Merge pull request #1 from griffi-gh/ecs-rewrite

Merge Ecs rewrite
This commit is contained in:
griffi-gh 2023-01-28 23:45:18 +01:00 committed by GitHub
commit 155e3b1e36
56 changed files with 2094 additions and 1408 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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@ -3,9 +3,6 @@ name = "kubi"
version = "0.1.0" version = "0.1.0"
edition = "2021" edition = "2021"
[profile.dev.package.noise]
opt-level = 3
[dependencies] [dependencies]
glium = "0.32" glium = "0.32"
image = { version = "0.24", default_features = false, features = ["png"] } image = { version = "0.24", default_features = false, features = ["png"] }
@ -14,9 +11,10 @@ env_logger = "0.10"
strum = { version = "0.24", features = ["derive"] } strum = { version = "0.24", features = ["derive"] }
glam = { version = "0.22", features = ["debug-glam-assert", "mint", "fast-math"] } glam = { version = "0.22", features = ["debug-glam-assert", "mint", "fast-math"] }
hashbrown = "0.13" hashbrown = "0.13"
noise = "0.8"
rayon = "1.6" rayon = "1.6"
#ordered-float = "3.4" shipyard = { version = "0.6", features = ["thread_local"] }
nohash-hasher = "0.2.0"
[features] anyhow = "1.0"
default = [] flume = "0.10"
#once_cell = "1.17"
bracket-noise = "0.8"

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@ -1,3 +1,3 @@
# development moved to <h1 align="center">Kubi</h1>
# https://github.com/griffi-gh/kubi/tree/ecs-rewrite work in progress
this branch contains the latest version before the rewrite <h6 align="right"><i>~ uwu</i></h6>

1
crabs.txt Normal file
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@ -0,0 +1 @@
sorry no crabs here

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@ -5,4 +5,5 @@ uniform vec4 u_color;
void main() { void main() {
color = u_color; color = u_color;
color -= vec4(0, 0, 0, 0.1 * sin(gl_FragCoord.x) * cos(gl_FragCoord.y));
} }

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@ -0,0 +1,10 @@
#version 150 core
in vec3 position;
uniform vec3 u_position;
uniform mat4 perspective;
uniform mat4 view;
void main() {
gl_Position = perspective * view * vec4(position + u_position, 1.);
}

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@ -1,5 +1,11 @@
#version 150 core #version 150 core
//TODO pack this data:
// uint position_normal_uv
// XXYYZZNU
// wehere Normal and Uv are enums
// maybe somehow pack in tex index too
in vec3 position; in vec3 position;
in vec3 normal; in vec3 normal;
in vec2 uv; in vec2 uv;
@ -7,7 +13,7 @@ in uint tex_index;
out vec2 v_uv; out vec2 v_uv;
out vec3 v_normal; out vec3 v_normal;
flat out uint v_tex_index; flat out uint v_tex_index;
uniform vec2 position_offset; uniform vec3 position_offset;
uniform mat4 perspective; uniform mat4 perspective;
uniform mat4 view; uniform mat4 view;
@ -15,5 +21,5 @@ void main() {
v_normal = normal; v_normal = normal;
v_tex_index = tex_index; v_tex_index = tex_index;
v_uv = uv; v_uv = uv;
gl_Position = perspective * view * (vec4(position, 1.0) + vec4(position_offset.x, 0., position_offset.y, 0.)); gl_Position = perspective * view * vec4(position + position_offset, 1.);
} }

37
src/block_placement.rs Normal file
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@ -0,0 +1,37 @@
use glam::Vec3;
use shipyard::{UniqueViewMut, UniqueView, View, IntoIter};
use crate::{
player::MainPlayer,
world::{raycast::LookingAtBlock, ChunkStorage, block::Block},
input::{Inputs, PrevInputs}
};
pub fn block_placement_system(
main_player: View<MainPlayer>,
raycast: View<LookingAtBlock>,
input: UniqueView<Inputs>,
prev_input: UniqueView<PrevInputs>,
mut world: UniqueViewMut<ChunkStorage>
) {
let action_place = input.action_b && !prev_input.0.action_b;
let action_break = input.action_a && !prev_input.0.action_a;
if action_place ^ action_break {
//get raycast info
let Some(ray) = (&main_player, &raycast).iter().next().unwrap().1/**/.0 else { return };
//update block
let place_position = if action_place {
let position = (ray.position - ray.direction * 0.5).floor().as_ivec3();
let Some(block) = world.get_block_mut(position) else { return };
*block = Block::Dirt;
position
} else {
let Some(block) = world.get_block_mut(ray.block_position) else { return };
*block = Block::Air;
ray.block_position
};
//mark chunk as dirty
let (chunk_pos, _) = ChunkStorage::to_chunk_coords(place_position);
let chunk = world.chunks.get_mut(&chunk_pos).unwrap();
chunk.dirty = true;
}
}

43
src/camera.rs Normal file
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@ -0,0 +1,43 @@
use glam::{Mat4, Vec3};
use shipyard::{Component, Workload, IntoWorkload};
use std::f32::consts::PI;
mod matrices;
mod frustum;
use matrices::update_matrices;
use frustum::{Frustum, update_frustum};
#[derive(Component)]
pub struct Camera {
pub view_matrix: Mat4,
pub perspective_matrix: Mat4,
pub frustum: Frustum,
pub up: Vec3,
pub fov: f32,
pub z_near: f32,
pub z_far: f32,
}
impl Camera {
pub fn new(fov: f32, z_near: f32, z_far: f32, up: Vec3) -> Self {
Self {
fov, z_near, z_far, up,
//TODO maybe separate this?
perspective_matrix: Mat4::default(),
view_matrix: Mat4::default(),
frustum: Frustum::default(),
}
}
}
impl Default for Camera {
fn default() -> Self {
Self::new(PI / 3., 0.1, 1024., Vec3::Y)
}
}
pub fn compute_cameras() -> Workload {
(
update_matrices,
update_frustum,
).into_workload()
}

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src/camera/frustum.rs Normal file
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@ -0,0 +1,130 @@
// basically ported from c++
// - used as a reference:
// [ https://github.com/Beastwick18/gltest/blob/main/src/renderer/Frustum.cpp ]
// - original code:
// [ https://gist.github.com/podgorskiy/e698d18879588ada9014768e3e82a644 ]
// - which uses cube vs frustum intersection code from:
// [ http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm ]
// three layers of stolen code, yay!
use glam::{Vec3A, Vec4, Mat3A, vec3a, Vec3, vec4};
use shipyard::{ViewMut, IntoIter, View};
use crate::transform::Transform;
use super::Camera;
#[repr(usize)]
enum FrustumPlane {
Left,
Right,
Bottom,
Top,
Near,
Far,
}
const PLANE_COUNT: usize = 6;
const PLANE_COMBINATIONS: usize = PLANE_COUNT * (PLANE_COUNT - 1) / 2;
const POINT_COUNT: usize = 8;
#[derive(Default)]
pub struct Frustum {
planes: [Vec4; PLANE_COUNT],
points: [Vec3A; POINT_COUNT]
}
impl Frustum {
pub fn compute(camera: &Camera) -> Self {
//compute transposed view-projection matrix
let mat = (camera.perspective_matrix * camera.view_matrix).transpose();
// compute planes
let mut planes = [Vec4::default(); PLANE_COUNT];
planes[FrustumPlane::Left as usize] = mat.w_axis + mat.x_axis;
planes[FrustumPlane::Right as usize] = mat.w_axis - mat.x_axis;
planes[FrustumPlane::Bottom as usize] = mat.w_axis + mat.y_axis;
planes[FrustumPlane::Top as usize] = mat.w_axis - mat.y_axis;
planes[FrustumPlane::Near as usize] = mat.w_axis + mat.z_axis;
planes[FrustumPlane::Far as usize] = mat.w_axis - mat.z_axis;
//compute crosses
let crosses = [
Vec3A::from(planes[FrustumPlane::Left as usize]).cross(planes[FrustumPlane::Right as usize].into()),
Vec3A::from(planes[FrustumPlane::Left as usize]).cross(planes[FrustumPlane::Bottom as usize].into()),
Vec3A::from(planes[FrustumPlane::Left as usize]).cross(planes[FrustumPlane::Top as usize].into()),
Vec3A::from(planes[FrustumPlane::Left as usize]).cross(planes[FrustumPlane::Near as usize].into()),
Vec3A::from(planes[FrustumPlane::Left as usize]).cross(planes[FrustumPlane::Far as usize].into()),
Vec3A::from(planes[FrustumPlane::Right as usize]).cross(planes[FrustumPlane::Bottom as usize].into()),
Vec3A::from(planes[FrustumPlane::Right as usize]).cross(planes[FrustumPlane::Top as usize].into()),
Vec3A::from(planes[FrustumPlane::Right as usize]).cross(planes[FrustumPlane::Near as usize].into()),
Vec3A::from(planes[FrustumPlane::Right as usize]).cross(planes[FrustumPlane::Far as usize].into()),
Vec3A::from(planes[FrustumPlane::Bottom as usize]).cross(planes[FrustumPlane::Top as usize].into()),
Vec3A::from(planes[FrustumPlane::Bottom as usize]).cross(planes[FrustumPlane::Near as usize].into()),
Vec3A::from(planes[FrustumPlane::Bottom as usize]).cross(planes[FrustumPlane::Far as usize].into()),
Vec3A::from(planes[FrustumPlane::Top as usize]).cross(planes[FrustumPlane::Near as usize].into()),
Vec3A::from(planes[FrustumPlane::Top as usize]).cross(planes[FrustumPlane::Far as usize].into()),
Vec3A::from(planes[FrustumPlane::Near as usize]).cross(planes[FrustumPlane::Far as usize].into()),
];
//compute points
let points = [
intersection::<{FrustumPlane::Left as usize}, {FrustumPlane::Bottom as usize}, {FrustumPlane::Near as usize}>(&planes, &crosses),
intersection::<{FrustumPlane::Left as usize}, {FrustumPlane::Top as usize}, {FrustumPlane::Near as usize}>(&planes, &crosses),
intersection::<{FrustumPlane::Right as usize}, {FrustumPlane::Bottom as usize}, {FrustumPlane::Near as usize}>(&planes, &crosses),
intersection::<{FrustumPlane::Right as usize}, {FrustumPlane::Top as usize}, {FrustumPlane::Near as usize}>(&planes, &crosses),
intersection::<{FrustumPlane::Left as usize}, {FrustumPlane::Bottom as usize}, {FrustumPlane::Far as usize}>(&planes, &crosses),
intersection::<{FrustumPlane::Left as usize}, {FrustumPlane::Top as usize}, {FrustumPlane::Far as usize}>(&planes, &crosses),
intersection::<{FrustumPlane::Right as usize}, {FrustumPlane::Bottom as usize}, {FrustumPlane::Far as usize}>(&planes, &crosses),
intersection::<{FrustumPlane::Right as usize}, {FrustumPlane::Top as usize}, {FrustumPlane::Far as usize}>(&planes, &crosses),
];
Self { planes, points }
}
pub fn is_box_visible(&self, minp: Vec3, maxp: Vec3) -> bool {
// check box outside/inside of frustum
for plane in self.planes {
if (plane.dot(vec4(minp.x, minp.y, minp.z, 1.)) < 0.) &&
(plane.dot(vec4(maxp.x, minp.y, minp.z, 1.)) < 0.) &&
(plane.dot(vec4(minp.x, maxp.y, minp.z, 1.)) < 0.) &&
(plane.dot(vec4(maxp.x, maxp.y, minp.z, 1.)) < 0.) &&
(plane.dot(vec4(minp.x, minp.y, maxp.z, 1.)) < 0.) &&
(plane.dot(vec4(maxp.x, minp.y, maxp.z, 1.)) < 0.) &&
(plane.dot(vec4(minp.x, maxp.y, maxp.z, 1.)) < 0.) &&
(plane.dot(vec4(maxp.x, maxp.y, maxp.z, 1.)) < 0.)
{
return false
}
}
// check frustum outside/inside box
if self.points.iter().all(|point| point.x > maxp.x) { return false }
if self.points.iter().all(|point| point.x < minp.x) { return false }
if self.points.iter().all(|point| point.y > maxp.y) { return false }
if self.points.iter().all(|point| point.y < minp.y) { return false }
if self.points.iter().all(|point| point.z > maxp.z) { return false }
if self.points.iter().all(|point| point.z < minp.z) { return false }
true
}
}
const fn ij2k<const I: usize, const J: usize>() -> usize {
I * (9 - I) / 2 + J - 1
}
fn intersection<const A: usize, const B: usize, const C: usize>(planes: &[Vec4; PLANE_COUNT], crosses: &[Vec3A; PLANE_COMBINATIONS]) -> Vec3A {
let d = Vec3A::from(planes[A]).dot(crosses[ij2k::<B, C>()]);
let res = Mat3A::from_cols(
crosses[ij2k::<B, C>()],
-crosses[ij2k::<A, C>()],
crosses[ij2k::<A, B>()],
) * vec3a(planes[A].w, planes[B].w, planes[C].w);
res * (-1. / d)
}
pub fn update_frustum(
mut cameras: ViewMut<Camera>,
transforms: View<Transform>
) {
for (camera, _) in (&mut cameras, transforms.inserted_or_modified()).iter() {
camera.frustum = Frustum::compute(camera);
}
}

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src/camera/matrices.rs Normal file
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@ -0,0 +1,42 @@
use glam::{Vec3, Mat4};
use shipyard::{ViewMut, View, IntoIter, Workload, IntoWorkload};
use crate::{transform::Transform, events::WindowResizedEvent};
use super::Camera;
//maybe parallelize these two?
fn update_view_matrix(
mut vm_camera: ViewMut<Camera>,
v_transform: View<Transform>
) {
for (camera, transform) in (&mut vm_camera, v_transform.inserted_or_modified()).iter() {
let (_, rotation, translation) = transform.0.to_scale_rotation_translation();
let direction = rotation * Vec3::NEG_Z;
camera.view_matrix = Mat4::look_to_rh(translation, direction, camera.up);
}
}
fn update_perspective_matrix(
mut vm_camera: ViewMut<Camera>,
resize: View<WindowResizedEvent>,
) {
//TODO update on launch
let Some(&size) = resize.iter().next() else {
return
};
for camera in (&mut vm_camera).iter() {
camera.perspective_matrix = Mat4::perspective_rh_gl(
camera.fov,
size.0.x as f32 / size.0.y as f32,
camera.z_near,
camera.z_far,
)
}
}
pub fn update_matrices() -> Workload {
(
update_view_matrix,
update_perspective_matrix,
).into_workload()
}

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src/events.rs Normal file
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@ -0,0 +1,55 @@
use glam::UVec2;
use shipyard::{World, Component, AllStoragesViewMut, SparseSet};
use glium::glutin::event::{Event, DeviceEvent, DeviceId, WindowEvent};
#[derive(Component, Clone, Copy, Debug, Default)]
pub struct EventComponent;
#[derive(Component, Clone, Copy, Debug, Default)]
pub struct OnBeforeExitEvent;
#[derive(Component, Clone, Debug)]
pub struct InputDeviceEvent{
pub device_id: DeviceId,
pub event: DeviceEvent
}
#[derive(Component, Clone, Copy, Debug, Default)]
pub struct WindowResizedEvent(pub UVec2);
pub fn process_glutin_events(world: &mut World, event: &Event<'_, ()>) {
#[allow(clippy::collapsible_match, clippy::single_match)]
match event {
Event::WindowEvent { window_id: _, event } => match event {
WindowEvent::Resized(size) => {
world.add_entity((
EventComponent,
WindowResizedEvent(UVec2::new(size.width as _, size.height as _))
));
},
_ => ()
},
Event::DeviceEvent { device_id, event } => {
world.add_entity((
EventComponent,
InputDeviceEvent {
device_id: *device_id,
event: event.clone()
}
));
},
Event::LoopDestroyed => {
world.add_entity((
EventComponent,
OnBeforeExitEvent
));
},
_ => (),
}
}
pub fn clear_events(
mut all_storages: AllStoragesViewMut,
) {
all_storages.delete_any::<SparseSet<EventComponent>>();
}

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src/fly_controller.rs Normal file
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@ -0,0 +1,52 @@
use glam::{Vec3, Mat4, Quat, EulerRot, Vec2};
use shipyard::{Component, View, ViewMut, IntoIter, UniqueView, Workload, IntoWorkload};
use std::f32::consts::PI;
use crate::{transform::Transform, input::Inputs, settings::GameSettings, DeltaTime};
#[derive(Component)]
pub struct FlyController;
pub fn update_controllers() -> Workload {
(
update_look,
update_movement
).into_workload()
}
const MAX_PITCH: f32 = PI/2. - 0.001;
fn update_look(
controllers: View<FlyController>,
mut transforms: ViewMut<Transform>,
inputs: UniqueView<Inputs>,
settings: UniqueView<GameSettings>,
dt: UniqueView<DeltaTime>,
) {
let look = inputs.look * settings.mouse_sensitivity * dt.0.as_secs_f32();
if look == Vec2::ZERO { return }
for (_, mut transform) in (&controllers, &mut transforms).iter() {
let (scale, mut rotation, translation) = transform.0.to_scale_rotation_translation();
let (mut yaw, mut pitch, _roll) = rotation.to_euler(EulerRot::YXZ);
yaw -= look.x;
pitch -= look.y;
pitch = pitch.clamp(-MAX_PITCH, MAX_PITCH);
rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, 0.).normalize();
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, translation);
}
}
fn update_movement(
controllers: View<FlyController>,
mut transforms: ViewMut<Transform>,
inputs: UniqueView<Inputs>,
dt: UniqueView<DeltaTime>,
) {
let movement = inputs.movement * 30. * dt.0.as_secs_f32();
if movement == Vec2::ZERO { return }
for (_, mut transform) in (&controllers, &mut transforms).iter() {
let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
translation += (rotation * Vec3::NEG_Z) * movement.y;
translation += (rotation * Vec3::X) * movement.x;
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, translation);
}
}

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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
}
}
}
}

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@ -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);
// }
// "#;

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@ -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");

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

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@ -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);
}
}

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@ -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
});
}
}

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@ -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
}

84
src/input.rs Normal file
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@ -0,0 +1,84 @@
use glam::{Vec2, DVec2};
use glium::glutin::event::{DeviceEvent, VirtualKeyCode, ElementState};
use hashbrown::HashSet;
use nohash_hasher::BuildNoHashHasher;
use shipyard::{AllStoragesView, Unique, View, IntoIter, UniqueViewMut, Workload, IntoWorkload, UniqueView};
use crate::events::InputDeviceEvent;
#[derive(Unique, Clone, Copy, Default, Debug)]
pub struct Inputs {
pub movement: Vec2,
pub look: Vec2,
pub action_a: bool,
pub action_b: bool,
}
#[derive(Unique, Clone, Copy, Default, Debug)]
pub struct PrevInputs(pub Inputs);
#[derive(Unique, Clone, Default, Debug)]
pub struct RawInputState {
pub keyboard_state: HashSet<VirtualKeyCode, BuildNoHashHasher<u32>>,
pub button_state: [bool; 32],
pub mouse_delta: DVec2
}
pub fn process_events(
device_events: View<InputDeviceEvent>,
mut input_state: UniqueViewMut<RawInputState>,
) {
input_state.mouse_delta = DVec2::ZERO;
for event in device_events.iter() {
match event.event {
DeviceEvent::MouseMotion { delta } => {
input_state.mouse_delta = DVec2::from(delta);
},
DeviceEvent::Key(input) => {
if let Some(keycode) = input.virtual_keycode {
match input.state {
ElementState::Pressed => input_state.keyboard_state.insert(keycode),
ElementState::Released => input_state.keyboard_state.remove(&keycode),
};
}
},
DeviceEvent::Button { button, state } => {
if button < 32 {
input_state.button_state[button as usize] = matches!(state, ElementState::Pressed);
}
},
_ => ()
}
}
}
pub fn update_input_states (
raw_inputs: UniqueView<RawInputState>,
mut inputs: UniqueViewMut<Inputs>,
mut prev_inputs: UniqueViewMut<PrevInputs>,
) {
prev_inputs.0 = *inputs;
inputs.movement = Vec2::new(
raw_inputs.keyboard_state.contains(&VirtualKeyCode::D) as u32 as f32 -
raw_inputs.keyboard_state.contains(&VirtualKeyCode::A) as u32 as f32,
raw_inputs.keyboard_state.contains(&VirtualKeyCode::W) as u32 as f32 -
raw_inputs.keyboard_state.contains(&VirtualKeyCode::S) as u32 as f32
).normalize_or_zero();
inputs.look = raw_inputs.mouse_delta.as_vec2();
inputs.action_a = raw_inputs.button_state[1];
inputs.action_b = raw_inputs.button_state[3];
}
pub fn init_input (
storages: AllStoragesView
) {
storages.add_unique(Inputs::default());
storages.add_unique(PrevInputs::default());
storages.add_unique(RawInputState::default());
}
pub fn process_inputs() -> Workload {
(
process_events,
update_input_states
).into_workload()
}

View file

@ -1,7 +1,159 @@
mod game; use shipyard::{
World, Workload, IntoWorkload,
UniqueView, UniqueViewMut,
NonSendSync, Unique
};
use glium::{
glutin::{
event_loop::{EventLoop, ControlFlow},
event::{Event, WindowEvent}
}
};
use glam::vec3;
use std::time::{Instant, Duration};
mod logging; mod logging;
pub(crate) mod rendering;
pub(crate) mod world;
pub(crate) mod player;
pub(crate) mod prefabs;
pub(crate) mod transform;
pub(crate) mod settings;
pub(crate) mod camera;
pub(crate) mod events;
pub(crate) mod input;
pub(crate) mod fly_controller;
pub(crate) mod block_placement;
use rendering::{
Renderer,
RenderTarget,
BackgroundColor,
clear_background
};
use world::{
init_game_world,
loading::update_loaded_world_around_player,
raycast::update_raycasts
};
use player::spawn_player;
use prefabs::load_prefabs;
use settings::GameSettings;
use camera::compute_cameras;
use events::{clear_events, process_glutin_events};
use input::{init_input, process_inputs};
use fly_controller::update_controllers;
use rendering::{
selection_box::render_selection_box,
world::draw_world,
};
use block_placement::block_placement_system;
#[derive(Unique)]
pub(crate) struct DeltaTime(Duration);
fn startup() -> Workload {
(
load_prefabs,
init_input,
init_game_world,
spawn_player,
).into_workload()
}
fn update() -> Workload {
(
process_inputs,
update_controllers,
update_loaded_world_around_player,
update_raycasts,
block_placement_system,
compute_cameras
).into_workload()
}
fn render() -> Workload {
(
clear_background,
draw_world,
render_selection_box,
).into_sequential_workload()
}
fn after_frame_end() -> Workload {
(
clear_events,
).into_workload()
}
fn main() { fn main() {
logging::init(); logging::init();
game::run();
//Create event loop
let event_loop = EventLoop::new();
//Create a shipyard world
let mut world = World::new();
//Add systems and uniques, Init and load things
world.add_unique_non_send_sync(Renderer::init(&event_loop));
world.add_unique(BackgroundColor(vec3(0.5, 0.5, 1.)));
world.add_unique(DeltaTime(Duration::default()));
world.add_unique(GameSettings::default());
//Register workloads
world.add_workload(startup);
world.add_workload(update);
world.add_workload(render);
world.add_workload(after_frame_end);
//Run startup systems
world.run_workload(startup).unwrap();
//Run the event loop
let mut last_update = Instant::now();
event_loop.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Poll;
process_glutin_events(&mut world, &event);
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::Resized(_size) => {
// todo ...
}
WindowEvent::CloseRequested => {
log::info!("exit requested");
*control_flow = ControlFlow::Exit;
},
_ => (),
},
Event::MainEventsCleared => {
//Update delta time (maybe move this into a system?)
{
let mut dt_view = world.borrow::<UniqueViewMut<DeltaTime>>().unwrap();
let now = Instant::now();
dt_view.0 = now - last_update;
last_update = now;
}
//Run update workflow
world.run_workload(update).unwrap();
//Start rendering (maybe use custom views for this?)
let target = {
let renderer = world.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
renderer.display.draw()
};
world.add_unique_non_send_sync(RenderTarget(target));
//Run render workflow
world.run_workload(render).unwrap();
//Finish rendering
let target = world.remove_unique::<RenderTarget>().unwrap();
target.0.finish().unwrap();
//FrameEnd
world.run_workload(after_frame_end).unwrap();
},
_ => (),
};
});
} }

27
src/player.rs Normal file
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@ -0,0 +1,27 @@
use shipyard::{Component, AllStoragesViewMut};
use crate::{
transform::Transform,
camera::Camera,
fly_controller::FlyController,
world::raycast::LookingAtBlock,
};
#[derive(Component)]
pub struct Player;
#[derive(Component)]
pub struct MainPlayer;
pub fn spawn_player (
mut storages: AllStoragesViewMut
) {
log::info!("spawning player");
storages.add_entity((
Player,
MainPlayer,
Transform::default(),
Camera::default(),
FlyController,
LookingAtBlock::default(),
));
}

87
src/prefabs.rs Normal file
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@ -0,0 +1,87 @@
use shipyard::{NonSendSync, UniqueView, Unique, AllStoragesView};
use glium::{texture::{SrgbTexture2dArray, MipmapsOption}, Program};
use strum::EnumIter;
use crate::rendering::Renderer;
mod texture;
mod shaders;
use texture::load_texture2darray_prefab;
use shaders::include_shader_prefab;
pub trait AssetPaths {
fn file_name(self) -> &'static str;
}
#[derive(Clone, Copy, Debug, EnumIter)]
#[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,
}
impl AssetPaths for BlockTexture {
fn file_name(self) -> &'static str {
match self {
Self::Stone => "stone.png",
Self::Dirt => "dirt.png",
Self::GrassTop => "grass_top.png",
Self::GrassSide => "grass_side.png",
Self::Sand => "sand.png",
Self::Bedrock => "bedrock.png",
Self::Wood => "wood.png",
Self::WoodTop => "wood_top.png",
Self::Leaf => "leaf.png",
Self::Torch => "torch.png",
Self::TallGrass => "tall_grass.png",
Self::Snow => "snow.png",
Self::GrassSideSnow => "grass_side_snow.png",
}
}
}
#[derive(Unique)]
pub struct BlockTexturesPrefab(pub SrgbTexture2dArray);
#[derive(Unique)]
pub struct ChunkShaderPrefab(pub Program);
#[derive(Unique)]
pub struct SelBoxShaderPrefab(pub Program);
pub fn load_prefabs(
storages: AllStoragesView,
renderer: NonSendSync<UniqueView<Renderer>>
) {
storages.add_unique_non_send_sync(BlockTexturesPrefab(
load_texture2darray_prefab::<BlockTexture, _>(
"./assets/blocks/".into(),
&renderer.display,
MipmapsOption::AutoGeneratedMipmaps
)
));
storages.add_unique_non_send_sync(ChunkShaderPrefab(
include_shader_prefab!(
"../shaders/world.vert",
"../shaders/world.frag",
&renderer.display
)
));
storages.add_unique_non_send_sync(SelBoxShaderPrefab(
include_shader_prefab!(
"../shaders/selection_box.vert",
"../shaders/selection_box.frag",
&renderer.display
)
));
}

31
src/prefabs/shaders.rs Normal file
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@ -0,0 +1,31 @@
macro_rules! include_shader_prefab {
($vert: literal, $frag: literal, $geom: literal, $facade: expr) => {
{
use ::glium::Program;
log::info!("↓↓↓ compiling shader prefab ↓↓↓");
log::info!("{} {} {}", $vert, $frag, $geom);
Program::from_source(
&*$facade,
include_str!($vert),
include_str!($frag),
Some(include_str!($geom)),
).expect("Failed to compile gpu program")
}
};
($vert: literal, $frag: literal, $facade: expr) => {
{
use ::glium::Program;
log::info!("↓↓↓ compiling shader prefab ↓↓↓");
log::info!("{} {}", $vert, $frag);
Program::from_source(
&*$facade,
include_str!($vert),
include_str!($frag),
None,
).expect("Failed to compile gpu program")
}
};
}
pub(crate) use include_shader_prefab;

44
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use strum::IntoEnumIterator;
use rayon::prelude::*;
use std::{fs::File, path::PathBuf, io::BufReader};
use glium::{texture::{SrgbTexture2dArray, RawImage2d, MipmapsOption}, backend::Facade};
use super::AssetPaths;
pub fn load_texture2darray_prefab<
T: AssetPaths + IntoEnumIterator,
E: Facade
>(
directory: PathBuf,
facade: &E,
mipmaps: MipmapsOption,
) -> SrgbTexture2dArray {
log::info!("↓↓↓ loading textures {} ↓↓↓", directory.as_os_str().to_str().unwrap());
//Load raw images
let tex_files: Vec<&'static str> = T::iter().map(|x| x.file_name()).collect();
let raw_images: Vec<RawImage2d<u8>> = tex_files.par_iter().map(|&file_name| {
log::info!("loading texture {}", file_name);
//Get path to the image and open the file
let reader = {
let path = directory.join(file_name);
BufReader::new(File::open(path).expect("Failed to open texture file"))
};
//Parse image data
let (image_data, dimensions) = {
let image =image::load(
reader,
image::ImageFormat::Png
).unwrap().to_rgba8();
let dimensions = image.dimensions();
(image.into_raw(), dimensions)
};
//Create a glium RawImage
RawImage2d::from_raw_rgba_reversed(
&image_data,
dimensions
)
}).collect();
log::info!("done loading texture files, uploading to the gpu");
//Upload images to the GPU
SrgbTexture2dArray::with_mipmaps(facade, raw_images, mipmaps)
.expect("Failed to upload texture array to GPU")
}

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use shipyard::{Unique, NonSendSync, UniqueView, UniqueViewMut};
use glium::{
Display, Surface,
glutin::{
event_loop::EventLoop,
window::WindowBuilder,
ContextBuilder, GlProfile
},
};
use glam::Vec3;
pub mod primitives;
pub mod world;
pub mod selection_box;
#[derive(Unique)]
pub struct RenderTarget(pub glium::Frame);
#[derive(Unique)]
pub struct BackgroundColor(pub Vec3);
#[derive(Unique)]
pub struct Renderer {
pub display: Display
}
impl Renderer {
pub fn init(event_loop: &EventLoop<()>) -> Self {
log::info!("initializing display");
let wb = WindowBuilder::new()
.with_title("uwu")
.with_maximized(true);
let cb = ContextBuilder::new()
.with_depth_buffer(24)
.with_gl_profile(GlProfile::Core);
let display = Display::new(wb, cb, event_loop)
.expect("Failed to create a glium Display");
Self { display }
}
}
pub fn clear_background(
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
color: UniqueView<BackgroundColor>,
) {
target.0.clear_color_srgb_and_depth((color.0.x, color.0.y, color.0.z, 1.), 1.);
}

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pub const CUBE_VERTICES: &[f32] = &[
// front
0.0, 0.0, 1.0,
1.0, 0.0, 1.0,
1.0, 1.0, 1.0,
0.0, 1.0, 1.0,
// back
0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 1.0, 0.0,
0.0, 1.0, 0.0
];
pub const CUBE_INDICES: &[u16] = &[
// front
0, 1, 2,
2, 3, 0,
// right
1, 5, 6,
6, 2, 1,
// back
7, 6, 5,
5, 4, 7,
// left
4, 0, 3,
3, 7, 4,
// bottom
4, 5, 1,
1, 0, 4,
// top
3, 2, 6,
6, 7, 3
];

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use shipyard::{View, IntoIter, NonSendSync, UniqueViewMut, UniqueView};
use glium::{
Surface,
implement_vertex,
IndexBuffer,
index::PrimitiveType,
VertexBuffer, uniform,
DrawParameters,
BackfaceCullingMode,
Blend, Depth, DepthTest,
};
use crate::{
world::raycast::LookingAtBlock,
camera::Camera, prefabs::SelBoxShaderPrefab
};
use super::{
RenderTarget,
primitives::{CUBE_INDICES, CUBE_VERTICES}, Renderer
};
#[derive(Clone, Copy, Default)]
pub struct SelBoxVertex {
pub position: [f32; 3],
}
implement_vertex!(SelBoxVertex, position);
const fn box_vertices() -> [SelBoxVertex; CUBE_VERTICES.len() / 3] {
let mut arr = [SelBoxVertex { position: [0., 0., 0.] }; CUBE_VERTICES.len() / 3];
let mut ptr = 0;
loop {
arr[ptr] = SelBoxVertex {
position: [
CUBE_VERTICES[ptr * 3],
CUBE_VERTICES[(ptr * 3) + 1],
CUBE_VERTICES[(ptr * 3) + 2]
]
};
ptr += 1;
if ptr >= CUBE_VERTICES.len() / 3 {
return arr
}
}
}
const BOX_VERTICES: &[SelBoxVertex] = &box_vertices();
//wip
pub fn render_selection_box(
lookat: View<LookingAtBlock>,
camera: View<Camera>,
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
display: NonSendSync<UniqueView<Renderer>>,
program: NonSendSync<UniqueView<SelBoxShaderPrefab>>,
) {
let camera = camera.iter().next().unwrap();
let Some(lookat) = lookat.iter().next() else { return };
let Some(lookat) = lookat.0 else { return };
//this may be slow but the amount of vertices is very low
let vert = VertexBuffer::new(
&display.display,
BOX_VERTICES
).unwrap();
let index = IndexBuffer::new(
&display.display,
PrimitiveType::TrianglesList,
CUBE_INDICES
).unwrap();
//Darken block
target.0.draw(
&vert,
&index,
&program.0,
&uniform! {
u_color: [0., 0., 0., 0.5_f32],
u_position: lookat.block_position.as_vec3().to_array(),
perspective: camera.perspective_matrix.to_cols_array_2d(),
view: camera.view_matrix.to_cols_array_2d(),
},
&DrawParameters {
backface_culling: BackfaceCullingMode::CullClockwise,
blend: Blend::alpha_blending(),
depth: Depth {
test: DepthTest::IfLessOrEqual, //this may be unreliable!
..Default::default()
},
..Default::default()
}
).unwrap();
}

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use glam::Vec3;
use shipyard::{NonSendSync, UniqueView, UniqueViewMut, View, IntoIter};
use glium::{
implement_vertex, uniform,
Surface, DrawParameters,
uniforms::{
Sampler,
SamplerBehavior,
MinifySamplerFilter,
MagnifySamplerFilter,
SamplerWrapFunction
},
draw_parameters::{
Depth,
DepthTest,
PolygonMode,
BackfaceCullingMode,
}
};
use crate::{
camera::Camera,
prefabs::{
ChunkShaderPrefab,
BlockTexturesPrefab,
},
world::{
ChunkStorage,
ChunkMeshStorage,
chunk::CHUNK_SIZE,
},
};
use super::RenderTarget;
#[derive(Clone, Copy)]
pub struct ChunkVertex {
pub position: [f32; 3],
pub normal: [f32; 3],
pub uv: [f32; 2],
pub tex_index: u8,
}
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>>,
camera: View<Camera>,
) {
let camera = camera.iter().next().expect("No cameras in the scene");
let draw_parameters = DrawParameters {
depth: Depth {
test: DepthTest::IfLess,
write: true,
..Default::default()
},
polygon_mode: PolygonMode::Fill, //Change to Line for wireframe
backface_culling: BackfaceCullingMode::CullClockwise,
..Default::default()
};
let texture_sampler = Sampler(&texture.0, SamplerBehavior {
minify_filter: MinifySamplerFilter::LinearMipmapLinear,
magnify_filter: MagnifySamplerFilter::Nearest,
max_anisotropy: 8,
wrap_function: (SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp),
..Default::default()
});
let view = camera.view_matrix.to_cols_array_2d();
let perspective = camera.perspective_matrix.to_cols_array_2d();
for (&position, chunk) in &chunks.chunks {
if let Some(key) = chunk.mesh_index {
let mesh = meshes.get(key).expect("Mesh index pointing to nothing");
let world_position = position.as_vec3() * CHUNK_SIZE as f32;
//Skip mesh if its empty
if mesh.index_buffer.len() == 0 {
continue
}
//Frustum culling
{
let minp = world_position;
let maxp = world_position + Vec3::splat(CHUNK_SIZE as f32);
if !camera.frustum.is_box_visible(minp, maxp) {
continue
}
}
//Draw chunk mesh
target.0.draw(
&mesh.vertex_buffer,
&mesh.index_buffer,
&program.0,
&uniform! {
position_offset: world_position.to_array(),
view: view,
perspective: perspective,
tex: texture_sampler,
},
&draw_parameters
).unwrap();
}
}
}

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use shipyard::Unique;
#[derive(Unique)]
pub struct GameSettings {
//there's a 1 chunk border of loaded but invisible around this
pub render_distance: u8,
pub mouse_sensitivity: f32,
}
impl Default for GameSettings {
fn default() -> Self {
Self {
render_distance: 5,
mouse_sensitivity: 1.,
}
}
}

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use shipyard::Component;
use glam::Mat4;
#[derive(Component, Clone, Copy, Debug, Default)]
#[track(All)]
pub struct Transform(pub Mat4);

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use nohash_hasher::BuildNoHashHasher;
use shipyard::{Unique, AllStoragesView};
use glam::IVec3;
use hashbrown::HashMap;
use anyhow::{Result, Context};
pub mod chunk;
pub mod block;
pub mod tasks;
pub mod loading;
pub mod mesh;
pub mod neighbors;
pub mod worldgen;
pub mod raycast;
use chunk::{Chunk, ChunkMesh};
use tasks::ChunkTaskManager;
use self::{chunk::CHUNK_SIZE, block::Block};
//TODO separate world struct for render data
// because this is not send-sync
#[derive(Default, Unique)]
#[track(Modification)]
pub struct ChunkStorage {
pub chunks: HashMap<IVec3, Chunk>
}
impl ChunkStorage {
pub const fn to_chunk_coords(position: IVec3) -> (IVec3, IVec3) {
(
IVec3::new(
position.x.div_euclid(CHUNK_SIZE as i32),
position.y.div_euclid(CHUNK_SIZE as i32),
position.z.div_euclid(CHUNK_SIZE as i32),
),
IVec3::new(
position.x.rem_euclid(CHUNK_SIZE as i32),
position.y.rem_euclid(CHUNK_SIZE as i32),
position.z.rem_euclid(CHUNK_SIZE as i32),
)
)
}
pub fn get_block(&self, position: IVec3) -> Option<Block> {
let (chunk, block) = Self::to_chunk_coords(position);
let block = self.chunks
.get(&chunk)?
.block_data.as_ref()?
.blocks.get(block.x as usize)?
.get(block.y as usize)?
.get(block.z as usize)?;
Some(*block)
}
pub fn get_block_mut(&mut self, position: IVec3) -> Option<&mut Block> {
let (chunk, block) = Self::to_chunk_coords(position);
let block = self.chunks
.get_mut(&chunk)?
.block_data.as_mut()?
.blocks.get_mut(block.x as usize)?
.get_mut(block.y as usize)?
.get_mut(block.z as usize)?;
Some(block)
}
pub fn new() -> Self {
Self::default()
}
}
#[derive(Unique)]
pub struct WorldInfo {
pub seed: u32,
}
#[derive(Default, Unique)]
pub struct ChunkMeshStorage {
meshes: HashMap<usize, ChunkMesh, BuildNoHashHasher<usize>>,
index: usize,
}
impl ChunkMeshStorage {
pub fn new() -> Self {
Self {
meshes: HashMap::with_capacity_and_hasher(250, BuildNoHashHasher::default()),
index: 0,
}
}
pub fn insert(&mut self, mesh: ChunkMesh) -> usize {
let index = self.index;
self.meshes.insert_unique_unchecked(index, mesh);
self.index += 1;
index
}
pub fn update(&mut self, key: usize, mesh: ChunkMesh) -> Result<()> {
*self.meshes.get_mut(&key).context("Chunk doesn't exist")? = mesh;
Ok(())
}
pub fn remove(&mut self, key: usize) -> Result<()> {
self.meshes.remove(&key).context("Chunk doesn't exist")?;
Ok(())
}
pub fn get(&self, key: usize) -> Option<&ChunkMesh> {
self.meshes.get(&key)
}
}
pub fn init_game_world(
storages: AllStoragesView,
) {
storages.add_unique_non_send_sync(ChunkMeshStorage::new());
storages.add_unique(ChunkStorage::new());
storages.add_unique(ChunkTaskManager::new());
}

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use strum::EnumIter;
use crate::prefabs::BlockTexture;
#[derive(Clone, Copy, Debug, PartialEq, Eq, EnumIter)]
#[repr(u8)]
pub enum Block {
Air,
Stone,
Dirt,
Grass,
Sand,
}
impl Block {
pub const fn descriptor(self) -> BlockDescriptor {
match self {
Self::Air => BlockDescriptor {
name: "air",
render: RenderType::None,
collision: CollisionType::None,
raycast_collision: false,
},
Self::Stone => BlockDescriptor {
name: "stone",
render: RenderType::SolidBlock(CubeTexture::all(BlockTexture::Stone)),
collision: CollisionType::Solid,
raycast_collision: true,
},
Self::Dirt => BlockDescriptor {
name: "dirt",
render: RenderType::SolidBlock(CubeTexture::all(BlockTexture::Dirt)),
collision: CollisionType::Solid,
raycast_collision: true,
},
Self::Grass => BlockDescriptor {
name: "grass",
render: RenderType::SolidBlock(CubeTexture::top_sides_bottom(
BlockTexture::GrassTop,
BlockTexture::GrassSide,
BlockTexture::Dirt
)),
collision: CollisionType::Solid,
raycast_collision: true,
},
Self::Sand => BlockDescriptor {
name: "sand",
render: RenderType::SolidBlock(CubeTexture::all(BlockTexture::Sand)),
collision: CollisionType::Solid,
raycast_collision: true,
},
}
}
}
#[derive(Clone, Copy, Debug)]
pub struct BlockDescriptor {
pub name: &'static str,
pub render: RenderType,
pub collision: CollisionType,
pub raycast_collision: bool,
}
// impl BlockDescriptor {
// pub fn of(block: Block) -> Self {
// block.descriptor()
// }
// }
#[derive(Clone, Copy, Debug)]
pub struct CubeTexture {
pub top: BlockTexture,
pub bottom: BlockTexture,
pub left: BlockTexture,
pub right: BlockTexture,
pub front: BlockTexture,
pub back: BlockTexture,
}
impl CubeTexture {
pub const fn top_sides_bottom(top: BlockTexture, sides: BlockTexture, bottom: BlockTexture) -> Self {
Self {
top,
bottom,
left: sides,
right: sides,
front: sides,
back: sides,
}
}
pub const fn horizontal_vertical(horizontal: BlockTexture, vertical: BlockTexture) -> Self {
Self::top_sides_bottom(vertical, horizontal, vertical)
}
pub const fn all(texture: BlockTexture) -> Self {
Self::horizontal_vertical(texture, texture)
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum CollisionType {
None,
Solid,
}
#[derive(Clone, Copy, Debug)]
pub enum RenderType {
None,
SolidBlock(CubeTexture)
}

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use glam::IVec3;
use glium::{VertexBuffer, IndexBuffer};
use super::block::Block;
use crate::rendering::world::ChunkVertex;
pub const CHUNK_SIZE: usize = 32;
pub type BlockData = Box<[[[Block; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]>;
pub struct ChunkData {
pub blocks: BlockData,
//pub has_renderable_blocks: bool,
}
impl ChunkData {
// pub fn update_metadata(&mut self) {
// todo!()
// }
}
pub struct ChunkMesh {
pub vertex_buffer: VertexBuffer<ChunkVertex>,
pub index_buffer: IndexBuffer<u32>,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum CurrentChunkState {
#[default]
Nothing,
Loading,
Loaded,
CalculatingMesh,
Rendered,
RecalculatingMesh,
Unloading,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum DesiredChunkState {
#[default]
Nothing,
Loaded,
Rendered,
ToUnload,
}
pub struct Chunk {
pub position: IVec3,
pub block_data: Option<ChunkData>,
pub mesh_index: Option<usize>,
pub current_state: CurrentChunkState,
pub desired_state: DesiredChunkState,
pub dirty: bool,
}
impl Chunk {
pub fn new(position: IVec3) -> Self {
Self {
position,
block_data: None,
mesh_index: None,
current_state: Default::default(),
desired_state: Default::default(),
dirty: false,
}
}
}

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use glam::{IVec3, ivec3};
use glium::{VertexBuffer, IndexBuffer, index::PrimitiveType};
use shipyard::{View, UniqueView, UniqueViewMut, IntoIter, Workload, IntoWorkload, NonSendSync};
use crate::{
player::MainPlayer,
transform::Transform,
settings::GameSettings,
rendering::Renderer
};
use super::{
ChunkStorage, ChunkMeshStorage,
chunk::{Chunk, DesiredChunkState, CHUNK_SIZE, ChunkMesh, CurrentChunkState, ChunkData},
tasks::{ChunkTaskManager, ChunkTaskResponse, ChunkTask},
};
//todo limit task starts insted
const MAX_CHUNK_OPS: usize = 8;
pub fn update_loaded_world_around_player() -> Workload {
(
update_chunks_if_player_moved,
unload_downgrade_chunks,
start_required_tasks,
process_completed_tasks,
).into_workload()
}
pub fn update_chunks_if_player_moved(
v_settings: UniqueView<GameSettings>,
v_local_player: View<MainPlayer>,
v_transform: View<Transform>,
mut vm_world: UniqueViewMut<ChunkStorage>,
) {
//Check if the player actually moved
//TODO fix this also triggers on rotation, only activate when the player crosses the chnk border
let Some((_, transform)) = (&v_local_player, v_transform.inserted_or_modified()).iter().next() else {
return
};
//Read game settings
let load_distance = (v_settings.render_distance + 1) as i32;
//If it did, get it's position and current chunk
let player_position = transform.0.to_scale_rotation_translation().2;
let player_position_ivec3 = player_position.as_ivec3();
let player_at_chunk = ivec3(
player_position_ivec3.x.div_euclid(CHUNK_SIZE as i32),
player_position_ivec3.y.div_euclid(CHUNK_SIZE as i32),
player_position_ivec3.z.div_euclid(CHUNK_SIZE as i32),
);
//Then, mark *ALL* chunks with ToUnload
for (_, chunk) in &mut vm_world.chunks {
chunk.desired_state = DesiredChunkState::ToUnload;
}
//Then mark chunks that are near to the player
for x in -load_distance..=load_distance {
for y in -load_distance..=load_distance {
for z in -load_distance..=load_distance {
let chunk_pos_offset = ivec3(x, y, z);
let chunk_pos = player_at_chunk + chunk_pos_offset;
let is_border = {
chunk_pos_offset.x.abs() == load_distance ||
chunk_pos_offset.y.abs() == load_distance ||
chunk_pos_offset.z.abs() == load_distance
};
//If chunk doesn't exist create it
let chunk = match vm_world.chunks.get_mut(&chunk_pos) {
Some(chunk) => chunk,
None => {
let chunk = Chunk::new(chunk_pos);
vm_world.chunks.insert_unique_unchecked(chunk_pos, chunk);
vm_world.chunks.get_mut(&chunk_pos).unwrap()
}
};
let desired = match is_border {
true => DesiredChunkState::Loaded,
false => DesiredChunkState::Rendered,
};
chunk.desired_state = desired;
}
}
}
}
fn unload_downgrade_chunks(
mut vm_world: UniqueViewMut<ChunkStorage>,
mut vm_meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>
) {
if !vm_world.is_modified() {
return
}
//TODO refactor this
vm_world.chunks.retain(|_, chunk| {
if chunk.desired_state == DesiredChunkState::ToUnload {
if let Some(mesh_index) = chunk.mesh_index {
vm_meshes.remove(mesh_index).unwrap();
}
false
} else {
match chunk.desired_state {
DesiredChunkState::Loaded if matches!(chunk.current_state, CurrentChunkState::Rendered | CurrentChunkState::CalculatingMesh | CurrentChunkState::RecalculatingMesh) => {
if let Some(mesh_index) = chunk.mesh_index {
vm_meshes.remove(mesh_index).unwrap();
}
chunk.mesh_index = None;
chunk.current_state = CurrentChunkState::Loaded;
},
_ => (),
}
true
}
})
}
fn start_required_tasks(
task_manager: UniqueView<ChunkTaskManager>,
mut world: UniqueViewMut<ChunkStorage>,
) {
if !world.is_modified() {
return
}
//HACK: cant iterate over chunks.keys() or chunk directly!
let hashmap_keys: Vec<IVec3> = world.chunks.keys().copied().collect();
for position in hashmap_keys {
let chunk = world.chunks.get(&position).unwrap();
match chunk.desired_state {
DesiredChunkState::Loaded | DesiredChunkState::Rendered if chunk.current_state == CurrentChunkState::Nothing => {
//start load task
task_manager.spawn_task(ChunkTask::LoadChunk {
seed: 0xbeef_face_dead_cafe,
position
});
//Update chunk state
let chunk = world.chunks.get_mut(&position).unwrap();
chunk.current_state = CurrentChunkState::Loading;
// ===========
//log::trace!("Started loading chunk {position}");
},
DesiredChunkState::Rendered if (chunk.current_state == CurrentChunkState::Loaded || chunk.dirty) => {
//get needed data
let Some(neighbors) = world.neighbors_all(position) else {
continue
};
let Some(data) = neighbors.mesh_data() else {
continue
};
//spawn task
task_manager.spawn_task(ChunkTask::GenerateMesh { data, position });
//Update chunk state
let chunk = world.chunks.get_mut(&position).unwrap();
if chunk.dirty {
chunk.current_state = CurrentChunkState::RecalculatingMesh;
chunk.dirty = false;
} else {
chunk.current_state = CurrentChunkState::CalculatingMesh;
}
// ===========
//log::trace!("Started generating mesh for chunk {position}");
}
_ => ()
}
}
}
fn process_completed_tasks(
task_manager: UniqueView<ChunkTaskManager>,
mut world: UniqueViewMut<ChunkStorage>,
mut meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>,
renderer: NonSendSync<UniqueView<Renderer>>
) {
for _ in 0..MAX_CHUNK_OPS {
if let Some(res) = task_manager.receive() {
match res {
ChunkTaskResponse::LoadedChunk { position, chunk_data } => {
//check if chunk exists
let Some(chunk) = world.chunks.get_mut(&position) else {
log::warn!("blocks data discarded: chunk doesn't exist");
return
};
//check if chunk still wants it
if !matches!(chunk.desired_state, DesiredChunkState::Loaded | DesiredChunkState::Rendered) {
log::warn!("block data discarded: state undesirable: {:?}", chunk.desired_state);
return
}
//set the block data
chunk.block_data = Some(ChunkData {
blocks: chunk_data
});
//update chunk state
chunk.current_state = CurrentChunkState::Loaded;
},
ChunkTaskResponse::GeneratedMesh { position, vertices, indexes } => {
//check if chunk exists
let Some(chunk) = world.chunks.get_mut(&position) else {
log::warn!("mesh discarded: chunk doesn't exist");
return
};
//check if chunk still wants it
if chunk.desired_state != DesiredChunkState::Rendered {
log::warn!("mesh discarded: state undesirable: {:?}", chunk.desired_state);
return
}
//apply the mesh
let vertex_buffer = VertexBuffer::new(&renderer.display, &vertices).unwrap();
let index_buffer = IndexBuffer::new(&renderer.display, PrimitiveType::TrianglesList, &indexes).unwrap();
let mesh_index = meshes.insert(ChunkMesh {
vertex_buffer,
index_buffer,
});
chunk.mesh_index = Some(mesh_index);
//update chunk state
chunk.current_state = CurrentChunkState::Rendered;
}
}
}
}
}

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use strum::{EnumIter, IntoEnumIterator};
use glam::{Vec3A, vec3a, IVec3, ivec3};
use std::mem::discriminant;
use super::{chunk::CHUNK_SIZE, block::{Block, RenderType}};
use crate::rendering::world::ChunkVertex;
pub mod data;
use data::MeshGenData;
#[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: [Vec3A; 6] = [
vec3a(0., 1., 0.),
vec3a(0., 0., -1.),
vec3a(-1.,0., 0.),
vec3a(1., 0., 0.),
vec3a(0., 0., 1.),
vec3a(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<ChunkVertex>,
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(ChunkVertex {
position: (coord + vert[i]).to_array(),
normal: norm.to_array(),
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<ChunkVertex>, Vec<u32>) {
(self.vertex_buffer, self.index_buffer)
}
}
pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
let get_block = |pos: IVec3| -> Block {
if pos.x < 0 {
data.block_data_neg_x[(CHUNK_SIZE as i32 + pos.x) as usize][pos.y as usize][pos.z as usize]
} else if pos.x >= CHUNK_SIZE as i32 {
data.block_data_pos_x[pos.x as usize - CHUNK_SIZE][pos.y as usize][pos.z as usize]
} else if pos.y < 0 {
data.block_data_neg_y[pos.x as usize][(CHUNK_SIZE as i32 + pos.y) as usize][pos.z as usize]
} else if pos.y >= CHUNK_SIZE as i32 {
data.block_data_pos_y[pos.x as usize][pos.y as usize - CHUNK_SIZE][pos.z as usize]
} else if pos.z < 0 {
data.block_data_neg_z[pos.x as usize][pos.y as usize][(CHUNK_SIZE as i32 + pos.z) as usize]
} else if pos.z >= CHUNK_SIZE as i32 {
data.block_data_pos_z[pos.x as usize][pos.y as usize][pos.z as usize - CHUNK_SIZE]
} else {
data.block_data[pos.x as usize][pos.y as usize][pos.z as usize]
}
};
let mut builder = MeshBuilder::new();
for x in 0..CHUNK_SIZE {
for y in 0..CHUNK_SIZE {
for z in 0..CHUNK_SIZE {
let coord = ivec3(x as i32, y as i32, z as i32);
let block = get_block(coord);
let descriptor = block.descriptor();
if matches!(descriptor.render, RenderType::None) {
continue
}
for face in CubeFace::iter() {
let facing = CUBE_FACE_NORMALS[face as usize].as_ivec3();
let facing_coord = coord + facing;
let show = discriminant(&get_block(facing_coord).descriptor().render) != discriminant(&descriptor.render);
if show {
match descriptor.render {
RenderType::SolidBlock(textures) => {
let face_texture = match face {
CubeFace::Top => textures.top,
CubeFace::Front => textures.front,
CubeFace::Left => textures.left,
CubeFace::Right => textures.right,
CubeFace::Back => textures.back,
CubeFace::Bottom => textures.bottom,
};
builder.add_face(face, coord, face_texture as u8);
},
_ => unimplemented!()
}
}
}
}
}
}
builder.finish()
}

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use crate::world::{
neighbors::AllChunkNeighbors,
chunk::BlockData
};
pub struct MeshGenData {
pub block_data: BlockData,
pub block_data_pos_z: BlockData,
pub block_data_neg_z: BlockData,
pub block_data_pos_y: BlockData,
pub block_data_neg_y: BlockData,
pub block_data_pos_x: BlockData,
pub block_data_neg_x: BlockData,
}
impl<'a> AllChunkNeighbors<'a> {
pub fn mesh_data(&self) -> Option<MeshGenData> {
let center_block_data = self.center.block_data.as_ref()?;
let front_block_data = self.front.block_data.as_ref()?;
let back_block_data = self.back.block_data.as_ref()?;
let top_block_data = self.top.block_data.as_ref()?;
let bottom_block_data = self.bottom.block_data.as_ref()?;
let right_block_data = self.right.block_data.as_ref()?;
let left_block_data = self.left.block_data.as_ref()?;
Some(MeshGenData {
block_data: center_block_data.blocks.clone(),
block_data_pos_z: front_block_data.blocks.clone(),
block_data_neg_z: back_block_data.blocks.clone(),
block_data_pos_y: top_block_data.blocks.clone(),
block_data_neg_y: bottom_block_data.blocks.clone(),
block_data_pos_x: right_block_data.blocks.clone(),
block_data_neg_x: left_block_data.blocks.clone(),
})
}
}

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use glam::{IVec3, ivec3};
use super::chunk::Chunk;
#[derive(Clone, Copy)]
pub struct ChunkNeighbors<'a> {
pub center: Option<&'a Chunk>,
pub top: Option<&'a Chunk>,
pub bottom: Option<&'a Chunk>,
pub left: Option<&'a Chunk>,
pub right: Option<&'a Chunk>,
pub front: Option<&'a Chunk>,
pub back: Option<&'a Chunk>,
}
#[derive(Clone, Copy)]
pub struct AllChunkNeighbors<'a> {
pub center: &'a Chunk,
pub top: &'a Chunk,
pub bottom: &'a Chunk,
pub left: &'a Chunk,
pub right: &'a Chunk,
pub front: &'a Chunk,
pub back: &'a Chunk,
}
pub struct AllChunkNeighborsMut<'a> {
pub center: &'a mut Chunk,
pub top: &'a mut Chunk,
pub bottom: &'a mut Chunk,
pub left: &'a mut Chunk,
pub right: &'a mut Chunk,
pub front: &'a mut Chunk,
pub back: &'a mut Chunk,
}
impl<'a> ChunkNeighbors<'a> {
pub fn all(&self) -> Option<AllChunkNeighbors<'a>> {
Some(AllChunkNeighbors {
center: self.center?,
top: self.top?,
bottom: self.bottom?,
left: self.left?,
right: self.right?,
front: self.front?,
back: self.back?,
})
}
}
impl<'a> From<AllChunkNeighborsMut<'a>> for AllChunkNeighbors<'a> {
fn from(neighbors: AllChunkNeighborsMut<'a>) -> Self {
AllChunkNeighbors {
center: neighbors.center,
top: neighbors.top,
bottom: neighbors.bottom,
left: neighbors.left,
right: neighbors.right,
front: neighbors.front,
back: neighbors.back,
}
}
}
impl<'a> From<AllChunkNeighbors<'a>> for ChunkNeighbors<'a> {
fn from(neighbors: AllChunkNeighbors<'a>) -> Self {
ChunkNeighbors {
center: Some(neighbors.center),
top: Some(neighbors.top),
bottom: Some(neighbors.bottom),
left: Some(neighbors.left),
right: Some(neighbors.right),
front: Some(neighbors.front),
back: Some(neighbors.back),
}
}
}
impl<'a> From<AllChunkNeighborsMut<'a>> for ChunkNeighbors<'a> {
fn from(neighbors: AllChunkNeighborsMut<'a>) -> Self {
ChunkNeighbors {
center: Some(neighbors.center),
top: Some(neighbors.top),
bottom: Some(neighbors.bottom),
left: Some(neighbors.left),
right: Some(neighbors.right),
front: Some(neighbors.front),
back: Some(neighbors.back),
}
}
}
impl super::ChunkStorage {
pub fn neighbors(&self, coords: IVec3) -> ChunkNeighbors {
ChunkNeighbors {
center: self.chunks.get(&coords),
top: self.chunks.get(&(coords - ivec3(0, 1, 0))),
bottom: self.chunks.get(&(coords + ivec3(0, 1, 0))),
left: self.chunks.get(&(coords - ivec3(1, 0, 0))),
right: self.chunks.get(&(coords + ivec3(1, 0, 0))),
front: self.chunks.get(&(coords + ivec3(0, 0, 1))),
back: self.chunks.get(&(coords - ivec3(0, 0, 1))),
}
}
pub fn neighbors_all(&self, coords: IVec3) -> Option<AllChunkNeighbors> {
self.neighbors(coords).all()
}
pub fn neighbors_all_mut(&mut self, coords: IVec3) -> Option<AllChunkNeighborsMut> {
let [
center,
top,
bottom,
left,
right,
front,
back
] = self.chunks.get_many_mut([
&coords,
&(coords - ivec3(0, 1, 0)),
&(coords + ivec3(0, 1, 0)),
&(coords - ivec3(1, 0, 0)),
&(coords + ivec3(1, 0, 0)),
&(coords + ivec3(0, 0, 1)),
&(coords - ivec3(0, 0, 1)),
])?;
Some(AllChunkNeighborsMut { center, top, bottom, left, right, front, back })
}
}

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use glam::{Vec3, IVec3};
use shipyard::{View, Component, ViewMut, IntoIter, UniqueView};
use crate::transform::Transform;
use super::{ChunkStorage, block::Block};
const RAYCAST_STEP: f32 = 0.25;
#[derive(Clone, Copy, Debug)]
pub struct RaycastReport {
pub length: f32,
pub position: Vec3,
pub direction: Vec3,
pub block_position: IVec3,
pub block: Block,
}
impl ChunkStorage {
//this is probably pretty slow...
pub fn raycast(&self, origin: Vec3, direction: Vec3, limit: Option<f32>) -> Option<RaycastReport> {
debug_assert!(direction.is_normalized(), "Ray direction not normalized");
let mut position = origin;
let mut length = 0.;
loop {
let block_position = position.floor().as_ivec3();
if let Some(block) = self.get_block(block_position) {
if block.descriptor().raycast_collision {
return Some(RaycastReport {
length,
position,
direction,
block_position,
block
});
}
}
length += RAYCAST_STEP;
position += direction * RAYCAST_STEP;
if let Some(limit) = limit {
if length > limit {
return None;
}
}
}
}
}
#[derive(Component, Clone, Copy, Debug, Default)]
pub struct LookingAtBlock(pub Option<RaycastReport>);
pub fn update_raycasts(
transform: View<Transform>,
mut raycast: ViewMut<LookingAtBlock>,
world: UniqueView<ChunkStorage>,
) {
//idk if this check is even needed
if !(world.is_inserted_or_modified() || (transform.inserted_or_modified(), &raycast).iter().next().is_some()) {
return
}
for (transform, report) in (&transform, &mut raycast).iter() {
let (_, rotation, position) = transform.0.to_scale_rotation_translation();
let direction = rotation * Vec3::NEG_Z;
*report = LookingAtBlock(world.raycast(position, direction, Some(30.)));
}
}

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use flume::{Sender, Receiver};
use glam::IVec3;
use shipyard::Unique;
use rayon::{ThreadPool, ThreadPoolBuilder};
use super::{
chunk::BlockData,
mesh::{generate_mesh, data::MeshGenData},
worldgen::generate_world,
};
use crate::rendering::world::ChunkVertex;
pub enum ChunkTask {
LoadChunk {
seed: u64,
position: IVec3
},
GenerateMesh {
position: IVec3,
data: MeshGenData
}
}
pub enum ChunkTaskResponse {
LoadedChunk {
position: IVec3,
chunk_data: BlockData,
},
GeneratedMesh {
position: IVec3,
vertices: Vec<ChunkVertex>,
indexes: Vec<u32>
},
}
#[derive(Unique)]
pub struct ChunkTaskManager {
channel: (Sender<ChunkTaskResponse>, Receiver<ChunkTaskResponse>),
pool: ThreadPool,
}
impl ChunkTaskManager {
pub fn new() -> Self {
Self {
channel: flume::unbounded::<ChunkTaskResponse>(), //maybe put a bound or even bound(0)?
pool: ThreadPoolBuilder::new().num_threads(4).build().unwrap()
}
}
pub fn spawn_task(&self, task: ChunkTask) {
let sender = self.channel.0.clone();
self.pool.spawn(move || {
let _ = sender.send(match task {
ChunkTask::GenerateMesh { position, data } => {
let (vertices, indexes) = generate_mesh(data);
ChunkTaskResponse::GeneratedMesh { position, vertices, indexes }
},
ChunkTask::LoadChunk { position, seed } => {
let chunk_data = generate_world(position, seed);
ChunkTaskResponse::LoadedChunk { position, chunk_data }
}
});
});
}
pub fn receive(&self) -> Option<ChunkTaskResponse> {
self.channel.1.try_recv().ok()
}
}

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use glam::{IVec3, ivec3};
use bracket_noise::prelude::*;
use super::{
chunk::{BlockData, CHUNK_SIZE},
block::Block
};
pub fn generate_world(chunk_position: IVec3, seed: u64) -> BlockData {
let offset = chunk_position * CHUNK_SIZE as i32;
let mut cave_noise = FastNoise::seeded(seed);
cave_noise.set_fractal_type(FractalType::FBM);
cave_noise.set_frequency(0.1);
let mut dirt_noise = FastNoise::seeded(seed.rotate_left(1));
dirt_noise.set_fractal_type(FractalType::FBM);
dirt_noise.set_frequency(0.1);
let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]);
if chunk_position.y >= 0 {
if chunk_position.y == 0 {
for x in 0..CHUNK_SIZE {
for z in 0..CHUNK_SIZE {
blocks[x][0][z] = Block::Dirt;
blocks[x][1][z] = Block::Grass;
}
}
}
} else {
for x in 0..CHUNK_SIZE {
for y in 0..CHUNK_SIZE {
for z in 0..CHUNK_SIZE {
let position = ivec3(x as i32, y as i32, z as i32) + offset;
let v_cave_noise = cave_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32) * (-position.y as f32 - 10.0).clamp(0., 1.);
let v_dirt_noise = dirt_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32) * (-position.y as f32).clamp(0., 1.);
if v_cave_noise > 0.5 {
blocks[x][y][z] = Block::Stone;
} else if v_dirt_noise > 0.5 {
blocks[x][y][z] = Block::Dirt;
}
}
}
}
}
blocks
}