wip stuff

This commit is contained in:
griffi-gh 2023-07-13 02:11:19 +02:00
parent 098c168639
commit 81f169a89a
8 changed files with 238 additions and 159 deletions

15
Cargo.lock generated
View file

@ -265,6 +265,20 @@ name = "bytemuck"
version = "1.13.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "17febce684fd15d89027105661fec94afb475cb995fbc59d2865198446ba2eea"
dependencies = [
"bytemuck_derive",
]
[[package]]
name = "bytemuck_derive"
version = "1.4.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "fdde5c9cd29ebd706ce1b35600920a33550e402fc998a2e53ad3b42c3c47a192"
dependencies = [
"proc-macro2",
"quote",
"syn 2.0.23",
]
[[package]]
name = "byteorder"
@ -898,6 +912,7 @@ version = "0.0.0"
dependencies = [
"android-activity",
"anyhow",
"bytemuck",
"flume",
"gilrs",
"glam",

View file

@ -30,6 +30,7 @@ serde_json = { version = "1.0", optional = true } #only used for `generate_visua
lz4_flex = { version = "0.11", default-features = false, features = ["std"] }
tinyset = "0.4"
pollster = "0.3"
bytemuck = { version = "1.12", features = ["derive"] }
[target.'cfg(target_os = "android")'.dependencies]
android-activity = { version = "0.4", features = ["native-activity"] }

View file

@ -52,22 +52,22 @@ use prefabs::load_prefabs;
use settings::{load_settings, GameSettings};
use camera::compute_cameras;
use events::{
clear_events,
process_glutin_events,
clear_events,
process_glutin_events,
initial_resize_event,
player_actions::generate_move_events,
player_actions::generate_move_events,
};
use input::{init_input, process_inputs};
use fly_controller::update_controllers;
use rendering::{
Renderer,
RenderTarget,
BackgroundColor,
Renderer,
RenderTarget,
BackgroundColor,
clear_background,
primitives::init_primitives,
world::{draw_world, draw_current_chunk_border},
selection_box::render_selection_box,
entities::render_entities,
entities::render_entities,
};
use block_placement::update_block_placement;
use delta_time::{DeltaTime, init_delta_time};
@ -244,7 +244,7 @@ pub fn kubi_main() {
//Start rendering (maybe use custom views for this?)
let target = {
let renderer = world.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
renderer.display.draw()
renderer.render()
};
world.add_unique_non_send_sync(RenderTarget(target));

View file

@ -9,7 +9,7 @@ use crate::{
GuiComponent,
progressbar::ProgressbarComponent
},
rendering::{WindowSize, if_resized},
rendering::{Renderer, if_resized},
input::RawKbmInputState,
};
@ -19,11 +19,11 @@ struct ProgressbarId(EntityId);
fn spawn_loading_screen(
mut storages: AllStoragesViewMut,
) {
let size = *storages.borrow::<UniqueView<WindowSize>>().unwrap();
let size = storages.borrow::<UniqueView<Renderer>>().unwrap().size;
let entity = storages.add_entity((
GuiComponent,
Transform2d(Mat3::from_scale_angle_translation(
vec2(size.0.x as f32, 16.),
vec2(size.width as f32, 16.),
0.,
vec2(0., 0.)
)),
@ -35,12 +35,12 @@ fn spawn_loading_screen(
}
fn resize_progress_bar(
size: UniqueView<WindowSize>,
renderer: UniqueView<Renderer>,
bar: UniqueView<ProgressbarId>,
mut transforms: ViewMut<Transform2d, track::All>
) {
let mut trans = (&mut transforms).get(bar.0).unwrap();
trans.0.x_axis.x = size.0.x as f32;
trans.0.x_axis.x = renderer.size.width as f32;
}
fn update_progress_bar_progress (

View file

@ -1,4 +1,5 @@
use shipyard::{Unique, NonSendSync, UniqueView, UniqueViewMut, View, IntoIter, AllStoragesView};
use wgpu::SurfaceConfiguration;
use winit::{
event_loop::EventLoop,
window::{Window, WindowBuilder, Fullscreen},
@ -33,11 +34,14 @@ pub struct Renderer {
pub device: wgpu::Device,
pub queue: wgpu::Queue,
pub size: PhysicalSize<u32>,
pub config: wgpu::SurfaceConfiguration,
}
impl Renderer {
pub async fn init(event_loop: &EventLoop<()>, settings: &GameSettings) -> Self {
log::info!("initializing display");
// ========== Create a winit window ==========
//Build window
let window = WindowBuilder::new()
.with_title("kubi")
@ -62,21 +66,31 @@ impl Renderer {
}
}
}));
let size = window.inner_size();
// ========== Create wgpu stuff ==========
// instance
//Create wgpu stuff
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::all(),
dx12_shader_compiler: if cfg!(all(windows, feature = "dx12-dxc")) {
// Better, but requires shipping ms dxil dlls
wgpu::Dx12Compiler::Dxc { dxil_path: None, dxc_path: None }
} else {
wgpu::Dx12Compiler::Fxc
}
});
// surface
let surface = unsafe {
instance.create_surface(&window)
}.expect("Failed to create a Surface");
// adapter
let adapter = instance.request_adapter(
&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
@ -84,7 +98,10 @@ impl Renderer {
force_fallback_adapter: false,
},
).await.expect("Failed to create wgpu adapter");
log::info!("Adapter: {:?}", adapter.get_info());
// device/queue
let (device, queue) = adapter.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
@ -100,9 +117,31 @@ impl Renderer {
None,
).await.unwrap();
log::info!("Adapter: {:?}", adapter.get_info());
// surf. format
Self { window, instance, surface, adapter, device, queue, size: PhysicalSize::default() }
let surface_capabilities = surface.get_capabilities(&adapter);
let surface_format = surface_capabilities.formats.iter()
.copied()
.find(|f| f.is_srgb())
.unwrap_or(surface_capabilities.formats[0]);
// config
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: match settings.vsync {
true => wgpu::PresentMode::AutoVsync,
false => wgpu::PresentMode::AutoNoVsync,
},
alpha_mode: surface_capabilities.alpha_modes[0],
view_formats: vec![],
};
surface.configure(&device, &config);
Self { window, instance, surface, adapter, device, queue, size, config };
}
/// do not call from async functions
@ -112,7 +151,20 @@ impl Renderer {
/// Start a new frame
pub fn render() -> RenderTarget {
todo!()
}
/// Resize the surface
/// ## Panics:
/// - ...if any dimension is equal to zero
pub fn resize(&self, new_size: PhysicalSize<u32>) {
//XXX: just check instead?
assert!(new_size.width > 0, "width cannot be zero");
assert!(new_size.height > 0, "height cannot be zero");
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
}

View file

@ -20,38 +20,40 @@ pub fn render_entities(
entities: View<Entity>,
transform: View<Transform>,
) {
let (camera_id, camera) = camera.iter().with_id().next().expect("No cameras in the scene");
#[cfg(fuck)] {
let (camera_id, camera) = camera.iter().with_id().next().expect("No cameras in the scene");
let draw_parameters = DrawParameters {
depth: Depth {
test: DepthTest::IfLess,
write: true,
let draw_parameters = DrawParameters {
depth: Depth {
test: DepthTest::IfLess,
write: true,
..Default::default()
},
multisampling: settings.msaa.is_some(),
polygon_mode: PolygonMode::Fill,
backface_culling: BackfaceCullingMode::CullClockwise,
..Default::default()
},
multisampling: settings.msaa.is_some(),
polygon_mode: PolygonMode::Fill,
backface_culling: BackfaceCullingMode::CullClockwise,
..Default::default()
};
let view = camera.view_matrix.to_cols_array_2d();
let perspective = camera.perspective_matrix.to_cols_array_2d();
};
let view = camera.view_matrix.to_cols_array_2d();
let perspective = camera.perspective_matrix.to_cols_array_2d();
for (entity_id, (_, trans)) in (&entities, &transform).iter().with_id() {
//skip rendering camera holder (as the entity would block the view)
if entity_id == camera_id { continue }
for (entity_id, (_, trans)) in (&entities, &transform).iter().with_id() {
//skip rendering camera holder (as the entity would block the view)
if entity_id == camera_id { continue }
//render entity
// target.0.draw(
// &buffers.0,
// &buffers.1,
// &program.0,
// &uniform! {
// color: [1.0, 1.0, 1.0, 1.0_f32],
// model: trans.0.to_cols_array_2d(),
// view: view,
// perspective: perspective,
// },
// &draw_parameters
// ).unwrap();
//render entity
// target.0.draw(
// &buffers.0,
// &buffers.1,
// &program.0,
// &uniform! {
// color: [1.0, 1.0, 1.0, 1.0_f32],
// model: trans.0.to_cols_array_2d(),
// view: view,
// perspective: perspective,
// },
// &draw_parameters
// ).unwrap();
}
}
}

View file

@ -1,13 +1,18 @@
use shipyard::{AllStoragesView, NonSendSync, UniqueView, Unique};
use glium::{VertexBuffer, IndexBuffer, index::PrimitiveType};
use crate::rendering::Renderer;
use super::PositionOnlyVertex;
#[derive(Unique)]
pub struct CubePrimitive(pub VertexBuffer<PositionOnlyVertex>, pub IndexBuffer<u16>);
pub struct CubePrimitive {
pub vert: wgpu::Buffer,
pub idx: wgpu::Buffer
}
#[derive(Unique)]
pub struct CenteredCubePrimitive(pub VertexBuffer<PositionOnlyVertex>, pub IndexBuffer<u16>);
pub struct CenteredCubePrimitive {
pub vert: wgpu::Buffer,
pub idx: wgpu::Buffer
}
const CENTERED_CUBE_VERTICES: &[PositionOnlyVertex] = &[
// front

View file

@ -18,7 +18,7 @@ use crate::{
use super::{RenderTarget, primitives::cube::CubePrimitive};
#[repr(C)]
#[derive(Clone, Copy)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
pub struct ChunkVertex {
pub position: [f32; 3],
pub normal: [f32; 3],
@ -35,60 +35,62 @@ pub fn draw_world(
camera: View<Camera>,
settings: UniqueView<GameSettings>
) {
let camera = camera.iter().next().expect("No cameras in the scene");
let draw_parameters = DrawParameters {
depth: Depth {
test: DepthTest::IfLess,
write: true,
#[cfg(fuck)] {
let camera = camera.iter().next().expect("No cameras in the scene");
let draw_parameters = 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()
},
multisampling: settings.msaa.is_some(),
polygon_mode: PolygonMode::Fill, //Change to Line for wireframe
backface_culling: BackfaceCullingMode::CullClockwise,
..Default::default()
};
let texture_sampler = Sampler(&texture.0, 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),
..Default::default()
});
let view = camera.view_matrix.to_cols_array_2d();
let perspective = camera.perspective_matrix.to_cols_array_2d();
};
let texture_sampler = Sampler(&texture.0, 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),
..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;
//Skip mesh if its empty
if mesh.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) {
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 {
continue
}
}
//Draw chunk mesh
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,
},
&draw_parameters
).unwrap();
//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
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,
},
&draw_parameters
).unwrap();
}
}
}
}
@ -102,65 +104,67 @@ pub fn draw_current_chunk_border(
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()
#[cfg(fuck)] {
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,
},
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();
&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();
}
}