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14
src/game.rs
14
src/game.rs
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@ -26,12 +26,14 @@ use options::GameOptions;
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struct State {
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pub camera: Camera,
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pub first_draw: bool,
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pub controls: Controls,
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pub world: World
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}
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impl State {
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pub fn init() -> Self {
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Self {
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first_draw: true,
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camera: Camera::default(),
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controls: Controls::default(),
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world: World::new(),
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@ -90,6 +92,9 @@ pub fn run() {
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*control_flow = ControlFlow::Exit;
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return
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},
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WindowEvent::Resized(size) => {
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state.camera.update_perspective_matrix((size.width, size.height));
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},
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_ => return
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}
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},
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@ -118,8 +123,11 @@ pub fn run() {
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target.clear_color_and_depth((0.5, 0.5, 1., 1.), 1.);
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//Compute camera
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let target_dimensions = target.get_dimensions();
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let perspective = state.camera.perspective_matrix(target_dimensions);
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if state.first_draw {
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let target_dimensions = target.get_dimensions();
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state.camera.update_perspective_matrix(target_dimensions);
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}
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let perspective = state.camera.perspective_matrix;
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let view = state.camera.view_matrix();
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//Draw chunks
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@ -146,5 +154,7 @@ pub fn run() {
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//Finish drawing
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target.finish().unwrap();
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state.first_draw = false;
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});
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}
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@ -22,6 +22,7 @@ pub struct Camera {
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pub fov: f32,
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pub znear: f32,
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pub zfar: f32,
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pub perspective_matrix: [[f32; 4]; 4],
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}
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impl Camera {
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/// Update camera direction based on yaw/pitch
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@ -67,20 +68,67 @@ impl Camera {
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]
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}
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pub fn perspective_matrix(&self, target_dimensions: (u32, u32)) -> [[f32; 4]; 4] {
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pub fn update_perspective_matrix(&mut self, target_dimensions: (u32, u32)) {
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let znear = self.znear;
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let zfar = self.zfar;
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let fov = self.fov;
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let (width, height) = target_dimensions;
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let aspect_ratio = height as f32 / width as f32;
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let f = 1.0 / (fov / 2.0).tan();
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[
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self.perspective_matrix = [
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[f*aspect_ratio, 0.0, 0.0, 0.0],
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[0.0, f, 0.0, 0.0],
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[0.0, 0.0, (zfar+znear)/(zfar-znear), 1.0],
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[0.0, 0.0, -(2.0*zfar*znear)/(zfar-znear), 0.0],
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]
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];
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}
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// https://web.archive.org/web/20070226173353/https://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf
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pub fn frustum_planes(&self, normalized: bool) -> [[f32; 4]; 6] {
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let mut p_planes = [[0.0_f32; 4]; 6];
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let matrix = self.perspective_matrix;
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fn normalize_plane(mut plane: [f32; 4]) -> [f32; 4] {
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let mag = (plane[0] * plane[0] + plane[1] * plane[1] + plane[2] * plane[2]).sqrt();
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plane[0] = plane[0] / mag;
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plane[1] = plane[1] / mag;
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plane[2] = plane[2] / mag;
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plane[3] = plane[3] / mag;
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plane
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}
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// Left clipping plane
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p_planes[0][0] = matrix[3][0] + matrix[0][0];
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p_planes[0][1] = matrix[3][1] + matrix[0][1];
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p_planes[0][2] = matrix[3][2] + matrix[0][2];
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p_planes[0][3] = matrix[3][3] + matrix[0][3];
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// Right clipping plane
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p_planes[1][0] = matrix[3][0] - matrix[0][0];
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p_planes[1][1] = matrix[3][1] - matrix[0][1];
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p_planes[1][2] = matrix[3][2] - matrix[0][2];
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p_planes[1][3] = matrix[3][3] - matrix[0][3];
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// Top clipping plane
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p_planes[2][0] = matrix[3][0] - matrix[1][0];
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p_planes[2][1] = matrix[3][1] - matrix[1][1];
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p_planes[2][2] = matrix[3][2] - matrix[1][2];
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p_planes[2][3] = matrix[3][3] - matrix[1][3];
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// Bottom clipping plane
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p_planes[3][0] = matrix[3][0] + matrix[1][0];
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p_planes[3][1] = matrix[3][1] + matrix[1][1];
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p_planes[3][2] = matrix[3][2] + matrix[1][2];
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p_planes[3][3] = matrix[3][3] + matrix[1][3];
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// Near clipping plane
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p_planes[4][0] = matrix[3][0] + matrix[3][0];
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p_planes[4][1] = matrix[3][1] + matrix[3][1];
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p_planes[4][2] = matrix[3][2] + matrix[3][2];
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p_planes[4][3] = matrix[3][3] + matrix[3][3];
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// Far clipping plane
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p_planes[5][0] = matrix[3][0] - matrix[3][0];
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p_planes[5][1] = matrix[3][1] - matrix[3][1];
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p_planes[5][2] = matrix[3][2] - matrix[3][2];
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p_planes[5][3] = matrix[3][3] - matrix[3][3];
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p_planes
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}
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}
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impl Default for Camera {
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fn default() -> Self {
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@ -93,6 +141,7 @@ impl Default for Camera {
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znear: 0.1,
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yaw: 0.,
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pitch: 0.,
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perspective_matrix: [[0.; 4]; 4]
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}
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}
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}
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@ -110,7 +110,7 @@ impl Default for Controls {
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Self {
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inputs: Default::default(),
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speed: 40.,
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sensitivity: 2.,
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sensitivity: 1.24,
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}
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}
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}
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@ -14,7 +14,7 @@ pub fn generate_chunk(position: IVec2, seed: u32) -> ChunkData {
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//generate noises
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let height_noise = NoiseBuilder::fbm_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_freq(0.025)
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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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