Implement clippy suggestions

This commit is contained in:
Jarrod Doyle 2023-06-26 15:10:31 +01:00
parent a29b4979ef
commit 27b61c624d
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
6 changed files with 28 additions and 31 deletions

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@ -89,7 +89,7 @@ impl App {
} if window_id == self.window.id() => match event {
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
_ => {
camera_controller.process_events(&event);
camera_controller.process_events(event);
}
},
Event::MainEventsCleared => {

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@ -1,7 +1,7 @@
/// Linear interpolation.
#[inline]
pub fn lerp(a: f32, b: f32, w: f32) -> f32 {
assert!(0.0 <= w && w <= 1.0);
assert!((0.0..=1.0).contains(&w));
a + (b - a) * w
}

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@ -89,7 +89,7 @@ impl<'a> BindGroupBuilder<'a> {
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
label: self.label,
layout: &self.layout.unwrap(),
layout: self.layout.unwrap(),
entries: self.entries.as_slice(),
})
}

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@ -38,14 +38,13 @@ pub struct BrickmapManager {
// - Brickworld system
impl BrickmapManager {
pub fn new(context: &render::Context) -> Self {
let mut state_uniform = WorldState::default();
state_uniform.brickmap_cache_dims = [32, 32, 32];
let state_uniform = WorldState {
brickmap_cache_dims: [32, 32, 32],
..Default::default()
};
let mut brickmap_cache = Vec::<Brickmap>::with_capacity(usize::pow(32, 3));
brickmap_cache.resize(brickmap_cache.capacity(), Brickmap::default());
let mut brickgrid = Vec::<u32>::with_capacity(usize::pow(32, 3));
brickgrid.resize(brickgrid.capacity(), 1);
let brickmap_cache = vec![Brickmap::default(); usize::pow(32, 3)];
let brickgrid = vec![1u32; usize::pow(32, 3)];
let device = &context.device;
let state_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
@ -67,9 +66,7 @@ impl BrickmapManager {
});
let shading_table_allocator = ShadingTableAllocator::new(4, u32::pow(2, 24));
let shading_table_element_count = shading_table_allocator.total_elements as usize;
let mut shading_table = Vec::<u32>::with_capacity(shading_table_element_count);
shading_table.resize(shading_table.capacity(), 0);
let shading_table = vec![0u32; shading_table_allocator.total_elements as usize];
let shading_table_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
contents: bytemuck::cast_slice(&shading_table),
@ -168,7 +165,7 @@ impl BrickmapManager {
assert_eq!(block.len(), 512);
// Cull interior voxels
let mut bitmask_data = [0xFFFFFFFF as u32; 16];
let mut bitmask_data = [0xFFFFFFFF_u32; 16];
let mut albedo_data = Vec::<u32>::new();
for z in 0..8 {
// Each z level contains two bitmask segments of voxels
@ -185,17 +182,18 @@ impl BrickmapManager {
// A voxel is on the surface if at least one of it's
// cardinal neighbours is non-solid. Also for simplicity
// if it's on the edge of the chunk
let surface_voxel: bool;
// TODO: Account for neighbours in other blocks
let surface_voxel =
if x == 0 || x == 7 || y == 0 || y == 7 || z == 0 || z == 7 {
surface_voxel = true;
true
} else {
surface_voxel = !(block[idx + 1] == empty_voxel
!(block[idx + 1] == empty_voxel
&& block[idx - 1] == empty_voxel
&& block[idx + 8] == empty_voxel
&& block[idx - 8] == empty_voxel
&& block[idx + 64] == empty_voxel
&& block[idx - 64] == empty_voxel);
}
&& block[idx - 64] == empty_voxel)
};
// Set the appropriate bit in the z entry and add the
// shading data
@ -211,7 +209,7 @@ impl BrickmapManager {
}
}
}
let offset = 2 * z as usize;
let offset = 2 * z;
bitmask_data[offset] = (entry & 0xFFFFFFFF).try_into().unwrap();
bitmask_data[offset + 1] = ((entry >> 32) & 0xFFFFFFFF).try_into().unwrap();
}
@ -298,7 +296,7 @@ impl ShadingBucket {
fn contains_address(&self, address: u32) -> bool {
let min = self.global_offset;
let max = min + self.slot_count * self.slot_size;
return min <= address && address < max;
min <= address && address < max
}
fn try_alloc(&mut self) -> Option<u32> {
@ -307,8 +305,7 @@ impl ShadingBucket {
self.used.push(bucket_index);
// Convert the bucket index into a global address
let address = self.global_offset + bucket_index * self.slot_size;
return Some(address);
Some(self.global_offset + bucket_index * self.slot_size)
}
fn try_dealloc(&mut self, address: u32) -> Result<(), &str> {

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@ -28,7 +28,7 @@ impl VoxelRenderer {
| wgpu::TextureUsages::STORAGE_BINDING,
)
.with_shader_visibility(wgpu::ShaderStages::FRAGMENT | wgpu::ShaderStages::COMPUTE)
.build(&context);
.build(context);
log::info!("Creating render pipeline...");
let render_pipeline =

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@ -22,7 +22,7 @@ impl Chunk {
assert_eq!(self.blocks.len(), 32768);
let block = &mut self.blocks[block_idx];
if block.len() == 0 {
if block.is_empty() {
// Extract relevant noise values from the chunk
let mut noise_vals = Vec::new();