preloading stats
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+12
-12
@@ -1,13 +1,14 @@
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mod camera_controller;
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mod player;
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pub mod world;
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use std::time::Instant;
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use crate::renderer::renderer_view::RendererView;
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use cgmath::Vector3;
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use winit::event::Event;
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use player::Player;
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use world::World;
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const RENDER_DIST: i32 = 1;
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const RENDER_DIST: i32 = 3;
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pub enum GameState {
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Paused,
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@@ -35,6 +36,8 @@ impl Game {
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};
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// Preload chunks around player
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let timer = Instant::now();
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let mut count = 0;
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for x in -RENDER_DIST..RENDER_DIST+1 {
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for z in -RENDER_DIST..RENDER_DIST+1 {
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let pos = Vector3{x, y: 0, z};
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@@ -42,9 +45,11 @@ impl Game {
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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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println!("Writing chunk to {:?}", pos * world::chunk::SIZE as i32);
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count += 1;
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}
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}
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}
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println!("Preloaded {} chunks in {} ms (about {} voxels)", count, timer.elapsed().as_millis(), count * world::block::SIZE_QB);
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// Return generated instance
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instance
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@@ -94,18 +99,13 @@ impl Game {
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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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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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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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// 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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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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self.prev_chunk_pos = Some(chunk_pos);
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@@ -8,7 +8,7 @@ use crate::game::world::block::WorldBlock;
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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_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 = 64; // 32x32x32 nodes in texture
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pub const NODE_TEX_SIZE: usize = 128; // 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_TEX_SIZE_SQ: usize = BLOCK_TEX_SIZE*BLOCK_TEX_SIZE;
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