fake fog, better parallelisation

This commit is contained in:
2025-05-07 20:13:29 +01:00
parent 6f4de57f1b
commit e3ea662668
5 changed files with 170 additions and 116 deletions
Generated
+10 -10
View File
@@ -2761,9 +2761,9 @@ dependencies = [
[[package]]
name = "libm"
version = "0.2.13"
version = "0.2.15"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c9627da5196e5d8ed0b0495e61e518847578da83483c37288316d9b2e03a7f72"
checksum = "f9fbbcab51052fe104eb5e5d351cf728d30a5be1fe14d9be8a3b097481fb97de"
[[package]]
name = "libredox"
@@ -2773,7 +2773,7 @@ checksum = "c0ff37bd590ca25063e35af745c343cb7a0271906fb7b37e4813e8f79f00268d"
dependencies = [
"bitflags 2.9.0",
"libc",
"redox_syscall 0.5.11",
"redox_syscall 0.5.12",
]
[[package]]
@@ -3461,7 +3461,7 @@ checksum = "1e401f977ab385c9e4e3ab30627d6f26d00e2c73eef317493c4ec6d468726cf8"
dependencies = [
"cfg-if",
"libc",
"redox_syscall 0.5.11",
"redox_syscall 0.5.12",
"smallvec",
"windows-targets 0.52.6",
]
@@ -3876,9 +3876,9 @@ dependencies = [
[[package]]
name = "redox_syscall"
version = "0.5.11"
version = "0.5.12"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d2f103c6d277498fbceb16e84d317e2a400f160f46904d5f5410848c829511a3"
checksum = "928fca9cf2aa042393a8325b9ead81d2f0df4cb12e1e24cef072922ccd99c5af"
dependencies = [
"bitflags 2.9.0",
]
@@ -4011,9 +4011,9 @@ dependencies = [
[[package]]
name = "ruzstd"
version = "0.8.0"
version = "0.8.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c581601827da5c717bfae77d7b187e54293d23d8fb6b700b4b5e9b5828a13cc3"
checksum = "3640bec8aad418d7d03c72ea2de10d5c646a598f9883c7babc160d91e3c1b26c"
dependencies = [
"twox-hash",
]
@@ -5404,9 +5404,9 @@ dependencies = [
[[package]]
name = "winnow"
version = "0.7.9"
version = "0.7.10"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d9fb597c990f03753e08d3c29efbfcf2019a003b4bf4ba19225c158e1549f0f3"
checksum = "c06928c8748d81b05c9be96aad92e1b6ff01833332f281e8cfca3be4b35fc9ec"
dependencies = [
"memchr",
]
+4 -2
View File
@@ -1,6 +1,8 @@
use bevy::input::keyboard::KeyCode;
use bevy::prelude::*;
use crate::constants::TILE_SIZE;
#[derive(Component)]
pub struct PanningCamera {
pub pan_speed: f32,
@@ -39,7 +41,7 @@ pub fn camera_movement(
pub fn spawn_panning_camera(mut commands: Commands) {
commands.spawn((
Camera2d,
Transform::from_xyz(0., 0., 10.),
PanningCamera { pan_speed: 5.0 },
Transform::from_xyz(0., 0., 10. * TILE_SIZE),
PanningCamera { pan_speed: 15.0 },
));
}
+81 -52
View File
@@ -17,10 +17,12 @@ impl Citizen {
pub fn new(asset_server: &Res<AssetServer>, position: Vec3) -> Self {
Citizen {
ambulatory: Ambulatory {
speed: TILE_SIZE,
walk_speed: 2.,
run_speed: 6.,
target: None,
current_path: None,
path_index: 0,
step_recovery: 0,
},
sprite: Sprite {
image: asset_server.load("dorf.png"),
@@ -42,10 +44,12 @@ use std::{
#[derive(Component)]
pub struct Ambulatory {
pub speed: f32,
pub walk_speed: f32,
pub run_speed: f32,
pub current_path: Option<Vec<Vec3>>,
pub path_index: usize,
pub target: Option<Vec3>,
pub step_recovery: u32,
}
#[derive(Clone, Eq, PartialEq, Debug)]
@@ -131,65 +135,92 @@ pub fn update_citizen_wandering_targets(
}
pub fn citizen_movement(
mut query: Query<(&mut Ambulatory, &mut Transform, &mut Visibility)>,
mut query: Query<(
&mut Ambulatory,
&mut Transform,
&mut Visibility,
&mut Sprite,
)>,
tilemap: Res<TileMap>,
z_index: Res<game::ZIndex>,
) {
for (mut ambulatory, mut transform, mut visibility) in query.iter_mut() {
let current_pos = transform.translation;
let below_pos = Vec3::new(
current_pos.x,
current_pos.y,
current_pos.z - TILE_SIZE - 0.1,
);
query.par_iter_mut().for_each(
|(mut ambulatory, mut transform, mut visibility, mut sprite)| {
let current_pos = transform.translation;
let below_pos = Vec3::new(
current_pos.x,
current_pos.y,
current_pos.z - TILE_SIZE - 0.1,
);
if !is_standable_tile(&tilemap, current_pos.as_ivec3()) {
transform.translation = below_pos + Vec3::new(0.0, 0.0, 0.1);
continue;
}
if let Some(target) = ambulatory.target {
// Calculate path if needed
if ambulatory.current_path.is_none() {
ambulatory.current_path = Some(calculate_path(
&tilemap,
transform.translation.as_ivec3(),
target.as_ivec3() - ivec3(0, 0, 1),
));
ambulatory.path_index = 0;
if !is_standable_tile(&tilemap, current_pos.as_ivec3()) {
transform.translation = below_pos + Vec3::new(0.0, 0.0, 0.1);
return;
}
// Follow the current path
if let Some(path) = &ambulatory.current_path {
if ambulatory.path_index < path.len() {
let next_point = path[ambulatory.path_index];
let direction = (next_point - transform.translation).normalize();
transform.translation = next_point;
// Update sprite direction (only for x movement)
if direction.x > 0.0 {
transform.scale.x = PIXEL_RATIO;
} else if direction.x < 0.0 {
transform.scale.x = -PIXEL_RATIO;
}
if transform.translation.z.round() / TILE_SIZE <= z_index.0 + 1.0 {
*visibility = Visibility::Visible;
if let Some(target) = ambulatory.target {
// Calculate path if needed
if ambulatory.current_path.is_none() {
ambulatory.current_path = Some(calculate_path(
&tilemap,
transform.translation.as_ivec3(),
target.as_ivec3() - ivec3(0, 0, 1),
));
ambulatory.path_index = 0;
}
if ambulatory.walk_speed > 0. {
if ambulatory.step_recovery <= ambulatory.walk_speed as u32 {
ambulatory.step_recovery += 1;
return;
} else {
*visibility = Visibility::Hidden;
ambulatory.step_recovery = 0;
}
}
// Check if we've reached the next point
if transform.translation.distance(next_point) < ambulatory.speed {
ambulatory.path_index += 1;
// Follow the current path
if let Some(path) = &ambulatory.current_path {
if ambulatory.path_index < path.len() {
let next_point = path[ambulatory.path_index];
let direction = (next_point - transform.translation).normalize();
transform.translation = next_point;
// Update sprite direction (only for x movement)
if direction.x > 0.0 {
transform.scale.x = PIXEL_RATIO;
} else if direction.x < 0.0 {
transform.scale.x = -PIXEL_RATIO;
}
if (z_index.0 - transform.translation.z / TILE_SIZE) / 8.0 > 1.0 {
*visibility = Visibility::Hidden;
} else {
if transform.translation.z / TILE_SIZE <= z_index.0 + 1.0 {
*visibility = Visibility::Visible;
let saturation =
((z_index.0 - transform.translation.z / TILE_SIZE) / 8.0)
.clamp(0.0, 1.0);
sprite.color =
Color::hsv(194.7, saturation, 1.0 - (saturation / 2.0));
sprite.color.set_alpha(1.0 - saturation);
} else {
*visibility = Visibility::Hidden;
}
}
// Check if we've reached the next point
if transform.translation.distance(next_point) < TILE_SIZE {
ambulatory.path_index += 1;
}
} else {
ambulatory.current_path = None;
ambulatory.target = None;
}
} else {
ambulatory.current_path = None;
ambulatory.target = None;
}
}
}
}
},
);
}
fn is_standable_tile(tilemap: &TileMap, pos: IVec3) -> bool {
@@ -370,12 +401,10 @@ fn reconstruct_path(came_from: HashMap<IVec3, IVec3>, mut current: IVec3) -> Vec
}
pub fn spawn_citizens(mut commands: Commands, asset_server: Res<AssetServer>) {
println!("spawning citizens");
let mut rng = rand::rng();
// Spawn a handful of citizens
for _ in 0..10 {
for _ in 0..100 {
let x: f32 = rng.random_range(-8.0..8.0);
let y: f32 = rng.random_range(-8.0..8.0);
let mut position = Vec3::new(x.round(), y.round(), 30.0) * TILE_SIZE;
+13 -7
View File
@@ -1,3 +1,5 @@
use std::time::Instant;
use crate::constants::{ITILE_SIZE, TILE_SIZE};
use crate::tile::{FixtureTile, FloorTile, NeedsOccluded, TileMap};
use crate::tiles::{
@@ -9,7 +11,7 @@ use noise::{NoiseFn, Perlin};
pub const CHUNK_SIZE: i32 = 8;
pub const Z_BELOW: f32 = 10.0;
pub const Z_BELOW: f32 = 3.0;
pub const Z_ABOVE: f32 = 5.0;
pub const Z_TOTAL: f32 = Z_ABOVE + Z_BELOW; // MAX 255 DO NOT EXCEED
@@ -46,7 +48,7 @@ pub fn handle_tile_occlusion_updates(
)>,
mut cwss: ResMut<CurrentWorldSpriteState>,
) {
println!("updating tile occlusion");
let start = Instant::now();
query_set
.p0()
.par_iter_mut()
@@ -77,6 +79,7 @@ pub fn handle_tile_occlusion_updates(
}
}
cwss.state = TerrainSpriteState::WaitingForRender;
println!("Tile occlusion updated in {:.2?}", start.elapsed());
}
pub fn calculate_visibility(pos: IVec3, tilemap: &TileMap) -> [u32; 8] {
@@ -159,10 +162,11 @@ fn generate_chunks_from_algo(
mut chunk_map: ResMut<ChunkMap>,
mut tilemap: ResMut<TileMap>,
) {
let cave_noise = Perlin::new(0);
let is_empty = events.is_empty();
let start = Instant::now();
let cave_noise = Perlin::new(0);
for event in events.read() {
println!("Loading chunk {}", event.chunk_position);
let chunk_pos = event.chunk_position;
if chunk_map.loaded_chunks.contains_key(&chunk_pos) {
continue;
@@ -273,12 +277,14 @@ fn generate_chunks_from_algo(
}
}
}
if !is_empty {
println!("Chunks loaded in {:.2?}", start.elapsed());
}
}
fn setup_initial_chunks(mut event_writer: EventWriter<LoadChunkEvent>) {
println!("setup_initial_chunks");
for x in -3..=3 {
for y in -2..=2 {
for x in -10..=10 {
for y in -10..=10 {
event_writer.write(LoadChunkEvent {
chunk_position: IVec2::new(x, y),
});
+62 -45
View File
@@ -113,6 +113,7 @@ impl Default for QuiltCache {
}
}
// here be dragons :(
pub fn build_quilted_terrain_sprites(
query: Query<(&FloorTile, &Transform)>,
mut commands: Commands,
@@ -155,9 +156,6 @@ pub fn build_quilted_terrain_sprites(
continue;
}
// Snap min/max values to tile grid - accounting for half tile on each edge
// We need to extend the boundaries by half a tile in each direction to ensure full coverage
// Don't ask, dragons.
let min_x_aligned: f32 = ((tiles.iter().map(|(pos, _)| pos.x).reduce(f32::min).unwrap()
- TILE_SIZE / 2.0)
/ TILE_SIZE)
@@ -207,23 +205,25 @@ pub fn build_quilted_terrain_sprites(
let target_y = tile_y * TILE_PIXELS;
let mut data: Vec<&[u8]> = vec![];
if let Some(source_texture) = images.get(texture) {
if let Some(_data) = &source_texture.data {
// replace this one texture push with loop
// if the texture contains any transparent or semi-transparent pixels we should also add the tile below it (z-1)
let mut base_texture: &Image = &Default::default();
if let Some(_base_texture) = images.get(texture) {
if let Some(_data) = &_base_texture.data {
data.push(_data);
base_texture = _base_texture;
}
blit_texture(
data, // tile
&mut texture_data, // terrain
source_texture.size().x as u32,
source_texture.size().y as u32,
width_px,
height_px,
target_x,
target_y,
);
}
blit_texture_with_alpha(
data, // tile
&mut texture_data, // terrain
base_texture.size().x as u32,
base_texture.size().y as u32,
width_px,
height_px,
target_x,
target_y,
);
}
let quilted_texture = Image::new_fill(
@@ -248,9 +248,9 @@ pub fn build_quilted_terrain_sprites(
..Default::default()
},
Transform::from_xyz(
center_x + TILE_SIZE / 2.0,
center_y + TILE_SIZE / 2.0,
(*z_index as f32 - Z_BELOW) * TILE_SIZE,
center_x - TILE_SIZE / 2.0,
center_y - TILE_SIZE / 2.0,
-10.0 * TILE_SIZE,
)
.with_scale(Vec3::splat(PIXEL_RATIO)),
Visibility::Hidden,
@@ -267,7 +267,7 @@ pub fn build_quilted_terrain_sprites(
}
// Helper function to blit a texture onto another texture
fn blit_texture(
fn blit_texture_with_alpha(
sources: Vec<&[u8]>,
target: &mut [u8],
source_width: u32,
@@ -277,35 +277,52 @@ fn blit_texture(
offset_x: u32,
offset_y: u32,
) {
for y in 0..source_height {
if y + offset_y >= target_height {
continue;
}
for x in 0..source_width {
if x + offset_x >= target_width {
for (_, source_data) in sources.iter().rev().enumerate() {
for y in 0..source_height {
if y + offset_y >= target_height {
continue;
}
let source_idx = ((y * source_width) + x) as usize * 4;
let target_idx = (((y + offset_y) * target_width) + (x + offset_x)) as usize * 4;
for x in 0..source_width {
if x + offset_x >= target_width {
continue;
}
// New colour
let mut r: u64 = 0;
let mut g: u64 = 0;
let mut b: u64 = 0;
let source_pixel_idx = ((y * source_width) + x) as usize * 4;
let target_pixel_idx =
(((y + offset_y) * target_width) + (x + offset_x)) as usize * 4;
for source in sources.iter() {
r += source[source_idx] as u64;
g += source[source_idx + 1] as u64;
b += source[source_idx + 2] as u64;
let src_a = source_data[source_pixel_idx + 3];
if src_a == 0 {
continue;
}
let src_r = source_data[source_pixel_idx];
let src_g = source_data[source_pixel_idx + 1];
let src_b = source_data[source_pixel_idx + 2];
if src_a == 255 {
target[target_pixel_idx] = src_r;
target[target_pixel_idx + 1] = src_g;
target[target_pixel_idx + 2] = src_b;
target[target_pixel_idx + 3] = 255;
} else {
let dst_r = target[target_pixel_idx];
let dst_g = target[target_pixel_idx + 1];
let dst_b = target[target_pixel_idx + 2];
let alpha_factor = src_a as f32 / 255.0;
let inv_alpha = 1.0 - alpha_factor;
target[target_pixel_idx] =
(src_r as f32 * alpha_factor + dst_r as f32 * inv_alpha) as u8;
target[target_pixel_idx + 1] =
(src_g as f32 * alpha_factor + dst_g as f32 * inv_alpha) as u8;
target[target_pixel_idx + 2] =
(src_b as f32 * alpha_factor + dst_b as f32 * inv_alpha) as u8;
target[target_pixel_idx + 3] = 255;
}
}
r /= sources.len() as u64;
g /= sources.len() as u64;
b /= sources.len() as u64;
target[target_idx] = r as u8;
target[target_idx + 1] = g as u8;
target[target_idx + 2] = b as u8;
target[target_idx + 3] = 255;
}
}
}