mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-13 19:08:41 -06:00
wip
This commit is contained in:
parent
12cb29ca9d
commit
8b16081a68
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@ -3,6 +3,7 @@
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## ***wgpu branch***
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## ***wgpu branch***
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<b>Highly experimental very early work-in-progress wgpu version of Kubi!</b><br>
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<b>Highly experimental very early work-in-progress wgpu version of Kubi!</b><br>
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(will also include the new gui system)
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<hr>
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<hr>
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1
kubi/shaders/world.wgsl
Normal file
1
kubi/shaders/world.wgsl
Normal file
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@ -0,0 +1 @@
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//TODO migrate
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@ -37,19 +37,7 @@ impl AssetPaths for BlockTexture {
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#[derive(Unique)]
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#[derive(Unique)]
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#[repr(transparent)]
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#[repr(transparent)]
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pub struct BlockTexturesPrefab(pub SrgbTexture2dArray);
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pub struct BlockTexturesPrefab(pub wgpu::Texture);
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#[derive(Unique)]
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#[repr(transparent)]
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pub struct ChunkShaderPrefab(pub Program);
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#[derive(Unique)]
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#[repr(transparent)]
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pub struct ColoredShaderPrefab(pub Program);
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#[derive(Unique)]
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#[repr(transparent)]
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pub struct ProgressbarShaderPrefab(pub Program);
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pub fn load_prefabs(
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pub fn load_prefabs(
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storages: AllStoragesView,
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storages: AllStoragesView,
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@ -59,23 +47,4 @@ pub fn load_prefabs(
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storages.add_unique_non_send_sync(BlockTexturesPrefab(
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storages.add_unique_non_send_sync(BlockTexturesPrefab(
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load_asset_texture_array::<BlockTexture>("blocks".into(), &renderer)
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load_asset_texture_array::<BlockTexture>("blocks".into(), &renderer)
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));
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));
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log::info!("Compiling shaders...");
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storages.add_unique_non_send_sync(ChunkShaderPrefab(
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include_shader_prefab!(
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"world",
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"../shaders/world.vert",
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"../shaders/world.frag",
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&renderer.display
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)
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));
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storages.add_unique_non_send_sync(ColoredShaderPrefab(
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include_shader_prefab!(
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"colored",
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"../shaders/colored.vert",
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"../shaders/colored.frag",
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&renderer.display
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)
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));
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renderer.display.release_shader_compiler();
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}
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}
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@ -1,83 +0,0 @@
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use shipyard::{Component, Unique, Workload, IntoWorkload, AllStoragesView, View, UniqueViewMut, IntoIter};
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use glam::{Vec4, Mat4};
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use crate::{color::color_hex, events::WindowResizedEvent};
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pub mod progressbar;
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use progressbar::render_progressbars;
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//TODO compute gui scale on window resize
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#[derive(Unique, Clone, Copy, Debug, Default)]
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pub struct GuiView(pub Mat4);
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#[derive(Component, Clone, Copy, Debug, Default)]
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pub struct GuiComponent;
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#[derive(Component, Clone, Copy, Debug)]
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pub struct PrimaryColor(pub Vec4);
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impl Default for PrimaryColor {
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fn default() -> Self {
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Self(color_hex(0x156cddff))
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}
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}
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#[derive(Component, Clone, Copy, Debug)]
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pub struct SecondaryColor(pub Vec4);
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impl Default for SecondaryColor {
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fn default() -> Self {
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Self(color_hex(0xc9d5e4ff))
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}
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}
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fn update_gui_view(
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mut view: UniqueViewMut<GuiView>,
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resize: View<WindowResizedEvent>,
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) {
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let Some(&size) = resize.iter().next() else {
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return
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};
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let [w, h] = size.0.to_array();
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view.0 = Mat4::orthographic_rh_gl(0.0, w as f32, h as f32, 0.0, -1.0, 1.0);
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}
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#[deprecated="will be replaced by an immediate-mode ui soon, currently a no-op"]
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#[allow(deprecated)]
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pub fn init_gui(
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storages: AllStoragesView
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) {
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storages.add_unique(GuiView::default());
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}
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#[deprecated="will be replaced by an immediate-mode ui soon, currently a no-op"]
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#[allow(deprecated)]
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pub fn update_gui() -> Workload {
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(
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update_gui_view
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).into_sequential_workload()
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}
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#[deprecated="will be replaced by an immediate-mode ui soon, currently a no-op"]
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#[allow(deprecated)]
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pub fn render_gui() -> Workload {
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(
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render_progressbars
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).into_sequential_workload()
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}
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// pub fn gui_testing(
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// mut storages: AllStoragesViewMut,
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// ) {
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// storages.add_entity((
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// GuiComponent,
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// Transform2d(Mat3::from_scale_angle_translation(
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// vec2(1920., 16.),
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// 0.,
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// vec2(0., 0.)
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// )),
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// ProgressbarComponent {
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// progress: 0.33
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// },
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// PrimaryColor::default(),
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// SecondaryColor::default(),
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// ));
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// }
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@ -1,45 +0,0 @@
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use shipyard::{UniqueView, UniqueViewMut, NonSendSync, View, Component, IntoIter, IntoWithId, Get, track};
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use crate::{
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assets::ProgressbarShaderPrefab,
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rendering::{
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RenderTarget,
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primitives::rect::RectPrimitive
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},
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transform::Transform2d,
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};
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use super::{GuiComponent, PrimaryColor, SecondaryColor, GuiView};
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#[derive(Component, Debug, Clone, Copy, Default)]
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pub struct ProgressbarComponent {
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pub progress: f32
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}
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pub fn render_progressbars(
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mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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rect: NonSendSync<UniqueView<RectPrimitive>>,
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program: NonSendSync<UniqueView<ProgressbarShaderPrefab>>,
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view: UniqueView<GuiView>,
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components: View<GuiComponent>,
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transforms: View<Transform2d, track::All>,
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progressbars: View<ProgressbarComponent>,
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primary: View<PrimaryColor>,
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secondary: View<SecondaryColor>,
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) {
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for (eid, (_, transform, progress)) in (&components, &transforms, &progressbars).iter().with_id() {
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let primary_color = primary.get(eid).copied().unwrap_or_default();
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let secondary_color = secondary.get(eid).copied().unwrap_or_default();
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// target.0.draw(
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// &rect.0,
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// &rect.1,
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// &program.0,
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// &uniform! {
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// transform: transform.0.to_cols_array_2d(),
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// ui_view: view.0.to_cols_array_2d(),
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// progress: progress.progress,
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// color: primary_color.0.to_array(),
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// bg_color: secondary_color.0.to_array(),
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// },
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// &DrawParameters::default()
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// ).unwrap();
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}
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}
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@ -13,8 +13,7 @@ use winit::{
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use glam::vec3;
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use glam::vec3;
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use std::time::Instant;
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use std::time::Instant;
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pub use kubi_shared::transform;
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pub(crate) use kubi_shared::transform;
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pub(crate) mod rendering;
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pub(crate) mod rendering;
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pub(crate) mod world;
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pub(crate) mod world;
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pub(crate) mod player;
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pub(crate) mod player;
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@ -29,9 +28,6 @@ pub(crate) mod delta_time;
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pub(crate) mod cursor_lock;
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pub(crate) mod cursor_lock;
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pub(crate) mod control_flow;
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pub(crate) mod control_flow;
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pub(crate) mod state;
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pub(crate) mod state;
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#[deprecated="will be replaced by an immediate-mode ui soon, currently a no-op"]
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#[allow(deprecated)]
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pub(crate) mod gui;
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pub(crate) mod networking;
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pub(crate) mod networking;
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pub(crate) mod init;
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pub(crate) mod init;
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pub(crate) mod color;
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pub(crate) mod color;
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@ -76,7 +72,6 @@ use control_flow::{exit_on_esc, insert_control_flow_unique, SetControlFlow};
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use state::{is_ingame, is_ingame_or_loading, is_loading, init_state, update_state, is_connecting};
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use state::{is_ingame, is_ingame_or_loading, is_loading, init_state, update_state, is_connecting};
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use networking::{update_networking, update_networking_late, is_multiplayer, disconnect_on_exit, is_singleplayer};
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use networking::{update_networking, update_networking_late, is_multiplayer, disconnect_on_exit, is_singleplayer};
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use init::initialize_from_args;
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use init::initialize_from_args;
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use gui::{render_gui, init_gui, update_gui};
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use loading_screen::update_loading_screen;
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use loading_screen::update_loading_screen;
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use connecting_screen::switch_to_loading_if_connected;
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use connecting_screen::switch_to_loading_if_connected;
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use fixed_timestamp::init_fixed_timestamp_storage;
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use fixed_timestamp::init_fixed_timestamp_storage;
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@ -99,7 +94,6 @@ fn startup() -> Workload {
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initialize_from_args,
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initialize_from_args,
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lock_cursor_now,
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lock_cursor_now,
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init_input,
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init_input,
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init_gui,
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insert_control_flow_unique,
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insert_control_flow_unique,
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init_delta_time,
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init_delta_time,
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).into_sequential_workload()
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).into_sequential_workload()
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@ -134,7 +128,6 @@ fn update() -> Workload {
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).into_sequential_workload().run_if(is_ingame),
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).into_sequential_workload().run_if(is_ingame),
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update_networking_late.run_if(is_multiplayer),
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update_networking_late.run_if(is_multiplayer),
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compute_cameras,
|
compute_cameras,
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update_gui,
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update_state,
|
update_state,
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exit_on_esc,
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exit_on_esc,
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disconnect_on_exit.run_if(is_multiplayer),
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disconnect_on_exit.run_if(is_multiplayer),
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@ -150,7 +143,6 @@ fn render() -> Workload {
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render_selection_box,
|
render_selection_box,
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render_entities,
|
render_entities,
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).into_sequential_workload().run_if(is_ingame),
|
).into_sequential_workload().run_if(is_ingame),
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render_gui,
|
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).into_sequential_workload()
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).into_sequential_workload()
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}
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}
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|
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|
|
|
@ -1,104 +1,111 @@
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use shipyard::{UniqueView, UniqueViewMut, Workload, IntoWorkload, EntityId, Unique, AllStoragesViewMut, ViewMut, Get, SystemModificator, track};
|
// use shipyard::{UniqueView, UniqueViewMut, Workload, IntoWorkload, EntityId, Unique, AllStoragesViewMut, ViewMut, Get, SystemModificator, track};
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use winit::event::VirtualKeyCode;
|
// use winit::event::VirtualKeyCode;
|
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use glam::{Mat3, vec2};
|
// use glam::{Mat3, vec2};
|
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use crate::{
|
// use crate::{
|
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world::ChunkStorage,
|
// world::ChunkStorage,
|
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state::{GameState, NextState, is_changing_state},
|
// state::{GameState, NextState, is_changing_state},
|
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transform::Transform2d,
|
// transform::Transform2d,
|
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gui::{
|
// gui::{
|
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GuiComponent,
|
// GuiComponent,
|
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progressbar::ProgressbarComponent
|
// progressbar::ProgressbarComponent
|
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},
|
// },
|
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rendering::{Renderer, if_resized},
|
// rendering::{Renderer, if_resized},
|
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input::RawKbmInputState,
|
// input::RawKbmInputState,
|
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};
|
// };
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|
|
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#[derive(Unique, Clone, Copy)]
|
// #[derive(Unique, Clone, Copy)]
|
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struct ProgressbarId(EntityId);
|
// struct ProgressbarId(EntityId);
|
||||||
|
|
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fn spawn_loading_screen(
|
// fn spawn_loading_screen(
|
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mut storages: AllStoragesViewMut,
|
// mut storages: AllStoragesViewMut,
|
||||||
) {
|
// ) {
|
||||||
let size = storages.borrow::<UniqueView<Renderer>>().unwrap().size;
|
// let size = storages.borrow::<UniqueView<Renderer>>().unwrap().size;
|
||||||
let entity = storages.add_entity((
|
// let entity = storages.add_entity((
|
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GuiComponent,
|
// GuiComponent,
|
||||||
Transform2d(Mat3::from_scale_angle_translation(
|
// Transform2d(Mat3::from_scale_angle_translation(
|
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vec2(size.width as f32, 16.),
|
// vec2(size.width as f32, 16.),
|
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0.,
|
// 0.,
|
||||||
vec2(0., 0.)
|
// vec2(0., 0.)
|
||||||
)),
|
// )),
|
||||||
ProgressbarComponent {
|
// ProgressbarComponent {
|
||||||
progress: 0.33
|
// progress: 0.33
|
||||||
},
|
// },
|
||||||
));
|
// ));
|
||||||
storages.add_unique(ProgressbarId(entity));
|
// storages.add_unique(ProgressbarId(entity));
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn resize_progress_bar(
|
// fn resize_progress_bar(
|
||||||
renderer: UniqueView<Renderer>,
|
// renderer: UniqueView<Renderer>,
|
||||||
bar: UniqueView<ProgressbarId>,
|
// bar: UniqueView<ProgressbarId>,
|
||||||
mut transforms: ViewMut<Transform2d, track::All>
|
// mut transforms: ViewMut<Transform2d, track::All>
|
||||||
) {
|
// ) {
|
||||||
let mut trans = (&mut transforms).get(bar.0).unwrap();
|
// let mut trans = (&mut transforms).get(bar.0).unwrap();
|
||||||
trans.0.x_axis.x = renderer.size.width as f32;
|
// trans.0.x_axis.x = renderer.size.width as f32;
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn update_progress_bar_progress (
|
// fn update_progress_bar_progress (
|
||||||
world: UniqueView<ChunkStorage>,
|
// world: UniqueView<ChunkStorage>,
|
||||||
mut bar: ViewMut<ProgressbarComponent>,
|
// mut bar: ViewMut<ProgressbarComponent>,
|
||||||
eid: UniqueView<ProgressbarId>,
|
// eid: UniqueView<ProgressbarId>,
|
||||||
) {
|
// ) {
|
||||||
let mut bar = (&mut bar).get(eid.0).unwrap();
|
// let mut bar = (&mut bar).get(eid.0).unwrap();
|
||||||
let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| {
|
// let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| {
|
||||||
acc + chunk.desired_state.matches_current(chunk.current_state) as usize
|
// acc + chunk.desired_state.matches_current(chunk.current_state) as usize
|
||||||
});
|
// });
|
||||||
let total = world.chunks.len();
|
// let total = world.chunks.len();
|
||||||
let progress = loaded as f32 / total as f32;
|
// let progress = loaded as f32 / total as f32;
|
||||||
bar.progress = progress;
|
// bar.progress = progress;
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn switch_to_ingame_if_loaded(
|
// fn switch_to_ingame_if_loaded(
|
||||||
world: UniqueView<ChunkStorage>,
|
// world: UniqueView<ChunkStorage>,
|
||||||
mut state: UniqueViewMut<NextState>
|
// mut state: UniqueViewMut<NextState>
|
||||||
) {
|
// ) {
|
||||||
if world.chunks.is_empty() {
|
// if world.chunks.is_empty() {
|
||||||
return
|
// return
|
||||||
}
|
// }
|
||||||
if world.chunks.iter().all(|(_, chunk)| {
|
// if world.chunks.iter().all(|(_, chunk)| {
|
||||||
chunk.desired_state.matches_current(chunk.current_state)
|
// chunk.desired_state.matches_current(chunk.current_state)
|
||||||
}) {
|
// }) {
|
||||||
log::info!("Finished loading chunks");
|
// log::info!("Finished loading chunks");
|
||||||
state.0 = Some(GameState::InGame);
|
// state.0 = Some(GameState::InGame);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
fn override_loading(
|
// fn override_loading(
|
||||||
kbm_state: UniqueView<RawKbmInputState>,
|
// kbm_state: UniqueView<RawKbmInputState>,
|
||||||
mut state: UniqueViewMut<NextState>
|
// mut state: UniqueViewMut<NextState>
|
||||||
) {
|
// ) {
|
||||||
if kbm_state.keyboard_state.contains(VirtualKeyCode::F as u32) {
|
// if kbm_state.keyboard_state.contains(VirtualKeyCode::F as u32) {
|
||||||
state.0 = Some(GameState::InGame);
|
// state.0 = Some(GameState::InGame);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
|
// fn despawn_loading_screen_if_switching_state(
|
||||||
|
// mut storages: AllStoragesViewMut,
|
||||||
|
// ) {
|
||||||
|
// let state = storages.borrow::<UniqueView<NextState>>().unwrap().0.unwrap();
|
||||||
|
// if state != GameState::LoadingWorld {
|
||||||
|
// let progress_bar = storages.borrow::<UniqueView<ProgressbarId>>().unwrap().0;
|
||||||
|
// storages.delete_entity(progress_bar);
|
||||||
|
// storages.remove_unique::<ProgressbarId>().unwrap();
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
|
// pub fn update_loading_screen() -> Workload {
|
||||||
|
// (
|
||||||
|
// spawn_loading_screen.run_if_missing_unique::<ProgressbarId>(),
|
||||||
|
// resize_progress_bar.run_if(if_resized),
|
||||||
|
// update_progress_bar_progress,
|
||||||
|
// override_loading,
|
||||||
|
// switch_to_ingame_if_loaded,
|
||||||
|
// despawn_loading_screen_if_switching_state.run_if(is_changing_state),
|
||||||
|
// ).into_sequential_workload()
|
||||||
|
// }
|
||||||
|
|
||||||
|
use shipyard::Workload;
|
||||||
|
|
||||||
fn despawn_loading_screen_if_switching_state(
|
|
||||||
mut storages: AllStoragesViewMut,
|
|
||||||
) {
|
|
||||||
let state = storages.borrow::<UniqueView<NextState>>().unwrap().0.unwrap();
|
|
||||||
if state != GameState::LoadingWorld {
|
|
||||||
let progress_bar = storages.borrow::<UniqueView<ProgressbarId>>().unwrap().0;
|
|
||||||
storages.delete_entity(progress_bar);
|
|
||||||
storages.remove_unique::<ProgressbarId>().unwrap();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn update_loading_screen() -> Workload {
|
pub fn update_loading_screen() -> Workload {
|
||||||
(
|
Workload::new("todo")
|
||||||
spawn_loading_screen.run_if_missing_unique::<ProgressbarId>(),
|
|
||||||
resize_progress_bar.run_if(if_resized),
|
|
||||||
update_progress_bar_progress,
|
|
||||||
override_loading,
|
|
||||||
switch_to_ingame_if_loaded,
|
|
||||||
despawn_loading_screen_if_switching_state.run_if(is_changing_state),
|
|
||||||
).into_sequential_workload()
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -9,6 +9,7 @@ use glam::{Vec3, UVec2};
|
||||||
use pollster::FutureExt as _;
|
use pollster::FutureExt as _;
|
||||||
use crate::{events::WindowResizedEvent, settings::{GameSettings, FullscreenMode}};
|
use crate::{events::WindowResizedEvent, settings::{GameSettings, FullscreenMode}};
|
||||||
|
|
||||||
|
pub mod shaders;
|
||||||
pub mod primitives;
|
pub mod primitives;
|
||||||
pub mod world;
|
pub mod world;
|
||||||
pub mod selection_box;
|
pub mod selection_box;
|
||||||
|
@ -17,9 +18,6 @@ pub mod entities;
|
||||||
#[derive(Unique)]
|
#[derive(Unique)]
|
||||||
#[repr(transparent)]
|
#[repr(transparent)]
|
||||||
pub struct RenderTarget(pub ());
|
pub struct RenderTarget(pub ());
|
||||||
impl Drop for RenderTarget {
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(Unique)]
|
#[derive(Unique)]
|
||||||
#[repr(transparent)]
|
#[repr(transparent)]
|
||||||
|
|
|
@ -6,15 +6,15 @@ pub mod rect;
|
||||||
use cube::init_cube_primitive;
|
use cube::init_cube_primitive;
|
||||||
use rect::init_rect_primitive;
|
use rect::init_rect_primitive;
|
||||||
|
|
||||||
#[repr(C)]
|
#[repr(C, packed)]
|
||||||
#[derive(Clone, Copy, Default)]
|
#[derive(Clone, Copy, Default, bytemuck::Pod, bytemuck::Zeroable)]
|
||||||
pub struct PositionOnlyVertex {
|
pub struct PositionVertex {
|
||||||
pub position: [f32; 3],
|
pub position: [f32; 3],
|
||||||
}
|
}
|
||||||
|
|
||||||
#[repr(C)]
|
#[repr(C, packed)]
|
||||||
#[derive(Clone, Copy, Default)]
|
#[derive(Clone, Copy, Default, bytemuck::Pod, bytemuck::Zeroable)]
|
||||||
pub struct PositionOnlyVertex2d {
|
pub struct PositionVertex2d {
|
||||||
pub position: [f32; 2],
|
pub position: [f32; 2],
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
use shipyard::{AllStoragesView, NonSendSync, UniqueView, Unique};
|
use shipyard::{AllStoragesView, NonSendSync, UniqueView, Unique};
|
||||||
use crate::rendering::Renderer;
|
use crate::rendering::Renderer;
|
||||||
use super::PositionOnlyVertex;
|
use super::PositionVertex;
|
||||||
|
|
||||||
#[derive(Unique)]
|
#[derive(Unique)]
|
||||||
pub struct CubePrimitive {
|
pub struct CubePrimitive {
|
||||||
|
@ -14,29 +14,29 @@ pub struct CenteredCubePrimitive {
|
||||||
pub idx: wgpu::Buffer
|
pub idx: wgpu::Buffer
|
||||||
}
|
}
|
||||||
|
|
||||||
const CENTERED_CUBE_VERTICES: &[PositionOnlyVertex] = &[
|
const CENTERED_CUBE_VERTICES: &[PositionVertex] = &[
|
||||||
// front
|
// front
|
||||||
PositionOnlyVertex { position: [-0.5, -0.5, 0.5] },
|
PositionVertex { position: [-0.5, -0.5, 0.5] },
|
||||||
PositionOnlyVertex { position: [ 0.5, -0.5, 0.5] },
|
PositionVertex { position: [ 0.5, -0.5, 0.5] },
|
||||||
PositionOnlyVertex { position: [ 0.5, 0.5, 0.5] },
|
PositionVertex { position: [ 0.5, 0.5, 0.5] },
|
||||||
PositionOnlyVertex { position: [-0.5, 0.5, 0.5] },
|
PositionVertex { position: [-0.5, 0.5, 0.5] },
|
||||||
// back
|
// back
|
||||||
PositionOnlyVertex { position: [-0.5, -0.5, -0.5] },
|
PositionVertex { position: [-0.5, -0.5, -0.5] },
|
||||||
PositionOnlyVertex { position: [ 0.5, -0.5, -0.5] },
|
PositionVertex { position: [ 0.5, -0.5, -0.5] },
|
||||||
PositionOnlyVertex { position: [ 0.5, 0.5, -0.5] },
|
PositionVertex { position: [ 0.5, 0.5, -0.5] },
|
||||||
PositionOnlyVertex { position: [-0.5, 0.5, -0.5] },
|
PositionVertex { position: [-0.5, 0.5, -0.5] },
|
||||||
];
|
];
|
||||||
const CUBE_VERTICES: &[PositionOnlyVertex] = &[
|
const CUBE_VERTICES: &[PositionVertex] = &[
|
||||||
// front
|
// front
|
||||||
PositionOnlyVertex { position: [0.0, 0.0, 1.0] },
|
PositionVertex { position: [0.0, 0.0, 1.0] },
|
||||||
PositionOnlyVertex { position: [1.0, 0.0, 1.0] },
|
PositionVertex { position: [1.0, 0.0, 1.0] },
|
||||||
PositionOnlyVertex { position: [1.0, 1.0, 1.0] },
|
PositionVertex { position: [1.0, 1.0, 1.0] },
|
||||||
PositionOnlyVertex { position: [0.0, 1.0, 1.0] },
|
PositionVertex { position: [0.0, 1.0, 1.0] },
|
||||||
// back
|
// back
|
||||||
PositionOnlyVertex { position: [0.0, 0.0, 0.0] },
|
PositionVertex { position: [0.0, 0.0, 0.0] },
|
||||||
PositionOnlyVertex { position: [1.0, 0.0, 0.0] },
|
PositionVertex { position: [1.0, 0.0, 0.0] },
|
||||||
PositionOnlyVertex { position: [1.0, 1.0, 0.0] },
|
PositionVertex { position: [1.0, 1.0, 0.0] },
|
||||||
PositionOnlyVertex { position: [0.0, 1.0, 0.0] },
|
PositionVertex { position: [0.0, 1.0, 0.0] },
|
||||||
];
|
];
|
||||||
const CUBE_INDICES: &[u16] = &[
|
const CUBE_INDICES: &[u16] = &[
|
||||||
// front
|
// front
|
||||||
|
|
|
@ -1,15 +1,15 @@
|
||||||
use shipyard::{Unique, AllStoragesView, NonSendSync, UniqueView};
|
use shipyard::{Unique, AllStoragesView, NonSendSync, UniqueView};
|
||||||
use crate::rendering::Renderer;
|
use crate::rendering::Renderer;
|
||||||
use super::PositionOnlyVertex2d;
|
use super::PositionVertex2d;
|
||||||
|
|
||||||
#[derive(Unique)]
|
#[derive(Unique)]
|
||||||
pub struct RectPrimitive(pub VertexBuffer<PositionOnlyVertex2d>, pub IndexBuffer<u16>);
|
pub struct RectPrimitive(pub VertexBuffer<PositionVertex2d>, pub IndexBuffer<u16>);
|
||||||
|
|
||||||
const RECT_VERTEX: &[PositionOnlyVertex2d] = &[
|
const RECT_VERTEX: &[PositionVertex2d] = &[
|
||||||
PositionOnlyVertex2d { position: [0., 0.] },
|
PositionVertex2d { position: [0., 0.] },
|
||||||
PositionOnlyVertex2d { position: [1., 0.] },
|
PositionVertex2d { position: [1., 0.] },
|
||||||
PositionOnlyVertex2d { position: [0., 1.] },
|
PositionVertex2d { position: [0., 1.] },
|
||||||
PositionOnlyVertex2d { position: [1., 1.] },
|
PositionVertex2d { position: [1., 1.] },
|
||||||
];
|
];
|
||||||
const RECT_INDEX: &[u16] = &[0, 1, 2, 1, 3, 2];
|
const RECT_INDEX: &[u16] = &[0, 1, 2, 1, 3, 2];
|
||||||
|
|
||||||
|
|
31
kubi/src/rendering/shaders.rs
Normal file
31
kubi/src/rendering/shaders.rs
Normal file
|
@ -0,0 +1,31 @@
|
||||||
|
use shipyard::{Unique, NonSendSync, UniqueView, AllStoragesView};
|
||||||
|
|
||||||
|
use super::Renderer;
|
||||||
|
|
||||||
|
#[derive(Unique)]
|
||||||
|
pub struct Shaders {
|
||||||
|
pub world: wgpu::ShaderModule
|
||||||
|
}
|
||||||
|
|
||||||
|
macro_rules! shaders {
|
||||||
|
{$renderer: expr, $dir: literal, $($name: ident -> $path: literal),*} => {
|
||||||
|
{
|
||||||
|
use super::Renderer;
|
||||||
|
let renderer: &Renderer = $renderer;
|
||||||
|
$({
|
||||||
|
let _is_string_literal: &str = $path;
|
||||||
|
renderer.device.create_shader_module(wgpu::include_wgsl!(concat!($dir, "/", $path)));
|
||||||
|
})*
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn compile_shaders(
|
||||||
|
storages: AllStoragesView,
|
||||||
|
) {
|
||||||
|
let renderer = &storages.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
|
||||||
|
shaders! {
|
||||||
|
renderer, "../../shaders",
|
||||||
|
world -> "world.wgsl"
|
||||||
|
};
|
||||||
|
}
|
|
@ -17,7 +17,7 @@ use crate::{
|
||||||
};
|
};
|
||||||
use super::{RenderTarget, primitives::cube::CubePrimitive};
|
use super::{RenderTarget, primitives::cube::CubePrimitive};
|
||||||
|
|
||||||
#[repr(C)]
|
#[repr(C, packed)]
|
||||||
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
|
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
|
||||||
pub struct ChunkVertex {
|
pub struct ChunkVertex {
|
||||||
pub position: [f32; 3],
|
pub position: [f32; 3],
|
||||||
|
|
Loading…
Reference in a new issue