mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-25 08:18:43 -06:00
replace buffers with wgpu, create pipelines/shaders
This commit is contained in:
parent
ae58706f10
commit
3b752dfbf8
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@ -59,11 +59,10 @@ 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_primitives,
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world::{draw_world, draw_current_chunk_border},
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selection_box::render_selection_box,
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entities::render_entities,
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renderer_finish_init,
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};
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use block_placement::update_block_placement;
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use delta_time::{DeltaTime, init_delta_time};
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@ -85,10 +84,10 @@ fn pre_startup() -> Workload {
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fn startup() -> Workload {
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(
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renderer_finish_init,
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init_fixed_timestamp_storage,
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initial_resize_event,
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load_prefabs,
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init_primitives,
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insert_lock_state,
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init_state,
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initialize_from_args,
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@ -136,7 +135,6 @@ fn update() -> Workload {
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fn render() -> Workload {
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(
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clear_background,
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(
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draw_world,
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draw_current_chunk_border,
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@ -1,15 +1,17 @@
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use shipyard::{Unique, NonSendSync, UniqueView, UniqueViewMut, View, IntoIter, AllStoragesView};
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use wgpu::SurfaceConfiguration;
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use shipyard::{Unique, View, Workload, SystemModificator, IntoWorkload};
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use winit::{
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event_loop::EventLoop,
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window::{Window, WindowBuilder, Fullscreen},
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dpi::PhysicalSize,
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};
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use glam::{Vec3, UVec2};
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use glam::Vec3;
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use pollster::FutureExt as _;
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use crate::{events::WindowResizedEvent, settings::{GameSettings, FullscreenMode}};
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use self::{pipelines::init_pipelines, primitives::init_primitives, shaders::compile_shaders};
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pub mod shaders;
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pub mod pipelines;
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pub mod primitives;
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pub mod world;
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pub mod selection_box;
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@ -166,11 +168,12 @@ impl Renderer {
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}
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}
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pub fn clear_background(
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mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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color: UniqueView<BackgroundColor>,
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) {
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pub fn renderer_finish_init() -> Workload {
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(
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compile_shaders,
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init_pipelines.after_all(compile_shaders),
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init_primitives,
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).into_workload()
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}
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#[deprecated]
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@ -1,59 +1,57 @@
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use shipyard::{NonSendSync, UniqueViewMut, UniqueView, View, IntoIter, IntoWithId};
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use kubi_shared::{entity::Entity, transform::Transform};
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use crate::{
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assets::ColoredShaderPrefab,
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camera::Camera,
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settings::GameSettings
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};
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use super::{
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RenderTarget,
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primitives::cube::CenteredCubePrimitive
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};
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use super::shaders::Shaders;
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// TODO: entity models
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pub fn render_entities() {}
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#[cfg(fuck)]
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pub fn render_entities(
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mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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buffers: NonSendSync<UniqueView<CenteredCubePrimitive>>,
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program: NonSendSync<UniqueView<ColoredShaderPrefab>>,
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shaders: NonSendSync<UniqueView<Shaders>>,
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camera: View<Camera>,
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settings: UniqueView<GameSettings>,
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entities: View<Entity>,
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transform: View<Transform>,
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) {
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#[cfg(fuck)] {
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let (camera_id, camera) = camera.iter().with_id().next().expect("No cameras in the scene");
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let (camera_id, camera) = camera.iter().with_id().next().expect("No cameras in the scene");
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let draw_parameters = DrawParameters {
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depth: Depth {
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test: DepthTest::IfLess,
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write: true,
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..Default::default()
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},
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multisampling: settings.msaa.is_some(),
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polygon_mode: PolygonMode::Fill,
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backface_culling: BackfaceCullingMode::CullClockwise,
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let draw_parameters = DrawParameters {
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depth: Depth {
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test: DepthTest::IfLess,
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write: true,
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..Default::default()
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};
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let view = camera.view_matrix.to_cols_array_2d();
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let perspective = camera.perspective_matrix.to_cols_array_2d();
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},
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multisampling: settings.msaa.is_some(),
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polygon_mode: PolygonMode::Fill,
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backface_culling: BackfaceCullingMode::CullClockwise,
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..Default::default()
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};
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let view = camera.view_matrix.to_cols_array_2d();
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let perspective = camera.perspective_matrix.to_cols_array_2d();
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for (entity_id, (_, trans)) in (&entities, &transform).iter().with_id() {
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//skip rendering camera holder (as the entity would block the view)
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if entity_id == camera_id { continue }
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for (entity_id, (_, trans)) in (&entities, &transform).iter().with_id() {
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//skip rendering camera holder (as the entity would block the view)
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if entity_id == camera_id { continue }
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//render entity
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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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// color: [1.0, 1.0, 1.0, 1.0_f32],
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// model: trans.0.to_cols_array_2d(),
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// view: view,
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// perspective: perspective,
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// },
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// &draw_parameters
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// ).unwrap();
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}
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//render entity
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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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// color: [1.0, 1.0, 1.0, 1.0_f32],
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// model: trans.0.to_cols_array_2d(),
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// view: view,
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// perspective: perspective,
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// },
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// &draw_parameters
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// ).unwrap();
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}
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}
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51
kubi/src/rendering/pipelines.rs
Normal file
51
kubi/src/rendering/pipelines.rs
Normal file
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@ -0,0 +1,51 @@
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use shipyard::{Unique, AllStoragesView, NonSendSync, UniqueView};
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use super::{shaders::Shaders, Renderer};
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#[derive(Unique)]
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pub struct Pipelines {
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pub world: wgpu::RenderPipeline
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}
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pub fn init_pipelines(
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storages: AllStoragesView
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) {
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let renderer = storages.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
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let shaders = storages.borrow::<UniqueView<Shaders>>().unwrap();
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storages.add_unique(Pipelines {
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world: renderer.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("WorldRenderPipeline"),
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layout: Some(&renderer.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("WorldRenderPipelineLayout"),
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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})),
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vertex: wgpu::VertexState {
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module: &shaders.world,
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entry_point: "vs_main",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shaders.world,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: renderer.config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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//TODO enable depth buffer
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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}),
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})
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}
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@ -1,16 +1,12 @@
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use shipyard::{AllStoragesView, NonSendSync, UniqueView, Unique};
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use wgpu::util::DeviceExt;
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use crate::rendering::Renderer;
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use super::PositionVertex;
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#[derive(Unique)]
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pub struct CubePrimitive {
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pub vert: wgpu::Buffer,
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pub idx: wgpu::Buffer
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}
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#[derive(Unique)]
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pub struct CenteredCubePrimitive {
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pub vert: wgpu::Buffer,
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pub vert_centered: wgpu::Buffer,
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pub idx: wgpu::Buffer
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}
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@ -61,30 +57,31 @@ const CUBE_INDICES: &[u16] = &[
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pub(super) fn init_cube_primitive(
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storages: AllStoragesView,
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display: NonSendSync<UniqueView<Renderer>>
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renderer: NonSendSync<UniqueView<Renderer>>
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) {
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{
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let vert = VertexBuffer::new(
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&display.display,
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CUBE_VERTICES
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).unwrap();
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let index = IndexBuffer::new(
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&display.display,
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PrimitiveType::TrianglesList,
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CUBE_INDICES
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).unwrap();
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storages.add_unique_non_send_sync(CubePrimitive(vert, index));
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}
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{
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let vert = VertexBuffer::new(
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&display.display,
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CENTERED_CUBE_VERTICES
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).unwrap();
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let index = IndexBuffer::new(
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&display.display,
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PrimitiveType::TrianglesList,
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CUBE_INDICES
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).unwrap();
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storages.add_unique_non_send_sync(CenteredCubePrimitive(vert, index));
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}
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storages.add_unique(
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CubePrimitive {
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vert: renderer.device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("CubePrimitiveVertexBuffer"),
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contents: bytemuck::cast_slice(CUBE_VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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}
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),
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vert_centered: renderer.device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("CubePrimitiveCenteredVertexBuffer"),
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contents: bytemuck::cast_slice(CUBE_VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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}
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),
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idx: renderer.device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("CubePrimitiveIndexBuffer"),
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contents: bytemuck::cast_slice(CUBE_VERTICES),
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usage: wgpu::BufferUsages::INDEX,
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}
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)
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}
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);
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}
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@ -1,9 +1,13 @@
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use shipyard::{Unique, AllStoragesView, NonSendSync, UniqueView};
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use wgpu::util::DeviceExt;
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use crate::rendering::Renderer;
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use super::PositionVertex2d;
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#[derive(Unique)]
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pub struct RectPrimitive(pub VertexBuffer<PositionVertex2d>, pub IndexBuffer<u16>);
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pub struct RectPrimitive {
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pub vert: wgpu::Buffer,
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pub index: wgpu::Buffer,
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}
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const RECT_VERTEX: &[PositionVertex2d] = &[
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PositionVertex2d { position: [0., 0.] },
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@ -15,16 +19,21 @@ const RECT_INDEX: &[u16] = &[0, 1, 2, 1, 3, 2];
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pub(super) fn init_rect_primitive(
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storages: AllStoragesView,
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display: NonSendSync<UniqueView<Renderer>>
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renderer: NonSendSync<UniqueView<Renderer>>
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) {
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let vert = VertexBuffer::new(
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&display.display,
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RECT_VERTEX
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).unwrap();
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let index = IndexBuffer::new(
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&display.display,
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PrimitiveType::TrianglesList,
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RECT_INDEX
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).unwrap();
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storages.add_unique_non_send_sync(RectPrimitive(vert, index));
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let vert = renderer.device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("RectPrimitiveVertexBuffer"),
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contents: bytemuck::cast_slice(RECT_VERTEX),
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usage: wgpu::BufferUsages::VERTEX,
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}
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);
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let index = renderer.device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("RectPrimitiveIndexBuffer"),
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contents: bytemuck::cast_slice(RECT_INDEX),
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usage: wgpu::BufferUsages::INDEX,
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}
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);
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storages.add_unique(RectPrimitive { vert, index });
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}
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|
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@ -1,16 +1,8 @@
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use glam::{Mat4, Vec3, Quat};
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use shipyard::{View, IntoIter, NonSendSync, UniqueViewMut, UniqueView};
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use glium::{
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Surface,
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DrawParameters,
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BackfaceCullingMode,
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Blend, Depth, DepthTest,
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uniform,
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};
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use crate::{
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world::raycast::LookingAtBlock,
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camera::Camera,
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assets::ColoredShaderPrefab
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};
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use super::{
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RenderTarget,
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|
@ -19,12 +11,15 @@ use super::{
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const SMOL: f32 = 0.0001;
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pub fn render_selection_box() { }
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#[cfg(fuck)]
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pub fn render_selection_box(
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lookat: View<LookingAtBlock>,
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camera: View<Camera>,
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mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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program: NonSendSync<UniqueView<ColoredShaderPrefab>>,
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buffers: NonSendSync<UniqueView<CubePrimitive>>,
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buffers: UniqueView<CubePrimitive>,
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) {
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let camera = camera.iter().next().unwrap();
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let Some(lookat) = lookat.iter().next() else { return };
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|
|
|
@ -8,12 +8,13 @@ pub struct Shaders {
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pub colored: wgpu::ShaderModule
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}
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macro_rules! upload_shaders {
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macro_rules! build_shaders {
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{$container: ident [$renderer: expr, $dir: literal] { $($name: ident : $path: literal $(,)*),* } } => {{
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//ensure types
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let _: &super::Renderer = $renderer;
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let _: &str = $dir;
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$( let _: &str = $path; )*
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//build wgsl shaders
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$container {
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$($name: {
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let source = include_str!(concat!($dir, "/", $path)).into();
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|
@ -31,10 +32,10 @@ pub fn compile_shaders(
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storages: AllStoragesView,
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) {
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let renderer = &storages.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
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let shaders = upload_shaders! {
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storages.add_unique(build_shaders! {
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Shaders [renderer, "../../shaders"] {
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world: "world.wgsl",
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colored: "colored.wgsl"
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}
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};
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});
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}
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|
|
|
@ -4,11 +4,7 @@ use crate::{
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camera::Camera,
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player::MainPlayer,
|
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transform::Transform,
|
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assets::{
|
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ChunkShaderPrefab,
|
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BlockTexturesPrefab,
|
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ColoredShaderPrefab,
|
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},
|
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assets::BlockTexturesPrefab,
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world::{
|
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ChunkStorage,
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ChunkMeshStorage,
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|
@ -26,6 +22,9 @@ pub struct ChunkVertex {
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pub tex_index: u8,
|
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}
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|
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pub fn draw_world() {}
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|
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#[cfg(fuck)]
|
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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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|
@ -35,71 +34,72 @@ pub fn draw_world(
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camera: View<Camera>,
|
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settings: UniqueView<GameSettings>
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) {
|
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#[cfg(fuck)] {
|
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let camera = camera.iter().next().expect("No cameras in the scene");
|
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let draw_parameters = DrawParameters {
|
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depth: Depth {
|
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test: DepthTest::IfLess,
|
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write: true,
|
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..Default::default()
|
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},
|
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multisampling: settings.msaa.is_some(),
|
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polygon_mode: PolygonMode::Fill, //Change to Line for wireframe
|
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backface_culling: BackfaceCullingMode::CullClockwise,
|
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let camera = camera.iter().next().expect("No cameras in the scene");
|
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let draw_parameters = DrawParameters {
|
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depth: Depth {
|
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test: DepthTest::IfLess,
|
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write: true,
|
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..Default::default()
|
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};
|
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let texture_sampler = Sampler(&texture.0, SamplerBehavior {
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minify_filter: MinifySamplerFilter::LinearMipmapLinear,
|
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magnify_filter: MagnifySamplerFilter::Nearest,
|
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max_anisotropy: settings.max_anisotropy.unwrap_or_default(),
|
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wrap_function: (SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp),
|
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..Default::default()
|
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});
|
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let view = camera.view_matrix.to_cols_array_2d();
|
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let perspective = camera.perspective_matrix.to_cols_array_2d();
|
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},
|
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multisampling: settings.msaa.is_some(),
|
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polygon_mode: PolygonMode::Fill, //Change to Line for wireframe
|
||||
backface_culling: BackfaceCullingMode::CullClockwise,
|
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..Default::default()
|
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};
|
||||
let texture_sampler = Sampler(&texture.0, SamplerBehavior {
|
||||
minify_filter: MinifySamplerFilter::LinearMipmapLinear,
|
||||
magnify_filter: MagnifySamplerFilter::Nearest,
|
||||
max_anisotropy: settings.max_anisotropy.unwrap_or_default(),
|
||||
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;
|
||||
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 {
|
||||
//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
|
||||
}
|
||||
|
||||
//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();
|
||||
}
|
||||
|
||||
//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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn draw_current_chunk_border() {}
|
||||
|
||||
#[cfg(fuck)]
|
||||
pub fn draw_current_chunk_border(
|
||||
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
|
||||
player: View<MainPlayer>,
|
||||
transforms: View<Transform, track::All>,
|
||||
buffers: NonSendSync<UniqueView<CubePrimitive>>,
|
||||
buffers: UniqueView<CubePrimitive>,
|
||||
program: NonSendSync<UniqueView<ColoredShaderPrefab>>,
|
||||
camera: View<Camera>,
|
||||
settings: UniqueView<GameSettings>,
|
||||
|
|
|
@ -1,7 +1,4 @@
|
|||
use glam::IVec3;
|
||||
use glium::{VertexBuffer, IndexBuffer};
|
||||
use crate::rendering::world::ChunkVertex;
|
||||
|
||||
pub use kubi_shared::chunk::{CHUNK_SIZE, BlockData};
|
||||
|
||||
pub struct ChunkData {
|
||||
|
@ -15,8 +12,8 @@ impl ChunkData {
|
|||
}
|
||||
|
||||
pub struct ChunkMesh {
|
||||
pub vertex_buffer: VertexBuffer<ChunkVertex>,
|
||||
pub index_buffer: IndexBuffer<u32>,
|
||||
pub vertex_buffer: wgpu::Buffer,
|
||||
pub index_buffer: wgpu::Buffer,
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
|
||||
|
|
|
@ -2,6 +2,7 @@ use glam::{IVec3, ivec3};
|
|||
use kubi_shared::networking::messages::ClientToServerMessage;
|
||||
use shipyard::{View, UniqueView, UniqueViewMut, IntoIter, Workload, IntoWorkload, NonSendSync, track};
|
||||
use uflow::SendMode;
|
||||
use wgpu::util::DeviceExt;
|
||||
use crate::{
|
||||
player::MainPlayer,
|
||||
transform::Transform,
|
||||
|
@ -233,8 +234,20 @@ fn process_completed_tasks(
|
|||
}
|
||||
|
||||
//apply the mesh
|
||||
let vertex_buffer = VertexBuffer::new(&renderer.display, &vertices).unwrap();
|
||||
let index_buffer = IndexBuffer::new(&renderer.display, PrimitiveType::TrianglesList, &indexes).unwrap();
|
||||
let vertex_buffer = renderer.device.create_buffer_init(
|
||||
&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("ChunkVertexBuffer"),
|
||||
contents: bytemuck::cast_slice(&vertices),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
}
|
||||
);
|
||||
let index_buffer = renderer.device.create_buffer_init(
|
||||
&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("ChunkIndexBuffer"),
|
||||
contents: bytemuck::cast_slice(&indexes),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
}
|
||||
);
|
||||
let mesh = ChunkMesh {
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
|
|
Loading…
Reference in a new issue