lights, shader work, cube, anti aliasing
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@@ -1,4 +1,4 @@
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use nalgebra::{Rotation3, Transform3, Translation3, Vector3};
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use nalgebra::{Projective3, Rotation3, Transform3, Translation3, UnitVector3, Vector3};
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use super::{color::VoxelColor, group::VoxelGroup, view::View};
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use crate::client::render::{
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@@ -167,6 +167,19 @@ impl VoxelPipeline {
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}
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}
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data.append(&mut data2);
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let lx3 = 3;
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let ly3 = 3;
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let lz3 = 3;
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let offset3 = data.len();
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data.append(&mut vec![
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VoxelColor {
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r: 255,
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g: 0,
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b: 255,
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a: 255,
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};
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lx3 * ly3 * lz3
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]);
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self.voxels.update(
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device,
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encoder,
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@@ -174,33 +187,56 @@ impl VoxelPipeline {
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data.len(),
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&[ArrBufUpdate { offset: 0, data }],
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);
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let thing = Translation3::new(0.0, 0.0, 20.0)
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let proj = Projective3::identity()
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* Translation3::new(0.0, 0.0, 20.0)
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* Rotation3::from_axis_angle(&Vector3::y_axis(), 0.5)
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* Translation3::new(-(lx as f32 / 2.0), -(ly as f32 / 2.0), -(lz as f32 / 2.0));
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let group = VoxelGroup {
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transform: Transform3::identity() * thing.inverse(),
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transform: proj,
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transform_inv: proj.inverse(),
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dimensions: Vector3::new(lx as u32, ly as u32, lz as u32),
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offset: 0,
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};
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let thing2 = Translation3::new(0.0, 2.5, 20.0)
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let proj2 = Projective3::identity()
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* Translation3::new(0.0, -2.1, 20.0)
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* Translation3::new(
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-(lx2 as f32 / 2.0),
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-(ly2 as f32 / 2.0),
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-(lz2 as f32 / 2.0),
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);
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let group2 = VoxelGroup {
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transform: Transform3::identity() * thing2.inverse(),
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transform: proj2,
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transform_inv: proj2.inverse(),
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dimensions: Vector3::new(lx2 as u32, ly2 as u32, lz2 as u32),
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offset: offset2 as u32,
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};
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let proj3 = Projective3::identity()
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* Translation3::new(0.0, 0.0, 10.0)
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* Rotation3::from_axis_angle(&Vector3::y_axis(), std::f32::consts::PI / 4.0)
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* Rotation3::from_axis_angle(
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&UnitVector3::new_normalize(Vector3::new(1.0, 0.0, 1.0)),
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std::f32::consts::PI / 4.0,
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)
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* Translation3::new(
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-(lx3 as f32 / 2.0),
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-(ly3 as f32 / 2.0),
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-(lz3 as f32 / 2.0),
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);
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let group3 = VoxelGroup {
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transform: proj3,
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transform_inv: proj3.inverse(),
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dimensions: Vector3::new(lx3 as u32, ly3 as u32, lz3 as u32),
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offset: offset3 as u32,
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};
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let groups = vec![group, group2, group3];
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self.voxel_groups.update(
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device,
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encoder,
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belt,
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2,
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groups.len(),
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&[ArrBufUpdate {
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offset: 0,
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data: vec![group, group2],
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data: groups,
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}],
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);
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self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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