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https://github.com/griffi-gh/kubi.git
synced 2024-12-22 11:58:21 -06:00
minor refactor
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parent
00b3a90fd4
commit
2c374c6e23
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@ -29,6 +29,7 @@ pub enum Block {
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Grass,
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Sand,
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Cobblestone,
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TallGrass,
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}
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impl Block {
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@ -74,6 +75,12 @@ impl Block {
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render: RenderType::SolidBlock(CubeTexture::all(BlockTexture::Cobblestone)),
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collision: CollisionType::Solid,
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raycast_collision: true,
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},
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Self::TallGrass => BlockDescriptor {
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name: "tall grass",
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render: RenderType::CrossShape(CrossTexture::all(BlockTexture::TallGrass)),
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collision: CollisionType::None,
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raycast_collision: true,
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}
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}
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}
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@ -123,12 +130,22 @@ impl CubeTexture {
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#[derive(Clone, Copy, Debug)]
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pub struct CrossTexture {
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pub a_front: BlockTexture,
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pub b_front: BlockTexture,
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pub a_back: BlockTexture,
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pub b_front: BlockTexture,
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pub b_back: BlockTexture,
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}
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impl CrossTexture {
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pub const fn same_front_back(a: BlockTexture, b: BlockTexture) -> Self {
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Self {
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a_front: a,
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a_back: a,
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b_front: b,
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b_back: b,
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}
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}
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pub const fn all(texture: BlockTexture) -> Self {
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Self::same_front_back(texture, texture)
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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@ -44,7 +44,6 @@ pub struct ChunkVertex {
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}
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implement_vertex!(ChunkVertex, position, normal, uv, tex_index);
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pub fn draw_world(
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mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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chunks: UniqueView<ChunkStorage>,
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@ -1,84 +1,14 @@
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use strum::{EnumIter, IntoEnumIterator};
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use glam::{Vec3A, vec3a, IVec3, ivec3};
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use std::mem::discriminant;
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use glam::{IVec3, ivec3};
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use strum::IntoEnumIterator;
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use kubi_shared::block::{Block, RenderType};
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use super::{chunk::CHUNK_SIZE, };
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use crate::world::chunk::CHUNK_SIZE;
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use crate::rendering::world::ChunkVertex;
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pub mod data;
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mod builder;
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use data::MeshGenData;
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#[repr(usize)]
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#[derive(Clone, Copy, Debug, EnumIter)]
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pub enum CubeFace {
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Top = 0,
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Front = 1,
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Left = 2,
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Right = 3,
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Back = 4,
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Bottom = 5,
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}
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const CUBE_FACE_VERTICES: [[Vec3A; 4]; 6] = [
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[vec3a(0., 1., 0.), vec3a(0., 1., 1.), vec3a(1., 1., 0.), vec3a(1., 1., 1.)],
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[vec3a(0., 0., 0.), vec3a(0., 1., 0.), vec3a(1., 0., 0.), vec3a(1., 1., 0.)],
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[vec3a(0., 0., 1.), vec3a(0., 1., 1.), vec3a(0., 0., 0.), vec3a(0., 1., 0.)],
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[vec3a(1., 0., 0.), vec3a(1., 1., 0.), vec3a(1., 0., 1.), vec3a(1., 1., 1.)],
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[vec3a(1., 0., 1.), vec3a(1., 1., 1.), vec3a(0., 0., 1.), vec3a(0., 1., 1.)],
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[vec3a(0., 0., 1.), vec3a(0., 0., 0.), vec3a(1., 0., 1.), vec3a(1., 0., 0.)],
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];
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const CUBE_FACE_NORMALS: [Vec3A; 6] = [
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vec3a(0., 1., 0.),
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vec3a(0., 0., -1.),
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vec3a(-1.,0., 0.),
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vec3a(1., 0., 0.),
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vec3a(0., 0., 1.),
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vec3a(0., -1.,0.)
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];
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const CUBE_FACE_INDICES: [u32; 6] = [0, 1, 2, 2, 1, 3];
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const UV_COORDS: [[f32; 2]; 4] = [
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[0., 0.],
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[0., 1.],
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[1., 0.],
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[1., 1.],
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];
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#[derive(Default)]
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struct MeshBuilder {
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vertex_buffer: Vec<ChunkVertex>,
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index_buffer: Vec<u32>,
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idx_counter: u32,
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}
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impl MeshBuilder {
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pub fn new() -> Self {
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Self::default()
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}
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pub fn add_face(&mut self, face: CubeFace, coord: IVec3, texture: u8) {
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let coord = coord.as_vec3a();
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let face_index = face as usize;
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//Push vertexes
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let norm = CUBE_FACE_NORMALS[face_index];
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let vert = CUBE_FACE_VERTICES[face_index];
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self.vertex_buffer.reserve(4);
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for i in 0..4 {
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self.vertex_buffer.push(ChunkVertex {
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position: (coord + vert[i]).to_array(),
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normal: norm.to_array(),
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uv: UV_COORDS[i],
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tex_index: texture
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});
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}
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//Push indices
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self.index_buffer.extend_from_slice(&CUBE_FACE_INDICES.map(|x| x + self.idx_counter));
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self.idx_counter += 4;
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}
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pub fn finish(self) -> (Vec<ChunkVertex>, Vec<u32>) {
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(self.vertex_buffer, self.index_buffer)
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}
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}
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use builder::{CubeFace, MeshBuilder};
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pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
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let get_block = |pos: IVec3| -> Block {
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@ -101,22 +31,21 @@ pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
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let mut builder = MeshBuilder::new();
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for x in 0..CHUNK_SIZE {
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for y in 0..CHUNK_SIZE {
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for z in 0..CHUNK_SIZE {
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let coord = ivec3(x as i32, y as i32, z as i32);
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for x in 0..CHUNK_SIZE as i32 {
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for y in 0..CHUNK_SIZE as i32 {
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for z in 0..CHUNK_SIZE as i32 {
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let coord = ivec3(x, y, z);
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let block = get_block(coord);
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let descriptor = block.descriptor();
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if matches!(descriptor.render, RenderType::None) {
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continue
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}
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for face in CubeFace::iter() {
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let facing = CUBE_FACE_NORMALS[face as usize].as_ivec3();
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let facing_coord = coord + facing;
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let show = discriminant(&get_block(facing_coord).descriptor().render) != discriminant(&descriptor.render);
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if show {
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match descriptor.render {
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RenderType::SolidBlock(textures) => {
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match descriptor.render {
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RenderType::None => continue,
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RenderType::SolidBlock(textures) => {
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for face in CubeFace::iter() {
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let facing_direction = face.normal();
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let facing_coord = coord + facing_direction;
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let facing_descriptor = get_block(facing_coord).descriptor();
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let face_obstructed = matches!(facing_descriptor.render, RenderType::SolidBlock(_));
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if !face_obstructed {
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let face_texture = match face {
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CubeFace::Top => textures.top,
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CubeFace::Front => textures.front,
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@ -126,9 +55,11 @@ pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
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CubeFace::Bottom => textures.bottom,
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};
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builder.add_face(face, coord, face_texture as u8);
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},
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_ => unimplemented!()
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}
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}
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},
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RenderType::CrossShape(_) => {
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todo!()
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}
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}
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}
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89
kubi/src/world/mesh/builder.rs
Normal file
89
kubi/src/world/mesh/builder.rs
Normal file
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@ -0,0 +1,89 @@
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use strum::EnumIter;
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use glam::{Vec3, vec3, IVec3, ivec3};
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use crate::rendering::world::ChunkVertex;
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#[repr(usize)]
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#[derive(Clone, Copy, Debug, EnumIter)]
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pub enum CubeFace {
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Top = 0,
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Front = 1,
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Left = 2,
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Right = 3,
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Back = 4,
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Bottom = 5,
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}
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impl CubeFace {
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pub const fn normal(self) -> IVec3 {
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CUBE_FACE_NORMALS_IVEC3[self as usize]
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}
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}
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const CUBE_FACE_VERTICES: [[Vec3; 4]; 6] = [
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[vec3(0., 1., 0.), vec3(0., 1., 1.), vec3(1., 1., 0.), vec3(1., 1., 1.)],
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[vec3(0., 0., 0.), vec3(0., 1., 0.), vec3(1., 0., 0.), vec3(1., 1., 0.)],
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[vec3(0., 0., 1.), vec3(0., 1., 1.), vec3(0., 0., 0.), vec3(0., 1., 0.)],
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[vec3(1., 0., 0.), vec3(1., 1., 0.), vec3(1., 0., 1.), vec3(1., 1., 1.)],
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[vec3(1., 0., 1.), vec3(1., 1., 1.), vec3(0., 0., 1.), vec3(0., 1., 1.)],
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[vec3(0., 0., 1.), vec3(0., 0., 0.), vec3(1., 0., 1.), vec3(1., 0., 0.)],
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];
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const CUBE_FACE_NORMALS_IVEC3: [IVec3; 6] = [
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ivec3( 0, 1, 0),
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ivec3( 0, 0, -1),
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ivec3(-1, 0, 0),
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ivec3( 1, 0, 0),
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ivec3( 0, 0, 1),
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ivec3( 0, -1, 0)
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];
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const CUBE_FACE_NORMALS: [Vec3; 6] = [
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vec3(0., 1., 0.),
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vec3(0., 0., -1.),
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vec3(-1.,0., 0.),
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vec3(1., 0., 0.),
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vec3(0., 0., 1.),
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vec3(0., -1.,0.)
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];
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const CUBE_FACE_INDICES: [u32; 6] = [0, 1, 2, 2, 1, 3];
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const UV_COORDS: [[f32; 2]; 4] = [
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[0., 0.],
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[0., 1.],
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[1., 0.],
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[1., 1.],
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];
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#[derive(Default)]
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pub struct MeshBuilder {
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vertex_buffer: Vec<ChunkVertex>,
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index_buffer: Vec<u32>,
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idx_counter: u32,
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}
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impl MeshBuilder {
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pub fn new() -> Self {
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Self::default()
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}
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pub fn add_face(&mut self, face: CubeFace, coord: IVec3, texture: u8) {
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let coord = coord.as_vec3();
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let face_index = face as usize;
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//Push vertices
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let norm = CUBE_FACE_NORMALS[face_index];
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let vert = CUBE_FACE_VERTICES[face_index];
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self.vertex_buffer.reserve(4);
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for i in 0..4 {
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self.vertex_buffer.push(ChunkVertex {
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position: (coord + vert[i]).to_array(),
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normal: norm.to_array(),
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uv: UV_COORDS[i],
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tex_index: texture
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});
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}
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//Push indices
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self.index_buffer.extend_from_slice(&CUBE_FACE_INDICES.map(|x| x + self.idx_counter));
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self.idx_counter += 4;
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}
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pub fn finish(self) -> (Vec<ChunkVertex>, Vec<u32>) {
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(self.vertex_buffer, self.index_buffer)
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}
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}
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