2019-01-15 15:13:11 +00:00
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use crate::{
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2019-01-23 20:01:58 +00:00
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mesh::Meshable,
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2019-04-29 20:37:19 +00:00
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render::{Consts, Globals, Mesh, Model, Renderer, TerrainLocals, TerrainPipeline},
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2019-01-15 15:13:11 +00:00
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};
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2019-05-17 17:54:56 +00:00
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use client::Client;
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2019-06-06 07:13:58 +00:00
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use common::{
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terrain::{TerrainChunkSize, TerrainMap},
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vol::{SampleVol, VolSize},
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volumes::vol_map_2d::VolMap2dErr,
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};
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2019-05-21 22:31:38 +00:00
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use std::{collections::HashMap, i32, sync::mpsc, time::Duration};
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use vek::*;
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struct TerrainChunk {
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// GPU data
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model: Model<TerrainPipeline>,
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locals: Consts<TerrainLocals>,
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}
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struct ChunkMeshState {
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pos: Vec2<i32>,
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started_tick: u64,
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active_worker: bool,
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}
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/// A type produced by mesh worker threads corresponding to the position and mesh of a chunk.
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struct MeshWorkerResponse {
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pos: Vec2<i32>,
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mesh: Mesh<TerrainPipeline>,
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started_tick: u64,
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}
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/// Function executed by worker threads dedicated to chunk meshing.
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fn mesh_worker(
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pos: Vec2<i32>,
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started_tick: u64,
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volume: <TerrainMap as SampleVol<Aabr<i32>>>::Sample,
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range: Aabb<i32>,
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) -> MeshWorkerResponse {
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MeshWorkerResponse {
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pos,
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mesh: volume.generate_mesh(range),
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started_tick,
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}
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}
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pub struct Terrain {
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chunks: HashMap<Vec2<i32>, TerrainChunk>,
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// The mpsc sender and receiver used for talking to meshing worker threads.
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// We keep the sender component for no reason other than to clone it and send it to new workers.
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mesh_send_tmp: mpsc::Sender<MeshWorkerResponse>,
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mesh_recv: mpsc::Receiver<MeshWorkerResponse>,
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mesh_todo: HashMap<Vec2<i32>, ChunkMeshState>,
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}
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impl Terrain {
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pub fn new() -> Self {
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// Create a new mpsc (Multiple Produced, Single Consumer) pair for communicating with
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// worker threads that are meshing chunks.
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let (send, recv) = mpsc::channel();
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Self {
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chunks: HashMap::new(),
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mesh_send_tmp: send,
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mesh_recv: recv,
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mesh_todo: HashMap::new(),
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}
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}
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/// Maintain terrain data. To be called once per tick.
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pub fn maintain(&mut self, renderer: &mut Renderer, client: &Client) {
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let current_tick = client.get_tick();
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// Add any recently created or changed chunks to the list of chunks to be meshed.
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for pos in client
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.state()
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.changes()
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.new_chunks
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.iter()
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.chain(client.state().changes().changed_chunks.iter())
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{
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// TODO: ANOTHER PROBLEM HERE!
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// What happens if the block on the edge of a chunk gets modified? We need to spawn
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// a mesh worker to remesh its neighbour(s) too since their ambient occlusion and face
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// elision information changes too!
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for i in -1..2 {
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for j in -1..2 {
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let pos = pos + Vec2::new(i, j);
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if !self.chunks.contains_key(&pos) {
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let mut neighbours = true;
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for i in -1..2 {
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for j in -1..2 {
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neighbours &= client
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.state()
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.terrain()
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.get_key(pos + Vec2::new(i, j))
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.is_some();
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}
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}
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if neighbours {
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self.mesh_todo.entry(pos).or_insert(ChunkMeshState {
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pos,
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started_tick: current_tick,
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active_worker: 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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// Remove any models for chunks that have been recently removed.
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for pos in &client.state().changes().removed_chunks {
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self.chunks.remove(pos);
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self.mesh_todo.remove(pos);
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}
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for todo in self
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.mesh_todo
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.values_mut()
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// Only spawn workers for meshing jobs without an active worker already.
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.filter(|todo| !todo.active_worker)
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{
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// Find the area of the terrain we want. Because meshing needs to compute things like
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// ambient occlusion and edge elision, we also need the borders of the chunk's
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// neighbours too (hence the `- 1` and `+ 1`).
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let aabr = Aabr {
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min: todo
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.pos
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.map2(TerrainMap::chunk_size(), |e, sz| e * sz as i32 - 1),
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max: todo
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.pos
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.map2(TerrainMap::chunk_size(), |e, sz| (e + 1) * sz as i32 + 1),
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};
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// Copy out the chunk data we need to perform the meshing. We do this by taking a
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// sample of the terrain that includes both the chunk we want and its neighbours.
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let volume = match client.state().terrain().sample(aabr) {
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Ok(sample) => sample,
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// Either this chunk or its neighbours doesn't yet exist, so we keep it in the
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// queue to be processed at a later date when we have its neighbours.
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Err(VolMap2dErr::NoSuchChunk) => return,
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_ => panic!("Unhandled edge case"),
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};
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// The region to actually mesh
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let min_z = volume
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.iter()
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.fold(i32::MAX, |min, (_, chunk)| chunk.get_min_z().min(min));
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let max_z = volume
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.iter()
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.fold(i32::MIN, |max, (_, chunk)| chunk.get_max_z().max(max));
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let aabb = Aabb {
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min: Vec3::from(aabr.min) + Vec3::unit_z() * (min_z - 1),
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max: Vec3::from(aabr.max) + Vec3::unit_z() * (max_z + 1),
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};
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// Clone various things so that they can be moved into the thread.
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let send = self.mesh_send_tmp.clone();
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let pos = todo.pos;
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// Queue the worker thread.
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client.thread_pool().execute(move || {
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let _ = send.send(mesh_worker(pos, current_tick, volume, aabb));
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});
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todo.active_worker = true;
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}
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2019-05-17 09:22:32 +00:00
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// Receive a chunk mesh from a worker thread and upload it to the GPU, then store it.
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2019-04-25 16:52:08 +00:00
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// Only pull out one chunk per frame to avoid an unacceptable amount of blocking lag due
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// to the GPU upload. That still gives us a 60 chunks / second budget to play with.
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if let Ok(response) = self.mesh_recv.recv_timeout(Duration::new(0, 0)) {
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match self.mesh_todo.get(&response.pos) {
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// It's the mesh we want, insert the newly finished model into the terrain model
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// data structure (convert the mesh to a model first of course).
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Some(todo) if response.started_tick == todo.started_tick => {
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self.chunks.insert(
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response.pos,
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TerrainChunk {
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model: renderer
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.create_model(&response.mesh)
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.expect("Failed to upload chunk mesh to the GPU!"),
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locals: renderer
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.create_consts(&[TerrainLocals {
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model_offs: Vec3::from(
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response.pos.map2(TerrainMap::chunk_size(), |e, sz| {
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e as f32 * sz as f32
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}),
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)
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.into_array(),
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}])
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.expect("Failed to upload chunk locals to the GPU!"),
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},
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);
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}
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// Chunk must have been removed, or it was spawned on an old tick. Drop the mesh
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// since it's either out of date or no longer needed.
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_ => {}
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}
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}
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}
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2019-06-06 07:13:58 +00:00
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pub fn render(
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&self,
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renderer: &mut Renderer,
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globals: &Consts<Globals>,
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focus_pos: Vec3<f32>,
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loaded_distance: f32,
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) {
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for (pos, chunk) in &self.chunks {
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// Limit focus_pos to chunk bounds
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let chunk_pos = pos.map2(TerrainChunkSize::SIZE.into(), |e, sz: u32| {
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e as f32 * sz as f32
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});
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let nearest_in_chunk = Vec2::from(focus_pos).clamped(
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chunk_pos,
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chunk_pos + Vec2::from(TerrainChunkSize::SIZE).map(|e: u32| e as f32),
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);
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if Vec2::<f32>::from(focus_pos).distance_squared(nearest_in_chunk)
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< loaded_distance.powf(2.0)
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{
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renderer.render_terrain_chunk(&chunk.model, globals, &chunk.locals);
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}
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}
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}
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}
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