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wip
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@ -1,59 +1,9 @@
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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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// prefabs::ColoredShaderPrefab
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// };
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// use super::{
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// RenderTarget,
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// primitives::cube::CubePrimitive,
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// };
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mod pipeline;
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// const SMOL: f32 = 0.0025;
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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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// ) {
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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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// let Some(lookat) = lookat.0 else { return };
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// //Darken block
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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: [0., 0., 0., 0.5_f32],
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// model: Mat4::from_scale_rotation_translation(
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// Vec3::splat(1. + SMOL * 2.),
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// Quat::default(),
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// lookat.block_position.as_vec3() - Vec3::splat(SMOL)
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// ).to_cols_array_2d(),
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// perspective: camera.perspective_matrix.to_cols_array_2d(),
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// view: camera.view_matrix.to_cols_array_2d(),
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// },
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// &DrawParameters {
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// backface_culling: BackfaceCullingMode::CullClockwise,
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// blend: Blend::alpha_blending(),
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// depth: Depth {
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// //this may be unreliable... unless scale is applied! hacky...
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// test: DepthTest::IfLessOrEqual,
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// ..Default::default()
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// },
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// ..Default::default()
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// }
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// ).unwrap();
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// }
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pub fn draw_selection_box(
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ctx: &mut RenderCtx,
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lookat: View<LookingAtBlock>,
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camera: View<Camera>,
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) {
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//TODO
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}
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0
kubi/src/rendering/selection_box/pipeline.rs
Normal file
0
kubi/src/rendering/selection_box/pipeline.rs
Normal file
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