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https://github.com/griffi-gh/kubi.git
synced 2024-11-21 14:28:43 -06:00
add trans rendering and crosshair
This commit is contained in:
parent
772a8ea7db
commit
66d3ea656b
BIN
assets/blocks/water.png
Normal file
BIN
assets/blocks/water.png
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After Width: | Height: | Size: 341 B |
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@ -22,6 +22,7 @@ pub enum BlockTexture {
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Cobblestone,
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Cobblestone,
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Planks,
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Planks,
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WaterSolid,
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WaterSolid,
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Water,
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}
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}
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#[derive(Serialize, Deserialize, Clone, Copy, Debug, PartialEq, Eq, EnumIter, TryFromPrimitive)]
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#[derive(Serialize, Deserialize, Clone, Copy, Debug, PartialEq, Eq, EnumIter, TryFromPrimitive)]
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@ -136,7 +137,7 @@ impl Block {
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},
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},
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Self::Water => BlockDescriptor {
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Self::Water => BlockDescriptor {
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name: "water",
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name: "water",
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render: RenderType::BinaryTransparency(CubeTexture::all(BlockTexture::WaterSolid)),
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render: RenderType::TransBlock(CubeTexture::all(BlockTexture::Water)),
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collision: CollisionType::None,
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collision: CollisionType::None,
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raycast_collision: true,
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raycast_collision: true,
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drops: None,
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drops: None,
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@ -217,6 +218,7 @@ pub enum CollisionType {
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pub enum RenderType {
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pub enum RenderType {
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None,
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None,
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SolidBlock(CubeTexture),
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SolidBlock(CubeTexture),
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TransBlock(CubeTexture),
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BinaryTransparency(CubeTexture),
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BinaryTransparency(CubeTexture),
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CrossShape(CrossTexture),
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CrossShape(CrossTexture),
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}
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}
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@ -8,6 +8,7 @@ in vec2 v_uv;
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flat in uint v_tex_index;
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flat in uint v_tex_index;
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out vec4 color;
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out vec4 color;
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uniform sampler2DArray tex;
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uniform sampler2DArray tex;
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uniform bool discard_alpha;
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// vec4 alpha_drop(vec4 b, vec4 a) {
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// vec4 alpha_drop(vec4 b, vec4 a) {
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// if ((a.w < 1.) || (b.w < 1.)) {
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// if ((a.w < 1.) || (b.w < 1.)) {
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@ -20,10 +21,10 @@ void main() {
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// base color from texture
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// base color from texture
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color = texture(tex, vec3(v_uv, v_tex_index));
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color = texture(tex, vec3(v_uv, v_tex_index));
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// discard transparent pixels
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// discard transparent pixels
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if (color.w < 0.5) discard;
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if (color.w < (discard_alpha ? 0.01 : 0.5)) discard;
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//basic "lighting"
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//basic "lighting"
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float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z);
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float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z);
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color *= vec4(vec3(light), 1.);
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color *= vec4(vec3(light), 1.);
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//discard alpha
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//discard alpha
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color.w = 1.;
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if (discard_alpha) color.w = 1.;
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}
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}
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@ -15,12 +15,13 @@ use std::time::Instant;
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pub(crate) use kubi_shared::transform;
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pub(crate) use kubi_shared::transform;
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mod ui {
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mod ui;
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pub(crate) mod loading_screen;
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pub(crate) use ui::{
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pub(crate) mod connecting_screen;
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loading_screen,
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pub(crate) mod chat_ui;
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connecting_screen,
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}
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chat_ui,
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pub(crate) use ui::{loading_screen, connecting_screen, chat_ui};
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crosshair_ui,
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};
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pub(crate) mod rendering;
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pub(crate) mod rendering;
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pub(crate) mod world;
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pub(crate) mod world;
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@ -91,6 +92,7 @@ use filesystem::AssetManager;
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use client_physics::{init_client_physics, update_client_physics_late};
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use client_physics::{init_client_physics, update_client_physics_late};
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use chat_ui::render_chat;
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use chat_ui::render_chat;
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use chat::init_chat_manager;
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use chat::init_chat_manager;
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use crosshair_ui::{init_crosshair_image, draw_crosshair};
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/// stuff required to init the renderer and other basic systems
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/// stuff required to init the renderer and other basic systems
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fn pre_startup() -> Workload {
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fn pre_startup() -> Workload {
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@ -116,6 +118,7 @@ fn startup() -> Workload {
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init_delta_time,
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init_delta_time,
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init_client_physics,
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init_client_physics,
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init_chat_manager,
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init_chat_manager,
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init_crosshair_image,
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).into_sequential_workload()
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).into_sequential_workload()
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}
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}
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@ -151,6 +154,7 @@ fn update() -> Workload {
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update_block_placement,
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update_block_placement,
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apply_queued_blocks,
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apply_queued_blocks,
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render_chat,
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render_chat,
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draw_crosshair,
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).into_sequential_workload().run_if(is_ingame),
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).into_sequential_workload().run_if(is_ingame),
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update_networking_late.run_if(is_multiplayer),
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update_networking_late.run_if(is_multiplayer),
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compute_cameras,
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compute_cameras,
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@ -34,6 +34,7 @@ impl AssetPaths for BlockTexture {
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Self::Cobblestone => "cobblestone.png",
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Self::Cobblestone => "cobblestone.png",
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Self::Planks => "planks.png",
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Self::Planks => "planks.png",
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Self::WaterSolid => "solid_water.png",
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Self::WaterSolid => "solid_water.png",
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Self::Water => "water.png",
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}
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}
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}
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}
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}
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}
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@ -54,7 +54,7 @@ pub fn draw_world(
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settings: UniqueView<GameSettings>
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settings: UniqueView<GameSettings>
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) {
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) {
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let camera = camera.iter().next().expect("No cameras in the scene");
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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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let mut draw_parameters = DrawParameters {
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depth: Depth {
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depth: Depth {
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test: DepthTest::IfLess,
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test: DepthTest::IfLess,
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write: true,
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write: true,
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@ -75,6 +75,8 @@ pub fn draw_world(
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let view = camera.view_matrix.to_cols_array_2d();
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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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let perspective = camera.perspective_matrix.to_cols_array_2d();
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let mut enqueue_trans = Vec::new();
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for (&position, chunk) in &chunks.chunks {
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for (&position, chunk) in &chunks.chunks {
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if let Some(key) = chunk.mesh_index {
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if let Some(key) = chunk.mesh_index {
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let mesh = meshes.get(key).expect("Mesh index pointing to nothing");
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let mesh = meshes.get(key).expect("Mesh index pointing to nothing");
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@ -107,10 +109,33 @@ pub fn draw_world(
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},
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},
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&draw_parameters
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&draw_parameters
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).unwrap();
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).unwrap();
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if mesh.trans_index_buffer.len() > 0 {
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enqueue_trans.push((chunk, mesh));
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}
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}
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}
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}
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}
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}
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draw_parameters.blend = Blend::alpha_blending();
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draw_parameters.backface_culling = BackfaceCullingMode::CullingDisabled;
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for (chunk, mesh) in enqueue_trans {
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let world_position = chunk.position.as_vec3() * CHUNK_SIZE as f32;
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target.0.draw(
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&mesh.trans_vertex_buffer,
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&mesh.trans_index_buffer,
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&program.0,
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&uniform! {
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position_offset: world_position.to_array(),
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view: view,
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perspective: perspective,
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tex: texture_sampler,
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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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pub fn draw_current_chunk_border(
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pub fn draw_current_chunk_border(
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mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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player: View<MainPlayer>,
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player: View<MainPlayer>,
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4
kubi/src/ui.rs
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4
kubi/src/ui.rs
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@ -0,0 +1,4 @@
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pub(crate) mod loading_screen;
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pub(crate) mod connecting_screen;
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pub(crate) mod chat_ui;
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pub(crate) mod crosshair_ui;
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60
kubi/src/ui/crosshair_ui.rs
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60
kubi/src/ui/crosshair_ui.rs
Normal file
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@ -0,0 +1,60 @@
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use std::f32::consts::PI;
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use glam::uvec2;
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use hui::{
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draw::{ImageHandle, TextureFormat},
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element::{container::Container, image::Image, transformer::ElementTransformExt, UiElementExt},
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layout::Alignment,
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size
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};
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use shipyard::{AllStoragesViewMut, IntoIter, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
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use crate::{hui_integration::UiState, player::MainPlayer, rendering::WindowSize, world::raycast::LookingAtBlock};
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const CROSSHAIR_SIZE: usize = 9;
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const CROSSHAIR: &[u8] = &[
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0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00,
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];
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#[derive(Unique)]
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pub struct CrosshairImage(ImageHandle);
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pub fn init_crosshair_image(storages: AllStoragesViewMut) {
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let mut ui = storages.borrow::<NonSendSync<UniqueViewMut<UiState>>>().unwrap();
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let image = ui.hui.add_image(TextureFormat::Grayscale, CROSSHAIR, CROSSHAIR_SIZE);
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storages.add_unique(CrosshairImage(image));
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}
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pub fn draw_crosshair(
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mut ui: NonSendSync<UniqueViewMut<UiState>>,
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crosshair: UniqueView<CrosshairImage>,
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size: UniqueView<WindowSize>,
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player: View<MainPlayer>,
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raycast: View<LookingAtBlock>,
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) {
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let mut cursor_active = false;
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if let Some((_, raycast)) = (&player, &raycast).iter().next() {
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cursor_active = raycast.0.is_some();
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}
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Container::default()
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.with_size(size!(100%))
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.with_align(Alignment::Center)
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.with_children(|ui| {
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Image::new(crosshair.0)
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.with_color((1., 1., 1., 0.5))
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.with_size(size!(18, 18))
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.transform()
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.scale(glam::Vec2::splat(if cursor_active { 1. } else { 0.66 }))
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.rotate(if cursor_active { 0. } else { PI / 4. })
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.add_child(ui);
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})
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.add_root(&mut ui.hui, uvec2(size.0.x & !1, size.0.y & !1).as_vec2());
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}
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@ -17,6 +17,8 @@ impl ChunkData {
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pub struct ChunkMesh {
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pub struct ChunkMesh {
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pub vertex_buffer: VertexBuffer<ChunkVertex>,
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pub vertex_buffer: VertexBuffer<ChunkVertex>,
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pub index_buffer: IndexBuffer<u32>,
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pub index_buffer: IndexBuffer<u32>,
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pub trans_vertex_buffer: VertexBuffer<ChunkVertex>,
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pub trans_index_buffer: IndexBuffer<u32>,
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
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@ -220,7 +220,11 @@ fn process_completed_tasks(
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//increase ops counter
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//increase ops counter
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ops += 1;
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ops += 1;
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},
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},
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ChunkTaskResponse::GeneratedMesh { position, vertices, indexes } => {
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ChunkTaskResponse::GeneratedMesh {
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position,
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vertices, indices,
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trans_vertices, trans_indices,
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} => {
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//check if chunk exists
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//check if chunk exists
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let Some(chunk) = world.chunks.get_mut(&position) else {
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let Some(chunk) = world.chunks.get_mut(&position) else {
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log::warn!("mesh discarded: chunk doesn't exist");
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log::warn!("mesh discarded: chunk doesn't exist");
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@ -234,11 +238,12 @@ fn process_completed_tasks(
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}
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}
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//apply the mesh
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//apply the mesh
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let vertex_buffer = VertexBuffer::immutable(&renderer.display, &vertices).unwrap();
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//TODO: Skip if mesh is empty? (i.e. set to None)
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let index_buffer = IndexBuffer::immutable(&renderer.display, PrimitiveType::TrianglesList, &indexes).unwrap();
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let mesh = ChunkMesh {
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let mesh = ChunkMesh {
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vertex_buffer,
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vertex_buffer: VertexBuffer::immutable(&renderer.display, &vertices).unwrap(),
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index_buffer,
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index_buffer: IndexBuffer::immutable(&renderer.display, PrimitiveType::TrianglesList, &indices).unwrap(),
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trans_vertex_buffer: VertexBuffer::immutable(&renderer.display, &trans_vertices).unwrap(),
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trans_index_buffer: IndexBuffer::immutable(&renderer.display, PrimitiveType::TrianglesList, &trans_indices).unwrap(),
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};
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};
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if let Some(index) = chunk.mesh_index {
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if let Some(index) = chunk.mesh_index {
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meshes.update(index, mesh).expect("Mesh update failed");
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meshes.update(index, mesh).expect("Mesh update failed");
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@ -1,6 +1,6 @@
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use glam::{IVec3, ivec3};
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use glam::{IVec3, ivec3};
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use strum::IntoEnumIterator;
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use strum::IntoEnumIterator;
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use kubi_shared::block::{Block, RenderType};
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use kubi_shared::block::{Block, BlockTexture, RenderType};
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use crate::world::chunk::CHUNK_SIZE;
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use crate::world::chunk::CHUNK_SIZE;
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use crate::rendering::world::ChunkVertex;
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use crate::rendering::world::ChunkVertex;
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@ -10,7 +10,10 @@ mod builder;
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use data::MeshGenData;
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use data::MeshGenData;
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use builder::{MeshBuilder, CubeFace, DiagonalFace};
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use builder::{MeshBuilder, CubeFace, DiagonalFace};
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|
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pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
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pub fn generate_mesh(data: MeshGenData) -> (
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(Vec<ChunkVertex>, Vec<u32>),
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(Vec<ChunkVertex>, Vec<u32>),
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) {
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let get_block = |pos: IVec3| -> Block {
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let get_block = |pos: IVec3| -> Block {
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if pos.x < 0 {
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if pos.x < 0 {
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data.block_data_neg_x[(CHUNK_SIZE as i32 + pos.x) as usize][pos.y as usize][pos.z as usize]
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data.block_data_neg_x[(CHUNK_SIZE as i32 + pos.x) as usize][pos.y as usize][pos.z as usize]
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@ -30,6 +33,7 @@ pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
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};
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};
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|
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let mut builder = MeshBuilder::new();
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let mut builder = MeshBuilder::new();
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let mut trans_builder = MeshBuilder::new();
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|
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for x in 0..CHUNK_SIZE as i32 {
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for x in 0..CHUNK_SIZE as i32 {
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for y in 0..CHUNK_SIZE as i32 {
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for y in 0..CHUNK_SIZE as i32 {
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@ -39,7 +43,9 @@ pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
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let descriptor = block.descriptor();
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let descriptor = block.descriptor();
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match descriptor.render {
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match descriptor.render {
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RenderType::None => continue,
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RenderType::None => continue,
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RenderType::SolidBlock(textures) | RenderType::BinaryTransparency(textures) => {
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RenderType::SolidBlock(textures) |
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RenderType::BinaryTransparency(textures) |
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RenderType::TransBlock(textures) => {
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for face in CubeFace::iter() {
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for face in CubeFace::iter() {
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let facing_direction = face.normal();
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let facing_direction = face.normal();
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let facing_coord = coord + facing_direction;
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let facing_coord = coord + facing_direction;
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||||||
|
@ -47,10 +53,12 @@ pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
|
||||||
let facing_descriptor = facing_block.descriptor();
|
let facing_descriptor = facing_block.descriptor();
|
||||||
let face_obstructed = match descriptor.render {
|
let face_obstructed = match descriptor.render {
|
||||||
RenderType::SolidBlock(_) => matches!(facing_descriptor.render, RenderType::SolidBlock(_)),
|
RenderType::SolidBlock(_) => matches!(facing_descriptor.render, RenderType::SolidBlock(_)),
|
||||||
RenderType::BinaryTransparency(_) => {
|
RenderType::BinaryTransparency(_) |
|
||||||
|
RenderType::TransBlock(_) => {
|
||||||
match facing_descriptor.render {
|
match facing_descriptor.render {
|
||||||
RenderType::SolidBlock(_) => true,
|
RenderType::SolidBlock(_) => true,
|
||||||
RenderType::BinaryTransparency(_) => block == facing_block,
|
RenderType::BinaryTransparency(_) |
|
||||||
|
RenderType::TransBlock(_) => block == facing_block,
|
||||||
_ => false,
|
_ => false,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
@ -65,7 +73,11 @@ pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
|
||||||
CubeFace::Back => textures.back,
|
CubeFace::Back => textures.back,
|
||||||
CubeFace::Bottom => textures.bottom,
|
CubeFace::Bottom => textures.bottom,
|
||||||
};
|
};
|
||||||
builder.add_face(face, coord, face_texture as u8);
|
let cur_builder = match descriptor.render {
|
||||||
|
RenderType::TransBlock(_) => &mut trans_builder,
|
||||||
|
_ => &mut builder,
|
||||||
|
};
|
||||||
|
cur_builder.add_face(face, coord, face_texture as u8);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
@ -88,5 +100,5 @@ pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
builder.finish()
|
(builder.finish(), trans_builder.finish())
|
||||||
}
|
}
|
||||||
|
|
|
@ -29,7 +29,9 @@ pub enum ChunkTaskResponse {
|
||||||
GeneratedMesh {
|
GeneratedMesh {
|
||||||
position: IVec3,
|
position: IVec3,
|
||||||
vertices: Vec<ChunkVertex>,
|
vertices: Vec<ChunkVertex>,
|
||||||
indexes: Vec<u32>
|
indices: Vec<u32>,
|
||||||
|
trans_vertices: Vec<ChunkVertex>,
|
||||||
|
trans_indices: Vec<u32>,
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -55,8 +57,15 @@ impl ChunkTaskManager {
|
||||||
self.pool.spawn(move || {
|
self.pool.spawn(move || {
|
||||||
let _ = sender.send(match task {
|
let _ = sender.send(match task {
|
||||||
ChunkTask::GenerateMesh { position, data } => {
|
ChunkTask::GenerateMesh { position, data } => {
|
||||||
let (vertices, indexes) = generate_mesh(data);
|
let (
|
||||||
ChunkTaskResponse::GeneratedMesh { position, vertices, indexes }
|
(vertices, indices),
|
||||||
|
(trans_vertices, trans_indices),
|
||||||
|
) = generate_mesh(data);
|
||||||
|
ChunkTaskResponse::GeneratedMesh {
|
||||||
|
position,
|
||||||
|
vertices, indices,
|
||||||
|
trans_vertices, trans_indices,
|
||||||
|
}
|
||||||
},
|
},
|
||||||
ChunkTask::LoadChunk { position, seed } => {
|
ChunkTask::LoadChunk { position, seed } => {
|
||||||
let (chunk_data, queued) = generate_world(position, seed);
|
let (chunk_data, queued) = generate_world(position, seed);
|
||||||
|
|
Loading…
Reference in a new issue