Update to latest Rust release

This commit is contained in:
Sijmen 2021-06-19 12:31:27 +02:00
parent 669d2552e8
commit a86eaa33bd
Signed by: vijfhoek
GPG key ID: 82D05C89B28B0DAE
4 changed files with 19 additions and 19 deletions

View file

@ -80,7 +80,7 @@ impl HotbarHud {
let color_front = color.mul_element_wise(Vector4::new(0.15, 0.15, 0.15, 1.0)).into(); let color_front = color.mul_element_wise(Vector4::new(0.15, 0.15, 0.15, 1.0)).into();
let color_top = color.into(); let color_top = color.into();
vertices.extend(&[ vertices.extend([
// Left face // Left face
HudVertex { HudVertex {
position: [UI_SCALE_X * (x + 12.0), -1.0 + UI_SCALE_Y * 3.5], position: [UI_SCALE_X * (x + 12.0), -1.0 + UI_SCALE_Y * 3.5],
@ -161,7 +161,7 @@ impl HotbarHud {
]); ]);
#[rustfmt::skip] #[rustfmt::skip]
indices.extend(&[ indices.extend([
// Left face // Left face
2 + index_offset, index_offset, 1 + index_offset, 2 + index_offset, index_offset, 1 + index_offset,
3 + index_offset, index_offset, 2 + index_offset, 3 + index_offset, index_offset, 2 + index_offset,

View file

@ -108,7 +108,7 @@ impl View {
let projection = OPENGL_TO_WGPU_MATRIX.invert().unwrap() * self.projection_matrix; let projection = OPENGL_TO_WGPU_MATRIX.invert().unwrap() * self.projection_matrix;
let inverse_matrix = projection.invert().unwrap(); let inverse_matrix = projection.invert().unwrap();
let corners = &[ let corners = [
Vector4::new(-1.0, -1.0, 1.0, 1.0), Vector4::new(-1.0, -1.0, 1.0, 1.0),
Vector4::new(-1.0, -1.0, -1.0, 1.0), Vector4::new(-1.0, -1.0, -1.0, 1.0),
Vector4::new(-1.0, 1.0, 1.0, 1.0), Vector4::new(-1.0, 1.0, 1.0, 1.0),
@ -121,7 +121,7 @@ impl View {
let mut min = Vector4::new(f32::INFINITY, f32::INFINITY, f32::INFINITY, 1.0); let mut min = Vector4::new(f32::INFINITY, f32::INFINITY, f32::INFINITY, 1.0);
let mut max = Vector4::new(0.0, 0.0, 0.0, 1.0); let mut max = Vector4::new(0.0, 0.0, 0.0, 1.0);
for &corner in corners { for corner in corners {
let corner = inverse_matrix * corner; let corner = inverse_matrix * corner;
let corner = corner / corner.w; let corner = corner / corner.w;

View file

@ -100,7 +100,7 @@ impl World {
// Unload chunks that are far away // Unload chunks that are far away
self.unload_timer += dt; self.unload_timer += dt;
if self.unload_timer.as_secs() >= 10 { if self.unload_timer.as_secs() >= 10 {
self.unload_timer = Duration::new(0, 0); self.unload_timer = Duration::ZERO;
let camera_pos = camera.position.to_vec(); let camera_pos = camera.position.to_vec();
let unload_distance = (RENDER_DISTANCE * CHUNK_ISIZE) as f32 * 1.5; let unload_distance = (RENDER_DISTANCE * CHUNK_ISIZE) as f32 * 1.5;
@ -358,7 +358,7 @@ impl World {
highlighted: None, highlighted: None,
unload_timer: Duration::new(0, 0), unload_timer: Duration::ZERO,
} }
} }
@ -391,7 +391,7 @@ impl World {
if let Some(chunk) = self.chunks.get(&position) { if let Some(chunk) = self.chunks.get(&position) {
render_queue.push(position); render_queue.push(position);
if !chunk.full { if !chunk.full {
queue.extend(&[ queue.extend([
position + Vector3::unit_x(), position + Vector3::unit_x(),
position - Vector3::unit_x(), position - Vector3::unit_x(),
position + Vector3::unit_y(), position + Vector3::unit_y(),

View file

@ -72,13 +72,13 @@ impl Quad {
let normal = Vector3::new(-1, 0, 0); let normal = Vector3::new(-1, 0, 0);
let highlighted = (self.highlighted_normal == normal) as i32; let highlighted = (self.highlighted_normal == normal) as i32;
let normal = normal.cast().unwrap().into(); let normal = normal.cast().unwrap().into();
vertices.extend(&[ vertices.extend([
BlockVertex { position: [x, y, z ], texture_coordinates: [dz, 1.0], texture_id: t.0 as i32, normal, highlighted, color }, BlockVertex { position: [x, y, z ], texture_coordinates: [dz, 1.0], texture_id: t.0 as i32, normal, highlighted, color },
BlockVertex { position: [x, y, z + dz], texture_coordinates: [0.0, 1.0], texture_id: t.0 as i32, normal, highlighted, color }, BlockVertex { position: [x, y, z + dz], texture_coordinates: [0.0, 1.0], texture_id: t.0 as i32, normal, highlighted, color },
BlockVertex { position: [x, y + dy, z + dz], texture_coordinates: [0.0, 0.0], texture_id: t.0 as i32, normal, highlighted, color }, BlockVertex { position: [x, y + dy, z + dz], texture_coordinates: [0.0, 0.0], texture_id: t.0 as i32, normal, highlighted, color },
BlockVertex { position: [x, y + dy, z ], texture_coordinates: [dz, 0.0], texture_id: t.0 as i32, normal, highlighted, color }, BlockVertex { position: [x, y + dy, z ], texture_coordinates: [dz, 0.0], texture_id: t.0 as i32, normal, highlighted, color },
]); ]);
indices.extend(&[ indices.extend([
2 + current_index, current_index, 1 + current_index, 2 + current_index, current_index, 1 + current_index,
3 + current_index, current_index, 2 + current_index, 3 + current_index, current_index, 2 + current_index,
]); ]);
@ -89,13 +89,13 @@ impl Quad {
let normal = Vector3::new(1, 0, 0); let normal = Vector3::new(1, 0, 0);
let highlighted = (self.highlighted_normal == normal) as i32; let highlighted = (self.highlighted_normal == normal) as i32;
let normal = normal.cast().unwrap().into(); let normal = normal.cast().unwrap().into();
vertices.extend(&[ vertices.extend([
BlockVertex { position: [x + dx, y, z ], texture_coordinates: [0.0, 1.0], texture_id: t.1 as i32, normal, highlighted, color }, BlockVertex { position: [x + dx, y, z ], texture_coordinates: [0.0, 1.0], texture_id: t.1 as i32, normal, highlighted, color },
BlockVertex { position: [x + dx, y, z + dz], texture_coordinates: [dz, 1.0], texture_id: t.1 as i32, normal, highlighted, color }, BlockVertex { position: [x + dx, y, z + dz], texture_coordinates: [dz, 1.0], texture_id: t.1 as i32, normal, highlighted, color },
BlockVertex { position: [x + dx, y + dy, z + dz], texture_coordinates: [dz, 0.0], texture_id: t.1 as i32, normal, highlighted, color }, BlockVertex { position: [x + dx, y + dy, z + dz], texture_coordinates: [dz, 0.0], texture_id: t.1 as i32, normal, highlighted, color },
BlockVertex { position: [x + dx, y + dy, z ], texture_coordinates: [0.0, 0.0], texture_id: t.1 as i32, normal, highlighted, color }, BlockVertex { position: [x + dx, y + dy, z ], texture_coordinates: [0.0, 0.0], texture_id: t.1 as i32, normal, highlighted, color },
]); ]);
indices.extend(&[ indices.extend([
1 + current_index, current_index, 2 + current_index, 1 + current_index, current_index, 2 + current_index,
2 + current_index, current_index, 3 + current_index, 2 + current_index, current_index, 3 + current_index,
]); ]);
@ -106,13 +106,13 @@ impl Quad {
let normal = Vector3::new(0, 0, -1); let normal = Vector3::new(0, 0, -1);
let highlighted = (self.highlighted_normal == normal) as i32; let highlighted = (self.highlighted_normal == normal) as i32;
let normal = normal.cast().unwrap().into(); let normal = normal.cast().unwrap().into();
vertices.extend(&[ vertices.extend([
BlockVertex { position: [x, y, z], texture_coordinates: [dx, 1.0], texture_id: t.2 as i32, normal, highlighted, color }, BlockVertex { position: [x, y, z], texture_coordinates: [dx, 1.0], texture_id: t.2 as i32, normal, highlighted, color },
BlockVertex { position: [x, y + dy, z], texture_coordinates: [dx, 0.0], texture_id: t.2 as i32, normal, highlighted, color }, BlockVertex { position: [x, y + dy, z], texture_coordinates: [dx, 0.0], texture_id: t.2 as i32, normal, highlighted, color },
BlockVertex { position: [x + dx, y + dy, z], texture_coordinates: [0.0, 0.0], texture_id: t.2 as i32, normal, highlighted, color }, BlockVertex { position: [x + dx, y + dy, z], texture_coordinates: [0.0, 0.0], texture_id: t.2 as i32, normal, highlighted, color },
BlockVertex { position: [x + dx, y, z], texture_coordinates: [0.0, 1.0], texture_id: t.2 as i32, normal, highlighted, color }, BlockVertex { position: [x + dx, y, z], texture_coordinates: [0.0, 1.0], texture_id: t.2 as i32, normal, highlighted, color },
]); ]);
indices.extend(&[ indices.extend([
2 + current_index, current_index, 1 + current_index, 2 + current_index, current_index, 1 + current_index,
3 + current_index, current_index, 2 + current_index, 3 + current_index, current_index, 2 + current_index,
]); ]);
@ -123,13 +123,13 @@ impl Quad {
let normal = Vector3::new(0, 0, 1); let normal = Vector3::new(0, 0, 1);
let highlighted = (self.highlighted_normal == normal) as i32; let highlighted = (self.highlighted_normal == normal) as i32;
let normal = normal.cast().unwrap().into(); let normal = normal.cast().unwrap().into();
vertices.extend(&[ vertices.extend([
BlockVertex { position: [x, y, z + dz], texture_coordinates: [0.0, 1.0], texture_id: t.3 as i32, normal, highlighted, color }, BlockVertex { position: [x, y, z + dz], texture_coordinates: [0.0, 1.0], texture_id: t.3 as i32, normal, highlighted, color },
BlockVertex { position: [x, y + dy, z + dz], texture_coordinates: [0.0, 0.0], texture_id: t.3 as i32, normal, highlighted, color }, BlockVertex { position: [x, y + dy, z + dz], texture_coordinates: [0.0, 0.0], texture_id: t.3 as i32, normal, highlighted, color },
BlockVertex { position: [x + dx, y + dy, z + dz], texture_coordinates: [dx, 0.0], texture_id: t.3 as i32, normal, highlighted, color }, BlockVertex { position: [x + dx, y + dy, z + dz], texture_coordinates: [dx, 0.0], texture_id: t.3 as i32, normal, highlighted, color },
BlockVertex { position: [x + dx, y, z + dz], texture_coordinates: [dx, 1.0], texture_id: t.3 as i32, normal, highlighted, color }, BlockVertex { position: [x + dx, y, z + dz], texture_coordinates: [dx, 1.0], texture_id: t.3 as i32, normal, highlighted, color },
]); ]);
indices.extend(&[ indices.extend([
1 + current_index, current_index, 2 + current_index, 1 + current_index, current_index, 2 + current_index,
2 + current_index, current_index, 3 + current_index, 2 + current_index, current_index, 3 + current_index,
]); ]);
@ -140,13 +140,13 @@ impl Quad {
let normal = Vector3::new(0, -1, 0); let normal = Vector3::new(0, -1, 0);
let highlighted = (self.highlighted_normal == normal) as i32; let highlighted = (self.highlighted_normal == normal) as i32;
let normal = normal.cast().unwrap().into(); let normal = normal.cast().unwrap().into();
vertices.extend(&[ vertices.extend([
BlockVertex { position: [x, y, z ], texture_coordinates: [dx, 0.0], texture_id: t.4 as i32, normal, highlighted, color }, BlockVertex { position: [x, y, z ], texture_coordinates: [dx, 0.0], texture_id: t.4 as i32, normal, highlighted, color },
BlockVertex { position: [x, y, z + dz], texture_coordinates: [dx, dz ], texture_id: t.4 as i32, normal, highlighted, color }, BlockVertex { position: [x, y, z + dz], texture_coordinates: [dx, dz ], texture_id: t.4 as i32, normal, highlighted, color },
BlockVertex { position: [x + dx, y, z + dz], texture_coordinates: [0.0, dz ], texture_id: t.4 as i32, normal, highlighted, color }, BlockVertex { position: [x + dx, y, z + dz], texture_coordinates: [0.0, dz ], texture_id: t.4 as i32, normal, highlighted, color },
BlockVertex { position: [x + dx, y, z ], texture_coordinates: [0.0, 0.0], texture_id: t.4 as i32, normal, highlighted, color }, BlockVertex { position: [x + dx, y, z ], texture_coordinates: [0.0, 0.0], texture_id: t.4 as i32, normal, highlighted, color },
]); ]);
indices.extend(&[ indices.extend([
current_index, 2 + current_index, 1 + current_index, current_index, 2 + current_index, 1 + current_index,
current_index, 3 + current_index, 2 + current_index, current_index, 3 + current_index, 2 + current_index,
]); ]);
@ -157,13 +157,13 @@ impl Quad {
let normal = Vector3::new(0, 1, 0); let normal = Vector3::new(0, 1, 0);
let highlighted = (self.highlighted_normal == normal) as i32; let highlighted = (self.highlighted_normal == normal) as i32;
let normal = normal.cast().unwrap().into(); let normal = normal.cast().unwrap().into();
vertices.extend(&[ vertices.extend([
BlockVertex { position: [x, y + dy, z ], texture_coordinates: [0.0, 0.0], texture_id: t.5 as i32, normal, highlighted, color }, BlockVertex { position: [x, y + dy, z ], texture_coordinates: [0.0, 0.0], texture_id: t.5 as i32, normal, highlighted, color },
BlockVertex { position: [x, y + dy, z + dz], texture_coordinates: [0.0, dz ], texture_id: t.5 as i32, normal, highlighted, color }, BlockVertex { position: [x, y + dy, z + dz], texture_coordinates: [0.0, dz ], texture_id: t.5 as i32, normal, highlighted, color },
BlockVertex { position: [x + dx, y + dy, z + dz], texture_coordinates: [dx, dz ], texture_id: t.5 as i32, normal, highlighted, color }, BlockVertex { position: [x + dx, y + dy, z + dz], texture_coordinates: [dx, dz ], texture_id: t.5 as i32, normal, highlighted, color },
BlockVertex { position: [x + dx, y + dy, z ], texture_coordinates: [dx, 0.0], texture_id: t.5 as i32, normal, highlighted, color }, BlockVertex { position: [x + dx, y + dy, z ], texture_coordinates: [dx, 0.0], texture_id: t.5 as i32, normal, highlighted, color },
]); ]);
indices.extend(&[ indices.extend([
current_index, 1 + current_index, 2 + current_index, current_index, 1 + current_index, 2 + current_index,
current_index, 2 + current_index, 3 + current_index, current_index, 2 + current_index, 3 + current_index,
]); ]);