Loading chunks in radius instead of by travel direction, bugged (not reloading chunks)
This commit is contained in:
+50
-31
@@ -36,16 +36,11 @@ impl Game {
|
||||
};
|
||||
|
||||
// Preload chunks around player
|
||||
let timer = Instant::now();
|
||||
let mut count = 0;
|
||||
for x in -RENDER_DIST..RENDER_DIST+1 {
|
||||
for z in -RENDER_DIST..RENDER_DIST+1 {
|
||||
let pos = Vector3{x, y: 0, z};
|
||||
instance.world.load_chunk(pos);
|
||||
count += 1;
|
||||
for x in -RENDER_DIST..RENDER_DIST {
|
||||
for z in -RENDER_DIST..RENDER_DIST {
|
||||
instance.world.load_chunk(Vector3{x, y: 0, z});
|
||||
}
|
||||
}
|
||||
println!("Preloaded {} chunks in {} ms (about {} voxels)", count, timer.elapsed().as_millis(), count * world::block::SIZE_QB);
|
||||
|
||||
// Return generated instance
|
||||
instance
|
||||
@@ -71,7 +66,7 @@ impl Game {
|
||||
// Load chunks at the edge
|
||||
let center = chunk_pos.clone() + RENDER_DIST*dir;
|
||||
let mask = Vector3{x: dir.x.abs(), y: dir.y.abs(), z: dir.z.abs()};
|
||||
for a in -RENDER_DIST..RENDER_DIST+1 {
|
||||
for a in -RENDER_DIST..RENDER_DIST {
|
||||
let pos = center + Vector3{x: mask.z*a, y: 0, z: mask.x*a};
|
||||
self.world.load_chunk(pos);
|
||||
}
|
||||
@@ -89,41 +84,65 @@ impl Game {
|
||||
let cam_pos = camera.get_position();
|
||||
let cam_pos = Vector3{x: cam_pos.x as i32, y: 0/*cam_pos.y as i32*/, z: cam_pos.z as i32};
|
||||
let chunk_pos = cam_pos / world::chunk::SIZE as i32;
|
||||
// why was this there? lol
|
||||
//if cam_pos.x < 0 { chunk_pos.x -= 1; }
|
||||
//if cam_pos.y < 0 { chunk_pos.y -= 1; }
|
||||
//if cam_pos.z < 0 { chunk_pos.z -= 1; }
|
||||
|
||||
// Update pointing direction
|
||||
let yaw = self.player.camera_controller.get_yaw();
|
||||
let mut yaw_str = "";
|
||||
if yaw >= 315.0 || yaw <= 45.0 { yaw_str = "+z"; }
|
||||
else if yaw >= 45.0 && yaw < 135.0 { yaw_str = "+x"; }
|
||||
else if yaw >= 135.0 && yaw < 225.0 { yaw_str = "-z"; }
|
||||
else if yaw >= 225.0 && yaw < 315.0 { yaw_str = "-x"; }
|
||||
renderer.get_ui().set_text("World", 0, format!("Direction: {}", yaw_str));
|
||||
// let yaw = self.player.camera_controller.get_yaw();
|
||||
// let mut yaw_str = "";
|
||||
// if yaw >= 315.0 || yaw <= 45.0 { yaw_str = "+z"; }
|
||||
// else if yaw >= 45.0 && yaw < 135.0 { yaw_str = "-x"; }
|
||||
// else if yaw >= 135.0 && yaw < 225.0 { yaw_str = "-z"; }
|
||||
// else if yaw >= 225.0 && yaw < 315.0 { yaw_str = "+x"; }
|
||||
// renderer.get_ui().set_text("World", 0, format!("Direction: {}", yaw_str));
|
||||
|
||||
// Block position
|
||||
if self.prev_pos == None || self.prev_pos != Some(cam_pos) {
|
||||
renderer.get_ui().set_text("World", 1, format!("Position: {}, {}, {}", cam_pos.x, cam_pos.y, cam_pos.z));
|
||||
self.prev_pos = Some(cam_pos);
|
||||
}
|
||||
// if self.prev_pos == None || self.prev_pos != Some(cam_pos) {
|
||||
// renderer.get_ui().set_text("World", 1, format!("Position: {}, {}, {}", cam_pos.x, cam_pos.y, cam_pos.z));
|
||||
// self.prev_pos = Some(cam_pos);
|
||||
// }
|
||||
|
||||
// Chunk position
|
||||
if self.prev_chunk_pos == None || self.prev_chunk_pos != Some(chunk_pos) {
|
||||
renderer.get_ui().set_text("World", 2, format!("Chunk: {}, {}, {}", chunk_pos.x, chunk_pos.y, chunk_pos.z));
|
||||
self.load_chunks(renderer, chunk_pos);
|
||||
}
|
||||
// if self.prev_chunk_pos == None || self.prev_chunk_pos != Some(chunk_pos) {
|
||||
// renderer.get_ui().set_text("World", 2, format!("Chunk: {}, {}, {}", chunk_pos.x, chunk_pos.y, chunk_pos.z));
|
||||
// }
|
||||
|
||||
// Receives chunks from workers
|
||||
self.world.update();
|
||||
|
||||
// Send dirty chunks to renderer
|
||||
if !renderer.is_busy() && chunk_pos == self.prev_chunk_pos.unwrap_or(chunk_pos) {
|
||||
// Load, unload or write chunks to gpu
|
||||
if !renderer.is_busy() {
|
||||
|
||||
// If chunk position changed
|
||||
if self.prev_chunk_pos == None || self.prev_chunk_pos != Some(chunk_pos) {
|
||||
|
||||
// Shift world
|
||||
if self.prev_chunk_pos == None { self.prev_chunk_pos = Some(chunk_pos); }
|
||||
let prev_chunk_pos = self.prev_chunk_pos.unwrap();
|
||||
let mut dir = chunk_pos - prev_chunk_pos;
|
||||
if dir.x != 0 { dir = Vector3{x: dir.x.clamp(-1, 1), y:0, z:0 } }
|
||||
else if dir.y != 0 { dir = Vector3{x:0, y:dir.y.clamp(-1, 1), z:0 } }
|
||||
else if dir.z != 0 { dir = Vector3{x:0, y:0, z:dir.z.clamp(-1, 1) } }
|
||||
else { return; }
|
||||
renderer.shift(dir * world::chunk::SIZE as i32);
|
||||
|
||||
// Load chunks in radius
|
||||
for ox in -RENDER_DIST..RENDER_DIST {
|
||||
for oz in -RENDER_DIST..RENDER_DIST {
|
||||
let x = chunk_pos.x+ox;
|
||||
let z = chunk_pos.z+oz;
|
||||
self.world.load_chunk(Vector3{x, y: 0, z});
|
||||
}
|
||||
}
|
||||
|
||||
// Save previous
|
||||
self.prev_chunk_pos = Some(prev_chunk_pos+dir);
|
||||
}
|
||||
|
||||
// Send dirty to gpu
|
||||
for (pos, chunk) in self.world.all_chunks() {
|
||||
if chunk.dirty {
|
||||
renderer.write_chunk(pos, chunk);
|
||||
chunk.dirty = false;
|
||||
chunk.loaded = renderer.write_chunk(pos, chunk);
|
||||
if !chunk.loaded { println!("Failed to load {:?}", pos); }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,8 +13,6 @@ pub const SIZE: usize = 16;
|
||||
const SIZE_SQ: usize = SIZE*SIZE;
|
||||
const SIZE_QB: usize = SIZE*SIZE*SIZE;
|
||||
|
||||
const NUM_WORKERS: usize = 8;
|
||||
|
||||
// 1 chunk times on i7-5930K
|
||||
// alg | size | compr | decom
|
||||
// raw 32.89kB 0.06s 1.19s
|
||||
@@ -25,7 +23,8 @@ const NUM_WORKERS: usize = 8;
|
||||
pub struct WorldChunk {
|
||||
nodes: Box<[u32]>,
|
||||
blocks: Vec<WorldBlock>,
|
||||
pub dirty: bool // true by default, set to false when uploaded to renderer. should be set to true when unloaded (TODO)
|
||||
pub dirty: bool, // Request write to GPU
|
||||
pub loaded: bool // Written to GPU
|
||||
}
|
||||
|
||||
impl WorldChunk {
|
||||
@@ -33,7 +32,8 @@ impl WorldChunk {
|
||||
Self {
|
||||
nodes: vec![0_u32; SIZE_QB].into_boxed_slice(),
|
||||
blocks: Vec::new(),
|
||||
dirty: true
|
||||
dirty: true,
|
||||
loaded: false
|
||||
}
|
||||
}
|
||||
|
||||
@@ -43,7 +43,7 @@ impl WorldChunk {
|
||||
// Header
|
||||
let (header_bytes, bytes) = bytes.split_at(128);
|
||||
let file_ver = header_bytes[0];
|
||||
let mut num_blocks = LittleEndian::read_u32(&header_bytes[1..5]) as usize;
|
||||
let num_blocks = LittleEndian::read_u32(&header_bytes[1..5]) as usize;
|
||||
assert_eq!(file_ver, 1);
|
||||
|
||||
// Nodes
|
||||
|
||||
+15
-1
@@ -51,12 +51,26 @@ impl World {
|
||||
*/
|
||||
pub fn load_chunk(&mut self, pos: Vector3<i32>) {
|
||||
if let Some(chunk) = self.chunks.get_mut(&pos) {
|
||||
chunk.dirty = true;
|
||||
if !chunk.loaded {
|
||||
println!("Chunk {:?} exists but not loaded! Loading now", pos);
|
||||
chunk.dirty = true;
|
||||
}
|
||||
} else {
|
||||
self.loader.load(pos);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
*
|
||||
*/
|
||||
pub fn unload_chunk(&mut self, pos: Vector3<i32>) {
|
||||
if let Some(chunk) = self.chunks.get_mut(&pos) {
|
||||
chunk.loaded = false;
|
||||
chunk.dirty = false;
|
||||
// TODO: Mark chunk as "to be unloaded" and send it to renderer for freeing resources
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Loads metadata
|
||||
*/
|
||||
|
||||
+19
-1
@@ -66,7 +66,7 @@ impl Renderer {
|
||||
|
||||
// Middleman texture
|
||||
let texture_descriptor = wgpu::TextureDescriptor {
|
||||
label: Some("glow_post_process_texture1"),
|
||||
label: Some("Middle texture"),
|
||||
size: wgpu::Extent3d { width: swapchain_desc.width,
|
||||
height: swapchain_desc.height,
|
||||
depth: 1,
|
||||
@@ -103,8 +103,26 @@ impl Renderer {
|
||||
// Update camera
|
||||
self.camera.set_aspect(size.width as f32 / size.height as f32);
|
||||
}
|
||||
|
||||
// Recreate swapchain
|
||||
self.swapchain = self.device.create_swap_chain(&self.surface, &self.swapchain_desc);
|
||||
|
||||
// Recreate texture
|
||||
let texture_descriptor = wgpu::TextureDescriptor {
|
||||
label: Some("Middle texture"),
|
||||
size: wgpu::Extent3d {
|
||||
width: self.swapchain_desc.width,
|
||||
height: self.swapchain_desc.height,
|
||||
depth: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: self.swapchain_desc.format,
|
||||
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::RENDER_ATTACHMENT,
|
||||
};
|
||||
self.texture = self.device.create_texture(&texture_descriptor).create_view(&wgpu::TextureViewDescriptor::default());
|
||||
self.postprocess_pass = PostprocessPass::new(&self.device, &self.swapchain_desc, &self.texture);
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
@@ -24,7 +24,7 @@ impl RendererView for Renderer {
|
||||
if pos.y.abs() > game::RENDER_DIST { println!("out of bounds! y: {} off: {:?} pos: {:?}", pos.y, chunk_off, chunk_pos); return false; }
|
||||
if pos.z.abs() > game::RENDER_DIST { println!("out of bounds! z: {} off: {:?} pos: {:?}", pos.z, chunk_off, chunk_pos); return false; }
|
||||
// Write chunk to renderer
|
||||
println!("write chunk {:?}", pos);
|
||||
//println!("write chunk {:?}", pos);
|
||||
let pos = pos * chunk::SIZE as i32;
|
||||
for (block_pos, block) in chunk.all_blocks() {
|
||||
self.buffers.content.write(&self.queue, &(block_pos + pos), block);
|
||||
@@ -50,7 +50,7 @@ impl RendererView for Renderer {
|
||||
*/
|
||||
fn shift(&mut self, offset: Vector3<i32>) {
|
||||
self.buffers.content.shift(&-offset);
|
||||
println!("World shifted by {:?}", offset);
|
||||
//println!("World shifted by {:?}", offset);
|
||||
}
|
||||
|
||||
fn get_camera_transform(&mut self) -> &mut dyn CameraTransform {
|
||||
|
||||
Reference in New Issue
Block a user