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ok this is better
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@ -21,7 +21,7 @@ fn update_perspective_matrix(
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size: UniqueView<WindowSize>,
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) {
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for mut camera in (&mut vm_camera).iter() {
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camera.perspective_matrix = Mat4::perspective_rh_gl(
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camera.perspective_matrix = Mat4::perspective_rh(
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camera.fov,
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size.0.x as f32 / size.0.y as f32,
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camera.z_near,
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@ -15,12 +15,12 @@ pub mod camera;
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//pub mod entities;
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//pub mod sumberge;
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pub const WGPU_COORDINATE_SYSTEM: Mat4 = mat4(
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vec4(1.0, 0.0, 0.0, 0.0),
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vec4(0.0, 1.0, 0.0, 0.0),
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vec4(0.0, 0.0, 0.5, 0.5),
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vec4(0.0, 0.0, 0.0, 1.0),
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);
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// pub const WGPU_COORDINATE_SYSTEM: Mat4 = mat4(
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// vec4(1.0, 0.0, 0.0, 0.0),
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// vec4(0.0, 1.0, 0.0, 0.0),
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// vec4(0.0, 0.0, 0.5, 0.5),
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// vec4(0.0, 0.0, 0.0, 1.0),
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// );
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// #[repr(C)]
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// #[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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@ -3,13 +3,12 @@ use kubi_shared::transform::Transform;
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use shipyard::{AllStoragesView, IntoIter, Unique, UniqueView, View};
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use wgpu::util::DeviceExt;
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use crate::camera::{self, Camera};
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use super::{Renderer, WGPU_COORDINATE_SYSTEM};
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use super::Renderer;
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#[derive(Debug, Clone, Copy, Default, Pod, Zeroable)]
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#[repr(C, packed)]
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pub struct CameraUniformData {
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pub view_proj: [[f32; 4]; 4],
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pub view_proj: [f32; 4 * 4],
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}
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@ -79,6 +78,6 @@ pub fn update_camera_unform_buffer(
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camera: View<Camera>,
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) {
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let Some(camera) = camera.iter().next() else { return };
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let proj = camera.view_matrix * camera.perspective_matrix * WGPU_COORDINATE_SYSTEM;
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camera_uniform_buffer.update(&renderer, CameraUniformData { view_proj: proj.to_cols_array_2d() });
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let proj = camera.perspective_matrix * camera.view_matrix;
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camera_uniform_buffer.update(&renderer, CameraUniformData { view_proj: proj.to_cols_array() });
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}
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@ -7,7 +7,7 @@ use crate::{
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settings::GameSettings,
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world::{ChunkMeshStorage, ChunkStorage},
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};
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use super::{camera::CameraUniformBuffer, RenderCtx, WGPU_COORDINATE_SYSTEM};
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use super::{camera::CameraUniformBuffer, RenderCtx};
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mod pipeline;
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mod vertex;
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@ -32,14 +32,9 @@ pub fn draw_world(
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textures: UniqueView<TexturePrefabs>,
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chunks: UniqueView<ChunkStorage>,
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meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
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//transform: View<Transform>,
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camera: View<Camera>,
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camera_ubo: UniqueView<CameraUniformBuffer>,
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settings: UniqueView<GameSettings>,
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) {
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let camera = camera.iter().next().expect("No cameras in the scene");
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let matrix = WGPU_COORDINATE_SYSTEM * camera.view_matrix * camera.perspective_matrix;
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let mut render_pass = ctx.encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("draw_world"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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@ -68,11 +63,11 @@ pub fn draw_world(
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}
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//Frustum culling
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let minp = world_position;
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let maxp = world_position + Vec3::splat(CHUNK_SIZE as f32);
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if !camera.frustum.is_box_visible(minp, maxp) {
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continue
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}
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// let minp = world_position;
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// let maxp = world_position + Vec3::splat(CHUNK_SIZE as f32);
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// if !camera.frustum.is_box_visible(minp, maxp) {
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// continue
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// }
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//Draw chunk mesh
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if mesh.main.index.size() > 0 {
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