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wip camera
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parent
c761688f81
commit
26b43ed2ca
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@ -0,0 +1,47 @@
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use glam::{Mat4, Vec3, Vec3A};
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use shipyard::{Component, ViewMut, View, IntoIter, Workload, IntoWorkload};
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use crate::transform::Transform;
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#[derive(Component)]
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pub struct Camera {
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pub view_matrix: Mat4,
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pub perspective_matrix: Mat4,
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pub up: Vec3,
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pub fov: f32,
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pub z_near: f32,
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pub z_far: f32,
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}
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pub fn compute_cameras() -> Workload {
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(
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update_perspective_matrix,
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update_view_matrix,
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).into_workload()
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}
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fn update_view_matrix(
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mut vm_camera: ViewMut<Camera>,
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v_transform: View<Transform>
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) {
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for (camera, transform) in (&mut vm_camera, v_transform.inserted_or_modified()).iter() {
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let (_, rotation, translation) = transform.0.to_scale_rotation_translation();
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let dir = rotation * Vec3::Z; //this may be incorrect!
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camera.view_matrix = Mat4::look_to_rh(translation, dir, camera.up);
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}
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}
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fn update_perspective_matrix(
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mut vm_camera: ViewMut<Camera>,
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v_transform: View<Transform>
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) {
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//todo compute this on win resize!
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const ASPECT_RATIO: f32 = 9. / 16.;
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for (camera, transform) in (&mut vm_camera, &v_transform).iter() {
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camera.perspective_matrix = Mat4::perspective_rh_gl(
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camera.fov,
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ASPECT_RATIO,
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camera.z_near,
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camera.z_far,
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)
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}
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}
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14
src/main.rs
14
src/main.rs
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@ -15,17 +15,20 @@ use std::time::{Instant, Duration};
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mod logging;
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pub(crate) mod rendering;
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pub(crate) mod player;
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pub(crate) mod world;
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pub(crate) mod player;
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pub(crate) mod prefabs;
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pub(crate) mod transform;
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pub(crate) mod settings;
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pub(crate) mod state;
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pub(crate) mod camera;
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use rendering::{Renderer, RenderTarget, BackgroundColor, clear_background};
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use world::{ChunkStorage, ChunkMeshStorage, loading::update_loaded_world_around_player};
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use player::spawn_player;
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use world::{ChunkStorage, ChunkMeshStorage, loading::load_world_around_player};
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use prefabs::load_prefabs;
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use settings::GameSettings;
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use camera::compute_cameras;
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#[derive(Unique)]
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pub(crate) struct DeltaTime(Duration);
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@ -37,13 +40,14 @@ fn startup() -> Workload {
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}
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fn update() -> Workload {
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(
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load_world_around_player
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update_loaded_world_around_player,
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compute_cameras,
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).into_workload()
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}
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fn render() -> Workload {
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(
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clear_background,
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).into_workload()
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).into_sequential_workload()
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}
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fn main() {
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@ -57,8 +61,8 @@ fn main() {
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//Add systems and uniques, Init and load things
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world.add_unique_non_send_sync(Renderer::init(&event_loop));
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world.add_unique(ChunkStorage::new());
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world.add_unique_non_send_sync(ChunkMeshStorage::new());
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world.add_unique(ChunkStorage::new());
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world.add_unique(BackgroundColor(vec3(0.5, 0.5, 1.)));
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world.add_unique(DeltaTime(Duration::default()));
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world.add_unique(GameSettings::default());
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6
src/state.rs
Normal file
6
src/state.rs
Normal file
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@ -0,0 +1,6 @@
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pub enum GameState {
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MainMenu,
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Connecting,
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LoadingWorld,
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InGame
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}
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@ -3,7 +3,7 @@ use shipyard::{View, UniqueView, UniqueViewMut, IntoIter, Workload, IntoWorkload
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use crate::{player::LocalPlayer, transform::Transform, settings::GameSettings};
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use super::{ChunkStorage, chunk::{Chunk, ChunkState, CHUNK_SIZE}, ChunkMeshStorage};
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pub fn load_world_around_player() -> Workload {
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pub fn update_loaded_world_around_player() -> Workload {
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(
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update_chunks_if_player_moved,
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unload_marked_chunks
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@ -16,7 +16,8 @@ pub fn update_chunks_if_player_moved(
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v_transform: View<Transform>,
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mut vm_world: UniqueViewMut<ChunkStorage>,
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) {
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//Check if the player actually moved
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//Check if the player actually moved
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//TODO fix this also triggers on rotation, only activate when the player crosses the chnk border
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let Some((_, transform)) = (&v_local_player, v_transform.inserted_or_modified()).iter().next() else {
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return
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};
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@ -81,3 +82,9 @@ fn unload_marked_chunks(
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}
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})
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}
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fn process_tasks(
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) {
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}
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