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https://github.com/griffi-gh/kubi.git
synced 2024-11-25 08:18:43 -06:00
clean up world renderer
This commit is contained in:
parent
487cf31843
commit
75cb0ead6b
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@ -1,13 +1,12 @@
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use glam::{IVec3, Vec3};
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use glam::Vec3;
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use shipyard::{AllStoragesView, IntoIter, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
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use shipyard::{AllStoragesView, IntoIter, NonSendSync, Unique, UniqueView, View};
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use kubi_shared::{chunk::CHUNK_SIZE, transform::Transform};
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use kubi_shared::chunk::CHUNK_SIZE;
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use crate::{
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use crate::{
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camera::Camera,
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camera::Camera,
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prefabs::TexturePrefabs,
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prefabs::TexturePrefabs,
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settings::GameSettings,
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world::{ChunkMeshStorage, ChunkStorage},
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world::{ChunkMeshStorage, ChunkStorage},
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};
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};
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use super::{camera::{self, CameraUniformBuffer}, depth::DepthTexture, RenderCtx};
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use super::{camera::CameraUniformBuffer, depth::DepthTexture, RenderCtx};
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mod pipeline;
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mod pipeline;
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mod vertex;
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mod vertex;
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@ -16,19 +15,19 @@ pub use vertex::ChunkVertex;
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#[derive(Unique)]
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#[derive(Unique)]
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pub struct WorldRenderState {
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pub struct WorldRenderState {
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pub pipeline: wgpu::RenderPipeline,
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pub pipeline: wgpu::RenderPipeline,
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pub trans_chunk_queue: Vec<IVec3>,
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//pub trans_chunk_queue: Vec<IVec3>,
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}
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}
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pub fn init_world_render_state(storages: AllStoragesView) {
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pub fn init_world_render_state(storages: AllStoragesView) {
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storages.add_unique(WorldRenderState {
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storages.add_unique(WorldRenderState {
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pipeline: storages.run(pipeline::init_world_pipeline),
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pipeline: storages.run(pipeline::init_world_pipeline),
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trans_chunk_queue: Vec::with_capacity(512),
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//trans_chunk_queue: Vec::with_capacity(512),
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})
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})
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}
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}
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pub fn draw_world(
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pub fn draw_world(
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ctx: &mut RenderCtx,
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ctx: &mut RenderCtx,
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mut state: UniqueViewMut<WorldRenderState>,
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state: UniqueView<WorldRenderState>,
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camera_ubo: UniqueView<CameraUniformBuffer>,
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camera_ubo: UniqueView<CameraUniformBuffer>,
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depth: UniqueView<DepthTexture>,
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depth: UniqueView<DepthTexture>,
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textures: UniqueView<TexturePrefabs>,
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textures: UniqueView<TexturePrefabs>,
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@ -95,210 +94,3 @@ pub fn draw_world(
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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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// fn draw_params(settings: &GameSettings) -> DrawParameters {
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// DrawParameters {
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// depth: Depth {
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// test: DepthTest::IfLess,
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// write: true,
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// ..Default::default()
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// },
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// multisampling: settings.msaa.is_some(),
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// polygon_mode: PolygonMode::Fill, //Change to Line for wireframe
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// backface_culling: BackfaceCullingMode::CullClockwise,
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// ..Default::default()
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// }
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// }
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// fn texture_sampler<'a, T>(texture: &'a T, settings: &GameSettings) -> Sampler<'a, T> {
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// Sampler(texture, SamplerBehavior {
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// minify_filter: MinifySamplerFilter::LinearMipmapLinear,
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// magnify_filter: MagnifySamplerFilter::Nearest,
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// max_anisotropy: settings.max_anisotropy.unwrap_or_default(),
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// wrap_function: (SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp),
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// depth_texture_comparison: None,
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// })
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// }
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// pub fn draw_world(
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// mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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// chunks: UniqueView<ChunkStorage>,
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// meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
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// program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
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// texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
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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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// // let (camera, transform) = (&camera, &transform).iter().next().expect("No cameras in the scene");
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// // let camera_position = transform.0.to_scale_rotation_translation().2;
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// let camera = camera.iter().next().expect("No cameras in the scene");
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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 draw_parameters = draw_params(&settings);
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// let texture_sampler = texture_sampler(&texture.0, &settings);
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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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// let mesh = meshes.get(key).expect("Mesh index pointing to nothing");
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// let world_position = position.as_vec3() * CHUNK_SIZE as f32;
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// //Skip mesh if its empty
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// if mesh.index_buffer.len() == 0 && mesh.trans_index_buffer.len() == 0 {
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// continue
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// }
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// //Frustum culling
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// {
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// let minp = world_position;
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// let maxp = world_position + Vec3::splat(CHUNK_SIZE as f32);
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// if !camera.frustum.is_box_visible(minp, maxp) {
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// continue
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// }
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// }
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// //Draw chunk mesh
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// if mesh.index_buffer.len() > 0 {
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// target.0.draw(
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// &mesh.vertex_buffer,
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// &mesh.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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// discard_alpha: true,
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// },
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// &draw_parameters
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// ).unwrap();
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// }
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// if mesh.trans_index_buffer.len() > 0 {
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// trans_queue.0.push(position);
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// }
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// }
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// }
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// // const HALF_CHUNK_SIZE: IVec3 = IVec3::splat((CHUNK_SIZE >> 1) as i32);
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// // trans_queue.0.sort_by_cached_key(|&pos| -(
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// // (pos + HALF_CHUNK_SIZE).distance_squared(camera_position.as_ivec3())
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// // ));
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// }
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// pub fn draw_world_trans(
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// mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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// chunks: UniqueView<ChunkStorage>,
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// meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
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// program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
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// texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
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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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// let camera = camera.iter().next().expect("No cameras in the scene");
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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 mut draw_parameters = draw_params(&settings);
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// draw_parameters.blend = Blend::alpha_blending();
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// draw_parameters.backface_culling = BackfaceCullingMode::CullingDisabled;
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// draw_parameters.smooth = Some(Smooth::Fastest);
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// let texture_sampler = texture_sampler(&texture.0, &settings);
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// for position in trans_queue.0.drain(..).rev() {
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// let world_position = position.as_vec3() * CHUNK_SIZE as f32;
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// let mesh_idx = chunks.chunks[&position].mesh_index.expect("No mesh index");
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// let mesh = meshes.get(mesh_idx).expect("Mesh index pointing to nothing");
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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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// discard_alpha: false,
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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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// mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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// player: View<MainPlayer>,
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// transforms: View<Transform, track::All>,
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// buffers: NonSendSync<UniqueView<CubePrimitive>>,
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// program: NonSendSync<UniqueView<ColoredShaderPrefab>>,
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// camera: View<Camera>,
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// settings: UniqueView<GameSettings>,
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// ) {
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// if cfg!(target_os = "android") {
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// return
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// }
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// if !settings.debug_draw_current_chunk_border {
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// return
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// }
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// let camera = camera.iter().next().expect("No cameras in the scene");
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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 (_, &player_transform) = (&player, &transforms).iter().next().expect("No player");
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// let (_, _, player_position) = player_transform.0.to_scale_rotation_translation();
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// let player_in_chunk = ivec3(
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// (player_position.x as i32).div_euclid(CHUNK_SIZE as i32),
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// (player_position.y as i32).div_euclid(CHUNK_SIZE as i32),
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// (player_position.z as i32).div_euclid(CHUNK_SIZE as i32),
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// );
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// let world_position = player_in_chunk.as_vec3() * CHUNK_SIZE as f32;
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// target.0.draw(
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// &buffers.0,
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// &buffers.1,
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// &program.0,
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// &uniform! {
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// model: Mat4::from_scale_rotation_translation(
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// Vec3::splat(CHUNK_SIZE as f32),
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// Quat::default(),
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// world_position
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// ).to_cols_array_2d(),
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// color: [0.25f32; 4],
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// view: view,
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// perspective: perspective,
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// },
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// &DrawParameters {
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// depth: Depth {
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// test: DepthTest::IfLess,
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// ..Default::default()
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// },
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// blend: Blend::alpha_blending(),
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// ..Default::default()
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// }
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// ).unwrap();
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// target.0.draw(
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// &buffers.0,
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// &buffers.1,
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// &program.0,
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// &uniform! {
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// model: Mat4::from_scale_rotation_translation(
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// Vec3::splat(CHUNK_SIZE as f32),
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// Quat::default(),
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// world_position
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// ).to_cols_array_2d(),
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// color: [0.0f32; 4],
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// view: view,
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// perspective: perspective,
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// },
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// &DrawParameters {
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// polygon_mode: PolygonMode::Point,
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// line_width: Some(2.),
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// point_size: Some(5.),
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// ..Default::default()
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// }
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// ).unwrap();
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// }
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