mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-22 06:48:43 -06:00
Some changes, I need to find a better cube model tho...
This commit is contained in:
parent
213075c5f9
commit
27c55ed8c9
|
@ -11,3 +11,4 @@ env_logger = "0.10"
|
|||
strum = { version = "0.24", features = ["derive"] }
|
||||
glam = { version = "0.22", features = ["debug-glam-assert", "mint", "fast-math"] }
|
||||
hashbrown = "0.13"
|
||||
simdnoise = "3.1"
|
||||
|
|
|
@ -109,7 +109,7 @@ impl Default for Controls {
|
|||
fn default() -> Self {
|
||||
Self {
|
||||
inputs: Default::default(),
|
||||
speed: 10.,
|
||||
speed: 40.,
|
||||
sensitivity: 2.,
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,7 +5,7 @@ pub struct GameOptions {
|
|||
impl Default for GameOptions {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
render_distance: 8,
|
||||
render_distance: 16,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -23,7 +23,8 @@ pub const VERTEX_SHADER: &str = r#"
|
|||
|
||||
void main() {
|
||||
mat4 modelview = view * model;
|
||||
v_normal = transpose(inverse(mat3(modelview))) * normal;
|
||||
//v_normal = transpose(inverse(mat3(modelview))) * normal;
|
||||
v_normal = normal;
|
||||
v_uv = uv;
|
||||
gl_Position = perspective * modelview * vec4(position, 1.0);
|
||||
}
|
||||
|
@ -32,10 +33,12 @@ pub const FRAGMENT_SHADER: &str = r#"
|
|||
#version 150 core
|
||||
|
||||
in vec2 v_uv;
|
||||
in vec3 v_normal;
|
||||
out vec4 color;
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main() {
|
||||
color = texture(tex, v_uv);
|
||||
color *= vec4(vec3(abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z)), 1.);
|
||||
}
|
||||
"#;
|
||||
|
|
|
@ -26,7 +26,7 @@ const NEGATIVE_X_NEIGHBOR: usize = 1;
|
|||
const POSITIVE_Z_NEIGHBOR: usize = 2;
|
||||
const NEGATIVE_Z_NEIGHBOR: usize = 3;
|
||||
|
||||
const MAX_TASKS: usize = 8;
|
||||
const MAX_TASKS: usize = 4;
|
||||
|
||||
pub struct World {
|
||||
pub chunks: HashMap<IVec2, Chunk>,
|
||||
|
@ -68,7 +68,7 @@ impl World {
|
|||
write: true,
|
||||
..Default::default()
|
||||
},
|
||||
//backface_culling: glium::draw_parameters::BackfaceCullingMode::CullClockwise,
|
||||
backface_culling: glium::draw_parameters::BackfaceCullingMode::CullCounterClockwise,
|
||||
..Default::default()
|
||||
};
|
||||
for (&position, chunk) in &self.chunks {
|
||||
|
|
|
@ -5,7 +5,7 @@ use crate::game::{
|
|||
shaders::chunk::Vertex as ChunkVertex
|
||||
};
|
||||
|
||||
pub const CHUNK_SIZE: usize = 16;
|
||||
pub const CHUNK_SIZE: usize = 32;
|
||||
pub const CHUNK_HEIGHT: usize = 255;
|
||||
|
||||
pub enum ChunkState {
|
||||
|
|
|
@ -28,8 +28,8 @@ impl WorldThreading {
|
|||
self.load_tasks.len() + self.mesh_tasks.len()
|
||||
}
|
||||
pub fn queue_load(&mut self, position: IVec2) {
|
||||
let handle = thread::spawn(|| {
|
||||
world_gen::generate_chunk()
|
||||
let handle = thread::spawn(move || {
|
||||
world_gen::generate_chunk(position, 0xdead_cafe)
|
||||
});
|
||||
if self.load_tasks.insert(position, Some(handle)).is_some() {
|
||||
log::warn!("load: discarded {}, reason: new task started", position);
|
||||
|
|
|
@ -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(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(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] = [
|
||||
[0., 1., 0.],
|
||||
[0., 0., -1.],
|
||||
[0., 1., 0.],
|
||||
[0., 0., -1.],
|
||||
[-1., 0., 0.],
|
||||
[1., 0., 0.],
|
||||
[0., 0., 1.],
|
||||
[1., 0., 0.],
|
||||
[0., 0., 1.],
|
||||
[0., -1., 0.]
|
||||
];
|
||||
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 z in 0..CHUNK_SIZE {
|
||||
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
|
||||
}
|
||||
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()
|
||||
};
|
||||
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, [
|
||||
vec2(0., 0.),
|
||||
vec2(0., 1.),
|
||||
vec2(1., 0.),
|
||||
vec2(1., 1.),
|
||||
vec2(x1, y1),
|
||||
vec2(x1, y2),
|
||||
vec2(x2, y1),
|
||||
vec2(x2, y2),
|
||||
]);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,8 +1,35 @@
|
|||
use glam::IVec2;
|
||||
use simdnoise::NoiseBuilder;
|
||||
use crate::game::{
|
||||
world::chunk::{ChunkData, CHUNK_SIZE, CHUNK_HEIGHT},
|
||||
blocks::Block
|
||||
};
|
||||
|
||||
pub fn generate_chunk() -> ChunkData {
|
||||
Box::new([[[Block::Stone; CHUNK_SIZE]; CHUNK_HEIGHT]; CHUNK_SIZE])
|
||||
const TERRAIN_HEIGHT_MIN: f32 = 64.;
|
||||
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
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue