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https://github.com/griffi-gh/kubi.git
synced 2024-11-22 14:58:44 -06:00
got something to render...
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d290dd8ab8
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6f866d2305
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@ -13,7 +13,7 @@ in uint tex_index;
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out vec2 v_uv;
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out vec2 v_uv;
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out vec3 v_normal;
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out vec3 v_normal;
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flat out uint v_tex_index;
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flat out uint v_tex_index;
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uniform vec2 position_offset;
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uniform vec3 position_offset;
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uniform mat4 perspective;
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uniform mat4 perspective;
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uniform mat4 view;
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uniform mat4 view;
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@ -21,5 +21,5 @@ void main() {
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v_normal = normal;
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v_normal = normal;
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v_tex_index = tex_index;
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v_tex_index = tex_index;
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v_uv = uv;
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v_uv = uv;
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gl_Position = perspective * view * (vec4(position, 1.0) + vec4(position_offset.x, 0., position_offset.y, 0.));
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gl_Position = perspective * view * vec4(position + position_offset, 1.);
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}
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}
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@ -49,7 +49,7 @@ fn update_perspective_matrix(
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mut vm_camera: ViewMut<Camera>
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mut vm_camera: ViewMut<Camera>
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) {
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) {
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//todo compute this on win resize!
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//todo compute this on win resize!
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const ASPECT_RATIO: f32 = 9. / 16.;
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const ASPECT_RATIO: f32 = 16. / 9.;
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for camera in (&mut vm_camera).iter() {
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for camera in (&mut vm_camera).iter() {
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camera.perspective_matrix = Mat4::perspective_rh_gl(
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camera.perspective_matrix = Mat4::perspective_rh_gl(
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camera.fov,
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camera.fov,
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@ -8,7 +8,7 @@ pub struct GameSettings {
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impl Default for GameSettings {
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impl Default for GameSettings {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self {
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render_distance: 5
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render_distance: 2
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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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@ -1,6 +1,6 @@
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use strum::EnumIter;
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use strum::EnumIter;
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#[derive(Clone, Copy, Debug, EnumIter)]
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#[derive(Clone, Copy, Debug, PartialEq, Eq, EnumIter)]
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#[repr(u8)]
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#[repr(u8)]
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pub enum Block {
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pub enum Block {
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Air,
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Air,
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@ -153,8 +153,8 @@ fn process_completed_tasks(
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};
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};
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//check if chunk still wants it
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//check if chunk still wants it
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if matches!(chunk.desired_state, DesiredChunkState::Loaded | DesiredChunkState::Rendered) {
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if !matches!(chunk.desired_state, DesiredChunkState::Loaded | DesiredChunkState::Rendered) {
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log::warn!("block data discarded: state undesirable");
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log::warn!("block data discarded: state undesirable: {:?}", chunk.desired_state);
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return
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return
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}
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}
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@ -175,7 +175,7 @@ fn process_completed_tasks(
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//check if chunk still wants it
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//check if chunk still wants it
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if chunk.desired_state != DesiredChunkState::Rendered {
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if chunk.desired_state != DesiredChunkState::Rendered {
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log::warn!("mesh discarded: state undesirable");
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log::warn!("mesh discarded: state undesirable: {:?}", chunk.desired_state);
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return
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return
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}
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}
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@ -1,5 +1,6 @@
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use strum::{EnumIter, IntoEnumIterator};
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use strum::{EnumIter, IntoEnumIterator};
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use glam::{Vec3A, vec3a};
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use glam::{Vec3A, vec3a, IVec3, ivec3};
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use super::{render::ChunkVertex, chunk::CHUNK_SIZE, block::Block};
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pub mod data;
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pub mod data;
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use data::MeshGenData;
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use data::MeshGenData;
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@ -38,6 +39,95 @@ const UV_COORDS: [[f32; 2]; 4] = [
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[1., 1.],
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[1., 1.],
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];
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];
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pub fn generate_mesh(data: MeshGenData) {
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#[derive(Default)]
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struct MeshBuilder {
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vertex_buffer: Vec<ChunkVertex>,
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index_buffer: Vec<u32>,
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idx_counter: u32,
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}
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impl MeshBuilder {
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pub fn new() -> Self {
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Self::default()
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}
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pub fn add_face(&mut self, face: CubeFace, coord: IVec3, texture: u8) {
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let coord = coord.as_vec3a();
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let face_index = face as usize;
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//Push vertexes
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let norm = CUBE_FACE_NORMALS[face_index];
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let vert = CUBE_FACE_VERTICES[face_index];
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self.vertex_buffer.reserve(4);
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for i in 0..4 {
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self.vertex_buffer.push(ChunkVertex {
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position: (coord + vert[i]).to_array(),
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normal: norm.to_array(),
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uv: UV_COORDS[i],
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tex_index: texture
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});
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}
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//Push indices
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self.index_buffer.extend_from_slice(&CUBE_FACE_INDICES.map(|x| x + self.idx_counter));
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self.idx_counter += 4;
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}
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pub fn finish(self) -> (Vec<ChunkVertex>, Vec<u32>) {
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(self.vertex_buffer, self.index_buffer)
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}
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}
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pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
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let get_block = |pos: IVec3| -> Block {
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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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} else if pos.x >= CHUNK_SIZE as i32 {
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data.block_data_pos_x[pos.x as usize - CHUNK_SIZE][pos.y as usize][pos.z as usize]
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} else if pos.y < 0 {
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data.block_data_neg_y[pos.x as usize][(CHUNK_SIZE as i32 + pos.y) as usize][pos.z as usize]
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} else if pos.y >= CHUNK_SIZE as i32 {
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data.block_data_pos_y[pos.x as usize][pos.y as usize - CHUNK_SIZE][pos.z as usize]
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} else if pos.z < 0 {
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data.block_data_neg_z[pos.x as usize][pos.y as usize][(CHUNK_SIZE as i32 + pos.z) as usize]
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} else if pos.z >= CHUNK_SIZE as i32 {
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data.block_data_pos_z[pos.x as usize][pos.y as usize][pos.z as usize - CHUNK_SIZE]
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} else {
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data.block_data[pos.x as usize][pos.y as usize][pos.z as usize]
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}
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};
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let mut builder = MeshBuilder::new();
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for x in 0..CHUNK_SIZE {
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for y in 0..CHUNK_SIZE {
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for z in 0..CHUNK_SIZE {
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let coord = ivec3(x as i32, y as i32, z as i32);
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let block = get_block(coord);
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if block == Block::Air {
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continue
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}
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for face in CubeFace::iter() {
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let facing = CUBE_FACE_NORMALS[face as usize].as_ivec3();
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let facing_coord = coord + facing;
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let show = {
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get_block(facing_coord) == Block::Air
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};
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if show {
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// let texures = descriptor.render.unwrap().1;
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// let block_texture = match face {
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// CubeFace::Top => texures.top,
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// CubeFace::Front => texures.front,
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// CubeFace::Left => texures.left,
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// CubeFace::Right => texures.right,
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// CubeFace::Back => texures.back,
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// CubeFace::Bottom => texures.bottom,
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// };
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builder.add_face(face, coord, 0);
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}
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}
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}
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}
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}
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builder.finish()
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}
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}
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@ -4,7 +4,7 @@ use shipyard::Unique;
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use super::{
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use super::{
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chunk::BlockData,
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chunk::BlockData,
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render::ChunkVertex,
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render::ChunkVertex,
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mesh::data::MeshGenData,
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mesh::{generate_mesh, data::MeshGenData},
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worldgen::generate_world,
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worldgen::generate_world,
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};
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};
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@ -45,7 +45,8 @@ impl ChunkTaskManager {
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rayon::spawn(move || {
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rayon::spawn(move || {
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let _ = sender.send(match task {
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let _ = sender.send(match task {
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ChunkTask::GenerateMesh { position, data } => {
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ChunkTask::GenerateMesh { position, data } => {
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todo!()
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let (vertices, indexes) = generate_mesh(data);
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ChunkTaskResponse::GeneratedMesh { position, vertices, indexes }
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},
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},
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ChunkTask::LoadChunk { position, seed } => {
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ChunkTask::LoadChunk { position, seed } => {
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let chunk_data = generate_world(position, seed);
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let chunk_data = generate_world(position, seed);
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