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https://github.com/griffi-gh/kubi.git
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add chunk borders
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parent
852fee3607
commit
1d55a80404
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@ -1,8 +1,8 @@
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#version 150 core
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#version 150 core
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out vec4 color;
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out vec4 out_color;
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uniform vec4 u_color;
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uniform vec4 color;
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void main() {
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void main() {
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color = u_color;
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out_color = color;
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}
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}
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12
src/main.rs
12
src/main.rs
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@ -32,12 +32,6 @@ pub(crate) mod delta_time;
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pub(crate) mod cursor_lock;
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pub(crate) mod cursor_lock;
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pub(crate) mod control_flow;
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pub(crate) mod control_flow;
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use rendering::{
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Renderer,
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RenderTarget,
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BackgroundColor,
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clear_background
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};
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use world::{
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use world::{
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init_game_world,
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init_game_world,
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loading::update_loaded_world_around_player,
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loading::update_loaded_world_around_player,
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@ -54,9 +48,14 @@ use events::{
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use input::{init_input, process_inputs};
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use input::{init_input, process_inputs};
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use fly_controller::update_controllers;
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use fly_controller::update_controllers;
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use rendering::{
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use rendering::{
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Renderer,
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RenderTarget,
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BackgroundColor,
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clear_background,
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primitives::init_simple_box_buffers,
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primitives::init_simple_box_buffers,
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selection_box::render_selection_box,
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selection_box::render_selection_box,
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world::draw_world,
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world::draw_world,
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world::draw_current_chunk_border,
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};
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};
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use block_placement::block_placement_system;
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use block_placement::block_placement_system;
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use delta_time::{DeltaTime, init_delta_time};
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use delta_time::{DeltaTime, init_delta_time};
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@ -94,6 +93,7 @@ fn render() -> Workload {
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(
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(
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clear_background,
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clear_background,
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draw_world,
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draw_world,
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draw_current_chunk_border,
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render_selection_box,
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render_selection_box,
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).into_sequential_workload()
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).into_sequential_workload()
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}
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}
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@ -1,4 +1,3 @@
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use glam::Mat4;
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use shipyard::{View, IntoIter, NonSendSync, UniqueViewMut, UniqueView};
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use shipyard::{View, IntoIter, NonSendSync, UniqueViewMut, UniqueView};
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use glium::{
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use glium::{
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Surface,
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Surface,
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@ -1,4 +1,4 @@
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use glam::Vec3;
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use glam::{Vec3, Mat4, Quat, ivec3};
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use shipyard::{NonSendSync, UniqueView, UniqueViewMut, View, IntoIter};
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use shipyard::{NonSendSync, UniqueView, UniqueViewMut, View, IntoIter};
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use glium::{
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use glium::{
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implement_vertex, uniform,
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implement_vertex, uniform,
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@ -15,10 +15,12 @@ use glium::{
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DepthTest,
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DepthTest,
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PolygonMode,
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PolygonMode,
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BackfaceCullingMode,
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BackfaceCullingMode,
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}
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}, Blend
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};
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};
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use crate::{
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use crate::{
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camera::Camera,
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camera::Camera,
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player::MainPlayer,
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transform::Transform,
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prefabs::{
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prefabs::{
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ChunkShaderPrefab,
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ChunkShaderPrefab,
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BlockTexturesPrefab,
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BlockTexturesPrefab,
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@ -28,7 +30,7 @@ use crate::{
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ChunkStorage,
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ChunkStorage,
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ChunkMeshStorage,
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ChunkMeshStorage,
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chunk::CHUNK_SIZE,
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chunk::CHUNK_SIZE,
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},
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}, settings::GameSettings,
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};
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};
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use super::{RenderTarget, primitives::SimpleBoxBuffers};
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use super::{RenderTarget, primitives::SimpleBoxBuffers};
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@ -107,27 +109,72 @@ pub fn draw_world(
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}
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}
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}
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}
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// this doesn't use culling!
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//this doesn't use culling!
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// pub fn draw_chunk_borders(
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pub fn draw_current_chunk_border(
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// mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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// chunks: UniqueView<ChunkStorage>,
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player: View<MainPlayer>,
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// buffers: NonSendSync<UniqueView<SimpleBoxBuffers>>,
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transforms: View<Transform>,
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// program: NonSendSync<UniqueView<BasicShaderPrefab>>,
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buffers: NonSendSync<UniqueView<SimpleBoxBuffers>>,
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// camera: View<Camera>,
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program: NonSendSync<UniqueView<BasicColoredShaderPrefab>>,
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// ) {
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camera: View<Camera>,
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// for (&position, chunk) in &chunks.chunks {
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settings: UniqueView<GameSettings>,
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// let world_position = position.as_vec3() * CHUNK_SIZE as f32;
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) {
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// target.0.draw(
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if !settings.debug_draw_current_chunk_border {
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// &buffers.0,
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return
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// &buffers.1,
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}
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// &program.0,
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let camera = camera.iter().next().expect("No cameras in the scene");
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// &uniform! {
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let view = camera.view_matrix.to_cols_array_2d();
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// position_offset: world_position.to_array(),
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let perspective = camera.perspective_matrix.to_cols_array_2d();
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// view: view,
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let (_, &player_transform) = (&player, &transforms).iter().next().expect("No player");
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// perspective: perspective,
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let (_, _, player_position) = player_transform.0.to_scale_rotation_translation();
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// tex: texture_sampler,
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let player_in_chunk = ivec3(
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// },
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(player_position.x as i32).div_euclid(CHUNK_SIZE as i32),
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// &draw_parameters
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(player_position.y as i32).div_euclid(CHUNK_SIZE as i32),
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// ).unwrap();
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(player_position.z as i32).div_euclid(CHUNK_SIZE as i32),
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// }
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);
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// }
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let world_position = player_in_chunk.as_vec3() * CHUNK_SIZE as f32;
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target.0.draw(
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&buffers.0,
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&buffers.1,
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&program.0,
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&uniform! {
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model: Mat4::from_scale_rotation_translation(
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Vec3::splat(CHUNK_SIZE as f32),
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Quat::default(),
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world_position
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).to_cols_array_2d(),
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color: [0.25f32; 4],
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view: view,
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perspective: perspective,
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},
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&DrawParameters {
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depth: Depth {
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test: DepthTest::IfLess,
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..Default::default()
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},
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blend: Blend::alpha_blending(),
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..Default::default()
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}
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).unwrap();
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target.0.draw(
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&buffers.0,
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&buffers.1,
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&program.0,
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&uniform! {
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model: Mat4::from_scale_rotation_translation(
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Vec3::splat(CHUNK_SIZE as f32),
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Quat::default(),
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world_position
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).to_cols_array_2d(),
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color: [0.0f32; 4],
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view: view,
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perspective: perspective,
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},
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&DrawParameters {
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polygon_mode: PolygonMode::Point,
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line_width: Some(2.),
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point_size: Some(5.),
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..Default::default()
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}
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).unwrap();
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}
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@ -5,14 +5,14 @@ pub struct GameSettings {
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/// there's a 1 chunk border of loaded but invisible around this
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/// there's a 1 chunk border of loaded but invisible around this
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pub render_distance: u8,
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pub render_distance: u8,
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pub mouse_sensitivity: f32,
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pub mouse_sensitivity: f32,
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pub debug_draw_chunk_border: bool,
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pub debug_draw_current_chunk_border: bool,
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}
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}
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impl Default for GameSettings {
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impl Default for GameSettings {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self {
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render_distance: 5,
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render_distance: 5,
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mouse_sensitivity: 1.,
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mouse_sensitivity: 1.,
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debug_draw_chunk_border: cfg!(debug_assertions),
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debug_draw_current_chunk_border: cfg!(debug_assertions),
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}
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}
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}
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}
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}
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}
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