start rewrite

This commit is contained in:
griffi-gh 2023-01-19 15:41:45 +01:00
parent 3a446b675b
commit 097bd50e4b
27 changed files with 5 additions and 1486 deletions

3
.gitignore vendored
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@ -12,3 +12,6 @@ Cargo.lock
# MSVC Windows builds of rustc generate these, which store debugging information # MSVC Windows builds of rustc generate these, which store debugging information
*.pdb *.pdb
#old source
_src

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@ -16,7 +16,7 @@ glam = { version = "0.22", features = ["debug-glam-assert", "mint", "fast-math"]
hashbrown = "0.13" hashbrown = "0.13"
noise = "0.8" noise = "0.8"
rayon = "1.6" rayon = "1.6"
#ordered-float = "3.4" specs = { version = "0.18", features = ["specs-derive"] }
[features] [features]
default = [] default = []

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@ -1,162 +0,0 @@
use glam::Vec2;
use glium::Surface;
use glium::glutin::{
event::{Event, WindowEvent, DeviceEvent},
event_loop::{EventLoop, ControlFlow},
};
use std::time::Instant;
mod assets;
mod display;
mod shaders;
mod camera;
mod controller;
mod world;
mod blocks;
mod items;
mod options;
mod physics;
mod player;
use assets::Assets;
use display::init_display;
use shaders::Programs;
use camera::Camera;
use controller::Controls;
use world::World;
use options::GameOptions;
struct State {
pub camera: Camera,
pub first_draw: bool,
pub controls: Controls,
pub world: World
}
impl State {
pub fn init() -> Self {
Self {
first_draw: true,
camera: Camera::default(),
controls: Controls::default(),
world: World::new(),
}
}
}
pub fn run() {
log::info!("starting up");
let event_loop = EventLoop::new();
log::info!("initializing display");
let display = init_display(&event_loop);
log::info!("compiling shaders");
let programs = Programs::compile_all(&display);
log::info!("loading assets");
let assets = Assets::load_all_sync(&display);
log::info!("init game options");
let options = GameOptions::default();
log::info!("init game state");
let mut state = State::init();
state.camera.position = [0., 260., -1.];
log::info!("game loaded");
//=======================
// let vertex1 = ChunkVertex { position: [-0.5, -0.5, 0.], uv: [0., 0.], normal: [0., 1., 0.] };
// let vertex2 = ChunkVertex { position: [ 0.0, 0.5, 0.], uv: [0., 1.], normal: [0., 1., 0.] };
// let vertex3 = ChunkVertex { position: [ 0.5, -0.5, 0.], uv: [1., 1.], normal: [0., 1., 0.] };
// let shape = vec![vertex1, vertex2, vertex3];
// let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
//=======================
let mut last_render = Instant::now();
event_loop.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Poll;
match event {
// Mouse motion
Event::DeviceEvent {
event: DeviceEvent::MouseMotion{ delta, }, ..
} => {
state.controls.process_mouse_input(delta.0, delta.1);
return
}
// Keyboard input
Event::DeviceEvent { event: DeviceEvent::Key(input), .. } => {
if let Some(key) = input.virtual_keycode {
state.controls.process_keyboard_input(key, input.state);
}
return
}
// Window events
Event::WindowEvent { event, .. } => {
match event {
WindowEvent::CloseRequested => {
log::info!("exit requested");
*control_flow = ControlFlow::Exit;
return
},
WindowEvent::Resized(size) => {
state.camera.update_perspective_matrix((size.width, size.height));
},
_ => return
}
},
Event::MainEventsCleared => (),
_ => return
}
//Calculate delta time
let now = Instant::now();
let dt = (now - last_render).as_secs_f32();
last_render = now;
//Update controls
state.controls.calculate(dt).apply_to_camera(&mut state.camera);
//Load new chunks
state.world.update_loaded_chunks(
Vec2::new(state.camera.position[0], state.camera.position[2]),
&options,
&display
);
//Start drawing
let mut target = display.draw();
target.clear_color_and_depth((0.5, 0.5, 1., 1.), 1.);
//Compute camera
if state.first_draw {
let target_dimensions = target.get_dimensions();
state.camera.update_perspective_matrix(target_dimensions);
}
let perspective = state.camera.perspective_matrix;
let view = state.camera.view_matrix();
//Draw chunks
state.world.render(&mut target, &programs, &assets, perspective, view, &options);
//Draw example triangle
// target.draw(
// &vertex_buffer,
// glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList),
// &programs.chunk,
// &uniform! {
// model: [
// [1., 0., 0., 0.],
// [0., 1., 0., 0.],
// [0., 0., 1., 0.],
// [0., 0., 0., 1.0_f32]
// ],
// view: view,
// perspective: perspective,
// tex: Sampler(&assets.textures.block_atlas, sampler_nearest)
// },
// &Default::default()
// ).unwrap();
//Finish drawing
target.finish().unwrap();
state.first_draw = false;
});
}

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@ -1,15 +0,0 @@
pub mod textures;
use textures::Textures;
pub struct Assets {
pub textures: Textures
}
impl Assets {
/// Load all assets synchronously
pub fn load_all_sync(display: &glium::Display) -> Self {
Self {
textures: Textures::load_sync(display)
}
}
}

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@ -1,103 +0,0 @@
use std::{fs, io, path::PathBuf, sync::atomic::AtomicU16};
use rayon::prelude::*;
use glium::texture::{RawImage2d, SrgbTexture2d, SrgbTexture2dArray};
//This code is terrible and has a alot of duplication
fn load_png(file_path: &str, display: &glium::Display) -> SrgbTexture2d {
log::info!("loading texture {}", file_path);
//Load file
let data = fs::read(file_path)
.unwrap_or_else(|_| panic!("Failed to load texture: {}", file_path));
//decode image data
let image_data = image::load(
io::Cursor::new(&data),
image::ImageFormat::Png
).unwrap().to_rgba8();
//Create raw glium image
let image_dimensions = image_data.dimensions();
let raw_image = RawImage2d::from_raw_rgba_reversed(
&image_data.into_raw(),
image_dimensions
);
//Create texture
SrgbTexture2d::new(display, raw_image).unwrap()
}
fn load_png_array(file_paths: &[PathBuf], display: &glium::Display) -> SrgbTexture2dArray {
let counter = AtomicU16::new(0);
let raw_images: Vec<RawImage2d<u8>> = file_paths.par_iter().enumerate().map(|(_, file_path)| {
let fname: &str = file_path.file_name().unwrap_or_default().to_str().unwrap();
//Load file
let data = fs::read(file_path).expect(&format!("Failed to load texture {}", fname));
//decode image data
let image_data = image::load(
io::Cursor::new(&data),
image::ImageFormat::Png
).unwrap().to_rgba8();
//Create raw glium image
let image_dimensions = image_data.dimensions();
let raw_image = RawImage2d::from_raw_rgba_reversed(
&image_data.into_raw(),
image_dimensions
);
let counter = counter.fetch_add(1, std::sync::atomic::Ordering::SeqCst) + 1;
log::info!("loaded texture {}/{}: {}", counter, file_paths.len(), fname);
raw_image
}).collect();
SrgbTexture2dArray::new(display, raw_images).unwrap()
}
pub struct Textures {
pub blocks: SrgbTexture2dArray
}
impl Textures {
/// Load textures synchronously, one by one and upload them to the GPU
pub fn load_sync(display: &glium::Display) -> Self {
Self {
blocks: load_png_array(&[
"./assets/blocks/stone.png".into(),
"./assets/blocks/dirt.png".into(),
"./assets/blocks/grass_top.png".into(),
"./assets/blocks/grass_side.png".into(),
"./assets/blocks/sand.png".into(),
"./assets/blocks/bedrock.png".into(),
"./assets/blocks/wood.png".into(),
"./assets/blocks/wood_top.png".into(),
"./assets/blocks/leaf.png".into(),
"./assets/blocks/torch.png".into(),
"./assets/blocks/tall_grass.png".into(),
"./assets/blocks/snow.png".into(),
"./assets/blocks/grass_side_snow.png".into(),
], display)
}
}
}
#[derive(Clone, Copy, Debug)]
#[repr(u8)]
pub enum BlockTexture {
Stone = 0,
Dirt = 1,
GrassTop = 2,
GrassSide = 3,
Sand = 4,
Bedrock = 5,
Wood = 6,
WoodTop = 7,
Leaf = 8,
Torch = 9,
TallGrass = 10,
Snow = 11,
GrassSideSnow = 12,
}

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@ -1,141 +0,0 @@
use strum::{EnumIter, IntoEnumIterator};
use crate::game::{
items::Item,
assets::textures::BlockTexture,
};
#[derive(Clone, Copy, Debug)]
pub enum CollisionType {
Solid,
Liquid,
Ladder,
}
#[derive(Clone, Copy, Debug)]
pub enum RenderType {
OpaqueBlock,
TranslucentBlock,
TranslucentLiquid,
CrossShape
}
#[derive(Clone, Copy, Debug)]
pub struct BlockTextures {
pub top: BlockTexture,
pub bottom: BlockTexture,
pub left: BlockTexture,
pub right: BlockTexture,
pub back: BlockTexture,
pub front: BlockTexture,
}
impl BlockTextures {
pub const fn all(tex: BlockTexture) -> Self {
Self {
top: tex,
bottom: tex,
left: tex,
right: tex,
back: tex,
front: tex,
}
}
pub const fn top_sides_bottom(top: BlockTexture, sides: BlockTexture, bottom: BlockTexture) -> Self {
Self {
top,
bottom,
left: sides,
right: sides,
back: sides,
front: sides,
}
}
}
#[derive(Clone, Copy, Debug)]
pub struct BlockDescriptor {
pub name: &'static str,
pub id: &'static str,
pub collision: Option<CollisionType>,
pub raycast_collision: bool,
pub render: Option<(RenderType, BlockTextures)>,
pub item: Option<Item>,
}
impl BlockDescriptor {
//Not using the Default trait because this function has to be const!
pub const fn default() -> Self {
Self {
name: "default",
id: "default",
collision: Some(CollisionType::Solid),
raycast_collision: true,
render: Some((RenderType::OpaqueBlock, BlockTextures::all(BlockTexture::Stone))),
item: None
}
}
}
#[derive(Clone, Copy, Debug, EnumIter)]
pub enum Block {
Air,
Stone,
Dirt,
Grass,
Sand,
}
impl Block {
//TODO make this O(1) with compile-time computed maps
pub fn get_by_id(id: &str) -> Option<Self> {
for block in Self::iter() {
if block.descriptor().id == id {
return Some(block)
}
}
None
}
pub const fn descriptor(self) -> BlockDescriptor {
match self {
Self::Air => BlockDescriptor {
name: "Air",
id: "air",
collision: None,
raycast_collision: false,
render: None,
item: None,
},
Self::Stone => BlockDescriptor {
name: "Stone",
id: "stone",
collision: Some(CollisionType::Solid),
raycast_collision: true,
render: Some((RenderType::OpaqueBlock, BlockTextures::all(BlockTexture::Stone))),
item: Some(Item::StoneBlock)
},
Self::Dirt => BlockDescriptor {
name: "Dirt",
id: "dirt",
collision: Some(CollisionType::Solid),
raycast_collision: true,
render: Some((RenderType::OpaqueBlock, BlockTextures::all(BlockTexture::Dirt))),
item: Some(Item::DirtBlock)
},
Self::Grass => BlockDescriptor {
name: "Grass",
id: "grass",
collision: Some(CollisionType::Solid),
raycast_collision: true,
render: Some((RenderType::OpaqueBlock, BlockTextures::top_sides_bottom(BlockTexture::GrassTop, BlockTexture::GrassSide, BlockTexture::Dirt))),
item: Some(Item::DirtBlock)
},
Self::Sand => BlockDescriptor {
name: "Sand",
id: "sand",
collision: Some(CollisionType::Solid),
raycast_collision: true,
render: Some((RenderType::OpaqueBlock, BlockTextures::all(BlockTexture::Sand))), //this is not a sand tex
item: Some(Item::StoneBlock)
}
}
}
}

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@ -1,157 +0,0 @@
// Perspective/View matrix code from:
// https://glium.github.io/glium/book/tuto-10-perspective.html
// https://glium.github.io/glium/book/tuto-12-camera.html
// I don't understand anything but it works
use std::f32::consts::PI;
pub fn calculate_forward_direction(yaw: f32, pitch: f32) -> [f32; 3] {
[
yaw.cos() * pitch.cos(),
pitch.sin(),
yaw.sin() * pitch.cos(),
]
}
fn normalize_plane(mut plane: [f32; 4]) -> [f32; 4] {
let mag = (plane[0] * plane[0] + plane[1] * plane[1] + plane[2] * plane[2]).sqrt();
plane[0] = plane[0] / mag;
plane[1] = plane[1] / mag;
plane[2] = plane[2] / mag;
plane[3] = plane[3] / mag;
plane
}
pub struct Camera {
pub yaw: f32,
pub pitch: f32,
pub position: [f32; 3],
pub direction: [f32; 3],
pub up: [f32; 3],
pub fov: f32,
pub znear: f32,
pub zfar: f32,
pub perspective_matrix: [[f32; 4]; 4],
}
impl Camera {
/// Update camera direction based on yaw/pitch
pub fn update_direction(&mut self) {
self.direction = calculate_forward_direction(self.yaw, self.pitch);
}
pub fn forward(&mut self, amount: f32) {
self.position[0] += self.direction[0] * amount;
self.position[1] += self.direction[1] * amount;
self.position[2] += self.direction[2] * amount;
}
pub fn view_matrix(&self) -> [[f32; 4]; 4] {
let position = self.position;
let direction = self.direction;
let up = self.up;
let f = {
let f = direction;
let len = f[0] * f[0] + f[1] * f[1] + f[2] * f[2];
let len = len.sqrt();
[f[0] / len, f[1] / len, f[2] / len]
};
let s = [up[1] * f[2] - up[2] * f[1],
up[2] * f[0] - up[0] * f[2],
up[0] * f[1] - up[1] * f[0]];
let s_norm = {
let len = s[0] * s[0] + s[1] * s[1] + s[2] * s[2];
let len = len.sqrt();
[s[0] / len, s[1] / len, s[2] / len]
};
let u = [f[1] * s_norm[2] - f[2] * s_norm[1],
f[2] * s_norm[0] - f[0] * s_norm[2],
f[0] * s_norm[1] - f[1] * s_norm[0]];
let p = [-position[0] * s_norm[0] - position[1] * s_norm[1] - position[2] * s_norm[2],
-position[0] * u[0] - position[1] * u[1] - position[2] * u[2],
-position[0] * f[0] - position[1] * f[1] - position[2] * f[2]];
[
[s_norm[0], u[0], f[0], 0.0],
[s_norm[1], u[1], f[1], 0.0],
[s_norm[2], u[2], f[2], 0.0],
[p[0], p[1], p[2], 1.0],
]
}
pub fn update_perspective_matrix(&mut self, target_dimensions: (u32, u32)) {
let znear = self.znear;
let zfar = self.zfar;
let fov = self.fov;
let (width, height) = target_dimensions;
let aspect_ratio = height as f32 / width as f32;
let f = 1.0 / (fov / 2.0).tan();
self.perspective_matrix = [
[f*aspect_ratio, 0.0, 0.0, 0.0],
[0.0, f, 0.0, 0.0],
[0.0, 0.0, (zfar+znear)/(zfar-znear), 1.0],
[0.0, 0.0, -(2.0*zfar*znear)/(zfar-znear), 0.0],
];
}
// https://www.flipcode.com/archives/Frustum_Culling.shtml
// https://web.archive.org/web/20070226173353/https://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf
pub fn frustum_planes(&self, normalized: bool) -> [[f32; 4]; 6] {
let mut p_planes = [[0.0_f32; 4]; 6];
let matrix = self.perspective_matrix;
// Left clipping plane
p_planes[0][0] = matrix[3][0] + matrix[0][0];
p_planes[0][1] = matrix[3][1] + matrix[0][1];
p_planes[0][2] = matrix[3][2] + matrix[0][2];
p_planes[0][3] = matrix[3][3] + matrix[0][3];
// Right clipping plane
p_planes[1][0] = matrix[3][0] - matrix[0][0];
p_planes[1][1] = matrix[3][1] - matrix[0][1];
p_planes[1][2] = matrix[3][2] - matrix[0][2];
p_planes[1][3] = matrix[3][3] - matrix[0][3];
// Top clipping plane
p_planes[2][0] = matrix[3][0] - matrix[1][0];
p_planes[2][1] = matrix[3][1] - matrix[1][1];
p_planes[2][2] = matrix[3][2] - matrix[1][2];
p_planes[2][3] = matrix[3][3] - matrix[1][3];
// Bottom clipping plane
p_planes[3][0] = matrix[3][0] + matrix[1][0];
p_planes[3][1] = matrix[3][1] + matrix[1][1];
p_planes[3][2] = matrix[3][2] + matrix[1][2];
p_planes[3][3] = matrix[3][3] + matrix[1][3];
// Near clipping plane
p_planes[4][0] = matrix[3][0] + matrix[3][0];
p_planes[4][1] = matrix[3][1] + matrix[3][1];
p_planes[4][2] = matrix[3][2] + matrix[3][2];
p_planes[4][3] = matrix[3][3] + matrix[3][3];
// Far clipping plane
p_planes[5][0] = matrix[3][0] - matrix[3][0];
p_planes[5][1] = matrix[3][1] - matrix[3][1];
p_planes[5][2] = matrix[3][2] - matrix[3][2];
p_planes[5][3] = matrix[3][3] - matrix[3][3];
//Normalize planes
if normalized {
for plane in &mut p_planes {
*plane = normalize_plane(*plane);
}
}
p_planes
}
}
impl Default for Camera {
fn default() -> Self {
Self {
position: [0., 0., 0.],
direction: [0., 0., 0.],
up: [0., 1., 0.],
fov: PI / 3.,
zfar: 1024.,
znear: 0.1,
yaw: 0.,
pitch: 0.,
perspective_matrix: [[0.; 4]; 4]
}
}
}

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@ -1,116 +0,0 @@
use glium::glutin::event::{VirtualKeyCode, ElementState};
use std::f32::consts::PI;
use crate::game::camera::Camera;
#[derive(Default, Clone, Copy)]
pub struct InputAmounts {
move_x: (f32, f32),
move_y: (f32, f32),
move_z: (f32, f32),
look_h: f32,
look_v: f32,
}
pub struct Actions {
pub movement: [f32; 3],
pub rotation: [f32; 2],
}
impl Actions {
pub fn apply_to_camera(&self, camera: &mut Camera) {
//Apply rotation
camera.yaw -= self.rotation[0];
camera.pitch -= self.rotation[1];
camera.pitch = camera.pitch.clamp(-PI/2. + f32::EPSILON, PI/2. - f32::EPSILON);
camera.update_direction();
//Apply movement
let (yaw_sin, yaw_cos) = camera.yaw.sin_cos();
//forward movement
camera.position[0] += yaw_cos * self.movement[2];
camera.position[2] += yaw_sin * self.movement[2];
//sideways movement
camera.position[0] -= -yaw_sin * self.movement[0];
camera.position[2] -= yaw_cos * self.movement[0];
//up/down movement
camera.position[1] += self.movement[1];
}
}
pub struct Controls {
inputs: InputAmounts,
pub speed: f32,
pub sensitivity: f32,
}
impl Controls {
//TODO locking controls
pub fn lock(&mut self) {
todo!()
}
pub fn unlock(&mut self) {
todo!()
}
pub fn process_mouse_input(&mut self, dx: f64, dy: f64) {
self.inputs.look_h += dx as f32;
self.inputs.look_v += dy as f32;
}
pub fn process_keyboard_input(&mut self, key: VirtualKeyCode, state: ElementState) {
let value = match state {
ElementState::Pressed => 1.,
ElementState::Released => 0.,
};
match key {
VirtualKeyCode::W | VirtualKeyCode::Up => {
self.inputs.move_z.0 = value;
}
VirtualKeyCode::S | VirtualKeyCode::Down => {
self.inputs.move_z.1 = -value;
}
VirtualKeyCode::A | VirtualKeyCode::Left => {
self.inputs.move_x.0 = -value;
}
VirtualKeyCode::D | VirtualKeyCode::Right => {
self.inputs.move_x.1 = value;
}
VirtualKeyCode::Space => {
self.inputs.move_y.0 = value;
}
VirtualKeyCode::LShift => {
self.inputs.move_y.1 = -value;
}
_ => ()
}
}
pub fn calculate(&mut self, dt: f32) -> Actions {
let movement = {
let move_x = self.inputs.move_x.0 + self.inputs.move_x.1;
let move_y = self.inputs.move_y.0 + self.inputs.move_y.1;
let move_z = self.inputs.move_z.0 + self.inputs.move_z.1;
let magnitude = (move_x.powi(2) + move_y.powi(2) + move_z.powi(2)).sqrt();
if magnitude == 0. {
[0., 0., 0.]
} else {
[
dt * self.speed * (move_x / magnitude),
dt * self.speed * (move_y / magnitude),
dt * self.speed * (move_z / magnitude)
]
}
};
let rotation = [ //Do mouse inputs need to be multiplied by dt?
self.inputs.look_h * self.sensitivity * 0.01, //* dt
self.inputs.look_v * self.sensitivity * 0.01 //* dt
];
//Only mouse related actions need to be reset
self.inputs.look_h = 0.;
self.inputs.look_v = 0.;
Actions { movement, rotation }
}
}
impl Default for Controls {
fn default() -> Self {
Self {
inputs: Default::default(),
speed: 40.,
sensitivity: 1.24,
}
}
}

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@ -1,16 +0,0 @@
use glium::Display;
use glium::glutin::{
ContextBuilder,
GlProfile,
window::WindowBuilder,
event_loop::EventLoop
};
pub fn init_display(event_loop: &EventLoop<()>) -> Display {
let wb = WindowBuilder::new()
.with_maximized(true);
let cb = ContextBuilder::new()
.with_depth_buffer(24)
.with_gl_profile(GlProfile::Core);
Display::new(wb, cb, event_loop).unwrap()
}

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@ -1,9 +0,0 @@
//TODO items
#[derive(Clone, Copy, Debug)]
pub enum Item {
StoneBlock,
DirtBlock,
GrassBlock,
SandBlock,
}

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@ -1,13 +0,0 @@
#[derive(Clone, Debug)]
pub struct GameOptions {
pub render_distance: u8,
pub debug_wireframe_mode: bool,
}
impl Default for GameOptions {
fn default() -> Self {
Self {
render_distance: if cfg!(debug_assertions) { 8 } else { 16 },
debug_wireframe_mode: false,
}
}
}

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@ -1,46 +0,0 @@
use glam::{Vec3A, vec3a};
use crate::game::World;
const GRAVITY: Vec3A = vec3a(0., -1., 0.);
pub struct BasicPhysicsActor {
pub height: f32,
pub gravity: Vec3A,
pub position: Vec3A,
pub velocity: Vec3A,
}
impl BasicPhysicsActor {
pub fn new(height: f32) -> Self {
Self {
height,
gravity: GRAVITY,
position: vec3a(0., 0., 0.),
velocity: vec3a(0., 0., 0.),
}
}
pub fn update(&mut self, world: &World, dt: f32) {
self.velocity += GRAVITY;
self.position += self.velocity;
loop {
let block_pos = self.position.floor().as_ivec3();
let block_pos_f = block_pos.as_vec3a();
if let Some(block) = world.try_get(block_pos) {
match block.descriptor().collision {
Some(super::blocks::CollisionType::Solid) => {
let position_delta = self.position - block_pos_f;
let distance_to_zero = position_delta.abs();
let distance_to_one = (vec3a(1., 1., 1.) - position_delta).abs();
// let mut max_distance = 0;
// let mut max_distance_normal = 0;
// distance_to_one.x
//todo compute restitution here
}
_ => break
}
} else {
break
}
}
}
}

View file

@ -1,7 +0,0 @@
use crate::game::camera::Camera;
use crate::game::physics::BasicPhysicsActor;
pub struct MainPlayer {
pub camera: Camera,
pub actor: BasicPhysicsActor,
}

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@ -1,17 +0,0 @@
use glium::{Display, Program};
pub mod chunk;
pub mod colored2d;
pub struct Programs {
pub colored_2d: Program,
pub chunk: Program,
}
impl Programs {
pub fn compile_all(display: &Display) -> Self {
Self {
colored_2d: Program::from_source(display, colored2d::VERTEX_SHADER, colored2d::FRAGMENT_SHADER, None).unwrap(),
chunk: Program::from_source(display, chunk::VERTEX_SHADER, chunk::FRAGMENT_SHADER, None).unwrap(),
}
}
}

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@ -1,34 +0,0 @@
use glium::implement_vertex;
#[derive(Clone, Copy)]
pub struct Vertex {
pub position: [f32; 3],
pub normal: [f32; 3],
pub uv: [f32; 2],
pub tex_index: u8,
}
implement_vertex!(Vertex, position, normal, uv, tex_index);
pub const VERTEX_SHADER: &str = include_str!("./glsl/chunk.vert");
pub const FRAGMENT_SHADER: &str = include_str!("./glsl/chunk.frag");
// pub const VERTEX_SHADER: &str = r#"
// #version 150 core
// in vec3 position;
// in vec3 normal;
// in vec2 uv;
// out vec3 v_normal;
// out vec2 v_uv;
// uniform mat4 perspective;
// uniform mat4 view;
// uniform mat4 model;
// void main() {
// mat4 modelview = view * model;
// //v_normal = transpose(inverse(mat3(modelview))) * normal;
// v_normal = normal;
// v_uv = uv;
// gl_Position = perspective * modelview * vec4(position, 1.0);
// }
// "#;

View file

@ -1,10 +0,0 @@
use glium::implement_vertex;
#[derive(Clone, Copy)]
pub struct Vertex {
pub position: [f32; 2]
}
implement_vertex!(Vertex, position);
pub const VERTEX_SHADER: &str = include_str!("./glsl/colored2d.vert");
pub const FRAGMENT_SHADER: &str = include_str!("./glsl/colored2d.frag");

View file

@ -1,15 +0,0 @@
#version 150 core
in vec3 v_normal;
in vec2 v_uv;
flat in uint v_tex_index;
out vec4 color;
uniform sampler2DArray tex;
void main() {
// base color from texture
color = texture(tex, vec3(v_uv, v_tex_index));
//basic "lighting"
float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z);
color *= vec4(vec3(light), 1.);
}

View file

@ -1,19 +0,0 @@
#version 150 core
in vec3 position;
in vec3 normal;
in vec2 uv;
in uint tex_index;
out vec2 v_uv;
out vec3 v_normal;
flat out uint v_tex_index;
uniform vec2 position_offset;
uniform mat4 perspective;
uniform mat4 view;
void main() {
v_normal = normal;
v_tex_index = tex_index;
v_uv = uv;
gl_Position = perspective * view * (vec4(position, 1.0) + vec4(position_offset.x, 0., position_offset.y, 0.));
}

View file

@ -1,8 +0,0 @@
#version 150 core
out vec4 color;
uniform vec4 u_color;
void main() {
color = u_color;
}

View file

@ -1,7 +0,0 @@
#version 150 core
in vec2 position;
void main() {
gl_Position = vec4(position, 0., 1.);
}

View file

@ -1,201 +0,0 @@
use glam::{Vec2, IVec2, IVec3, Vec3Swizzles};
use glium::{
Display, Frame, Surface,
DrawParameters, Depth,
DepthTest, PolygonMode,
uniform,
uniforms::{
Sampler, SamplerBehavior,
MinifySamplerFilter, MagnifySamplerFilter,
}
};
use hashbrown::HashMap;
use crate::game::{
options::GameOptions,
shaders::Programs,
assets::Assets,
blocks::Block,
};
mod chunk;
mod thread;
use chunk::{Chunk, ChunkState, CHUNK_SIZE};
use thread::WorldThreading;
const POSITIVE_X_NEIGHBOR: usize = 0;
const NEGATIVE_X_NEIGHBOR: usize = 1;
const POSITIVE_Z_NEIGHBOR: usize = 2;
const NEGATIVE_Z_NEIGHBOR: usize = 3;
const MAX_TASKS: usize = 6;
pub struct World {
pub chunks: HashMap<IVec2, Chunk>,
pub thread: WorldThreading,
}
impl World {
pub fn chunk_neighbors(&self, position: IVec2) -> [Option<&Chunk>; 4] {
[
self.chunks.get(&(position + IVec2::new(1, 0))),
self.chunks.get(&(position - IVec2::new(1, 0))),
self.chunks.get(&(position + IVec2::new(0, 1))),
self.chunks.get(&(position - IVec2::new(0, 1))),
]
}
pub fn try_get(&self, position: IVec3) -> Option<Block> {
let chunk_coord = IVec2::new(position.x, position.z) / CHUNK_SIZE as i32;
let chunk = self.chunks.get(&chunk_coord)?;
let block_data = chunk.block_data.as_ref()?;
let block_position = position - (chunk_coord * CHUNK_SIZE as i32).extend(0).xzy();
Some(
*block_data
.get(block_position.x as usize)?
.get(block_position.y as usize)?
.get(block_position.z as usize)?
)
}
pub fn new() -> Self {
Self {
chunks: HashMap::new(),
thread: WorldThreading::new(),
}
}
pub fn render(
&self,
target: &mut Frame,
programs: &Programs,
assets: &Assets,
perspective: [[f32; 4]; 4],
view: [[f32; 4]; 4],
options: &GameOptions
) {
let sampler = SamplerBehavior {
minify_filter: MinifySamplerFilter::Linear,
magnify_filter: MagnifySamplerFilter::Nearest,
max_anisotropy: 8,
..Default::default()
};
let draw_parameters = DrawParameters {
depth: Depth {
test: DepthTest::IfLess,
write: true,
..Default::default()
},
polygon_mode: if options.debug_wireframe_mode {
PolygonMode::Line
} else {
PolygonMode::Fill
},
backface_culling: glium::draw_parameters::BackfaceCullingMode::CullCounterClockwise,
..Default::default()
};
for (&position, chunk) in &self.chunks {
if let Some(mesh) = &chunk.mesh {
target.draw(
&mesh.vertex_buffer,
&mesh.index_buffer,
&programs.chunk,
&uniform! {
position_offset: (position.as_vec2() * CHUNK_SIZE as f32).to_array(),
view: view,
perspective: perspective,
tex: Sampler(&assets.textures.blocks, sampler)
},
&draw_parameters
).unwrap();
}
}
}
pub fn update_loaded_chunks(&mut self, around_position: Vec2, options: &GameOptions, display: &Display) {
let render_dist = options.render_distance as i32 + 1;
let inside_chunk = (around_position / CHUNK_SIZE as f32).as_ivec2();
//Mark all chunks for unload
for (_, chunk) in &mut self.chunks {
chunk.desired = ChunkState::Unload;
}
//Load new/update chunks in range
for x in -render_dist..=render_dist {
for z in -render_dist..=render_dist {
let offset = IVec2::new(x, z);
let position = inside_chunk + offset;
if !self.chunks.contains_key(&position) {
self.chunks.insert(position, Chunk::new(position));
}
{
//we only need mutable reference here:
let chunk = self.chunks.get_mut(&position).unwrap();
if x == -render_dist || z == -render_dist || x == render_dist || z == render_dist {
chunk.desired = ChunkState::Loaded;
} else {
chunk.desired = ChunkState::Rendered;
}
}
let chunk = self.chunks.get(&position).unwrap();
if self.thread.task_amount() < MAX_TASKS {
if matches!(chunk.state, ChunkState::Nothing) && matches!(chunk.desired, ChunkState::Loaded | ChunkState::Rendered) {
self.thread.queue_load(position);
self.chunks.get_mut(&position).unwrap().state = ChunkState::Loading;
} else if matches!(chunk.state, ChunkState::Loaded) && matches!(chunk.desired, ChunkState::Rendered) {
let mut state_changed = false;
fn all_some<'a>(x: [Option<&'a Chunk>; 4]) -> Option<[&'a Chunk; 4]> {
Some([x[0]?, x[1]?, x[2]?, x[3]?])
}
if let Some(neighbors) = all_some(self.chunk_neighbors(chunk.position)) {
if {
neighbors[0].block_data.is_some() &&
neighbors[1].block_data.is_some() &&
neighbors[2].block_data.is_some() &&
neighbors[3].block_data.is_some()
} {
self.thread.queue_mesh(
position,
chunk.block_data.clone().unwrap(),
[
neighbors[0].block_data.clone().unwrap(),
neighbors[1].block_data.clone().unwrap(),
neighbors[2].block_data.clone().unwrap(),
neighbors[3].block_data.clone().unwrap(),
]
);
state_changed = true;
}
}
if state_changed {
self.chunks.get_mut(&position).unwrap().state = ChunkState::Rendering;
}
}
}
}
}
//Unloads and state downgrades
self.chunks.retain(|_, chunk| {
match chunk.desired {
// Chunk unload
ChunkState::Unload => false,
// Any => Nothing downgrade
ChunkState::Nothing => {
chunk.block_data = None;
chunk.mesh = None;
chunk.state = ChunkState::Nothing;
true
},
//Render => Loaded downgrade
ChunkState::Loaded if matches!(chunk.state, ChunkState::Rendering | ChunkState::Rendered) => {
chunk.mesh = None;
chunk.state = ChunkState::Loaded;
true
},
_ => true
}
});
//Apply changes from threads
self.thread.apply_tasks(&mut self.chunks, display);
}
}

View file

@ -1,45 +0,0 @@
use glam::IVec2;
use glium::{VertexBuffer, IndexBuffer};
use crate::game::{
blocks::Block,
shaders::chunk::Vertex as ChunkVertex
};
pub const CHUNK_SIZE: usize = 32;
pub const CHUNK_HEIGHT: usize = 255;
pub enum ChunkState {
Unload,
Nothing,
Loading,
Loaded,
Rendering,
Rendered,
}
pub type ChunkData = Box<[[[Block; CHUNK_SIZE]; CHUNK_HEIGHT]; CHUNK_SIZE]>;
pub struct ChunkMesh {
pub is_dirty: bool,
pub vertex_buffer: VertexBuffer<ChunkVertex>,
pub index_buffer: IndexBuffer<u32>,
}
pub struct Chunk {
pub position: IVec2,
pub block_data: Option<ChunkData>,
pub mesh: Option<ChunkMesh>,
pub state: ChunkState,
pub desired: ChunkState,
}
impl Chunk {
pub fn new(position: IVec2) -> Self {
Self {
position,
block_data: None,
mesh: None,
state: ChunkState::Nothing,
desired: ChunkState::Nothing,
}
}
}

View file

@ -1,97 +0,0 @@
use glam::IVec2;
use glium::{Display, VertexBuffer, IndexBuffer, index::PrimitiveType};
use std::{mem, thread::{self, JoinHandle}};
use hashbrown::HashMap;
use super::chunk::{Chunk, ChunkData, ChunkState};
use crate::game::{shaders::chunk::Vertex as ChunkVertex, world::chunk::ChunkMesh};
mod world_gen;
mod mesh_gen;
#[derive(Default)]
pub struct WorldThreading {
//drain_filter is not stable yet so
//Options are needed here to take ownership,
//None values should never appear here!
pub load_tasks: HashMap<IVec2, Option<JoinHandle<ChunkData>>>,
pub mesh_tasks: HashMap<IVec2, Option<JoinHandle<(Vec<ChunkVertex>, Vec<u32>)>>>,
}
impl WorldThreading {
pub fn new() -> Self {
Self::default()
}
pub fn is_done(&self) -> bool {
self.load_tasks.is_empty() &&
self.mesh_tasks.is_empty()
}
pub fn task_amount(&self) -> usize {
self.load_tasks.len() + self.mesh_tasks.len()
}
pub fn queue_load(&mut self, position: IVec2) {
let handle = thread::spawn(move || {
world_gen::generate_chunk(position, 0xdead_cafe)
});
if self.load_tasks.insert(position, Some(handle)).is_some() {
log::warn!("load: discarded {}, reason: new task started", position);
}
}
pub fn queue_mesh(&mut self, position: IVec2, chunk: ChunkData, neighbor_data: [ChunkData; 4]) {
let handle = thread::spawn(move || {
mesh_gen::generate_mesh(position, chunk, neighbor_data)
});
if self.mesh_tasks.insert(position, Some(handle)).is_some() {
log::warn!("mesh: discarded {}, reason: new task started", position);
}
}
pub fn apply_tasks(&mut self, chunks: &mut HashMap<IVec2, Chunk>, display: &Display) {
//LOAD TASKS
self.load_tasks.retain(|position, handle| {
if !chunks.contains_key(position) {
log::warn!("load: discarded {}, reason: chunk no longer exists", position);
return false
}
if !matches!(chunks.get(position).unwrap().desired, ChunkState::Loaded | ChunkState::Rendered) {
log::warn!("load: discarded {}, reason: state undesired", position);
return false
}
if !handle.as_ref().expect("Something went terribly wrong").is_finished() {
//task not finished yet, keep it and wait
return true
}
log::info!("load: done {}", position);
let handle = mem::take(handle).unwrap();
let data = handle.join().unwrap();
let chunk = chunks.get_mut(position).unwrap();
chunk.block_data = Some(data);
chunk.state = ChunkState::Loaded;
false
});
//MESH TASKS
self.mesh_tasks.retain(|position, handle| {
if !chunks.contains_key(position) {
log::warn!("mesh: discarded {}, reason: chunk no longer exists", position);
return false
}
if !matches!(chunks.get(position).unwrap().desired, ChunkState::Rendered) {
log::warn!("mesh: discarded {}, reason: state undesired", position);
return false
}
if !handle.as_ref().expect("Something went terribly wrong").is_finished() {
//task not finished yet, keep it and wait
return true
}
log::info!("mesh: done {}", position);
let handle = mem::take(handle).unwrap();
let (shape, index) = handle.join().unwrap();
let chunk = chunks.get_mut(position).unwrap();
chunk.mesh = Some(ChunkMesh {
is_dirty: false,
vertex_buffer: VertexBuffer::new(display, &shape).expect("Failed to build VertexBuffer"),
index_buffer: IndexBuffer::new(display, PrimitiveType::TrianglesList, &index).expect("Failed to build IndexBuffer")
});
chunk.state = ChunkState::Rendered;
false
});
}
}

View file

@ -1,139 +0,0 @@
use glam::{IVec2, IVec3, Vec2, Vec3A, vec3a, vec2, ivec3};
use strum::{EnumIter, IntoEnumIterator};
use crate::game::{
world::{
POSITIVE_X_NEIGHBOR,
NEGATIVE_X_NEIGHBOR,
POSITIVE_Z_NEIGHBOR,
NEGATIVE_Z_NEIGHBOR,
chunk::{ChunkData, CHUNK_SIZE, CHUNK_HEIGHT}
},
shaders::chunk::Vertex,
blocks::Block
};
#[repr(usize)]
#[derive(Clone, Copy, Debug, EnumIter)]
pub enum CubeFace {
Top = 0,
Front = 1,
Left = 2,
Right = 3,
Back = 4,
Bottom = 5,
}
const CUBE_FACE_VERTICES: [[Vec3A; 4]; 6] = [
[vec3a(0., 1., 0.), vec3a(0., 1., 1.), vec3a(1., 1., 0.), vec3a(1., 1., 1.)],
[vec3a(0., 0., 0.), vec3a(0., 1., 0.), vec3a(1., 0., 0.), vec3a(1., 1., 0.)],
[vec3a(0., 0., 1.), vec3a(0., 1., 1.), vec3a(0., 0., 0.), vec3a(0., 1., 0.)],
[vec3a(1., 0., 0.), vec3a(1., 1., 0.), vec3a(1., 0., 1.), vec3a(1., 1., 1.)],
[vec3a(1., 0., 1.), vec3a(1., 1., 1.), vec3a(0., 0., 1.), vec3a(0., 1., 1.)],
[vec3a(0., 0., 1.), vec3a(0., 0., 0.), vec3a(1., 0., 1.), vec3a(1., 0., 0.)],
];
const CUBE_FACE_NORMALS: [[f32; 3]; 6] = [
[0., 1., 0.],
[0., 0., -1.],
[-1., 0., 0.],
[1., 0., 0.],
[0., 0., 1.],
[0., -1., 0.]
];
const CUBE_FACE_INDICES: [u32; 6] = [0, 1, 2, 2, 1, 3];
const UV_COORDS: [[f32; 2]; 4] = [
[0., 0.],
[0., 1.],
[1., 0.],
[1., 1.],
];
#[derive(Default)]
struct MeshBuilder {
vertex_buffer: Vec<Vertex>,
index_buffer: Vec<u32>,
idx_counter: u32,
}
impl MeshBuilder {
pub fn new() -> Self {
Self::default()
}
pub fn add_face(&mut self, face: CubeFace, coord: IVec3, texture: u8) {
let coord = coord.as_vec3a();
let face_index = face as usize;
//Push vertexes
let norm = CUBE_FACE_NORMALS[face_index];
let vert = CUBE_FACE_VERTICES[face_index];
self.vertex_buffer.reserve(4);
for i in 0..4 {
self.vertex_buffer.push(Vertex {
position: (coord + vert[i]).to_array(),
normal: norm,
uv: UV_COORDS[i],
tex_index: texture
});
}
//Push indices
self.index_buffer.extend_from_slice(&CUBE_FACE_INDICES.map(|x| x + self.idx_counter));
self.idx_counter += 4;
}
pub fn finish(self) -> (Vec<Vertex>, Vec<u32>) {
(self.vertex_buffer, self.index_buffer)
}
}
pub fn generate_mesh(position: IVec2, chunk_data: ChunkData, neighbors: [ChunkData; 4]) -> (Vec<Vertex>, Vec<u32>) {
let get_block = |pos: IVec3| -> Block {
if pos.x < 0 {
neighbors[NEGATIVE_X_NEIGHBOR][(CHUNK_SIZE as i32 + pos.x) as usize][pos.y as usize][pos.z as usize]
} else if pos.x >= CHUNK_SIZE as i32 {
neighbors[POSITIVE_X_NEIGHBOR][pos.x as usize - CHUNK_SIZE as usize][pos.y as usize][pos.z as usize]
} else if pos.z < 0 {
neighbors[NEGATIVE_Z_NEIGHBOR][pos.x as usize][pos.y as usize][(CHUNK_SIZE as i32 + pos.z) as usize]
} else if pos.z >= CHUNK_SIZE as i32 {
neighbors[POSITIVE_Z_NEIGHBOR][pos.x as usize][pos.y as usize][pos.z as usize - CHUNK_SIZE as usize]
} else {
chunk_data[pos.x as usize][pos.y as usize][pos.z as usize]
}
};
let mut builer = MeshBuilder::new();
for x in 0..CHUNK_SIZE {
for y in 0..CHUNK_HEIGHT {
for z in 0..CHUNK_SIZE {
let coord = ivec3(x as i32, y as i32, z as i32);
let descriptor = get_block(coord).descriptor();
if descriptor.render.is_none() {
continue
}
for face in CubeFace::iter() {
let facing = Vec3A::from_array(CUBE_FACE_NORMALS[face as usize]).as_ivec3();
let facing_coord = coord + facing;
let show = {
(facing_coord.y < 0) ||
(facing_coord.y >= CHUNK_HEIGHT as i32) ||
get_block(facing_coord).descriptor().render.is_none()
};
if show {
let texures = descriptor.render.unwrap().1;
let block_texture = match face {
CubeFace::Top => texures.top,
CubeFace::Front => texures.front,
CubeFace::Left => texures.left,
CubeFace::Right => texures.right,
CubeFace::Back => texures.back,
CubeFace::Bottom => texures.bottom,
};
builer.add_face(face, coord, block_texture as u8);
}
}
}
}
}
builer.finish()
}

View file

@ -1,58 +0,0 @@
use glam::{Vec2, DVec2, IVec2};
use noise::{NoiseFn, Perlin, Simplex, Fbm, Seedable};
use crate::game::{
world::chunk::{ChunkData, CHUNK_SIZE, CHUNK_HEIGHT},
blocks::Block
};
const HEIGHTMAP_SCALE: f64 = 0.004;
const MOUNTAINESS_SCALE: f64 = 0.0001;
const MNT_RAMP_1: f64 = 0.5;
const MNT_RAMP_2: f64 = 0.6;
const MTN_VAL_SCALE: f64 = 1.233;
const TERRAIN_HEIGHT_MIN: f64 = 60.;
const TERRAIN_HEIGHT_MAX: f64 = 80.;
pub fn generate_chunk(position: IVec2, seed: u32) -> ChunkData {
let world_xz = position.as_vec2() * CHUNK_SIZE as f32;
let mut chunk = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_HEIGHT]; CHUNK_SIZE]);
//generate noises
let mut terrain_base_fbm: Fbm<Perlin> = Fbm::new(seed);
terrain_base_fbm.octaves = 6;
let mut mountainess_base_fbm: Fbm<Perlin> = Fbm::new(seed);
mountainess_base_fbm.octaves = 4;
//put everything together
for x in 0..CHUNK_SIZE {
for z in 0..CHUNK_SIZE {
let point = world_xz.as_dvec2() + DVec2::from_array([x as f64, z as f64]);
let heightmap = (terrain_base_fbm.get((point * HEIGHTMAP_SCALE).to_array()) + 1.) / 2.;
let mountainess = MTN_VAL_SCALE * ((mountainess_base_fbm.get((point * MOUNTAINESS_SCALE).to_array()) + 1.) / 2.);
//generate basic terrain
let terain_height =
(
TERRAIN_HEIGHT_MIN +
(heightmap * TERRAIN_HEIGHT_MAX * (0.1 + 1.5 * if mountainess < MNT_RAMP_1 {
0.
} else {
if mountainess > MNT_RAMP_2 {
1.
} else {
(mountainess - MNT_RAMP_1) / (MNT_RAMP_2 - MNT_RAMP_1) * 1.
}
}))
).floor() as usize;
for y in 0..terain_height {
chunk[x][y][z] = Block::Dirt;
}
chunk[x][terain_height][z] = Block::Grass;
}
}
//return generated world
chunk
}

View file

@ -1,45 +0,0 @@
//! Custom env_logger options and styling
use env_logger::{fmt::Color, Builder, Env};
use log::Level;
use std::io::Write;
pub fn init() {
let mut env = Env::default();
if cfg!(debug_assertions) {
env = env.filter_or("RUST_LOG", "trace");
}
Builder::from_env(env)
.format(|buf, record| {
let mut level_style = buf.style();
level_style.set_color(match record.level() {
Level::Error => Color::Red,
Level::Warn => Color::Yellow,
_ => Color::Blue
}).set_bold(true);
let mut location_style = buf.style();
location_style.set_bold(true);
location_style.set_dimmed(true);
let mut location_line_style = buf.style();
location_line_style.set_dimmed(true);
writeln!(
buf,
"{} {:<50}\t{}{}{}",
level_style.value(match record.level() {
Level::Error => "[e]",
Level::Warn => "[w]",
Level::Info => "[i]",
Level::Debug => "[d]",
Level::Trace => "[t]",
}),
format!("{}", record.args()),
location_style.value(record.target()),
location_line_style.value(" :"),
location_line_style.value(record.line().unwrap_or(0))
)
})
.init();
}

View file

@ -1,7 +1,3 @@
mod game;
mod logging;
fn main() { fn main() {
logging::init();
game::run();
} }