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https://github.com/griffi-gh/kubi.git
synced 2024-11-22 06:48:43 -06:00
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3 commits
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9532161ed7
Author | SHA1 | Date | |
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griffi-gh | 9532161ed7 | ||
griffi-gh | 37ced81e7b | ||
griffi-gh | 34b9398e80 |
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@ -1,5 +1,6 @@
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[workspace]
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[workspace]
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members = ["kubi", "kubi-server", "kubi-shared", "kubi-logging"]
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members = ["kubi", "kubi-server", "kubi-shared", "kubi-logging"]
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default-members = ["kubi"]
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resolver = "2"
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resolver = "2"
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[profile.release-with-debug]
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[profile.release-with-debug]
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@ -15,7 +16,7 @@ opt-level = 1
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[profile.dev.package.uflow]
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[profile.dev.package.uflow]
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opt-level = 3
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opt-level = 3
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[profile.dev.package.glium]
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[profile.dev.package.wgpu]
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opt-level = 3
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opt-level = 3
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[profile.dev.package.bracket-noise]
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[profile.dev.package.bracket-noise]
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@ -9,7 +9,7 @@ pub fn init() {
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use env_logger::{fmt::Color, Builder, Env};
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use env_logger::{fmt::Color, Builder, Env};
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let env = Env::default()
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let env = Env::default()
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.filter_or("RUST_LOG", "trace,gilrs=warn,rusty_xinput=warn");
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.filter_or("RUST_LOG", "trace,gilrs=warn,rusty_xinput=warn,wgpu=warn,wgpu_core=warn,wgpu_hal=error");
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Builder::from_env(env)
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Builder::from_env(env)
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.format(|buf, record| {
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.format(|buf, record| {
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let mut level_style = buf.style();
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let mut level_style = buf.style();
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@ -1 +1,19 @@
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//TODO migrate
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//TODO migrate, this is just some filler code to make the game compile
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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};
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@vertex
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fn vs_main(
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@builtin(vertex_index) in_vertex_index: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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out.position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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return out;
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(0.3, 0.2, 0.1, 1.0);
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}
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@ -37,14 +37,14 @@ impl AssetPaths for BlockTexture {
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#[derive(Unique)]
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#[derive(Unique)]
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#[repr(transparent)]
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#[repr(transparent)]
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pub struct BlockTexturesPrefab(pub wgpu::Texture);
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pub struct BlockTexturesAsset(pub wgpu::Texture);
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pub fn load_prefabs(
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pub fn load_prefabs(
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storages: AllStoragesView,
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storages: AllStoragesView,
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renderer: NonSendSync<UniqueView<Renderer>>
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renderer: NonSendSync<UniqueView<Renderer>>
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) {
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) {
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log::info!("Loading textures...");
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log::info!("Loading textures...");
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storages.add_unique_non_send_sync(BlockTexturesPrefab(
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storages.add_unique_non_send_sync(BlockTexturesAsset(
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load_asset_texture_array::<BlockTexture>("blocks".into(), &renderer)
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load_asset_texture_array::<BlockTexture>("blocks".into(), &renderer)
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));
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));
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}
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}
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@ -47,7 +47,7 @@ pub fn load_asset_texture_array<
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//Ensure same size (skip if poisoned)
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//Ensure same size (skip if poisoned)
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if !img_dim.is_poisoned() {
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if !img_dim.is_poisoned() {
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let img_dim = img_dim.lock().unwrap();
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let mut img_dim = img_dim.lock().unwrap();
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if let Some(current_size) = img_dim.replace(dim_nonzero) {
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if let Some(current_size) = img_dim.replace(dim_nonzero) {
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assert!(dim_nonzero == current_size, "image dimensions do not match");
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assert!(dim_nonzero == current_size, "image dimensions do not match");
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}
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}
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@ -81,10 +81,13 @@ pub fn process_glutin_events(world: &mut World, event: &Event<'_, ()>) {
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pub fn initial_resize_event(
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pub fn initial_resize_event(
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mut storages: AllStoragesViewMut,
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mut storages: AllStoragesViewMut,
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) {
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) {
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let size = {
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let renderer = storages.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
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let renderer = storages.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
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UVec2::new(renderer.size.width, renderer.size.height)
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};
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storages.add_entity((
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storages.add_entity((
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EventComponent,
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EventComponent,
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WindowResizedEvent(UVec2::new(renderer.size.width, renderer.size.height))
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WindowResizedEvent(size)
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));
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));
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}
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}
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@ -213,6 +213,10 @@ pub fn kubi_main() {
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#[allow(clippy::collapsible_match, clippy::single_match)]
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#[allow(clippy::collapsible_match, clippy::single_match)]
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match event {
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match event {
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Event::WindowEvent { event, .. } => match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::Resized(new_size) => {
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//this can be in a system but I don't care
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world.borrow::<NonSendSync<UniqueViewMut<Renderer>>>().unwrap().resize(new_size);
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}
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WindowEvent::CloseRequested => {
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WindowEvent::CloseRequested => {
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log::info!("exit requested");
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log::info!("exit requested");
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*control_flow = ControlFlow::Exit;
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*control_flow = ControlFlow::Exit;
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@ -234,16 +238,19 @@ pub fn kubi_main() {
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//Start rendering (maybe use custom views for this?)
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//Start rendering (maybe use custom views for this?)
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let target = {
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let target = {
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let renderer = world.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
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let renderer = world.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
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renderer.render()
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renderer.begin()
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};
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};
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world.add_unique_non_send_sync(RenderTarget(target));
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world.add_unique(target);
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//Run render workflow
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//Run render workflow
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world.run_workload(render).unwrap();
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world.run_workload(render).unwrap();
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//Finish rendering
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//Finish rendering
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{
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let target = world.remove_unique::<RenderTarget>().unwrap();
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let target = world.remove_unique::<RenderTarget>().unwrap();
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target.0.finish().unwrap();
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let renderer = world.borrow::<UniqueView<Renderer>>().unwrap();
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renderer.end(target);
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}
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//After frame end
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//After frame end
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world.run_workload(after_frame_end).unwrap();
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world.run_workload(after_frame_end).unwrap();
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@ -18,8 +18,11 @@ pub mod selection_box;
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pub mod entities;
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pub mod entities;
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#[derive(Unique)]
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#[derive(Unique)]
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#[repr(transparent)]
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pub struct RenderTarget {
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pub struct RenderTarget(pub ());
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pub output: wgpu::SurfaceTexture,
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pub view: wgpu::TextureView,
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pub encoder: wgpu::CommandEncoder,
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}
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#[derive(Unique)]
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#[derive(Unique)]
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#[repr(transparent)]
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#[repr(transparent)]
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@ -141,7 +144,9 @@ impl Renderer {
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};
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};
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surface.configure(&device, &config);
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surface.configure(&device, &config);
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Self { window, instance, surface, adapter, device, queue, size, config }
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Self {
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window, instance, surface, adapter, device, queue, size, config,
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}
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}
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}
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/// do not call from async functions
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/// do not call from async functions
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@ -150,14 +155,51 @@ impl Renderer {
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}
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}
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/// Start a new frame
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/// Start a new frame
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pub fn render() -> RenderTarget {
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pub fn begin(&self) -> RenderTarget {
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todo!()
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//Surface texture
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let output = self.surface.get_current_texture().unwrap();
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//View
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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//Encoder
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("RenderEncoder"),
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});
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//Begin render pass
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{
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let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("RenderPass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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}),
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store: true,
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},
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})],
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depth_stencil_attachment: None,
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});
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}
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RenderTarget { output, view, encoder }
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}
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pub fn end(&self, target: RenderTarget) {
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self.queue.submit([target.encoder.finish()]);
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target.output.present();
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}
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}
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/// Resize the surface
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/// Resize the surface
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/// ## Panics:
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/// ## Panics:
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/// - ...if any dimension is equal to zero
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/// - ...if any dimension is equal to zero
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pub fn resize(&self, new_size: PhysicalSize<u32>) {
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pub fn resize(&mut self, new_size: PhysicalSize<u32>) {
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//XXX: just check instead?
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//XXX: just check instead?
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assert!(new_size.width > 0, "width cannot be zero");
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assert!(new_size.width > 0, "width cannot be zero");
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assert!(new_size.height > 0, "height cannot be zero");
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assert!(new_size.height > 0, "height cannot be zero");
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@ -1,17 +1,18 @@
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use glam::{Vec3, Mat4, Quat, ivec3};
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use glam::{Vec3, Mat4, Quat, ivec3};
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use shipyard::{NonSendSync, UniqueView, UniqueViewMut, View, IntoIter, track};
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use shipyard::{NonSendSync, UniqueView, UniqueViewMut, View, IntoIter, track, Unique};
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use wgpu::util::DeviceExt;
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use crate::{
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use crate::{
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camera::Camera,
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camera::Camera,
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player::MainPlayer,
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player::MainPlayer,
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transform::Transform,
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transform::Transform,
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assets::BlockTexturesPrefab,
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assets::BlockTexturesAsset,
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world::{
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world::{
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ChunkStorage,
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ChunkStorage,
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ChunkMeshStorage,
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ChunkMeshStorage,
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chunk::CHUNK_SIZE,
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chunk::CHUNK_SIZE,
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}, settings::GameSettings,
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}, settings::GameSettings,
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};
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};
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use super::{RenderTarget, primitives::cube::CubePrimitive};
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use super::{RenderTarget, shaders::Shaders, Renderer};
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#[repr(C, packed)]
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#[repr(C, packed)]
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#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
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#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
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@ -22,7 +23,37 @@ pub struct ChunkVertex {
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pub tex_index: u8,
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pub tex_index: u8,
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}
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}
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pub fn draw_world() {}
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#[repr(C, packed)]
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#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
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struct WorldUniform {
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position_offset: [f32; 3],
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view: [[f32; 4]; 4],
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perspective: [[f32; 4]; 4],
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}
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pub fn draw_world(
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renderer: UniqueView<Renderer>,
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mut target: UniqueViewMut<RenderTarget>,
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chunks: UniqueView<ChunkStorage>,
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meshes: UniqueView<ChunkMeshStorage>,
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shaders: UniqueView<Shaders>,
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texture: UniqueView<BlockTexturesAsset>,
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camera: View<Camera>,
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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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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;
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//TODO culling
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//Draw chunk mesh
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}
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}
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}
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#[cfg(fuck)]
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#[cfg(fuck)]
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pub fn draw_world(
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pub fn draw_world(
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@ -30,7 +61,7 @@ pub fn draw_world(
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chunks: UniqueView<ChunkStorage>,
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chunks: UniqueView<ChunkStorage>,
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meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
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meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
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program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
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program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
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texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
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texture: NonSendSync<UniqueView<BlockTexturesAsset>>,
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camera: View<Camera>,
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camera: View<Camera>,
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settings: UniqueView<GameSettings>
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settings: UniqueView<GameSettings>
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) {
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) {
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@ -102,7 +102,7 @@ impl ChunkMeshStorage {
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pub fn init_game_world(
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pub fn init_game_world(
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storages: AllStoragesView,
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storages: AllStoragesView,
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) {
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) {
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storages.add_unique_non_send_sync(ChunkMeshStorage::new());
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storages.add_unique(ChunkMeshStorage::new());
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storages.add_unique(ChunkStorage::new());
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storages.add_unique(ChunkStorage::new());
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storages.add_unique(ChunkTaskManager::new());
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storages.add_unique(ChunkTaskManager::new());
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storages.add_unique(BlockUpdateQueue::new());
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storages.add_unique(BlockUpdateQueue::new());
|
||||||
|
|
Loading…
Reference in a new issue