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https://github.com/eliasstepanik/voxel-simulation.git
synced 2026-01-10 05:18:30 +00:00
Added the possibility for loading textures for voxels.
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@ -23,4 +23,4 @@ rayon = "1.10.0"
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bincode = "1.3"
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bevy_app_compute = "0.16"
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bytemuck = { version = "1.14", features = ["derive"] }
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image = { version = "0.24", default-features = false, features = ["png"] }
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@ -77,7 +77,7 @@ pub fn generate_voxel_sphere_parallel(octree: &mut SparseVoxelOctree, center: Ve
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center.y + iy as f32 * step,
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center.z + iz as f32 * step,
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);
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(pos, Voxel::random_sides())
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(pos, Voxel::grass_block())
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})
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.collect::<Vec<_>>()
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})
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@ -115,7 +115,7 @@ fn generate_voxel_sphere(octree: &mut SparseVoxelOctree, planet_radius: i32) {
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let position = Vec3::new(wx, wy, wz);
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// Insert the voxel
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let voxel = Voxel::random_sides();
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let voxel = Voxel::grass_block();
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octree.insert(position, voxel);
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}
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}
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@ -150,7 +150,7 @@ fn generate_voxel_rect(octree: &mut SparseVoxelOctree) {
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let position = Vec3::new(wx, wy, wz);
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// Insert the voxel
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let voxel = Voxel::random_sides();
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let voxel = Voxel::grass_block();
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octree.insert(position, voxel);
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}
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}
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@ -178,7 +178,7 @@ fn generate_large_plane(octree: &mut SparseVoxelOctree, width: usize, depth: usi
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let position = Vec3::new(wx, wy, wz);
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// Insert the voxel
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let voxel = Voxel::random_sides();
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let voxel = Voxel::grass_block();
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octree.insert(position, voxel);
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}
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}
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@ -214,9 +214,9 @@ pub fn generate_solid_plane_with_noise(
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for iy in 0..=max_layer {
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let position = Vec3::new(x * step, iy as f32 * step, z * step);
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let voxel = Voxel::random_sides();
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let voxel = Voxel::grass_block();
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octree.insert(position, voxel);
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}
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}
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}
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}
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}
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@ -1,6 +1,7 @@
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use bevy::asset::RenderAssetUsages;
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use bevy::prelude::*;
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use bevy::render::render_resource::{Extent3d, TextureDimension, TextureFormat};
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use image::GenericImageView;
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/// Configuration and handle for the voxel texture atlas.
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#[derive(Resource, Clone)]
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@ -11,32 +12,37 @@ pub struct VoxelTextureAtlas {
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}
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impl VoxelTextureAtlas {
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/// Create a simple procedural atlas with solid colors.
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/// Generate an atlas from PNG files located in `assets/textures/packs/mc/grass`.
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pub fn generate(images: &mut Assets<Image>) -> Self {
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let tile_size = 16u32;
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let columns = 2;
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let rows = 3;
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// Include the PNG files at compile time so we don't rely on runtime IO.
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const TOP: &[u8] = include_bytes!("../../../../../assets/textures/packs/mc/grass/grass_block_top.png");
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const BOTTOM: &[u8] = include_bytes!("../../../../../assets/textures/packs/mc/grass/dirt.png");
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const SIDE: &[u8] = include_bytes!("../../../../../assets/textures/packs/mc/grass/grass_block_side.png");
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let textures = [TOP, BOTTOM, SIDE];
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// Assume all textures have the same dimensions
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let first = image::load_from_memory(TOP).expect("failed to load texture");
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let tile_size = first.width();
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let columns = textures.len();
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let rows = 1usize;
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let width = tile_size * columns as u32;
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let height = tile_size * rows as u32;
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let height = tile_size;
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let mut data = vec![0u8; (width * height * 4) as usize];
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let colors = [
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[255, 0, 0, 255], // 0: red
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[0, 0, 0, 255], // 1: black
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[0, 255, 0, 255], // 2: green
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[0, 0, 255, 255], // 3: blue
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[255, 255, 0, 255], // 4: yellow
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[255, 0, 255, 255], // 5: magenta
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];
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for (i, col) in colors.iter().enumerate() {
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let cx = (i % columns) as u32 * tile_size;
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let cy = (i / columns) as u32 * tile_size;
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for (i, tex_bytes) in textures.iter().enumerate() {
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let img = image::load_from_memory(tex_bytes)
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.expect("failed to load texture")
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.to_rgba8();
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for y in 0..tile_size {
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for x in 0..tile_size {
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let idx = (((cy + y) * width + (cx + x)) * 4) as usize;
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data[idx..idx + 4].copy_from_slice(col);
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let idx = (((y) * width + x + (i as u32) * tile_size) * 4) as usize;
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let pixel = img.get_pixel(x, y).0;
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data[idx..idx + 4].copy_from_slice(&pixel);
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}
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}
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}
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let image = Image::new_fill(
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Extent3d {
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width,
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@ -48,6 +54,7 @@ impl VoxelTextureAtlas {
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TextureFormat::Rgba8UnormSrgb,
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RenderAssetUsages::default(),
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);
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let handle = images.add(image);
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Self {
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handle,
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@ -68,4 +75,4 @@ impl VoxelTextureAtlas {
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let v1 = (row + 1) as f32 / rows;
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[[u0, v1], [u1, v1], [u1, v0], [u0, v0]]
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}
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}
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}
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@ -84,6 +84,16 @@ impl Voxel {
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}
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Self { textures }
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}
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// Generate a simple grass block using the first three atlas indices.
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/// Index 0: grass top, index 1: dirt (bottom), index 2: grass sides.
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pub fn grass_block() -> Self {
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let mut textures = [2usize; 6];
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// Face order: left, right, bottom, top, back, front
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textures[3] = 0; // top
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textures[2] = 1; // bottom
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Self { textures }
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}
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}
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pub const NEIGHBOR_OFFSETS: [(f32, f32, f32); 6] = [
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@ -36,7 +36,7 @@ pub fn voxel_system(
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if keyboard_input.just_pressed(KeyCode::KeyQ) && window.cursor_options.visible == false {
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for mut octree in octree_query.iter_mut() {
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octree.insert(transform.translation, Voxel::random_sides());
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octree.insert(transform.translation, Voxel::grass_block());
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}
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}
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if keyboard_input.just_pressed(KeyCode::F4) {
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