add trans rendering and crosshair

This commit is contained in:
griffi-gh 2024-05-02 00:32:43 +02:00
parent b95be7fb2a
commit d57787059a
12 changed files with 571 additions and 446 deletions

BIN
assets/blocks/water.png Normal file

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After

Width:  |  Height:  |  Size: 341 B

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@ -22,6 +22,7 @@ pub enum BlockTexture {
Cobblestone,
Planks,
WaterSolid,
Water,
}
#[derive(Serialize, Deserialize, Clone, Copy, Debug, PartialEq, Eq, EnumIter, TryFromPrimitive)]
@ -136,7 +137,7 @@ impl Block {
},
Self::Water => BlockDescriptor {
name: "water",
render: RenderType::BinaryTransparency(CubeTexture::all(BlockTexture::WaterSolid)),
render: RenderType::TransBlock(CubeTexture::all(BlockTexture::Water)),
collision: CollisionType::None,
raycast_collision: true,
drops: None,
@ -217,6 +218,7 @@ pub enum CollisionType {
pub enum RenderType {
None,
SolidBlock(CubeTexture),
TransBlock(CubeTexture),
BinaryTransparency(CubeTexture),
CrossShape(CrossTexture),
}

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@ -1,29 +1,30 @@
#version 300 es
precision highp float;
precision lowp sampler2DArray;
in vec3 v_normal;
in vec2 v_uv;
flat in uint v_tex_index;
out vec4 color;
uniform sampler2DArray tex;
// vec4 alpha_drop(vec4 b, vec4 a) {
// if ((a.w < 1.) || (b.w < 1.)) {
// return vec4(b.xyz, 0.);
// }
// return a;
// }
void main() {
// base color from texture
color = texture(tex, vec3(v_uv, v_tex_index));
// discard transparent pixels
if (color.w < 0.5) discard;
//basic "lighting"
float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z);
color *= vec4(vec3(light), 1.);
//discard alpha
color.w = 1.;
}
#version 300 es
precision highp float;
precision lowp sampler2DArray;
in vec3 v_normal;
in vec2 v_uv;
flat in uint v_tex_index;
out vec4 color;
uniform sampler2DArray tex;
uniform bool discard_alpha;
// vec4 alpha_drop(vec4 b, vec4 a) {
// if ((a.w < 1.) || (b.w < 1.)) {
// return vec4(b.xyz, 0.);
// }
// return a;
// }
void main() {
// base color from texture
color = texture(tex, vec3(v_uv, v_tex_index));
// discard transparent pixels
if (color.w < (discard_alpha ? 0.01 : 0.5)) discard;
//basic "lighting"
float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z);
color *= vec4(vec3(light), 1.);
//discard alpha
if (discard_alpha) color.w = 1.;
}

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@ -15,12 +15,13 @@ use std::time::Instant;
pub(crate) use kubi_shared::transform;
mod ui {
pub(crate) mod loading_screen;
pub(crate) mod connecting_screen;
pub(crate) mod chat_ui;
}
pub(crate) use ui::{loading_screen, connecting_screen, chat_ui};
mod ui;
pub(crate) use ui::{
loading_screen,
connecting_screen,
chat_ui,
crosshair_ui,
};
pub(crate) mod rendering;
pub(crate) mod world;
@ -91,6 +92,7 @@ use filesystem::AssetManager;
use client_physics::{init_client_physics, update_client_physics_late};
use chat_ui::render_chat;
use chat::init_chat_manager;
use crosshair_ui::{init_crosshair_image, draw_crosshair};
/// stuff required to init the renderer and other basic systems
fn pre_startup() -> Workload {
@ -116,6 +118,7 @@ fn startup() -> Workload {
init_delta_time,
init_client_physics,
init_chat_manager,
init_crosshair_image,
).into_sequential_workload()
}
@ -151,6 +154,7 @@ fn update() -> Workload {
update_block_placement,
apply_queued_blocks,
render_chat,
draw_crosshair,
).into_sequential_workload().run_if(is_ingame),
update_networking_late.run_if(is_multiplayer),
compute_cameras,

View file

@ -34,6 +34,7 @@ impl AssetPaths for BlockTexture {
Self::Cobblestone => "cobblestone.png",
Self::Planks => "planks.png",
Self::WaterSolid => "solid_water.png",
Self::Water => "water.png",
}
}
}

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@ -54,7 +54,7 @@ pub fn draw_world(
settings: UniqueView<GameSettings>
) {
let camera = camera.iter().next().expect("No cameras in the scene");
let draw_parameters = DrawParameters {
let mut draw_parameters = DrawParameters {
depth: Depth {
test: DepthTest::IfLess,
write: true,
@ -75,6 +75,8 @@ pub fn draw_world(
let view = camera.view_matrix.to_cols_array_2d();
let perspective = camera.perspective_matrix.to_cols_array_2d();
let mut enqueue_trans = Vec::new();
for (&position, chunk) in &chunks.chunks {
if let Some(key) = chunk.mesh_index {
let mesh = meshes.get(key).expect("Mesh index pointing to nothing");
@ -107,8 +109,31 @@ pub fn draw_world(
},
&draw_parameters
).unwrap();
if mesh.trans_index_buffer.len() > 0 {
enqueue_trans.push((chunk, mesh));
}
}
}
draw_parameters.blend = Blend::alpha_blending();
draw_parameters.backface_culling = BackfaceCullingMode::CullingDisabled;
for (chunk, mesh) in enqueue_trans {
let world_position = chunk.position.as_vec3() * CHUNK_SIZE as f32;
target.0.draw(
&mesh.trans_vertex_buffer,
&mesh.trans_index_buffer,
&program.0,
&uniform! {
position_offset: world_position.to_array(),
view: view,
perspective: perspective,
tex: texture_sampler,
},
&draw_parameters
).unwrap();
}
}
pub fn draw_current_chunk_border(

4
kubi/src/ui.rs Normal file
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@ -0,0 +1,4 @@
pub(crate) mod loading_screen;
pub(crate) mod connecting_screen;
pub(crate) mod chat_ui;
pub(crate) mod crosshair_ui;

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@ -0,0 +1,60 @@
use std::f32::consts::PI;
use glam::uvec2;
use hui::{
draw::{ImageHandle, TextureFormat},
element::{container::Container, image::Image, transformer::ElementTransformExt, UiElementExt},
layout::Alignment,
size
};
use shipyard::{AllStoragesViewMut, IntoIter, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
use crate::{hui_integration::UiState, player::MainPlayer, rendering::WindowSize, world::raycast::LookingAtBlock};
const CROSSHAIR_SIZE: usize = 9;
const CROSSHAIR: &[u8] = &[
0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00,
];
#[derive(Unique)]
pub struct CrosshairImage(ImageHandle);
pub fn init_crosshair_image(storages: AllStoragesViewMut) {
let mut ui = storages.borrow::<NonSendSync<UniqueViewMut<UiState>>>().unwrap();
let image = ui.hui.add_image(TextureFormat::Grayscale, CROSSHAIR, CROSSHAIR_SIZE);
storages.add_unique(CrosshairImage(image));
}
pub fn draw_crosshair(
mut ui: NonSendSync<UniqueViewMut<UiState>>,
crosshair: UniqueView<CrosshairImage>,
size: UniqueView<WindowSize>,
player: View<MainPlayer>,
raycast: View<LookingAtBlock>,
) {
let mut cursor_active = false;
if let Some((_, raycast)) = (&player, &raycast).iter().next() {
cursor_active = raycast.0.is_some();
}
Container::default()
.with_size(size!(100%))
.with_align(Alignment::Center)
.with_children(|ui| {
Image::new(crosshair.0)
.with_color((1., 1., 1., 0.5))
.with_size(size!(18, 18))
.transform()
.scale(glam::Vec2::splat(if cursor_active { 1. } else { 0.66 }))
.rotate(if cursor_active { 0. } else { PI / 4. })
.add_child(ui);
})
.add_root(&mut ui.hui, uvec2(size.0.x & !1, size.0.y & !1).as_vec2());
}

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@ -1,69 +1,71 @@
use glam::IVec3;
use glium::{VertexBuffer, IndexBuffer};
use crate::rendering::world::ChunkVertex;
pub use kubi_shared::chunk::{CHUNK_SIZE, BlockData};
pub struct ChunkData {
pub blocks: BlockData,
//pub has_renderable_blocks: bool,
}
impl ChunkData {
// pub fn update_metadata(&mut self) {
// todo!()
// }
}
pub struct ChunkMesh {
pub vertex_buffer: VertexBuffer<ChunkVertex>,
pub index_buffer: IndexBuffer<u32>,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum CurrentChunkState {
#[default]
Nothing,
Loading,
Loaded,
CalculatingMesh,
Rendered,
RecalculatingMesh,
Unloading,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum DesiredChunkState {
#[default]
Nothing,
Loaded,
Rendered,
ToUnload,
}
impl DesiredChunkState {
pub fn matches_current(self, current: CurrentChunkState) -> bool {
(matches!(self, DesiredChunkState::Nothing) && matches!(current, CurrentChunkState::Nothing)) ||
(matches!(self, DesiredChunkState::Loaded) && matches!(current, CurrentChunkState::Loaded)) ||
(matches!(self, DesiredChunkState::Rendered) && matches!(current, CurrentChunkState::Rendered))
}
}
pub struct Chunk {
pub position: IVec3,
pub block_data: Option<ChunkData>,
pub mesh_index: Option<usize>,
pub current_state: CurrentChunkState,
pub desired_state: DesiredChunkState,
pub mesh_dirty: bool,
}
impl Chunk {
pub fn new(position: IVec3) -> Self {
Self {
position,
block_data: None,
mesh_index: None,
current_state: Default::default(),
desired_state: Default::default(),
mesh_dirty: false,
}
}
}
use glam::IVec3;
use glium::{VertexBuffer, IndexBuffer};
use crate::rendering::world::ChunkVertex;
pub use kubi_shared::chunk::{CHUNK_SIZE, BlockData};
pub struct ChunkData {
pub blocks: BlockData,
//pub has_renderable_blocks: bool,
}
impl ChunkData {
// pub fn update_metadata(&mut self) {
// todo!()
// }
}
pub struct ChunkMesh {
pub vertex_buffer: VertexBuffer<ChunkVertex>,
pub index_buffer: IndexBuffer<u32>,
pub trans_vertex_buffer: VertexBuffer<ChunkVertex>,
pub trans_index_buffer: IndexBuffer<u32>,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum CurrentChunkState {
#[default]
Nothing,
Loading,
Loaded,
CalculatingMesh,
Rendered,
RecalculatingMesh,
Unloading,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum DesiredChunkState {
#[default]
Nothing,
Loaded,
Rendered,
ToUnload,
}
impl DesiredChunkState {
pub fn matches_current(self, current: CurrentChunkState) -> bool {
(matches!(self, DesiredChunkState::Nothing) && matches!(current, CurrentChunkState::Nothing)) ||
(matches!(self, DesiredChunkState::Loaded) && matches!(current, CurrentChunkState::Loaded)) ||
(matches!(self, DesiredChunkState::Rendered) && matches!(current, CurrentChunkState::Rendered))
}
}
pub struct Chunk {
pub position: IVec3,
pub block_data: Option<ChunkData>,
pub mesh_index: Option<usize>,
pub current_state: CurrentChunkState,
pub desired_state: DesiredChunkState,
pub mesh_dirty: bool,
}
impl Chunk {
pub fn new(position: IVec3) -> Self {
Self {
position,
block_data: None,
mesh_index: None,
current_state: Default::default(),
desired_state: Default::default(),
mesh_dirty: false,
}
}
}

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@ -1,262 +1,267 @@
use glam::{IVec3, ivec3};
use glium::{VertexBuffer, IndexBuffer, index::PrimitiveType};
use kubi_shared::networking::messages::ClientToServerMessage;
use shipyard::{View, UniqueView, UniqueViewMut, IntoIter, Workload, IntoWorkload, NonSendSync, track};
use uflow::SendMode;
use crate::{
player::MainPlayer,
transform::Transform,
settings::GameSettings,
rendering::Renderer,
state::GameState,
networking::UdpClient,
};
use super::{
ChunkStorage, ChunkMeshStorage,
chunk::{Chunk, DesiredChunkState, CHUNK_SIZE, ChunkMesh, CurrentChunkState, ChunkData},
tasks::{ChunkTaskManager, ChunkTaskResponse, ChunkTask},
queue::BlockUpdateQueue
};
const MAX_CHUNK_OPS_INGAME: usize = 6;
const MAX_CHUNK_OPS: usize = 32;
pub fn update_loaded_world_around_player() -> Workload {
(
update_chunks_if_player_moved,
unload_downgrade_chunks,
start_required_tasks,
process_completed_tasks,
).into_sequential_workload()
}
pub fn update_chunks_if_player_moved(
v_settings: UniqueView<GameSettings>,
v_local_player: View<MainPlayer>,
v_transform: View<Transform, track::All>,
mut vm_world: UniqueViewMut<ChunkStorage>,
) {
//Check if the player actually moved
//TODO fix this also triggers on rotation, only activate when the player crosses the chunk border
let Some((_, transform)) = (&v_local_player, v_transform.inserted_or_modified()).iter().next() else {
return
};
//Read game settings
let load_distance = (v_settings.render_distance + 1) as i32;
//If it did, get it's position and current chunk
let player_position = transform.0.to_scale_rotation_translation().2;
let player_position_ivec3 = player_position.as_ivec3();
let player_at_chunk = ivec3(
player_position_ivec3.x.div_euclid(CHUNK_SIZE as i32),
player_position_ivec3.y.div_euclid(CHUNK_SIZE as i32),
player_position_ivec3.z.div_euclid(CHUNK_SIZE as i32),
);
//Then, mark *ALL* chunks with ToUnload
for (_, chunk) in &mut vm_world.chunks {
chunk.desired_state = DesiredChunkState::ToUnload;
}
//Then mark chunks that are near to the player
for x in -load_distance..=load_distance {
for y in -load_distance..=load_distance {
for z in -load_distance..=load_distance {
let chunk_pos_offset = ivec3(x, y, z);
let chunk_pos = player_at_chunk + chunk_pos_offset;
let is_border = {
chunk_pos_offset.x.abs() == load_distance ||
chunk_pos_offset.y.abs() == load_distance ||
chunk_pos_offset.z.abs() == load_distance
};
//If chunk doesn't exist create it
let chunk = match vm_world.chunks.get_mut(&chunk_pos) {
Some(chunk) => chunk,
None => {
let chunk = Chunk::new(chunk_pos);
vm_world.chunks.insert_unique_unchecked(chunk_pos, chunk);
vm_world.chunks.get_mut(&chunk_pos).unwrap()
}
};
let desired = match is_border {
true => DesiredChunkState::Loaded,
false => DesiredChunkState::Rendered,
};
chunk.desired_state = desired;
}
}
}
}
fn unload_downgrade_chunks(
mut vm_world: UniqueViewMut<ChunkStorage>,
mut vm_meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>
) {
if !vm_world.is_modified() {
return
}
//TODO refactor this
//TODO unsubscibe if in multiplayer
vm_world.chunks.retain(|_, chunk| {
if chunk.desired_state == DesiredChunkState::ToUnload {
if let Some(mesh_index) = chunk.mesh_index {
vm_meshes.remove(mesh_index).unwrap();
}
false
} else {
match chunk.desired_state {
DesiredChunkState::Loaded if matches!(chunk.current_state, CurrentChunkState::Rendered | CurrentChunkState::CalculatingMesh | CurrentChunkState::RecalculatingMesh) => {
if let Some(mesh_index) = chunk.mesh_index {
vm_meshes.remove(mesh_index).unwrap();
}
chunk.mesh_index = None;
chunk.current_state = CurrentChunkState::Loaded;
},
_ => (),
}
true
}
})
}
fn start_required_tasks(
task_manager: UniqueView<ChunkTaskManager>,
mut udp_client: Option<UniqueViewMut<UdpClient>>,
mut world: UniqueViewMut<ChunkStorage>,
) {
if !world.is_modified() {
return
}
//HACK: cant iterate over chunks.keys() or chunk directly!
let hashmap_keys: Vec<IVec3> = world.chunks.keys().copied().collect();
for position in hashmap_keys {
let chunk = world.chunks.get(&position).unwrap();
match chunk.desired_state {
DesiredChunkState::Loaded | DesiredChunkState::Rendered if chunk.current_state == CurrentChunkState::Nothing => {
//start load task
if let Some(client) = &mut udp_client {
client.0.send(
postcard::to_allocvec(&ClientToServerMessage::ChunkSubRequest {
chunk: position,
}).unwrap().into_boxed_slice(),
0,
SendMode::Reliable
);
} else {
task_manager.spawn_task(ChunkTask::LoadChunk {
seed: 0xbeef_face_dead_cafe,
position
});
}
//Update chunk state
let chunk = world.chunks.get_mut(&position).unwrap();
chunk.current_state = CurrentChunkState::Loading;
// ===========
//log::trace!("Started loading chunk {position}");
},
DesiredChunkState::Rendered if (chunk.current_state == CurrentChunkState::Loaded || chunk.mesh_dirty) => {
//get needed data
let Some(neighbors) = world.neighbors_all(position) else {
continue
};
let Some(data) = neighbors.mesh_data() else {
continue
};
//spawn task
task_manager.spawn_task(ChunkTask::GenerateMesh { data, position });
//Update chunk state
let chunk = world.chunks.get_mut(&position).unwrap();
if chunk.mesh_dirty {
chunk.current_state = CurrentChunkState::RecalculatingMesh;
} else {
chunk.current_state = CurrentChunkState::CalculatingMesh;
}
chunk.mesh_dirty = false;
// ===========
//log::trace!("Started generating mesh for chunk {position}");
}
_ => ()
}
}
}
fn process_completed_tasks(
task_manager: UniqueView<ChunkTaskManager>,
mut world: UniqueViewMut<ChunkStorage>,
mut meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>,
renderer: NonSendSync<UniqueView<Renderer>>,
state: UniqueView<GameState>,
mut queue: UniqueViewMut<BlockUpdateQueue>,
) {
let mut ops: usize = 0;
while let Some(res) = task_manager.receive() {
match res {
ChunkTaskResponse::LoadedChunk { position, chunk_data, mut queued } => {
//check if chunk exists
let Some(chunk) = world.chunks.get_mut(&position) else {
log::warn!("blocks data discarded: chunk doesn't exist");
return
};
//check if chunk still wants it
if !matches!(chunk.desired_state, DesiredChunkState::Loaded | DesiredChunkState::Rendered) {
log::warn!("block data discarded: state undesirable: {:?}", chunk.desired_state);
return
}
//set the block data
chunk.block_data = Some(ChunkData {
blocks: chunk_data
});
//update chunk state
chunk.current_state = CurrentChunkState::Loaded;
//push queued blocks
queue.0.append(&mut queued);
drop(queued); //`queued` is empty after `append`
//increase ops counter
ops += 1;
},
ChunkTaskResponse::GeneratedMesh { position, vertices, indexes } => {
//check if chunk exists
let Some(chunk) = world.chunks.get_mut(&position) else {
log::warn!("mesh discarded: chunk doesn't exist");
return
};
//check if chunk still wants it
if chunk.desired_state != DesiredChunkState::Rendered {
log::warn!("mesh discarded: state undesirable: {:?}", chunk.desired_state);
return
}
//apply the mesh
let vertex_buffer = VertexBuffer::immutable(&renderer.display, &vertices).unwrap();
let index_buffer = IndexBuffer::immutable(&renderer.display, PrimitiveType::TrianglesList, &indexes).unwrap();
let mesh = ChunkMesh {
vertex_buffer,
index_buffer,
};
if let Some(index) = chunk.mesh_index {
meshes.update(index, mesh).expect("Mesh update failed");
} else {
let mesh_index = meshes.insert(mesh);
chunk.mesh_index = Some(mesh_index);
}
//update chunk state
chunk.current_state = CurrentChunkState::Rendered;
//increase ops counter
ops += 1;
}
}
if ops >= match *state {
GameState::InGame => MAX_CHUNK_OPS_INGAME,
_ => MAX_CHUNK_OPS,
} { break }
}
}
use glam::{IVec3, ivec3};
use glium::{VertexBuffer, IndexBuffer, index::PrimitiveType};
use kubi_shared::networking::messages::ClientToServerMessage;
use shipyard::{View, UniqueView, UniqueViewMut, IntoIter, Workload, IntoWorkload, NonSendSync, track};
use uflow::SendMode;
use crate::{
player::MainPlayer,
transform::Transform,
settings::GameSettings,
rendering::Renderer,
state::GameState,
networking::UdpClient,
};
use super::{
ChunkStorage, ChunkMeshStorage,
chunk::{Chunk, DesiredChunkState, CHUNK_SIZE, ChunkMesh, CurrentChunkState, ChunkData},
tasks::{ChunkTaskManager, ChunkTaskResponse, ChunkTask},
queue::BlockUpdateQueue
};
const MAX_CHUNK_OPS_INGAME: usize = 6;
const MAX_CHUNK_OPS: usize = 32;
pub fn update_loaded_world_around_player() -> Workload {
(
update_chunks_if_player_moved,
unload_downgrade_chunks,
start_required_tasks,
process_completed_tasks,
).into_sequential_workload()
}
pub fn update_chunks_if_player_moved(
v_settings: UniqueView<GameSettings>,
v_local_player: View<MainPlayer>,
v_transform: View<Transform, track::All>,
mut vm_world: UniqueViewMut<ChunkStorage>,
) {
//Check if the player actually moved
//TODO fix this also triggers on rotation, only activate when the player crosses the chunk border
let Some((_, transform)) = (&v_local_player, v_transform.inserted_or_modified()).iter().next() else {
return
};
//Read game settings
let load_distance = (v_settings.render_distance + 1) as i32;
//If it did, get it's position and current chunk
let player_position = transform.0.to_scale_rotation_translation().2;
let player_position_ivec3 = player_position.as_ivec3();
let player_at_chunk = ivec3(
player_position_ivec3.x.div_euclid(CHUNK_SIZE as i32),
player_position_ivec3.y.div_euclid(CHUNK_SIZE as i32),
player_position_ivec3.z.div_euclid(CHUNK_SIZE as i32),
);
//Then, mark *ALL* chunks with ToUnload
for (_, chunk) in &mut vm_world.chunks {
chunk.desired_state = DesiredChunkState::ToUnload;
}
//Then mark chunks that are near to the player
for x in -load_distance..=load_distance {
for y in -load_distance..=load_distance {
for z in -load_distance..=load_distance {
let chunk_pos_offset = ivec3(x, y, z);
let chunk_pos = player_at_chunk + chunk_pos_offset;
let is_border = {
chunk_pos_offset.x.abs() == load_distance ||
chunk_pos_offset.y.abs() == load_distance ||
chunk_pos_offset.z.abs() == load_distance
};
//If chunk doesn't exist create it
let chunk = match vm_world.chunks.get_mut(&chunk_pos) {
Some(chunk) => chunk,
None => {
let chunk = Chunk::new(chunk_pos);
vm_world.chunks.insert_unique_unchecked(chunk_pos, chunk);
vm_world.chunks.get_mut(&chunk_pos).unwrap()
}
};
let desired = match is_border {
true => DesiredChunkState::Loaded,
false => DesiredChunkState::Rendered,
};
chunk.desired_state = desired;
}
}
}
}
fn unload_downgrade_chunks(
mut vm_world: UniqueViewMut<ChunkStorage>,
mut vm_meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>
) {
if !vm_world.is_modified() {
return
}
//TODO refactor this
//TODO unsubscibe if in multiplayer
vm_world.chunks.retain(|_, chunk| {
if chunk.desired_state == DesiredChunkState::ToUnload {
if let Some(mesh_index) = chunk.mesh_index {
vm_meshes.remove(mesh_index).unwrap();
}
false
} else {
match chunk.desired_state {
DesiredChunkState::Loaded if matches!(chunk.current_state, CurrentChunkState::Rendered | CurrentChunkState::CalculatingMesh | CurrentChunkState::RecalculatingMesh) => {
if let Some(mesh_index) = chunk.mesh_index {
vm_meshes.remove(mesh_index).unwrap();
}
chunk.mesh_index = None;
chunk.current_state = CurrentChunkState::Loaded;
},
_ => (),
}
true
}
})
}
fn start_required_tasks(
task_manager: UniqueView<ChunkTaskManager>,
mut udp_client: Option<UniqueViewMut<UdpClient>>,
mut world: UniqueViewMut<ChunkStorage>,
) {
if !world.is_modified() {
return
}
//HACK: cant iterate over chunks.keys() or chunk directly!
let hashmap_keys: Vec<IVec3> = world.chunks.keys().copied().collect();
for position in hashmap_keys {
let chunk = world.chunks.get(&position).unwrap();
match chunk.desired_state {
DesiredChunkState::Loaded | DesiredChunkState::Rendered if chunk.current_state == CurrentChunkState::Nothing => {
//start load task
if let Some(client) = &mut udp_client {
client.0.send(
postcard::to_allocvec(&ClientToServerMessage::ChunkSubRequest {
chunk: position,
}).unwrap().into_boxed_slice(),
0,
SendMode::Reliable
);
} else {
task_manager.spawn_task(ChunkTask::LoadChunk {
seed: 0xbeef_face_dead_cafe,
position
});
}
//Update chunk state
let chunk = world.chunks.get_mut(&position).unwrap();
chunk.current_state = CurrentChunkState::Loading;
// ===========
//log::trace!("Started loading chunk {position}");
},
DesiredChunkState::Rendered if (chunk.current_state == CurrentChunkState::Loaded || chunk.mesh_dirty) => {
//get needed data
let Some(neighbors) = world.neighbors_all(position) else {
continue
};
let Some(data) = neighbors.mesh_data() else {
continue
};
//spawn task
task_manager.spawn_task(ChunkTask::GenerateMesh { data, position });
//Update chunk state
let chunk = world.chunks.get_mut(&position).unwrap();
if chunk.mesh_dirty {
chunk.current_state = CurrentChunkState::RecalculatingMesh;
} else {
chunk.current_state = CurrentChunkState::CalculatingMesh;
}
chunk.mesh_dirty = false;
// ===========
//log::trace!("Started generating mesh for chunk {position}");
}
_ => ()
}
}
}
fn process_completed_tasks(
task_manager: UniqueView<ChunkTaskManager>,
mut world: UniqueViewMut<ChunkStorage>,
mut meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>,
renderer: NonSendSync<UniqueView<Renderer>>,
state: UniqueView<GameState>,
mut queue: UniqueViewMut<BlockUpdateQueue>,
) {
let mut ops: usize = 0;
while let Some(res) = task_manager.receive() {
match res {
ChunkTaskResponse::LoadedChunk { position, chunk_data, mut queued } => {
//check if chunk exists
let Some(chunk) = world.chunks.get_mut(&position) else {
log::warn!("blocks data discarded: chunk doesn't exist");
return
};
//check if chunk still wants it
if !matches!(chunk.desired_state, DesiredChunkState::Loaded | DesiredChunkState::Rendered) {
log::warn!("block data discarded: state undesirable: {:?}", chunk.desired_state);
return
}
//set the block data
chunk.block_data = Some(ChunkData {
blocks: chunk_data
});
//update chunk state
chunk.current_state = CurrentChunkState::Loaded;
//push queued blocks
queue.0.append(&mut queued);
drop(queued); //`queued` is empty after `append`
//increase ops counter
ops += 1;
},
ChunkTaskResponse::GeneratedMesh {
position,
vertices, indices,
trans_vertices, trans_indices,
} => {
//check if chunk exists
let Some(chunk) = world.chunks.get_mut(&position) else {
log::warn!("mesh discarded: chunk doesn't exist");
return
};
//check if chunk still wants it
if chunk.desired_state != DesiredChunkState::Rendered {
log::warn!("mesh discarded: state undesirable: {:?}", chunk.desired_state);
return
}
//apply the mesh
//TODO: Skip if mesh is empty? (i.e. set to None)
let mesh = ChunkMesh {
vertex_buffer: VertexBuffer::immutable(&renderer.display, &vertices).unwrap(),
index_buffer: IndexBuffer::immutable(&renderer.display, PrimitiveType::TrianglesList, &indices).unwrap(),
trans_vertex_buffer: VertexBuffer::immutable(&renderer.display, &trans_vertices).unwrap(),
trans_index_buffer: IndexBuffer::immutable(&renderer.display, PrimitiveType::TrianglesList, &trans_indices).unwrap(),
};
if let Some(index) = chunk.mesh_index {
meshes.update(index, mesh).expect("Mesh update failed");
} else {
let mesh_index = meshes.insert(mesh);
chunk.mesh_index = Some(mesh_index);
}
//update chunk state
chunk.current_state = CurrentChunkState::Rendered;
//increase ops counter
ops += 1;
}
}
if ops >= match *state {
GameState::InGame => MAX_CHUNK_OPS_INGAME,
_ => MAX_CHUNK_OPS,
} { break }
}
}

View file

@ -1,6 +1,6 @@
use glam::{IVec3, ivec3};
use strum::IntoEnumIterator;
use kubi_shared::block::{Block, RenderType};
use kubi_shared::block::{Block, BlockTexture, RenderType};
use crate::world::chunk::CHUNK_SIZE;
use crate::rendering::world::ChunkVertex;
@ -10,7 +10,10 @@ mod builder;
use data::MeshGenData;
use builder::{MeshBuilder, CubeFace, DiagonalFace};
pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
pub fn generate_mesh(data: MeshGenData) -> (
(Vec<ChunkVertex>, Vec<u32>),
(Vec<ChunkVertex>, Vec<u32>),
) {
let get_block = |pos: IVec3| -> Block {
if pos.x < 0 {
data.block_data_neg_x[(CHUNK_SIZE as i32 + pos.x) as usize][pos.y as usize][pos.z as usize]
@ -30,6 +33,7 @@ pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
};
let mut builder = MeshBuilder::new();
let mut trans_builder = MeshBuilder::new();
for x in 0..CHUNK_SIZE as i32 {
for y in 0..CHUNK_SIZE as i32 {
@ -39,7 +43,9 @@ pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
let descriptor = block.descriptor();
match descriptor.render {
RenderType::None => continue,
RenderType::SolidBlock(textures) | RenderType::BinaryTransparency(textures) => {
RenderType::SolidBlock(textures) |
RenderType::BinaryTransparency(textures) |
RenderType::TransBlock(textures) => {
for face in CubeFace::iter() {
let facing_direction = face.normal();
let facing_coord = coord + facing_direction;
@ -47,10 +53,12 @@ pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
let facing_descriptor = facing_block.descriptor();
let face_obstructed = match descriptor.render {
RenderType::SolidBlock(_) => matches!(facing_descriptor.render, RenderType::SolidBlock(_)),
RenderType::BinaryTransparency(_) => {
RenderType::BinaryTransparency(_) |
RenderType::TransBlock(_) => {
match facing_descriptor.render {
RenderType::SolidBlock(_) => true,
RenderType::BinaryTransparency(_) => block == facing_block,
RenderType::BinaryTransparency(_) |
RenderType::TransBlock(_) => block == facing_block,
_ => false,
}
},
@ -65,7 +73,11 @@ pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
CubeFace::Back => textures.back,
CubeFace::Bottom => textures.bottom,
};
builder.add_face(face, coord, face_texture as u8);
let cur_builder = match descriptor.render {
RenderType::TransBlock(_) => &mut trans_builder,
_ => &mut builder,
};
cur_builder.add_face(face, coord, face_texture as u8);
}
}
},
@ -88,5 +100,5 @@ pub fn generate_mesh(data: MeshGenData) -> (Vec<ChunkVertex>, Vec<u32>) {
}
}
builder.finish()
(builder.finish(), trans_builder.finish())
}

View file

@ -1,71 +1,80 @@
use flume::{Sender, Receiver};
use glam::IVec3;
use kubi_shared::queue::QueuedBlock;
use shipyard::Unique;
use rayon::{ThreadPool, ThreadPoolBuilder};
use super::{
chunk::BlockData,
mesh::{generate_mesh, data::MeshGenData},
worldgen::generate_world,
};
use crate::rendering::world::ChunkVertex;
pub enum ChunkTask {
LoadChunk {
seed: u64,
position: IVec3
},
GenerateMesh {
position: IVec3,
data: MeshGenData
}
}
pub enum ChunkTaskResponse {
LoadedChunk {
position: IVec3,
chunk_data: BlockData,
queued: Vec<QueuedBlock>
},
GeneratedMesh {
position: IVec3,
vertices: Vec<ChunkVertex>,
indexes: Vec<u32>
},
}
#[derive(Unique)]
pub struct ChunkTaskManager {
channel: (Sender<ChunkTaskResponse>, Receiver<ChunkTaskResponse>),
pool: ThreadPool,
}
impl ChunkTaskManager {
pub fn new() -> Self {
Self {
channel: flume::unbounded::<ChunkTaskResponse>(), //maybe put a bound or even bound(0)?
pool: ThreadPoolBuilder::new().num_threads(4).build().unwrap()
}
}
pub fn add_sussy_response(&self, response: ChunkTaskResponse) {
// this WILL get stuck if the channel is bounded
// don't make the channel bounded ever
self.channel.0.send(response).unwrap()
}
pub fn spawn_task(&self, task: ChunkTask) {
let sender = self.channel.0.clone();
self.pool.spawn(move || {
let _ = sender.send(match task {
ChunkTask::GenerateMesh { position, data } => {
let (vertices, indexes) = generate_mesh(data);
ChunkTaskResponse::GeneratedMesh { position, vertices, indexes }
},
ChunkTask::LoadChunk { position, seed } => {
let (chunk_data, queued) = generate_world(position, seed);
ChunkTaskResponse::LoadedChunk { position, chunk_data, queued }
}
});
});
}
pub fn receive(&self) -> Option<ChunkTaskResponse> {
self.channel.1.try_recv().ok()
}
}
use flume::{Sender, Receiver};
use glam::IVec3;
use kubi_shared::queue::QueuedBlock;
use shipyard::Unique;
use rayon::{ThreadPool, ThreadPoolBuilder};
use super::{
chunk::BlockData,
mesh::{generate_mesh, data::MeshGenData},
worldgen::generate_world,
};
use crate::rendering::world::ChunkVertex;
pub enum ChunkTask {
LoadChunk {
seed: u64,
position: IVec3
},
GenerateMesh {
position: IVec3,
data: MeshGenData
}
}
pub enum ChunkTaskResponse {
LoadedChunk {
position: IVec3,
chunk_data: BlockData,
queued: Vec<QueuedBlock>
},
GeneratedMesh {
position: IVec3,
vertices: Vec<ChunkVertex>,
indices: Vec<u32>,
trans_vertices: Vec<ChunkVertex>,
trans_indices: Vec<u32>,
},
}
#[derive(Unique)]
pub struct ChunkTaskManager {
channel: (Sender<ChunkTaskResponse>, Receiver<ChunkTaskResponse>),
pool: ThreadPool,
}
impl ChunkTaskManager {
pub fn new() -> Self {
Self {
channel: flume::unbounded::<ChunkTaskResponse>(), //maybe put a bound or even bound(0)?
pool: ThreadPoolBuilder::new().num_threads(4).build().unwrap()
}
}
pub fn add_sussy_response(&self, response: ChunkTaskResponse) {
// this WILL get stuck if the channel is bounded
// don't make the channel bounded ever
self.channel.0.send(response).unwrap()
}
pub fn spawn_task(&self, task: ChunkTask) {
let sender = self.channel.0.clone();
self.pool.spawn(move || {
let _ = sender.send(match task {
ChunkTask::GenerateMesh { position, data } => {
let (
(vertices, indices),
(trans_vertices, trans_indices),
) = generate_mesh(data);
ChunkTaskResponse::GeneratedMesh {
position,
vertices, indices,
trans_vertices, trans_indices,
}
},
ChunkTask::LoadChunk { position, seed } => {
let (chunk_data, queued) = generate_world(position, seed);
ChunkTaskResponse::LoadedChunk { position, chunk_data, queued }
}
});
});
}
pub fn receive(&self) -> Option<ChunkTaskResponse> {
self.channel.1.try_recv().ok()
}
}