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12c54069f3
Author | SHA1 | Date | |
---|---|---|---|
griffi-gh | 12c54069f3 | ||
griffi-gh | 777e0af4a4 |
|
@ -1,21 +1,27 @@
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struct Uniform {
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position_offset: vec3<f32>,
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struct CameraUniform {
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view_proj: mat4x4<f32>,
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};
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@group(1) @binding(0)
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var<uniform> world: Uniform;
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struct WorldUniform {
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position: vec3<f32>,
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};
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@group(0) @binding(0)
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var<uniform> camera: CameraUniform;
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@group(0) @binding(1)
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var<uniform> world: WorldUniform;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) normal: vec3<f32>,
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@location(2) uv: vec2<f32>,
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@location(2) tex_coords: vec2<f32>,
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@location(3) tex_index: u32,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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//@location(0) tex_coords: vec2<f32>,
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}
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@vertex
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|
@ -23,8 +29,8 @@ fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0);
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out.clip_position = camera.view_proj * vec4<f32>(model.position + world.position, 1.0);
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//out.tex_coords = model.tex_coords;
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return out;
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}
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|
|
|
@ -3,7 +3,6 @@ use kubi_shared::block::BlockTexture;
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use crate::rendering::Renderer;
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mod texture;
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mod shaders;
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use texture::load_asset_texture_array;
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|
|
|
@ -1,6 +0,0 @@
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macro_rules! include_shader_prefab {
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($name: literal, $vert: literal, $frag: literal, $facade: expr) => {
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compile_error!("`include_shader_prefab` is not implemented yet")
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}
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}
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pub(crate) use include_shader_prefab;
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|
@ -45,9 +45,8 @@ pub fn load_asset_texture_array<
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NonZeroU32::new(dimensions.1).expect("image dimensions must be non-zero")
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);
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//Ensure same size (skip if poisoned)
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if !img_dim.is_poisoned() {
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let mut img_dim = img_dim.lock().unwrap();
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//Ensure same size
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if let Ok(mut img_dim) = img_dim.lock() {
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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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}
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|
@ -57,7 +56,8 @@ pub fn load_asset_texture_array<
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}).collect();
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//Lock for the final time and retrieve the dimensions
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let img_dim = img_dim.lock().unwrap().expect("No images were loaded").clone();
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let img_dim = img_dim.lock().unwrap()
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.expect("no images were loaded, cannot create an empty texture array");
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let img_dim_vec = UVec2::new(img_dim.0.get(), img_dim.1.get());
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(raw_images, img_dim_vec)
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|
|
|
@ -3,7 +3,7 @@
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use shipyard::{
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World, Workload, IntoWorkload,
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UniqueView, UniqueViewMut,
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NonSendSync, WorkloadModificator,
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WorkloadModificator,
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SystemModificator
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};
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use winit::{
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|
@ -12,8 +12,9 @@ use winit::{
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};
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use glam::vec3;
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use std::time::Instant;
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pub(crate) use kubi_shared::transform;
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pub(crate) mod util;
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pub(crate) mod rendering;
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pub(crate) mod world;
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pub(crate) mod player;
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|
@ -57,7 +58,7 @@ use input::{init_input, process_inputs};
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use fly_controller::update_controllers;
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use rendering::{
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Renderer,
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RenderTarget,
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RenderData,
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BackgroundColor,
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init_rendering_internals,
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world::{draw_world, draw_current_chunk_border},
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|
@ -128,25 +129,48 @@ fn update() -> Workload {
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).into_sequential_workload().run_if(is_ingame),
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update_networking_late.run_if(is_multiplayer),
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compute_cameras,
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update_camera_uniform,
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update_state,
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exit_on_esc,
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disconnect_on_exit.run_if(is_multiplayer),
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).into_sequential_workload()
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}
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//TODO move this to the renderer module
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fn render() -> Workload {
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(
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(
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update_camera_uniform,
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draw_world,
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draw_current_chunk_border,
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render_selection_box,
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render_entities,
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).into_sequential_workload().run_if(is_ingame),
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).into_sequential_workload()
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//XXX: move to rendering?
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fn render(world: &mut World, data: &mut RenderData) {
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//RenderPass0 - draw world
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{
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let mut render_pass = data.encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("RenderPass0"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &data.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::BLACK),
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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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if world.run(is_ingame) {
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world.run_with_data(draw_world, &mut render_pass);
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}
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}
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}
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// fn render() -> Workload {
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// (
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// (
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// ,
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// draw_world,
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// draw_current_chunk_border,
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// render_selection_box,
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// render_entities,
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// ).into_sequential_workload().run_if(is_ingame),
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// ).into_sequential_workload()
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// }
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fn after_frame_end() -> Workload {
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(
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clear_events,
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|
@ -182,7 +206,6 @@ pub fn kubi_main() {
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world.add_workload(pre_startup);
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world.add_workload(startup);
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world.add_workload(update);
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world.add_workload(render);
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world.add_workload(after_frame_end);
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//Run pre-startup procedure
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|
@ -238,22 +261,18 @@ pub fn kubi_main() {
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//Run update workflows
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world.run_workload(update).unwrap();
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//Start rendering (maybe use custom views for this?)
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let target = {
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let renderer = world.borrow::<UniqueView<Renderer>>().unwrap();
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renderer.begin()
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};
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world.add_unique(target);
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//Run render workflow
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world.run_workload(render).unwrap();
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//Finish rendering
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//Start rendering
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{
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let target = world.remove_unique::<RenderTarget>().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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let mut target = {
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let renderer = world.borrow::<UniqueView<Renderer>>().unwrap();
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renderer.begin()
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};
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render(&mut world, &mut target);
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{
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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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};
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//After frame end
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world.run_workload(after_frame_end).unwrap();
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|
|
|
@ -1,4 +1,4 @@
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use shipyard::{Unique, Workload, IntoWorkload, WorkloadModificator};
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use shipyard::{Unique, Workload, IntoWorkload, WorkloadModificator, AllStoragesView};
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use winit::{
|
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event_loop::EventLoop,
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window::{Window, WindowBuilder, Fullscreen},
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|
@ -25,8 +25,7 @@ pub const OPENGL_TO_WGPU_MATRIX: Mat4 = Mat4::from_cols_array(&[
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0.0, 0.0, 0.5, 1.0,
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]);
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#[derive(Unique)]
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pub struct RenderTarget {
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pub struct RenderData {
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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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|
@ -163,7 +162,7 @@ impl Renderer {
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}
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/// Start a new frame
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pub fn begin(&self) -> RenderTarget {
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pub fn begin(&self) -> RenderData {
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//Surface texture
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let output = self.surface.get_current_texture().unwrap();
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|
||||
|
@ -171,35 +170,14 @@ impl Renderer {
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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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let 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,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: true,
|
||||
},
|
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})],
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depth_stencil_attachment: None,
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});
|
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}
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|
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RenderTarget { output, view, encoder }
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RenderData { output, view, encoder }
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}
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|
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pub fn end(&self, target: RenderTarget) {
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pub fn end(&self, target: RenderData) {
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self.queue.submit([target.encoder.finish()]);
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target.output.present();
|
||||
}
|
||||
|
@ -229,3 +207,35 @@ pub fn init_rendering_internals() -> Workload {
|
|||
).into_workload().after_all(compile_shaders),
|
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).into_workload()
|
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}
|
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|
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macro_rules! vertex_attributes {
|
||||
(
|
||||
$T: ident,
|
||||
$(
|
||||
$name:ident: $vertex_format:ident
|
||||
),*
|
||||
) => {
|
||||
impl $T {
|
||||
pub const VERTEX_ATTRIBUTES: [::wgpu::VertexAttribute; [$(stringify!($name)),*].len()] = {
|
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let mut offset = 0;
|
||||
let mut shader_location = 0;
|
||||
[
|
||||
$(
|
||||
{
|
||||
let attribute = wgpu::VertexAttribute {
|
||||
format: ::wgpu::VertexFormat::$vertex_format,
|
||||
offset, shader_location,
|
||||
};
|
||||
#[allow(unused_assignments)] {
|
||||
shader_location += 1;
|
||||
offset += ::wgpu::VertexFormat::$vertex_format.size();
|
||||
}
|
||||
attribute
|
||||
},
|
||||
)*
|
||||
]
|
||||
};
|
||||
}
|
||||
};
|
||||
}
|
||||
pub(crate) use vertex_attributes;
|
||||
|
|
|
@ -5,7 +5,7 @@ use crate::{
|
|||
camera::Camera,
|
||||
};
|
||||
use super::{
|
||||
RenderTarget,
|
||||
RenderData,
|
||||
primitives::cube::CubePrimitive,
|
||||
};
|
||||
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use glam::{Vec3, Mat4, Quat, ivec3};
|
||||
use shipyard::{NonSendSync, UniqueView, UniqueViewMut, View, IntoIter, track, Unique, AllStoragesView};
|
||||
use wgpu::util::DeviceExt;
|
||||
use wgpu::{util::DeviceExt, RenderPass};
|
||||
use crate::{
|
||||
camera::Camera,
|
||||
player::MainPlayer,
|
||||
|
@ -10,18 +10,25 @@ use crate::{
|
|||
ChunkStorage,
|
||||
ChunkMeshStorage,
|
||||
chunk::CHUNK_SIZE,
|
||||
}, settings::GameSettings,
|
||||
}, settings::GameSettings, util::yolo,
|
||||
};
|
||||
use super::{Renderer, RenderTarget, shaders::Shaders, camera_uniform::CameraUniformBuffer};
|
||||
use super::{Renderer, RenderData, shaders::Shaders, camera_uniform::CameraUniformBuffer, vertex_attributes};
|
||||
|
||||
#[repr(C, packed)]
|
||||
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct ChunkVertex {
|
||||
pub position: [f32; 3],
|
||||
pub normal: [f32; 3],
|
||||
pub uv: [f32; 2],
|
||||
pub tex_coords: [f32; 2],
|
||||
pub tex_index: u32,
|
||||
}
|
||||
vertex_attributes!(
|
||||
ChunkVertex,
|
||||
position: Float32x3,
|
||||
normal: Float32x3,
|
||||
tex_coords: Float32x2,
|
||||
tex_index: Uint32
|
||||
);
|
||||
|
||||
#[repr(C, packed)]
|
||||
#[derive(Clone, Copy, Default, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
|
@ -44,42 +51,6 @@ pub fn init_gpu_data(
|
|||
let shaders: UniqueView<'_, Shaders> = storages.borrow::<UniqueView<Shaders>>().unwrap();
|
||||
let camera_uniform = storages.borrow::<UniqueView<CameraUniformBuffer>>().unwrap();
|
||||
|
||||
let pipeline = renderer.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("WorldRenderPipeline"),
|
||||
layout: Some(&renderer.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("WorldRenderPipelineLayout"),
|
||||
bind_group_layouts: &[],
|
||||
push_constant_ranges: &[],
|
||||
})),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shaders.world,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shaders.world,
|
||||
entry_point: "fs_main",
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: renderer.config.format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: Some(wgpu::Face::Back),
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
unclipped_depth: false,
|
||||
conservative: false,
|
||||
},
|
||||
//TODO enable depth buffer
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
let uniform_buffer = renderer.device.create_buffer_init(
|
||||
&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("WorldUniformBuffer"),
|
||||
|
@ -113,6 +84,7 @@ pub fn init_gpu_data(
|
|||
],
|
||||
label: Some("WorldBindGroupLayout"),
|
||||
});
|
||||
|
||||
let bind_group = renderer.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &bind_group_layout,
|
||||
entries: &[
|
||||
|
@ -128,12 +100,56 @@ pub fn init_gpu_data(
|
|||
label: Some("WorldBindGroup"),
|
||||
});
|
||||
|
||||
let pipeline_layout = renderer.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("WorldRenderPipelineLayout"),
|
||||
bind_group_layouts: &[&bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let pipeline = renderer.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("WorldRenderPipeline"),
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shaders.world,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<ChunkVertex>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &ChunkVertex::VERTEX_ATTRIBUTES,
|
||||
}
|
||||
],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shaders.world,
|
||||
entry_point: "fs_main",
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: renderer.config.format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: Some(wgpu::Face::Back),
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
unclipped_depth: false,
|
||||
conservative: false,
|
||||
},
|
||||
//TODO enable depth buffer
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
storages.add_unique(GpuData { pipeline, uniform_buffer, bind_group });
|
||||
}
|
||||
|
||||
pub fn draw_world(
|
||||
render_pass: &mut RenderPass,
|
||||
renderer: UniqueView<Renderer>,
|
||||
mut target: UniqueViewMut<RenderTarget>,
|
||||
gpu_data: UniqueView<GpuData>,
|
||||
chunks: UniqueView<ChunkStorage>,
|
||||
meshes: UniqueView<ChunkMeshStorage>,
|
||||
|
@ -147,10 +163,20 @@ pub fn draw_world(
|
|||
let world_position = position.as_vec3() * CHUNK_SIZE as f32;
|
||||
|
||||
//TODO culling like in the glium version
|
||||
//TODO indirect
|
||||
|
||||
//Draw chunk mesh
|
||||
|
||||
//TODO: i need renderpass here!
|
||||
for (&position, chunk) in &chunks.chunks {
|
||||
// //! //TODO THIS IS PROBABLY UB
|
||||
// AND I DONT FUCKING CARE
|
||||
let mesh = unsafe { yolo(meshes.get(key).expect("Mesh index pointing to nothing")) };
|
||||
let gpu_data = unsafe { yolo(gpu_data.as_ref()) };
|
||||
render_pass.set_pipeline(&gpu_data.pipeline);
|
||||
render_pass.set_bind_group(0, &gpu_data.bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
|
||||
render_pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
||||
render_pass.draw_indexed(0..mesh.idx_count, 0, 0..1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
33
kubi/src/util.rs
Normal file
33
kubi/src/util.rs
Normal file
|
@ -0,0 +1,33 @@
|
|||
pub unsafe fn yolo<'a, T>(t: &'a T) -> &'static T {
|
||||
std::mem::transmute(t)
|
||||
}
|
||||
|
||||
// use shipyard::{World, AllStoragesView, AllStoragesViewMut, System, AllSystem};
|
||||
|
||||
// pub trait WorldExt {
|
||||
// fn run_with_data_multiple<T: Clone + Copy, B, S: System<(T,), B> + AllSystem<(T,), B>, const SIZE: usize>(&mut self, systems: [S; SIZE], data: T);
|
||||
// }
|
||||
|
||||
// impl<'a> WorldExt for AllStoragesView<'a> {
|
||||
// fn run_with_data_multiple<T: Clone + Copy, B, S: System<(T,), B> + AllSystem<(T,), B>, const SIZE: usize>(&mut self, systems: [S; SIZE], data: T) {
|
||||
// for system in systems {
|
||||
// self.run_with_data(system, data);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// impl<'a> WorldExt for AllStoragesViewMut<'a> {
|
||||
// fn run_with_data_multiple<T: Clone + Copy, B, S: System<(T,), B> + AllSystem<(T,), B>, const SIZE: usize>(&mut self, systems: [S; SIZE], data: T) {
|
||||
// for system in systems {
|
||||
// self.run_with_data(system, data);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// impl WorldExt for World {
|
||||
// fn run_with_data_multiple<T: Clone + Copy, B, S: System<(T,), B> + AllSystem<(T,), B>, const SIZE: usize>(&mut self, systems: [S; SIZE], data: T) {
|
||||
// for system in systems {
|
||||
// self.run_with_data(system, data);
|
||||
// }
|
||||
// }
|
||||
// }
|
|
@ -18,6 +18,8 @@ use chunk::{Chunk, ChunkMesh, CHUNK_SIZE};
|
|||
use tasks::ChunkTaskManager;
|
||||
use queue::BlockUpdateQueue;
|
||||
|
||||
///XXX: This is no longer required (`wgpu::Buffer` is `Send` + `Sync` unlike glium `IndexBuffer`/`VertexBuffer`)
|
||||
///but I'd rather keep it as it will make switching to indirect drawing easier.
|
||||
#[derive(Default, Unique)]
|
||||
pub struct ChunkStorage {
|
||||
pub chunks: HashMap<IVec3, Chunk>
|
||||
|
|
|
@ -14,6 +14,7 @@ impl ChunkData {
|
|||
pub struct ChunkMesh {
|
||||
pub vertex_buffer: wgpu::Buffer,
|
||||
pub index_buffer: wgpu::Buffer,
|
||||
pub idx_count: u32,
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
|
||||
|
|
|
@ -251,6 +251,7 @@ fn process_completed_tasks(
|
|||
let mesh = ChunkMesh {
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
idx_count: indexes.len() as u32
|
||||
};
|
||||
if let Some(index) = chunk.mesh_index {
|
||||
meshes.update(index, mesh).expect("Mesh update failed");
|
||||
|
|
|
@ -108,7 +108,7 @@ impl MeshBuilder {
|
|||
self.vertex_buffer.push(ChunkVertex {
|
||||
position: (coord + vert[i]).to_array(),
|
||||
normal: norm.to_array(),
|
||||
uv: UV_COORDS[i],
|
||||
tex_coords: UV_COORDS[i],
|
||||
tex_index: texture
|
||||
});
|
||||
}
|
||||
|
@ -131,7 +131,7 @@ impl MeshBuilder {
|
|||
self.vertex_buffer.push(ChunkVertex {
|
||||
position: (coord.as_vec3() + vertices[i]).to_array(),
|
||||
normal: normal_front,
|
||||
uv: UV_COORDS[i],
|
||||
tex_coords: UV_COORDS[i],
|
||||
tex_index: front_texture
|
||||
})
|
||||
}
|
||||
|
@ -139,7 +139,7 @@ impl MeshBuilder {
|
|||
self.vertex_buffer.push(ChunkVertex {
|
||||
position: (coord.as_vec3() + vertices[i]).to_array(),
|
||||
normal: normal_back,
|
||||
uv: UV_COORDS[i],
|
||||
tex_coords: UV_COORDS[i],
|
||||
tex_index: back_texture
|
||||
})
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue