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wip chunk rendering
This commit is contained in:
parent
096db79b12
commit
3cfd6448cc
44
src/game.rs
44
src/game.rs
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@ -65,12 +65,6 @@ pub fn run() {
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//=======================
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let mut last_render = Instant::now();
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let sampler_nearest = glium::uniforms::SamplerBehavior {
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minify_filter: MinifySamplerFilter::Nearest,
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magnify_filter: MagnifySamplerFilter::Nearest,
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..Default::default()
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};
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event_loop.run(move |event, _, control_flow| {
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*control_flow = ControlFlow::Poll;
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@ -130,23 +124,27 @@ pub fn run() {
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let view = state.camera.view_matrix();
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//Draw example triangle
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target.draw(
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&vertex_buffer,
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glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList),
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&programs.chunk,
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&uniform! {
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model: [
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[1., 0., 0., 0.],
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[0., 1., 0., 0.],
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[0., 0., 1., 0.],
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[0., 0., 0., 1.0_f32]
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],
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view: view,
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perspective: perspective,
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tex: Sampler(&assets.textures.block_atlas, sampler_nearest)
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},
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&Default::default()
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).unwrap();
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//Draw chunks
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state.world.render(&mut target, &programs, &assets, perspective, view);
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// target.draw(
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// &vertex_buffer,
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// glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList),
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// &programs.chunk,
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// &uniform! {
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// model: [
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// [1., 0., 0., 0.],
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// [0., 1., 0., 0.],
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// [0., 0., 1., 0.],
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// [0., 0., 0., 1.0_f32]
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// ],
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// view: view,
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// perspective: perspective,
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// tex: Sampler(&assets.textures.block_atlas, sampler_nearest)
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// },
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// &Default::default()
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// ).unwrap();
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//Finish drawing
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target.finish().unwrap();
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@ -1,7 +1,17 @@
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use glam::{Vec2, IVec2};
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use glium::Display;
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use glium::{
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Display, Frame, Surface, uniform,
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uniforms::{
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Sampler, SamplerBehavior,
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MinifySamplerFilter, MagnifySamplerFilter,
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}
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};
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use hashbrown::HashMap;
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use crate::game::options::GameOptions;
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use crate::game::{
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options::GameOptions,
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shaders::Programs,
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assets::Assets
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};
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mod chunk;
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mod thread;
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@ -33,6 +43,41 @@ impl World {
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thread: WorldThreading::new(),
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}
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}
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pub fn render(
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&self,
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target: &mut Frame,
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programs: &Programs,
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assets: &Assets,
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perspective: [[f32; 4]; 4],
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view: [[f32; 4]; 4]
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) {
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let sampler = SamplerBehavior {
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minify_filter: MinifySamplerFilter::Nearest,
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magnify_filter: MagnifySamplerFilter::Nearest,
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..Default::default()
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};
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for (&position, chunk) in &self.chunks {
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if let Some((_, vertex, index)) = &chunk.mesh {
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target.draw(
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vertex,
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index,
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&programs.chunk,
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&uniform! {
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model: [
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[1., 0., 0., 0.],
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[0., 1., 0., 0.],
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[0., 0., 1., 0.],
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[(position.x * CHUNK_SIZE as i32) as f32, 0., (position.y * CHUNK_SIZE as i32) as f32, 1.0_f32]
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],
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view: view,
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persperctive: perspective,
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tex: Sampler(&assets.textures.block_atlas, sampler)
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},
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&Default::default()
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).unwrap();
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}
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}
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}
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pub fn update_loaded_chunks(&mut self, around_position: Vec2, options: &GameOptions, display: &Display) {
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let render_dist = options.render_distance as i32 + 1;
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let inside_chunk = (around_position / CHUNK_SIZE as f32).as_ivec2();
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@ -3,7 +3,13 @@ use crate::game::world::chunk::ChunkData;
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use crate::game::shaders::chunk::Vertex as ChunkVertex;
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pub fn generate_mesh(position: IVec2, chunk_data: ChunkData, neighbors: [ChunkData; 4]) -> (Vec<ChunkVertex>, Vec<u16>) {
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let vertex = Vec::new();
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let index = Vec::new();
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let mut vertex = Vec::new();
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let mut index = Vec::new();
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vertex.push(ChunkVertex { position: [-0.5, -0.5, 0.], uv: [0., 0.], normal: [0., 1., 0.] });
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vertex.push(ChunkVertex { position: [ 0.0, 0.5, 0.], uv: [0., 1.], normal: [0., 1., 0.] });
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vertex.push(ChunkVertex { position: [ 0.5, -0.5, 0.], uv: [1., 1.], normal: [0., 1., 0.] });
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index.push(0);
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index.push(1);
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index.push(2);
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(vertex, index)
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}
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