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use bevy::{ |
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asset::RenderAssetUsages, |
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prelude::*, |
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render::render_resource::{Extent3d, TextureDimension, TextureFormat}, |
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sprite_render::{TileData, TilemapChunk, TilemapChunkTileData}, |
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}; |
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|
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use crate::world::{hash2, Terrain, WorldMap, TILE_SIZE}; |
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|
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pub const CHUNK_SIZE: u32 = 64; |
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const TEXTURE_SIZE: u32 = 16; |
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|
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pub struct TilemapPlugin; |
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|
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impl Plugin for TilemapPlugin { |
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fn build(&self, app: &mut App) { |
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app.add_systems(Startup, spawn_chunks); |
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} |
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} |
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|
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fn spawn_chunks(mut commands: Commands, map: Res<WorldMap>, mut images: ResMut<Assets<Image>>) { |
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let tileset = images.add(build_tileset()); |
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let chunks = (map.size + CHUNK_SIZE - 1) / CHUNK_SIZE; |
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|
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for cy in 0..chunks.y { |
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for cx in 0..chunks.x { |
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let origin = UVec2::new(cx, cy) * CHUNK_SIZE; |
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let center = (origin.as_vec2() + CHUNK_SIZE as f32 / 2.0) * TILE_SIZE; |
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commands.spawn(( |
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Name::new(format!("Chunk {cx},{cy}")), |
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TilemapChunk { |
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chunk_size: UVec2::splat(CHUNK_SIZE), |
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tile_display_size: UVec2::splat(TILE_SIZE as u32), |
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tileset: tileset.clone(), |
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..default() |
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}, |
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TilemapChunkTileData(chunk_tiles(&map, origin)), |
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Transform::from_translation(center.extend(0.0)), |
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)); |
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} |
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} |
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} |
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|
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pub fn chunk_tiles(map: &WorldMap, origin: UVec2) -> Vec<Option<TileData>> { |
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(0..CHUNK_SIZE) |
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.flat_map(|y| (0..CHUNK_SIZE).map(move |x| origin + UVec2::new(x, y))) |
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.map(|pos| { |
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map.get(pos.as_ivec2()).map(|terrain| TileData { |
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tileset_index: terrain.index(), |
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color: tile_tint(pos), |
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..default() |
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}) |
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}) |
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.collect() |
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} |
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|
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fn tile_tint(pos: UVec2) -> Color { |
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let v = 0.92 + (hash2(pos.x, pos.y) % 9) as f32 * 0.01; |
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Color::srgb(v, v, v) |
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} |
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|
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pub fn tileset_layer_count(terrains: u32) -> u32 { |
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match terrains { |
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0 | 1 => 2, |
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n if n % 6 == 0 => n + 1, |
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n => n, |
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} |
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} |
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|
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fn build_tileset() -> Image { |
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let layers = tileset_layer_count(Terrain::ALL.len() as u32); |
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let data = (0..layers) |
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.flat_map(|layer| { |
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let base = Terrain::ALL |
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.get(layer as usize) |
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.map_or(Srgba::NONE, |t| t.color()); |
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(0..TEXTURE_SIZE * TEXTURE_SIZE).flat_map(move |i| { |
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let jitter = (hash2(i, layer) % 16) as f32 / 255.0 - 8.0 / 255.0; |
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let c = Srgba::new(base.red + jitter, base.green + jitter, base.blue + jitter, 1.0); |
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c.to_u8_array() |
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}) |
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}) |
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.collect(); |
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|
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let mut image = Image::new( |
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Extent3d { |
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width: TEXTURE_SIZE, |
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height: TEXTURE_SIZE * layers, |
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depth_or_array_layers: 1, |
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}, |
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TextureDimension::D2, |
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data, |
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TextureFormat::Rgba8UnormSrgb, |
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RenderAssetUsages::RENDER_WORLD, |
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); |
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image |
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.reinterpret_stacked_2d_as_array(layers) |
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.expect("tileset is a vertical stack of square layers"); |
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image |
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} |
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|
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#[cfg(test)] |
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mod tests { |
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use super::*; |
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|
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#[test] |
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fn chunk_tiles_beyond_map_edge_are_empty() { |
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let map = WorldMap::filled(UVec2::new(CHUNK_SIZE + 2, 3), Terrain::Stone); |
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let tiles = chunk_tiles(&map, UVec2::new(CHUNK_SIZE, 0)); |
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assert_eq!(tiles.len(), (CHUNK_SIZE * CHUNK_SIZE) as usize); |
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assert!(tiles[0].is_some()); |
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assert!(tiles[1].is_some()); |
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assert!(tiles[2].is_none()); |
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assert!(tiles[CHUNK_SIZE as usize * 3].is_none()); |
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} |
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|
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#[test] |
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fn tileset_has_a_layer_for_every_terrain() { |
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let image = build_tileset(); |
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assert!(image.texture_descriptor.size.depth_or_array_layers >= Terrain::ALL.len() as u32); |
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} |
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|
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|
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|
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|
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#[test] |
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fn tileset_layer_count_avoids_webgl_view_dimension_heuristics() { |
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for n in 0..50 { |
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let layers = tileset_layer_count(n); |
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assert!(layers >= n.max(2)); |
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assert!(layers % 6 != 0, "{n} terrains -> {layers} layers"); |
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} |
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} |
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} |