_id as f32;
let x2 = x1 + TEX_WIDTH as f32;
let y1 = 1. - TEX_HEIGHT;
let y2 = 1.;
builer.add_face(face, coord, [ builer.add_face(face, coord, [
vec2(0., 0.), vec2(x1, y1),
vec2(0., 1.), vec2(x1, y2),
vec2(1., 0.), vec2(x2, y1),
vec2(1., 1.), vec2(x2, y2),
]); ]);
} }
} }

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@ -1,8 +1,35 @@
use glam::IVec2;
use simdnoise::NoiseBuilder;
use crate::game::{ use crate::game::{
world::chunk::{ChunkData, CHUNK_SIZE, CHUNK_HEIGHT}, world::chunk::{ChunkData, CHUNK_SIZE, CHUNK_HEIGHT},
blocks::Block blocks::Block
}; };
pub fn generate_chunk() -> ChunkData { const TERRAIN_HEIGHT_MIN: f32 = 64.;
Box::new([[[Block::Stone; CHUNK_SIZE]; CHUNK_HEIGHT]; CHUNK_SIZE]) const TERRAIN_HEIGHT_MAX: f32 = 80.;
pub fn generate_chunk(position: IVec2, seed: u32) -> ChunkData {
let world_xz = position.as_vec2() * CHUNK_SIZE as f32;
let mut chunk = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_HEIGHT]; CHUNK_SIZE]);
//generate noises
let height_noise = NoiseBuilder::ridge_2d_offset(world_xz.x, CHUNK_SIZE, world_xz.y, CHUNK_SIZE)
.with_freq(0.01)
.with_octaves(4)
.with_seed(seed as i32)
.generate_scaled(TERRAIN_HEIGHT_MIN, TERRAIN_HEIGHT_MAX);
//put everything together
for x in 0..CHUNK_SIZE {
for z in 0..CHUNK_SIZE {
let heightmap = height_noise[x + z * CHUNK_SIZE] as usize;
for y in 0..heightmap {
chunk[x][y][z] = Block::Dirt;
}
chunk[x][heightmap][z] = Block::Grass;
}
}
//return generated world
chunk
} }