Update to latest Rust release
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parent
669d2552e8
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a86eaa33bd
4 changed files with 19 additions and 19 deletions
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@ -80,7 +80,7 @@ impl HotbarHud {
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let color_front = color.mul_element_wise(Vector4::new(0.15, 0.15, 0.15, 1.0)).into();
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let color_front = color.mul_element_wise(Vector4::new(0.15, 0.15, 0.15, 1.0)).into();
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let color_top = color.into();
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let color_top = color.into();
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vertices.extend(&[
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vertices.extend([
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// Left face
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// Left face
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HudVertex {
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HudVertex {
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position: [UI_SCALE_X * (x + 12.0), -1.0 + UI_SCALE_Y * 3.5],
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position: [UI_SCALE_X * (x + 12.0), -1.0 + UI_SCALE_Y * 3.5],
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@ -161,7 +161,7 @@ impl HotbarHud {
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]);
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]);
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#[rustfmt::skip]
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#[rustfmt::skip]
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indices.extend(&[
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indices.extend([
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// Left face
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// Left face
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2 + index_offset, index_offset, 1 + index_offset,
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2 + index_offset, index_offset, 1 + index_offset,
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3 + index_offset, index_offset, 2 + index_offset,
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3 + index_offset, index_offset, 2 + index_offset,
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@ -108,7 +108,7 @@ impl View {
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let projection = OPENGL_TO_WGPU_MATRIX.invert().unwrap() * self.projection_matrix;
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let projection = OPENGL_TO_WGPU_MATRIX.invert().unwrap() * self.projection_matrix;
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let inverse_matrix = projection.invert().unwrap();
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let inverse_matrix = projection.invert().unwrap();
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let corners = &[
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let corners = [
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Vector4::new(-1.0, -1.0, 1.0, 1.0),
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Vector4::new(-1.0, -1.0, 1.0, 1.0),
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Vector4::new(-1.0, -1.0, -1.0, 1.0),
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Vector4::new(-1.0, -1.0, -1.0, 1.0),
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Vector4::new(-1.0, 1.0, 1.0, 1.0),
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Vector4::new(-1.0, 1.0, 1.0, 1.0),
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@ -121,7 +121,7 @@ impl View {
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let mut min = Vector4::new(f32::INFINITY, f32::INFINITY, f32::INFINITY, 1.0);
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let mut min = Vector4::new(f32::INFINITY, f32::INFINITY, f32::INFINITY, 1.0);
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let mut max = Vector4::new(0.0, 0.0, 0.0, 1.0);
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let mut max = Vector4::new(0.0, 0.0, 0.0, 1.0);
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for &corner in corners {
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for corner in corners {
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let corner = inverse_matrix * corner;
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let corner = inverse_matrix * corner;
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let corner = corner / corner.w;
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let corner = corner / corner.w;
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@ -100,7 +100,7 @@ impl World {
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// Unload chunks that are far away
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// Unload chunks that are far away
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self.unload_timer += dt;
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self.unload_timer += dt;
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if self.unload_timer.as_secs() >= 10 {
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if self.unload_timer.as_secs() >= 10 {
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self.unload_timer = Duration::new(0, 0);
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self.unload_timer = Duration::ZERO;
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let camera_pos = camera.position.to_vec();
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let camera_pos = camera.position.to_vec();
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let unload_distance = (RENDER_DISTANCE * CHUNK_ISIZE) as f32 * 1.5;
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let unload_distance = (RENDER_DISTANCE * CHUNK_ISIZE) as f32 * 1.5;
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@ -358,7 +358,7 @@ impl World {
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highlighted: None,
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highlighted: None,
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unload_timer: Duration::new(0, 0),
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unload_timer: Duration::ZERO,
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}
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}
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}
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}
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@ -391,7 +391,7 @@ impl World {
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if let Some(chunk) = self.chunks.get(&position) {
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if let Some(chunk) = self.chunks.get(&position) {
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render_queue.push(position);
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render_queue.push(position);
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if !chunk.full {
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if !chunk.full {
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queue.extend(&[
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queue.extend([
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position + Vector3::unit_x(),
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position + Vector3::unit_x(),
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position - Vector3::unit_x(),
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position - Vector3::unit_x(),
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position + Vector3::unit_y(),
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position + Vector3::unit_y(),
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@ -72,13 +72,13 @@ impl Quad {
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let normal = Vector3::new(-1, 0, 0);
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let normal = Vector3::new(-1, 0, 0);
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let highlighted = (self.highlighted_normal == normal) as i32;
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let highlighted = (self.highlighted_normal == normal) as i32;
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let normal = normal.cast().unwrap().into();
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let normal = normal.cast().unwrap().into();
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vertices.extend(&[
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vertices.extend([
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BlockVertex { position: [x, y, z ], texture_coordinates: [dz, 1.0], texture_id: t.0 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y, z ], texture_coordinates: [dz, 1.0], texture_id: t.0 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y, z + dz], texture_coordinates: [0.0, 1.0], texture_id: t.0 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y, z + dz], texture_coordinates: [0.0, 1.0], texture_id: t.0 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y + dy, z + dz], texture_coordinates: [0.0, 0.0], texture_id: t.0 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y + dy, z + dz], texture_coordinates: [0.0, 0.0], texture_id: t.0 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y + dy, z ], texture_coordinates: [dz, 0.0], texture_id: t.0 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y + dy, z ], texture_coordinates: [dz, 0.0], texture_id: t.0 as i32, normal, highlighted, color },
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]);
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]);
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indices.extend(&[
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indices.extend([
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2 + current_index, current_index, 1 + current_index,
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2 + current_index, current_index, 1 + current_index,
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3 + current_index, current_index, 2 + current_index,
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3 + current_index, current_index, 2 + current_index,
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]);
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]);
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@ -89,13 +89,13 @@ impl Quad {
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let normal = Vector3::new(1, 0, 0);
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let normal = Vector3::new(1, 0, 0);
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let highlighted = (self.highlighted_normal == normal) as i32;
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let highlighted = (self.highlighted_normal == normal) as i32;
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let normal = normal.cast().unwrap().into();
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let normal = normal.cast().unwrap().into();
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vertices.extend(&[
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vertices.extend([
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BlockVertex { position: [x + dx, y, z ], texture_coordinates: [0.0, 1.0], texture_id: t.1 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y, z ], texture_coordinates: [0.0, 1.0], texture_id: t.1 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y, z + dz], texture_coordinates: [dz, 1.0], texture_id: t.1 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y, z + dz], texture_coordinates: [dz, 1.0], texture_id: t.1 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y + dy, z + dz], texture_coordinates: [dz, 0.0], texture_id: t.1 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y + dy, z + dz], texture_coordinates: [dz, 0.0], texture_id: t.1 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y + dy, z ], texture_coordinates: [0.0, 0.0], texture_id: t.1 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y + dy, z ], texture_coordinates: [0.0, 0.0], texture_id: t.1 as i32, normal, highlighted, color },
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]);
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]);
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indices.extend(&[
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indices.extend([
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1 + current_index, current_index, 2 + current_index,
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1 + current_index, current_index, 2 + current_index,
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2 + current_index, current_index, 3 + current_index,
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2 + current_index, current_index, 3 + current_index,
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]);
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]);
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@ -106,13 +106,13 @@ impl Quad {
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let normal = Vector3::new(0, 0, -1);
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let normal = Vector3::new(0, 0, -1);
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let highlighted = (self.highlighted_normal == normal) as i32;
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let highlighted = (self.highlighted_normal == normal) as i32;
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let normal = normal.cast().unwrap().into();
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let normal = normal.cast().unwrap().into();
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vertices.extend(&[
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vertices.extend([
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BlockVertex { position: [x, y, z], texture_coordinates: [dx, 1.0], texture_id: t.2 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y, z], texture_coordinates: [dx, 1.0], texture_id: t.2 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y + dy, z], texture_coordinates: [dx, 0.0], texture_id: t.2 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y + dy, z], texture_coordinates: [dx, 0.0], texture_id: t.2 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y + dy, z], texture_coordinates: [0.0, 0.0], texture_id: t.2 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y + dy, z], texture_coordinates: [0.0, 0.0], texture_id: t.2 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y, z], texture_coordinates: [0.0, 1.0], texture_id: t.2 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y, z], texture_coordinates: [0.0, 1.0], texture_id: t.2 as i32, normal, highlighted, color },
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]);
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]);
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indices.extend(&[
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indices.extend([
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2 + current_index, current_index, 1 + current_index,
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2 + current_index, current_index, 1 + current_index,
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3 + current_index, current_index, 2 + current_index,
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3 + current_index, current_index, 2 + current_index,
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]);
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]);
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@ -123,13 +123,13 @@ impl Quad {
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let normal = Vector3::new(0, 0, 1);
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let normal = Vector3::new(0, 0, 1);
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let highlighted = (self.highlighted_normal == normal) as i32;
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let highlighted = (self.highlighted_normal == normal) as i32;
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let normal = normal.cast().unwrap().into();
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let normal = normal.cast().unwrap().into();
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vertices.extend(&[
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vertices.extend([
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BlockVertex { position: [x, y, z + dz], texture_coordinates: [0.0, 1.0], texture_id: t.3 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y, z + dz], texture_coordinates: [0.0, 1.0], texture_id: t.3 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y + dy, z + dz], texture_coordinates: [0.0, 0.0], texture_id: t.3 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y + dy, z + dz], texture_coordinates: [0.0, 0.0], texture_id: t.3 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y + dy, z + dz], texture_coordinates: [dx, 0.0], texture_id: t.3 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y + dy, z + dz], texture_coordinates: [dx, 0.0], texture_id: t.3 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y, z + dz], texture_coordinates: [dx, 1.0], texture_id: t.3 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y, z + dz], texture_coordinates: [dx, 1.0], texture_id: t.3 as i32, normal, highlighted, color },
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]);
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]);
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indices.extend(&[
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indices.extend([
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1 + current_index, current_index, 2 + current_index,
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1 + current_index, current_index, 2 + current_index,
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2 + current_index, current_index, 3 + current_index,
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2 + current_index, current_index, 3 + current_index,
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]);
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]);
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@ -140,13 +140,13 @@ impl Quad {
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let normal = Vector3::new(0, -1, 0);
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let normal = Vector3::new(0, -1, 0);
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let highlighted = (self.highlighted_normal == normal) as i32;
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let highlighted = (self.highlighted_normal == normal) as i32;
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let normal = normal.cast().unwrap().into();
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let normal = normal.cast().unwrap().into();
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vertices.extend(&[
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vertices.extend([
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BlockVertex { position: [x, y, z ], texture_coordinates: [dx, 0.0], texture_id: t.4 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y, z ], texture_coordinates: [dx, 0.0], texture_id: t.4 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y, z + dz], texture_coordinates: [dx, dz ], texture_id: t.4 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y, z + dz], texture_coordinates: [dx, dz ], texture_id: t.4 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y, z + dz], texture_coordinates: [0.0, dz ], texture_id: t.4 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y, z + dz], texture_coordinates: [0.0, dz ], texture_id: t.4 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y, z ], texture_coordinates: [0.0, 0.0], texture_id: t.4 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y, z ], texture_coordinates: [0.0, 0.0], texture_id: t.4 as i32, normal, highlighted, color },
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]);
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]);
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indices.extend(&[
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indices.extend([
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current_index, 2 + current_index, 1 + current_index,
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current_index, 2 + current_index, 1 + current_index,
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current_index, 3 + current_index, 2 + current_index,
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current_index, 3 + current_index, 2 + current_index,
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]);
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]);
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@ -157,13 +157,13 @@ impl Quad {
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let normal = Vector3::new(0, 1, 0);
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let normal = Vector3::new(0, 1, 0);
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let highlighted = (self.highlighted_normal == normal) as i32;
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let highlighted = (self.highlighted_normal == normal) as i32;
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let normal = normal.cast().unwrap().into();
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let normal = normal.cast().unwrap().into();
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vertices.extend(&[
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vertices.extend([
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BlockVertex { position: [x, y + dy, z ], texture_coordinates: [0.0, 0.0], texture_id: t.5 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y + dy, z ], texture_coordinates: [0.0, 0.0], texture_id: t.5 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y + dy, z + dz], texture_coordinates: [0.0, dz ], texture_id: t.5 as i32, normal, highlighted, color },
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BlockVertex { position: [x, y + dy, z + dz], texture_coordinates: [0.0, dz ], texture_id: t.5 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y + dy, z + dz], texture_coordinates: [dx, dz ], texture_id: t.5 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y + dy, z + dz], texture_coordinates: [dx, dz ], texture_id: t.5 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y + dy, z ], texture_coordinates: [dx, 0.0], texture_id: t.5 as i32, normal, highlighted, color },
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BlockVertex { position: [x + dx, y + dy, z ], texture_coordinates: [dx, 0.0], texture_id: t.5 as i32, normal, highlighted, color },
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]);
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]);
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indices.extend(&[
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indices.extend([
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current_index, 1 + current_index, 2 + current_index,
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current_index, 1 + current_index, 2 + current_index,
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current_index, 2 + current_index, 3 + current_index,
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current_index, 2 + current_index, 3 + current_index,
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]);
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]);
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