perlin noise
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+5
-8
@@ -3,14 +3,16 @@ use winit::{
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window::Window
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};
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use cgmath::Point3;
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use noise::Perlin;
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use std::sync::Arc;
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use noise::NoiseFn;
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mod camera_controller; use camera_controller::CameraController;
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mod world_gen; use world_gen::WorldGen;
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use crate::renderer::Renderer;
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//use crate::renderer::BrickData;
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pub struct App {
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pub window: Window,
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pub renderer: Renderer,
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@@ -25,13 +27,8 @@ impl App {
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let mut world_gen = WorldGen::new();
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let start = std::time::Instant::now();
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for x in 0..48 {
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for y in 0..16 {
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for z in 0..48 {
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world_gen.generate(&mut renderer, Point3{x, y, z});
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}
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}
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}
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let noise = Perlin::new();
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world_gen.generate(&mut renderer, &noise);
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println!("Generated in {}ms", start.elapsed().as_millis());
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Self { window, renderer, camera_controller, world_gen }
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+80
-31
@@ -1,7 +1,10 @@
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use cgmath::{Point3, InnerSpace};
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use noise::{Perlin, NoiseFn};
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use rand::Rng;
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use crate::renderer::Renderer;
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use crate::renderer::buffers::{BLOCK_SIZE, NODE_TEX_SIZE};
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pub struct WorldGen {
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@@ -13,44 +16,90 @@ impl WorldGen {
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Self{}
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}
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pub fn generate(&mut self, renderer: &mut Renderer, pos: Point3<usize>) {
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/*
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* Generate world
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*/
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pub fn generate(&mut self, renderer: &mut Renderer, noise: &Perlin) {
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const SCALE: f64 = 150.0;
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let mut rng = rand::thread_rng();
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let mut apply = false;
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let block_id = renderer.block_get_id(pos, false);
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// Generate grass on ground
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if pos.y == 0 {
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for x in 0..32 {
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for z in 0..32 {
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// Dirt
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renderer.block_set_voxel(block_id, x, 0, z, 1);
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// Grass
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if rng.gen::<f32>() < 0.3 {
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let h = (rng.gen::<f32>() * 5.0) as usize;
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for y in 1..h {
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renderer.block_set_voxel(block_id, x, y, z, 2);
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for bx in 0..32 {
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for bz in 0..32 {
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let mut block_ids = [0_usize; 16];
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for by in 0..2 {
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//TODO consume only nonempty blocks
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block_ids[by] = renderer.block_get_id(Point3{x:bx, y:by, z:bz}, true);
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}
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for x in 0..BLOCK_SIZE {
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for z in 0..BLOCK_SIZE {
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// world x,z
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let wx = bx * BLOCK_SIZE + x;
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let wz = bz * BLOCK_SIZE + z;
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// world h
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let value1 = (noise.get([wx as f64 /SCALE*2.0, wz as f64 /SCALE*2.0]) + 1.0) / 1.5 - 0.6;
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let value2 = (noise.get([wx as f64 /SCALE, wz as f64 /SCALE]) + 1.0) / 2.0;
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let value = if value1 > value2 { value1 } else {value2};
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let mut wh = (value * 40.0) as usize + 1;
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wh += (rng.gen::<f32>() * 2.0) as usize;
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// fill column
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for wy in 0..wh {
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let y = wy % BLOCK_SIZE;
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let by = wy / BLOCK_SIZE;
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let val = if wy == wh-1 { 2 } else { 1 };
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renderer.block_set_voxel(block_ids[by], x, y, z, val);
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}
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}
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}
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}
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apply = true;
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}
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// Generate wall
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if pos.x == 8 && pos.y < 3 && pos.z < 8 && pos.z > 4 {
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for z in 0..32 {
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for y in 0..32 {
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renderer.block_set_voxel(block_id, 16, y, z, 3);
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}
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}
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apply = true;
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}
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// Apply
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if apply {
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if block_id != renderer.block_get_id(pos, true) {
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panic!("Block already consumed?");
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}
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}
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// let mut rng = rand::thread_rng();
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// let mut apply = false;
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// let voxel_pos = pos * BLOCK_SIZE;
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// // Genereate grass
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// if pos.y < 1 {
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// for x in 0..32 {
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// for z in 0..32 {
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// let wx = voxel_pos.x + x;
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// let wz = voxel_pos.z + z;
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// let value = (noise.get([wx as f64 * 0.0123, wz as f64 * 0.0123]) + 1.0) / 2.0;
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// let h = (value * 30.0) as usize + 1;
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// for y in 0..h {
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// renderer.block_set_voxel(block_id, x, y, z, 2);
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// }
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// }
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// }
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// apply = true;
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// }
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// // Generate wall
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// if pos.x == 8 && pos.y < 3 && pos.z < 8 && pos.z > 4 {
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// for z in 0..32 {
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// for y in 0..32 {
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// renderer.block_set_voxel(block_id, 16, y, z, 3);
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// }
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// }
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// apply = true;
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// }
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// // Apply
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// if apply {
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// if block_id != renderer.block_get_id(pos, true) {
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// panic!("Block already consumed?");
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// }
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// }
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}
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}
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+1
-1
@@ -1,7 +1,7 @@
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use winit::{window::Window, dpi::PhysicalSize};
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use cgmath::{Point3};
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mod buffers;
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pub mod buffers;
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use buffers::{Nodes, Blocks, Uniform, Raster, Materials};
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mod passes;
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