fixed bug where world offset was applied to camera position delayed 1 frame
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+2
-2
@@ -53,7 +53,7 @@ impl Game {
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fn load_chunks(&mut self, renderer: &mut impl RendererView, chunk_pos: Vector3<i32>) {
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// Wait for previous chunks to be loaded before loading new ones
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//if !self.world.is_busy() {
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if !renderer.is_busy() {
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if self.prev_chunk_pos == None { self.prev_chunk_pos = Some(chunk_pos); }
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let prev_chunk_pos = self.prev_chunk_pos.unwrap();
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let mut dir = chunk_pos - prev_chunk_pos;
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@@ -77,7 +77,7 @@ impl Game {
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}
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self.prev_chunk_pos = Some(prev_chunk_pos+dir);
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//}
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}
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}
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pub fn update(&mut self, delta: f32, renderer: &mut impl RendererView) {
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@@ -22,7 +22,6 @@ pub struct World {
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data: WorldData,
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loader: ChunkLoader,
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chunks: HashMap<Vector3<i32>, WorldChunk>,
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busy: u32
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}
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impl World {
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@@ -32,24 +31,18 @@ impl World {
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data: WorldData { name: name.clone(), ..Default::default() },
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loader: ChunkLoader::new(name.clone()),
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chunks: HashMap::new(),
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busy: 0,
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};
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instance.load_metadata();
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instance.save_all();
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instance
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}
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pub fn is_busy(&self) -> bool {
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self.busy > 0
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}
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/*
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* Receives loaded chunks from ChunkLoader
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*/
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pub fn update(&mut self) {
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for (pos, chunk) in self.loader.receive() {
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self.chunks.insert(pos, chunk);
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self.busy -= 1;
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}
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}
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@@ -61,7 +54,6 @@ impl World {
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chunk.dirty = true;
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} else {
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self.loader.load(pos);
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self.busy += 1;
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}
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}
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@@ -17,8 +17,8 @@ pub struct Nodes {
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buffer: Box<[u32]>,
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offset: Vector3<i32>,
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dirty: bool,
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busy: bool,
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queue: Vec<Vector3<i32>>,
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shift: Option<Vector3<i32>>,
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working: bool,
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channel: (Sender<NodeBuffer>, Receiver<NodeBuffer>)
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}
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@@ -29,8 +29,9 @@ impl Nodes {
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buffer: vec![0_u32; NODE_TEX_SIZE_QB].into_boxed_slice(),
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offset: Vector3{x:0,y:0,z:0},
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dirty: false,
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busy: false,
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queue: Vec::new(),
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shift: None,
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working: false,
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channel: mpsc::channel()
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}
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}
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@@ -44,7 +45,7 @@ impl Nodes {
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}
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pub fn is_busy(&self) -> bool {
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self.busy
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self.shift != None
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}
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pub fn set_node(&mut self, index: usize, value: u32) {
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@@ -53,31 +54,24 @@ impl Nodes {
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}
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pub fn shift(&mut self, offset: &Vector3<i32>) {
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self.queue.push(*offset);
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if self.shift == None {
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self.shift = Some(*offset);
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} else {
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println!("Tried to shift while another shifin was in progress");
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}
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}
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pub fn update(&mut self, queue: &wgpu::Queue, texture: &wgpu::Texture) {
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// Receive work
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while let Ok(result) = self.channel.1.try_recv() {
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self.offset += result.0;
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self.buffer = result.1;
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self.busy = false;
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self.dirty = true;
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}
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// Check if there is some more work
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if !self.busy {
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if let Some(offset) = self.queue.pop() {
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self.busy = true;
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self.dirty = false;
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if !self.working {
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if let Some(offset) = self.shift {
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let source = self.buffer.clone();
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let tx = self.channel.0.clone();
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self.working = true;
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// Spawn worker
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thread::spawn(move || {
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println!("shift worker start: {:?}", offset);
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let size = NODE_TEX_SIZE as i32;
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let mut target = vec![0_u32; NODE_TEX_SIZE_QB].into_boxed_slice();
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let (ox, oy, oz) = (offset.x, offset.y, offset.z);
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@@ -95,11 +89,19 @@ impl Nodes {
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// Send result
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tx.send((offset, target)).unwrap();
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println!("shift worker done: {:?}", offset);
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});
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}
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}
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// Receive work
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while let Ok(result) = self.channel.1.try_recv() {
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self.offset += result.0;
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self.buffer = result.1;
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self.shift = None;
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self.dirty = true;
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self.working = false;
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}
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if self.dirty {
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self.dirty = false;
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+5
-6
@@ -112,6 +112,11 @@ impl Renderer {
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*/
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pub fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
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// Update content
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let timer = Instant::now();
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self.buffers.content.update(&self.queue);
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self.ui.set_text("Performance", 1, format!("Update content: {}ms", timer.elapsed().as_micros() as f64 / 1000.0));
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// Update uniform buffer
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let off = self.buffers.content.get_world_offset();
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let half = (buffers::nodes::NODE_TEX_SIZE / 2) as i32;
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@@ -120,12 +125,6 @@ impl Renderer {
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self.buffers.uniforms.values.update(&self.camera, cam_offset, self.start.elapsed().as_secs_f32());
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self.queue.write_buffer(&self.buffers.uniforms.buffer, 0, bytemuck::cast_slice(&[self.buffers.uniforms.values]));
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// Update content
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let timer = Instant::now();
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self.buffers.content.update(&self.queue);
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self.ui.set_text("Performance", 1, format!("Update content: {}ms", timer.elapsed().as_micros() as f64 / 1000.0));
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// Get next frame to render to
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let timer = Instant::now();
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let frame = self.swapchain.get_current_frame()?.output;
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