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skip drawing empty chunks
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parent
941f563059
commit
9ed19bfc0e
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@ -73,18 +73,20 @@ pub fn draw_world(
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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 world_position = (position.as_vec3() * CHUNK_SIZE as f32).to_array();
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target.0.draw(
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&mesh.vertex_buffer,
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&mesh.index_buffer,
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&program.0,
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&uniform! {
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position_offset: world_position,
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view: view,
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perspective: perspective,
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tex: texture_sampler
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},
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&draw_parameters
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).unwrap();
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if mesh.index_buffer.len() > 0 { //maybe this is a bit hacky?
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target.0.draw(
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&mesh.vertex_buffer,
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&mesh.index_buffer,
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&program.0,
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&uniform! {
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position_offset: world_position,
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view: view,
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perspective: perspective,
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tex: texture_sampler
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},
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&draw_parameters
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).unwrap();
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}
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}
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}
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}
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@ -6,19 +6,13 @@ use super::{
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pub fn generate_world(position: IVec3, _seed: u32) -> BlockData {
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let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]);
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//TODO actual world generation
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if position.y == -1 {
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for x in 0..CHUNK_SIZE {
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for z in 0..CHUNK_SIZE {
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blocks[x][0][z] = Block::Grass;
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}
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}
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} else {
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blocks[0][0][0] = Block::Stone;
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blocks[1][0][0] = Block::Stone;
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blocks[0][1][0] = Block::Stone;
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blocks[0][2][0] = Block::Stone;
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blocks[0][0][1] = Block::Stone;
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}
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//TODO actual world generation
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blocks
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}
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