This commit is contained in:
griffi-gh 2023-01-20 17:42:04 +01:00
parent a39ad3b2dd
commit cc08456b39
6 changed files with 110 additions and 12 deletions

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@ -20,6 +20,7 @@ pub(crate) mod world;
pub(crate) mod prefabs;
use rendering::{Rederer, RenderTarget, BackgroundColor, clear_background};
use world::GameWorld;
use prefabs::load_prefabs;
#[derive(Unique)]
@ -44,13 +45,14 @@ fn main() {
//Create a shipyard world
let world = World::new();
//Init and load things
//Add systems and uniques, Init and load things
world.add_unique_non_send_sync(
Rederer::init(&event_loop)
);
load_prefabs(&world);
//Add systems and uniques
world.add_unique_non_send_sync(
GameWorld::new()
);
world.add_unique(BackgroundColor(vec3(0.5, 0.5, 1.)));
world.add_unique(DeltaTime(Duration::default()));
world.add_workload(update);

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@ -1,6 +1,6 @@
use shipyard::{World, NonSendSync, UniqueView, Unique};
use strum::{EnumIter, IntoEnumIterator};
use glium::{texture::{SrgbTexture2dArray, RawImage2d}, backend::Facade, Program};
use glium::{texture::SrgbTexture2dArray, Program};
use strum::EnumIter;
use crate::rendering::Rederer;
mod texture;
@ -50,8 +50,6 @@ impl AssetPaths for BlockTextures {
}
}
#[derive(Unique)]
pub struct BlockTexturesPrefab(SrgbTexture2dArray);

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@ -1,8 +1,9 @@
use glium::{Program, backend::Facade};
macro_rules! include_shader_prefab {
($vert: literal, $frag: literal, $geom: literal, $facade: expr) => {
{
use ::glium::Program;
log::info!("↓↓↓ compiling shader prefab ↓↓↓");
log::info!("{} {} {}", $vert, $frag, $geom);
Program::from_source(
@ -15,6 +16,7 @@ macro_rules! include_shader_prefab {
};
($vert: literal, $frag: literal, $facade: expr) => {
{
use ::glium::Program;
log::info!("↓↓↓ compiling shader prefab ↓↓↓");
log::info!("{} {}", $vert, $frag);
Program::from_source(

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@ -4,7 +4,10 @@ use std::{fs::File, path::PathBuf, io::BufReader};
use glium::{texture::{SrgbTexture2dArray, RawImage2d}, backend::Facade};
use super::AssetPaths;
pub fn load_texture2darray_prefab<T: AssetPaths + IntoEnumIterator, E: Facade>(
pub fn load_texture2darray_prefab<
T: AssetPaths + IntoEnumIterator,
E: Facade
>(
directory: PathBuf,
facade: &E
) -> SrgbTexture2dArray {

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@ -1,4 +1,5 @@
use glam::IVec2;
use shipyard::Unique;
use glam::{IVec3, ivec3};
use hashbrown::HashMap;
pub mod chunk;
@ -7,6 +8,98 @@ pub mod render;
use chunk::Chunk;
pub struct World {
pub chunks: HashMap<IVec2, Chunk>
//TODO separate world struct for render data
// because this is not send-sync
pub struct AllChunksNeighbors<'a> {
pub center: &'a Chunk,
pub top: &'a Chunk,
pub bottom: &'a Chunk,
pub left: &'a Chunk,
pub right: &'a Chunk,
pub front: &'a Chunk,
pub back: &'a Chunk,
}
pub struct AllChunksNeighborsMut<'a> {
pub center: &'a mut Chunk,
pub top: &'a mut Chunk,
pub bottom: &'a mut Chunk,
pub left: &'a mut Chunk,
pub right: &'a mut Chunk,
pub front: &'a mut Chunk,
pub back: &'a mut Chunk,
}
pub struct ChunksNeighbors<'a> {
pub center: Option<&'a Chunk>,
pub top: Option<&'a Chunk>,
pub bottom: Option<&'a Chunk>,
pub left: Option<&'a Chunk>,
pub right: Option<&'a Chunk>,
pub front: Option<&'a Chunk>,
pub back: Option<&'a Chunk>,
}
impl<'a> ChunksNeighbors<'a> {
pub fn all(&self) -> Option<AllChunksNeighbors<'a>> {
Some(AllChunksNeighbors {
center: self.center?,
top: self.top?,
bottom: self.bottom?,
left: self.left?,
right: self.right?,
front: self.front?,
back: self.back?,
})
}
}
#[derive(Default, Unique)]
pub struct GameWorld {
pub chunks: HashMap<IVec3, Chunk>
}
impl GameWorld {
pub fn new() -> Self {
Self::default()
}
pub fn neighbors(&self, coords: IVec3) -> ChunksNeighbors {
ChunksNeighbors {
center: self.chunks.get(&coords),
top: self.chunks.get(&(coords - ivec3(0, 1, 0))),
bottom: self.chunks.get(&(coords + ivec3(0, 1, 0))),
left: self.chunks.get(&(coords - ivec3(1, 0, 0))),
right: self.chunks.get(&(coords + ivec3(1, 0, 0))),
front: self.chunks.get(&(coords - ivec3(0, 0, 1))),
back: self.chunks.get(&(coords + ivec3(0, 0, 1))),
}
}
pub fn neighbors_all(&self, coords: IVec3) -> Option<AllChunksNeighbors> {
self.neighbors(coords).all()
}
pub fn neighbors_all_mut(&mut self, coords: IVec3) -> Option<AllChunksNeighborsMut> {
let mut refs = self.chunks.get_many_mut([
&coords,
&(coords - ivec3(0, 1, 0)),
&(coords + ivec3(0, 1, 0)),
&(coords - ivec3(1, 0, 0)),
&(coords + ivec3(1, 0, 0)),
&(coords - ivec3(0, 0, 1)),
&(coords + ivec3(0, 0, 1)),
])?.map(Some);
Some(AllChunksNeighborsMut {
center: std::mem::take(&mut refs[0]).unwrap(),
top: std::mem::take(&mut refs[1]).unwrap(),
bottom: std::mem::take(&mut refs[2]).unwrap(),
left: std::mem::take(&mut refs[3]).unwrap(),
right: std::mem::take(&mut refs[4]).unwrap(),
front: std::mem::take(&mut refs[5]).unwrap(),
back: std::mem::take(&mut refs[6]).unwrap(),
})
}
}
fn update_world(
) {
}

0
src/world/mesh.rs Normal file
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