working generating terrain

This commit is contained in:
Piotrek
2021-04-28 23:17:16 +02:00
parent 719b6f8f26
commit ddf0c42784
6 changed files with 64 additions and 88 deletions
+46 -66
View File
@@ -1,10 +1,12 @@
use cgmath::{Point3, InnerSpace};
use noise::{Perlin, NoiseFn};
use rand::Rng;
use rand::{Rng, prelude::ThreadRng};
use crate::renderer::Level;
use crate::renderer::buffers::{BLOCK_SIZE, NODE_TEX_SIZE, Block};
const SCALE: f64 = 150.0;
pub struct WorldGen {
@@ -16,85 +18,63 @@ impl WorldGen {
Self{}
}
/*
* Generate height map for given block position
*/
fn gen_height_map(x: usize, z: usize, rand: &mut ThreadRng, noise: &Perlin) -> ([[usize;BLOCK_SIZE]; BLOCK_SIZE], usize) {
let x = x * BLOCK_SIZE;
let z = z * BLOCK_SIZE;
// Generate map
let mut max: usize = 0;
let mut map = [[0_usize; BLOCK_SIZE]; BLOCK_SIZE];
for lx in 0..BLOCK_SIZE {
for lz in 0..BLOCK_SIZE {
let value = (noise.get([(x + lx) as f64 / SCALE, (z + lz) as f64 /SCALE]) + 1.0) / 2.0;
let mut h = (value * 30.0) as usize + 1;
h += (rand.gen::<f32>() * 2.0) as usize;
if h > max { max = h; }
map[lx][lz] = h;
}
}
(map, max)
}
/*
* Generate world
*/
pub fn generate(&mut self, level: &mut dyn Level, noise: &Perlin) {
const SCALE: f64 = 150.0;
let mut rng = rand::thread_rng();
let mut dirty: Vec<usize> = Vec::new();
for bx in 0..16 {
for bz in 0..16 {
for bx in 0..48 {
for bz in 0..48 {
// Generate height map
let (map, max) = WorldGen::gen_height_map(bx, bz, &mut rng, noise);
let bh = max % BLOCK_SIZE;
// Generate blocks
for by in 0..bh {
// Get
let b = level.block_get(Point3{x:bx, y:by, z:bz});
dirty.push(b.id);
// Fill
for x in 0..BLOCK_SIZE {
for z in 0..BLOCK_SIZE {
// world x,z
let wx = bx * BLOCK_SIZE + x;
let wz = bz * BLOCK_SIZE + z;
// world h
let value1 = (noise.get([wx as f64 /SCALE*2.0, wz as f64 /SCALE*2.0]) + 1.0) / 1.5 - 0.6;
let value2 = (noise.get([wx as f64 /SCALE, wz as f64 /SCALE]) + 1.0) / 2.0;
let value = if value1 > value2 { value1 } else {value2};
let mut wh = (value * 40.0) as usize + 1;
wh += (rng.gen::<f32>() * 2.0) as usize;
// fill column
for wy in 0..wh {
let y = wy % BLOCK_SIZE;
let by = wy / BLOCK_SIZE;
let val = if wy == wh-1 { 2 } else { 1 };
level.block_get(Point3{x:bx, y:by, z:bz}).set(Point3{x, y, z}, val);
}
// TODO
let h = map[x][z];
for y in 0..h {
let val = if y+1 == h { 2 } else { 1 };
b.set(Point3{x, y, z}, val);
}
}
}
}
}
}
// let mut rng = rand::thread_rng();
// let mut apply = false;
// let voxel_pos = pos * BLOCK_SIZE;
// // Genereate grass
// if pos.y < 1 {
// for x in 0..32 {
// for z in 0..32 {
// let wx = voxel_pos.x + x;
// let wz = voxel_pos.z + z;
// let value = (noise.get([wx as f64 * 0.0123, wz as f64 * 0.0123]) + 1.0) / 2.0;
// let h = (value * 30.0) as usize + 1;
// for y in 0..h {
// renderer.block_set_voxel(block_id, x, y, z, 2);
// }
// }
// }
// apply = true;
// }
// // Generate wall
// if pos.x == 8 && pos.y < 3 && pos.z < 8 && pos.z > 4 {
// for z in 0..32 {
// for y in 0..32 {
// renderer.block_set_voxel(block_id, 16, y, z, 3);
// }
// }
// apply = true;
// }
// // Apply
// if apply {
// if block_id != renderer.block_get_id(pos, true) {
// panic!("Block already consumed?");
// }
// }
for id in dirty {
level.block_dirty(id);
}
}
}
+7 -13
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@@ -99,7 +99,9 @@ impl Blocks {
}
pub fn write_id(&mut self, queue: &wgpu::Queue, block_id: usize) {
let block = self.get(block_id).unwrap();
// Get block from id
let block = &self.blocks[block_id];
// Calculate block position in texture
let y = (block.id%BLOCK_TEX_SIZE * BLOCK_SIZE) as u32;
@@ -117,6 +119,10 @@ impl Blocks {
);
}
pub fn get(&mut self, block_id: usize) -> &mut Block {
&mut self.blocks[block_id]
}
// /*
// Write block data to gpu, should be called to apply changes
// */
@@ -147,16 +153,4 @@ impl Blocks {
self.free_block += 1;
&mut self.blocks[self.free_block - 1]
}
/*
* Gets block with id
*/
pub fn get(&mut self, id: usize) -> Option<&mut Block> {
for b in self.blocks.iter_mut() {
if b.id == id {
return Some(b);
}
}
None
}
}
+1 -1
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@@ -8,7 +8,7 @@ pub const NODE_TEX_SIZE: usize = 48; // 32x32x32 nodes in texture
pub const NODE_TEX_LEN: usize = NODE_TEX_SIZE*NODE_TEX_SIZE*NODE_TEX_SIZE; // Number of u32 in node texture
pub const BLOCK_LEN : usize = BLOCK_SIZE*BLOCK_SIZE*BLOCK_SIZE; // Number of u8 in one block
pub const BLOCK_ARR_LEN: usize = BLOCK_TEX_SIZE*BLOCK_TEX_SIZE; // Number of blocks in texture
pub const BLOCK_ARR_LEN: usize = NODE_TEX_SIZE*NODE_TEX_SIZE; // Number of blocks in texture
pub const BLOCK_TEX_LEN: usize = BLOCK_TEX_SIZE*BLOCK_TEX_SIZE * BLOCK_LEN; // Number of u8 in block texture
+7 -5
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@@ -4,7 +4,7 @@ use crate::renderer::{Renderer, buffers};
pub trait Level {
fn block_get(&mut self, block_pos: Point3<usize>) -> &mut buffers::Block;
fn block_dirty(&mut self, block: &buffers::Block);
fn block_dirty(&mut self, id: usize);
}
impl Level for Renderer {
@@ -17,15 +17,17 @@ impl Level for Renderer {
// Allocate new block
if node_value == 0 {
let block = self.buffers.brick_buffer.alloc();
self.buffers.node_buffer.nodes[node_idx] = block.id as u32;
self.buffers.node_buffer.nodes[node_idx] = (block.id+1) as u32;
return block;
}
// Return existing block
self.buffers.brick_buffer.get(node_idx).unwrap()
self.buffers.brick_buffer.get((node_value-1) as usize)
}
fn block_dirty(&mut self, block: &buffers::Block) {
self.changed_bricks.push(block.id);
fn block_dirty(&mut self, id: usize) {
if !self.changed_bricks.contains(&id) {
self.changed_bricks.push(id);
}
}
}
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+1 -1
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@@ -62,7 +62,7 @@ vec3 solve()
// Calculate ray direction
vec3 view_dir = (_ProjMatrixInv * vec4(_InUV, 0, 1)).xyz;
vec3 rayDir = normalize(_ViewMatrix * vec4(view_dir,0)).xyz;
Ray primaryRay = Ray(_CamPos / SCALE, rayDir);
Ray primaryRay = Ray((_CamPos + vec3(16, 0, 16)) / SCALE, rayDir);
// Raycast
HitResult primary = castNodes(primaryRay, 100);