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meow
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@ -20,6 +20,7 @@ pub(crate) mod world;
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pub(crate) mod prefabs;
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use rendering::{Rederer, RenderTarget, BackgroundColor, clear_background};
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use world::GameWorld;
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use prefabs::load_prefabs;
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#[derive(Unique)]
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@ -44,13 +45,14 @@ fn main() {
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//Create a shipyard world
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let world = World::new();
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//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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Rederer::init(&event_loop)
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);
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load_prefabs(&world);
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//Add systems and uniques
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world.add_unique_non_send_sync(
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GameWorld::new()
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);
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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_workload(update);
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@ -1,6 +1,6 @@
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use shipyard::{World, NonSendSync, UniqueView, Unique};
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use strum::{EnumIter, IntoEnumIterator};
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use glium::{texture::{SrgbTexture2dArray, RawImage2d}, backend::Facade, Program};
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use glium::{texture::SrgbTexture2dArray, Program};
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use strum::EnumIter;
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use crate::rendering::Rederer;
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mod texture;
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@ -50,8 +50,6 @@ impl AssetPaths for BlockTextures {
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}
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}
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#[derive(Unique)]
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pub struct BlockTexturesPrefab(SrgbTexture2dArray);
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@ -1,8 +1,9 @@
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use glium::{Program, backend::Facade};
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macro_rules! include_shader_prefab {
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($vert: literal, $frag: literal, $geom: literal, $facade: expr) => {
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{
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use ::glium::Program;
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log::info!("↓↓↓ compiling shader prefab ↓↓↓");
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log::info!("{} {} {}", $vert, $frag, $geom);
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Program::from_source(
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@ -15,6 +16,7 @@ macro_rules! include_shader_prefab {
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};
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($vert: literal, $frag: literal, $facade: expr) => {
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{
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use ::glium::Program;
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log::info!("↓↓↓ compiling shader prefab ↓↓↓");
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log::info!("{} {}", $vert, $frag);
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Program::from_source(
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@ -4,7 +4,10 @@ use std::{fs::File, path::PathBuf, io::BufReader};
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use glium::{texture::{SrgbTexture2dArray, RawImage2d}, backend::Facade};
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use super::AssetPaths;
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pub fn load_texture2darray_prefab<T: AssetPaths + IntoEnumIterator, E: Facade>(
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pub fn load_texture2darray_prefab<
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T: AssetPaths + IntoEnumIterator,
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E: Facade
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>(
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directory: PathBuf,
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facade: &E
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) -> SrgbTexture2dArray {
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99
src/world.rs
99
src/world.rs
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@ -1,4 +1,5 @@
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use glam::IVec2;
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use shipyard::Unique;
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use glam::{IVec3, ivec3};
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use hashbrown::HashMap;
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pub mod chunk;
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@ -7,6 +8,98 @@ pub mod render;
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use chunk::Chunk;
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pub struct World {
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pub chunks: HashMap<IVec2, Chunk>
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//TODO separate world struct for render data
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// because this is not send-sync
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pub struct AllChunksNeighbors<'a> {
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pub center: &'a Chunk,
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pub top: &'a Chunk,
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pub bottom: &'a Chunk,
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pub left: &'a Chunk,
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pub right: &'a Chunk,
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pub front: &'a Chunk,
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pub back: &'a Chunk,
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}
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pub struct AllChunksNeighborsMut<'a> {
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pub center: &'a mut Chunk,
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pub top: &'a mut Chunk,
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pub bottom: &'a mut Chunk,
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pub left: &'a mut Chunk,
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pub right: &'a mut Chunk,
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pub front: &'a mut Chunk,
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pub back: &'a mut Chunk,
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}
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pub struct ChunksNeighbors<'a> {
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pub center: Option<&'a Chunk>,
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pub top: Option<&'a Chunk>,
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pub bottom: Option<&'a Chunk>,
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pub left: Option<&'a Chunk>,
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pub right: Option<&'a Chunk>,
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pub front: Option<&'a Chunk>,
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pub back: Option<&'a Chunk>,
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}
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impl<'a> ChunksNeighbors<'a> {
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pub fn all(&self) -> Option<AllChunksNeighbors<'a>> {
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Some(AllChunksNeighbors {
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center: self.center?,
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top: self.top?,
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bottom: self.bottom?,
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left: self.left?,
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right: self.right?,
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front: self.front?,
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back: self.back?,
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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 GameWorld {
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pub chunks: HashMap<IVec3, Chunk>
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}
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impl GameWorld {
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pub fn new() -> Self {
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Self::default()
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}
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pub fn neighbors(&self, coords: IVec3) -> ChunksNeighbors {
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ChunksNeighbors {
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center: self.chunks.get(&coords),
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top: self.chunks.get(&(coords - ivec3(0, 1, 0))),
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bottom: self.chunks.get(&(coords + ivec3(0, 1, 0))),
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left: self.chunks.get(&(coords - ivec3(1, 0, 0))),
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right: self.chunks.get(&(coords + ivec3(1, 0, 0))),
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front: self.chunks.get(&(coords - ivec3(0, 0, 1))),
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back: self.chunks.get(&(coords + ivec3(0, 0, 1))),
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}
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}
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pub fn neighbors_all(&self, coords: IVec3) -> Option<AllChunksNeighbors> {
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self.neighbors(coords).all()
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}
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pub fn neighbors_all_mut(&mut self, coords: IVec3) -> Option<AllChunksNeighborsMut> {
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let mut refs = self.chunks.get_many_mut([
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&coords,
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&(coords - ivec3(0, 1, 0)),
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&(coords + ivec3(0, 1, 0)),
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&(coords - ivec3(1, 0, 0)),
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&(coords + ivec3(1, 0, 0)),
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&(coords - ivec3(0, 0, 1)),
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&(coords + ivec3(0, 0, 1)),
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])?.map(Some);
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Some(AllChunksNeighborsMut {
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center: std::mem::take(&mut refs[0]).unwrap(),
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top: std::mem::take(&mut refs[1]).unwrap(),
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bottom: std::mem::take(&mut refs[2]).unwrap(),
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left: std::mem::take(&mut refs[3]).unwrap(),
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right: std::mem::take(&mut refs[4]).unwrap(),
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front: std::mem::take(&mut refs[5]).unwrap(),
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back: std::mem::take(&mut refs[6]).unwrap(),
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})
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}
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}
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fn update_world(
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) {
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}
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0
src/world/mesh.rs
Normal file
0
src/world/mesh.rs
Normal file
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