bug fixes, faster node texture shift, loading +z not working (0,0,2 chunk loading only one line)
This commit is contained in:
+18
-21
@@ -7,6 +7,7 @@ use winit::event::Event;
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use player::Player;
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use player::Player;
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use world::World;
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use world::World;
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const RENDER_DIST: i32 = 1;
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pub enum GameState {
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pub enum GameState {
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Paused,
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Paused,
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@@ -34,9 +35,9 @@ impl Game {
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};
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};
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// Preload chunks around player
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// Preload chunks around player
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for x in -2..2 {
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for x in -RENDER_DIST..RENDER_DIST+1 {
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for z in -2..2 {
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for z in -RENDER_DIST..RENDER_DIST+1 {
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let pos = Vector3{x, y: 00, z};
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let pos = Vector3{x, y: 0, z};
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if instance.world.load_chunk(pos) {
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if instance.world.load_chunk(pos) {
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let chunk = instance.world.get_chunk(&pos).unwrap();
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let chunk = instance.world.get_chunk(&pos).unwrap();
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chunk.write_to(renderer, pos * world::chunk::SIZE as i32);
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chunk.write_to(renderer, pos * world::chunk::SIZE as i32);
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@@ -81,36 +82,32 @@ impl Game {
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if self.prev_chunk_pos == None || self.prev_chunk_pos != Some(chunk_pos) {
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if self.prev_chunk_pos == None || self.prev_chunk_pos != Some(chunk_pos) {
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renderer.get_ui().set_text("World", 2, format!("Chunk: {}, {}, {}", chunk_pos.x, chunk_pos.y, chunk_pos.z));
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renderer.get_ui().set_text("World", 2, format!("Chunk: {}, {}, {}", chunk_pos.x, chunk_pos.y, chunk_pos.z));
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// Shift world
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let dir = chunk_pos - self.prev_chunk_pos.unwrap_or(chunk_pos); //TODO: clamp to -1,1
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let dir = chunk_pos - self.prev_chunk_pos.unwrap_or(chunk_pos); //TODO: clamp to -1,1
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if dir.x != 0 || dir.y != 0 || dir.z != 0 {
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// Shift world
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renderer.shift(dir * world::chunk::SIZE as i32);
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renderer.shift(dir * world::chunk::SIZE as i32);
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// Load chunks at the edge
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// Load chunks at the edge
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let center = chunk_pos.clone() + 2*dir;
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let center = chunk_pos.clone() + RENDER_DIST*dir;
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let mask = Vector3{x: dir.x.abs(), y: dir.y.abs(), z: dir.z.abs()};
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let mask = Vector3{x: dir.x.abs(), y: dir.y.abs(), z: dir.z.abs()};
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println!("Load at {:?}", center);
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println!("Load at {:?}", center);
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for a in -2..3 {
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let pos = center; //+ Vector3{x: mask.z*a, y: 0, z: mask.x*a};
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let pos = center + Vector3{x: mask.z*a, y: 0, z: mask.x*a};
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self.world.load_chunk(pos);
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self.world.load_chunk(pos);
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let chunk = self.world.get_chunk(&pos).unwrap();
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let chunk = self.world.get_chunk(&pos).unwrap();
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chunk.write_to(renderer, pos * world::chunk::SIZE as i32);
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chunk.write_to(renderer, pos * world::chunk::SIZE as i32);
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// for a in -RENDER_DIST..RENDER_DIST+1 {
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// let pos = center; //+ Vector3{x: mask.z*a, y: 0, z: mask.x*a};
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// self.world.load_chunk(pos);
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// let chunk = self.world.get_chunk(&pos).unwrap();
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// chunk.write_to(renderer, pos * world::chunk::SIZE as i32);
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// }
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}
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}
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//println!("Writing chunk to {:?}", pos * world::chunk::SIZE as i32);
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// for i in -2..2 {
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// }
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// if self.world.load_chunk(chunk_pos) {
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// let chunk = self.world.get_chunk(&chunk_pos).unwrap();
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// chunk.write_to(renderer, chunk_pos * world::chunk::SIZE as i32);
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// println!("Writing chunk to {:?}", chunk_pos * world::chunk::SIZE as i32);
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// }
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self.prev_chunk_pos = Some(chunk_pos);
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self.prev_chunk_pos = Some(chunk_pos);
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}
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}
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}
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}
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@@ -2,12 +2,13 @@ use std::time::Instant;
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use byteorder::{ByteOrder, LittleEndian};
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use byteorder::{ByteOrder, LittleEndian};
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use std::convert::TryInto;
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use std::convert::TryInto;
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use cgmath::Vector3;
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use cgmath::Vector3;
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use std::cmp::{min, max};
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use crate::game::world::block::WorldBlock;
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use crate::game::world::block::WorldBlock;
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//note: remember to update in main.frag
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//note: remember to update in main.frag
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pub const BLOCK_SIZE : usize = 32; // 32x32x32 block size
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pub const BLOCK_SIZE : usize = 32; // 32x32x32 block size
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pub const BLOCK_TEX_SIZE : usize = 40; // number of blocks in texture (32^3 = 1GB, 40^3 = 2GB)
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pub const BLOCK_TEX_SIZE : usize = 40; // number of blocks in texture (32^3 = 1GB, 40^3 = 2GB)
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pub const NODE_TEX_SIZE: usize = 128; // 32x32x32 nodes in texture
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pub const NODE_TEX_SIZE: usize = 64; // 32x32x32 nodes in texture
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const BLOCK_SIZE_QB: usize = BLOCK_SIZE*BLOCK_SIZE*BLOCK_SIZE;
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const BLOCK_SIZE_QB: usize = BLOCK_SIZE*BLOCK_SIZE*BLOCK_SIZE;
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const BLOCK_TEX_SIZE_SQ: usize = BLOCK_TEX_SIZE*BLOCK_TEX_SIZE;
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const BLOCK_TEX_SIZE_SQ: usize = BLOCK_TEX_SIZE*BLOCK_TEX_SIZE;
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@@ -20,6 +21,7 @@ pub struct ContentStats {
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pub block_tex_size: f64, // MB
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pub block_tex_size: f64, // MB
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pub block_tex_used: f64, // MB
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pub block_tex_used: f64, // MB
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pub block_count: u64, // amount
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pub block_count: u64, // amount
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pub block_freed: u64, // amount
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pub block_used: u64, // amount
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pub block_used: u64, // amount
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}
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}
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@@ -27,6 +29,7 @@ pub struct Content {
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node_buffer: Box<[u32]>,
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node_buffer: Box<[u32]>,
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node_texture: wgpu::Texture,
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node_texture: wgpu::Texture,
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node_dirty: bool,
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node_dirty: bool,
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block_freed: Vec<u32>,
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block_freeidx: usize,
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block_freeidx: usize,
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block_texture: wgpu::Texture,
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block_texture: wgpu::Texture,
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pub bind_layout: wgpu::BindGroupLayout,
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pub bind_layout: wgpu::BindGroupLayout,
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@@ -85,26 +88,29 @@ impl Content {
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// Done
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// Done
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let block_freeidx = 0;
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let block_freeidx = 0;
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Self { node_buffer, node_dirty: false, node_texture, block_freeidx, block_texture, bind_layout, bind_group }
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let node_dirty = false;
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let block_freed = Vec::new();
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Self { node_buffer, node_dirty, block_freed, node_texture, block_freeidx, block_texture, bind_layout, bind_group }
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}
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}
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pub fn stats(&self) -> ContentStats {
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pub fn stats(&self) -> ContentStats {
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const TO_MB: f64 = 1.0 / (1024.0 * 1024.0);
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const TO_MB: f64 = 1.0 / (1024.0 * 1024.0);
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let block_used = self.block_freeidx as u64;
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let block_used = self.block_freeidx as u64;
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let block_freed = self.block_freed.len() as u64;
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let block_count = BLOCK_TEX_SIZE_QB as u64;
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let block_count = BLOCK_TEX_SIZE_QB as u64;
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let node_tex_size = (NODE_TEX_SIZE_QB*4) as f64 * TO_MB;
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let node_tex_size = (NODE_TEX_SIZE_QB*4) as f64 * TO_MB;
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let block_tex_used = (block_used * BLOCK_SIZE_QB as u64) as f64 * TO_MB;
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let block_tex_used = (block_used * BLOCK_SIZE_QB as u64) as f64 * TO_MB;
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let block_tex_size = (BLOCK_TEX_SIZE_QB*BLOCK_SIZE_QB) as f64 * TO_MB;
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let block_tex_size = (BLOCK_TEX_SIZE_QB*BLOCK_SIZE_QB) as f64 * TO_MB;
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ContentStats { node_tex_size, block_tex_size, block_tex_used, block_count, block_used }
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ContentStats { node_tex_size, block_tex_size, block_tex_used, block_count, block_freed, block_used }
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}
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}
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pub fn write(&mut self, queue: &wgpu::Queue, block_pos: &Vector3<i32>, block: &WorldBlock) {
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pub fn write(&mut self, queue: &wgpu::Queue, block_pos: &Vector3<i32>, block: &WorldBlock) {
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// 0,0 at node buffer center
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// 0,0 at node buffer center
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let half = (NODE_TEX_SIZE / 2);
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let half = NODE_TEX_SIZE / 2;
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let block_pos = block_pos + &Vector3{x: half as i32, y: half as i32, z: half as i32};
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let block_pos = block_pos + &Vector3{x: half as i32, y: half as i32, z: half as i32};
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// Get node
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// Get node
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@@ -113,11 +119,16 @@ impl Content {
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// Allocate new block
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// Allocate new block
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if value == 0 {
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if value == 0 {
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// Reuse freed if available, allocate new if not
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if let Some(idx) = self.block_freed.pop() {
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value = idx as usize;
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} else {
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value = self.block_freeidx + 1;
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value = self.block_freeidx + 1;
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}
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// Assign
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self.node_buffer[index] = value as u32;
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self.node_buffer[index] = value as u32;
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self.block_freeidx = value;
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self.block_freeidx = value;
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//println!("Alloc: {}", value);
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// Mark node buffer as dirty
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// Mark node buffer as dirty
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self.node_dirty = true;
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self.node_dirty = true;
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}
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}
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@@ -133,8 +144,6 @@ impl Content {
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let block_size = wgpu::Extent3d{ width: BLOCK_SIZE as u32, height: BLOCK_SIZE as u32, depth: BLOCK_SIZE as u32 };
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let block_size = wgpu::Extent3d{ width: BLOCK_SIZE as u32, height: BLOCK_SIZE as u32, depth: BLOCK_SIZE as u32 };
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let block_bytes : [u8;BLOCK_SIZE*BLOCK_SIZE*BLOCK_SIZE] = block.materials[..].try_into().unwrap();
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let block_bytes : [u8;BLOCK_SIZE*BLOCK_SIZE*BLOCK_SIZE] = block.materials[..].try_into().unwrap();
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//println!("Y: {} Z: {}", y, z);
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// Write block
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// Write block
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queue.write_texture(
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queue.write_texture(
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wgpu::TextureCopyView { texture: &self.block_texture, mip_level: 0, origin: block_origin }, &block_bytes,
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wgpu::TextureCopyView { texture: &self.block_texture, mip_level: 0, origin: block_origin }, &block_bytes,
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@@ -145,25 +154,18 @@ impl Content {
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pub fn shift(&mut self, offset: &Vector3<i32>) {
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pub fn shift(&mut self, offset: &Vector3<i32>) {
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let timer = Instant::now();
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let timer = Instant::now();
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let mut result = vec![0_u32; self.node_buffer.len()].into_boxed_slice();
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let mut result = vec![0_u32; self.node_buffer.len()].into_boxed_slice();
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let ox = offset.x;
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let (ox, oy, oz) = (offset.x, offset.y, offset.z);
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let oy = offset.y;
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let oz = offset.z;
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let size = NODE_TEX_SIZE as i32;
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let size = NODE_TEX_SIZE as i32;
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for x0 in 0..size {
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let a = max(0, -oz);
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let x1 = x0+ox;
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let b = min(size-oz, size);
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if x1 < 0 || x1 >= size { continue; }
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println!("from {} to {}", a, b);
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for y0 in 0..size {
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for x in max(0, -ox)..min(size-ox, size) {
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let y1 = y0+oy;
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for y in max(0, -oy)..min(size-oy, size) {
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if y1 < 0 || y1 >= size { continue; }
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for z in max(0, -oz)..min(size-oz, size) {
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let idx0 = x + size * (y + size * z);
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for z0 in 0..size {
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let idx1 = (x+ox) + size * ((y+oy) + size * (z+oz));
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let z1 = z0+oz;
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if z1 < 0 || z1 >= size { continue; }
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let idx0 = x0 + size * (y0 + size * z0);
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let idx1 = x1 + size * (y1 + size * z1);
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result[idx1 as usize] = self.node_buffer[idx0 as usize];
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result[idx1 as usize] = self.node_buffer[idx0 as usize];
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}
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}
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}
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}
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+7
-1
@@ -150,7 +150,13 @@ impl Renderer {
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// Stats
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// Stats
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let content_stats = self.buffers.content.stats();
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let content_stats = self.buffers.content.stats();
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self.ui.set_text("Renderer", 0, format!("Nodes: {}MB", content_stats.node_tex_size));
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self.ui.set_text("Renderer", 0, format!("Nodes: {}MB", content_stats.node_tex_size));
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self.ui.set_text("Renderer", 1, format!("Blocks: {} / {} MB ({}/{})", content_stats.block_tex_used, content_stats.block_tex_size, content_stats.block_used, content_stats.block_count));
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self.ui.set_text("Renderer", 1, format!("Blocks: {} / {} MB ({} -{} / {})",
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content_stats.block_tex_used,
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content_stats.block_tex_size,
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content_stats.block_used,
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content_stats.block_freed,
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content_stats.block_count
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));
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// Return ok
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// Return ok
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Ok(())
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Ok(())
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@@ -22,7 +22,7 @@ impl RendererView for Renderer {
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fn shift(&mut self, offset: Vector3<i32>) {
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fn shift(&mut self, offset: Vector3<i32>) {
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self.buffers.content.shift(&-offset);
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self.buffers.content.shift(&-offset);
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self.world_offset -= offset;
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self.world_offset -= offset;
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//println!("World shifted by {:?}. World offset is now {:?}", offset, self.world_offset);
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println!("World shifted by {:?}. World offset is now {:?}", offset, self.world_offset);
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}
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}
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fn get_camera_transform(&mut self) -> &mut dyn CameraTransform {
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fn get_camera_transform(&mut self) -> &mut dyn CameraTransform {
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@@ -21,7 +21,7 @@ layout(set=2, binding=0) uniform Materials { Material _Materials[256]; };
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// Defines
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// Defines
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#define EPSILON 0.00000001
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#define EPSILON 0.00000001
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#define SCALE 1.0
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#define SCALE 1.0
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#define NODE_TEX_SIZE 128
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#define NODE_TEX_SIZE 64
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#define BLOCK_TEX_SIZE 40
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#define BLOCK_TEX_SIZE 40
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#define BLOCK_SIZE 32
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#define BLOCK_SIZE 32
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Reference in New Issue
Block a user