mgecumshooter/esotera
deleted dead code
Commit 7542961a9ef6 · mgecumshooter · 2026-10-21 18:10 +0300
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Diff
diff --git a/src/chunk/mod.rs b/src/chunk/mod.rs
--- a/src/chunk/mod.rs
+++ b/src/chunk/mod.rs
@@ -2,14 +2,12 @@
use super::rlb;
use rlb::{
prelude::*,
- // core::*,
- // consts::*,
};
use std::fs;
// internal deps
use crate::util::*;
-use crate::voxel::{self, VOXEL_SIZE, Voxel};
+use crate::voxel::{VOXEL_SIZE, Voxel};
// constants
pub const CHUNK_SIZE: usize = 32;
@@ -79,7 +77,7 @@
cos_angle.acos() <= half_fov + angular_margin
}
- pub fn generate_mesh(&mut self, rl: &RaylibThread) {
+ pub fn generate_mesh(&mut self) {
let mut vertices: Vec<Vector3> = Vec::new();
let mut normals: Vec<Vector3> = Vec::new();
let mut indices: Vec<u16> = Vec::new();
@@ -410,34 +408,6 @@
false
}
- // renders chunk; MUST be used inside raylib's draw function
- pub fn draw(
- &self,
- ctx: &mut RaylibMode3D<'_, RaylibTextureMode<'_, RaylibDrawHandle<'_>>>,
- ) -> &Self {
- for x in 0..CHUNK_SIZE {
- for y in 0..CHUNK_SIZE {
- for z in 0..CHUNK_SIZE {
- if let Some(Voxel::Air) = self.get_voxel(x, y, z) {
- continue;
- }
-
- if self.is_exposed(x, y, z) {
- ctx.draw_cube(
- self.chunk_pos * CHUNK_SIZE as f32
- + Vector3::new(x as f32, y as f32, z as f32),
- voxel::VOXEL_SIZE as f32,
- voxel::VOXEL_SIZE as f32,
- voxel::VOXEL_SIZE as f32,
- rlb::color::Color::GRAY,
- );
- }
- }
- }
- }
- self
- }
-
pub fn save(&self) {
let dir = "saves";
let _ = fs::create_dir_all(dir);
diff --git a/src/main.rs b/src/main.rs
--- a/src/main.rs
+++ b/src/main.rs
@@ -31,7 +31,7 @@
rl.set_trace_log(TraceLogLevel::LOG_WARNING);
// shader stuff
- let mut shader = rl
+ let shader = rl
.load_shader(
&rl_thd,
Some("shaders/vert.glsl"),
@@ -47,28 +47,12 @@
let loc_tan = post_shader.get_shader_location("tan_half_fov");
let loc_asp = post_shader.get_shader_location("aspect");
- // assert!(depth_loc >= 0, "Uniform depth_tex not found: {}", depth_loc);
- // assert!(
- // normal_loc >= 0,
- // "Uniform normal_tex not found: {}",
- // normal_loc
- // );
-
- // let mut rend_tex = rl.load_render_texture
- // (&rl_thd, rl.get_render_width() as u32, rl.get_render_height() as u32).unwrap();
-
let mut chunk_material = rl.load_material_default(&rl_thd);
let (mut rend_tex, mut normal_tex_id) =
load_depth_tex(rl.get_render_width(), rl.get_render_height());
unsafe {
*chunk_material.shader_mut() = shader.make_weak();
}
- // chunk_material.set_shader(&shader);
-
- // chunks
- // let test_chunk = Chunk::new(Vector3::zero());
-
- // let test2 = [&test_chunk];
let mut world = World::new(5);
@@ -80,7 +64,7 @@
// main game loop
while !rl.window_should_close() {
world.load_around_player(plr.get_eye_pos());
- world.update_chunks(&rl_thd);
+ world.update_chunks();
let active_chunks: Vec<&Chunk> = world.chunks.values().collect();
plr.update(&rl, &active_chunks);
@@ -93,8 +77,6 @@
unsafe { rlb::ffi::rlUnloadTexture(normal_tex_id) };
(rend_tex, normal_tex_id) =
load_depth_tex(rl.get_render_width(), 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();
}
post_shader.set_shader_value(loc_tan, (cam.fovy.to_radians() * 0.5).tan());
diff --git a/src/util/mod.rs b/src/util/mod.rs
--- a/src/util/mod.rs
+++ b/src/util/mod.rs
@@ -1,7 +1,5 @@
use super::rlb;
use rlb::prelude::*;
-use sola_raylib::ffi::rlActiveDrawBuffers;
-// use rlb::core::*;
pub struct Cube {
pub width: f32,
diff --git a/src/world/mod.rs b/src/world/mod.rs
--- a/src/world/mod.rs
+++ b/src/world/mod.rs
@@ -15,16 +15,16 @@
}
}
- pub fn update_chunks(&mut self, rl: &RaylibThread) {
+ pub fn update_chunks(&mut self) {
const CHUNK_PER_FRAME: usize = 2;
let mut processed = 0;
- for (_, mut chunk) in &mut self.chunks {
+ for (_, chunk) in &mut self.chunks {
if processed >= CHUNK_PER_FRAME {
break;
}
if chunk.dirty {
- chunk.generate_mesh(rl);
+ chunk.generate_mesh();
chunk.dirty = false;
processed += 1;
}
@@ -72,7 +72,7 @@
}
}
for coords in to_unload {
- if let Some(mut chunk) = self.chunks.remove(&coords) {
+ if let Some(chunk) = self.chunks.remove(&coords) {
chunk.save();
}
}