Remove old commented code
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d9697b0179
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@ -49,18 +49,6 @@ struct Feedback {
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positions: array<vec4<i32>>,
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positions: array<vec4<i32>>,
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}
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}
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// struct UnpackElement {
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// pos: vec3<i32>,
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// cache_idx: u32,
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// map: Brickmap,
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// }
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// struct Unpack {
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// max_count: u32,
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// count: u32,
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// maps: array<UnpackElement>
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// }
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// Utility function. Converts a position in 3d to a 1d index.
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// Utility function. Converts a position in 3d to a 1d index.
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fn to_1d_index(p: vec3<i32>, dims: vec3<i32>) -> u32 {
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fn to_1d_index(p: vec3<i32>, dims: vec3<i32>) -> u32 {
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return u32(p.x + p.y * dims.x + p.z * dims.x * dims.y);
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return u32(p.x + p.y * dims.x + p.z * dims.x * dims.y);
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@ -61,7 +61,6 @@ pub struct BrickmapManager {
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}
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}
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// TODO:
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// TODO:
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// - GPU side unpack buffer rather than uploading each changed brickmap part. HIGH PRIO!!
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// - Brickworld system
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// - Brickworld system
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impl BrickmapManager {
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impl BrickmapManager {
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pub fn new(context: &render::Context, brickgrid_dims: glam::UVec3) -> Self {
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pub fn new(context: &render::Context, brickgrid_dims: glam::UVec3) -> Self {
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@ -253,17 +252,11 @@ impl BrickmapManager {
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self.update_brickgrid_element(entry.grid_idx, 1);
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self.update_brickgrid_element(entry.grid_idx, 1);
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}
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}
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// TODO: Add to a brickmap unpack buffer
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// Update the shading table
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// Update the shading table
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let shading_idx = self
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let shading_idx = self
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.shading_table_allocator
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.shading_table_allocator
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.try_alloc(albedo_data.len() as u32)
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.try_alloc(albedo_data.len() as u32)
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.unwrap() as usize;
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.unwrap() as usize;
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// context.queue.write_buffer(
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// &self.shading_table_buffer,
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// (shading_idx * 4) as u64,
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// bytemuck::cast_slice(&albedo_data),
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// );
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// We're all good to overwrite the cache map entry now :)
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// We're all good to overwrite the cache map entry now :)
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self.brickmap_cache_map[self.brickmap_cache_idx] = Some(BrickmapCacheEntry {
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self.brickmap_cache_map[self.brickmap_cache_idx] = Some(BrickmapCacheEntry {
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@ -277,11 +270,6 @@ impl BrickmapManager {
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shading_table_offset: shading_idx as u32,
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shading_table_offset: shading_idx as u32,
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lod_color: 0,
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lod_color: 0,
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};
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};
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// context.queue.write_buffer(
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// &self.brickmap_buffer,
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// (72 * self.brickmap_cache_idx) as u64,
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// bytemuck::cast_slice(&[brickmap]),
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// );
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let shading_element_count = albedo_data.len();
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let shading_element_count = albedo_data.len();
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let mut shading_elements = [0u32; 512];
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let mut shading_elements = [0u32; 512];
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