refactor(renderer): rename mesh module to vertex

This commit is contained in:
Serkyo 2026-07-23 02:13:36 +02:00
parent d2f4beb5af
commit d8d6635f37
5 changed files with 11 additions and 44 deletions

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@ -11,13 +11,13 @@ mod device;
pub mod error;
mod frustum;
mod instance;
pub mod mesh;
pub mod meshing;
mod pipeline;
mod renderer;
mod surface;
mod swapchain;
mod sync;
pub mod vertex;
/// The maximum number of frames that can be processed by the GPU and CPU simultaneously.
pub const MAX_FRAMES_IN_FLIGHT: usize = 3;

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@ -1,28 +1,13 @@
// SPDX-License-Identifier: AGPL-3.0-only
//! Cubic greedy mesher: converts a dense voxel [`Chunk`] into renderer geometry.
//!
//! Exposed voxel faces are merged into the largest possible axis-aligned
//! rectangles before emission. The output is visually identical to a naive
//! per-face emitter (same faces, colours, and world positions) but carries far
//! fewer vertices and indices: a flat `CHUNK_SIZE`×`CHUNK_SIZE` surface becomes a
//! single quad rather than one quad per voxel.
//!
//! This is the **cubic** meshing path only. It is a pure `chunk → (vertices,
//! indices)` function and makes no assumption of being the sole mesher, so a
//! merged-granular mesher can coexist for softer materials.
//!
//! Out-of-chunk neighbours are treated as air, so every face on a chunk boundary
//! is emitted. Cross-chunk face culling is a separate concern layered on top.
use crate::mesh::Vertex;
use crate::vertex::Vertex;
use shared::world::{BlockId, CHUNK_SIZE, Chunk};
/// The signed direction a face points along one of the three axes.
///
/// 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.
/// 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.
#[derive(Copy, Clone, PartialEq, Eq)]
enum FaceDir {
/// Points toward increasing X.
@ -40,11 +25,6 @@ enum FaceDir {
}
/// Identifies whether two faces are mergeable.
///
/// Two faces merge only if every attribute a vertex carries is identical. Colour
/// currently depends only on [`FaceDir`], but keying additionally on [`BlockId`]
/// keeps the merge correct once per-material colours are introduced: two distinct
/// block types will not silently coalesce into one quad.
#[derive(Copy, Clone, PartialEq, Eq)]
struct FaceKey {
/// The material of the voxel owning the face.
@ -55,8 +35,7 @@ struct FaceKey {
/// Returns the flat RGB colour for a face pointing in `dir`.
///
/// The values reproduce the previous per-face emitter exactly so the rendered
/// output is unchanged.
/// The values reproduce the previous per-face emitter exactly so the rendered output is unchanged.
const fn color_of(dir: FaceDir) -> [f32; 3] {
match dir {
FaceDir::PosY => [0.2, 0.8, 0.2],
@ -77,9 +56,7 @@ const fn coord(i: usize) -> f32 {
/// Meshes `chunk` into GPU vertices and triangle indices via greedy merging.
///
/// 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.
/// 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.
#[must_use]
#[expect(
clippy::too_many_lines,
@ -88,8 +65,7 @@ const fn coord(i: usize) -> f32 {
pub fn generate_mesh(chunk: &Chunk) -> (Vec<Vertex>, Vec<u32>) {
let mut vertices = Vec::new();
let mut indices = Vec::new();
// 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.
// 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.
let mut mask = vec![None; CHUNK_SIZE * CHUNK_SIZE];
// +Y (top): slice = y, mask u = x, mask v = z.
@ -259,11 +235,7 @@ pub fn generate_mesh(chunk: &Chunk) -> (Vec<Vertex>, Vec<u32>) {
/// Runs one directional meshing pass over all `CHUNK_SIZE` slices.
///
/// `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`.
/// `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`.
fn run_pass(
mask: &mut [Option<FaceKey>],
vertices: &mut Vec<Vertex>,
@ -291,11 +263,7 @@ fn run_pass(
/// Greedily covers the exposed cells of `mask` with maximal rectangles.
///
/// 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.
/// 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.
fn merge_mask(
mask: &mut [Option<FaceKey>],
mut emit: impl FnMut(FaceKey, usize, usize, usize, usize),
@ -337,8 +305,7 @@ fn merge_mask(
/// Appends one quad (four vertices, six indices) with the given corners and colour.
///
/// Indices wind the two triangles as `[base, base+1, base+2, base+2, base+3,
/// base]`, matching the corner ordering supplied by the caller.
/// Indices wind the two triangles as `[base, base+1, base+2, base+2, base+3, base]`, matching the corner ordering supplied by the caller.
fn push_quad(
vertices: &mut Vec<Vertex>,
indices: &mut Vec<u32>,

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@ -3,7 +3,7 @@
//! Graphics pipeline creation and shader management.
use crate::error::RendererError;
use crate::mesh::Vertex;
use crate::vertex::Vertex;
use ash::{Device, vk};
use std::io::Cursor;

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@ -2,7 +2,7 @@
use crate::sync::SyncPrimitives;
use crate::{create_depth_resources, create_gpu_buffer, swapchain};
use crate::{error::RendererError, frustum::Frustum, mesh::Vertex};
use crate::{error::RendererError, frustum::Frustum, vertex::Vertex};
use ash::{Device, Instance, khr, vk};
use gpu_allocator::vulkan::{Allocation, Allocator};
use std::collections::HashMap;