Refactor the chunk builder to use multithreading on native, but no threads on
wasm, at least until we have web workers or wasm threads. With this change
and the shader fix, chunks now render on Chrome (albeit with no textures).
Another step towards 🕸️ Web support #446.
* Single-threaded chunk builder
* shaders: chunk_frag: consistently enable outputs, fixes GL_INVALID_OPERATION on WebGL
On the web, we have a separate render_loop (for window.requestAnimationFrame)
and events_loop (for winit/window events), so `game` and `ui_container` are shared
using an `Rc<RefCell>`, and `winit_window` as well for wasm only (on native,
`glutin_window` which provides access to the winit window is used instead).
With these changes, events (hover, click, etc.) and rendering now work in the web.
Another step towards 🕸️ Web support (#446)
* wasm: enable events loop
* Use Rc<RefCell>'s for winit_window
* Use Rc<RefCell> for game and ui_container
* main: disable set_cursor_grab() call on wasm to get further until Pointer Lock is available
At this point, the UI renders in the browser through WebGL, with no GL errors.
Progress towards #446🕸️ Web support
* main: enable render loop on wasm, disable events_loop on wasm for now
Allow for testing rendering on WebGL
* chunk_builder: disable on wasm due to no threads on wasm
Chunks will not be correctly rendered, but other parts of the program now can be tested instead of crashing in std::thread
* chunk_frag: glBindFragDataLocation is only on native, WebGL 2 uses in-shader specification layout(location=), which works on native in OpenGL 4.1 but we're on OpenGL 3.2 - see https://www.khronos.org/opengl/wiki/Fragment_Shader#Output_buffers
* std_or_web: always fail File::open() to avoid servers.json empty string JSON parse failing
* www: update installation instructions
* render: fix apparent TEXTURE_MAX_LEVEL -> TEXTURE_MAG_FILTER typo
* render: correct type for internalFormat DEPTH_COMPONENT24
Valid combinations of format, type, and internalFormat are listed at https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf#page=124&zoom=100,168,206. We had UNSIGNED_BYTE for DEPTH_COMPONENT24, but only UNSIGNED_INT is a valid type for this internal format.
Fixes texImage: Mismatched internalFormat and format/type: 0x81a6 and 0x1902/0x1401
and fixes the subsequent GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT error.
* render: gl::MULTISAMPLE (0x809d) is not available on WebGL
Fixes WebGL warning: enabled: cap: Invalid enum value <enum 0x809d> 0.bootstrap.js line 11 > eval:851:21
* gl: replace set_float_multi_raw with a safer set_float_multi
Removes use of passing raw pointers in set_float_multi_raw parameters
Instead, casts raw pointers to flatten, similar to set_matrix_multi
Fixes uniform setter: (uniform colorMul[0]) values length (1) must be a positive integer multiple of size of <enum 0x8b52>.
* render: model: send BYTE to id attrib, fixes type mismatch
Fixes drawElementsInstanced: Vertex attrib 0 requires data of type INT, but is being supplied with type UINT
* Add getrandom with js feature for JavaScript web compatibility
* Update to rand 0.8.0, closes#440
* Update to rand_pcg 0.3.0, closes#434
* Update rsa_public_encrypt_pkcs1 to 0.3.0, updates rand 0.8.0
Replace std::time with the `instant` crate, which bridges to std::time on
native but on wasm calls performance.now() instead of panicking.
A step towards 🕸️ Web support #446
* logo: replace SystemTime/UNIX_EPOCH with Instant
Steven used multisampled textures from the beginning, but this caused
incompatibilities: https://github.com/Thinkofname/steven/issues/74.
Subsequently fixed by increasing the number of samples, but increasing
it beyond the limit caused more incompatibilities, so it was clamped to
the maximum samples reported as supported by the system.
Fast-forward to now, as part of adding WebGL support (#446), the use of
multisampled textures via the glTexImage2DMultisample() call is
unsupported on this platform. Replace the following:
* glTexImage2DMultisample -> glTexImage2D
* TEXTURE_2D_MULTISAMPLE -> TEXTURE_2D
* sampler2DMS -> sampler2D
This disables the custom multisampling anti-aliasing algorithm (MSAA)
implemented in the chunk fragment shader, increasing compatibility:
* Update to glow release, remove image_2d_sample()
MSAA may be added back at a later date using multisampled renderbuffers
instead, see #442.
A small step for #446🕸️ Web support, use web-sys to interface to the web.
Previously, we would try to use glutin on the web, which is not supported;
now glutin is only used on native: fixes#171 could not find Context in platform_impl.
winit is still used on both, but the GL context is created with web-sys and glow
(on the web), and created with glutin and used with glow (on native). stdweb is
no longer used, being replaced by web-sys.
Substantial refactoring to allow reusing the code between web/native:
* settings: use VirtualKeyCode from winit, not reexported from glutin
* std_or_web: remove broken localstoragefs/stdweb, add File placeholder
* render: disable skin_thread on wasm since we don't have threads
* gl: use glow types in gl wrapper (integers in native, but Web*Key in web)
* gl: web-sys WebGlUniformLocation does not implement Copy trait, so glow::UniformLocation doesn't so gl::Uniform can't
* gl: refactor context initialization, pass glow::Context to gl::init for consistency between native/web
* gl: update to glow with panicking tex_image_2d_multisample web-sys wrapper
* glsl: use shader version in GLSL for WebGL 2 and OpenGL 3.2
* shaders: add explicit float/int type conversions, required for WebGL
* shaders: specify mediump precision, required for WebGL
* shaders: specify fragment shader output locations for WebGL
* main: refactor handle_window_event to take a winit window, not glutin context
* main: handle resize outside of handle_window_event since it updates the glutin window (the only event which does this)
* main: use winit events in handle_window_event not reexported glutin events
* main: refactor game loop handling into tick_all()
* main: create winit window for WebGL, and use winit_window from glutin
* main: restore console_error_panic_hook, mistakingly removed in (#260)
* main: remove force setting env RUST_BACKTRACE=1, no longer can set env on web
* www: index.js: fix wasm import path
* www: npm update, npm audit fix
* www: update readme to link to status on #446🕸️ Web support
Replaces the use of gl_generator with the glow wrapper:
* Add glow dependency, based on glow 0.6.1
* Pin version of glow fork for https://github.com/iceiix/glow/pull/1 until #442 renderbuffer
* Remove gl module, steven_gl
Porting details:
* Initialize glow in src/gl/mod.rs
* Call gl methods on glow context
* glow uses camelcase
* Import glow::HasContext trait, finds draw_elements etc.
* Fix mismatched types, glow uses Option and &str instead of raw pointers
* Fix uniform_location, glow already returns Some(u32)
* uniform_location: convert i32 to u32 for Uniform
* Fix attribute_location
* Fix shader creation Result u32 type
* Fix passing GLvoid and 2d/3d
* Fix missing Options type mismatches
* Offsets are i32 in glow, not GLvoid
* Fix clear_buffer using _f32_slice
* Delete methods are singular not plural
* glBufferData -> buffer_data_u8_slice
* buffer_sub_data_u8_slice
* Update more glow method wrapper names found by reviewing glow native platform
* Remove unused multi_draw_elements, can be replaced by draw_elements in a loop and it has no WebGL equivalent
* glow implements glMapBufferRange
* Remove unused read_buffer
* glow's deletes automatically pass 1 and take no reference
* shader_source() accepts &str directly; removes last of std::ptr
* Pass uniform Option<u32>
* Fix bool passing normalized parameter
* Fix draw_buffers parameter
* Stop unnecessarily returning context from gl::init
* Getting shader info is unsafe
* Unwrapping static mut is unsafe
* Use unsafe raw pointers for global mutable context
* Fix initializing GL objects wrappers from glow wrappers
* Unbinding framebuffers uses None
* Uppercase global to fix warning
* Shaders return Some instead of None
* Unbox the context to a raw pointer
* Use tex_image_2d_multisample added in glow fork
* Implement uniform_location, fixing unwrap None failed
* Add tex_sub_image_3d, using PixelUnpackData::Slice
* set_matrix4: transmute the Matrix4 since it is repr(C)
* get_pixels -> get_tex_image -> glGetTexImage, with PixelPackData::Slice
* Wrap sub_image_2d (glTexSubImage2D) and fix warnings
* Implement set_float_multi_raw and set_matrix4_multi, using from_raw_parts
* Update for ModifiersChanged event
* Consistently use logical position and size
CursorMoved gives us a PhysicalPosition, which needs to be converted
to LogicalPosition to properly track the mouse movement. Change the
width/height passed to be a LogicalSize instead of a PhysicalPosition,
matching the LogicalPosition.
Closes#425 build(deps): bump wasm-bindgen from 0.2.68 to 0.2.69
Closes#426 build(deps): bump structopt from 0.3.20 to 0.3.21
Closes#427 build(deps): bump serde_json from 1.0.59 to 1.0.60
Closes#428 build(deps): bump serde from 1.0.117 to 1.0.118
Closes#433 build(deps): bump reqwest from 0.10.9 to 0.10.10
Fixes#408 1.16.1: EntityEquipment_VarInt : Main thread panic: Failed to read all of packet 0x47, had 363 bytes left - enchants
Fixes#421 1.16.1: EntityEquipment_VarInt : Player heads break things. (Failed to read all of packet 0x47, had 1292 bytes left)
Bump cfg-if to 1.0.0 (closes#412)
Bump serde to 1.0.117 (closes#416)
Bump serde_json to 1.0.59 (closes#413)
Bump structopt to 0.3.20 (closes#414)
Bump flate2 to 1.0.19 (closes#420)
Bump reqwest to 0.10.9 (closes#423)
Adds support for 1.16.4 (754) / 1.16.3 (753) / 1.16.2 (751) protocols
* Update packet IDs and readme
* Add and handle ChunkData_Biomes3D_VarInt variant
* Support world chunk data padded bit map array
* Add and handle JoinGame_WorldNames_IsHard variant
* Add and handle MultiBlockChange_Packed variant
* Add UnlockRecipes_WithBlastSmoker variant
* Add SetDisplayedRecipe and SetRecipeBookState packets
Closes#372 bump log from 0.4.8 to 0.4.11
Closes#387 bump reqwest from 0.10.6 to 0.10.8
Closes#391 bump wasm-bindgen from 0.2.64 to 0.2.68
Closes#403 bump serde_json from 1.0.56 to 1.0.58
Closes#405 bump flate2 from 1.0.16 to 1.0.18
Closes#409 bump structopt from 0.3.15 to 0.3.19
* Minor change: Don't consume self when writing packet to a writer. Mutability is not affected.
* Further decrease packet write requirements
Co-authored-by: Terminator <terminator@nonexistent.com>
Consolidates the multitude of CI systems, replacing Azure, SourceHut, and
AppVeyor with GitHub Actions, which now also runs clippy and fmt. See #352
* Add task to run clippy
* Add task to check formatting
* Test on 1.44.1 toolchain
* Update readme: status badge and downloads on GitHub Actions
* Remove strip binary task, leave it unstripped to allow debugging for now
* Rename task to install dependencies
* Remove Azure Pipelines
* Remove sr.ht SourceHut CI
* Remove AppVeyor
Bump flate2 to 1.0.16, closes#350
Bump serde_json to 1.0.56, closes#349
Bump wasm-bindgen to 0.2.64, closes#348
gl: Bump libc to 0.2.71
protocol: Bump hex to 0.4.2
protocol: Bump aes to 0.4.0
protocol: Bump cfb8 to 0.4.0
protocol: Bump num-traits to 0.2.12
The server list ping response contains a base64-encoded favicon image,
which in pre-1.13 servers can have embedded newlines:
https://wiki.vg/Server_List_Ping#Response
> The favicon should be a PNG image that is Base64 encoded (without
> newlines: \n, new lines no longer work since 1.13) and prepended
> with data:image/png;base64,.
If this was the case, base64 decode would fail with a DecodeError,
similar to Invalid byte (76, 10). We now strip the whitespace, so the
base64 favicon can be decoded properly.
* Add first action
* Install libxcb-composite0-dev, fix job name
* Use apt-get instead of apt, more descriptive names for os-specific steps
* Also match .exe, thanks windows
* use upload-artifact v2
* Specifically pick out the binary for upload
* Fix step name
* Name binary after target os