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https://github.com/griffi-gh/kubi.git
synced 2024-11-10 01:28:41 -06:00
chunk marking/loading!!
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parent
0a528d8ccf
commit
c761688f81
13
src/main.rs
13
src/main.rs
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@ -21,9 +21,9 @@ pub(crate) mod prefabs;
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pub(crate) mod transform;
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pub(crate) mod transform;
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pub(crate) mod settings;
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pub(crate) mod settings;
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use rendering::{Rederer, RenderTarget, BackgroundColor, clear_background};
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use rendering::{Renderer, RenderTarget, BackgroundColor, clear_background};
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use player::spawn_player;
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use player::spawn_player;
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use world::{ChunkStorage, loading::load_world_around_player};
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use world::{ChunkStorage, ChunkMeshStorage, loading::load_world_around_player};
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use prefabs::load_prefabs;
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use prefabs::load_prefabs;
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use settings::GameSettings;
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use settings::GameSettings;
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@ -56,14 +56,13 @@ fn main() {
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let world = World::new();
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let world = World::new();
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//Add systems and uniques, Init and load things
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//Add systems and uniques, Init and load things
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world.add_unique_non_send_sync(
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world.add_unique_non_send_sync(Renderer::init(&event_loop));
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Rederer::init(&event_loop)
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);
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load_prefabs(&world);
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world.add_unique(ChunkStorage::new());
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world.add_unique(ChunkStorage::new());
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world.add_unique_non_send_sync(ChunkMeshStorage::new());
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world.add_unique(BackgroundColor(vec3(0.5, 0.5, 1.)));
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world.add_unique(BackgroundColor(vec3(0.5, 0.5, 1.)));
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world.add_unique(DeltaTime(Duration::default()));
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world.add_unique(DeltaTime(Duration::default()));
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world.add_unique(GameSettings::default());
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world.add_unique(GameSettings::default());
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load_prefabs(&world);
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//Register workloads
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//Register workloads
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world.add_workload(startup);
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world.add_workload(startup);
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@ -102,7 +101,7 @@ fn main() {
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//Start rendering (maybe use custom views for this?)
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//Start rendering (maybe use custom views for this?)
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let mut target = {
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let mut target = {
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let renderer = world.borrow::<NonSendSync<UniqueView<Rederer>>>().unwrap();
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let renderer = world.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
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renderer.display.draw()
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renderer.display.draw()
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};
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};
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target.clear_color_and_depth((0., 0., 0., 1.), 1.);
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target.clear_color_and_depth((0., 0., 0., 1.), 1.);
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@ -1,7 +1,7 @@
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use shipyard::{World, NonSendSync, UniqueView, Unique};
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use shipyard::{World, NonSendSync, UniqueView, Unique};
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use glium::{texture::SrgbTexture2dArray, Program};
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use glium::{texture::SrgbTexture2dArray, Program};
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use strum::EnumIter;
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use strum::EnumIter;
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use crate::rendering::Rederer;
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use crate::rendering::Renderer;
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mod texture;
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mod texture;
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mod shaders;
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mod shaders;
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@ -57,7 +57,7 @@ pub struct BlockTexturesPrefab(SrgbTexture2dArray);
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pub struct ChunkShaderPrefab(Program);
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pub struct ChunkShaderPrefab(Program);
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pub fn load_prefabs(world: &World) {
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pub fn load_prefabs(world: &World) {
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let renderer = world.borrow::<NonSendSync<UniqueView<Rederer>>>().unwrap();
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let renderer = world.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
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world.add_unique_non_send_sync(BlockTexturesPrefab(
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world.add_unique_non_send_sync(BlockTexturesPrefab(
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load_texture2darray_prefab::<BlockTextures, _>(
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load_texture2darray_prefab::<BlockTextures, _>(
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"./assets/blocks/".into(),
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"./assets/blocks/".into(),
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@ -16,10 +16,10 @@ pub struct RenderTarget(pub glium::Frame);
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pub struct BackgroundColor(pub Vec3);
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pub struct BackgroundColor(pub Vec3);
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#[derive(Unique)]
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#[derive(Unique)]
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pub struct Rederer {
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pub struct Renderer {
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pub display: Display
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pub display: Display
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}
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}
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impl Rederer {
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impl Renderer {
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pub fn init(event_loop: &EventLoop<()>) -> Self {
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pub fn init(event_loop: &EventLoop<()>) -> Self {
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log::info!("initializing display");
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log::info!("initializing display");
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let wb = WindowBuilder::new()
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let wb = WindowBuilder::new()
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13
src/world.rs
13
src/world.rs
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@ -58,6 +58,7 @@ impl<'a> ChunksNeighbors<'a> {
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}
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}
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#[derive(Default, Unique)]
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#[derive(Default, Unique)]
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#[track(Modification)]
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pub struct ChunkStorage {
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pub struct ChunkStorage {
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pub chunks: HashMap<IVec3, Chunk>
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pub chunks: HashMap<IVec3, Chunk>
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}
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}
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@ -101,9 +102,11 @@ impl ChunkStorage {
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}
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}
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}
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}
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#[derive(Default, Unique)]
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pub struct ChunkMeshStorage {
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pub struct ChunkMeshStorage {
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meshes: HashMap<u64, ChunkMesh, BuildNoHashHasher<u64>>,
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meshes: HashMap<usize, ChunkMesh, BuildNoHashHasher<usize>>,
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index: u64,
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index: usize,
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}
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}
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impl ChunkMeshStorage {
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impl ChunkMeshStorage {
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pub fn new() -> Self {
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pub fn new() -> Self {
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@ -112,17 +115,17 @@ impl ChunkMeshStorage {
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index: 0,
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index: 0,
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}
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}
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}
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}
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pub fn insert(&mut self, mesh: ChunkMesh) -> u64 {
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pub fn insert(&mut self, mesh: ChunkMesh) -> usize {
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let index = self.index;
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let index = self.index;
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self.meshes.insert_unique_unchecked(index, mesh);
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self.meshes.insert_unique_unchecked(index, mesh);
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self.index += 1;
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self.index += 1;
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index
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index
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}
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}
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pub fn update(&mut self, key: u64, mesh: ChunkMesh) -> Result<()> {
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pub fn update(&mut self, key: usize, mesh: ChunkMesh) -> Result<()> {
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*self.meshes.get_mut(&key).context("Chunk doesn't exist")? = mesh;
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*self.meshes.get_mut(&key).context("Chunk doesn't exist")? = mesh;
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Ok(())
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Ok(())
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}
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}
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pub fn remove(&mut self, key: u64) -> Result<()> {
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pub fn remove(&mut self, key: usize) -> Result<()> {
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self.meshes.remove(&key).context("Chunk doesn't exist")?;
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self.meshes.remove(&key).context("Chunk doesn't exist")?;
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Ok(())
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Ok(())
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}
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}
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@ -21,9 +21,10 @@ pub struct ChunkMesh {
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pub index_buffer: IndexBuffer<u32>,
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pub index_buffer: IndexBuffer<u32>,
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord)]
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#[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Default)]
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pub enum ChunkState {
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pub enum ChunkState {
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ToUnload, //desired only
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ToUnload, //desired only
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#[default]
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Nothing,
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Nothing,
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Loading, //current only
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Loading, //current only
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Loaded,
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Loaded,
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@ -39,3 +40,14 @@ pub struct Chunk {
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pub current_state: ChunkState,
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pub current_state: ChunkState,
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pub desired_state: ChunkState,
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pub desired_state: ChunkState,
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}
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}
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impl Chunk {
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pub fn new(position: IVec3) -> Self {
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Self {
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position,
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block_data: None,
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mesh_index: None,
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current_state: Default::default(),
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desired_state: Default::default(),
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}
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}
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}
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@ -1,31 +1,32 @@
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use glam::ivec3;
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use glam::ivec3;
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use shipyard::{View, UniqueView, UniqueViewMut, IntoIter, Workload, IntoWorkload};
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use shipyard::{View, UniqueView, UniqueViewMut, IntoIter, Workload, IntoWorkload, NonSendSync};
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use crate::{player::LocalPlayer, transform::Transform, settings::GameSettings};
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use crate::{player::LocalPlayer, transform::Transform, settings::GameSettings};
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use super::{ChunkStorage, chunk::{ChunkState, CHUNK_SIZE}};
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use super::{ChunkStorage, chunk::{Chunk, ChunkState, CHUNK_SIZE}, ChunkMeshStorage};
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pub fn load_world_around_player() -> Workload {
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pub fn load_world_around_player() -> Workload {
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(
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(
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mark_chunks,
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update_chunks_if_player_moved,
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unload_marked_chunks
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).into_workload()
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).into_workload()
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}
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}
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pub fn mark_chunks(
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pub fn update_chunks_if_player_moved(
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v_settings: UniqueView<GameSettings>,
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v_settings: UniqueView<GameSettings>,
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v_local_player: View<LocalPlayer>,
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v_local_player: View<LocalPlayer>,
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v_transform: View<Transform>,
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v_transform: View<Transform>,
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mut vm_world: UniqueViewMut<ChunkStorage>,
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mut vm_world: UniqueViewMut<ChunkStorage>,
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) {
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) {
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//Read game settings
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//Check if the player actually moved
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let load_distance = (v_settings.render_distance + 1) as i32;
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//Check if a player moved
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let Some((_, transform)) = (&v_local_player, v_transform.inserted_or_modified()).iter().next() else {
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let Some((_, transform)) = (&v_local_player, v_transform.inserted_or_modified()).iter().next() else {
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return
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return
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};
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};
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//Read game settings
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let load_distance = (v_settings.render_distance + 1) as i32;
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//If it did, get it's position and current chunk
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//If it did, get it's position and current chunk
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let position = transform.0.to_scale_rotation_translation().2;
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let player_position = transform.0.to_scale_rotation_translation().2;
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let at_chunk = position.as_ivec3() / CHUNK_SIZE as i32;
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let player_at_chunk = player_position.as_ivec3() / CHUNK_SIZE as i32;
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//Then, mark *ALL* chunks with ToUnload
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//Then, mark *ALL* chunks with ToUnload
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for (_, chunk) in &mut vm_world.chunks {
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for (_, chunk) in &mut vm_world.chunks {
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@ -37,19 +38,46 @@ pub fn mark_chunks(
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for y in -load_distance..=load_distance {
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for y in -load_distance..=load_distance {
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for z in -load_distance..=load_distance {
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for z in -load_distance..=load_distance {
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let chunk_pos_offset = ivec3(x, y, z);
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let chunk_pos_offset = ivec3(x, y, z);
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let chunk_pos = player_at_chunk + chunk_pos_offset;
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let is_border = {
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let is_border = {
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chunk_pos_offset.x.abs() == load_distance ||
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chunk_pos_offset.x.abs() == load_distance ||
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chunk_pos_offset.y.abs() == load_distance ||
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chunk_pos_offset.y.abs() == load_distance ||
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chunk_pos_offset.z.abs() == load_distance
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chunk_pos_offset.z.abs() == load_distance
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};
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};
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//If chunk doesn't exist create it
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let chunk = match vm_world.chunks.get_mut(&chunk_pos) {
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Some(chunk) => chunk,
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None => {
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let chunk = Chunk::new(chunk_pos);
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vm_world.chunks.insert_unique_unchecked(chunk_pos, chunk);
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vm_world.chunks.get_mut(&chunk_pos).unwrap()
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}
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};
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let desired = match is_border {
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let desired = match is_border {
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true => ChunkState::Loaded,
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true => ChunkState::Loaded,
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false => ChunkState::Rendered,
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false => ChunkState::Rendered,
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};
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};
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chunk.desired_state = desired;
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}
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}
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}
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}
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}
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}
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}
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//TODO
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todo!()
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fn unload_marked_chunks(
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mut vm_world: UniqueViewMut<ChunkStorage>,
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mut vm_meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>
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) {
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if !vm_world.is_modified() {
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return
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}
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vm_world.chunks.retain(|_, chunk| {
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if chunk.desired_state == ChunkState::ToUnload {
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if let Some(mesh_index) = chunk.mesh_index {
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vm_meshes.remove(mesh_index).unwrap();
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}
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false
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} else {
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true
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}
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})
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}
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}
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