writing chunks instead of blocks
This commit is contained in:
+7
-6
@@ -8,7 +8,7 @@ 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 = 3;
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pub const RENDER_DIST: i32 = 3;
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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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@@ -61,11 +61,12 @@ impl Game {
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if dir.x != 0 { dir = Vector3{x: dir.x.clamp(-1, 1), y:0, z:0 } }
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if dir.x != 0 { dir = Vector3{x: dir.x.clamp(-1, 1), y:0, z:0 } }
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else if dir.y != 0 { dir = Vector3{x:0, y:dir.y.clamp(-1, 1), z:0 } }
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else if dir.y != 0 { dir = Vector3{x:0, y:dir.y.clamp(-1, 1), z:0 } }
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else if dir.z != 0 { dir = Vector3{x:0, y:0, z:dir.z.clamp(-1, 1) } }
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else if dir.z != 0 { dir = Vector3{x:0, y:0, z:dir.z.clamp(-1, 1) } }
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else { }
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else { self.prev_chunk_pos = Some(prev_chunk_pos+dir); return; }
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if dir.x != 0 || dir.y != 0 || dir.z != 0 {
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// Shift world
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// Shift world
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println!("Shiftin by {:?}", dir);
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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() + RENDER_DIST*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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@@ -73,7 +74,6 @@ impl Game {
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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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}
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}
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}
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self.prev_chunk_pos = Some(prev_chunk_pos+dir);
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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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@@ -117,14 +117,15 @@ impl Game {
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self.world.update();
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self.world.update();
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// Send dirty chunks to renderer
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// Send dirty chunks to renderer
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// TODO: Unload chunks above certain radius
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if chunk_pos == self.prev_chunk_pos.unwrap_or(chunk_pos) {
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for (pos, chunk) in self.world.all_chunks() {
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for (pos, chunk) in self.world.all_chunks() {
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if chunk.dirty {
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if chunk.dirty {
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chunk.write_to(renderer, pos * world::chunk::SIZE as i32);
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renderer.write_chunk(pos, chunk);
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chunk.dirty = false;
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chunk.dirty = false;
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}
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}
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}
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}
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}
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}
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}
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pub fn input(&mut self, event: &Event<()>) {
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pub fn input(&mut self, event: &Event<()>) {
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// Update camera controller
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// Update camera controller
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@@ -43,7 +43,7 @@ impl WorldChunk {
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// Header
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// Header
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let (header_bytes, bytes) = bytes.split_at(128);
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let (header_bytes, bytes) = bytes.split_at(128);
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let file_ver = header_bytes[0];
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let file_ver = header_bytes[0];
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let num_blocks = LittleEndian::read_u32(&header_bytes[1..5]) as usize;
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let mut num_blocks = LittleEndian::read_u32(&header_bytes[1..5]) as usize;
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assert_eq!(file_ver, 1);
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assert_eq!(file_ver, 1);
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// Nodes
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// Nodes
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@@ -57,7 +57,8 @@ impl WorldChunk {
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// Blocks
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// Blocks
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let mut block_bytes = vec![0_u8; num_blocks*block::SIZE_QB];
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let mut block_bytes = vec![0_u8; num_blocks*block::SIZE_QB];
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if lz4::decompress(&block_bytes_compressed, &mut block_bytes[0..num_blocks*block::SIZE_QB]).is_err() {
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if lz4::decompress(&block_bytes_compressed, &mut block_bytes[0..num_blocks*block::SIZE_QB]).is_err() {
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println!("Decompression failed");
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num_blocks = 0;
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}
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}
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for i in 0..num_blocks {
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for i in 0..num_blocks {
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@@ -124,10 +125,4 @@ impl WorldChunk {
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// Return block reference
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// Return block reference
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&mut self.blocks[(value-1) as usize]
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&mut self.blocks[(value-1) as usize]
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}
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}
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pub fn write_to(&self, renderer: &mut dyn RendererView, offset: Vector3<i32>) {
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for (blpos, block) in self.all_blocks() {
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renderer.write(&(offset + blpos), block);
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}
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}
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}
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}
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@@ -102,6 +102,7 @@ impl Content {
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}
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}
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pub fn free(&mut self, block_pos: Vector3<i32>) {
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pub fn free(&mut self, block_pos: Vector3<i32>) {
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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 as i32 / 2;
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let half = NODE_TEX_SIZE as i32 / 2;
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let pos = block_pos + &Vector3{x: half, y: half, z: half};
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let pos = block_pos + &Vector3{x: half, y: half, z: half};
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+2
-5
@@ -89,8 +89,6 @@ impl Renderer {
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// Other
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// Other
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let start = std::time::Instant::now();
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let start = std::time::Instant::now();
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let world_offset = Vector3{x:0, y:0, z:0};
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let world_offset = Vector3{x:0, y:0, z:0};
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println!("Renderer initialized");
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Self { surface, device, queue, swapchain_desc, swapchain, texture, raytrace_pass, postprocess_pass, ui, buffers, camera, start, world_offset }
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Self { surface, device, queue, swapchain_desc, swapchain, texture, raytrace_pass, postprocess_pass, ui, buffers, camera, start, world_offset }
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}
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}
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@@ -118,9 +116,8 @@ impl Renderer {
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// Update uniform buffer
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// Update uniform buffer
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let half = (buffers::nodes::NODE_TEX_SIZE / 2) as i32;
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let half = (buffers::nodes::NODE_TEX_SIZE / 2) as i32;
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let offset = Vector3{x: (self.world_offset.x + half) as f32, y: (self.world_offset.y + half) as f32, z: (self.world_offset.z + half) as f32 };
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let cam_offset = Vector3{x: (self.world_offset.x + half) as f32, y: (self.world_offset.y + half) as f32, z: (self.world_offset.z + half) as f32 };
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self.buffers.uniforms.values.update(&self.camera, cam_offset, self.start.elapsed().as_secs_f32());
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self.buffers.uniforms.values.update(&self.camera, 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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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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// Update content
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@@ -1,29 +1,52 @@
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use crate::renderer::UserInterface;
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use crate::renderer::UserInterface;
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use crate::renderer::camera::CameraTransform;
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use crate::renderer::camera::CameraTransform;
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use crate::Renderer;
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use crate::Renderer;
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use crate::game::world::block::WorldBlock;
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use crate::{game, game::world::{chunk, chunk::WorldChunk, block::WorldBlock}};
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use cgmath::Vector3;
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use cgmath::Vector3;
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pub trait RendererView {
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pub trait RendererView {
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fn write(&mut self, block_pos: &Vector3<i32>, block: &WorldBlock);
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fn write_chunk(&mut self, chunk_pos: &Vector3<i32>, chunk: &WorldChunk);
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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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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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fn get_ui(&mut self) -> &mut UserInterface;
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fn get_ui(&mut self) -> &mut UserInterface;
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fn get_world_offset(&self) -> Vector3<i32>;
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fn get_world_offset(&self) -> Vector3<i32>;
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fn free(&mut self, block_pos: Vector3<i32>);
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fn free_chunk(&mut self, chunk_pos: Vector3<i32>);
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}
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}
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impl RendererView for Renderer {
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impl RendererView for Renderer {
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fn write(&mut self, block_pos: &Vector3<i32>, block: &WorldBlock) {
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fn write_chunk(&mut self, chunk_pos: &Vector3<i32>, chunk: &WorldChunk) {
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let block_pos = block_pos + (self.world_offset);
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// Calculate chunk position in renderer space
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self.buffers.content.write(&self.queue, &block_pos, block);
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let chunk_off = self.world_offset / chunk::SIZE as i32;
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let pos = chunk_pos + chunk_off;
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// Make sure we are withing current world bounds
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if pos.x.abs() > game::RENDER_DIST { println!("out of bounds! x: {}", pos.x); return; }
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if pos.y.abs() > game::RENDER_DIST { println!("out of bounds! y: {}", pos.y); return; }
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if pos.z.abs() > game::RENDER_DIST { println!("out of bounds! z: {}", pos.z); return; }
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// Write chunk to renderer
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println!("write chunk {:?}", pos);
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let pos = pos * chunk::SIZE as i32;
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for (block_pos, block) in chunk.all_blocks() {
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self.buffers.content.write(&self.queue, &(block_pos + pos), block);
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}
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}
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}
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fn free(&mut self, block_pos: Vector3<i32>) {
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fn free_chunk(&mut self, chunk_pos: Vector3<i32>) {
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self.buffers.content.free(block_pos);
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// Free all blocks within chunk
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let size = chunk::SIZE as i32;
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let pos = chunk_pos * size;
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for x in 0..size {
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for y in 0..size {
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for z in 0..size {
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self.buffers.content.free(pos + Vector3{x, y, z});
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}
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}
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}
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}
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}
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/*
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* offset: By how much to shift the world, in blocks
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*/
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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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