mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-09 17:18:41 -06:00
minor refactor
This commit is contained in:
parent
00b3a90fd4
commit
2c374c6e23
|
@ -29,6 +29,7 @@ pub enum Block {
|
|||
Grass,
|
||||
Sand,
|
||||
Cobblestone,
|
||||
TallGrass,
|
||||
}
|
||||
|
||||
impl Block {
|
||||
|
@ -74,6 +75,12 @@ impl Block {
|
|||
render: RenderType::SolidBlock(CubeTexture::all(BlockTexture::Cobblestone)),
|
||||
collision: CollisionType::Solid,
|
||||
raycast_collision: true,
|
||||
},
|
||||
Self::TallGrass => BlockDescriptor {
|
||||
name: "tall grass",
|
||||
render: RenderType::CrossShape(CrossTexture::all(BlockTexture::TallGrass)),
|
||||
collision: CollisionType::None,
|
||||
raycast_collision: true,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -123,12 +130,22 @@ impl CubeTexture {
|
|||
#[derive(Clone, Copy, Debug)]
|
||||
pub struct CrossTexture {
|
||||
pub a_front: BlockTexture,
|
||||
pub b_front: BlockTexture,
|
||||
pub a_back: BlockTexture,
|
||||
pub b_front: BlockTexture,
|
||||
pub b_back: BlockTexture,
|
||||
}
|
||||
impl CrossTexture {
|
||||
|
||||
pub const fn same_front_back(a: BlockTexture, b: BlockTexture) -> Self {
|
||||
Self {
|
||||
a_front: a,
|
||||
a_back: a,
|
||||
b_front: b,
|
||||
b_back: b,
|
||||
}
|
||||
}
|
||||
pub const fn all(texture: BlockTexture) -> Self {
|
||||
Self::same_front_back(texture, texture)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
||||
|
|
|
@ -44,7 +44,6 @@ pub struct ChunkVertex {
|
|||
}
|
||||
implement_vertex!(ChunkVertex, position, normal, uv, tex_index);
|
||||
|
||||
|
||||
pub fn draw_world(
|
||||
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
|
||||
chunks: UniqueView<ChunkStorage>,
|
||||
|
|
|
@ -1,84 +1,14 @@
|
|||
use strum::{EnumIter, IntoEnumIterator};
|
||||
use glam::{Vec3A, vec3a, IVec3, ivec3};
|
||||
use std::mem::discriminant;
|
||||
use glam::{IVec3, ivec3};
|
||||
use strum::IntoEnumIterator;
|
||||
use kubi_shared::block::{Block, RenderType};
|
||||
use super::{chunk::CHUNK_SIZE, };
|
||||
use crate::world::chunk::CHUNK_SIZE;
|
||||
use crate::rendering::world::ChunkVertex;
|
||||
|
||||
pub mod data;
|
||||
mod builder;
|
||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
use builder::{CubeFace, MeshBuilder};
|
||||
|
||||
pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
|
||||
let get_block = |pos: IVec3| -> Block {
|
||||
|
@ -101,22 +31,21 @@ pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
|
|||
|
||||
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);
|
||||
for x in 0..CHUNK_SIZE as i32 {
|
||||
for y in 0..CHUNK_SIZE as i32 {
|
||||
for z in 0..CHUNK_SIZE as i32 {
|
||||
let coord = ivec3(x, y, z);
|
||||
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) => {
|
||||
match descriptor.render {
|
||||
RenderType::None => continue,
|
||||
RenderType::SolidBlock(textures) => {
|
||||
for face in CubeFace::iter() {
|
||||
let facing_direction = face.normal();
|
||||
let facing_coord = coord + facing_direction;
|
||||
let facing_descriptor = get_block(facing_coord).descriptor();
|
||||
let face_obstructed = matches!(facing_descriptor.render, RenderType::SolidBlock(_));
|
||||
if !face_obstructed {
|
||||
let face_texture = match face {
|
||||
CubeFace::Top => textures.top,
|
||||
CubeFace::Front => textures.front,
|
||||
|
@ -126,9 +55,11 @@ pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
|
|||
CubeFace::Bottom => textures.bottom,
|
||||
};
|
||||
builder.add_face(face, coord, face_texture as u8);
|
||||
},
|
||||
_ => unimplemented!()
|
||||
}
|
||||
}
|
||||
},
|
||||
RenderType::CrossShape(_) => {
|
||||
todo!()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
89
kubi/src/world/mesh/builder.rs
Normal file
89
kubi/src/world/mesh/builder.rs
Normal file
|
@ -0,0 +1,89 @@
|
|||
use strum::EnumIter;
|
||||
use glam::{Vec3, vec3, IVec3, ivec3};
|
||||
use crate::rendering::world::ChunkVertex;
|
||||
|
||||
#[repr(usize)]
|
||||
#[derive(Clone, Copy, Debug, EnumIter)]
|
||||
pub enum CubeFace {
|
||||
Top = 0,
|
||||
Front = 1,
|
||||
Left = 2,
|
||||
Right = 3,
|
||||
Back = 4,
|
||||
Bottom = 5,
|
||||
}
|
||||
impl CubeFace {
|
||||
pub const fn normal(self) -> IVec3 {
|
||||
CUBE_FACE_NORMALS_IVEC3[self as usize]
|
||||
}
|
||||
}
|
||||
|
||||
const CUBE_FACE_VERTICES: [[Vec3; 4]; 6] = [
|
||||
[vec3(0., 1., 0.), vec3(0., 1., 1.), vec3(1., 1., 0.), vec3(1., 1., 1.)],
|
||||
[vec3(0., 0., 0.), vec3(0., 1., 0.), vec3(1., 0., 0.), vec3(1., 1., 0.)],
|
||||
[vec3(0., 0., 1.), vec3(0., 1., 1.), vec3(0., 0., 0.), vec3(0., 1., 0.)],
|
||||
[vec3(1., 0., 0.), vec3(1., 1., 0.), vec3(1., 0., 1.), vec3(1., 1., 1.)],
|
||||
[vec3(1., 0., 1.), vec3(1., 1., 1.), vec3(0., 0., 1.), vec3(0., 1., 1.)],
|
||||
[vec3(0., 0., 1.), vec3(0., 0., 0.), vec3(1., 0., 1.), vec3(1., 0., 0.)],
|
||||
];
|
||||
const CUBE_FACE_NORMALS_IVEC3: [IVec3; 6] = [
|
||||
ivec3( 0, 1, 0),
|
||||
ivec3( 0, 0, -1),
|
||||
ivec3(-1, 0, 0),
|
||||
ivec3( 1, 0, 0),
|
||||
ivec3( 0, 0, 1),
|
||||
ivec3( 0, -1, 0)
|
||||
];
|
||||
const CUBE_FACE_NORMALS: [Vec3; 6] = [
|
||||
vec3(0., 1., 0.),
|
||||
vec3(0., 0., -1.),
|
||||
vec3(-1.,0., 0.),
|
||||
vec3(1., 0., 0.),
|
||||
vec3(0., 0., 1.),
|
||||
vec3(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)]
|
||||
pub 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_vec3();
|
||||
let face_index = face as usize;
|
||||
|
||||
//Push vertices
|
||||
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)
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue