Remove things from WorldState to State and World
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aa8d7aed83
commit
6c50c6ac70
9 changed files with 306 additions and 356 deletions
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@ -25,7 +25,7 @@ impl HotbarHud {
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Some(BlockType::Sand),
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None,
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Some(BlockType::Grass),
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None,
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Some(BlockType::Cobblestone),
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None,
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None,
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None,
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@ -4,6 +4,7 @@ use crate::{
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render_context::RenderContext,
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state::PRIMITIVE_STATE,
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vertex::{HudVertex, Vertex},
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world::block::BlockType,
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};
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use self::{debug_hud::DebugHud, hotbar_hud::HotbarHud, widgets_hud::WidgetsHud};
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@ -138,4 +139,9 @@ impl Hud {
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+ self.debug_hud.render(&mut render_pass)
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+ self.hotbar_hud.render(render_context, &mut render_pass)
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}
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pub fn selected_block(&self) -> Option<BlockType> {
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// TODO The hotbar widget should be rendered by HotbarHud
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self.hotbar_hud.blocks[self.widgets_hud.hotbar_cursor_position]
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}
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}
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@ -12,7 +12,7 @@ use crate::{
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pub struct WidgetsHud {
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texture_bind_group: BindGroup,
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geometry_buffers: GeometryBuffers<u16>,
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hotbar_cursor_position: usize,
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pub hotbar_cursor_position: usize,
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}
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impl WidgetsHud {
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@ -2,7 +2,6 @@ mod aabb;
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mod camera;
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mod geometry;
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mod hud;
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mod npc;
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mod player;
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mod render_context;
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mod state;
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@ -148,7 +147,7 @@ fn main() {
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println!(
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"{:>8} tris | {:>5} chunks",
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triangle_count,
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state.world_state.world.chunks.len()
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state.world.chunks.len()
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);
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elapsed = Duration::from_secs(0);
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@ -1,16 +1,20 @@
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pub mod world_state;
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use std::time::{Duration, Instant};
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use winit::{
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dpi::PhysicalSize,
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event::{DeviceEvent, ElementState, MouseScrollDelta, VirtualKeyCode, WindowEvent},
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event::{
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DeviceEvent, ElementState, MouseButton, MouseScrollDelta, VirtualKeyCode, WindowEvent,
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},
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window::Window,
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};
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use world_state::WorldState;
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use crate::{hud::Hud, render_context::RenderContext, texture::TextureManager};
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use crate::{
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hud::Hud,
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player::Player,
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render_context::RenderContext,
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texture::{Texture, TextureManager},
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world::World,
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};
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pub const PRIMITIVE_STATE: wgpu::PrimitiveState = wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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@ -25,11 +29,13 @@ pub const PRIMITIVE_STATE: wgpu::PrimitiveState = wgpu::PrimitiveState {
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pub struct State {
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pub window_size: PhysicalSize<u32>,
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render_context: RenderContext,
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pub world_state: WorldState,
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pub mouse_grabbed: bool,
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pub hud: Hud,
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pub world: World,
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pub player: Player,
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}
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impl State {
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@ -85,8 +91,6 @@ impl State {
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}
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pub async fn new(window: &Window) -> State {
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let window_size = window.inner_size();
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let (render_surface, render_adapter, render_device, render_queue) =
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Self::create_render_device(window).await;
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@ -107,29 +111,31 @@ impl State {
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texture_manager.load_all(&render_context).unwrap();
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render_context.texture_manager = Some(texture_manager);
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let world_state = WorldState::new(&render_context);
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let hud = Hud::new(&render_context);
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let player = Player::new(&render_context);
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let world = World::new(&render_context, &player.view);
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Self {
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window_size,
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window_size: window.inner_size(),
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render_context,
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world_state,
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mouse_grabbed: false,
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hud,
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player,
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world,
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}
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}
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pub fn resize(&mut self, new_size: PhysicalSize<u32>) {
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println!("resizing to {:?}", new_size);
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self.window_size = new_size;
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self.render_context.swap_chain_descriptor.width = new_size.width;
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self.render_context.swap_chain_descriptor.height = new_size.height;
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pub fn resize(&mut self, size: PhysicalSize<u32>) {
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println!("resizing to {:?}", size);
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self.window_size = size;
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self.render_context.swap_chain_descriptor.width = size.width;
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self.render_context.swap_chain_descriptor.height = size.height;
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self.world_state.resize(&self.render_context, new_size);
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self.player.view.projection.resize(size.width, size.height);
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self.world.depth_texture =
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Texture::create_depth_texture(&self.render_context, "depth_texture");
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self.render_context.swap_chain = self.render_context.device.create_swap_chain(
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&self.render_context.surface,
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@ -144,27 +150,53 @@ impl State {
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}
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fn input_keyboard(&mut self, key_code: VirtualKeyCode, state: ElementState) {
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if state == ElementState::Pressed {
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let pressed = state == ElementState::Pressed;
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match key_code {
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VirtualKeyCode::Key1 => self.set_hotbar_cursor(0),
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VirtualKeyCode::Key2 => self.set_hotbar_cursor(1),
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VirtualKeyCode::Key3 => self.set_hotbar_cursor(2),
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VirtualKeyCode::Key4 => self.set_hotbar_cursor(3),
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VirtualKeyCode::Key5 => self.set_hotbar_cursor(4),
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VirtualKeyCode::Key6 => self.set_hotbar_cursor(5),
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VirtualKeyCode::Key7 => self.set_hotbar_cursor(6),
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VirtualKeyCode::Key8 => self.set_hotbar_cursor(7),
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VirtualKeyCode::Key9 => self.set_hotbar_cursor(8),
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_ => self.world_state.input_keyboard(key_code, state),
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VirtualKeyCode::F2 if pressed => self.player.creative ^= true,
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// Hotbar
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VirtualKeyCode::Key1 if pressed => self.set_hotbar_cursor(0),
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VirtualKeyCode::Key2 if pressed => self.set_hotbar_cursor(1),
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VirtualKeyCode::Key3 if pressed => self.set_hotbar_cursor(2),
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VirtualKeyCode::Key4 if pressed => self.set_hotbar_cursor(3),
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VirtualKeyCode::Key5 if pressed => self.set_hotbar_cursor(4),
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VirtualKeyCode::Key6 if pressed => self.set_hotbar_cursor(5),
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VirtualKeyCode::Key7 if pressed => self.set_hotbar_cursor(6),
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VirtualKeyCode::Key8 if pressed => self.set_hotbar_cursor(7),
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VirtualKeyCode::Key9 if pressed => self.set_hotbar_cursor(8),
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// Movement
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VirtualKeyCode::W => self.player.forward_pressed = pressed,
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VirtualKeyCode::S => self.player.backward_pressed = pressed,
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VirtualKeyCode::A => self.player.left_pressed = pressed,
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VirtualKeyCode::D => self.player.right_pressed = pressed,
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VirtualKeyCode::Space => {
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self.player.up_speed = match (pressed, self.player.creative) {
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// Creative
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(true, true) => 1.0,
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(false, true) => 0.0,
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// Not creative
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(true, false) => {
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// TODO Don't allow player to jump in mid-air
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0.6
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}
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} else {
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self.world_state.input_keyboard(key_code, state)
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(false, false) => self.player.up_speed,
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};
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}
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VirtualKeyCode::LShift if self.player.creative => {
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self.player.up_speed = if pressed { -1.0 } else { 0.0 }
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}
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VirtualKeyCode::LControl => self.player.sprinting = pressed,
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_ => (),
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}
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}
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fn input_mouse(&mut self, dx: f64, dy: f64) {
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if self.mouse_grabbed {
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self.world_state.player.update_camera(dx, dy);
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self.player.update_camera(dx, dy);
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}
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}
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@ -178,11 +210,20 @@ impl State {
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button,
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state: ElementState::Pressed,
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..
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} if self.mouse_grabbed => self.world_state.input_mouse_button(
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button,
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} if self.mouse_grabbed => {
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if button == &MouseButton::Left {
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self.world
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.break_at_crosshair(&self.render_context, &self.player.view.camera);
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} else if button == &MouseButton::Right {
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if let Some(selected) = self.hud.selected_block() {
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self.world.place_at_crosshair(
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&self.render_context,
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None, // TODO
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),
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&self.player.view.camera,
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selected,
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);
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}
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}
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}
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WindowEvent::MouseWheel {
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delta: MouseScrollDelta::LineDelta(_, delta),
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@ -203,11 +244,14 @@ impl State {
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}
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pub fn update(&mut self, dt: Duration, render_time: Duration) {
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self.world_state
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.update(dt, render_time, &self.render_context);
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self.player.update_position(dt, &self.world);
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self.hud
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.update(&self.render_context, &self.world_state.player.view.camera)
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let view = &mut self.player.view;
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view.update_view_projection(&self.render_context);
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self.world
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.update(&self.render_context, dt, render_time, &view.camera);
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self.hud.update(&self.render_context, &view.camera);
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}
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pub fn render(&mut self) -> anyhow::Result<(usize, Duration)> {
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@ -221,9 +265,13 @@ impl State {
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.create_command_encoder(&Default::default());
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let mut triangle_count = 0;
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triangle_count +=
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self.world_state
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.render(&self.render_context, &frame, &mut render_encoder);
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triangle_count += self.world.render(
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&self.render_context,
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&mut render_encoder,
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&frame,
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&self.player.view,
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);
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triangle_count += self
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.hud
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@ -1,282 +0,0 @@
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use std::time::Duration;
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use wgpu::{
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util::{BufferInitDescriptor, DeviceExt},
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CommandEncoder, SwapChainTexture,
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};
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use winit::{
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dpi::PhysicalSize,
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event::{ElementState, MouseButton, VirtualKeyCode},
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};
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use crate::{
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player::Player,
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render_context::RenderContext,
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texture::Texture,
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time::Time,
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vertex::{BlockVertex, Vertex},
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world::{block::BlockType, World},
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};
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pub struct WorldState {
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pub render_pipeline: wgpu::RenderPipeline,
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pub depth_texture: Texture,
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time: Time,
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time_buffer: wgpu::Buffer,
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pub time_bind_group: wgpu::BindGroup,
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pub world: World,
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pub player: Player,
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}
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impl WorldState {
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fn create_time(
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render_context: &RenderContext,
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) -> (Time, wgpu::Buffer, wgpu::BindGroupLayout, wgpu::BindGroup) {
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let time = Time::new();
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let buffer = render_context
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.device
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.create_buffer_init(&BufferInitDescriptor {
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label: Some("time_buffer"),
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contents: bytemuck::cast_slice(&[time]),
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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let bind_group_layout =
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render_context
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.device
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.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("time_bind_group_layout"),
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});
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let bind_group = render_context
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.device
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.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: buffer.as_entire_binding(),
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}],
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label: Some("time_bind_group"),
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});
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(time, buffer, bind_group_layout, bind_group)
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}
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fn create_render_pipeline(
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render_context: &RenderContext,
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shader: &wgpu::ShaderModule,
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pipeline_layout: &wgpu::PipelineLayout,
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) -> wgpu::RenderPipeline {
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render_context
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.device
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.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "main",
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buffers: &[BlockVertex::descriptor()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: render_context.swap_chain_descriptor.format,
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blend: Some(wgpu::BlendState {
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alpha: wgpu::BlendComponent::REPLACE,
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color: wgpu::BlendComponent::REPLACE,
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}),
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write_mask: wgpu::ColorWrite::ALL,
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}],
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}),
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primitive: wgpu::PrimitiveState {
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cull_mode: Some(wgpu::Face::Back),
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polygon_mode: wgpu::PolygonMode::Fill,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Texture::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState::default(),
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})
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}
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pub fn new(render_context: &RenderContext) -> WorldState {
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let (time, time_buffer, time_layout, time_bind_group) = Self::create_time(render_context);
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let player = Player::new(render_context);
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let world = World::new(render_context);
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let shader = render_context.device.create_shader_module(
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&(wgpu::ShaderModuleDescriptor {
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label: Some("shader"),
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flags: wgpu::ShaderFlags::all(),
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source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/world.wgsl").into()),
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}),
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);
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let texture_manager = render_context.texture_manager.as_ref().unwrap();
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let render_pipeline_layout =
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render_context
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.device
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.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("render_pipeline_layout"),
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push_constant_ranges: &[],
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bind_group_layouts: &[
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&texture_manager.bind_group_layout,
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&player.view.bind_group_layout,
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&time_layout,
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],
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});
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let render_pipeline =
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Self::create_render_pipeline(render_context, &shader, &render_pipeline_layout);
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let depth_texture = Texture::create_depth_texture(render_context, "depth_texture");
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Self {
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render_pipeline,
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depth_texture,
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time,
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time_buffer,
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time_bind_group,
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world,
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player,
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}
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}
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pub fn render(
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&self,
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render_context: &RenderContext,
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frame: &SwapChainTexture,
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render_encoder: &mut CommandEncoder,
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) -> usize {
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let mut triangle_count = 0;
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let mut render_pass = render_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("render_pass"),
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color_attachments: &[wgpu::RenderPassColorAttachment {
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view: &frame.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: 0.502,
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g: 0.663,
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b: 0.965,
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a: 1.0,
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}),
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store: true,
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},
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}],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture.view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: true,
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}),
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stencil_ops: None,
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}),
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});
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render_pass.set_pipeline(&self.render_pipeline);
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let texture_manager = render_context.texture_manager.as_ref().unwrap();
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render_pass.set_bind_group(0, texture_manager.bind_group.as_ref().unwrap(), &[]);
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render_pass.set_bind_group(1, &self.player.view.bind_group, &[]);
|
||||
render_pass.set_bind_group(2, &self.time_bind_group, &[]);
|
||||
|
||||
triangle_count += self.world.render(&mut render_pass, &self.player.view);
|
||||
|
||||
triangle_count
|
||||
}
|
||||
|
||||
pub fn input_mouse_button(
|
||||
&mut self,
|
||||
button: &MouseButton,
|
||||
render_context: &RenderContext,
|
||||
selected: Option<BlockType>,
|
||||
) {
|
||||
if button == &MouseButton::Left {
|
||||
self.world
|
||||
.break_at_crosshair(render_context, &self.player.view.camera);
|
||||
} else if button == &MouseButton::Right {
|
||||
if let Some(selected) = selected {
|
||||
self.world
|
||||
.place_at_crosshair(render_context, &self.player.view.camera, selected);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(clippy::collapsible_else_if)]
|
||||
pub fn input_keyboard(&mut self, key_code: VirtualKeyCode, state: ElementState) {
|
||||
let pressed = state == ElementState::Pressed;
|
||||
match key_code {
|
||||
VirtualKeyCode::W => self.player.forward_pressed = pressed,
|
||||
VirtualKeyCode::S => self.player.backward_pressed = pressed,
|
||||
VirtualKeyCode::A => self.player.left_pressed = pressed,
|
||||
VirtualKeyCode::D => self.player.right_pressed = pressed,
|
||||
VirtualKeyCode::F2 if pressed => self.player.creative ^= true,
|
||||
VirtualKeyCode::Space => {
|
||||
self.player.up_speed = match (pressed, self.player.creative) {
|
||||
// Creative
|
||||
(true, true) => 1.0,
|
||||
(false, true) => 0.0,
|
||||
|
||||
// Not creative
|
||||
(true, false) => {
|
||||
// TODO Don't allow player to jump in mid-air
|
||||
0.6
|
||||
}
|
||||
(false, false) => self.player.up_speed,
|
||||
};
|
||||
}
|
||||
VirtualKeyCode::LShift if self.player.creative => {
|
||||
self.player.up_speed = if pressed { -1.0 } else { 0.0 }
|
||||
}
|
||||
VirtualKeyCode::LControl => self.player.sprinting = pressed,
|
||||
_ => (),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update(&mut self, dt: Duration, render_time: Duration, render_context: &RenderContext) {
|
||||
self.player.update_position(dt, &self.world);
|
||||
|
||||
self.world
|
||||
.update(render_context, dt, render_time, &self.player.view.camera);
|
||||
|
||||
self.player.view.update_view_projection(render_context);
|
||||
|
||||
self.time.time += dt.as_secs_f32();
|
||||
render_context.queue.write_buffer(
|
||||
&self.time_buffer,
|
||||
0,
|
||||
&bytemuck::cast_slice(&[self.time]),
|
||||
);
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, render_context: &RenderContext, new_size: PhysicalSize<u32>) {
|
||||
// TODO Move this to View
|
||||
self.player
|
||||
.view
|
||||
.projection
|
||||
.resize(new_size.width, new_size.height);
|
||||
|
||||
self.depth_texture = Texture::create_depth_texture(render_context, "depth_texture");
|
||||
}
|
||||
}
|
|
@ -21,7 +21,7 @@ use serde::{
|
|||
ser::SerializeSeq,
|
||||
Deserialize, Serialize, Serializer,
|
||||
};
|
||||
use wgpu::BufferUsage;
|
||||
use wgpu::{BufferUsage, RenderPass};
|
||||
|
||||
pub const CHUNK_SIZE: usize = 32;
|
||||
pub const CHUNK_ISIZE: isize = CHUNK_SIZE as isize;
|
||||
|
@ -93,6 +93,25 @@ impl<'de> Deserialize<'de> for Chunk {
|
|||
}
|
||||
|
||||
impl Chunk {
|
||||
pub fn render<'a>(
|
||||
&'a self,
|
||||
render_pass: &mut RenderPass<'a>,
|
||||
position: &Point3<isize>,
|
||||
view: &View,
|
||||
) -> usize {
|
||||
if !self.is_visible(position * CHUNK_ISIZE, &view) {
|
||||
// Frustrum culling
|
||||
0
|
||||
} else if let Some(buffers) = &self.buffers {
|
||||
buffers.apply_buffers(render_pass);
|
||||
buffers.draw_indexed(render_pass)
|
||||
} else {
|
||||
// Not loaded
|
||||
println!("Trying to render non-loaded chunk {:?}", position);
|
||||
0
|
||||
}
|
||||
}
|
||||
|
||||
pub fn generate(&mut self, chunk_x: isize, chunk_y: isize, chunk_z: isize) {
|
||||
let fbm = noise::Fbm::new();
|
||||
|
||||
|
|
194
src/world/mod.rs
194
src/world/mod.rs
|
@ -1,6 +1,7 @@
|
|||
pub mod block;
|
||||
pub mod chunk;
|
||||
pub mod face_flags;
|
||||
pub mod npc;
|
||||
pub mod quad;
|
||||
|
||||
use std::{
|
||||
|
@ -10,19 +11,32 @@ use std::{
|
|||
|
||||
use crate::{
|
||||
camera::Camera,
|
||||
npc::Npc,
|
||||
render_context::RenderContext,
|
||||
texture::Texture,
|
||||
time::Time,
|
||||
vertex::{BlockVertex, Vertex},
|
||||
view::View,
|
||||
world::{
|
||||
block::{Block, BlockType},
|
||||
chunk::{Chunk, CHUNK_ISIZE},
|
||||
npc::Npc,
|
||||
},
|
||||
};
|
||||
use ahash::AHashMap;
|
||||
use cgmath::{EuclideanSpace, InnerSpace, Point3, Vector3};
|
||||
use wgpu::RenderPass;
|
||||
use wgpu::{
|
||||
util::{BufferInitDescriptor, DeviceExt},
|
||||
BindGroup, Buffer, CommandEncoder, RenderPipeline, SwapChainTexture,
|
||||
};
|
||||
|
||||
pub struct World {
|
||||
pub render_pipeline: RenderPipeline,
|
||||
pub depth_texture: Texture,
|
||||
|
||||
pub time: Time,
|
||||
pub time_buffer: Buffer,
|
||||
pub time_bind_group: BindGroup,
|
||||
|
||||
pub npc: Npc,
|
||||
|
||||
pub chunks: AHashMap<Point3<isize>, Chunk>,
|
||||
|
@ -50,6 +64,13 @@ impl World {
|
|||
render_time: Duration,
|
||||
camera: &Camera,
|
||||
) {
|
||||
self.time.time += dt.as_secs_f32();
|
||||
render_context.queue.write_buffer(
|
||||
&self.time_buffer,
|
||||
0,
|
||||
&bytemuck::cast_slice(&[self.time]),
|
||||
);
|
||||
|
||||
self.update_highlight(render_context, camera);
|
||||
|
||||
// Queue up new chunks for loading, if necessary
|
||||
|
@ -147,33 +168,58 @@ impl World {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn render<'a>(&'a self, render_pass: &mut RenderPass<'a>, view: &View) -> usize {
|
||||
pub fn render<'a>(
|
||||
&'a self,
|
||||
render_context: &RenderContext,
|
||||
render_encoder: &mut CommandEncoder,
|
||||
frame: &SwapChainTexture,
|
||||
view: &View,
|
||||
) -> usize {
|
||||
let mut render_pass = render_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("render_pass"),
|
||||
color_attachments: &[wgpu::RenderPassColorAttachment {
|
||||
view: &frame.view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.502,
|
||||
g: 0.663,
|
||||
b: 0.965,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: true,
|
||||
},
|
||||
}],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &self.depth_texture.view,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(1.0),
|
||||
store: true,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
});
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
|
||||
let texture_manager = render_context.texture_manager.as_ref().unwrap();
|
||||
render_pass.set_bind_group(0, texture_manager.bind_group.as_ref().unwrap(), &[]);
|
||||
render_pass.set_bind_group(1, &view.bind_group, &[]);
|
||||
render_pass.set_bind_group(2, &self.time_bind_group, &[]);
|
||||
|
||||
let mut triangle_count = 0;
|
||||
|
||||
for (position, chunk) in &self.chunks {
|
||||
// TODO Reimplement frustrum culling
|
||||
if !chunk.is_visible(position * CHUNK_ISIZE, &view) {
|
||||
continue;
|
||||
triangle_count += chunk.render(&mut render_pass, position, view);
|
||||
}
|
||||
|
||||
if let Some(buffers) = chunk.buffers.as_ref() {
|
||||
buffers.apply_buffers(render_pass);
|
||||
triangle_count += buffers.draw_indexed(render_pass);
|
||||
}
|
||||
}
|
||||
|
||||
let buffers = self.npc.geometry_buffers.as_ref().unwrap();
|
||||
buffers.apply_buffers(render_pass);
|
||||
triangle_count += buffers.draw_indexed(render_pass);
|
||||
triangle_count += self.npc.render(&mut render_pass);
|
||||
|
||||
triangle_count
|
||||
}
|
||||
}
|
||||
|
||||
impl World {
|
||||
pub fn new(render_context: &RenderContext) -> Self {
|
||||
pub fn new(render_context: &RenderContext, view: &View) -> Self {
|
||||
let chunks = AHashMap::new();
|
||||
let mut npc = Npc::load();
|
||||
let mut npc = Npc::new();
|
||||
npc.load_geometry(render_context);
|
||||
|
||||
let chunk_database = sled::Config::new()
|
||||
|
@ -183,10 +229,118 @@ impl World {
|
|||
.open()
|
||||
.unwrap();
|
||||
|
||||
let time = Time::new();
|
||||
|
||||
let time_buffer = render_context
|
||||
.device
|
||||
.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("time_buffer"),
|
||||
contents: bytemuck::cast_slice(&[time]),
|
||||
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||
});
|
||||
|
||||
let time_bind_group_layout =
|
||||
render_context
|
||||
.device
|
||||
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
label: Some("time_bind_group_layout"),
|
||||
});
|
||||
|
||||
let time_bind_group = render_context
|
||||
.device
|
||||
.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &time_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: time_buffer.as_entire_binding(),
|
||||
}],
|
||||
label: Some("time_bind_group"),
|
||||
});
|
||||
|
||||
let texture_manager = render_context.texture_manager.as_ref().unwrap();
|
||||
let render_pipeline_layout =
|
||||
render_context
|
||||
.device
|
||||
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("render_pipeline_layout"),
|
||||
push_constant_ranges: &[],
|
||||
bind_group_layouts: &[
|
||||
&texture_manager.bind_group_layout,
|
||||
&view.bind_group_layout,
|
||||
&time_bind_group_layout,
|
||||
],
|
||||
});
|
||||
|
||||
let shader = render_context.device.create_shader_module(
|
||||
&(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("shader"),
|
||||
flags: wgpu::ShaderFlags::all(),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/world.wgsl").into()),
|
||||
}),
|
||||
);
|
||||
|
||||
let render_pipeline =
|
||||
render_context
|
||||
.device
|
||||
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "main",
|
||||
buffers: &[BlockVertex::descriptor()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: render_context.swap_chain_descriptor.format,
|
||||
blend: Some(wgpu::BlendState {
|
||||
alpha: wgpu::BlendComponent::REPLACE,
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
}),
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
}],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
cull_mode: Some(wgpu::Face::Back),
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: Texture::DEPTH_FORMAT,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::Less,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
});
|
||||
|
||||
let depth_texture = Texture::create_depth_texture(render_context, "depth_texture");
|
||||
|
||||
Self {
|
||||
chunks,
|
||||
render_pipeline,
|
||||
|
||||
time,
|
||||
time_buffer,
|
||||
time_bind_group,
|
||||
|
||||
depth_texture,
|
||||
|
||||
npc,
|
||||
|
||||
chunks,
|
||||
chunk_database,
|
||||
chunk_load_queue: VecDeque::new(),
|
||||
chunk_save_queue: VecDeque::new(),
|
||||
|
|
|
@ -2,7 +2,7 @@ extern crate gltf;
|
|||
extern crate wgpu;
|
||||
|
||||
use cgmath::Vector3;
|
||||
use wgpu::BufferUsage;
|
||||
use wgpu::{BufferUsage, RenderPass};
|
||||
|
||||
use crate::{
|
||||
geometry::{Geometry, GeometryBuffers},
|
||||
|
@ -19,7 +19,7 @@ pub struct Npc {
|
|||
}
|
||||
|
||||
impl Npc {
|
||||
pub fn load() -> Self {
|
||||
pub fn new() -> Self {
|
||||
let position: Vector3<f32> = Vector3::new(0.0, 0.0, 0.0);
|
||||
let scale: Vector3<f32> = Vector3::new(0.0, 0.0, 0.0);
|
||||
let rotation: Vector3<f32> = Vector3::new(0.0, 0.0, 0.0);
|
||||
|
@ -71,4 +71,10 @@ impl Npc {
|
|||
BufferUsage::empty(),
|
||||
));
|
||||
}
|
||||
|
||||
pub fn render<'a>(&'a self, render_pass: &mut RenderPass<'a>) -> usize {
|
||||
let buffers = self.geometry_buffers.as_ref().unwrap();
|
||||
buffers.apply_buffers(render_pass);
|
||||
buffers.draw_indexed(render_pass)
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue