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6 commits

Author SHA1 Message Date
griffi-gh 906f4882a2 throw away glsl shaders 2024-05-05 00:17:27 +02:00
griffi-gh c32568af1c :3 2024-05-05 00:16:55 +02:00
griffi-gh 1d4cbcc2b1 oops forgor to cast trans buffers 2024-05-04 23:18:27 +02:00
griffi-gh 8373d2be54 create buffers 2024-05-04 23:17:12 +02:00
griffi-gh eaad06863f "fix" compile errs 2024-05-04 22:10:40 +02:00
griffi-gh 0e22bccbac init wgpu stuff 2024-05-04 17:24:19 +02:00
31 changed files with 1054 additions and 1101 deletions

299
Cargo.lock generated
View file

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name = "winit"
version = "0.29.15"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0d59ad965a635657faf09c8f062badd885748428933dad8e8bdd64064d92e5ca"
dependencies = [
"android-activity 0.5.2",
"atomic-waker",
"bitflags 2.5.0",
"calloop",
"cfg_aliases 0.1.1",
"core-foundation",
"core-graphics",
"cursor-icon",
"icrate",
"js-sys",
"libc",
"log",
"ndk 0.8.0",
"ndk-sys 0.5.0+25.2.9519653",
"objc2 0.4.1",
"once_cell",
"orbclient",
"redox_syscall 0.3.5",
"rustix",
"smol_str",
"unicode-segmentation",
"wasm-bindgen",
"wasm-bindgen-futures",
"web-sys",
"web-time 0.2.4",
"windows-sys 0.48.0",
"xkbcommon-dl",
]
[[package]]
name = "winit"
version = "0.30.0"
@ -3240,7 +3104,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ea9e6d5d66cbf702e0dd820302144f51b69a95acdc495dd98ca280ff206562b1"
dependencies = [
"ahash",
"android-activity 0.6.0",
"android-activity",
"atomic-waker",
"bitflags 2.5.0",
"bytemuck",
@ -3254,8 +3118,8 @@ dependencies = [
"js-sys",
"libc",
"memmap2",
"ndk 0.9.0",
"objc2 0.5.1",
"ndk",
"objc2",
"objc2-app-kit",
"objc2-foundation",
"orbclient",
@ -3276,7 +3140,7 @@ dependencies = [
"wayland-protocols",
"wayland-protocols-plasma",
"web-sys",
"web-time 1.1.0",
"web-time",
"windows-sys 0.52.0",
"x11-dl",
"x11rb",
@ -3294,9 +3158,9 @@ dependencies = [
[[package]]
name = "winnow"
version = "0.6.6"
version = "0.6.7"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f0c976aaaa0e1f90dbb21e9587cdaf1d9679a1cde8875c0d6bd83ab96a208352"
checksum = "14b9415ee827af173ebb3f15f9083df5a122eb93572ec28741fb153356ea2578"
dependencies = [
"memchr",
]
@ -3314,9 +3178,9 @@ dependencies = [
[[package]]
name = "x11rb"
version = "0.13.0"
version = "0.13.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f8f25ead8c7e4cba123243a6367da5d3990e0d3affa708ea19dce96356bd9f1a"
checksum = "5d91ffca73ee7f68ce055750bf9f6eca0780b8c85eff9bc046a3b0da41755e12"
dependencies = [
"as-raw-xcb-connection",
"gethostname",
@ -3329,9 +3193,9 @@ dependencies = [
[[package]]
name = "x11rb-protocol"
version = "0.13.0"
version = "0.13.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "e63e71c4b8bd9ffec2c963173a4dc4cbde9ee96961d4fcb4429db9929b606c34"
checksum = "ec107c4503ea0b4a98ef47356329af139c0a4f7750e621cf2973cd3385ebcb3d"
[[package]]
name = "xcursor"
@ -3383,8 +3247,3 @@ dependencies = [
"quote",
"syn 2.0.60",
]
[[patch.unused]]
name = "glium"
version = "0.34.0"
source = "git+https://github.com/glium/glium?rev=a352c667#a352c667c145e2dda1f5fe1fc2482cbe99de23be"

View file

@ -21,10 +21,13 @@ opt-level = 1
[profile.dev.package.uflow]
opt-level = 3
[profile.dev.package.glium]
[profile.dev.package.wgpu]
opt-level = 3
[profile.dev.package.bracket-noise]
[profile.dev.package.wgpu-core]
opt-level = 3
[profile.dev.package.wgpu-hal]
opt-level = 3
[profile.dev.package.fastnoise-lite]
@ -37,6 +40,3 @@ opt-level = 3
#enabling debug assertions here causes the game to abort
[profile.dev.package.android-activity]
debug-assertions = false
[patch.crates-io]
glium = { git = "https://github.com/glium/glium", rev = "a352c667" }

View file

@ -9,7 +9,7 @@ pub fn init() {
use env_logger::{fmt::Color, Builder, Env};
let env = Env::default()
.filter_or("RUST_LOG", "trace,gilrs=warn,rusty_xinput=warn");
.filter_or("RUST_LOG", "trace,gilrs=warn,rusty_xinput=warn,wgpu=warn,wgpu_core=warn,wgpu_hal=warn,hui=info,hui-winit=info,hui-glium=info,hui-wgpu=info");
Builder::from_env(env)
.format(|buf, record| {
let mut level_style = buf.style();

View file

@ -15,7 +15,7 @@ glam = { version = "0.27", features = ["debug-glam-assert", "fast-math"] }
hashbrown = "0.14"
nohash-hasher = "0.2"
anyhow = "1.0"
rayon = "1.7"
rayon = "1.10"
flume = "0.11"
rand = "0.8"
uflow = "0.7"

View file

@ -11,10 +11,12 @@ crate-type = ["lib", "cdylib"]
[dependencies]
kubi-shared = { path = "../kubi-shared" }
kubi-logging = { path = "../kubi-logging" }
hui = { version = "0.1.0-alpha.4", git = "https://github.com/griffi-gh/hui", rev = "dd5af8b9e2" }
hui-winit = { version = "0.1.0-alpha.4", git = "https://github.com/griffi-gh/hui", rev = "dd5af8b9e2" }
hui = { git = "https://github.com/griffi-gh/hui", rev = "3a50d2d0dde" }
hui-winit = { git = "https://github.com/griffi-gh/hui", rev = "3a50d2d0dde", features = ["winit_30"] }
log = "0.4"
wgpu = { version = "0.20", features = ["webgl"] }
pollster = "0.3"
bytemuck = { version = "1.15", features = ["derive"] }
winit = { version = "0.30", features = ["android-native-activity"] }
raw-window-handle = "0.6"
glam = { version = "0.27", features = ["debug-glam-assert", "fast-math"] }
@ -22,7 +24,7 @@ image = { version = "0.25", default_features = false, features = ["png"] }
strum = { version = "0.26", features = ["derive"] }
hashbrown = "0.14"
nohash-hasher = "0.2"
rayon = "1.7"
rayon = "1.10"
shipyard = { git = "https://github.com/leudz/shipyard", rev = "aacf3b1df5", default-features = false, features = ["std", "proc", "thread_local"] }
anyhow = "1.0"
flume = "0.11"
@ -36,9 +38,10 @@ serde_json = { version = "1.0", optional = true } #only used for `generate_visua
rand = { version = "0.8", features = ["alloc", "small_rng"]}
atomic = "0.6"
[target.'cfg(target_os = "android")'.dependencies]
android-activity = "^0.5.2"
ndk = "0.8"
android-activity = "0.6"
ndk = "0.9"
[target.'cfg(target_os = "windows")'.dependencies]
winapi = { version = "0.3", features = ["wincon"] }

View file

@ -1,12 +0,0 @@
#version 300 es
precision highp float;
out vec4 out_color;
uniform vec4 color;
void main() {
// discard fully transparent pixels
if (color.w <= 0.) discard;
out_color = color;
}

View file

@ -1,13 +0,0 @@
#version 300 es
precision highp float;
in vec3 position;
uniform mat4 model;
uniform mat4 perspective;
uniform mat4 view;
void main() {
mat4 modelview = view * model;
gl_Position = perspective * modelview * vec4(position, 1.);
}

View file

@ -1,10 +0,0 @@
#version 300 es
precision highp float;
out vec4 out_color;
uniform vec4 color;
void main() {
out_color = color;
}

View file

@ -1,9 +0,0 @@
#version 300 es
precision highp float;
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}

View file

@ -1,26 +0,0 @@
#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;
void main() {
// base color from texture
color = texture(tex, vec3(v_uv, v_tex_index));
// discard fully transparent pixels
if (discard_alpha ? (color.w < 0.5) : (color.w == 0.)) 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.;
}

View file

@ -1,27 +0,0 @@
#version 300 es
precision highp float;
//TODO pack this data:
// uint position_normal_uv
// XXYYZZNU
// wehere Normal and Uv are enums
// maybe somehow pack in tex index too
in vec3 position;
in vec3 normal;
in vec2 uv;
in uint tex_index;
out vec2 v_uv;
out vec3 v_normal;
flat out uint v_tex_index;
uniform vec3 position_offset;
uniform mat4 perspective;
uniform mat4 view;
void main() {
v_normal = normal;
v_tex_index = tex_index;
v_uv = uv;
gl_Position = perspective * view * vec4(position + position_offset, 1.);
}

View file

@ -1,5 +1,5 @@
use shipyard::{AllStoragesView, IntoIter, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
use crate::{events::InputDeviceEvent, rendering::{Renderer, WindowSize}};
use crate::{events::InputDeviceEvent, rendering::Renderer};
use winit::{
dpi::PhysicalPosition, event::{DeviceEvent, ElementState, RawKeyEvent}, keyboard::{KeyCode, PhysicalKey}, window::CursorGrabMode
};
@ -16,7 +16,7 @@ pub fn update_cursor_lock_state(
}
if lock.is_inserted_or_modified() {
//TODO MIGRATION
let window = &display.window;
let window = display.window();
window.set_cursor_grab(match lock.0 {
true => CursorGrabMode::Confined,
false => CursorGrabMode::None,
@ -42,7 +42,6 @@ pub fn debug_toggle_lock(
mut lock: UniqueViewMut<CursorLock>,
device_events: View<InputDeviceEvent>,
ren: NonSendSync<UniqueView<Renderer>>,
size: UniqueView<WindowSize>,
) {
for evt in device_events.iter() {
if let DeviceEvent::Key(RawKeyEvent {
@ -51,8 +50,8 @@ pub fn debug_toggle_lock(
}) = evt.event {
lock.0 = !lock.0;
if !lock.0 {
let center = PhysicalPosition::new(size.0.x as f64 / 2., size.0.y as f64 / 2.);
let _ = ren.window.set_cursor_position(center);
let center = PhysicalPosition::new(ren.size().width as f64 / 2., ren.size().height as f64 / 2.);
let _ = ren.window().set_cursor_position(center);
}
}
}

View file

@ -91,7 +91,7 @@ pub fn initial_resize_event(
) {
let (w, h) = {
let renderer = storages.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
renderer.display.get_framebuffer_dimensions()
(renderer.size().width, renderer.size().height)
};
storages.add_entity((
EventComponent,

View file

@ -1,7 +1,7 @@
use hui::UiInstance;
//use hui_glium::GliumUiRenderer;
use shipyard::{AllStoragesView, Unique, UniqueView, NonSendSync, UniqueViewMut};
use crate::rendering::{RenderTarget, Renderer, WindowSize};
use crate::rendering::{Renderer, WindowSize};
#[derive(Unique)]
pub struct UiState {
@ -34,13 +34,13 @@ pub fn kubi_ui_end(
//renderer.update(hui);
}
pub fn kubi_ui_draw(
ui: NonSendSync<UniqueView<UiState>>,
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
size: UniqueView<WindowSize>
) {
//ui.renderer.draw(&mut target.0, size.0.as_vec2());
}
// pub fn kubi_ui_draw(
// ui: NonSendSync<UniqueView<UiState>>,
// mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
// size: UniqueView<WindowSize>
// ) {
// ui.renderer.draw(&mut target.0, size.0.as_vec2());
// }
pub fn hui_process_winit_events(
event: &winit::event::Event<()>,

View file

@ -75,18 +75,13 @@ use events::{
};
use input::{init_input, process_inputs};
use player_controller::{debug_switch_ctl_type, update_player_controllers};
// use rendering::{
// clear_background, entities::render_entities, init_window_size, primitives::init_primitives, resize_renderer, selection_box::render_selection_box, sumberge::render_submerged_view, update_window_size, world::{draw_current_chunk_border, draw_world, draw_world_trans, init_trans_chunk_queue}, BackgroundColor, RenderTarget, Renderer
// };
use rendering::{
Renderer,
RenderTarget,
BackgroundColor,
clear_background,
init_window_size,
update_window_size,
primitives::init_primitives,
world::{init_trans_chunk_queue, draw_world, draw_world_trans, draw_current_chunk_border},
selection_box::render_selection_box,
entities::render_entities,
sumberge::render_submerged_view,
init_window_size, render_master, resize_renderer, update_window_size,
world::{init_trans_chunk_queue, TransChunkQueue},
BackgroundColor, Renderer,
};
use block_placement::update_block_placement;
use delta_time::{DeltaTime, init_delta_time};
@ -95,7 +90,7 @@ use control_flow::{exit_on_esc, insert_control_flow_unique, RequestExit};
use state::{is_ingame, is_ingame_or_loading, is_loading, init_state, update_state, is_connecting};
use networking::{update_networking, update_networking_late, is_multiplayer, disconnect_on_exit, is_singleplayer};
use init::initialize_from_args;
use hui_integration::{kubi_ui_begin, kubi_ui_draw, kubi_ui_end, kubi_ui_init};
use hui_integration::{kubi_ui_begin, /*kubi_ui_draw,*/ kubi_ui_end, kubi_ui_init};
use loading_screen::update_loading_screen;
use connecting_screen::update_connecting_screen;
use fixed_timestamp::init_fixed_timestamp_storage;
@ -121,7 +116,7 @@ fn startup() -> Workload {
init_window_size,
kubi_ui_init,
load_prefabs,
init_primitives,
//init_primitives,
insert_lock_state,
init_state,
initialize_from_args,
@ -132,7 +127,6 @@ fn startup() -> Workload {
init_client_physics,
init_chat_manager,
init_crosshair_image,
init_trans_chunk_queue,
).into_sequential_workload()
}
@ -140,10 +134,12 @@ fn update() -> Workload {
(
debug_toggle_lock,
update_window_size,
resize_renderer,
update_cursor_lock_state,
process_inputs,
kubi_ui_begin,
(
init_trans_chunk_queue.run_if_missing_unique::<TransChunkQueue>(),
init_game_world.run_if_missing_unique::<ChunkTaskManager>(),
(
spawn_player.run_if_storage_empty::<MainPlayer>(),
@ -181,20 +177,20 @@ fn update() -> Workload {
).into_sequential_workload()
}
fn render() -> Workload {
(
clear_background,
(
draw_world,
draw_current_chunk_border,
render_selection_box,
render_entities,
draw_world_trans,
render_submerged_view,
).into_sequential_workload().run_if(is_ingame),
kubi_ui_draw,
).into_sequential_workload()
}
// fn render() -> Workload {
// (
// clear_background,
// (
// draw_world,
// draw_current_chunk_border,
// render_selection_box,
// render_entities,
// draw_world_trans,
// render_submerged_view,
// ).into_sequential_workload().run_if(is_ingame),
// kubi_ui_draw,
// ).into_sequential_workload()
// }
fn after_frame_end() -> Workload {
(
@ -244,7 +240,7 @@ pub fn kubi_main(
world.add_workload(pre_startup);
world.add_workload(startup);
world.add_workload(update);
world.add_workload(render);
//world.add_workload(render);
world.add_workload(after_frame_end);
//Save _visualizer.json
@ -325,19 +321,21 @@ pub fn kubi_main(
//Run update workflows
world.run_workload(update).unwrap();
world.run(render_master);
//Start rendering (maybe use custom views for this?)
let target = {
let renderer = world.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
renderer.display.draw()
};
world.add_unique_non_send_sync(RenderTarget(target));
// let target = {
// let renderer = world.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
// renderer.display.draw()
// };
// world.add_unique_non_send_sync(RenderTarget(target));
//Run render workflow
world.run_workload(render).unwrap();
//world.run_workload(render).unwrap();
//Finish rendering
let target = world.remove_unique::<RenderTarget>().unwrap();
target.0.finish().unwrap();
// let target = world.remove_unique::<RenderTarget>().unwrap();
// target.0.finish().unwrap();
//After frame end
world.run_workload(after_frame_end).unwrap();

View file

@ -1,15 +1,13 @@
use std::{io::{BufReader, Read}, path::Path};
use hui::text::FontHandle;
use shipyard::{AllStoragesView, NonSendSync, Unique, UniqueView, UniqueViewMut};
use glium::{texture::{SrgbTexture2dArray, MipmapsOption}, Program};
use kubi_shared::block::BlockTexture;
use crate::{filesystem::AssetManager, hui_integration::UiState, rendering::Renderer};
mod texture;
mod shaders;
use texture::load_texture2darray_prefab;
use shaders::include_shader_prefab;
//use texture::load_texture2darray_prefab;
pub trait AssetPaths {
fn file_name(self) -> &'static str;
@ -41,7 +39,7 @@ impl AssetPaths for BlockTexture {
#[derive(Unique)]
#[repr(transparent)]
pub struct BlockTexturesPrefab(pub SrgbTexture2dArray);
pub struct BlockTexturesPrefab(pub wgpu::Texture);
// #[derive(Unique)]
// #[repr(transparent)]
@ -65,15 +63,15 @@ pub fn load_prefabs(
mut ui: NonSendSync<UniqueViewMut<UiState>>,
assman: UniqueView<AssetManager>
) {
log::info!("Loading textures...");
storages.add_unique_non_send_sync(BlockTexturesPrefab(
load_texture2darray_prefab::<BlockTexture, _>(
&assman,
"blocks".into(),
&renderer.display,
MipmapsOption::AutoGeneratedMipmaps
)
));
// log::info!("Loading textures...");
// storages.add_unique_non_send_sync(BlockTexturesPrefab(
// load_texture2darray_prefab::<BlockTexture, _>(
// &assman,
// "blocks".into(),
// &renderer.display,
// MipmapsOption::AutoGeneratedMipmaps
// )
// ));
log::info!("Loading the UI stuff...");
{
@ -85,33 +83,33 @@ pub fn load_prefabs(
storages.add_unique(UiFontPrefab(font_handle));
}
log::info!("Compiling shaders...");
storages.add_unique_non_send_sync(ChunkShaderPrefab(
include_shader_prefab!(
"world",
"../shaders/world.vert",
"../shaders/world.frag",
&renderer.display
)
));
storages.add_unique_non_send_sync(ColoredShaderPrefab(
include_shader_prefab!(
"colored",
"../shaders/colored.vert",
"../shaders/colored.frag",
&renderer.display
)
));
storages.add_unique_non_send_sync(Colored2ShaderPrefab(
include_shader_prefab!(
"colored",
"../shaders/colored2.vert",
"../shaders/colored2.frag",
&renderer.display
)
));
//log::info!("Compiling shaders...");
// storages.add_unique_non_send_sync(ChunkShaderPrefab(
// include_shader_prefab!(
// "world",
// "../shaders/world.vert",
// "../shaders/world.frag",
// &renderer.display
// )
// ));
// storages.add_unique_non_send_sync(ColoredShaderPrefab(
// include_shader_prefab!(
// "colored",
// "../shaders/colored.vert",
// "../shaders/colored.frag",
// &renderer.display
// )
// ));
// storages.add_unique_non_send_sync(Colored2ShaderPrefab(
// include_shader_prefab!(
// "colored",
// "../shaders/colored2.vert",
// "../shaders/colored2.frag",
// &renderer.display
// )
// ));
log::info!("releasing shader compiler");
//log::info!("releasing shader compiler");
//renderer.display.release_shader_compiler();
}

View file

@ -1,46 +1,45 @@
use strum::IntoEnumIterator;
use rayon::prelude::*;
use std::{path::PathBuf, io::BufReader};
use glium::{texture::{SrgbTexture2dArray, RawImage2d, MipmapsOption}, backend::Facade};
use crate::filesystem::AssetManager;
use super::AssetPaths;
// use strum::IntoEnumIterator;
// use rayon::prelude::*;
// use std::{path::PathBuf, io::BufReader};
// use crate::filesystem::AssetManager;
// use super::AssetPaths;
pub fn load_texture2darray_prefab<
T: AssetPaths + IntoEnumIterator,
E: Facade
>(
assman: &AssetManager,
directory: PathBuf,
facade: &E,
mipmaps: MipmapsOption,
) -> SrgbTexture2dArray {
log::info!("started loading {}", directory.as_os_str().to_str().unwrap());
//Load raw images
let tex_files: Vec<&'static str> = T::iter().map(|x| x.file_name()).collect();
let raw_images: Vec<RawImage2d<u8>> = tex_files.par_iter().map(|&file_name| {
log::info!("loading texture {}", file_name);
//Get path to the image and open the file
let reader = {
let path = directory.join(file_name);
BufReader::new(assman.open_asset(&path).expect("Failed to open texture file"))
};
//Parse image data
let (image_data, dimensions) = {
let image = image::load(
reader,
image::ImageFormat::Png
).unwrap().to_rgba8();
let dimensions = image.dimensions();
(image.into_raw(), dimensions)
};
//Create a glium RawImage
RawImage2d::from_raw_rgba_reversed(
&image_data,
dimensions
)
}).collect();
log::info!("done loading texture files, uploading to the gpu");
//Upload images to the GPU
SrgbTexture2dArray::with_mipmaps(facade, raw_images, mipmaps)
.expect("Failed to upload texture array to GPU")
}
// pub fn load_texture2darray_prefab<
// T: AssetPaths + IntoEnumIterator,
// E: Facade
// >(
// assman: &AssetManager,
// directory: PathBuf,
// facade: &E,
// mipmaps: MipmapsOption,
// ) -> SrgbTexture2dArray {
// log::info!("started loading {}", directory.as_os_str().to_str().unwrap());
// //Load raw images
// let tex_files: Vec<&'static str> = T::iter().map(|x| x.file_name()).collect();
// let raw_images: Vec<RawImage2d<u8>> = tex_files.par_iter().map(|&file_name| {
// log::info!("loading texture {}", file_name);
// //Get path to the image and open the file
// let reader = {
// let path = directory.join(file_name);
// BufReader::new(assman.open_asset(&path).expect("Failed to open texture file"))
// };
// //Parse image data
// let (image_data, dimensions) = {
// let image = image::load(
// reader,
// image::ImageFormat::Png
// ).unwrap().to_rgba8();
// let dimensions = image.dimensions();
// (image.into_raw(), dimensions)
// };
// //Create a glium RawImage
// RawImage2d::from_raw_rgba_reversed(
// &image_data,
// dimensions
// )
// }).collect();
// log::info!("done loading texture files, uploading to the gpu");
// //Upload images to the GPU
// SrgbTexture2dArray::with_mipmaps(facade, raw_images, mipmaps)
// .expect("Failed to upload texture array to GPU")
// }

View file

@ -1,11 +1,14 @@
use shipyard::{Unique, NonSendSync, UniqueView, UniqueViewMut, View, IntoIter, AllStoragesView};
use pollster::FutureExt;
use raw_window_handle::HasRawWindowHandle;
use shipyard::{AllStoragesView, AllStoragesViewMut, IntoIter, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
use wgpu::SurfaceTargetUnsafe;
use winit::{
event_loop::ActiveEventLoop,
window::{WindowAttributes, Fullscreen, Window},
dpi::PhysicalSize
};
use glam::{Vec3, UVec2};
use crate::{events::WindowResizedEvent, settings::{GameSettings, FullscreenMode}};
use crate::{events::WindowResizedEvent, settings::{FullscreenMode, GameSettings}, state::is_ingame};
pub mod primitives;
pub mod world;
@ -13,24 +16,40 @@ pub mod selection_box;
pub mod entities;
pub mod sumberge;
pub struct BufferPair {
pub index: wgpu::Buffer,
pub vertex: wgpu::Buffer,
}
#[derive(Unique)]
#[repr(transparent)]
pub struct BackgroundColor(pub Vec3);
#[derive(Unique, Clone, Copy)]
#[repr(transparent)]
#[deprecated = "use Renderer.size instead"]
#[allow(deprecated)]
pub struct WindowSize(pub UVec2);
#[derive(Unique)]
pub struct Renderer {
pub window: Window,
instance: wgpu::Instance,
surface: wgpu::Surface<'static>,
device: wgpu::Device,
queue: wgpu::Queue,
surface_config: wgpu::SurfaceConfiguration,
size: PhysicalSize<u32>,
// pub depth_texture: wgpu::Texture,
//must be last due to drop order
window: Window,
}
impl Renderer {
pub fn init(event_loop: &ActiveEventLoop, settings: &GameSettings) -> Self {
log::info!("initializing display");
let wb = WindowAttributes::new()
let window_attributes = Window::default_attributes()
.with_title("kubi")
.with_maximized(true)
.with_min_inner_size(PhysicalSize::new(640, 480))
@ -44,6 +63,7 @@ impl Renderer {
let monitor = event_loop.primary_monitor().or_else(|| {
event_loop.available_monitors().next()
});
if let Some(monitor) = monitor {
log::info!("monitor: {}", monitor.name().unwrap_or_else(|| "generic".into()));
match fs_settings.mode {
@ -75,16 +95,151 @@ impl Renderer {
None
}
});
let window = event_loop.create_window(window_attributes).unwrap();
Self { window }
let size = window.inner_size();
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::BROWSER_WEBGPU | wgpu::Backends::VULKAN | wgpu::Backends::GL,
..Default::default()
});
// Create a surface with `create_surface_unsafe` to get a surface with 'static lifetime
// It should never outlive the window it's created from
let surface = unsafe {
instance.create_surface_unsafe(SurfaceTargetUnsafe::from_window(&window).unwrap()).unwrap()
};
let adapter = instance.request_adapter(
&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
},
).block_on().unwrap();
let (device, queue) = adapter.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::downlevel_defaults(),
},
None,
).block_on().unwrap();
let surface_config = surface.get_default_config(&adapter, size.width, size.height).unwrap();
surface.configure(&device, &surface_config);
Self { window, instance, surface, device, queue, surface_config, size }
}
pub fn resize(&mut self, size: PhysicalSize<u32>) {
if size.width == 0 || size.height == 0 {
log::warn!("Ignoring resize event with zero width or height");
return
}
if self.size == size {
log::warn!("Ignoring resize event with same size");
return
}
log::debug!("resizing surface to {:?}", size);
self.size = size;
self.surface_config.width = size.width;
self.surface_config.height = size.height;
self.surface.configure(&self.device, &self.surface_config);
}
pub fn reconfigure(&self) {
self.surface.configure(&self.device, &self.surface_config);
}
//getters:
pub fn size(&self) -> PhysicalSize<u32> {
self.size
}
pub fn window(&self) -> &Window {
&self.window
}
pub fn surface(&self) -> &wgpu::Surface<'static> {
&self.surface
}
pub fn device(&self) -> &wgpu::Device {
&self.device
}
pub fn queue(&self) -> &wgpu::Queue {
&self.queue
}
pub fn surface_config(&self) -> &wgpu::SurfaceConfiguration {
&self.surface_config
}
}
pub fn clear_background(
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
color: UniqueView<BackgroundColor>,
pub fn render_master(storages: AllStoragesViewMut) {
let renderer = storages.borrow::<UniqueView<Renderer>>().unwrap();
let mut encoder = renderer.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("main_encoder"),
});
let surface_texture = renderer.surface().get_current_texture().unwrap();
let surface_view = surface_texture.texture.create_view(&wgpu::TextureViewDescriptor::default());
if storages.run(is_ingame) {
let bg_color = storages.borrow::<UniqueView<BackgroundColor>>().unwrap();
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("main0_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &surface_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: bg_color.0.x as f64,
g: bg_color.0.y as f64,
b: bg_color.0.z as f64,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
..Default::default()
});
let data = (&mut render_pass, &*renderer);
storages.run_with_data(world::draw_world, data);
// render_pass.set_pipeline(&renderer.pipeline);
// render_pass.set_bind_group(0, &renderer.bind_group, &[]);
// render_pass.set_vertex_buffer(0, renderer.vertex_buffer.slice(..));
// render_pass.set_index_buffer(renderer.index_buffer.slice(..));
// render_pass.draw_indexed(0..renderer.num_indices, 0, 0..1);
}
renderer.queue().submit(std::iter::once(encoder.finish()));
surface_texture.present();
}
// pub fn clear_background(
// mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
// color: UniqueView<BackgroundColor>,
// ) {
// target.0.clear_color_srgb_and_depth((color.0.x, color.0.y, color.0.z, 1.), 1.);
// }
//Resize the renderer
pub fn resize_renderer(
mut renderer: UniqueViewMut<Renderer>,
resize: View<WindowResizedEvent>,
) {
target.0.clear_color_srgb_and_depth((color.0.x, color.0.y, color.0.z, 1.), 1.);
if let Some(size) = resize.iter().last() {
renderer.resize(PhysicalSize::new(size.0.x, size.0.y));
}
}
//not sure if this belongs here

View file

@ -1,58 +1,58 @@
use shipyard::{NonSendSync, UniqueViewMut, UniqueView, View, IntoIter, IntoWithId};
use glium::{DepthTest, Depth, PolygonMode, BackfaceCullingMode, DrawParameters, Surface, uniform};
use kubi_shared::{entity::Entity, transform::Transform};
use crate::{
prefabs::ColoredShaderPrefab,
camera::Camera,
settings::GameSettings
};
use super::{
RenderTarget,
primitives::cube::CenteredCubePrimitive
};
// use shipyard::{NonSendSync, UniqueViewMut, UniqueView, View, IntoIter, IntoWithId};
// use glium::{DepthTest, Depth, PolygonMode, BackfaceCullingMode, DrawParameters, Surface, uniform};
// use kubi_shared::{entity::Entity, transform::Transform};
// use crate::{
// prefabs::ColoredShaderPrefab,
// camera::Camera,
// settings::GameSettings
// };
// use super::{
// RenderTarget,
// primitives::cube::CenteredCubePrimitive
// };
// TODO: entity models
pub fn render_entities(
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
buffers: NonSendSync<UniqueView<CenteredCubePrimitive>>,
program: NonSendSync<UniqueView<ColoredShaderPrefab>>,
camera: View<Camera>,
settings: UniqueView<GameSettings>,
entities: View<Entity>,
transform: View<Transform>,
) {
let (camera_id, camera) = camera.iter().with_id().next().expect("No cameras in the scene");
// // TODO: entity models
// pub fn render_entities(
// mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
// buffers: NonSendSync<UniqueView<CenteredCubePrimitive>>,
// program: NonSendSync<UniqueView<ColoredShaderPrefab>>,
// camera: View<Camera>,
// settings: UniqueView<GameSettings>,
// entities: View<Entity>,
// transform: View<Transform>,
// ) {
// let (camera_id, camera) = camera.iter().with_id().next().expect("No cameras in the scene");
let draw_parameters = DrawParameters {
depth: Depth {
test: DepthTest::IfLess,
write: true,
..Default::default()
},
multisampling: settings.msaa.is_some(),
polygon_mode: PolygonMode::Fill,
backface_culling: BackfaceCullingMode::CullClockwise,
..Default::default()
};
let view = camera.view_matrix.to_cols_array_2d();
let perspective = camera.perspective_matrix.to_cols_array_2d();
// let draw_parameters = DrawParameters {
// depth: Depth {
// test: DepthTest::IfLess,
// write: true,
// ..Default::default()
// },
// multisampling: settings.msaa.is_some(),
// polygon_mode: PolygonMode::Fill,
// backface_culling: BackfaceCullingMode::CullClockwise,
// ..Default::default()
// };
// let view = camera.view_matrix.to_cols_array_2d();
// let perspective = camera.perspective_matrix.to_cols_array_2d();
for (entity_id, (_, trans)) in (&entities, &transform).iter().with_id() {
//skip rendering camera holder (as the entity would block the view)
if entity_id == camera_id { continue }
// for (entity_id, (_, trans)) in (&entities, &transform).iter().with_id() {
// //skip rendering camera holder (as the entity would block the view)
// if entity_id == camera_id { continue }
//render entity
target.0.draw(
&buffers.0,
&buffers.1,
&program.0,
&uniform! {
color: [1.0, 1.0, 1.0, 1.0_f32],
model: trans.0.to_cols_array_2d(),
view: view,
perspective: perspective,
},
&draw_parameters
).unwrap();
}
}
// //render entity
// target.0.draw(
// &buffers.0,
// &buffers.1,
// &program.0,
// &uniform! {
// color: [1.0, 1.0, 1.0, 1.0_f32],
// model: trans.0.to_cols_array_2d(),
// view: view,
// perspective: perspective,
// },
// &draw_parameters
// ).unwrap();
// }
// }

View file

@ -1,30 +1,30 @@
use shipyard::{Workload, IntoWorkload};
use glium::implement_vertex;
// use shipyard::{Workload, IntoWorkload};
// use glium::implement_vertex;
pub mod cube;
pub mod rect;
pub mod stri;
// pub mod cube;
// pub mod rect;
// pub mod stri;
use cube::init_cube_primitive;
use rect::init_rect_primitive;
use stri::init_stri_primitive;
// use cube::init_cube_primitive;
// use rect::init_rect_primitive;
// use stri::init_stri_primitive;
#[derive(Clone, Copy, Default)]
pub struct PositionOnlyVertex {
pub position: [f32; 3],
}
implement_vertex!(PositionOnlyVertex, position);
// #[derive(Clone, Copy, Default)]
// pub struct PositionOnlyVertex {
// pub position: [f32; 3],
// }
// implement_vertex!(PositionOnlyVertex, position);
#[derive(Clone, Copy, Default)]
pub struct PositionOnlyVertex2d {
pub position: [f32; 2],
}
implement_vertex!(PositionOnlyVertex2d, position);
// #[derive(Clone, Copy, Default)]
// pub struct PositionOnlyVertex2d {
// pub position: [f32; 2],
// }
// implement_vertex!(PositionOnlyVertex2d, position);
pub fn init_primitives() -> Workload {
(
init_cube_primitive,
init_rect_primitive,
init_stri_primitive,
).into_workload()
}
// pub fn init_primitives() -> Workload {
// (
// init_cube_primitive,
// init_rect_primitive,
// init_stri_primitive,
// ).into_workload()
// }

View file

@ -1,85 +1,85 @@
use shipyard::{AllStoragesView, NonSendSync, UniqueView, Unique};
use glium::{VertexBuffer, IndexBuffer, index::PrimitiveType};
use crate::rendering::Renderer;
use super::PositionOnlyVertex;
// use shipyard::{AllStoragesView, NonSendSync, UniqueView, Unique};
// use glium::{VertexBuffer, IndexBuffer, index::PrimitiveType};
// use crate::rendering::Renderer;
// use super::PositionOnlyVertex;
#[derive(Unique)]
pub struct CubePrimitive(pub VertexBuffer<PositionOnlyVertex>, pub IndexBuffer<u16>);
// #[derive(Unique)]
// pub struct CubePrimitive(pub VertexBuffer<PositionOnlyVertex>, pub IndexBuffer<u16>);
#[derive(Unique)]
pub struct CenteredCubePrimitive(pub VertexBuffer<PositionOnlyVertex>, pub IndexBuffer<u16>);
// #[derive(Unique)]
// pub struct CenteredCubePrimitive(pub VertexBuffer<PositionOnlyVertex>, pub IndexBuffer<u16>);
const CENTERED_CUBE_VERTICES: &[PositionOnlyVertex] = &[
// front
PositionOnlyVertex { position: [-0.5, -0.5, 0.5] },
PositionOnlyVertex { position: [ 0.5, -0.5, 0.5] },
PositionOnlyVertex { position: [ 0.5, 0.5, 0.5] },
PositionOnlyVertex { position: [-0.5, 0.5, 0.5] },
// back
PositionOnlyVertex { position: [-0.5, -0.5, -0.5] },
PositionOnlyVertex { position: [ 0.5, -0.5, -0.5] },
PositionOnlyVertex { position: [ 0.5, 0.5, -0.5] },
PositionOnlyVertex { position: [-0.5, 0.5, -0.5] },
];
const CUBE_VERTICES: &[PositionOnlyVertex] = &[
// front
PositionOnlyVertex { position: [0.0, 0.0, 1.0] },
PositionOnlyVertex { position: [1.0, 0.0, 1.0] },
PositionOnlyVertex { position: [1.0, 1.0, 1.0] },
PositionOnlyVertex { position: [0.0, 1.0, 1.0] },
// back
PositionOnlyVertex { position: [0.0, 0.0, 0.0] },
PositionOnlyVertex { position: [1.0, 0.0, 0.0] },
PositionOnlyVertex { position: [1.0, 1.0, 0.0] },
PositionOnlyVertex { position: [0.0, 1.0, 0.0] },
];
const CUBE_INDICES: &[u16] = &[
// front
0, 1, 2,
2, 3, 0,
// right
1, 5, 6,
6, 2, 1,
// back
7, 6, 5,
5, 4, 7,
// left
4, 0, 3,
3, 7, 4,
// bottom
4, 5, 1,
1, 0, 4,
// top
3, 2, 6,
6, 7, 3
];
// const CENTERED_CUBE_VERTICES: &[PositionOnlyVertex] = &[
// // front
// PositionOnlyVertex { position: [-0.5, -0.5, 0.5] },
// PositionOnlyVertex { position: [ 0.5, -0.5, 0.5] },
// PositionOnlyVertex { position: [ 0.5, 0.5, 0.5] },
// PositionOnlyVertex { position: [-0.5, 0.5, 0.5] },
// // back
// PositionOnlyVertex { position: [-0.5, -0.5, -0.5] },
// PositionOnlyVertex { position: [ 0.5, -0.5, -0.5] },
// PositionOnlyVertex { position: [ 0.5, 0.5, -0.5] },
// PositionOnlyVertex { position: [-0.5, 0.5, -0.5] },
// ];
// const CUBE_VERTICES: &[PositionOnlyVertex] = &[
// // front
// PositionOnlyVertex { position: [0.0, 0.0, 1.0] },
// PositionOnlyVertex { position: [1.0, 0.0, 1.0] },
// PositionOnlyVertex { position: [1.0, 1.0, 1.0] },
// PositionOnlyVertex { position: [0.0, 1.0, 1.0] },
// // back
// PositionOnlyVertex { position: [0.0, 0.0, 0.0] },
// PositionOnlyVertex { position: [1.0, 0.0, 0.0] },
// PositionOnlyVertex { position: [1.0, 1.0, 0.0] },
// PositionOnlyVertex { position: [0.0, 1.0, 0.0] },
// ];
// const CUBE_INDICES: &[u16] = &[
// // front
// 0, 1, 2,
// 2, 3, 0,
// // right
// 1, 5, 6,
// 6, 2, 1,
// // back
// 7, 6, 5,
// 5, 4, 7,
// // left
// 4, 0, 3,
// 3, 7, 4,
// // bottom
// 4, 5, 1,
// 1, 0, 4,
// // top
// 3, 2, 6,
// 6, 7, 3
// ];
pub(super) fn init_cube_primitive(
storages: AllStoragesView,
display: NonSendSync<UniqueView<Renderer>>
) {
{
let vert = VertexBuffer::immutable(
&display.display,
CUBE_VERTICES
).unwrap();
let index = IndexBuffer::immutable(
&display.display,
PrimitiveType::TrianglesList,
CUBE_INDICES
).unwrap();
storages.add_unique_non_send_sync(CubePrimitive(vert, index));
}
{
let vert = VertexBuffer::immutable(
&display.display,
CENTERED_CUBE_VERTICES
).unwrap();
let index = IndexBuffer::immutable(
&display.display,
PrimitiveType::TrianglesList,
CUBE_INDICES
).unwrap();
storages.add_unique_non_send_sync(CenteredCubePrimitive(vert, index));
}
}
// pub(super) fn init_cube_primitive(
// storages: AllStoragesView,
// display: NonSendSync<UniqueView<Renderer>>
// ) {
// {
// let vert = VertexBuffer::immutable(
// &display.display,
// CUBE_VERTICES
// ).unwrap();
// let index = IndexBuffer::immutable(
// &display.display,
// PrimitiveType::TrianglesList,
// CUBE_INDICES
// ).unwrap();
// storages.add_unique_non_send_sync(CubePrimitive(vert, index));
// }
// {
// let vert = VertexBuffer::immutable(
// &display.display,
// CENTERED_CUBE_VERTICES
// ).unwrap();
// let index = IndexBuffer::immutable(
// &display.display,
// PrimitiveType::TrianglesList,
// CUBE_INDICES
// ).unwrap();
// storages.add_unique_non_send_sync(CenteredCubePrimitive(vert, index));
// }
// }

View file

@ -1,31 +1,31 @@
use shipyard::{Unique, AllStoragesView, NonSendSync, UniqueView};
use glium::{VertexBuffer, IndexBuffer, index::PrimitiveType};
use crate::rendering::Renderer;
use super::PositionOnlyVertex2d;
// use shipyard::{Unique, AllStoragesView, NonSendSync, UniqueView};
// use glium::{VertexBuffer, IndexBuffer, index::PrimitiveType};
// use crate::rendering::Renderer;
// use super::PositionOnlyVertex2d;
#[derive(Unique)]
pub struct RectPrimitive(pub VertexBuffer<PositionOnlyVertex2d>, pub IndexBuffer<u16>);
// #[derive(Unique)]
// pub struct RectPrimitive(pub VertexBuffer<PositionOnlyVertex2d>, pub IndexBuffer<u16>);
const RECT_VERTEX: &[PositionOnlyVertex2d] = &[
PositionOnlyVertex2d { position: [0., 0.] },
PositionOnlyVertex2d { position: [1., 0.] },
PositionOnlyVertex2d { position: [0., 1.] },
PositionOnlyVertex2d { position: [1., 1.] },
];
const RECT_INDEX: &[u16] = &[0, 1, 2, 1, 3, 2];
// const RECT_VERTEX: &[PositionOnlyVertex2d] = &[
// PositionOnlyVertex2d { position: [0., 0.] },
// PositionOnlyVertex2d { position: [1., 0.] },
// PositionOnlyVertex2d { position: [0., 1.] },
// PositionOnlyVertex2d { position: [1., 1.] },
// ];
// const RECT_INDEX: &[u16] = &[0, 1, 2, 1, 3, 2];
pub(super) fn init_rect_primitive(
storages: AllStoragesView,
display: NonSendSync<UniqueView<Renderer>>
) {
let vert = VertexBuffer::immutable(
&display.display,
RECT_VERTEX
).unwrap();
let index = IndexBuffer::immutable(
&display.display,
PrimitiveType::TrianglesList,
RECT_INDEX
).unwrap();
storages.add_unique_non_send_sync(RectPrimitive(vert, index));
}
// pub(super) fn init_rect_primitive(
// storages: AllStoragesView,
// display: NonSendSync<UniqueView<Renderer>>
// ) {
// let vert = VertexBuffer::immutable(
// &display.display,
// RECT_VERTEX
// ).unwrap();
// let index = IndexBuffer::immutable(
// &display.display,
// PrimitiveType::TrianglesList,
// RECT_INDEX
// ).unwrap();
// storages.add_unique_non_send_sync(RectPrimitive(vert, index));
// }

View file

@ -1,30 +1,30 @@
use shipyard::{Unique, AllStoragesView, NonSendSync, UniqueView};
use glium::{VertexBuffer, IndexBuffer, index::PrimitiveType};
use crate::rendering::Renderer;
use super::PositionOnlyVertex2d;
// use shipyard::{Unique, AllStoragesView, NonSendSync, UniqueView};
// use glium::{VertexBuffer, IndexBuffer, index::PrimitiveType};
// use crate::rendering::Renderer;
// use super::PositionOnlyVertex2d;
#[derive(Unique)]
pub struct STriPrimitive(pub VertexBuffer<PositionOnlyVertex2d>, pub IndexBuffer<u16>);
// #[derive(Unique)]
// pub struct STriPrimitive(pub VertexBuffer<PositionOnlyVertex2d>, pub IndexBuffer<u16>);
const STRI_VERTEX: &[PositionOnlyVertex2d] = &[
PositionOnlyVertex2d { position: [-1., -1.] },
PositionOnlyVertex2d { position: [ 3., -1.] },
PositionOnlyVertex2d { position: [-1., 3.] },
];
const STRI_INDEX: &[u16] = &[0, 1, 2];
// const STRI_VERTEX: &[PositionOnlyVertex2d] = &[
// PositionOnlyVertex2d { position: [-1., -1.] },
// PositionOnlyVertex2d { position: [ 3., -1.] },
// PositionOnlyVertex2d { position: [-1., 3.] },
// ];
// const STRI_INDEX: &[u16] = &[0, 1, 2];
pub(super) fn init_stri_primitive(
storages: AllStoragesView,
display: NonSendSync<UniqueView<Renderer>>
) {
let vert = VertexBuffer::immutable(
&display.display,
STRI_VERTEX
).unwrap();
let index = IndexBuffer::immutable(
&display.display,
PrimitiveType::TrianglesList,
STRI_INDEX
).unwrap();
storages.add_unique_non_send_sync(STriPrimitive(vert, index));
}
// pub(super) fn init_stri_primitive(
// storages: AllStoragesView,
// display: NonSendSync<UniqueView<Renderer>>
// ) {
// let vert = VertexBuffer::immutable(
// &display.display,
// STRI_VERTEX
// ).unwrap();
// let index = IndexBuffer::immutable(
// &display.display,
// PrimitiveType::TrianglesList,
// STRI_INDEX
// ).unwrap();
// storages.add_unique_non_send_sync(STriPrimitive(vert, index));
// }

View file

@ -1,59 +1,59 @@
use glam::{Mat4, Vec3, Quat};
use shipyard::{View, IntoIter, NonSendSync, UniqueViewMut, UniqueView};
use glium::{
Surface,
DrawParameters,
BackfaceCullingMode,
Blend, Depth, DepthTest,
uniform,
};
use crate::{
world::raycast::LookingAtBlock,
camera::Camera,
prefabs::ColoredShaderPrefab
};
use super::{
RenderTarget,
primitives::cube::CubePrimitive,
};
// use glam::{Mat4, Vec3, Quat};
// use shipyard::{View, IntoIter, NonSendSync, UniqueViewMut, UniqueView};
// use glium::{
// Surface,
// DrawParameters,
// BackfaceCullingMode,
// Blend, Depth, DepthTest,
// uniform,
// };
// use crate::{
// world::raycast::LookingAtBlock,
// camera::Camera,
// prefabs::ColoredShaderPrefab
// };
// use super::{
// RenderTarget,
// primitives::cube::CubePrimitive,
// };
const SMOL: f32 = 0.0025;
// const SMOL: f32 = 0.0025;
pub fn render_selection_box(
lookat: View<LookingAtBlock>,
camera: View<Camera>,
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
program: NonSendSync<UniqueView<ColoredShaderPrefab>>,
buffers: NonSendSync<UniqueView<CubePrimitive>>,
) {
let camera = camera.iter().next().unwrap();
let Some(lookat) = lookat.iter().next() else { return };
let Some(lookat) = lookat.0 else { return };
// pub fn render_selection_box(
// lookat: View<LookingAtBlock>,
// camera: View<Camera>,
// mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
// program: NonSendSync<UniqueView<ColoredShaderPrefab>>,
// buffers: NonSendSync<UniqueView<CubePrimitive>>,
// ) {
// let camera = camera.iter().next().unwrap();
// let Some(lookat) = lookat.iter().next() else { return };
// let Some(lookat) = lookat.0 else { return };
//Darken block
target.0.draw(
&buffers.0,
&buffers.1,
&program.0,
&uniform! {
color: [0., 0., 0., 0.5_f32],
model: Mat4::from_scale_rotation_translation(
Vec3::splat(1. + SMOL * 2.),
Quat::default(),
lookat.block_position.as_vec3() - Vec3::splat(SMOL)
).to_cols_array_2d(),
perspective: camera.perspective_matrix.to_cols_array_2d(),
view: camera.view_matrix.to_cols_array_2d(),
},
&DrawParameters {
backface_culling: BackfaceCullingMode::CullClockwise,
blend: Blend::alpha_blending(),
depth: Depth {
//this may be unreliable... unless scale is applied! hacky...
test: DepthTest::IfLessOrEqual,
..Default::default()
},
..Default::default()
}
).unwrap();
}
// //Darken block
// target.0.draw(
// &buffers.0,
// &buffers.1,
// &program.0,
// &uniform! {
// color: [0., 0., 0., 0.5_f32],
// model: Mat4::from_scale_rotation_translation(
// Vec3::splat(1. + SMOL * 2.),
// Quat::default(),
// lookat.block_position.as_vec3() - Vec3::splat(SMOL)
// ).to_cols_array_2d(),
// perspective: camera.perspective_matrix.to_cols_array_2d(),
// view: camera.view_matrix.to_cols_array_2d(),
// },
// &DrawParameters {
// backface_culling: BackfaceCullingMode::CullClockwise,
// blend: Blend::alpha_blending(),
// depth: Depth {
// //this may be unreliable... unless scale is applied! hacky...
// test: DepthTest::IfLessOrEqual,
// ..Default::default()
// },
// ..Default::default()
// }
// ).unwrap();
// }

View file

@ -1,39 +1,39 @@
use glium::{uniform, Blend, DrawParameters, Surface};
use kubi_shared::transform::Transform;
use shipyard::{IntoIter, NonSendSync, UniqueView, UniqueViewMut, View};
use crate::{
player::MainPlayer,
prefabs::Colored2ShaderPrefab,
rendering::primitives::stri::STriPrimitive,
world::ChunkStorage,
};
use super::RenderTarget;
// use glium::{uniform, Blend, DrawParameters, Surface};
// use kubi_shared::transform::Transform;
// use shipyard::{IntoIter, NonSendSync, UniqueView, UniqueViewMut, View};
// use crate::{
// player::MainPlayer,
// prefabs::Colored2ShaderPrefab,
// rendering::primitives::stri::STriPrimitive,
// world::ChunkStorage,
// };
// use super::RenderTarget;
pub fn render_submerged_view(
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
primitive: NonSendSync<UniqueView<STriPrimitive>>,
program: NonSendSync<UniqueView<Colored2ShaderPrefab>>,
plr: View<MainPlayer>,
trans: View<Transform>,
world: UniqueView<ChunkStorage>,
) {
let (_, plr_trans) = (&plr, &trans).iter().next().expect("Main player MIA");
let plr_pos = plr_trans.0.to_scale_rotation_translation().2;
let block_at_pos = world.get_block(plr_pos.floor().as_ivec3());
let Some(block_at_pos) = block_at_pos else { return };
let Some(color) = block_at_pos.descriptor().submerge else { return };
// pub fn render_submerged_view(
// mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
// primitive: NonSendSync<UniqueView<STriPrimitive>>,
// program: NonSendSync<UniqueView<Colored2ShaderPrefab>>,
// plr: View<MainPlayer>,
// trans: View<Transform>,
// world: UniqueView<ChunkStorage>,
// ) {
// let (_, plr_trans) = (&plr, &trans).iter().next().expect("Main player MIA");
// let plr_pos = plr_trans.0.to_scale_rotation_translation().2;
// let block_at_pos = world.get_block(plr_pos.floor().as_ivec3());
// let Some(block_at_pos) = block_at_pos else { return };
// let Some(color) = block_at_pos.descriptor().submerge else { return };
let draw_parameters = DrawParameters {
blend: Blend::alpha_blending(),
..Default::default()
};
target.0.draw(
&primitive.0,
&primitive.1,
&program.0,
&uniform! {
color: color.to_array(),
},
&draw_parameters,
).unwrap();
}
// let draw_parameters = DrawParameters {
// blend: Blend::alpha_blending(),
// ..Default::default()
// };
// target.0.draw(
// &primitive.0,
// &primitive.1,
// &program.0,
// &uniform! {
// color: color.to_array(),
// },
// &draw_parameters,
// ).unwrap();
// }

View file

@ -1,38 +1,31 @@
use glam::{ivec3, IVec3, Mat4, Quat, Vec3};
use shipyard::{track, AllStoragesView, IntoIter, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
use glium::{
draw_parameters::{
BackfaceCullingMode, Depth, DepthTest, PolygonMode
}, implement_vertex, uniform, uniforms::{
MagnifySamplerFilter, MinifySamplerFilter, Sampler, SamplerBehavior, SamplerWrapFunction
}, Blend, DrawParameters, Smooth, Surface
};
use crate::{
camera::Camera,
player::MainPlayer,
transform::Transform,
prefabs::{
ChunkShaderPrefab,
BlockTexturesPrefab,
ColoredShaderPrefab,
},
world::{
ChunkStorage,
ChunkMeshStorage,
chunk::CHUNK_SIZE,
}, settings::GameSettings,
};
use super::{RenderTarget, primitives::cube::CubePrimitive};
use bytemuck::{Pod, Zeroable};
use glam::IVec3;
use shipyard::{AllStoragesView, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
use kubi_shared::transform::Transform;
use crate::{camera::Camera, settings::GameSettings, world::{ChunkMeshStorage, ChunkStorage}};
use super::Renderer;
#[derive(Clone, Copy)]
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
#[repr(C, packed)]
pub struct ChunkVertex {
pub position: [f32; 3],
pub normal: [f32; 3],
pub uv: [f32; 2],
pub tex_index: u8,
}
implement_vertex!(ChunkVertex, position, normal, uv, tex_index);
impl ChunkVertex {
pub const LAYOUT: wgpu::VertexBufferLayout<'static> = wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<ChunkVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array![
0 => Float32x3,
1 => Float32x3,
2 => Float32x2,
3 => Uint32,
],
};
}
#[derive(Unique)]
pub struct TransChunkQueue(pub Vec<IVec3>);
@ -41,208 +34,221 @@ pub fn init_trans_chunk_queue(storages: AllStoragesView) {
storages.add_unique(TransChunkQueue(Vec::with_capacity(512)));
}
fn draw_params(settings: &GameSettings) -> DrawParameters {
DrawParameters {
depth: Depth {
test: DepthTest::IfLess,
write: true,
..Default::default()
},
multisampling: settings.msaa.is_some(),
polygon_mode: PolygonMode::Fill, //Change to Line for wireframe
backface_culling: BackfaceCullingMode::CullClockwise,
..Default::default()
}
}
fn texture_sampler<'a, T>(texture: &'a T, settings: &GameSettings) -> Sampler<'a, T> {
Sampler(texture, SamplerBehavior {
minify_filter: MinifySamplerFilter::LinearMipmapLinear,
magnify_filter: MagnifySamplerFilter::Nearest,
max_anisotropy: settings.max_anisotropy.unwrap_or_default(),
wrap_function: (SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp),
depth_texture_comparison: None,
})
}
pub fn draw_world(
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
(render_pass, renderer): (&mut wgpu::RenderPass, &Renderer),
chunks: UniqueView<ChunkStorage>,
meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
transform: View<Transform>,
camera: View<Camera>,
settings: UniqueView<GameSettings>,
mut trans_queue: UniqueViewMut<TransChunkQueue>,
) {
// let (camera, transform) = (&camera, &transform).iter().next().expect("No cameras in the scene");
// let camera_position = transform.0.to_scale_rotation_translation().2;
let camera = camera.iter().next().expect("No cameras in the scene");
let view = camera.view_matrix.to_cols_array_2d();
let perspective = camera.perspective_matrix.to_cols_array_2d();
let draw_parameters = draw_params(&settings);
let texture_sampler = texture_sampler(&texture.0, &settings);
for (&position, chunk) in &chunks.chunks {
if let Some(key) = chunk.mesh_index {
let mesh = meshes.get(key).expect("Mesh index pointing to nothing");
let world_position = position.as_vec3() * CHUNK_SIZE as f32;
//Skip mesh if its empty
if mesh.index_buffer.len() == 0 && mesh.trans_index_buffer.len() == 0 {
continue
}
//Frustum culling
{
let minp = world_position;
let maxp = world_position + Vec3::splat(CHUNK_SIZE as f32);
if !camera.frustum.is_box_visible(minp, maxp) {
continue
}
}
//Draw chunk mesh
if mesh.index_buffer.len() > 0 {
target.0.draw(
&mesh.vertex_buffer,
&mesh.index_buffer,
&program.0,
&uniform! {
position_offset: world_position.to_array(),
view: view,
perspective: perspective,
tex: texture_sampler,
discard_alpha: true,
},
&draw_parameters
).unwrap();
}
if mesh.trans_index_buffer.len() > 0 {
trans_queue.0.push(position);
}
}
}
// const HALF_CHUNK_SIZE: IVec3 = IVec3::splat((CHUNK_SIZE >> 1) as i32);
// trans_queue.0.sort_by_cached_key(|&pos| -(
// (pos + HALF_CHUNK_SIZE).distance_squared(camera_position.as_ivec3())
// ));
//TODO
}
pub fn draw_world_trans(
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
chunks: UniqueView<ChunkStorage>,
meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
camera: View<Camera>,
settings: UniqueView<GameSettings>,
mut trans_queue: UniqueViewMut<TransChunkQueue>,
) {
let camera = camera.iter().next().expect("No cameras in the scene");
let view = camera.view_matrix.to_cols_array_2d();
let perspective = camera.perspective_matrix.to_cols_array_2d();
let mut draw_parameters = draw_params(&settings);
draw_parameters.blend = Blend::alpha_blending();
draw_parameters.backface_culling = BackfaceCullingMode::CullingDisabled;
draw_parameters.smooth = Some(Smooth::Fastest);
// fn draw_params(settings: &GameSettings) -> DrawParameters {
// DrawParameters {
// depth: Depth {
// test: DepthTest::IfLess,
// write: true,
// ..Default::default()
// },
// multisampling: settings.msaa.is_some(),
// polygon_mode: PolygonMode::Fill, //Change to Line for wireframe
// backface_culling: BackfaceCullingMode::CullClockwise,
// ..Default::default()
// }
// }
let texture_sampler = texture_sampler(&texture.0, &settings);
// fn texture_sampler<'a, T>(texture: &'a T, settings: &GameSettings) -> Sampler<'a, T> {
// Sampler(texture, SamplerBehavior {
// minify_filter: MinifySamplerFilter::LinearMipmapLinear,
// magnify_filter: MagnifySamplerFilter::Nearest,
// max_anisotropy: settings.max_anisotropy.unwrap_or_default(),
// wrap_function: (SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp, SamplerWrapFunction::Clamp),
// depth_texture_comparison: None,
// })
// }
for position in trans_queue.0.drain(..).rev() {
let world_position = position.as_vec3() * CHUNK_SIZE as f32;
let mesh_idx = chunks.chunks[&position].mesh_index.expect("No mesh index");
let mesh = meshes.get(mesh_idx).expect("Mesh index pointing to nothing");
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,
discard_alpha: false,
},
&draw_parameters
).unwrap();
}
}
// pub fn draw_world(
// mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
// chunks: UniqueView<ChunkStorage>,
// meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
// program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
// texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
// transform: View<Transform>,
// camera: View<Camera>,
// settings: UniqueView<GameSettings>,
// mut trans_queue: UniqueViewMut<TransChunkQueue>,
// ) {
// // let (camera, transform) = (&camera, &transform).iter().next().expect("No cameras in the scene");
// // let camera_position = transform.0.to_scale_rotation_translation().2;
pub fn draw_current_chunk_border(
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
player: View<MainPlayer>,
transforms: View<Transform, track::All>,
buffers: NonSendSync<UniqueView<CubePrimitive>>,
program: NonSendSync<UniqueView<ColoredShaderPrefab>>,
camera: View<Camera>,
settings: UniqueView<GameSettings>,
) {
if cfg!(target_os = "android") {
return
}
if !settings.debug_draw_current_chunk_border {
return
}
let camera = camera.iter().next().expect("No cameras in the scene");
let view = camera.view_matrix.to_cols_array_2d();
let perspective = camera.perspective_matrix.to_cols_array_2d();
let (_, &player_transform) = (&player, &transforms).iter().next().expect("No player");
let (_, _, player_position) = player_transform.0.to_scale_rotation_translation();
let player_in_chunk = ivec3(
(player_position.x as i32).div_euclid(CHUNK_SIZE as i32),
(player_position.y as i32).div_euclid(CHUNK_SIZE as i32),
(player_position.z as i32).div_euclid(CHUNK_SIZE as i32),
);
let world_position = player_in_chunk.as_vec3() * CHUNK_SIZE as f32;
target.0.draw(
&buffers.0,
&buffers.1,
&program.0,
&uniform! {
model: Mat4::from_scale_rotation_translation(
Vec3::splat(CHUNK_SIZE as f32),
Quat::default(),
world_position
).to_cols_array_2d(),
color: [0.25f32; 4],
view: view,
perspective: perspective,
},
&DrawParameters {
depth: Depth {
test: DepthTest::IfLess,
..Default::default()
},
blend: Blend::alpha_blending(),
..Default::default()
}
).unwrap();
target.0.draw(
&buffers.0,
&buffers.1,
&program.0,
&uniform! {
model: Mat4::from_scale_rotation_translation(
Vec3::splat(CHUNK_SIZE as f32),
Quat::default(),
world_position
).to_cols_array_2d(),
color: [0.0f32; 4],
view: view,
perspective: perspective,
},
&DrawParameters {
polygon_mode: PolygonMode::Point,
line_width: Some(2.),
point_size: Some(5.),
..Default::default()
}
).unwrap();
}
// let camera = camera.iter().next().expect("No cameras in the scene");
// let view = camera.view_matrix.to_cols_array_2d();
// let perspective = camera.perspective_matrix.to_cols_array_2d();
// let draw_parameters = draw_params(&settings);
// let texture_sampler = texture_sampler(&texture.0, &settings);
// for (&position, chunk) in &chunks.chunks {
// if let Some(key) = chunk.mesh_index {
// let mesh = meshes.get(key).expect("Mesh index pointing to nothing");
// let world_position = position.as_vec3() * CHUNK_SIZE as f32;
// //Skip mesh if its empty
// if mesh.index_buffer.len() == 0 && mesh.trans_index_buffer.len() == 0 {
// continue
// }
// //Frustum culling
// {
// let minp = world_position;
// let maxp = world_position + Vec3::splat(CHUNK_SIZE as f32);
// if !camera.frustum.is_box_visible(minp, maxp) {
// continue
// }
// }
// //Draw chunk mesh
// if mesh.index_buffer.len() > 0 {
// target.0.draw(
// &mesh.vertex_buffer,
// &mesh.index_buffer,
// &program.0,
// &uniform! {
// position_offset: world_position.to_array(),
// view: view,
// perspective: perspective,
// tex: texture_sampler,
// discard_alpha: true,
// },
// &draw_parameters
// ).unwrap();
// }
// if mesh.trans_index_buffer.len() > 0 {
// trans_queue.0.push(position);
// }
// }
// }
// // const HALF_CHUNK_SIZE: IVec3 = IVec3::splat((CHUNK_SIZE >> 1) as i32);
// // trans_queue.0.sort_by_cached_key(|&pos| -(
// // (pos + HALF_CHUNK_SIZE).distance_squared(camera_position.as_ivec3())
// // ));
// }
// pub fn draw_world_trans(
// mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
// chunks: UniqueView<ChunkStorage>,
// meshes: NonSendSync<UniqueView<ChunkMeshStorage>>,
// program: NonSendSync<UniqueView<ChunkShaderPrefab>>,
// texture: NonSendSync<UniqueView<BlockTexturesPrefab>>,
// camera: View<Camera>,
// settings: UniqueView<GameSettings>,
// mut trans_queue: UniqueViewMut<TransChunkQueue>,
// ) {
// let camera = camera.iter().next().expect("No cameras in the scene");
// let view = camera.view_matrix.to_cols_array_2d();
// let perspective = camera.perspective_matrix.to_cols_array_2d();
// let mut draw_parameters = draw_params(&settings);
// draw_parameters.blend = Blend::alpha_blending();
// draw_parameters.backface_culling = BackfaceCullingMode::CullingDisabled;
// draw_parameters.smooth = Some(Smooth::Fastest);
// let texture_sampler = texture_sampler(&texture.0, &settings);
// for position in trans_queue.0.drain(..).rev() {
// let world_position = position.as_vec3() * CHUNK_SIZE as f32;
// let mesh_idx = chunks.chunks[&position].mesh_index.expect("No mesh index");
// let mesh = meshes.get(mesh_idx).expect("Mesh index pointing to nothing");
// 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,
// discard_alpha: false,
// },
// &draw_parameters
// ).unwrap();
// }
// }
// pub fn draw_current_chunk_border(
// mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
// player: View<MainPlayer>,
// transforms: View<Transform, track::All>,
// buffers: NonSendSync<UniqueView<CubePrimitive>>,
// program: NonSendSync<UniqueView<ColoredShaderPrefab>>,
// camera: View<Camera>,
// settings: UniqueView<GameSettings>,
// ) {
// if cfg!(target_os = "android") {
// return
// }
// if !settings.debug_draw_current_chunk_border {
// return
// }
// let camera = camera.iter().next().expect("No cameras in the scene");
// let view = camera.view_matrix.to_cols_array_2d();
// let perspective = camera.perspective_matrix.to_cols_array_2d();
// let (_, &player_transform) = (&player, &transforms).iter().next().expect("No player");
// let (_, _, player_position) = player_transform.0.to_scale_rotation_translation();
// let player_in_chunk = ivec3(
// (player_position.x as i32).div_euclid(CHUNK_SIZE as i32),
// (player_position.y as i32).div_euclid(CHUNK_SIZE as i32),
// (player_position.z as i32).div_euclid(CHUNK_SIZE as i32),
// );
// let world_position = player_in_chunk.as_vec3() * CHUNK_SIZE as f32;
// target.0.draw(
// &buffers.0,
// &buffers.1,
// &program.0,
// &uniform! {
// model: Mat4::from_scale_rotation_translation(
// Vec3::splat(CHUNK_SIZE as f32),
// Quat::default(),
// world_position
// ).to_cols_array_2d(),
// color: [0.25f32; 4],
// view: view,
// perspective: perspective,
// },
// &DrawParameters {
// depth: Depth {
// test: DepthTest::IfLess,
// ..Default::default()
// },
// blend: Blend::alpha_blending(),
// ..Default::default()
// }
// ).unwrap();
// target.0.draw(
// &buffers.0,
// &buffers.1,
// &program.0,
// &uniform! {
// model: Mat4::from_scale_rotation_translation(
// Vec3::splat(CHUNK_SIZE as f32),
// Quat::default(),
// world_position
// ).to_cols_array_2d(),
// color: [0.0f32; 4],
// view: view,
// perspective: perspective,
// },
// &DrawParameters {
// polygon_mode: PolygonMode::Point,
// line_width: Some(2.),
// point_size: Some(5.),
// ..Default::default()
// }
// ).unwrap();
// }

View file

@ -7,7 +7,7 @@ use hui::{
UiElementExt,
},
layout::{Alignment, Direction},
frame_rect, size,
rect_frame, size,
};
use shipyard::{UniqueView, UniqueViewMut, Workload, NonSendSync, IntoWorkload};
use winit::keyboard::KeyCode;
@ -28,7 +28,7 @@ pub fn loading_screen_base(bg_alpha: f32, xui: impl FnOnce(&mut ElementList)) ->
.with_children(|ui| {
Container::default()
.with_size(size!(400, auto))
.with_background(frame_rect! {
.with_background(rect_frame! {
color: (0.2, 0.2, 0.2),
corner_radius: 8.
})
@ -63,11 +63,11 @@ fn render_loading_ui(
ProgressBar::default()
.with_value(value)
.with_size(size!(100%, 15))
.with_background(frame_rect! {
.with_background(rect_frame! {
color: (0.1, 0.1, 0.1),
corner_radius: 2.
})
.with_foreground(frame_rect! {
.with_foreground(rect_frame! {
color: (0.4, 0.4, 1.0),
corner_radius: 2.
})

View file

@ -2,7 +2,7 @@ use hui::{
element::{br::Break, container::Container, slider::Slider, text::Text, UiElementExt},
layout::{Alignment, Direction},
signal::Signal,
frame_rect, size,
rect_frame, size,
};
use shipyard::{NonSendSync, UniqueView, UniqueViewMut};
use winit::keyboard::KeyCode;
@ -34,7 +34,7 @@ pub fn render_settings_ui(
.with_align(Alignment::Center)
.with_children(|ui| {
Container::default()
.with_background(frame_rect! {
.with_background(rect_frame! {
color: (0.2, 0.2, 0.2),
corner_radius: 8.
})

View file

@ -102,6 +102,7 @@ impl ChunkMeshStorage {
pub fn init_game_world(
storages: AllStoragesView,
) {
log::info!("init_game_world called");
storages.add_unique_non_send_sync(ChunkMeshStorage::new());
storages.add_unique(ChunkStorage::new());
storages.add_unique(ChunkTaskManager::new());

View file

@ -1,9 +1,8 @@
use std::sync::Arc;
use glam::IVec3;
use atomic::Atomic;
use glium::{VertexBuffer, IndexBuffer};
use kubi_shared::worldgen::AbortState;
use crate::rendering::world::ChunkVertex;
use crate::rendering::{world::ChunkVertex, BufferPair};
pub use kubi_shared::chunk::{CHUNK_SIZE, BlockData};
@ -18,10 +17,8 @@ impl ChunkData {
}
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>,
pub main: BufferPair,
pub trans: BufferPair,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]

View file

@ -1,17 +1,17 @@
use std::sync::Arc;
use atomic::{Atomic, Ordering};
use glam::{IVec3, ivec3};
use glium::{VertexBuffer, IndexBuffer, index::PrimitiveType};
use kubi_shared::{networking::{channels::Channel, messages::ClientToServerMessage}, worldgen::AbortState};
use shipyard::{View, UniqueView, UniqueViewMut, IntoIter, Workload, IntoWorkload, NonSendSync, track};
use uflow::SendMode;
use wgpu::util::DeviceExt;
use crate::{
player::MainPlayer,
transform::Transform,
settings::GameSettings,
rendering::Renderer,
state::GameState,
networking::UdpClient,
player::MainPlayer,
rendering::{world::ChunkVertex, BufferPair, Renderer},
settings::GameSettings,
state::GameState,
transform::Transform,
};
use super::{
ChunkStorage, ChunkMeshStorage,
@ -327,12 +327,47 @@ fn process_completed_tasks(
//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(),
//TODO
let vtx_buffer = renderer.device().create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("chunk_vertex_buffer"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::VERTEX,
});
let idx_buffer = renderer.device().create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("chunk_vertex_buffer"),
contents: bytemuck::cast_slice(&indices),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::INDEX,
});
let vtx_buffer_trans = renderer.device().create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("chunk_trans_vertex_buffer"),
contents: bytemuck::cast_slice(&trans_vertices),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::VERTEX,
});
let idx_buffer_trans = renderer.device().create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("chunk_trans_index_buffer"),
contents: bytemuck::cast_slice(&trans_indices),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::INDEX,
});
let main_buffer_pair = BufferPair {
vertex: vtx_buffer,
index: idx_buffer,
};
let trans_buffer_pair = BufferPair {
vertex: vtx_buffer_trans,
index: idx_buffer_trans,
};
let mesh = ChunkMesh {
main: main_buffer_pair,
trans: trans_buffer_pair,
};
if let Some(index) = chunk.mesh_index {
meshes.update(index, mesh).expect("Mesh update failed");
} else {