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Author SHA1 Message Date
Avery 0e92480ce8
Mesh and render a single chunk (Broken)
3 weeks ago

@ -0,0 +1,22 @@
#version 450
// vim: ft=c
// clang-format off
layout(location = 0) out vec4 outColor;
layout(location = 0) in vec4 normal;
layout(location = 1) in vec4 pos_pre;
layout(location = 2) in vec4 view_orig;
layout(push_constant, std430) uniform pc {
layout(offset=48) vec4 data;
};
void main() {
outColor = vec4(data.rgb*(1.0+dot(normal.xyz, normalize(vec3(-0.7, -0.5, -0.1))))/2.0, 1.0);
//if(pos_post.z <= 0.0) {
// outColor = vec4(1.0);
//}
//outColor = normal.xyz;
//outColor = vec4(vec3(1.0-gl_FragCoord.z), 1.0);
}

@ -0,0 +1,130 @@
#version 450
// vim: ft=c
// clang-format off
struct PosNorm {
vec4 pos;
vec4 norm;
};
layout(std430, set = 0, binding = 0) buffer positions_buffer {
PosNorm posnrm[];
} pos;
layout(push_constant, std430) uniform pc {
layout(offset=0) vec4 cam_orig;
layout(offset=16) vec4 cam_rot;
layout(offset=32) uvec2 screen_res;
};
layout (location = 0) out vec4 normal;
layout (location = 1) out vec4 pos_pre;
layout (location = 2) out vec4 view_orig;
const float PI = 3.14159;
// Forgive me for I have sinned
const float TAU = PI*2.0;
void main() {
// assign outs
normal = pos.posnrm[gl_VertexIndex].norm;
pos_pre = pos.posnrm[gl_VertexIndex].pos;
view_orig = cam_orig;
// define constants
const float zFar = 100.0;
const float zNear = 0.1;
// assign the transformee
gl_Position = pos.posnrm[gl_VertexIndex].pos;
mat4 fix_coordinates = mat4(
-1.0, 0.0, 0.0, 0.0,
0.0, -1.0, 0.0, 0.0,
0.0, 0.0, -1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 view_orig = mat4(
1.0, 0.0, 0.0, cam_orig.x,
0.0, 1.0, 0.0, cam_orig.y,
0.0, 0.0, 1.0, cam_orig.z,
0.0, 0.0, 0.0, 1.0
);
mat4 view_rot_xz = mat4(
cos(cam_rot.y), 0.0, sin(cam_rot.y), 0.0,
0.0, 1.0, 0.0, 0.0,
-sin(cam_rot.y), 0.0, cos(cam_rot.y), 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 view_rot_yz = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, cos(cam_rot.x), sin(cam_rot.x), 0.0,
0.0, -sin(cam_rot.x), cos(cam_rot.x), 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 project_aspect = mat4(
(float(screen_res.y)/float(screen_res.x)), 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 project_znear = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, -zNear,
0.0, 0.0, 0.0, 1.0
);
mat4 project_div = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, tan((70.0/2.0)/360.0*TAU), 0.0
);
mat4 project_normal = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0/zFar, 0.0,
0.0, 0.0, 0.0, 1.0
);
// vulkan has inverted screen coordinates
// but we want regular mesh coordinates
// gl_Position.xyz *= -1.0
gl_Position *= fix_coordinates;
// apply view's origin transformation
//gl_Position.xyz += cam_orig.xyz;
gl_Position *= view_orig;
// apply view's xz rotation
//mat2 xz_rot;
//xz_rot[0] = vec2(cos(cam_rot.y), -sin(cam_rot.y));
//xz_rot[1] = vec2(sin(cam_rot.y), cos(cam_rot.y));
//gl_Position.xz *= inverse(xz_rot);
gl_Position *= view_rot_xz;
// apply view's yz rotation
//mat2 yz_rot;
//yz_rot[0] = vec2(cos(cam_rot.x), -sin(cam_rot.x));
//yz_rot[1] = vec2(sin(cam_rot.x), cos(cam_rot.x));
//gl_Position.yz *= inverse(yz_rot);
gl_Position *= view_rot_yz;
// aspect correction
//gl_Position.x *= (1080.0/1920.0);
gl_Position *= project_aspect;
// z near correction
//gl_Position.z -= zNear;
gl_Position *= project_znear;
// division by z
// has to be assigned by w so that the hardware performs the division AFTER clipping.
//gl_Position.w = (gl_Position.z*sin(140.0/360.0*TAU));
gl_Position *= project_div;
// z normalization
//gl_Position.z /= zFar;
gl_Position *= project_normal;
}

@ -0,0 +1,104 @@
use std::mem::MaybeUninit;
use crate::{vec3, vector::Vector3};
pub struct Chunk {
blocks: [[[Block; 16]; 16]; 16],
pub chunk_coord: Vector3<i32>,
}
impl Chunk {
pub fn new(chunk_coord: Vector3<i32>) -> Self {
let mut blocks: [[[MaybeUninit<Block>; 16]; 16]; 16] =
unsafe { MaybeUninit::uninit().assume_init() };
blocks.iter_mut().for_each(|bs| {
bs.iter_mut().for_each(|bs| {
bs.iter_mut().for_each(|u| {
u.write(Block {
typ: BlockType::Air,
});
})
})
});
let blocks = unsafe {
std::mem::transmute::<[[[MaybeUninit<Block>; 16]; 16]; 16], [[[Block; 16]; 16]; 16]>(
blocks,
)
};
Chunk {
blocks,
chunk_coord,
}
}
pub fn set_block(&mut self, block: Block, local_coord: Vector3<i32>) {
match local_coord {
Vector3 {
x: x @ 0..16,
y: y @ 0..16,
z: z @ 0..16,
} => self.blocks[x as usize][y as usize][z as usize] = block,
_ => todo!(),
}
}
pub fn new_init(blocks: [[[Block; 16]; 16]; 16], chunk_coord: Vector3<i32>) -> Self {
Self {
blocks,
chunk_coord,
}
}
pub fn get_block(&self, local_coord: Vector3<i32>) -> Option<&Block> {
match local_coord {
Vector3 {
x: x @ 0..16,
y: y @ 0..16,
z: z @ 0..16,
} => Some(&self.blocks[x as usize][y as usize][z as usize]),
_ => None,
}
}
pub fn blocks(&self) -> impl Iterator<Item = (&Block, Vector3<i32>)> {
let i = self
.blocks
.iter()
.enumerate()
.map(|(x, bs)| {
bs.iter()
.enumerate()
.map(move |(y, bs)| {
bs.iter()
.enumerate()
.map(move |(z, b)| (b, vec3!(x as i32, y as i32, z as i32)))
})
.flatten()
})
.flatten();
i
}
}
#[derive(Clone, Copy)]
pub struct Block {
pub typ: BlockType,
}
impl Block {
pub fn is_transparent(&self) -> bool {
match self.typ {
BlockType::Air => true,
BlockType::Solid => false,
}
}
}
#[derive(Clone, Copy)]
pub enum BlockType {
Air,
Solid,
}

@ -8,19 +8,14 @@ use sdl2::{
keyboard::Keycode, keyboard::Keycode,
}; };
use crate::{Game, InWorld, RenderAvailable, input::InputHandler}; pub mod chunk;
#[derive(Debug, Default)] use crate::{Game, InWorld, RenderAvailable, input::InputHandler, vector::Vector3};
pub struct Vector3 {
pub x: f32,
pub y: f32,
pub z: f32,
}
#[derive(Debug, Default)] #[derive(Debug, Default)]
pub struct Camera { pub struct Camera {
pub origin: Vector3, pub origin: Vector3<f32>,
pub rotation: Vector3, pub rotation: Vector3<f32>,
} }
impl Game<InWorld> { impl Game<InWorld> {

@ -4,11 +4,16 @@ mod game;
mod input; mod input;
mod render; mod render;
mod vector;
use ash::Device; use ash::Device;
use ash::Entry; use ash::Entry;
use ash::Instance; use ash::Instance;
use ash::vk; use ash::vk;
use game::Camera; use game::Camera;
use game::chunk::Block;
use game::chunk::BlockType;
use game::chunk::Chunk;
use render::SwapchainCtx; use render::SwapchainCtx;
use render::loading_world::Component; use render::loading_world::Component;
use render::loading_world::WorldComponent; use render::loading_world::WorldComponent;
@ -129,8 +134,20 @@ fn main() {
// Hardcoded loading of a world, skybox + 1 cube // Hardcoded loading of a world, skybox + 1 cube
let mut game = game.start_load_world(); let mut game = game.start_load_world();
let mut chunk = Chunk::new(vec3!(0, 0, 0));
chunk.set_block(
Block {
typ: BlockType::Solid,
},
vec3!(1, 1, 1),
);
let chunk = game.create_chunk(&chunk);
game.add_component(chunk);
let cube = game.create_cube(); let cube = game.create_cube();
game.add_component(cube); game.add_component(cube);
let game = game.start_world(); let game = game.start_world();
// Run the actual game // Run the actual game

@ -0,0 +1,278 @@
use std::collections::HashMap;
use ash::vk;
use crate::{Game, LoadingWorld, RenderCtx, game::chunk::Chunk};
use super::{
MemType,
loading_world::WorldComponent,
mesher::{Mesh, PosNorm},
};
impl WorldComponent for ChunkRender {
fn descriptors(&self) -> std::collections::HashMap<vk::DescriptorType, u32> {
let mut map = HashMap::new();
map.insert(vk::DescriptorType::STORAGE_BUFFER, 1);
map
}
fn desc_layout(&self, ctx: &RenderCtx) -> vk::DescriptorSetLayout {
setup_desc_layout(ctx)
}
fn write_desc_set(
&self,
ctx: &RenderCtx,
desc_set: vk::DescriptorSet,
skybox: (vk::ImageView, vk::Sampler),
) {
let buf_info = vk::DescriptorBufferInfo::default()
.buffer(self.mesh_buf)
.offset(0)
.range(vk::WHOLE_SIZE);
let buf_infos = [buf_info];
let buf_desc = vk::WriteDescriptorSet::default()
.dst_set(desc_set)
.dst_binding(0)
.dst_array_element(0)
.descriptor_type(vk::DescriptorType::STORAGE_BUFFER)
.buffer_info(&buf_infos);
unsafe {
ctx.dev.update_descriptor_sets(&[buf_desc], &[]);
}
}
fn pipeline(&self) -> (vk::Pipeline, vk::PipelineLayout) {
(self.pipeline, self.pipe_layout)
}
fn push_constants(
&self,
camera: &crate::game::Camera,
res: [u32; 2],
base_color: [f32; 4],
) -> Vec<(vk::ShaderStageFlags, u32, Vec<u8>)> {
let mut constants = Vec::new();
let cam_data: Vec<u8> = (Vec::<f32>::from([
camera.origin.x,
camera.origin.y,
camera.origin.z,
0.0,
camera.rotation.x,
camera.rotation.y,
camera.rotation.z,
]))
.iter()
.map(|f| f.to_ne_bytes())
.collect::<Vec<_>>()
.into_flattened();
constants.push((vk::ShaderStageFlags::VERTEX, 0, cam_data));
let screen_res: Vec<u8> = res
.iter()
.map(|f| f.to_ne_bytes())
.collect::<Vec<_>>()
.into_flattened();
constants.push((vk::ShaderStageFlags::VERTEX, 32, screen_res));
let base_color: Vec<u8> = (Vec::<f32>::from([0.0, 1.0, 1.0, 1.0]))
.iter()
.map(|f| f.to_ne_bytes())
.collect::<Vec<_>>()
.into_flattened();
constants.push((vk::ShaderStageFlags::FRAGMENT, 48, base_color));
constants
}
fn num_verticies(&self) -> u32 {
self.num_vert as u32
}
}
pub struct ChunkRender {
mesh_buf: vk::Buffer,
num_vert: usize,
pipeline: vk::Pipeline,
pipe_layout: vk::PipelineLayout,
}
impl RenderCtx {
fn create_chunk(&self, pass: vk::RenderPass, chunk: &Chunk) -> ChunkRender {
let mut mesh = Mesh::default();
chunk.mesh(&mut mesh);
let num_vert = mesh.num_vert();
let buf = mesh.to_buffer();
let mesh_mem = self.mem_alloc(
MemType::HostVisibile,
(buf.len() * size_of::<PosNorm>()) as u64,
);
let mesh_buf = self.alloc_buf(
mesh_mem,
(buf.len() * size_of::<PosNorm>()) as u64,
vk::BufferUsageFlags::TRANSFER_SRC | vk::BufferUsageFlags::STORAGE_BUFFER,
);
let mesh_mem = self.buf_to_ptr(mesh_mem, mesh_buf);
unsafe {
std::ptr::copy(buf.as_ptr(), mesh_mem as *mut PosNorm, buf.len());
}
let pipe_layout = setup_pipe_layout(self);
let pipeline = setup_pipeline(self, &pass, pipe_layout);
ChunkRender {
mesh_buf,
num_vert,
pipeline,
pipe_layout,
}
}
}
impl Game<LoadingWorld> {
/// Create a cube to be rendered in world, this can then be
/// added using [`Game<LoadingWorld>::add_component`]
pub fn create_chunk(&self, chunk: &Chunk) -> ChunkRender {
let Self {
state: LoadingWorld { ctx, pass, .. },
} = self;
ctx.create_chunk(*pass, chunk)
}
}
fn load_chunk_shaders(ctx: &RenderCtx) -> (vk::ShaderModule, vk::ShaderModule) {
let shader_vert_shader = ctx.shader_mod_from_file(
"shaders/chunk_vert.spv",
vk::ShaderModuleCreateFlags::empty(),
);
let shader_frag_shader = ctx.shader_mod_from_file(
"shaders/chunk_frag.spv",
vk::ShaderModuleCreateFlags::empty(),
);
(shader_vert_shader, shader_frag_shader)
}
fn setup_desc_layout(ctx: &RenderCtx) -> vk::DescriptorSetLayout {
let storage_binding = vk::DescriptorSetLayoutBinding::default()
.binding(0)
.descriptor_type(vk::DescriptorType::STORAGE_BUFFER)
.descriptor_count(1)
.stage_flags(vk::ShaderStageFlags::VERTEX);
let layouts = [storage_binding];
let layout_info = vk::DescriptorSetLayoutCreateInfo::default().bindings(&layouts);
let layout = unsafe {
ctx.dev
.create_descriptor_set_layout(&layout_info, None)
.expect("Failed to create descriptor set layout")
};
layout
}
fn setup_pipe_layout(ctx: &RenderCtx) -> vk::PipelineLayout {
let layout = setup_desc_layout(ctx);
let push_range: [vk::PushConstantRange; 2] = [
vk::PushConstantRange::default()
.stage_flags(vk::ShaderStageFlags::VERTEX)
.offset(0)
.size(48), // vec4 camera_orig, camera_rot; uvec2 screen_res
vk::PushConstantRange::default()
.stage_flags(vk::ShaderStageFlags::FRAGMENT)
.offset(48)
.size(16), // vec4 base_color
];
let layouts = &[layout];
let pipe_layout = vk::PipelineLayoutCreateInfo::default()
.set_layouts(layouts.as_ref())
.push_constant_ranges(&push_range);
let pipe_layout = unsafe {
ctx.dev
.create_pipeline_layout(&pipe_layout, None)
.expect("Failed to create pipeline layout")
};
pipe_layout
}
fn setup_pipeline(
ctx: &RenderCtx,
pass: &vk::RenderPass,
layout: vk::PipelineLayout,
) -> vk::Pipeline {
let (vert_shader, frag_shader) = load_chunk_shaders(ctx);
let shader_stages = ctx.setup_simple_shader_stage(vert_shader, frag_shader);
let vert_input = vk::PipelineVertexInputStateCreateInfo::default();
let input_assembly = vk::PipelineInputAssemblyStateCreateInfo::default()
.topology(vk::PrimitiveTopology::TRIANGLE_LIST);
let rasterization = vk::PipelineRasterizationStateCreateInfo::default()
.polygon_mode(vk::PolygonMode::FILL)
.cull_mode(vk::CullModeFlags::NONE)
.front_face(vk::FrontFace::CLOCKWISE)
.line_width(1.0);
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
}

@ -220,6 +220,10 @@ impl WorldComponent for Cube {
constants constants
} }
fn num_verticies(&self) -> u32 {
36
}
} }
impl RenderCtx { impl RenderCtx {

@ -215,7 +215,7 @@ impl Game<InWorld> {
dev.cmd_push_constants(*cmd_buf, layout, f, o, d.as_ref()); dev.cmd_push_constants(*cmd_buf, layout, f, o, d.as_ref());
}); });
dev.cmd_draw(*cmd_buf, 36, 1, 0, 0); dev.cmd_draw(*cmd_buf, inner.num_verticies(), 1, 0, 0);
} }
{ {

@ -58,6 +58,8 @@ pub trait WorldComponent {
res: [u32; 2], res: [u32; 2],
base_color: [f32; 4], base_color: [f32; 4],
) -> Vec<(vk::ShaderStageFlags, u32, Vec<u8>)>; ) -> Vec<(vk::ShaderStageFlags, u32, Vec<u8>)>;
fn num_verticies(&self) -> u32;
} }
/// A [`WorldComponent`] and its associated [`vk::DescriptorSet`] /// A [`WorldComponent`] and its associated [`vk::DescriptorSet`]

@ -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()
}
}

@ -5,10 +5,12 @@ use ash::{
use crate::RenderCtx; use crate::RenderCtx;
mod chunk;
mod cube; mod cube;
pub mod in_world; pub mod in_world;
mod init; mod init;
pub mod loading_world; pub mod loading_world;
pub mod mesher;
pub mod skybox; pub mod skybox;
mod swapchain; mod swapchain;

@ -84,6 +84,10 @@ impl WorldComponent for Skybox {
constants constants
} }
fn num_verticies(&self) -> u32 {
36
}
} }
impl Skybox {} impl Skybox {}

@ -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,
}
}
}
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