mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-25 08:18:43 -06:00
chunk rendering
This commit is contained in:
parent
26b43ed2ca
commit
7b5120b1d4
|
@ -1,5 +1,6 @@
|
|||
use glam::{Mat4, Vec3, Vec3A};
|
||||
use glam::{Mat4, Vec3};
|
||||
use shipyard::{Component, ViewMut, View, IntoIter, Workload, IntoWorkload};
|
||||
use std::f32::consts::PI;
|
||||
use crate::transform::Transform;
|
||||
|
||||
#[derive(Component)]
|
||||
|
@ -11,6 +12,20 @@ pub struct Camera {
|
|||
pub z_near: f32,
|
||||
pub z_far: f32,
|
||||
}
|
||||
impl Camera {
|
||||
pub fn new(fov: f32, z_near: f32, z_far: f32, up: Vec3) -> Self {
|
||||
Self {
|
||||
fov, z_near, z_far, up,
|
||||
perspective_matrix: Mat4::default(),
|
||||
view_matrix: Mat4::default(),
|
||||
}
|
||||
}
|
||||
}
|
||||
impl Default for Camera {
|
||||
fn default() -> Self {
|
||||
Self::new(PI / 3., 0.1, 1024., Vec3::Y)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn compute_cameras() -> Workload {
|
||||
(
|
||||
|
@ -31,12 +46,11 @@ fn update_view_matrix(
|
|||
}
|
||||
|
||||
fn update_perspective_matrix(
|
||||
mut vm_camera: ViewMut<Camera>,
|
||||
v_transform: View<Transform>
|
||||
mut vm_camera: ViewMut<Camera>
|
||||
) {
|
||||
//todo compute this on win resize!
|
||||
const ASPECT_RATIO: f32 = 9. / 16.;
|
||||
for (camera, transform) in (&mut vm_camera, &v_transform).iter() {
|
||||
for camera in (&mut vm_camera).iter() {
|
||||
camera.perspective_matrix = Mat4::perspective_rh_gl(
|
||||
camera.fov,
|
||||
ASPECT_RATIO,
|
||||
|
|
|
@ -23,7 +23,7 @@ pub(crate) mod settings;
|
|||
pub(crate) mod state;
|
||||
pub(crate) mod camera;
|
||||
|
||||
use rendering::{Renderer, RenderTarget, BackgroundColor, clear_background};
|
||||
use rendering::{Renderer, RenderTarget, BackgroundColor, clear_background, draw_world};
|
||||
use world::{ChunkStorage, ChunkMeshStorage, loading::update_loaded_world_around_player};
|
||||
use player::spawn_player;
|
||||
use prefabs::load_prefabs;
|
||||
|
@ -47,6 +47,7 @@ fn update() -> Workload {
|
|||
fn render() -> Workload {
|
||||
(
|
||||
clear_background,
|
||||
draw_world,
|
||||
).into_sequential_workload()
|
||||
}
|
||||
|
||||
|
|
|
@ -1,7 +1,9 @@
|
|||
use glam::Mat4;
|
||||
use shipyard::{Component, EntitiesViewMut, ViewMut};
|
||||
|
||||
use crate::transform::Transform;
|
||||
use crate::{
|
||||
transform::Transform,
|
||||
camera::Camera,
|
||||
};
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct LocalPlayer;
|
||||
|
@ -13,19 +15,22 @@ pub fn spawn_player (
|
|||
mut entities: EntitiesViewMut,
|
||||
mut vm_player: ViewMut<Player>,
|
||||
mut vm_local_player: ViewMut<LocalPlayer>,
|
||||
mut vm_transform: ViewMut<Transform>
|
||||
mut vm_transform: ViewMut<Transform>,
|
||||
mut vm_camera: ViewMut<Camera>,
|
||||
) {
|
||||
log::info!("spawning player");
|
||||
entities.add_entity(
|
||||
(
|
||||
&mut vm_player,
|
||||
&mut vm_local_player,
|
||||
&mut vm_transform
|
||||
&mut vm_transform,
|
||||
&mut vm_camera,
|
||||
),
|
||||
(
|
||||
Player,
|
||||
LocalPlayer,
|
||||
Transform(Mat4::default())
|
||||
Transform(Mat4::default()),
|
||||
Camera::default()
|
||||
)
|
||||
);
|
||||
}
|
||||
|
|
|
@ -51,10 +51,10 @@ impl AssetPaths for BlockTextures {
|
|||
}
|
||||
|
||||
#[derive(Unique)]
|
||||
pub struct BlockTexturesPrefab(SrgbTexture2dArray);
|
||||
pub struct BlockTexturesPrefab(pub SrgbTexture2dArray);
|
||||
|
||||
#[derive(Unique)]
|
||||
pub struct ChunkShaderPrefab(Program);
|
||||
pub struct ChunkShaderPrefab(pub Program);
|
||||
|
||||
pub fn load_prefabs(world: &World) {
|
||||
let renderer = world.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
|
||||
|
|
|
@ -1,13 +1,38 @@
|
|||
use shipyard::{Unique, NonSendSync, UniqueView, UniqueViewMut};
|
||||
use shipyard::{Unique, NonSendSync, UniqueView, UniqueViewMut, View, IntoIter};
|
||||
use glium::{
|
||||
Display, Surface, uniform,
|
||||
DrawParameters,
|
||||
uniforms::{
|
||||
Sampler,
|
||||
SamplerBehavior,
|
||||
MinifySamplerFilter,
|
||||
MagnifySamplerFilter
|
||||
},
|
||||
draw_parameters::{
|
||||
Depth,
|
||||
DepthTest,
|
||||
PolygonMode,
|
||||
BackfaceCullingMode,
|
||||
},
|
||||
glutin::{
|
||||
event_loop::EventLoop,
|
||||
window::WindowBuilder,
|
||||
ContextBuilder, GlProfile
|
||||
},
|
||||
Display, Surface,
|
||||
},
|
||||
};
|
||||
use glam::Vec3;
|
||||
use crate::{
|
||||
camera::Camera,
|
||||
prefabs::{
|
||||
ChunkShaderPrefab,
|
||||
BlockTexturesPrefab,
|
||||
},
|
||||
world::{
|
||||
ChunkStorage,
|
||||
ChunkMeshStorage,
|
||||
chunk::CHUNK_SIZE,
|
||||
},
|
||||
};
|
||||
|
||||
#[derive(Unique)]
|
||||
pub struct RenderTarget(pub glium::Frame);
|
||||
|
@ -34,6 +59,55 @@ impl Renderer {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn clear_background(mut target: NonSendSync<UniqueViewMut<RenderTarget>>, color: UniqueView<BackgroundColor>) {
|
||||
pub fn clear_background(
|
||||
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
|
||||
color: UniqueView<BackgroundColor>,
|
||||
) {
|
||||
target.0.clear_color_srgb_and_depth((color.0.x, color.0.y, color.0.z, 1.), 1.);
|
||||
}
|
||||
|
||||
pub fn draw_world(
|
||||
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
|
||||
chunks: UniqueView<ChunkStorage>,
|
||||
meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
|
||||
program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
|
||||
texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
|
||||
camera: View<Camera>,
|
||||
) {
|
||||
let camera = camera.iter().next().expect("No cameras in the scene");
|
||||
let draw_parameters = DrawParameters {
|
||||
depth: Depth {
|
||||
test: DepthTest::IfLess,
|
||||
write: true,
|
||||
..Default::default()
|
||||
},
|
||||
..Default::default()
|
||||
};
|
||||
let texture_sampler = Sampler(&texture.0, SamplerBehavior {
|
||||
minify_filter: MinifySamplerFilter::Linear,
|
||||
magnify_filter: MagnifySamplerFilter::Nearest,
|
||||
max_anisotropy: 8,
|
||||
..Default::default()
|
||||
});
|
||||
let view = camera.view_matrix.to_cols_array_2d();
|
||||
let perspective = camera.perspective_matrix.to_cols_array_2d();
|
||||
|
||||
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).to_array();
|
||||
target.0.draw(
|
||||
&mesh.vertex_buffer,
|
||||
&mesh.index_buffer,
|
||||
&program.0,
|
||||
&uniform! {
|
||||
position_offset: world_position,
|
||||
view: view,
|
||||
perspective: perspective,
|
||||
tex: texture_sampler
|
||||
},
|
||||
&draw_parameters
|
||||
).unwrap();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -129,4 +129,7 @@ impl ChunkMeshStorage {
|
|||
self.meshes.remove(&key).context("Chunk doesn't exist")?;
|
||||
Ok(())
|
||||
}
|
||||
pub fn get(&self, key: usize) -> Option<&ChunkMesh> {
|
||||
self.meshes.get(&key)
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue