mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-25 00:08:42 -06:00
render trans chunks after entities/sel box etc
This commit is contained in:
parent
7108afa662
commit
048e45628a
|
@ -83,7 +83,7 @@ use rendering::{
|
|||
init_window_size,
|
||||
update_window_size,
|
||||
primitives::init_primitives,
|
||||
world::{draw_world, draw_current_chunk_border},
|
||||
world::{init_trans_chunk_queue, draw_world, draw_world_trans, draw_current_chunk_border},
|
||||
selection_box::render_selection_box,
|
||||
entities::render_entities,
|
||||
sumberge::render_submerged_view,
|
||||
|
@ -133,6 +133,7 @@ fn startup() -> Workload {
|
|||
init_client_physics,
|
||||
init_chat_manager,
|
||||
init_crosshair_image,
|
||||
init_trans_chunk_queue,
|
||||
).into_sequential_workload()
|
||||
}
|
||||
|
||||
|
@ -189,6 +190,7 @@ fn render() -> Workload {
|
|||
draw_current_chunk_border,
|
||||
render_selection_box,
|
||||
render_entities,
|
||||
draw_world_trans,
|
||||
render_submerged_view,
|
||||
).into_sequential_workload().run_if(is_ingame),
|
||||
kubi_ui_draw,
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
use glam::{ivec3, IVec3, Mat4, Quat, Vec3};
|
||||
use shipyard::{NonSendSync, UniqueView, UniqueViewMut, View, IntoIter, track};
|
||||
use shipyard::{track, AllStoragesView, IntoIter, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
|
||||
use glium::{
|
||||
draw_parameters::{
|
||||
BackfaceCullingMode, Depth, DepthTest, PolygonMode
|
||||
|
@ -34,20 +34,15 @@ pub struct ChunkVertex {
|
|||
}
|
||||
implement_vertex!(ChunkVertex, position, normal, uv, tex_index);
|
||||
|
||||
pub fn draw_world(
|
||||
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
|
||||
chunks: UniqueView<ChunkStorage>,
|
||||
meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
|
||||
program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
|
||||
texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
|
||||
transform: View<Transform>,
|
||||
camera: View<Camera>,
|
||||
settings: UniqueView<GameSettings>
|
||||
) {
|
||||
let (camera, transform) = (&camera, &transform).iter().next().expect("No cameras in the scene");
|
||||
let camera_position = transform.0.to_scale_rotation_translation().2;
|
||||
#[derive(Unique)]
|
||||
pub struct TransChunkQueue(pub Vec<IVec3>);
|
||||
|
||||
let mut draw_parameters = DrawParameters {
|
||||
pub fn init_trans_chunk_queue(storages: AllStoragesView) {
|
||||
storages.add_unique(TransChunkQueue(Vec::with_capacity(512)));
|
||||
}
|
||||
|
||||
fn draw_params(settings: &GameSettings) -> DrawParameters {
|
||||
DrawParameters {
|
||||
depth: Depth {
|
||||
test: DepthTest::IfLess,
|
||||
write: true,
|
||||
|
@ -57,18 +52,39 @@ pub fn draw_world(
|
|||
polygon_mode: PolygonMode::Fill, //Change to Line for wireframe
|
||||
backface_culling: BackfaceCullingMode::CullClockwise,
|
||||
..Default::default()
|
||||
};
|
||||
let texture_sampler = Sampler(&texture.0, SamplerBehavior {
|
||||
}
|
||||
}
|
||||
|
||||
fn texture_sampler<'a, T>(texture: &'a T, settings: &GameSettings) -> Sampler<'a, T> {
|
||||
Sampler(texture, SamplerBehavior {
|
||||
minify_filter: MinifySamplerFilter::LinearMipmapLinear,
|
||||
magnify_filter: MagnifySamplerFilter::Nearest,
|
||||
max_anisotropy: settings.max_anisotropy.unwrap_or_default(),
|
||||
wrap_function: (SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp),
|
||||
..Default::default()
|
||||
});
|
||||
depth_texture_comparison: None,
|
||||
})
|
||||
}
|
||||
|
||||
pub fn draw_world(
|
||||
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
|
||||
chunks: UniqueView<ChunkStorage>,
|
||||
meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
|
||||
program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
|
||||
texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
|
||||
transform: View<Transform>,
|
||||
camera: View<Camera>,
|
||||
settings: UniqueView<GameSettings>,
|
||||
mut trans_queue: UniqueViewMut<TransChunkQueue>,
|
||||
) {
|
||||
// let (camera, transform) = (&camera, &transform).iter().next().expect("No cameras in the scene");
|
||||
// let camera_position = transform.0.to_scale_rotation_translation().2;
|
||||
|
||||
let camera = camera.iter().next().expect("No cameras in the scene");
|
||||
let view = camera.view_matrix.to_cols_array_2d();
|
||||
let perspective = camera.perspective_matrix.to_cols_array_2d();
|
||||
|
||||
let mut enqueue_trans = Vec::new();
|
||||
let draw_parameters = draw_params(&settings);
|
||||
let texture_sampler = texture_sampler(&texture.0, &settings);
|
||||
|
||||
for (&position, chunk) in &chunks.chunks {
|
||||
if let Some(key) = chunk.mesh_index {
|
||||
|
@ -107,21 +123,42 @@ pub fn draw_world(
|
|||
}
|
||||
|
||||
if mesh.trans_index_buffer.len() > 0 {
|
||||
enqueue_trans.push((chunk, mesh));
|
||||
trans_queue.0.push(position);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// const HALF_CHUNK_SIZE: IVec3 = IVec3::splat((CHUNK_SIZE >> 1) as i32);
|
||||
// trans_queue.0.sort_by_cached_key(|&pos| -(
|
||||
// (pos + HALF_CHUNK_SIZE).distance_squared(camera_position.as_ivec3())
|
||||
// ));
|
||||
}
|
||||
|
||||
pub fn draw_world_trans(
|
||||
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
|
||||
chunks: UniqueView<ChunkStorage>,
|
||||
meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
|
||||
program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
|
||||
texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
|
||||
camera: View<Camera>,
|
||||
settings: UniqueView<GameSettings>,
|
||||
mut trans_queue: UniqueViewMut<TransChunkQueue>,
|
||||
) {
|
||||
let camera = camera.iter().next().expect("No cameras in the scene");
|
||||
let view = camera.view_matrix.to_cols_array_2d();
|
||||
let perspective = camera.perspective_matrix.to_cols_array_2d();
|
||||
|
||||
let mut draw_parameters = draw_params(&settings);
|
||||
draw_parameters.blend = Blend::alpha_blending();
|
||||
draw_parameters.backface_culling = BackfaceCullingMode::CullingDisabled;
|
||||
draw_parameters.smooth = Some(Smooth::Fastest);
|
||||
|
||||
// enqueue_trans.sort_by_key(|k| -(
|
||||
// (k.0.position + IVec3::splat((CHUNK_SIZE >> 1) as i32)).distance_squared(camera_position.as_ivec3())
|
||||
// ));
|
||||
let texture_sampler = texture_sampler(&texture.0, &settings);
|
||||
|
||||
for (chunk, mesh) in enqueue_trans.drain(..).rev() {
|
||||
let world_position = chunk.position.as_vec3() * CHUNK_SIZE as f32;
|
||||
for position in trans_queue.0.drain(..).rev() {
|
||||
let world_position = position.as_vec3() * CHUNK_SIZE as f32;
|
||||
let mesh_idx = chunks.chunks[&position].mesh_index.expect("No mesh index");
|
||||
let mesh = meshes.get(mesh_idx).expect("Mesh index pointing to nothing");
|
||||
target.0.draw(
|
||||
&mesh.trans_vertex_buffer,
|
||||
&mesh.trans_index_buffer,
|
||||
|
|
Loading…
Reference in a new issue