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wip
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6b8deab094
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@ -131,7 +131,7 @@ fn start_required_tasks(
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let chunk = world.chunks.get_mut(&position).unwrap();
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let chunk = world.chunks.get_mut(&position).unwrap();
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chunk.current_state = CurrentChunkState::Loading;
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chunk.current_state = CurrentChunkState::Loading;
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// ===========
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// ===========
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log::info!("Started loading chunk {position}");
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//log::trace!("Started loading chunk {position}");
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},
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},
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DesiredChunkState::Rendered if chunk.current_state == CurrentChunkState::Loaded => {
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DesiredChunkState::Rendered if chunk.current_state == CurrentChunkState::Loaded => {
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//get needed data
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//get needed data
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@ -147,7 +147,7 @@ fn start_required_tasks(
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let chunk = world.chunks.get_mut(&position).unwrap();
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let chunk = world.chunks.get_mut(&position).unwrap();
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chunk.current_state = CurrentChunkState::CalculatingMesh;
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chunk.current_state = CurrentChunkState::CalculatingMesh;
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// ===========
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// ===========
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log::info!("Started generating mesh for chunk {position}");
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//log::trace!("Started generating mesh for chunk {position}");
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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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@ -1,3 +1,4 @@
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use glam::{vec3a, Vec3A, Vec4Swizzles, Vec3};
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use shipyard::{NonSendSync, UniqueView, UniqueViewMut, View, IntoIter};
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use shipyard::{NonSendSync, UniqueView, UniqueViewMut, View, IntoIter};
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use glium::{
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use glium::{
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implement_vertex, uniform,
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implement_vertex, uniform,
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@ -68,18 +69,29 @@ pub fn draw_world(
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});
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});
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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 camera_mat = camera.perspective_matrix * camera.view_matrix;
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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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let world_position = (position.as_vec3() * CHUNK_SIZE as f32).to_array();
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let world_position = position.as_vec3a() * CHUNK_SIZE as f32;
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if mesh.index_buffer.len() > 0 { //maybe this is a bit hacky?
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if mesh.index_buffer.len() == 0 {
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continue
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}
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//basic culling
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// let chunk_center = world_position + Vec3A::splat(CHUNK_SIZE as f32) * 0.5;
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// let cull_point = camera_mat * chunk_center.extend(1.);
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// if (cull_point.xyz() / cull_point.w).abs().cmpgt(Vec3::splat(1.)).any() {
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// continue
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// }
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target.0.draw(
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target.0.draw(
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&mesh.vertex_buffer,
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&mesh.vertex_buffer,
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&mesh.index_buffer,
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&mesh.index_buffer,
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&program.0,
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&program.0,
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&uniform! {
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&uniform! {
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position_offset: world_position,
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position_offset: world_position.to_array(),
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view: view,
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view: view,
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perspective: perspective,
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perspective: perspective,
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tex: texture_sampler
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tex: texture_sampler
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@ -89,4 +101,3 @@ 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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}
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@ -13,17 +13,26 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> BlockData {
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let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]);
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let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]);
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for x in 0..CHUNK_SIZE {
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blocks[0][0][0] = Block::Stone;
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for y in 0..CHUNK_SIZE {
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blocks[0][CHUNK_SIZE - 1][0] = Block::Stone;
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for z in 0..CHUNK_SIZE {
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blocks[CHUNK_SIZE - 1][0][0] = Block::Stone;
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let position = ivec3(x as i32, y as i32, z as i32) + offset;
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blocks[CHUNK_SIZE - 1][CHUNK_SIZE - 1][0] = Block::Stone;
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let noise = noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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blocks[0][0][CHUNK_SIZE - 1] = Block::Stone;
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if (0.7..0.8).contains(&noise) {
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blocks[0][CHUNK_SIZE - 1][CHUNK_SIZE - 1] = Block::Stone;
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blocks[x][y][z] = Block::Stone;
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blocks[CHUNK_SIZE - 1][0][CHUNK_SIZE - 1] = Block::Stone;
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}
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blocks[CHUNK_SIZE - 1][CHUNK_SIZE - 1][CHUNK_SIZE - 1] = Block::Stone;
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}
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}
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// for x in 0..CHUNK_SIZE {
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}
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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 position = ivec3(x as i32, y as i32, z as i32) + offset;
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// let noise = noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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// if (0.7..0.8).contains(&noise) {
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// blocks[x][y][z] = Block::Stone;
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// }
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// }
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// }
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// }
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blocks
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blocks
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}
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}
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