mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-12-24 04:48:21 -06:00
restructure stuff and fix some warnings
This commit is contained in:
parent
db8243cb90
commit
66afd3057e
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@ -1,4 +1,3 @@
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use fastnoise_lite::FastNoiseLite;
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use glam::ivec3;
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use crate::{block::Block, chunk::CHUNK_SIZE, worldgen::SeedThingy};
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use super::{
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@ -1,5 +1,5 @@
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use kubi_shared::networking::client::ClientId;
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use shipyard::{AllStoragesView, Unique, UniqueViewMut};
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use shipyard::{AllStoragesView, Unique};
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pub enum ChatMessage {
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PlayerMessage {
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@ -1,7 +1,7 @@
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//TODO client-side physics
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//TODO move this to shared
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use glam::{vec3, IVec3, Mat4, Vec3, Vec3Swizzles};
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use shipyard::{track, AllStoragesView, Component, IntoIter, Unique, UniqueView, View, ViewMut};
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use glam::{vec3, Mat4, Vec3, Vec3Swizzles};
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use shipyard::{track, AllStoragesView, Component, IntoIter, Unique, UniqueView, ViewMut};
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use kubi_shared::{block::{Block, CollisionType}, transform::Transform};
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use crate::{delta_time::DeltaTime, world::ChunkStorage};
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@ -86,18 +86,18 @@ pub fn process_winit_events(world: &mut World, event: &Event<()>) {
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}
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}
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pub fn initial_resize_event(
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mut storages: AllStoragesViewMut,
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) {
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let (w, h) = {
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let renderer = storages.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
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(renderer.size().width, renderer.size().height)
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};
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storages.add_entity((
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EventComponent,
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WindowResizedEvent(UVec2::new(w, h))
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));
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}
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// pub fn initial_resize_event(
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// mut storages: AllStoragesViewMut,
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// ) {
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// let (w, h) = {
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// let renderer = storages.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
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// (renderer.size().width, renderer.size().height)
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// };
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// storages.add_entity((
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// EventComponent,
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// WindowResizedEvent(UVec2::new(w, h))
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// ));
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// }
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pub fn clear_events(
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mut all_storages: AllStoragesViewMut,
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@ -13,7 +13,7 @@
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use shipyard::{
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World, Workload, IntoWorkload,
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UniqueView, UniqueViewMut,
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NonSendSync, WorkloadModificator,
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WorkloadModificator,
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SystemModificator
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};
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use winit::{
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@ -58,29 +58,19 @@ pub(crate) mod chat;
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use world::{
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init_game_world,
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loading::update_loaded_world_around_player,
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loading::update_loaded_world_around_player,
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raycast::update_raycasts,
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queue::apply_queued_blocks,
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queue::apply_queued_blocks,
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tasks::ChunkTaskManager,
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};
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use player::{spawn_player, MainPlayer};
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use prefabs::load_prefabs;
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use settings::{load_settings, GameSettings};
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use camera::compute_cameras;
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use events::{
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clear_events,
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process_winit_events,
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initial_resize_event,
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player_actions::generate_move_events,
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};
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use events::{clear_events, process_winit_events, player_actions::generate_move_events};
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use input::{init_input, process_inputs};
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use player_controller::{debug_switch_ctl_type, update_player_controllers};
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use rendering::{
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init_render_states,
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render_master,
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resize_renderer,
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BackgroundColor, Renderer,
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};
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use rendering::{BackgroundColor, Renderer, init_rendering, render_master, update_rendering_early, update_rendering_late};
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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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use cursor_lock::{debug_toggle_lock, insert_lock_state, lock_cursor_now, update_cursor_lock_state};
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@ -110,10 +100,9 @@ fn pre_startup() -> Workload {
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fn startup() -> Workload {
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(
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init_fixed_timestamp_storage,
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initial_resize_event,
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kubi_ui_init,
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load_prefabs,
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init_render_states,
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init_rendering,
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insert_lock_state,
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init_state,
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initialize_from_args,
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@ -129,8 +118,8 @@ fn startup() -> Workload {
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fn update() -> Workload {
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(
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update_rendering_early,
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debug_toggle_lock,
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resize_renderer,
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update_cursor_lock_state,
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process_inputs,
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kubi_ui_begin,
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@ -169,6 +158,7 @@ fn update() -> Workload {
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update_state,
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exit_on_esc,
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disconnect_on_exit.run_if(is_multiplayer),
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update_rendering_late,
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).into_sequential_workload()
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}
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@ -187,7 +177,7 @@ fn update() -> Workload {
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// ).into_sequential_workload()
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// }
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fn after_frame_end() -> Workload {
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fn after_render() -> Workload {
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(
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clear_events,
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).into_sequential_workload()
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@ -236,7 +226,7 @@ pub fn kubi_main(
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world.add_workload(startup);
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world.add_workload(update);
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//world.add_workload(render);
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world.add_workload(after_frame_end);
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world.add_workload(after_render);
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//Save _visualizer.json
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#[cfg(feature = "generate_visualizer_data")]
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@ -333,7 +323,7 @@ pub fn kubi_main(
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// target.0.finish().unwrap();
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//After frame end
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world.run_workload(after_frame_end).unwrap();
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world.run_workload(after_render).unwrap();
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//Process control flow changes
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if world.borrow::<UniqueView<RequestExit>>().unwrap().0 {
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@ -1,53 +1,17 @@
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use shipyard::{AllStoragesView, AllStoragesViewMut, IntoIter, IntoWorkload, Unique, UniqueView, UniqueViewMut, View, Workload};
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use shipyard::{AllStoragesViewMut, IntoIter, IntoWorkload, SystemModificator, Unique, UniqueView, UniqueViewMut, View, Workload, WorkloadModificator};
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use winit::dpi::PhysicalSize;
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use glam::{mat4, vec4, Mat4, UVec2, Vec3};
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use glam::Vec3;
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use crate::{events::WindowResizedEvent, state::is_ingame};
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mod renderer;
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pub use renderer::Renderer;
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use self::camera::update_camera_unform_buffer;
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use self::{camera::CameraUniformBuffer, world::WorldRenderState};
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pub mod world;
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pub mod camera;
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pub mod depth;
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//pub mod primitives;
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//pub mod selection_box;
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//pub mod entities;
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//pub mod sumberge;
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// pub const WGPU_COORDINATE_SYSTEM: Mat4 = mat4(
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// vec4(1.0, 0.0, 0.0, 0.0),
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// vec4(0.0, 1.0, 0.0, 0.0),
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// vec4(0.0, 0.0, 0.5, 0.5),
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// vec4(0.0, 0.0, 0.0, 1.0),
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// );
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// #[repr(C)]
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// #[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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// struct TrasnformUniformData {
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// pub transform: [[f32; 4]; 4],
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// }
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// impl TrasnformUniformData {
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// pub const LAYOUT: &wgpu::Layou
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// }
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// impl From<Mat4> for TrasnformUniformData {
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// fn from(mat: Mat4) -> Self {
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// Self {
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// transform: mat.to_cols_array_2d(),
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// }
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// }
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// }
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// impl From<Transform> for TrasnformUniformData {
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// fn from(value: Transform) -> Self {
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// value.0.into()
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// }
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// }
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pub struct BufferPair {
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pub index: wgpu::Buffer,
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pub index_len: u32,
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pub surface_view: &'a wgpu::TextureView,
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}
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pub fn init_render_states() -> Workload {
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pub fn init_rendering() -> Workload {
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(
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depth::init_depth_texture,
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camera::init_camera_uniform_buffer,
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world::init_world_render_state,
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world::init_world_render_state, //TODO run only once ingame
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).into_sequential_workload()
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}
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pub fn update_rendering_early() -> Workload {
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(
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resize_renderer,
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depth::resize_depth_texture,
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).into_sequential_workload()
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}
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pub fn update_rendering_late() -> Workload {
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(
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camera::update_camera_uniform_buffer,
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).into_workload()
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}
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};
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if storages.run(is_ingame) {
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//TODO init world render state on demand
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storages.run_with_data(world::draw_world, &mut data);
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}
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@ -72,7 +72,7 @@ pub fn init_camera_uniform_buffer(storages: AllStoragesView) {
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storages.add_unique(CameraUniformBuffer::init_default(&renderer));
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}
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pub fn update_camera_unform_buffer(
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pub fn update_camera_uniform_buffer(
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renderer: UniqueView<Renderer>,
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camera_uniform_buffer: UniqueView<CameraUniformBuffer>,
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camera: View<Camera>,
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@ -1,7 +1,9 @@
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use glam::{uvec2, UVec2};
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use shipyard::{AllStoragesView, Unique, UniqueView, UniqueViewMut};
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use super::Renderer;
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#[derive(Unique)]
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pub struct DepthTexture {
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pub depth_texture: wgpu::Texture,
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pub depth_view: wgpu::TextureView,
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}
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}
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pub fn init_depth_texture(renderer: &Renderer) -> DepthTexture {
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DepthTexture::init(renderer)
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pub fn init_depth_texture(
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storages: AllStoragesView,
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) {
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let renderer = storages.borrow::<UniqueView<Renderer>>().unwrap();
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storages.add_unique(DepthTexture::init(&renderer));
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}
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pub fn resize_depth_texture(
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renderer: &Renderer,
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depth_texture: &mut DepthTexture,
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mut depth_texture: UniqueViewMut<DepthTexture>,
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renderer: UniqueView<Renderer>,
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) {
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depth_texture.resize(renderer);
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depth_texture.resize(&renderer);
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}
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