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https://github.com/griffi-gh/kubi.git
synced 2024-11-25 16:28:42 -06:00
some refactoring, worldgen tasks and more (i forgor 💀)
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8f1821a8f5
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@ -23,8 +23,8 @@ pub(crate) mod settings;
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pub(crate) mod state;
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pub(crate) mod camera;
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use rendering::{Renderer, RenderTarget, BackgroundColor, clear_background, draw_world};
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use world::{ChunkStorage, ChunkMeshStorage, loading::update_loaded_world_around_player};
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use rendering::{Renderer, RenderTarget, BackgroundColor, clear_background};
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use world::{ChunkStorage, ChunkMeshStorage, loading::update_loaded_world_around_player, render::draw_world};
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use player::spawn_player;
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use prefabs::load_prefabs;
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use settings::GameSettings;
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@ -1,20 +1,6 @@
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use shipyard::{Unique, NonSendSync, UniqueView, UniqueViewMut, View, IntoIter};
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use shipyard::{Unique, NonSendSync, UniqueView, UniqueViewMut};
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use glium::{
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Display, Surface, uniform,
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DrawParameters,
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uniforms::{
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Sampler,
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SamplerBehavior,
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MinifySamplerFilter,
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MagnifySamplerFilter,
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SamplerWrapFunction
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},
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draw_parameters::{
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Depth,
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DepthTest,
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PolygonMode,
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BackfaceCullingMode,
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},
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Display, Surface,
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glutin::{
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event_loop::EventLoop,
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window::WindowBuilder,
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@ -22,18 +8,6 @@ use glium::{
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},
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};
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use glam::Vec3;
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use crate::{
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camera::Camera,
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prefabs::{
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ChunkShaderPrefab,
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BlockTexturesPrefab,
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},
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world::{
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ChunkStorage,
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ChunkMeshStorage,
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chunk::CHUNK_SIZE,
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},
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};
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#[derive(Unique)]
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pub struct RenderTarget(pub glium::Frame);
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@ -66,52 +40,3 @@ pub fn clear_background(
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) {
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target.0.clear_color_srgb_and_depth((color.0.x, color.0.y, color.0.z, 1.), 1.);
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}
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pub fn draw_world(
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mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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chunks: UniqueView<ChunkStorage>,
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meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
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program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
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texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
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camera: View<Camera>,
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) {
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let camera = camera.iter().next().expect("No cameras in the scene");
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let draw_parameters = DrawParameters {
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depth: Depth {
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test: DepthTest::IfLess,
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write: true,
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..Default::default()
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},
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polygon_mode: PolygonMode::Fill, //Change to Line for wireframe
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backface_culling: BackfaceCullingMode::CullCounterClockwise,
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..Default::default()
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};
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let texture_sampler = Sampler(&texture.0, SamplerBehavior {
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minify_filter: MinifySamplerFilter::Linear,
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magnify_filter: MagnifySamplerFilter::Nearest,
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max_anisotropy: 8,
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wrap_function: (SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp),
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..Default::default()
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});
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let view = camera.view_matrix.to_cols_array_2d();
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let perspective = camera.perspective_matrix.to_cols_array_2d();
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for (&position, chunk) in &chunks.chunks {
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if let Some(key) = chunk.mesh_index {
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let mesh = meshes.get(key).expect("Mesh index pointing to nothing");
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let world_position = (position.as_vec3() * CHUNK_SIZE as f32).to_array();
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target.0.draw(
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&mesh.vertex_buffer,
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&mesh.index_buffer,
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&program.0,
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&uniform! {
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position_offset: world_position,
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view: view,
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perspective: perspective,
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tex: texture_sampler
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},
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&draw_parameters
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).unwrap();
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}
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}
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}
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@ -11,14 +11,13 @@ pub mod tasks;
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pub mod loading;
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pub mod mesh;
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pub mod neighbors;
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pub mod worldgen;
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use chunk::{Chunk, ChunkMesh};
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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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#[derive(Default, Unique)]
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#[track(Modification)]
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pub struct ChunkStorage {
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@ -30,6 +29,10 @@ impl ChunkStorage {
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}
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}
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#[derive(Unique)]
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pub struct WorldInfo {
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pub seed: u32,
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}
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#[derive(Default, Unique)]
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pub struct ChunkMeshStorage {
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@ -0,0 +1,2 @@
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pub mod data;
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use data::MeshGenData;
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34
src/world/mesh/data.rs
Normal file
34
src/world/mesh/data.rs
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@ -0,0 +1,34 @@
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use crate::world::{
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neighbors::AllChunkNeighbors,
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chunk::BlockData
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};
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pub struct MeshGenData {
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pub block_data: BlockData,
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pub block_data_pos_z: BlockData,
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pub block_data_neg_z: BlockData,
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pub block_data_pos_y: BlockData,
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pub block_data_neg_y: BlockData,
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pub block_data_pos_x: BlockData,
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pub block_data_neg_x: BlockData,
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}
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impl<'a> AllChunkNeighbors<'a> {
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pub fn mesh_data(&self) -> Option<MeshGenData> {
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let center_block_data = self.center.block_data.as_ref()?;
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let front_block_data = self.front.block_data.as_ref()?;
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let back_block_data = self.back.block_data.as_ref()?;
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let top_block_data = self.top.block_data.as_ref()?;
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let bottom_block_data = self.bottom.block_data.as_ref()?;
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let right_block_data = self.right.block_data.as_ref()?;
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let left_block_data = self.left.block_data.as_ref()?;
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Some(MeshGenData {
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block_data: center_block_data.blocks.clone(),
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block_data_pos_z: front_block_data.blocks.clone(),
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block_data_neg_z: back_block_data.blocks.clone(),
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block_data_pos_y: top_block_data.blocks.clone(),
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block_data_neg_y: bottom_block_data.blocks.clone(),
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block_data_pos_x: right_block_data.blocks.clone(),
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block_data_neg_x: left_block_data.blocks.clone(),
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})
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}
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}
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@ -1,4 +1,34 @@
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use glium::implement_vertex;
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use shipyard::{NonSendSync, UniqueView, UniqueViewMut, View, IntoIter};
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use glium::{
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implement_vertex, uniform,
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Surface, DrawParameters,
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uniforms::{
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Sampler,
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SamplerBehavior,
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MinifySamplerFilter,
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MagnifySamplerFilter,
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SamplerWrapFunction
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},
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draw_parameters::{
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Depth,
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DepthTest,
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PolygonMode,
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BackfaceCullingMode,
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}
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};
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use crate::{
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camera::Camera,
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rendering::RenderTarget,
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prefabs::{
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ChunkShaderPrefab,
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BlockTexturesPrefab,
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},
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world::{
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ChunkStorage,
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ChunkMeshStorage,
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chunk::CHUNK_SIZE,
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},
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};
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#[derive(Clone, Copy)]
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pub struct ChunkVertex {
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@ -8,3 +38,53 @@ pub struct ChunkVertex {
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pub tex_index: u8,
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}
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implement_vertex!(ChunkVertex, position, normal, uv, tex_index);
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pub fn draw_world(
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mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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chunks: UniqueView<ChunkStorage>,
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meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
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program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
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texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
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camera: View<Camera>,
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) {
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let camera = camera.iter().next().expect("No cameras in the scene");
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let draw_parameters = DrawParameters {
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depth: Depth {
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test: DepthTest::IfLess,
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write: true,
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..Default::default()
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},
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polygon_mode: PolygonMode::Fill, //Change to Line for wireframe
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backface_culling: BackfaceCullingMode::CullCounterClockwise,
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..Default::default()
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};
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let texture_sampler = Sampler(&texture.0, SamplerBehavior {
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minify_filter: MinifySamplerFilter::Linear,
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magnify_filter: MagnifySamplerFilter::Nearest,
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max_anisotropy: 8,
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wrap_function: (SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp),
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..Default::default()
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});
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let view = camera.view_matrix.to_cols_array_2d();
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let perspective = camera.perspective_matrix.to_cols_array_2d();
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for (&position, chunk) in &chunks.chunks {
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if let Some(key) = chunk.mesh_index {
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let mesh = meshes.get(key).expect("Mesh index pointing to nothing");
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let world_position = (position.as_vec3() * CHUNK_SIZE as f32).to_array();
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target.0.draw(
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&mesh.vertex_buffer,
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&mesh.index_buffer,
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&program.0,
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&uniform! {
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position_offset: world_position,
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view: view,
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perspective: perspective,
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tex: texture_sampler
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},
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&draw_parameters
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).unwrap();
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}
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}
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}
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@ -2,19 +2,21 @@ use flume::{Sender, Receiver};
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use glam::IVec3;
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use super::{
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chunk::BlockData,
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render::ChunkVertex
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render::ChunkVertex,
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mesh::data::MeshGenData,
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worldgen::generate_world,
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};
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pub enum ChunkTask {
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LoadChunk {
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seed: u32,
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position: IVec3
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},
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GenerateMesh {
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position: IVec3,
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data: MeshGenData
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}
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}
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pub enum ChunkTaskResponse {
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LoadedChunk {
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position: IVec3,
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@ -36,7 +38,18 @@ impl ChunkTaskManager {
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channel: flume::bounded::<ChunkTaskResponse>(0),
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}
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}
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pub fn spawn_task() {
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pub fn spawn_task(&self, task: ChunkTask) {
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let sender = self.channel.0.clone();
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rayon::spawn(move || {
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sender.send(match task {
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ChunkTask::GenerateMesh { position, data } => {
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todo!()
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},
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ChunkTask::LoadChunk { position, seed } => {
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let chunk_data = generate_world(position, seed);
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ChunkTaskResponse::LoadedChunk { position, chunk_data }
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}
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});
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});
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}
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}
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12
src/world/worldgen.rs
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12
src/world/worldgen.rs
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use glam::IVec3;
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use super::{
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chunk::{BlockData, CHUNK_SIZE},
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block::Block
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};
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pub fn generate_world(position: IVec3, seed: u32) -> BlockData {
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let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]);
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blocks[0][0][0] = Block::Stone;
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//TODO actual world generation
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blocks
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}
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