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Commit 433152b75705 · silentevermore · 2026-10-20 20:05 +0300

Changeset
433152b757058cc05653338797efe2e5a16e4dea
Parents
10:d3e02c9e4e27

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Diff

diff --git a/src/main.rs b/src/main.rs
--- a/src/main.rs
+++ b/src/main.rs
@@ -1,12 +1,12 @@
 // external  deps
+use rlb::prelude::*;
 use sola_raylib as rlb;
-use rlb::prelude::*;
 
 // modules declarations
 mod chunk;
-mod voxel;
 mod player;
 mod util;
+mod voxel;
 mod world;
 
 // internal modules
@@ -15,32 +15,38 @@
 use util::Cube;
 use world::*;
 
-
 fn main() {
-    let (mut rl, rl_thd) = rlb::init()
-        .size(800, 600)
-        .title("ESOTERA")
-        .vsync()
-        .build();
+    let (mut rl, rl_thd) = rlb::init().size(800, 600).title("ESOTERA").vsync().build();
 
     let mut cam = Camera3D::perspective(
         Vector3::new(0f32, 1f32, 10f32),
         Vector3::new(0f32, 0f32, 0f32),
         Vector3::new(0f32, 1f32, 0f32),
-        90f32
+        90f32,
     );
 
     rl.hide_cursor();
     rl.disable_cursor();
 
+    // shader stuff
+    let mut shader = rl
+        .load_shader(
+            &rl_thd,
+            Some("shaders/vert.glsl"),
+            Some("shaders/frag.glsl"),
+        )
+        .unwrap();
+    let mut post_shader = rl
+        .load_shader(&rl_thd, None, Some("shaders/post.glsl"))
+        .unwrap();
+    let mut rend_tex = rl
+        .load_render_texture(
+            &rl_thd,
+            rl.get_render_width() as u32,
+            rl.get_render_height() as u32,
+        )
+        .unwrap();
 
-    // shader stuff
-    let mut shader = rl.load_shader(&rl_thd, Some("shaders/vert.glsl"), Some("shaders/frag.glsl")).unwrap();
-    let mut post_shader = rl.load_shader(&rl_thd, None, Some("shaders/post.glsl")).unwrap();
-    let mut rend_tex = rl.load_render_texture
-	(&rl_thd, rl.get_render_width() as u32, rl.get_render_height() as u32).unwrap();
-
-    
     // chunks
     // let test_chunk = Chunk::new(Vector3::zero());
 
@@ -49,59 +55,67 @@
     let mut world = World::new(2);
 
     let mut plr = Player::new(
-	Vector3::new(0f32, 10f32, 0f32),
-	Cube::new(
-	    Vector3::new(5f32, 10f32, 5f32),
-	),
+        Vector3::new(0f32, 10f32, 0f32),
+        Cube::new(Vector3::new(5f32, 10f32, 5f32)),
     );
 
-
     // main game loop
     while !rl.window_should_close() {
-	world.update_around_player(plr.get_eye_pos());
+        world.update_around_player(plr.get_eye_pos());
+
+        let active_chunks: Vec<&Chunk> = world.chunks.values().collect();
+        plr.update(&rl, &active_chunks);
+        plr.apply_to_camera(&mut cam);
 
-	let active_chunks: Vec<&Chunk> = world.chunks.values().collect();
-	plr.update(&rl, &active_chunks);
-	plr.apply_to_camera(&mut cam);
-
-	
-        if rend_tex.width() != rl.get_render_width() || rend_tex.height() != rl.get_render_height() {
-            rend_tex = rl.load_render_texture
-		(&rl_thd, rl.get_render_width() as u32, rl.get_render_height() as u32).unwrap();
+        if rend_tex.width() != rl.get_render_width() || rend_tex.height() != rl.get_render_height()
+        {
+            rend_tex = rl
+                .load_render_texture(
+                    &rl_thd,
+                    rl.get_render_width() as u32,
+                    rl.get_render_height() as u32,
+                )
+                .unwrap();
         }
 
-	rl.draw(&rl_thd, |mut d| {
+        rl.draw(&rl_thd, |mut d| {
             d.draw_texture_mode(&rl_thd, &mut rend_tex, |mut tx| {
                 tx.clear_background(Color::new(30, 30, 30, 255));
                 tx.draw_mode3D(cam, |mut d3, _| {
                     d3.draw_grid(100, 1f32);
                     d3.draw_shader_mode(&mut shader, |mut shd| {
                         // test_chunk.draw(&mut shd);
-			for chunk in world.chunks.values() {
-			    chunk.draw(&mut shd);
-			}
+                        for chunk in world.chunks.values() {
+                            chunk.draw(&mut shd);
+                        }
                     });
                 });
             });
             d.draw_shader_mode(&mut post_shader, |mut shd| {
-                shd.draw_texture_rec(&rend_tex, Rectangle{
-                    x: 0f32,
-                    y: 0f32,
-                    width: rend_tex.texture().width as f32,
-                    height: -rend_tex.texture().height as f32
-                }, Vector2::zero(), Color::WHITE);
+                shd.draw_texture_rec(
+                    &rend_tex,
+                    Rectangle {
+                        x: 0f32,
+                        y: 0f32,
+                        width: rend_tex.texture().width as f32,
+                        height: -rend_tex.texture().height as f32,
+                    },
+                    Vector2::zero(),
+                    Color::WHITE,
+                );
             });
-	    d.draw_text(
-		&format!("x: {:.2}, y: {:.2}, z: {:.2}",
-			 plr.get_eye_pos().x,
-			 plr.get_eye_pos().y,
-			 plr.get_eye_pos().z,
-		),
-		0,
-		0,
-		20,
-		Color::WHITE
-	    );
+            d.draw_text(
+                &format!(
+                    "x: {:.2}, y: {:.2}, z: {:.2}",
+                    plr.get_eye_pos().x,
+                    plr.get_eye_pos().y,
+                    plr.get_eye_pos().z,
+                ),
+                0,
+                0,
+                20,
+                Color::WHITE,
+            );
         });
     }
 }