render trans chunks after entities/sel box etc

This commit is contained in:
griffi-gh 2024-05-04 00:35:56 +02:00
parent f0270aead3
commit b665d1c004
2 changed files with 65 additions and 26 deletions

View file

@ -83,7 +83,7 @@ use rendering::{
init_window_size, init_window_size,
update_window_size, update_window_size,
primitives::init_primitives, primitives::init_primitives,
world::{draw_world, draw_current_chunk_border}, world::{init_trans_chunk_queue, draw_world, draw_world_trans, draw_current_chunk_border},
selection_box::render_selection_box, selection_box::render_selection_box,
entities::render_entities, entities::render_entities,
sumberge::render_submerged_view, sumberge::render_submerged_view,
@ -133,6 +133,7 @@ fn startup() -> Workload {
init_client_physics, init_client_physics,
init_chat_manager, init_chat_manager,
init_crosshair_image, init_crosshair_image,
init_trans_chunk_queue,
).into_sequential_workload() ).into_sequential_workload()
} }
@ -189,6 +190,7 @@ fn render() -> Workload {
draw_current_chunk_border, draw_current_chunk_border,
render_selection_box, render_selection_box,
render_entities, render_entities,
draw_world_trans,
render_submerged_view, render_submerged_view,
).into_sequential_workload().run_if(is_ingame), ).into_sequential_workload().run_if(is_ingame),
kubi_ui_draw, kubi_ui_draw,

View file

@ -1,5 +1,5 @@
use glam::{ivec3, IVec3, Mat4, Quat, Vec3}; use glam::{ivec3, IVec3, Mat4, Quat, Vec3};
use shipyard::{NonSendSync, UniqueView, UniqueViewMut, View, IntoIter, track}; use shipyard::{track, AllStoragesView, IntoIter, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
use glium::{ use glium::{
draw_parameters::{ draw_parameters::{
BackfaceCullingMode, Depth, DepthTest, PolygonMode BackfaceCullingMode, Depth, DepthTest, PolygonMode
@ -34,20 +34,15 @@ pub struct ChunkVertex {
} }
implement_vertex!(ChunkVertex, position, normal, uv, tex_index); implement_vertex!(ChunkVertex, position, normal, uv, tex_index);
pub fn draw_world( #[derive(Unique)]
mut target: NonSendSync<UniqueViewMut<RenderTarget>>, pub struct TransChunkQueue(pub Vec<IVec3>);
chunks: UniqueView<ChunkStorage>,
meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
transform: View<Transform>,
camera: View<Camera>,
settings: UniqueView<GameSettings>
) {
let (camera, transform) = (&camera, &transform).iter().next().expect("No cameras in the scene");
let camera_position = transform.0.to_scale_rotation_translation().2;
let mut draw_parameters = DrawParameters { pub fn init_trans_chunk_queue(storages: AllStoragesView) {
storages.add_unique(TransChunkQueue(Vec::with_capacity(512)));
}
fn draw_params(settings: &GameSettings) -> DrawParameters {
DrawParameters {
depth: Depth { depth: Depth {
test: DepthTest::IfLess, test: DepthTest::IfLess,
write: true, write: true,
@ -57,18 +52,39 @@ pub fn draw_world(
polygon_mode: PolygonMode::Fill, //Change to Line for wireframe polygon_mode: PolygonMode::Fill, //Change to Line for wireframe
backface_culling: BackfaceCullingMode::CullClockwise, backface_culling: BackfaceCullingMode::CullClockwise,
..Default::default() ..Default::default()
}; }
let texture_sampler = Sampler(&texture.0, SamplerBehavior { }
fn texture_sampler<'a, T>(texture: &'a T, settings: &GameSettings) -> Sampler<'a, T> {
Sampler(texture, SamplerBehavior {
minify_filter: MinifySamplerFilter::LinearMipmapLinear, minify_filter: MinifySamplerFilter::LinearMipmapLinear,
magnify_filter: MagnifySamplerFilter::Nearest, magnify_filter: MagnifySamplerFilter::Nearest,
max_anisotropy: settings.max_anisotropy.unwrap_or_default(), max_anisotropy: settings.max_anisotropy.unwrap_or_default(),
wrap_function: (SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp), wrap_function: (SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp),
..Default::default() depth_texture_comparison: None,
}); })
}
pub fn draw_world(
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
chunks: UniqueView<ChunkStorage>,
meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
transform: View<Transform>,
camera: View<Camera>,
settings: UniqueView<GameSettings>,
mut trans_queue: UniqueViewMut<TransChunkQueue>,
) {
// let (camera, transform) = (&camera, &transform).iter().next().expect("No cameras in the scene");
// let camera_position = transform.0.to_scale_rotation_translation().2;
let camera = camera.iter().next().expect("No cameras in the scene");
let view = camera.view_matrix.to_cols_array_2d(); let view = camera.view_matrix.to_cols_array_2d();
let perspective = camera.perspective_matrix.to_cols_array_2d(); let perspective = camera.perspective_matrix.to_cols_array_2d();
let mut enqueue_trans = Vec::new(); let draw_parameters = draw_params(&settings);
let texture_sampler = texture_sampler(&texture.0, &settings);
for (&position, chunk) in &chunks.chunks { for (&position, chunk) in &chunks.chunks {
if let Some(key) = chunk.mesh_index { if let Some(key) = chunk.mesh_index {
@ -107,21 +123,42 @@ pub fn draw_world(
} }
if mesh.trans_index_buffer.len() > 0 { if mesh.trans_index_buffer.len() > 0 {
enqueue_trans.push((chunk, mesh)); trans_queue.0.push(position);
} }
} }
} }
// const HALF_CHUNK_SIZE: IVec3 = IVec3::splat((CHUNK_SIZE >> 1) as i32);
// trans_queue.0.sort_by_cached_key(|&pos| -(
// (pos + HALF_CHUNK_SIZE).distance_squared(camera_position.as_ivec3())
// ));
}
pub fn draw_world_trans(
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
chunks: UniqueView<ChunkStorage>,
meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
camera: View<Camera>,
settings: UniqueView<GameSettings>,
mut trans_queue: UniqueViewMut<TransChunkQueue>,
) {
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 mut draw_parameters = draw_params(&settings);
draw_parameters.blend = Blend::alpha_blending(); draw_parameters.blend = Blend::alpha_blending();
draw_parameters.backface_culling = BackfaceCullingMode::CullingDisabled; draw_parameters.backface_culling = BackfaceCullingMode::CullingDisabled;
draw_parameters.smooth = Some(Smooth::Fastest); draw_parameters.smooth = Some(Smooth::Fastest);
// enqueue_trans.sort_by_key(|k| -( let texture_sampler = texture_sampler(&texture.0, &settings);
// (k.0.position + IVec3::splat((CHUNK_SIZE >> 1) as i32)).distance_squared(camera_position.as_ivec3())
// ));
for (chunk, mesh) in enqueue_trans.drain(..).rev() { for position in trans_queue.0.drain(..).rev() {
let world_position = chunk.position.as_vec3() * CHUNK_SIZE as f32; let world_position = position.as_vec3() * CHUNK_SIZE as f32;
let mesh_idx = chunks.chunks[&position].mesh_index.expect("No mesh index");
let mesh = meshes.get(mesh_idx).expect("Mesh index pointing to nothing");
target.0.draw( target.0.draw(
&mesh.trans_vertex_buffer, &mesh.trans_vertex_buffer,
&mesh.trans_index_buffer, &mesh.trans_index_buffer,