World 0,0 is now at the center of the node texture
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+4
-1
@@ -67,7 +67,10 @@ impl Game {
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// Get positions
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let pos = camera.get_position();
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let pos = Vector3{x: pos.x as i32, y: pos.y as i32, z: pos.z as i32};
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let chunk_pos = pos / world::chunk::SIZE as i32;
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let mut chunk_pos = pos / world::chunk::SIZE as i32;
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if pos.x < 0 { chunk_pos.x -= 1; }
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if pos.y < 0 { chunk_pos.y -= 1; }
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if pos.z < 0 { chunk_pos.z -= 1; }
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// Block position
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if self.prev_pos == None || self.prev_pos != Some(pos) {
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@@ -1,3 +1,4 @@
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use std::time::Instant;
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use cgmath::Vector3;
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use noise::{Perlin, NoiseFn};
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use rand::{Rng, prelude::ThreadRng};
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@@ -16,21 +17,22 @@ impl WorldGen {
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/*
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* Generate height map for given block position
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*/
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fn gen_height_map(x: usize, z: usize, rand: &mut ThreadRng, noise: &Perlin) -> ([[usize;block::SIZE]; block::SIZE], usize) {
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let x = x * block::SIZE;
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let z = z * block::SIZE;
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fn gen_height_map(x: i32, z: i32, rand: &mut ThreadRng, noise: &Perlin) -> ([[usize;block::SIZE]; block::SIZE], usize) {
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let size = block::SIZE as i32;
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let x = x * size;
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let z = z * size;
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// Generate map
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let mut max: usize = 0;
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let mut map = [[0_usize; block::SIZE]; block::SIZE];
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for lx in 0..block::SIZE {
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for lz in 0..block::SIZE {
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for lx in 0..size {
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for lz in 0..size {
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let value = (noise.get([(x + lx) as f64 / SCALE, (z + lz) as f64 /SCALE]) + 1.0) / 2.0;
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let mut h = (value * 30.0) as usize;
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h += (rand.gen::<f32>() * 2.0) as usize;
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if h == 0 { h = 1; }
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if h > max { max = h; }
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map[lx][lz] = h;
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map[lx as usize][lz as usize] = h;
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}
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}
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(map, max)
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@@ -44,7 +46,7 @@ impl WorldGen {
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let noise = Perlin::new();
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// Generate height map
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let (map, _max) = WorldGen::gen_height_map(block_pos.x as usize, block_pos.z as usize, &mut rng, &noise);
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let (map, _max) = WorldGen::gen_height_map(block_pos.x, block_pos.z, &mut rng, &noise);
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// Fill
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for x in 0..block::SIZE {
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@@ -2,6 +2,7 @@ mod generator;
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mod data;
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pub mod chunk;
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pub mod block;
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use std::sync::Arc;
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use std::time::Instant;
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use std::path::PathBuf;
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use std::io::Write;
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@@ -103,6 +103,10 @@ impl Content {
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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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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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// Get node
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let index = (block_pos.x + NODE_TEX_SIZE as i32 * (block_pos.y + NODE_TEX_SIZE as i32 * block_pos.z)) as usize;
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let mut value = self.node_buffer[index] as usize;
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@@ -167,7 +171,7 @@ impl Content {
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self.node_buffer = result;
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self.node_dirty = true;
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println!("Shifted in {} ms", timer.elapsed().as_millis());
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println!("Shifted node buffer by {:?} in {} ms", offset, timer.elapsed().as_millis());
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}
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fn write_nodes(&mut self, queue: &wgpu::Queue, z: usize) {
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@@ -1,7 +1,7 @@
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mod uniform;
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pub use uniform::Uniform;
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pub use uniform::UniformValues;
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mod content;
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pub mod content;
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pub use content::Content;
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mod materials;
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pub use materials::Materials;
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+3
-1
@@ -117,7 +117,9 @@ impl Renderer {
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pub fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
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// Update uniform buffer
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let offset = Vector3{x: self.world_offset.x as f32, y: self.world_offset.y as f32, z: self.world_offset.z as f32 };
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let half = (buffers::content::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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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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