forked from itycodes/MineClone
parent
c9fdcfe008
commit
0e92480ce8
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#version 450
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// vim: ft=c
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// clang-format off
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layout(location = 0) out vec4 outColor;
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layout(location = 0) in vec4 normal;
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layout(location = 1) in vec4 pos_pre;
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layout(location = 2) in vec4 view_orig;
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layout(push_constant, std430) uniform pc {
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layout(offset=48) vec4 data;
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};
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void main() {
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outColor = vec4(data.rgb*(1.0+dot(normal.xyz, normalize(vec3(-0.7, -0.5, -0.1))))/2.0, 1.0);
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//if(pos_post.z <= 0.0) {
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// outColor = vec4(1.0);
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//}
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//outColor = normal.xyz;
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//outColor = vec4(vec3(1.0-gl_FragCoord.z), 1.0);
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}
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#version 450
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// vim: ft=c
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// clang-format off
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struct PosNorm {
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vec4 pos;
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vec4 norm;
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};
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layout(std430, set = 0, binding = 0) buffer positions_buffer {
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PosNorm posnrm[];
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} pos;
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layout(push_constant, std430) uniform pc {
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layout(offset=0) vec4 cam_orig;
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layout(offset=16) vec4 cam_rot;
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layout(offset=32) uvec2 screen_res;
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};
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layout (location = 0) out vec4 normal;
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layout (location = 1) out vec4 pos_pre;
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layout (location = 2) out vec4 view_orig;
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const float PI = 3.14159;
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// Forgive me for I have sinned
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const float TAU = PI*2.0;
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void main() {
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// assign outs
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normal = pos.posnrm[gl_VertexIndex].norm;
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pos_pre = pos.posnrm[gl_VertexIndex].pos;
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view_orig = cam_orig;
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// define constants
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const float zFar = 100.0;
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const float zNear = 0.1;
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// assign the transformee
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gl_Position = pos.posnrm[gl_VertexIndex].pos;
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mat4 fix_coordinates = mat4(
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-1.0, 0.0, 0.0, 0.0,
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0.0, -1.0, 0.0, 0.0,
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0.0, 0.0, -1.0, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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mat4 view_orig = mat4(
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1.0, 0.0, 0.0, cam_orig.x,
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0.0, 1.0, 0.0, cam_orig.y,
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0.0, 0.0, 1.0, cam_orig.z,
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0.0, 0.0, 0.0, 1.0
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);
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mat4 view_rot_xz = mat4(
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cos(cam_rot.y), 0.0, sin(cam_rot.y), 0.0,
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0.0, 1.0, 0.0, 0.0,
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-sin(cam_rot.y), 0.0, cos(cam_rot.y), 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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mat4 view_rot_yz = mat4(
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1.0, 0.0, 0.0, 0.0,
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0.0, cos(cam_rot.x), sin(cam_rot.x), 0.0,
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0.0, -sin(cam_rot.x), cos(cam_rot.x), 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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mat4 project_aspect = mat4(
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(float(screen_res.y)/float(screen_res.x)), 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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mat4 project_znear = mat4(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, -zNear,
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0.0, 0.0, 0.0, 1.0
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);
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mat4 project_div = mat4(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, tan((70.0/2.0)/360.0*TAU), 0.0
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);
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mat4 project_normal = mat4(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0/zFar, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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// vulkan has inverted screen coordinates
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// but we want regular mesh coordinates
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// gl_Position.xyz *= -1.0
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gl_Position *= fix_coordinates;
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// apply view's origin transformation
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//gl_Position.xyz += cam_orig.xyz;
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gl_Position *= view_orig;
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// apply view's xz rotation
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//mat2 xz_rot;
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//xz_rot[0] = vec2(cos(cam_rot.y), -sin(cam_rot.y));
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//xz_rot[1] = vec2(sin(cam_rot.y), cos(cam_rot.y));
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//gl_Position.xz *= inverse(xz_rot);
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gl_Position *= view_rot_xz;
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// apply view's yz rotation
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//mat2 yz_rot;
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//yz_rot[0] = vec2(cos(cam_rot.x), -sin(cam_rot.x));
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//yz_rot[1] = vec2(sin(cam_rot.x), cos(cam_rot.x));
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//gl_Position.yz *= inverse(yz_rot);
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gl_Position *= view_rot_yz;
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// aspect correction
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//gl_Position.x *= (1080.0/1920.0);
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gl_Position *= project_aspect;
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// z near correction
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//gl_Position.z -= zNear;
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gl_Position *= project_znear;
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// division by z
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// has to be assigned by w so that the hardware performs the division AFTER clipping.
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//gl_Position.w = (gl_Position.z*sin(140.0/360.0*TAU));
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gl_Position *= project_div;
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// z normalization
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//gl_Position.z /= zFar;
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gl_Position *= project_normal;
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}
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use std::mem::MaybeUninit;
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use crate::{vec3, vector::Vector3};
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pub struct Chunk {
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blocks: [[[Block; 16]; 16]; 16],
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pub chunk_coord: Vector3<i32>,
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}
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impl Chunk {
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pub fn new(chunk_coord: Vector3<i32>) -> Self {
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let mut blocks: [[[MaybeUninit<Block>; 16]; 16]; 16] =
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unsafe { MaybeUninit::uninit().assume_init() };
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blocks.iter_mut().for_each(|bs| {
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bs.iter_mut().for_each(|bs| {
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bs.iter_mut().for_each(|u| {
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u.write(Block {
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typ: BlockType::Air,
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});
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})
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})
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});
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let blocks = unsafe {
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std::mem::transmute::<[[[MaybeUninit<Block>; 16]; 16]; 16], [[[Block; 16]; 16]; 16]>(
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blocks,
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)
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};
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Chunk {
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blocks,
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chunk_coord,
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}
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}
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pub fn set_block(&mut self, block: Block, local_coord: Vector3<i32>) {
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match local_coord {
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Vector3 {
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x: x @ 0..16,
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y: y @ 0..16,
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z: z @ 0..16,
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} => self.blocks[x as usize][y as usize][z as usize] = block,
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_ => todo!(),
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}
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}
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pub fn new_init(blocks: [[[Block; 16]; 16]; 16], chunk_coord: Vector3<i32>) -> Self {
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Self {
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blocks,
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chunk_coord,
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}
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}
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pub fn get_block(&self, local_coord: Vector3<i32>) -> Option<&Block> {
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match local_coord {
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Vector3 {
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x: x @ 0..16,
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y: y @ 0..16,
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z: z @ 0..16,
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} => Some(&self.blocks[x as usize][y as usize][z as usize]),
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_ => None,
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}
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}
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pub fn blocks(&self) -> impl Iterator<Item = (&Block, Vector3<i32>)> {
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let i = self
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.blocks
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.iter()
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.enumerate()
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.map(|(x, bs)| {
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bs.iter()
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.enumerate()
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.map(move |(y, bs)| {
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bs.iter()
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.enumerate()
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.map(move |(z, b)| (b, vec3!(x as i32, y as i32, z as i32)))
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})
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.flatten()
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})
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.flatten();
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i
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}
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}
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#[derive(Clone, Copy)]
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pub struct Block {
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pub typ: BlockType,
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}
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impl Block {
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pub fn is_transparent(&self) -> bool {
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match self.typ {
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BlockType::Air => true,
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BlockType::Solid => false,
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}
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}
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}
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#[derive(Clone, Copy)]
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pub enum BlockType {
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Air,
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Solid,
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}
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@ -0,0 +1,278 @@
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use std::collections::HashMap;
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use ash::vk;
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use crate::{Game, LoadingWorld, RenderCtx, game::chunk::Chunk};
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use super::{
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MemType,
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loading_world::WorldComponent,
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mesher::{Mesh, PosNorm},
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};
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impl WorldComponent for ChunkRender {
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fn descriptors(&self) -> std::collections::HashMap<vk::DescriptorType, u32> {
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let mut map = HashMap::new();
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map.insert(vk::DescriptorType::STORAGE_BUFFER, 1);
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map
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}
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fn desc_layout(&self, ctx: &RenderCtx) -> vk::DescriptorSetLayout {
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setup_desc_layout(ctx)
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}
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fn write_desc_set(
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&self,
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ctx: &RenderCtx,
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desc_set: vk::DescriptorSet,
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skybox: (vk::ImageView, vk::Sampler),
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) {
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let buf_info = vk::DescriptorBufferInfo::default()
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.buffer(self.mesh_buf)
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.offset(0)
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.range(vk::WHOLE_SIZE);
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let buf_infos = [buf_info];
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let buf_desc = vk::WriteDescriptorSet::default()
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.dst_set(desc_set)
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.dst_binding(0)
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.dst_array_element(0)
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.descriptor_type(vk::DescriptorType::STORAGE_BUFFER)
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.buffer_info(&buf_infos);
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unsafe {
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ctx.dev.update_descriptor_sets(&[buf_desc], &[]);
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}
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}
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fn pipeline(&self) -> (vk::Pipeline, vk::PipelineLayout) {
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(self.pipeline, self.pipe_layout)
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}
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fn push_constants(
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&self,
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camera: &crate::game::Camera,
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res: [u32; 2],
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base_color: [f32; 4],
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) -> Vec<(vk::ShaderStageFlags, u32, Vec<u8>)> {
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let mut constants = Vec::new();
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let cam_data: Vec<u8> = (Vec::<f32>::from([
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camera.origin.x,
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camera.origin.y,
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camera.origin.z,
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0.0,
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camera.rotation.x,
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camera.rotation.y,
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camera.rotation.z,
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]))
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.iter()
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.map(|f| f.to_ne_bytes())
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.collect::<Vec<_>>()
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.into_flattened();
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constants.push((vk::ShaderStageFlags::VERTEX, 0, cam_data));
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let screen_res: Vec<u8> = res
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.iter()
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.map(|f| f.to_ne_bytes())
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.collect::<Vec<_>>()
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.into_flattened();
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constants.push((vk::ShaderStageFlags::VERTEX, 32, screen_res));
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let base_color: Vec<u8> = (Vec::<f32>::from([0.0, 1.0, 1.0, 1.0]))
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.iter()
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.map(|f| f.to_ne_bytes())
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.collect::<Vec<_>>()
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.into_flattened();
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constants.push((vk::ShaderStageFlags::FRAGMENT, 48, base_color));
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constants
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}
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fn num_verticies(&self) -> u32 {
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self.num_vert as u32
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}
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}
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pub struct ChunkRender {
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mesh_buf: vk::Buffer,
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num_vert: usize,
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pipeline: vk::Pipeline,
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pipe_layout: vk::PipelineLayout,
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}
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impl RenderCtx {
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fn create_chunk(&self, pass: vk::RenderPass, chunk: &Chunk) -> ChunkRender {
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let mut mesh = Mesh::default();
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chunk.mesh(&mut mesh);
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let num_vert = mesh.num_vert();
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let buf = mesh.to_buffer();
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let mesh_mem = self.mem_alloc(
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MemType::HostVisibile,
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(buf.len() * size_of::<PosNorm>()) as u64,
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);
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let mesh_buf = self.alloc_buf(
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mesh_mem,
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(buf.len() * size_of::<PosNorm>()) as u64,
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vk::BufferUsageFlags::TRANSFER_SRC | vk::BufferUsageFlags::STORAGE_BUFFER,
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);
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let mesh_mem = self.buf_to_ptr(mesh_mem, mesh_buf);
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unsafe {
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std::ptr::copy(buf.as_ptr(), mesh_mem as *mut PosNorm, buf.len());
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}
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let pipe_layout = setup_pipe_layout(self);
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let pipeline = setup_pipeline(self, &pass, pipe_layout);
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ChunkRender {
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mesh_buf,
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num_vert,
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pipeline,
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pipe_layout,
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}
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}
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}
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impl Game<LoadingWorld> {
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/// Create a cube to be rendered in world, this can then be
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/// added using [`Game<LoadingWorld>::add_component`]
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pub fn create_chunk(&self, chunk: &Chunk) -> ChunkRender {
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let Self {
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state: LoadingWorld { ctx, pass, .. },
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} = self;
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ctx.create_chunk(*pass, chunk)
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}
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}
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fn load_chunk_shaders(ctx: &RenderCtx) -> (vk::ShaderModule, vk::ShaderModule) {
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let shader_vert_shader = ctx.shader_mod_from_file(
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"shaders/chunk_vert.spv",
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vk::ShaderModuleCreateFlags::empty(),
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);
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let shader_frag_shader = ctx.shader_mod_from_file(
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"shaders/chunk_frag.spv",
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vk::ShaderModuleCreateFlags::empty(),
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);
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(shader_vert_shader, shader_frag_shader)
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}
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fn setup_desc_layout(ctx: &RenderCtx) -> vk::DescriptorSetLayout {
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let storage_binding = vk::DescriptorSetLayoutBinding::default()
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.binding(0)
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.descriptor_type(vk::DescriptorType::STORAGE_BUFFER)
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.descriptor_count(1)
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.stage_flags(vk::ShaderStageFlags::VERTEX);
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let layouts = [storage_binding];
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let layout_info = vk::DescriptorSetLayoutCreateInfo::default().bindings(&layouts);
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let layout = unsafe {
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ctx.dev
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.create_descriptor_set_layout(&layout_info, None)
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.expect("Failed to create descriptor set layout")
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};
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layout
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}
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fn setup_pipe_layout(ctx: &RenderCtx) -> vk::PipelineLayout {
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let layout = setup_desc_layout(ctx);
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let push_range: [vk::PushConstantRange; 2] = [
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vk::PushConstantRange::default()
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.stage_flags(vk::ShaderStageFlags::VERTEX)
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.offset(0)
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.size(48), // vec4 camera_orig, camera_rot; uvec2 screen_res
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vk::PushConstantRange::default()
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.stage_flags(vk::ShaderStageFlags::FRAGMENT)
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.offset(48)
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.size(16), // vec4 base_color
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];
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let layouts = &[layout];
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let pipe_layout = vk::PipelineLayoutCreateInfo::default()
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.set_layouts(layouts.as_ref())
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.push_constant_ranges(&push_range);
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let pipe_layout = unsafe {
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ctx.dev
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.create_pipeline_layout(&pipe_layout, None)
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.expect("Failed to create pipeline layout")
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};
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pipe_layout
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}
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fn setup_pipeline(
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ctx: &RenderCtx,
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pass: &vk::RenderPass,
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layout: vk::PipelineLayout,
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) -> vk::Pipeline {
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let (vert_shader, frag_shader) = load_chunk_shaders(ctx);
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let shader_stages = ctx.setup_simple_shader_stage(vert_shader, frag_shader);
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let vert_input = vk::PipelineVertexInputStateCreateInfo::default();
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let input_assembly = vk::PipelineInputAssemblyStateCreateInfo::default()
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.topology(vk::PrimitiveTopology::TRIANGLE_LIST);
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let rasterization = vk::PipelineRasterizationStateCreateInfo::default()
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.polygon_mode(vk::PolygonMode::FILL)
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.cull_mode(vk::CullModeFlags::NONE)
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.front_face(vk::FrontFace::CLOCKWISE)
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.line_width(1.0);
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let multisample = vk::PipelineMultisampleStateCreateInfo::default()
|
||||
.rasterization_samples(vk::SampleCountFlags::TYPE_1);
|
||||
let depth_stencil = vk::PipelineDepthStencilStateCreateInfo::default()
|
||||
.depth_test_enable(true)
|
||||
.depth_write_enable(true)
|
||||
.depth_compare_op(vk::CompareOp::LESS)
|
||||
.depth_bounds_test_enable(true)
|
||||
.stencil_test_enable(false)
|
||||
.min_depth_bounds(0.0)
|
||||
.max_depth_bounds(1.0);
|
||||
|
||||
let blend = vk::PipelineColorBlendAttachmentState::default()
|
||||
.src_color_blend_factor(vk::BlendFactor::SRC_COLOR)
|
||||
.dst_color_blend_factor(vk::BlendFactor::SRC_COLOR)
|
||||
.color_blend_op(vk::BlendOp::ADD)
|
||||
.src_alpha_blend_factor(vk::BlendFactor::SRC_COLOR)
|
||||
.dst_alpha_blend_factor(vk::BlendFactor::SRC_COLOR)
|
||||
.alpha_blend_op(vk::BlendOp::ADD)
|
||||
.color_write_mask(
|
||||
vk::ColorComponentFlags::R
|
||||
| vk::ColorComponentFlags::G
|
||||
| vk::ColorComponentFlags::B
|
||||
| vk::ColorComponentFlags::A,
|
||||
);
|
||||
|
||||
let blend_attachments = [blend];
|
||||
|
||||
let color_blend = vk::PipelineColorBlendStateCreateInfo::default()
|
||||
.attachments(blend_attachments.as_ref())
|
||||
.logic_op_enable(false)
|
||||
.logic_op(vk::LogicOp::COPY)
|
||||
.blend_constants([1.0, 1.0, 1.0, 1.0]);
|
||||
|
||||
let dynamic = vk::PipelineDynamicStateCreateInfo::default().dynamic_states(&[
|
||||
vk::DynamicState::VIEWPORT_WITH_COUNT,
|
||||
vk::DynamicState::SCISSOR_WITH_COUNT,
|
||||
]);
|
||||
|
||||
let pipe_info = vk::GraphicsPipelineCreateInfo::default()
|
||||
.stages(&shader_stages)
|
||||
.vertex_input_state(&vert_input)
|
||||
.input_assembly_state(&input_assembly)
|
||||
.rasterization_state(&rasterization)
|
||||
.multisample_state(&multisample)
|
||||
.depth_stencil_state(&depth_stencil)
|
||||
.color_blend_state(&color_blend)
|
||||
.layout(layout)
|
||||
.dynamic_state(&dynamic)
|
||||
.render_pass(*pass)
|
||||
.subpass(0);
|
||||
|
||||
let pipe = unsafe {
|
||||
ctx.dev
|
||||
.create_graphics_pipelines(vk::PipelineCache::null(), &[pipe_info], None)
|
||||
.expect("Failed to create graphics pipeline")
|
||||
.remove(0)
|
||||
};
|
||||
println!("Created pipeline");
|
||||
pipe
|
||||
}
|
@ -0,0 +1,109 @@
|
||||
use std::iter::repeat;
|
||||
|
||||
use crate::{game::chunk::Block, vec3, vector::Vector3};
|
||||
|
||||
use super::Mesh;
|
||||
|
||||
const TOP_POSITIONS: [Vector3<f32>; 6] = [
|
||||
vec3!(0.0, 1.0, 0.0),
|
||||
vec3!(1.0, 1.0, 0.0),
|
||||
vec3!(0.0, 1.0, 1.0),
|
||||
vec3!(1.0, 1.0, 1.0),
|
||||
vec3!(1.0, 1.0, 0.0),
|
||||
vec3!(0.0, 1.0, 1.0),
|
||||
];
|
||||
|
||||
const TOP_NORMAL: Vector3<f32> = vec3!(0.0, 1.0, 0.0);
|
||||
|
||||
const BOTTOM_POSITIONS: [Vector3<f32>; 6] = [
|
||||
vec3!(0.0, 0.0, 0.0),
|
||||
vec3!(1.0, 0.0, 0.0),
|
||||
vec3!(0.0, 0.0, 1.0),
|
||||
vec3!(1.0, 0.0, 1.0),
|
||||
vec3!(1.0, 0.0, 0.0),
|
||||
vec3!(0.0, 0.0, 1.0),
|
||||
];
|
||||
|
||||
const BOTTOM_NORMAL: Vector3<f32> = vec3!(0.0, -1.0, 0.0);
|
||||
|
||||
const NORTH_POSITIONS: [Vector3<f32>; 6] = [
|
||||
vec3!(1.0, 0.0, 0.0),
|
||||
vec3!(1.0, 1.0, 0.0),
|
||||
vec3!(1.0, 0.0, 1.0),
|
||||
vec3!(1.0, 1.0, 1.0),
|
||||
vec3!(1.0, 1.0, 0.0),
|
||||
vec3!(1.0, 0.0, 1.0),
|
||||
];
|
||||
|
||||
const NORTH_NORMAL: Vector3<f32> = vec3!(1.0, 0.0, 0.0);
|
||||
|
||||
const SOUTH_POSITIONS: [Vector3<f32>; 6] = [
|
||||
vec3!(0.0, 0.0, 0.0),
|
||||
vec3!(0.0, 1.0, 0.0),
|
||||
vec3!(0.0, 0.0, 1.0),
|
||||
vec3!(0.0, 1.0, 1.0),
|
||||
vec3!(0.0, 1.0, 0.0),
|
||||
vec3!(0.0, 0.0, 1.0),
|
||||
];
|
||||
|
||||
const SOUTH_NORMAL: Vector3<f32> = vec3!(-1.0, 0.0, 0.0);
|
||||
|
||||
const EAST_POSITIONS: [Vector3<f32>; 6] = [
|
||||
vec3!(0.0, 0.0, 1.0),
|
||||
vec3!(1.0, 0.0, 1.0),
|
||||
vec3!(0.0, 1.0, 1.0),
|
||||
vec3!(1.0, 1.0, 1.0),
|
||||
vec3!(1.0, 0.0, 1.0),
|
||||
vec3!(0.0, 1.0, 1.0),
|
||||
];
|
||||
|
||||
const EAST_NORMAL: Vector3<f32> = vec3!(0.0, 0.0, 1.0);
|
||||
|
||||
const WEST_POSITIONS: [Vector3<f32>; 6] = [
|
||||
vec3!(0.0, 0.0, 0.0),
|
||||
vec3!(1.0, 0.0, 0.0),
|
||||
vec3!(0.0, 1.0, 0.0),
|
||||
vec3!(1.0, 1.0, 0.0),
|
||||
vec3!(1.0, 0.0, 0.0),
|
||||
vec3!(0.0, 1.0, 0.0),
|
||||
];
|
||||
|
||||
const WEST_NORMAL: Vector3<f32> = vec3!(0.0, 0.0, -1.0);
|
||||
|
||||
const POSITIONS: [&'static [Vector3<f32>; 6]; 6] = [
|
||||
&TOP_POSITIONS,
|
||||
&BOTTOM_POSITIONS,
|
||||
&NORTH_POSITIONS,
|
||||
&SOUTH_POSITIONS,
|
||||
&EAST_POSITIONS,
|
||||
&WEST_POSITIONS,
|
||||
];
|
||||
|
||||
const NORMALS: [&'static Vector3<f32>; 6] = [
|
||||
&TOP_NORMAL,
|
||||
&BOTTOM_NORMAL,
|
||||
&NORTH_NORMAL,
|
||||
&SOUTH_NORMAL,
|
||||
&EAST_NORMAL,
|
||||
&WEST_NORMAL,
|
||||
];
|
||||
|
||||
pub fn mesh_block(mesh: &mut Mesh, block: &Block, pos: Vector3<i32>, sides: [bool; 6]) {
|
||||
let pos = Into::<Vector3<f32>>::into(pos);
|
||||
mesh.positions.extend(
|
||||
POSITIONS
|
||||
.iter()
|
||||
.copied()
|
||||
.zip(sides)
|
||||
.filter_map(|(s, e)| e.then(|| s.iter().map(|p| *p + pos)))
|
||||
.flatten(),
|
||||
);
|
||||
mesh.normals.extend(
|
||||
NORMALS
|
||||
.iter()
|
||||
.copied()
|
||||
.zip(sides)
|
||||
.filter_map(|(s, e)| e.then(|| repeat(s).take(6)))
|
||||
.flatten(),
|
||||
);
|
||||
}
|
@ -0,0 +1,30 @@
|
||||
use crate::{game::chunk::Chunk, vec3, vector::Vector3};
|
||||
|
||||
use super::{Mesh, block_mesher::mesh_block};
|
||||
|
||||
const NEIGHBOURS: [Vector3<i32>; 6] = [
|
||||
vec3!(0, 1, 0),
|
||||
vec3!(0, -1, 0),
|
||||
vec3!(1, 0, 0),
|
||||
vec3!(-1, 0, 0),
|
||||
vec3!(0, 0, 1),
|
||||
vec3!(0, 0, -1),
|
||||
];
|
||||
|
||||
impl Chunk {
|
||||
pub fn mesh(&self, mesh: &mut Mesh) {
|
||||
for (block, b_pos) in self.blocks().filter(|(b, _)| !b.is_transparent()) {
|
||||
let mut sides = [false; 6];
|
||||
sides
|
||||
.iter_mut()
|
||||
.zip(NEIGHBOURS.iter().copied())
|
||||
.for_each(|(f, n)| {
|
||||
*f = self
|
||||
.get_block(b_pos + n)
|
||||
.map(|b| b.is_transparent())
|
||||
.unwrap_or(true)
|
||||
});
|
||||
mesh_block(mesh, block, b_pos + (self.chunk_coord * 16), sides);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,40 @@
|
||||
use crate::vector::Vector3;
|
||||
|
||||
mod block_mesher;
|
||||
mod chunk_mesher;
|
||||
|
||||
#[derive(Default, Debug)]
|
||||
pub struct Mesh {
|
||||
positions: Vec<Vector3<f32>>,
|
||||
normals: Vec<Vector3<f32>>,
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
pub struct PosNorm {
|
||||
pos: [f32; 4],
|
||||
norm: [f32; 4],
|
||||
}
|
||||
|
||||
impl PosNorm {
|
||||
fn new(pos: Vector3<f32>, norm: Vector3<f32>) -> Self {
|
||||
Self {
|
||||
pos: [pos.x, pos.y, pos.z, 0.0],
|
||||
norm: [norm.x, norm.y, norm.z, 0.0],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Mesh {
|
||||
pub fn to_buffer(self) -> Vec<PosNorm> {
|
||||
let Self { positions, normals } = self;
|
||||
positions
|
||||
.into_iter()
|
||||
.zip(normals.into_iter())
|
||||
.map(|(p, n)| PosNorm::new(p, n))
|
||||
.collect()
|
||||
}
|
||||
|
||||
pub fn num_vert(&self) -> usize {
|
||||
self.positions.len()
|
||||
}
|
||||
}
|
@ -0,0 +1,89 @@
|
||||
use std::ops::{Add, Mul, Sub};
|
||||
|
||||
#[macro_export]
|
||||
macro_rules! vec3 {
|
||||
($x:expr, $y:expr, $z:expr) => {
|
||||
$crate::vector::Vector3 {
|
||||
x: $x,
|
||||
y: $y,
|
||||
z: $z,
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
#[derive(Debug, Default)]
|
||||
pub struct Vector3<S> {
|
||||
pub x: S,
|
||||
pub y: S,
|
||||
pub z: S,
|
||||
}
|
||||
|
||||
impl Into<Vector3<f32>> for Vector3<i32> {
|
||||
fn into(self) -> Vector3<f32> {
|
||||
Vector3 {
|
||||
x: self.x as f32,
|
||||
y: self.y as f32,
|
||||
z: self.z as f32,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<S: Clone> Clone for Vector3<S> {
|
||||
fn clone(&self) -> Self {
|
||||
Self {
|
||||
x: self.x.clone(),
|
||||
y: self.y.clone(),
|
||||
z: self.z.clone(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<S: Copy> Copy for Vector3<S> {}
|
||||
|
||||
impl<S: Add<Output = S>> Add for Vector3<S> {
|
||||
type Output = Self;
|
||||
|
||||
fn add(self, rhs: Self) -> Self::Output {
|
||||
Self {
|
||||
x: self.x + rhs.x,
|
||||
y: self.y + rhs.y,
|
||||
z: self.z + rhs.z,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<S: Sub<Output = S>> Sub for Vector3<S> {
|
||||
type Output = Self;
|
||||
|
||||
fn sub(self, rhs: Self) -> Self::Output {
|
||||
Self {
|
||||
x: self.x - rhs.x,
|
||||
y: self.y - rhs.y,
|
||||
z: self.z - rhs.z,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<S: Mul<Output = S>> Mul for Vector3<S> {
|
||||
type Output = Self;
|
||||
|
||||
fn mul(self, rhs: Self) -> Self::Output {
|
||||
Self {
|
||||
x: self.x * rhs.x,
|
||||
y: self.y * rhs.y,
|
||||
z: self.z * rhs.z,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<S: Mul<Output = S> + Copy> Mul<S> for Vector3<S> {
|
||||
type Output = Self;
|
||||
|
||||
fn mul(self, rhs: S) -> Self::Output {
|
||||
Self {
|
||||
x: self.x * rhs,
|
||||
y: self.y * rhs,
|
||||
z: self.z * rhs,
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in new issue