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7 commits

Author SHA1 Message Date
griffi-gh 75cb0ead6b clean up world renderer 2024-05-07 01:15:44 +02:00
griffi-gh 487cf31843 wip 2024-05-07 01:14:36 +02:00
griffi-gh 7aa91b6414 add cube primitive 2024-05-07 01:11:05 +02:00
griffi-gh 196a7010b6 separate clear_bg pass 2024-05-07 00:13:14 +02:00
griffi-gh c8cacafab5 use default limits 2024-05-06 18:21:19 +02:00
griffi-gh d738b228f2 fix compilation for android 2024-05-06 18:07:29 +02:00
griffi-gh 811bd8d8b4 use linear for min 2024-05-06 17:38:58 +02:00
13 changed files with 121 additions and 499 deletions

View file

@ -40,7 +40,7 @@ var s_diffuse: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.uv, in.tex_index);
if (color.a == 0.) {
if (color.a < 0.5) {
discard;
}
return color;

View file

@ -41,7 +41,7 @@ pub fn process_winit_events(world: &mut World, event: &Event<()>) {
EventComponent,
InputDeviceEvent {
device_id: *device_id,
event: DeviceEvent::Key(RawKeyEvent {
event: DeviceEvent::Key(winit::event::RawKeyEvent {
physical_key: event.physical_key,
state: event.state,
})

View file

@ -70,7 +70,7 @@ pub fn load_prefabs(
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest, //TODO min_filter Linear, requires filtering sampler
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
@ -82,7 +82,7 @@ pub fn load_prefabs(
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2Array,
multisampled: false,
},
@ -91,7 +91,7 @@ pub fn load_prefabs(
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
}
]

View file

@ -1,13 +1,13 @@
use shipyard::{AllStoragesViewMut, IntoIter, IntoWorkload, SystemModificator, Unique, UniqueView, UniqueViewMut, View, Workload, WorkloadModificator};
use shipyard::{AllStoragesViewMut, IntoIter, IntoWorkload, Unique, UniqueView, UniqueViewMut, View, Workload, WorkloadModificator};
use winit::dpi::PhysicalSize;
use glam::Vec3;
use crate::{events::WindowResizedEvent, state::is_ingame};
mod renderer;
mod primitives;
pub use renderer::Renderer;
use self::{camera::CameraUniformBuffer, world::WorldRenderState};
pub mod background;
pub mod world;
pub mod camera;
pub mod depth;
@ -28,11 +28,14 @@ pub struct RenderCtx<'a> {
pub surface_view: &'a wgpu::TextureView,
}
//TODO run init_world_render_state only once ingame?
pub fn init_rendering() -> Workload {
(
depth::init_depth_texture,
camera::init_camera_uniform_buffer,
world::init_world_render_state, //TODO run only once ingame
world::init_world_render_state, //requires depth and camera buffers
primitives::init_primitives,
).into_sequential_workload()
}
@ -58,39 +61,18 @@ pub fn render_master(storages: AllStoragesViewMut) {
let surface_texture = renderer.surface().get_current_texture().unwrap();
let surface_view = surface_texture.texture.create_view(&wgpu::TextureViewDescriptor::default());
{
let bg = storages.borrow::<UniqueView<BackgroundColor>>().unwrap().0;
let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("rpass_background"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &surface_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: bg.x as f64,
g: bg.y as f64,
b: bg.z as f64,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
..Default::default()
});
}
let mut data = RenderCtx {
renderer: &renderer,
encoder: &mut encoder,
surface_view: &surface_view,
};
storages.run_with_data(background::clear_bg, &mut data);
if storages.run(is_ingame) {
storages.run_with_data(world::draw_world, &mut data);
}
renderer.queue().submit(std::iter::once(encoder.finish()));
renderer.queue().submit([encoder.finish()]);
surface_texture.present();
}
@ -104,30 +86,6 @@ pub fn resize_renderer(
}
}
//Deprecated WindowSize thingy
// #[derive(Unique, Clone, Copy)]
// #[repr(transparent)]
// #[deprecated = "use Renderer.size instead"]
// #[allow(deprecated)]
// pub struct WindowSize(pub UVec2);
// pub fn init_window_size(storages: AllStoragesView) {
// let size = storages.borrow::<View<WindowResizedEvent>>().unwrap().iter().next().unwrap().0;
// storages.add_unique(WindowSize(size))
// }
// pub fn update_window_size(
// mut win_size: UniqueViewMut<WindowSize>,
// resize: View<WindowResizedEvent>,
// ) {
// if let Some(resize) = resize.iter().next() {
// win_size.0 = resize.0;
// }
// }
// pub fn if_resized (
// resize: View<WindowResizedEvent>,
// ) -> bool {
// pub fn if_resized (resize: View<WindowResizedEvent>,) -> bool {
// resize.len() > 0
// }

View file

@ -0,0 +1,25 @@
use shipyard::UniqueView;
use super::{BackgroundColor, RenderCtx};
pub fn clear_bg(
ctx: &mut RenderCtx,
bg: UniqueView<BackgroundColor>,
) {
let _rpass = ctx.encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("clear_bg"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: ctx.surface_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: bg.0.x as f64,
g: bg.0.y as f64,
b: bg.0.z as f64,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
..Default::default()
});
}

View file

@ -1,30 +1,24 @@
// use shipyard::{Workload, IntoWorkload};
// use glium::implement_vertex;
use bytemuck::{Pod, Zeroable};
use shipyard::{IntoWorkload, Workload};
// pub mod cube;
// pub mod rect;
// pub mod stri;
mod cube;
// use cube::init_cube_primitive;
// use rect::init_rect_primitive;
// use stri::init_stri_primitive;
pub fn init_primitives() -> Workload {
(
cube::init_cube_primitive,
).into_workload()
}
// #[derive(Clone, Copy, Default)]
// pub struct PositionOnlyVertex {
// pub position: [f32; 3],
// }
// implement_vertex!(PositionOnlyVertex, position);
#[derive(Clone, Copy, Default, Pod, Zeroable)]
#[repr(C, packed)]
pub struct PrimitiveVertex {
pub position: [f32; 3],
}
// #[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()
// }
impl PrimitiveVertex {
pub const LAYOUT: wgpu::VertexBufferLayout<'static> = wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<PrimitiveVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array![0 => Float32x3],
};
}

View file

@ -1,85 +1,49 @@
// use shipyard::{AllStoragesView, NonSendSync, UniqueView, Unique};
// use glium::{VertexBuffer, IndexBuffer, index::PrimitiveType};
// use crate::rendering::Renderer;
// use super::PositionOnlyVertex;
use shipyard::{AllStoragesView, Unique, UniqueView};
use wgpu::util::DeviceExt;
use crate::rendering::{BufferPair, Renderer};
use super::PrimitiveVertex;
// #[derive(Unique)]
// pub struct CubePrimitive(pub VertexBuffer<PositionOnlyVertex>, pub IndexBuffer<u16>);
#[derive(Unique)]
pub struct CubePrimitive(pub BufferPair);
// #[derive(Unique)]
// pub struct CenteredCubePrimitive(pub VertexBuffer<PositionOnlyVertex>, pub IndexBuffer<u16>);
/// Vertices for a centered cube with a side length of 1
const CUBE_VERTICES: &[PrimitiveVertex] = &[
// front
PrimitiveVertex { position: [-0.5, -0.5, 0.5] },
PrimitiveVertex { position: [ 0.5, -0.5, 0.5] },
PrimitiveVertex { position: [ 0.5, 0.5, 0.5] },
PrimitiveVertex { position: [-0.5, 0.5, 0.5] },
// back
PrimitiveVertex { position: [-0.5, -0.5, -0.5] },
PrimitiveVertex { position: [ 0.5, -0.5, -0.5] },
PrimitiveVertex { position: [ 0.5, 0.5, -0.5] },
PrimitiveVertex { position: [-0.5, 0.5, -0.5] },
];
// 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
// ];
/// Indices for a cube primitive
const CUBE_INDICES: &[u16] = &[
0, 1, 2, 2, 3, 0, // front
1, 5, 6, 6, 2, 1, // right
7, 6, 5, 5, 4, 7, // back
4, 0, 3, 3, 7, 4, // left
4, 5, 1, 1, 0, 4, // bottom
3, 2, 6, 6, 7, 3, // top
];
// 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 fn init_cube_primitive(storages: AllStoragesView) {
let renderer = storages.borrow::<UniqueView<Renderer>>().unwrap();
storages.add_unique(CubePrimitive(BufferPair {
index: renderer.device().create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("cube_index_buffer"),
contents: bytemuck::cast_slice(CUBE_INDICES),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::INDEX,
}),
index_len: CUBE_INDICES.len() as u32,
vertex: renderer.device().create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("cube_vertex_buffer"),
contents: bytemuck::cast_slice(CUBE_VERTICES),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::VERTEX,
}),
vertex_len: CUBE_VERTICES.len() as u32,
}));
}

View file

@ -1,31 +0,0 @@
// 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>);
// 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));
// }

View file

@ -1,30 +0,0 @@
// 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>);
// 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));
// }

View file

@ -107,7 +107,7 @@ impl Renderer {
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::downlevel_defaults(),
required_limits: wgpu::Limits::default(),
},
None,
).block_on().unwrap();

View file

@ -1,59 +1,9 @@
// 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,
// };
mod pipeline;
// 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 };
// //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();
// }
pub fn draw_selection_box(
ctx: &mut RenderCtx,
lookat: View<LookingAtBlock>,
camera: View<Camera>,
) {
//TODO
}

View file

@ -1,13 +1,12 @@
use glam::{IVec3, Vec3};
use shipyard::{AllStoragesView, IntoIter, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
use kubi_shared::{chunk::CHUNK_SIZE, transform::Transform};
use glam::Vec3;
use shipyard::{AllStoragesView, IntoIter, NonSendSync, Unique, UniqueView, View};
use kubi_shared::chunk::CHUNK_SIZE;
use crate::{
camera::Camera,
prefabs::TexturePrefabs,
settings::GameSettings,
world::{ChunkMeshStorage, ChunkStorage},
};
use super::{camera::{self, CameraUniformBuffer}, depth::DepthTexture, RenderCtx};
use super::{camera::CameraUniformBuffer, depth::DepthTexture, RenderCtx};
mod pipeline;
mod vertex;
@ -16,19 +15,19 @@ pub use vertex::ChunkVertex;
#[derive(Unique)]
pub struct WorldRenderState {
pub pipeline: wgpu::RenderPipeline,
pub trans_chunk_queue: Vec<IVec3>,
//pub trans_chunk_queue: Vec<IVec3>,
}
pub fn init_world_render_state(storages: AllStoragesView) {
storages.add_unique(WorldRenderState {
pipeline: storages.run(pipeline::init_world_pipeline),
trans_chunk_queue: Vec::with_capacity(512),
//trans_chunk_queue: Vec::with_capacity(512),
})
}
pub fn draw_world(
ctx: &mut RenderCtx,
mut state: UniqueViewMut<WorldRenderState>,
state: UniqueView<WorldRenderState>,
camera_ubo: UniqueView<CameraUniformBuffer>,
depth: UniqueView<DepthTexture>,
textures: UniqueView<TexturePrefabs>,
@ -95,210 +94,3 @@ pub fn draw_world(
}
}
}
// 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>>,
// 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())
// // ));
// }
// 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();
// }