mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Reenable terrain rendering
Refractor col lights
This commit is contained in:
parent
cd60e70664
commit
d6062dc854
@ -45,9 +45,9 @@ in vec4 sun_pos;
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const vec4 sun_pos = vec4(0.0);
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#endif */
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layout(set = 1, binding = 1)
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layout(set = 2, binding = 0)
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uniform texture2D t_col_light;
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layout(set = 1, binding = 2)
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layout(set = 2, binding = 1)
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uniform sampler s_col_light;
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layout (std140, set = 1, binding = 0)
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@ -237,8 +237,12 @@ impl PlayState for CharSelectionState {
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let (humanoid_body, loadout) =
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Self::get_humanoid_body_inventory(&self.char_selection_ui, &client);
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self.scene
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.render(&mut drawer.first_pass(), client.get_tick(), humanoid_body, loadout);
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self.scene.render(
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&mut drawer.first_pass(),
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client.get_tick(),
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humanoid_body,
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loadout,
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);
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// Clouds
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drawer.second_pass().draw_clouds();
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@ -13,7 +13,10 @@ pub struct SubModel<'a, V: Vertex> {
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}
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impl<'a, V: Vertex> SubModel<'a, V> {
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pub(super) fn buf(&self) -> wgpu::BufferSlice<'a> { self.buf.slice(map_range(&self.vertex_range)) }
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pub(super) fn buf(&self) -> wgpu::BufferSlice<'a> {
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self.buf.slice(map_range(&self.vertex_range))
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}
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pub fn len(&self) -> u32 { self.vertex_range.end - self.vertex_range.start }
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}
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@ -1,5 +1,5 @@
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use super::{
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super::{AaMode, Bound, Consts, GlobalsLayouts, Mesh, Model, Texture},
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super::{AaMode, Bound, Consts, GlobalsLayouts, Mesh, Model},
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terrain::Vertex,
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};
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use crate::mesh::greedy::GreedyMesh;
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@ -26,7 +26,6 @@ pub struct BoneData {
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}
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pub type BoundLocals = Bound<(Consts<Locals>, Consts<BoneData>)>;
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pub type ColLights = Bound<Texture>;
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impl Locals {
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pub fn new(
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@ -102,7 +101,6 @@ pub type BoneMeshes = (Mesh<Vertex>, anim::vek::Aabb<f32>);
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pub struct FigureLayout {
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pub locals: wgpu::BindGroupLayout,
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pub col_light: wgpu::BindGroupLayout,
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}
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impl FigureLayout {
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@ -135,31 +133,6 @@ impl FigureLayout {
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},
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],
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}),
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col_light: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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entries: &[
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// col lights
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler {
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filtering: true,
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comparison: false,
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},
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count: None,
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},
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],
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}),
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}
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}
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@ -189,28 +162,6 @@ impl FigureLayout {
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with: (locals, bone_data),
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}
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}
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pub fn bind_texture(&self, device: &wgpu::Device, col_light: Texture) -> ColLights {
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &self.col_light,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&col_light.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&col_light.sampler),
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},
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],
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});
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ColLights {
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bind_group,
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with: col_light,
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}
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}
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}
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pub struct FigurePipeline {
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@ -232,7 +183,11 @@ impl FigurePipeline {
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Figure pipeline layout"),
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push_constant_ranges: &[],
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bind_group_layouts: &[&global_layout.globals, &layout.locals, &layout.col_light],
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bind_group_layouts: &[
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&global_layout.globals,
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&layout.locals,
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&global_layout.col_light,
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],
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});
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let samples = match aa_mode {
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@ -66,7 +66,10 @@ impl FluidLayout {
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler { filtering: true, comparison: false },
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ty: wgpu::BindingType::Sampler {
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filtering: true,
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comparison: false,
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},
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count: None,
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},
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],
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@ -15,6 +15,7 @@ use crate::scene::camera::CameraMode;
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use bytemuck::{Pod, Zeroable};
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use common::terrain::BlockKind;
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use vek::*;
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use wgpu::BindGroup;
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pub const MAX_POINT_LIGHT_COUNT: usize = 31;
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pub const MAX_FIGURE_SHADOW_COUNT: usize = 24;
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@ -231,6 +232,13 @@ pub struct GlobalsBindGroup {
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pub struct GlobalsLayouts {
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pub globals: wgpu::BindGroupLayout,
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pub col_light: wgpu::BindGroupLayout,
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}
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pub struct ColLights<Locals> {
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pub bind_group: BindGroup,
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pub texture: Texture,
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phantom: std::marker::PhantomData<Locals>,
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}
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impl GlobalsLayouts {
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@ -406,7 +414,33 @@ impl GlobalsLayouts {
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],
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});
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Self { globals }
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let col_light = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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entries: &[
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// col lights
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler {
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filtering: true,
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comparison: false,
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},
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count: None,
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},
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],
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});
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Self { globals, col_light }
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}
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pub fn bind(
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@ -500,4 +534,31 @@ impl GlobalsLayouts {
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GlobalsBindGroup { bind_group }
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}
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pub fn bind_col_light<Locals>(
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&self,
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device: &wgpu::Device,
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col_light: Texture,
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) -> ColLights<Locals> {
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &self.col_light,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&col_light.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&col_light.sampler),
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},
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],
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});
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ColLights {
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texture: col_light,
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bind_group,
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phantom: std::marker::PhantomData,
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}
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}
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}
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@ -172,30 +172,26 @@ impl TerrainLayout {
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},
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count: None,
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},
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// col lights
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler {
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filtering: true,
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comparison: false,
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},
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count: None,
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},
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],
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}),
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}
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}
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pub fn bind_locals(&self, device: &wgpu::Device, locals: Consts<Locals>) -> BoundLocals {
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &self.locals,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: locals.buf().as_entire_binding(),
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}],
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});
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BoundLocals {
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bind_group,
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with: locals,
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}
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}
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}
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pub struct TerrainPipeline {
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@ -217,7 +213,11 @@ impl TerrainPipeline {
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Terrain pipeline layout"),
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push_constant_ranges: &[],
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bind_group_layouts: &[&global_layout.globals, &layout.locals],
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bind_group_layouts: &[
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&global_layout.globals,
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&layout.locals,
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&global_layout.col_light,
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],
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});
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let samples = match aa_mode {
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@ -1,7 +1,7 @@
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use super::{
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super::{
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consts::Consts,
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pipelines::{figure, lod_terrain, ui, GlobalModel, GlobalsBindGroup},
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pipelines::{figure, lod_terrain, terrain, ui, ColLights, GlobalModel, GlobalsBindGroup},
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texture::Texture,
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},
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Renderer,
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@ -49,7 +49,19 @@ impl Renderer {
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.bind_locals(&self.device, locals, bone_data)
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}
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pub fn figure_bind_texture(&self, col_light: Texture) -> figure::ColLights {
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self.layouts.figure.bind_texture(&self.device, col_light)
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pub fn create_terrain_bound_locals(
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&mut self,
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locals: &[terrain::Locals],
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) -> terrain::BoundLocals {
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let locals = self.create_consts(locals);
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self.layouts.terrain.bind_locals(&self.device, locals)
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}
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pub fn figure_bind_col_light(&self, col_light: Texture) -> ColLights<figure::Locals> {
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self.layouts.global.bind_col_light(&self.device, col_light)
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}
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pub fn terrain_bind_col_light(&self, col_light: Texture) -> ColLights<terrain::Locals> {
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self.layouts.global.bind_col_light(&self.device, col_light)
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}
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}
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@ -3,10 +3,10 @@ use super::{
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buffer::Buffer,
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consts::Consts,
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instances::Instances,
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model::{DynamicModel, SubModel,Model},
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model::{DynamicModel, Model, SubModel},
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pipelines::{
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clouds, figure, fluid, particle, postprocess, sprite, terrain, ui, GlobalsBindGroup,
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Light, Shadow,
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clouds, figure, fluid, particle, postprocess, sprite, terrain, ui, ColLights,
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GlobalsBindGroup, Light, Shadow,
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},
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},
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Renderer,
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@ -154,28 +154,30 @@ impl<'a> FirstPassDrawer<'a> {
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&mut self,
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model: SubModel<'b, terrain::Vertex>,
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locals: &'b figure::BoundLocals,
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col_lights: &'b figure::ColLights
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col_lights: &'b ColLights<figure::Locals>,
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) {
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self.render_pass
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.set_pipeline(&self.renderer.figure_pipeline.pipeline);
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self.render_pass.set_bind_group(1, &locals.bind_group, &[]);
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self.render_pass.set_bind_group(2, &col_lights.bind_group, &[]);
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self.render_pass
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.set_vertex_buffer(0, model.buf());
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.set_bind_group(2, &col_lights.bind_group, &[]);
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self.render_pass.set_vertex_buffer(0, model.buf());
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self.render_pass.draw(0..model.len(), 0..1);
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}
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pub fn draw_terrain<'b: 'a>(
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&mut self,
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model: &'b SubModel<terrain::Vertex>,
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model: &'b Model<terrain::Vertex>,
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locals: &'b terrain::BoundLocals,
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col_lights: &'b ColLights<terrain::Locals>,
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) {
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self.render_pass
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.set_pipeline(&self.renderer.terrain_pipeline.pipeline);
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self.render_pass.set_bind_group(1, &locals.bind_group, &[]);
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self.render_pass
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.set_vertex_buffer(0, model.buf());
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self.render_pass.draw(0..model.len(), 0..1)
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.set_bind_group(2, &col_lights.bind_group, &[]);
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self.render_pass.set_vertex_buffer(0, model.buf().slice(..));
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self.render_pass.draw(0..model.len() as u32, 0..1)
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}
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/*pub fn draw_fluid<'b: 'a>(
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@ -7,8 +7,9 @@ pub use load::load_mesh; // TODO: Don't make this public.
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use crate::{
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ecs::comp::Interpolated,
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render::{
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pipelines, ColLightInfo, FigureBoneData, FigureLocals, FigureModel, FirstPassDrawer,
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GlobalModel, LodData, Mesh, RenderError, Renderer, SubModel, TerrainVertex,
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pipelines::{self, ColLights},
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ColLightInfo, FigureBoneData, FigureLocals, FigureModel, FirstPassDrawer, GlobalModel,
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LodData, Mesh, RenderError, Renderer, SubModel, TerrainVertex,
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},
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scene::{
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camera::{Camera, CameraMode, Dependents},
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@ -63,7 +64,7 @@ pub type CameraData<'a> = (&'a Camera, f32);
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pub type FigureModelRef<'a> = (
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&'a pipelines::figure::BoundLocals,
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SubModel<'a, TerrainVertex>,
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&'a pipelines::figure::ColLights, /* <ColLightFmt> */
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&'a ColLights<pipelines::figure::Locals>,
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);
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/// An entry holding enough information to draw or destroy a figure in a
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@ -79,7 +80,7 @@ pub struct FigureModelEntry<const N: usize> {
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/// Texture used to store color/light information for this figure entry.
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/* TODO: Consider using mipmaps instead of storing multiple texture atlases for different
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* LOD levels. */
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col_lights: pipelines::figure::ColLights,
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col_lights: ColLights<pipelines::figure::Locals>,
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/// Vertex ranges stored in this figure entry; there may be several for one
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/// figure, because of LOD models.
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lod_vertex_ranges: [Range<u32>; N],
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@ -5207,7 +5208,7 @@ impl FigureColLights {
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pub fn texture<'a, const N: usize>(
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&'a self,
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model: &'a FigureModelEntry<N>,
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) -> &'a pipelines::figure::ColLights {
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) -> &'a ColLights<pipelines::figure::Locals> {
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/* &self.col_lights */
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&model.col_lights
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}
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@ -5231,7 +5232,7 @@ impl FigureColLights {
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.allocate(guillotiere::Size::new(tex_size.x as i32, tex_size.y as i32))
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.expect("Not yet implemented: allocate new atlas on allocation failure.");
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let col_lights = pipelines::shadow::create_col_lights(renderer, &(tex, tex_size));
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let col_lights = renderer.figure_bind_texture(col_lights);
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let col_lights = renderer.figure_bind_col_light(col_lights);
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let model_len = u32::try_from(opaque.vertices().len())
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.expect("The model size for this figure does not fit in a u32!");
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let model = renderer.create_model(&opaque)?;
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|
@ -1017,20 +1017,12 @@ impl Scene {
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}*/
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let lod = self.lod.get_data();
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self.figure_mgr.render_player(
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drawer,
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state,
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player_entity,
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tick,
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global,
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lod,
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camera_data,
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);
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self.figure_mgr
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.render_player(drawer, state, player_entity, tick, global, lod, camera_data);
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// Render terrain and figures.
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/*self.terrain.render(renderer, global, lod, focus_pos);
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self.terrain.render(drawer, global, lod, focus_pos);
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self.figure_mgr.render(
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/* self.figure_mgr.render(
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renderer,
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state,
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player_entity,
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|
@ -8,8 +8,9 @@ use crate::{
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terrain::{generate_mesh, SUNLIGHT},
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},
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render::{
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pipelines, ColLightInfo, Consts, FluidVertex, GlobalModel, Instances, LodData, Mesh, Model,
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RenderError, Renderer, SpriteInstance, SpriteLocals, SpriteVertex, TerrainLocals,
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pipelines::{self, ColLights},
|
||||
ColLightInfo, Consts, FirstPassDrawer, FluidVertex, GlobalModel, Instances, LodData, Mesh,
|
||||
Model, RenderError, Renderer, SpriteInstance, SpriteLocals, SpriteVertex, TerrainLocals,
|
||||
TerrainVertex, Texture,
|
||||
},
|
||||
};
|
||||
@ -75,11 +76,11 @@ pub struct TerrainChunkData {
|
||||
/// shadow chunks will still keep it alive; we could deal with this by
|
||||
/// making this an `Option`, but it probably isn't worth it since they
|
||||
/// shouldn't be that much more nonlocal than regular chunks).
|
||||
texture: Arc<Texture>, // TODO: make this actually work with a bind group
|
||||
col_lights: Arc<ColLights<pipelines::terrain::Locals>>,
|
||||
light_map: LightMapFn,
|
||||
glow_map: LightMapFn,
|
||||
sprite_instances: HashMap<(SpriteKind, usize), Instances<SpriteInstance>>,
|
||||
locals: Consts<TerrainLocals>,
|
||||
locals: pipelines::terrain::BoundLocals,
|
||||
pub blocks_of_interest: BlocksOfInterest,
|
||||
|
||||
visible: Visibility,
|
||||
@ -330,7 +331,7 @@ pub struct Terrain<V: RectRasterableVol = TerrainChunk> {
|
||||
/// we allocate. Code cannot assume that this is the assigned texture
|
||||
/// for any particular chunk; look at the `texture` field in
|
||||
/// `TerrainChunkData` for that.
|
||||
col_lights: Texture, /* <ColLightFmt> */
|
||||
col_lights: ColLights<pipelines::terrain::Locals>,
|
||||
waves: Texture,
|
||||
|
||||
phantom: PhantomData<V>,
|
||||
@ -577,7 +578,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
|
||||
fn make_atlas(
|
||||
renderer: &mut Renderer,
|
||||
) -> Result<(AtlasAllocator, Texture /* <ColLightFmt> */), RenderError> {
|
||||
) -> Result<(AtlasAllocator, ColLights<pipelines::terrain::Locals>), RenderError> {
|
||||
span!(_guard, "make_atlas", "Terrain::make_atlas");
|
||||
let max_texture_size = renderer.max_texture_size();
|
||||
let atlas_size = guillotiere::Size::new(max_texture_size as i32, max_texture_size as i32);
|
||||
@ -622,7 +623,8 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
..Default::default()
|
||||
},
|
||||
);
|
||||
Ok((atlas, texture))
|
||||
let col_light = renderer.terrain_bind_col_light(texture);
|
||||
Ok((atlas, col_light))
|
||||
}
|
||||
|
||||
fn remove_chunk_meta(&mut self, _pos: Vec2<i32>, chunk: &TerrainChunkData) {
|
||||
@ -1134,7 +1136,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
allocation.rectangle.min.y as u32,
|
||||
);
|
||||
renderer.update_texture(
|
||||
col_lights,
|
||||
&col_lights,
|
||||
atlas_offs.into_array(),
|
||||
tex_size.into_array(),
|
||||
&tex,
|
||||
@ -1159,7 +1161,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
light_map: mesh.light_map,
|
||||
glow_map: mesh.glow_map,
|
||||
sprite_instances,
|
||||
locals: renderer.create_consts(&[TerrainLocals {
|
||||
locals: renderer.create_terrain_bound_locals(&[TerrainLocals {
|
||||
model_offs: Vec3::from(
|
||||
response.pos.map2(VolGrid2d::<V>::chunk_size(), |e, sz| {
|
||||
e as f32 * sz as f32
|
||||
@ -1452,9 +1454,9 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
});
|
||||
}
|
||||
|
||||
pub fn render(
|
||||
&self,
|
||||
renderer: &mut Renderer,
|
||||
pub fn render<'a>(
|
||||
&'a self,
|
||||
drawer: &mut FirstPassDrawer<'a>,
|
||||
global: &GlobalModel,
|
||||
lod: &LodData,
|
||||
focus_pos: Vec3<f32>,
|
||||
@ -1473,13 +1475,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
|
||||
for (_, chunk) in chunk_iter {
|
||||
if chunk.visible.is_visible() {
|
||||
/* renderer.render_terrain_chunk(
|
||||
&chunk.opaque_model,
|
||||
&chunk.texture,
|
||||
global,
|
||||
&chunk.locals,
|
||||
lod,
|
||||
);*/
|
||||
drawer.draw_terrain(&chunk.opaque_model, &chunk.locals, &self.col_lights)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user