refactor(renderer): rename mesh module to vertex
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@ -11,13 +11,13 @@ mod device;
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pub mod error;
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mod frustum;
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mod instance;
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pub mod mesh;
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pub mod meshing;
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mod pipeline;
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mod renderer;
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mod surface;
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mod swapchain;
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mod sync;
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pub mod vertex;
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/// The maximum number of frames that can be processed by the GPU and CPU simultaneously.
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pub const MAX_FRAMES_IN_FLIGHT: usize = 3;
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@ -1,28 +1,13 @@
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// SPDX-License-Identifier: AGPL-3.0-only
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//! Cubic greedy mesher: converts a dense voxel [`Chunk`] into renderer geometry.
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//!
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//! Exposed voxel faces are merged into the largest possible axis-aligned
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//! rectangles before emission. The output is visually identical to a naive
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//! per-face emitter (same faces, colours, and world positions) but carries far
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//! fewer vertices and indices: a flat `CHUNK_SIZE`×`CHUNK_SIZE` surface becomes a
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//! single quad rather than one quad per voxel.
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//!
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//! This is the **cubic** meshing path only. It is a pure `chunk → (vertices,
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//! indices)` function and makes no assumption of being the sole mesher, so a
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//! merged-granular mesher can coexist for softer materials.
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//!
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//! Out-of-chunk neighbours are treated as air, so every face on a chunk boundary
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//! is emitted. Cross-chunk face culling is a separate concern layered on top.
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use crate::mesh::Vertex;
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use crate::vertex::Vertex;
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use shared::world::{BlockId, CHUNK_SIZE, Chunk};
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/// The signed direction a face points along one of the three axes.
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///
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/// The sign is part of the merge key: two faces on the same plane but pointing
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/// in opposite directions (for example a top face and the bottom face directly
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/// above it) must never merge, so `PosY` and `NegY` are distinct variants.
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/// The sign is part of the merge key: two faces on the same plane but pointing in opposite directions (for example a top face and the bottom face directly above it) must never merge, so `PosY` and `NegY` are distinct variants.
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#[derive(Copy, Clone, PartialEq, Eq)]
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enum FaceDir {
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/// Points toward increasing X.
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@ -40,11 +25,6 @@ enum FaceDir {
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}
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/// Identifies whether two faces are mergeable.
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///
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/// Two faces merge only if every attribute a vertex carries is identical. Colour
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/// currently depends only on [`FaceDir`], but keying additionally on [`BlockId`]
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/// keeps the merge correct once per-material colours are introduced: two distinct
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/// block types will not silently coalesce into one quad.
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#[derive(Copy, Clone, PartialEq, Eq)]
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struct FaceKey {
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/// The material of the voxel owning the face.
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@ -55,8 +35,7 @@ struct FaceKey {
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/// Returns the flat RGB colour for a face pointing in `dir`.
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///
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/// The values reproduce the previous per-face emitter exactly so the rendered
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/// output is unchanged.
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/// The values reproduce the previous per-face emitter exactly so the rendered output is unchanged.
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const fn color_of(dir: FaceDir) -> [f32; 3] {
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match dir {
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FaceDir::PosY => [0.2, 0.8, 0.2],
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@ -77,9 +56,7 @@ const fn coord(i: usize) -> f32 {
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/// Meshes `chunk` into GPU vertices and triangle indices via greedy merging.
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///
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/// Each axis is swept slice by slice; on every slice a 2D mask of exposed faces
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/// over the two perpendicular axes is built and merged into rectangles. Boundary
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/// voxels treat out-of-chunk neighbours as air, so chunk-edge faces are emitted.
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/// Each axis is swept slice by slice; on every slice a 2D mask of exposed faces over the two perpendicular axes is built and merged into rectangles. Boundary voxels treat out-of-chunk neighbours as air, so chunk-edge faces are emitted.
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#[must_use]
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#[expect(
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clippy::too_many_lines,
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@ -88,8 +65,7 @@ const fn coord(i: usize) -> f32 {
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pub fn generate_mesh(chunk: &Chunk) -> (Vec<Vertex>, Vec<u32>) {
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let mut vertices = Vec::new();
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let mut indices = Vec::new();
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// A single u×v mask, reused across every slice of every axis; each pass fully
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// overwrites it per slice, so no explicit clearing is required.
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// A single u×v mask, reused across every slice of every axis; each pass fully overwrites it per slice, so no explicit clearing is required.
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let mut mask = vec![None; CHUNK_SIZE * CHUNK_SIZE];
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// +Y (top): slice = y, mask u = x, mask v = z.
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@ -259,11 +235,7 @@ pub fn generate_mesh(chunk: &Chunk) -> (Vec<Vertex>, Vec<u32>) {
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/// Runs one directional meshing pass over all `CHUNK_SIZE` slices.
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///
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/// `sample(slice, u, v)` returns the [`FaceKey`] for the face at mask cell
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/// `(u, v)` of `slice`, or `None` when no face is exposed there. `corners(slice,
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/// u0, v0, w, h)` yields the four world-space corners, ordered counter-clockwise
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/// as seen from outside the face, of a merged rectangle rooted at `(u0, v0)` with
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/// width `w` along `u` and height `h` along `v`.
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/// `sample(slice, u, v)` returns the [`FaceKey`] for the face at mask cell `(u, v)` of `slice`, or `None` when no face is exposed there. `corners(slice, u0, v0, w, h)` yields the four world-space corners, ordered counter-clockwise as seen from outside the face, of a merged rectangle rooted at `(u0, v0)` with width `w` along `u` and height `h` along `v`.
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fn run_pass(
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mask: &mut [Option<FaceKey>],
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vertices: &mut Vec<Vertex>,
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@ -291,11 +263,7 @@ fn run_pass(
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/// Greedily covers the exposed cells of `mask` with maximal rectangles.
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///
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/// Cells are scanned row-major. At the first exposed, unconsumed cell the run is
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/// extended along `u` while the key matches, then along `v` while every cell of
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/// the next row over the current width matches. The covered cells are marked
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/// consumed (set to `None`) so they are not re-emitted, and `emit(key, u0, v0, w,
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/// h)` is called once for the rectangle.
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/// Cells are scanned row-major. At the first exposed, unconsumed cell the run is extended along `u` while the key matches, then along `v` while every cell of the next row over the current width matches. The covered cells are marked consumed (set to `None`) so they are not re-emitted, and `emit(key, u0, v0, w, h)` is called once for the rectangle.
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fn merge_mask(
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mask: &mut [Option<FaceKey>],
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mut emit: impl FnMut(FaceKey, usize, usize, usize, usize),
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@ -337,8 +305,7 @@ fn merge_mask(
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/// Appends one quad (four vertices, six indices) with the given corners and colour.
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///
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/// Indices wind the two triangles as `[base, base+1, base+2, base+2, base+3,
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/// base]`, matching the corner ordering supplied by the caller.
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/// Indices wind the two triangles as `[base, base+1, base+2, base+2, base+3, base]`, matching the corner ordering supplied by the caller.
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fn push_quad(
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vertices: &mut Vec<Vertex>,
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indices: &mut Vec<u32>,
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@ -3,7 +3,7 @@
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//! Graphics pipeline creation and shader management.
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use crate::error::RendererError;
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use crate::mesh::Vertex;
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use crate::vertex::Vertex;
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use ash::{Device, vk};
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use std::io::Cursor;
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@ -2,7 +2,7 @@
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use crate::sync::SyncPrimitives;
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use crate::{create_depth_resources, create_gpu_buffer, swapchain};
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use crate::{error::RendererError, frustum::Frustum, mesh::Vertex};
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use crate::{error::RendererError, frustum::Frustum, vertex::Vertex};
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use ash::{Device, Instance, khr, vk};
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use gpu_allocator::vulkan::{Allocation, Allocator};
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use std::collections::HashMap;
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