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@ -79,8 +79,9 @@ use player_controller::{debug_switch_ctl_type, update_player_controllers};
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// clear_background, entities::render_entities, init_window_size, primitives::init_primitives, resize_renderer, selection_box::render_selection_box, sumberge::render_submerged_view, update_window_size, world::{draw_current_chunk_border, draw_world, draw_world_trans, init_trans_chunk_queue}, BackgroundColor, RenderTarget, Renderer
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// };
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use rendering::{
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render_master, init_window_size, resize_renderer, update_window_size,
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BackgroundColor, Renderer
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init_window_size, render_master, resize_renderer, update_window_size,
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world::{init_trans_chunk_queue, TransChunkQueue},
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BackgroundColor, Renderer,
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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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@ -126,7 +127,6 @@ fn startup() -> Workload {
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init_client_physics,
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init_chat_manager,
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init_crosshair_image,
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//init_trans_chunk_queue,
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).into_sequential_workload()
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}
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@ -139,6 +139,7 @@ fn update() -> Workload {
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process_inputs,
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kubi_ui_begin,
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(
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init_trans_chunk_queue.run_if_missing_unique::<TransChunkQueue>(),
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init_game_world.run_if_missing_unique::<ChunkTaskManager>(),
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(
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spawn_player.run_if_storage_empty::<MainPlayer>(),
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@ -8,7 +8,7 @@ use winit::{
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dpi::PhysicalSize
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};
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use glam::{Vec3, UVec2};
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use crate::{events::WindowResizedEvent, settings::{GameSettings, FullscreenMode}};
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use crate::{events::WindowResizedEvent, settings::{FullscreenMode, GameSettings}, state::is_ingame};
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pub mod primitives;
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pub mod world;
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@ -188,7 +188,7 @@ pub fn render_master(storages: AllStoragesViewMut) {
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let surface_texture = renderer.surface().get_current_texture().unwrap();
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let surface_view = surface_texture.texture.create_view(&wgpu::TextureViewDescriptor::default());
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{
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if storages.run(is_ingame) {
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let bg_color = storages.borrow::<UniqueView<BackgroundColor>>().unwrap();
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("main0_pass"),
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@ -209,6 +209,10 @@ pub fn render_master(storages: AllStoragesViewMut) {
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..Default::default()
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});
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let data = (&mut render_pass, &*renderer);
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storages.run_with_data(world::draw_world, data);
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// render_pass.set_pipeline(&renderer.pipeline);
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// render_pass.set_bind_group(0, &renderer.bind_group, &[]);
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// render_pass.set_vertex_buffer(0, renderer.vertex_buffer.slice(..));
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@ -1,29 +1,9 @@
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// use glam::{ivec3, IVec3, Mat4, Quat, Vec3};
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// use shipyard::{track, AllStoragesView, IntoIter, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
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// use glium::{
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// draw_parameters::{
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// BackfaceCullingMode, Depth, DepthTest, PolygonMode
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// }, implement_vertex, uniform, uniforms::{
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// MagnifySamplerFilter, MinifySamplerFilter, Sampler, SamplerBehavior, SamplerWrapFunction
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// }, Blend, DrawParameters, Smooth, Surface
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// };
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// use crate::{
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// camera::Camera,
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// player::MainPlayer,
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// transform::Transform,
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// prefabs::{
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// ChunkShaderPrefab,
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// BlockTexturesPrefab,
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// ColoredShaderPrefab,
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// },
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// world::{
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// ChunkStorage,
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// ChunkMeshStorage,
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// chunk::CHUNK_SIZE,
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// }, settings::GameSettings,
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// };
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// use super::{RenderTarget, primitives::cube::CubePrimitive};
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use bytemuck::{Pod, Zeroable};
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use glam::IVec3;
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use shipyard::{AllStoragesView, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
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use kubi_shared::transform::Transform;
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use crate::{camera::Camera, settings::GameSettings, world::{ChunkMeshStorage, ChunkStorage}};
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use super::Renderer;
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#[derive(Clone, Copy, Pod, Zeroable)]
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#[repr(C, packed)]
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@ -47,12 +27,25 @@ impl ChunkVertex {
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};
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}
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// #[derive(Unique)]
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// pub struct TransChunkQueue(pub Vec<IVec3>);
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#[derive(Unique)]
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pub struct TransChunkQueue(pub Vec<IVec3>);
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pub fn init_trans_chunk_queue(storages: AllStoragesView) {
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storages.add_unique(TransChunkQueue(Vec::with_capacity(512)));
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}
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pub fn draw_world(
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(render_pass, renderer): (&mut wgpu::RenderPass, &Renderer),
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chunks: UniqueView<ChunkStorage>,
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meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
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transform: View<Transform>,
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camera: View<Camera>,
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settings: UniqueView<GameSettings>,
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mut trans_queue: UniqueViewMut<TransChunkQueue>,
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) {
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//TODO
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}
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// pub fn init_trans_chunk_queue(storages: AllStoragesView) {
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// storages.add_unique(TransChunkQueue(Vec::with_capacity(512)));
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// }
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// fn draw_params(settings: &GameSettings) -> DrawParameters {
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// DrawParameters {
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@ -102,6 +102,7 @@ impl ChunkMeshStorage {
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pub fn init_game_world(
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storages: AllStoragesView,
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) {
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log::info!("init_game_world called");
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storages.add_unique_non_send_sync(ChunkMeshStorage::new());
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storages.add_unique(ChunkStorage::new());
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storages.add_unique(ChunkTaskManager::new());
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