mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-10 01:28:41 -06:00
minor refactor, start working on chunk border rendering
This commit is contained in:
parent
0b4363ef88
commit
852fee3607
8
shaders/colored.frag
Normal file
8
shaders/colored.frag
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
#version 150 core
|
||||||
|
|
||||||
|
out vec4 color;
|
||||||
|
uniform vec4 u_color;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
color = u_color;
|
||||||
|
}
|
11
shaders/colored.vert
Normal file
11
shaders/colored.vert
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
#version 150 core
|
||||||
|
|
||||||
|
in vec3 position;
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 perspective;
|
||||||
|
uniform mat4 view;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
mat4 modelview = view * model;
|
||||||
|
gl_Position = perspective * modelview * vec4(position, 1.);
|
||||||
|
}
|
|
@ -1,10 +1,10 @@
|
||||||
#version 150 core
|
#version 150 core
|
||||||
|
|
||||||
in vec3 position;
|
in vec3 position;
|
||||||
uniform vec3 u_position;
|
uniform ivec3 u_position;
|
||||||
uniform mat4 perspective;
|
uniform mat4 perspective;
|
||||||
uniform mat4 view;
|
uniform mat4 view;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
gl_Position = perspective * view * vec4(position + u_position, 1.);
|
gl_Position = perspective * view * vec4(position + vec3(u_position), 1.);
|
||||||
}
|
}
|
||||||
|
|
|
@ -59,10 +59,14 @@ pub struct ChunkShaderPrefab(pub Program);
|
||||||
#[derive(Unique)]
|
#[derive(Unique)]
|
||||||
pub struct SelBoxShaderPrefab(pub Program);
|
pub struct SelBoxShaderPrefab(pub Program);
|
||||||
|
|
||||||
|
#[derive(Unique)]
|
||||||
|
pub struct BasicColoredShaderPrefab(pub Program);
|
||||||
|
|
||||||
pub fn load_prefabs(
|
pub fn load_prefabs(
|
||||||
storages: AllStoragesView,
|
storages: AllStoragesView,
|
||||||
renderer: NonSendSync<UniqueView<Renderer>>
|
renderer: NonSendSync<UniqueView<Renderer>>
|
||||||
) {
|
) {
|
||||||
|
log::info!("Loading textures...");
|
||||||
storages.add_unique_non_send_sync(BlockTexturesPrefab(
|
storages.add_unique_non_send_sync(BlockTexturesPrefab(
|
||||||
load_texture2darray_prefab::<BlockTexture, _>(
|
load_texture2darray_prefab::<BlockTexture, _>(
|
||||||
"./assets/blocks/".into(),
|
"./assets/blocks/".into(),
|
||||||
|
@ -70,8 +74,11 @@ pub fn load_prefabs(
|
||||||
MipmapsOption::AutoGeneratedMipmaps
|
MipmapsOption::AutoGeneratedMipmaps
|
||||||
)
|
)
|
||||||
));
|
));
|
||||||
|
|
||||||
|
log::info!("Compiling shaders...");
|
||||||
storages.add_unique_non_send_sync(ChunkShaderPrefab(
|
storages.add_unique_non_send_sync(ChunkShaderPrefab(
|
||||||
include_shader_prefab!(
|
include_shader_prefab!(
|
||||||
|
"world",
|
||||||
"../shaders/world.vert",
|
"../shaders/world.vert",
|
||||||
"../shaders/world.frag",
|
"../shaders/world.frag",
|
||||||
&renderer.display
|
&renderer.display
|
||||||
|
@ -79,9 +86,18 @@ pub fn load_prefabs(
|
||||||
));
|
));
|
||||||
storages.add_unique_non_send_sync(SelBoxShaderPrefab(
|
storages.add_unique_non_send_sync(SelBoxShaderPrefab(
|
||||||
include_shader_prefab!(
|
include_shader_prefab!(
|
||||||
|
"selection_box",
|
||||||
"../shaders/selection_box.vert",
|
"../shaders/selection_box.vert",
|
||||||
"../shaders/selection_box.frag",
|
"../shaders/selection_box.frag",
|
||||||
&renderer.display
|
&renderer.display
|
||||||
)
|
)
|
||||||
));
|
));
|
||||||
|
storages.add_unique_non_send_sync(BasicColoredShaderPrefab(
|
||||||
|
include_shader_prefab!(
|
||||||
|
"colored",
|
||||||
|
"../shaders/colored.vert",
|
||||||
|
"../shaders/colored.frag",
|
||||||
|
&renderer.display
|
||||||
|
)
|
||||||
|
));
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,11 +1,10 @@
|
||||||
|
|
||||||
|
|
||||||
macro_rules! include_shader_prefab {
|
macro_rules! include_shader_prefab {
|
||||||
($vert: literal, $frag: literal, $geom: literal, $facade: expr) => {
|
($name: literal, $vert: literal, $frag: literal, $geom: literal, $facade: expr) => {
|
||||||
{
|
{
|
||||||
use ::glium::Program;
|
use ::glium::Program;
|
||||||
log::info!("↓↓↓ compiling shader prefab ↓↓↓");
|
log::info!("compiling shader {}", $name);
|
||||||
log::info!("{} {} {}", $vert, $frag, $geom);
|
|
||||||
Program::from_source(
|
Program::from_source(
|
||||||
&*$facade,
|
&*$facade,
|
||||||
include_str!($vert),
|
include_str!($vert),
|
||||||
|
@ -14,11 +13,10 @@ macro_rules! include_shader_prefab {
|
||||||
).expect("Failed to compile gpu program")
|
).expect("Failed to compile gpu program")
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
($vert: literal, $frag: literal, $facade: expr) => {
|
($name: literal, $vert: literal, $frag: literal, $facade: expr) => {
|
||||||
{
|
{
|
||||||
use ::glium::Program;
|
use ::glium::Program;
|
||||||
log::info!("↓↓↓ compiling shader prefab ↓↓↓");
|
log::info!("compiling shader {}", $name);
|
||||||
log::info!("{} {}", $vert, $frag);
|
|
||||||
Program::from_source(
|
Program::from_source(
|
||||||
&*$facade,
|
&*$facade,
|
||||||
include_str!($vert),
|
include_str!($vert),
|
||||||
|
|
|
@ -12,7 +12,7 @@ pub fn load_texture2darray_prefab<
|
||||||
facade: &E,
|
facade: &E,
|
||||||
mipmaps: MipmapsOption,
|
mipmaps: MipmapsOption,
|
||||||
) -> SrgbTexture2dArray {
|
) -> SrgbTexture2dArray {
|
||||||
log::info!("↓↓↓ loading textures {} ↓↓↓", directory.as_os_str().to_str().unwrap());
|
log::info!("started loading {}", directory.as_os_str().to_str().unwrap());
|
||||||
//Load raw images
|
//Load raw images
|
||||||
let tex_files: Vec<&'static str> = T::iter().map(|x| x.file_name()).collect();
|
let tex_files: Vec<&'static str> = T::iter().map(|x| x.file_name()).collect();
|
||||||
let raw_images: Vec<RawImage2d<u8>> = tex_files.par_iter().map(|&file_name| {
|
let raw_images: Vec<RawImage2d<u8>> = tex_files.par_iter().map(|&file_name| {
|
||||||
|
|
|
@ -1,3 +1,4 @@
|
||||||
|
use glam::Mat4;
|
||||||
use shipyard::{View, IntoIter, NonSendSync, UniqueViewMut, UniqueView};
|
use shipyard::{View, IntoIter, NonSendSync, UniqueViewMut, UniqueView};
|
||||||
use glium::{
|
use glium::{
|
||||||
Surface,
|
Surface,
|
||||||
|
@ -33,7 +34,7 @@ pub fn render_selection_box(
|
||||||
&program.0,
|
&program.0,
|
||||||
&uniform! {
|
&uniform! {
|
||||||
u_color: [0., 0., 0., 0.5_f32],
|
u_color: [0., 0., 0., 0.5_f32],
|
||||||
u_position: lookat.block_position.as_vec3().to_array(),
|
u_position: lookat.block_position.to_array(),
|
||||||
perspective: camera.perspective_matrix.to_cols_array_2d(),
|
perspective: camera.perspective_matrix.to_cols_array_2d(),
|
||||||
view: camera.view_matrix.to_cols_array_2d(),
|
view: camera.view_matrix.to_cols_array_2d(),
|
||||||
},
|
},
|
||||||
|
|
|
@ -21,7 +21,8 @@ use crate::{
|
||||||
camera::Camera,
|
camera::Camera,
|
||||||
prefabs::{
|
prefabs::{
|
||||||
ChunkShaderPrefab,
|
ChunkShaderPrefab,
|
||||||
BlockTexturesPrefab,
|
BlockTexturesPrefab,
|
||||||
|
BasicColoredShaderPrefab,
|
||||||
},
|
},
|
||||||
world::{
|
world::{
|
||||||
ChunkStorage,
|
ChunkStorage,
|
||||||
|
@ -29,7 +30,7 @@ use crate::{
|
||||||
chunk::CHUNK_SIZE,
|
chunk::CHUNK_SIZE,
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
use super::RenderTarget;
|
use super::{RenderTarget, primitives::SimpleBoxBuffers};
|
||||||
|
|
||||||
#[derive(Clone, Copy)]
|
#[derive(Clone, Copy)]
|
||||||
pub struct ChunkVertex {
|
pub struct ChunkVertex {
|
||||||
|
@ -105,3 +106,28 @@ pub fn draw_world(
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// this doesn't use culling!
|
||||||
|
// pub fn draw_chunk_borders(
|
||||||
|
// mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
|
||||||
|
// chunks: UniqueView<ChunkStorage>,
|
||||||
|
// buffers: NonSendSync<UniqueView<SimpleBoxBuffers>>,
|
||||||
|
// program: NonSendSync<UniqueView<BasicShaderPrefab>>,
|
||||||
|
// camera: View<Camera>,
|
||||||
|
// ) {
|
||||||
|
// for (&position, chunk) in &chunks.chunks {
|
||||||
|
// let world_position = position.as_vec3() * CHUNK_SIZE as f32;
|
||||||
|
// target.0.draw(
|
||||||
|
// &buffers.0,
|
||||||
|
// &buffers.1,
|
||||||
|
// &program.0,
|
||||||
|
// &uniform! {
|
||||||
|
// position_offset: world_position.to_array(),
|
||||||
|
// view: view,
|
||||||
|
// perspective: perspective,
|
||||||
|
// tex: texture_sampler,
|
||||||
|
// },
|
||||||
|
// &draw_parameters
|
||||||
|
// ).unwrap();
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
Loading…
Reference in a new issue