mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-21 14:28:43 -06:00
clean up world renderer
This commit is contained in:
parent
487cf31843
commit
75cb0ead6b
|
@ -1,13 +1,12 @@
|
|||
use glam::{IVec3, Vec3};
|
||||
use shipyard::{AllStoragesView, IntoIter, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
|
||||
use kubi_shared::{chunk::CHUNK_SIZE, transform::Transform};
|
||||
use glam::Vec3;
|
||||
use shipyard::{AllStoragesView, IntoIter, NonSendSync, Unique, UniqueView, View};
|
||||
use kubi_shared::chunk::CHUNK_SIZE;
|
||||
use crate::{
|
||||
camera::Camera,
|
||||
prefabs::TexturePrefabs,
|
||||
settings::GameSettings,
|
||||
world::{ChunkMeshStorage, ChunkStorage},
|
||||
};
|
||||
use super::{camera::{self, CameraUniformBuffer}, depth::DepthTexture, RenderCtx};
|
||||
use super::{camera::CameraUniformBuffer, depth::DepthTexture, RenderCtx};
|
||||
|
||||
mod pipeline;
|
||||
mod vertex;
|
||||
|
@ -16,19 +15,19 @@ pub use vertex::ChunkVertex;
|
|||
#[derive(Unique)]
|
||||
pub struct WorldRenderState {
|
||||
pub pipeline: wgpu::RenderPipeline,
|
||||
pub trans_chunk_queue: Vec<IVec3>,
|
||||
//pub trans_chunk_queue: Vec<IVec3>,
|
||||
}
|
||||
|
||||
pub fn init_world_render_state(storages: AllStoragesView) {
|
||||
storages.add_unique(WorldRenderState {
|
||||
pipeline: storages.run(pipeline::init_world_pipeline),
|
||||
trans_chunk_queue: Vec::with_capacity(512),
|
||||
//trans_chunk_queue: Vec::with_capacity(512),
|
||||
})
|
||||
}
|
||||
|
||||
pub fn draw_world(
|
||||
ctx: &mut RenderCtx,
|
||||
mut state: UniqueViewMut<WorldRenderState>,
|
||||
state: UniqueView<WorldRenderState>,
|
||||
camera_ubo: UniqueView<CameraUniformBuffer>,
|
||||
depth: UniqueView<DepthTexture>,
|
||||
textures: UniqueView<TexturePrefabs>,
|
||||
|
@ -95,210 +94,3 @@ pub fn draw_world(
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// fn draw_params(settings: &GameSettings) -> DrawParameters {
|
||||
// DrawParameters {
|
||||
// depth: Depth {
|
||||
// test: DepthTest::IfLess,
|
||||
// write: true,
|
||||
// ..Default::default()
|
||||
// },
|
||||
// multisampling: settings.msaa.is_some(),
|
||||
// polygon_mode: PolygonMode::Fill, //Change to Line for wireframe
|
||||
// backface_culling: BackfaceCullingMode::CullClockwise,
|
||||
// ..Default::default()
|
||||
// }
|
||||
// }
|
||||
|
||||
// fn texture_sampler<'a, T>(texture: &'a T, settings: &GameSettings) -> Sampler<'a, T> {
|
||||
// Sampler(texture, SamplerBehavior {
|
||||
// minify_filter: MinifySamplerFilter::LinearMipmapLinear,
|
||||
// magnify_filter: MagnifySamplerFilter::Nearest,
|
||||
// max_anisotropy: settings.max_anisotropy.unwrap_or_default(),
|
||||
// wrap_function: (SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp),
|
||||
// depth_texture_comparison: None,
|
||||
// })
|
||||
// }
|
||||
|
||||
// pub fn draw_world(
|
||||
// mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
|
||||
// chunks: UniqueView<ChunkStorage>,
|
||||
// meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
|
||||
// program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
|
||||
// texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
|
||||
// transform: View<Transform>,
|
||||
// camera: View<Camera>,
|
||||
// settings: UniqueView<GameSettings>,
|
||||
// mut trans_queue: UniqueViewMut<TransChunkQueue>,
|
||||
// ) {
|
||||
// // let (camera, transform) = (&camera, &transform).iter().next().expect("No cameras in the scene");
|
||||
// // let camera_position = transform.0.to_scale_rotation_translation().2;
|
||||
|
||||
// let camera = camera.iter().next().expect("No cameras in the scene");
|
||||
// let view = camera.view_matrix.to_cols_array_2d();
|
||||
// let perspective = camera.perspective_matrix.to_cols_array_2d();
|
||||
|
||||
// let draw_parameters = draw_params(&settings);
|
||||
// let texture_sampler = texture_sampler(&texture.0, &settings);
|
||||
|
||||
// for (&position, chunk) in &chunks.chunks {
|
||||
// if let Some(key) = chunk.mesh_index {
|
||||
// let mesh = meshes.get(key).expect("Mesh index pointing to nothing");
|
||||
// let world_position = position.as_vec3() * CHUNK_SIZE as f32;
|
||||
|
||||
// //Skip mesh if its empty
|
||||
// if mesh.index_buffer.len() == 0 && mesh.trans_index_buffer.len() == 0 {
|
||||
// continue
|
||||
// }
|
||||
|
||||
// //Frustum culling
|
||||
// {
|
||||
// let minp = world_position;
|
||||
// let maxp = world_position + Vec3::splat(CHUNK_SIZE as f32);
|
||||
// if !camera.frustum.is_box_visible(minp, maxp) {
|
||||
// continue
|
||||
// }
|
||||
// }
|
||||
|
||||
// //Draw chunk mesh
|
||||
// if mesh.index_buffer.len() > 0 {
|
||||
// target.0.draw(
|
||||
// &mesh.vertex_buffer,
|
||||
// &mesh.index_buffer,
|
||||
// &program.0,
|
||||
// &uniform! {
|
||||
// position_offset: world_position.to_array(),
|
||||
// view: view,
|
||||
// perspective: perspective,
|
||||
// tex: texture_sampler,
|
||||
// discard_alpha: true,
|
||||
// },
|
||||
// &draw_parameters
|
||||
// ).unwrap();
|
||||
// }
|
||||
|
||||
// if mesh.trans_index_buffer.len() > 0 {
|
||||
// trans_queue.0.push(position);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// // const HALF_CHUNK_SIZE: IVec3 = IVec3::splat((CHUNK_SIZE >> 1) as i32);
|
||||
// // trans_queue.0.sort_by_cached_key(|&pos| -(
|
||||
// // (pos + HALF_CHUNK_SIZE).distance_squared(camera_position.as_ivec3())
|
||||
// // ));
|
||||
// }
|
||||
|
||||
// pub fn draw_world_trans(
|
||||
// mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
|
||||
// chunks: UniqueView<ChunkStorage>,
|
||||
// meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
|
||||
// program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
|
||||
// texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
|
||||
// camera: View<Camera>,
|
||||
// settings: UniqueView<GameSettings>,
|
||||
// mut trans_queue: UniqueViewMut<TransChunkQueue>,
|
||||
// ) {
|
||||
// let camera = camera.iter().next().expect("No cameras in the scene");
|
||||
// let view = camera.view_matrix.to_cols_array_2d();
|
||||
// let perspective = camera.perspective_matrix.to_cols_array_2d();
|
||||
|
||||
// let mut draw_parameters = draw_params(&settings);
|
||||
// draw_parameters.blend = Blend::alpha_blending();
|
||||
// draw_parameters.backface_culling = BackfaceCullingMode::CullingDisabled;
|
||||
// draw_parameters.smooth = Some(Smooth::Fastest);
|
||||
|
||||
// let texture_sampler = texture_sampler(&texture.0, &settings);
|
||||
|
||||
// for position in trans_queue.0.drain(..).rev() {
|
||||
// let world_position = position.as_vec3() * CHUNK_SIZE as f32;
|
||||
// let mesh_idx = chunks.chunks[&position].mesh_index.expect("No mesh index");
|
||||
// let mesh = meshes.get(mesh_idx).expect("Mesh index pointing to nothing");
|
||||
// target.0.draw(
|
||||
// &mesh.trans_vertex_buffer,
|
||||
// &mesh.trans_index_buffer,
|
||||
// &program.0,
|
||||
// &uniform! {
|
||||
// position_offset: world_position.to_array(),
|
||||
// view: view,
|
||||
// perspective: perspective,
|
||||
// tex: texture_sampler,
|
||||
// discard_alpha: false,
|
||||
// },
|
||||
// &draw_parameters
|
||||
// ).unwrap();
|
||||
// }
|
||||
// }
|
||||
|
||||
// pub fn draw_current_chunk_border(
|
||||
// mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
|
||||
// player: View<MainPlayer>,
|
||||
// transforms: View<Transform, track::All>,
|
||||
// buffers: NonSendSync<UniqueView<CubePrimitive>>,
|
||||
// program: NonSendSync<UniqueView<ColoredShaderPrefab>>,
|
||||
// camera: View<Camera>,
|
||||
// settings: UniqueView<GameSettings>,
|
||||
// ) {
|
||||
// if cfg!(target_os = "android") {
|
||||
// return
|
||||
// }
|
||||
// if !settings.debug_draw_current_chunk_border {
|
||||
// return
|
||||
// }
|
||||
// let camera = camera.iter().next().expect("No cameras in the scene");
|
||||
// let view = camera.view_matrix.to_cols_array_2d();
|
||||
// let perspective = camera.perspective_matrix.to_cols_array_2d();
|
||||
// let (_, &player_transform) = (&player, &transforms).iter().next().expect("No player");
|
||||
// let (_, _, player_position) = player_transform.0.to_scale_rotation_translation();
|
||||
// let player_in_chunk = ivec3(
|
||||
// (player_position.x as i32).div_euclid(CHUNK_SIZE as i32),
|
||||
// (player_position.y as i32).div_euclid(CHUNK_SIZE as i32),
|
||||
// (player_position.z as i32).div_euclid(CHUNK_SIZE as i32),
|
||||
// );
|
||||
// let world_position = player_in_chunk.as_vec3() * CHUNK_SIZE as f32;
|
||||
// target.0.draw(
|
||||
// &buffers.0,
|
||||
// &buffers.1,
|
||||
// &program.0,
|
||||
// &uniform! {
|
||||
// model: Mat4::from_scale_rotation_translation(
|
||||
// Vec3::splat(CHUNK_SIZE as f32),
|
||||
// Quat::default(),
|
||||
// world_position
|
||||
// ).to_cols_array_2d(),
|
||||
// color: [0.25f32; 4],
|
||||
// view: view,
|
||||
// perspective: perspective,
|
||||
// },
|
||||
// &DrawParameters {
|
||||
// depth: Depth {
|
||||
// test: DepthTest::IfLess,
|
||||
// ..Default::default()
|
||||
// },
|
||||
// blend: Blend::alpha_blending(),
|
||||
// ..Default::default()
|
||||
// }
|
||||
// ).unwrap();
|
||||
// target.0.draw(
|
||||
// &buffers.0,
|
||||
// &buffers.1,
|
||||
// &program.0,
|
||||
// &uniform! {
|
||||
// model: Mat4::from_scale_rotation_translation(
|
||||
// Vec3::splat(CHUNK_SIZE as f32),
|
||||
// Quat::default(),
|
||||
// world_position
|
||||
// ).to_cols_array_2d(),
|
||||
// color: [0.0f32; 4],
|
||||
// view: view,
|
||||
// perspective: perspective,
|
||||
// },
|
||||
// &DrawParameters {
|
||||
// polygon_mode: PolygonMode::Point,
|
||||
// line_width: Some(2.),
|
||||
// point_size: Some(5.),
|
||||
// ..Default::default()
|
||||
// }
|
||||
// ).unwrap();
|
||||
// }
|
||||
|
|
Loading…
Reference in a new issue