Extract util functions
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@ -38,7 +38,7 @@ struct BrickmapUnpackElement {
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shading_elements: [u32; 512],
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}
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enum BrickgridFlag {
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pub enum BrickgridFlag {
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_Empty = 0,
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_Unloaded = 1,
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_Loading = 2,
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@ -208,7 +208,7 @@ impl BrickmapManager {
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// We only want to upload voxels that are on the surface, so we cull anything
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// that is surrounded by solid voxels
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let grid_pos = grid_pos.as_ivec3();
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let (bitmask_data, albedo_data) = Self::cull_interior_voxels(world, grid_pos);
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let (bitmask_data, albedo_data) = super::util::cull_interior_voxels(world, grid_pos);
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// If there's no voxel colour data post-culling it means the brickmap is
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// empty. We don't need to upload it, just mark the relevant brickgrid entry.
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@ -233,7 +233,10 @@ impl BrickmapManager {
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// Update the brickgrid index
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self.update_brickgrid_element(
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grid_idx,
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Self::to_brickgrid_element(self.brickmap_cache.index as u32, BrickgridFlag::Loaded),
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super::util::to_brickgrid_element(
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self.brickmap_cache.index as u32,
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BrickgridFlag::Loaded,
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),
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);
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// Update the brickmap
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@ -337,123 +340,6 @@ impl BrickmapManager {
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);
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}
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}
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fn cull_interior_voxels(
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world: &mut WorldManager,
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grid_pos: glam::IVec3,
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) -> ([u32; 16], Vec<u32>) {
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// This is the data we want to return
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let mut bitmask_data = [0xFFFFFFFF_u32; 16];
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let mut albedo_data = Vec::<u32>::new();
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// Calculate world chunk and block positions for each that may be accessed
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let center_pos = Self::grid_pos_to_world_pos(world, grid_pos);
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let forward_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(1, 0, 0));
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let backward_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(-1, 0, 0));
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let left_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 0, -1));
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let right_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 0, 1));
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let up_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 1, 0));
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let down_pos = Self::grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, -1, 0));
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// Fetch those blocks
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let center_block = world.get_block(center_pos.0, center_pos.1);
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let forward_block = world.get_block(forward_pos.0, forward_pos.1);
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let backward_block = world.get_block(backward_pos.0, backward_pos.1);
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let left_block = world.get_block(left_pos.0, left_pos.1);
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let right_block = world.get_block(right_pos.0, right_pos.1);
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let up_block = world.get_block(up_pos.0, up_pos.1);
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let down_block = world.get_block(down_pos.0, down_pos.1);
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// Reusable array of whether cardinal neighbours are empty
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let mut neighbours = [false; 6];
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for z in 0..8 {
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// Each z level contains two bitmask segments of voxels
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let mut entry = 0u64;
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for y in 0..8 {
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for x in 0..8 {
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// Ignore non-solids
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let idx = x + y * 8 + z * 8 * 8;
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let empty_voxel = Voxel::Empty;
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match center_block[idx] {
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Voxel::Empty => continue,
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Voxel::Color(r, g, b) => {
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// A voxel is on the surface if at least one of it's
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// cardinal neighbours is non-solid.
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neighbours[0] = if x == 7 {
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forward_block[idx - 7] == empty_voxel
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} else {
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center_block[idx + 1] == empty_voxel
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};
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neighbours[1] = if x == 0 {
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backward_block[idx + 7] == empty_voxel
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} else {
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center_block[idx - 1] == empty_voxel
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};
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neighbours[2] = if z == 7 {
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right_block[idx - 448] == empty_voxel
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} else {
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center_block[idx + 64] == empty_voxel
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};
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neighbours[3] = if z == 0 {
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left_block[idx + 448] == empty_voxel
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} else {
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center_block[idx - 64] == empty_voxel
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};
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neighbours[4] = if y == 7 {
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up_block[idx - 56] == empty_voxel
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} else {
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center_block[idx + 8] == empty_voxel
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};
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neighbours[5] = if y == 0 {
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down_block[idx + 56] == empty_voxel
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} else {
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center_block[idx - 8] == empty_voxel
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};
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// Set the appropriate bit in the z entry and add the
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// shading data
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let surface_voxel = neighbours.iter().any(|v| *v);
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if surface_voxel {
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entry += 1 << (x + y * 8);
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let albedo = ((r as u32) << 24)
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+ ((g as u32) << 16)
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+ ((b as u32) << 8)
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+ 255u32;
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albedo_data.push(albedo);
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}
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}
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}
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}
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}
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let offset = 2 * z;
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bitmask_data[offset] = (entry & 0xFFFFFFFF).try_into().unwrap();
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bitmask_data[offset + 1] = ((entry >> 32) & 0xFFFFFFFF).try_into().unwrap();
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}
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(bitmask_data, albedo_data)
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}
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fn to_brickgrid_element(brickmap_cache_idx: u32, flags: BrickgridFlag) -> u32 {
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(brickmap_cache_idx << 8) + flags as u32
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}
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fn grid_pos_to_world_pos(
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world: &mut WorldManager,
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grid_pos: glam::IVec3,
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) -> (glam::IVec3, glam::UVec3) {
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// We deal with dvecs here because we want a negative grid_pos to have floored
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// chunk_pos
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let chunk_dims = world.get_chunk_dims().as_dvec3();
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let chunk_pos = (grid_pos.as_dvec3() / chunk_dims).floor();
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let block_pos = grid_pos - (chunk_pos * chunk_dims).as_ivec3();
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(chunk_pos.as_ivec3(), block_pos.as_uvec3())
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}
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}
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#[derive(Debug)]
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@ -1,4 +1,5 @@
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mod brickmap;
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mod shading_table;
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mod util;
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pub use brickmap::BrickmapManager;
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@ -0,0 +1,120 @@
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use crate::voxel::world::{Voxel, WorldManager};
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use super::brickmap::BrickgridFlag;
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pub fn cull_interior_voxels(
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world: &mut WorldManager,
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grid_pos: glam::IVec3,
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) -> ([u32; 16], Vec<u32>) {
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// This is the data we want to return
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let mut bitmask_data = [0xFFFFFFFF_u32; 16];
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let mut albedo_data = Vec::<u32>::new();
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// Calculate world chunk and block positions for each that may be accessed
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let center_pos = grid_pos_to_world_pos(world, grid_pos);
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let forward_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(1, 0, 0));
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let backward_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(-1, 0, 0));
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let left_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 0, -1));
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let right_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 0, 1));
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let up_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, 1, 0));
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let down_pos = grid_pos_to_world_pos(world, grid_pos + glam::ivec3(0, -1, 0));
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// Fetch those blocks
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let center_block = world.get_block(center_pos.0, center_pos.1);
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let forward_block = world.get_block(forward_pos.0, forward_pos.1);
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let backward_block = world.get_block(backward_pos.0, backward_pos.1);
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let left_block = world.get_block(left_pos.0, left_pos.1);
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let right_block = world.get_block(right_pos.0, right_pos.1);
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let up_block = world.get_block(up_pos.0, up_pos.1);
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let down_block = world.get_block(down_pos.0, down_pos.1);
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// Reusable array of whether cardinal neighbours are empty
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let mut neighbours = [false; 6];
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for z in 0..8 {
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// Each z level contains two bitmask segments of voxels
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let mut entry = 0u64;
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for y in 0..8 {
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for x in 0..8 {
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// Ignore non-solids
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let idx = x + y * 8 + z * 8 * 8;
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let empty_voxel = Voxel::Empty;
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match center_block[idx] {
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Voxel::Empty => continue,
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Voxel::Color(r, g, b) => {
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// A voxel is on the surface if at least one of it's
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// cardinal neighbours is non-solid.
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neighbours[0] = if x == 7 {
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forward_block[idx - 7] == empty_voxel
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} else {
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center_block[idx + 1] == empty_voxel
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};
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neighbours[1] = if x == 0 {
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backward_block[idx + 7] == empty_voxel
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} else {
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center_block[idx - 1] == empty_voxel
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};
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neighbours[2] = if z == 7 {
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right_block[idx - 448] == empty_voxel
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} else {
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center_block[idx + 64] == empty_voxel
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};
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neighbours[3] = if z == 0 {
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left_block[idx + 448] == empty_voxel
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} else {
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center_block[idx - 64] == empty_voxel
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};
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neighbours[4] = if y == 7 {
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up_block[idx - 56] == empty_voxel
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} else {
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center_block[idx + 8] == empty_voxel
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};
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neighbours[5] = if y == 0 {
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down_block[idx + 56] == empty_voxel
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} else {
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center_block[idx - 8] == empty_voxel
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};
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// Set the appropriate bit in the z entry and add the
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// shading data
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let surface_voxel = neighbours.iter().any(|v| *v);
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if surface_voxel {
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entry += 1 << (x + y * 8);
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let albedo = ((r as u32) << 24)
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+ ((g as u32) << 16)
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+ ((b as u32) << 8)
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+ 255u32;
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albedo_data.push(albedo);
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}
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}
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}
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}
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}
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let offset = 2 * z;
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bitmask_data[offset] = (entry & 0xFFFFFFFF).try_into().unwrap();
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bitmask_data[offset + 1] = ((entry >> 32) & 0xFFFFFFFF).try_into().unwrap();
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}
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(bitmask_data, albedo_data)
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}
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pub fn to_brickgrid_element(brickmap_cache_idx: u32, flags: BrickgridFlag) -> u32 {
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(brickmap_cache_idx << 8) + flags as u32
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}
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pub fn grid_pos_to_world_pos(
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world: &mut WorldManager,
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grid_pos: glam::IVec3,
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) -> (glam::IVec3, glam::UVec3) {
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// We deal with dvecs here because we want a negative grid_pos to have floored
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// chunk_pos
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let chunk_dims = world.get_chunk_dims().as_dvec3();
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let chunk_pos = (grid_pos.as_dvec3() / chunk_dims).floor();
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let block_pos = grid_pos - (chunk_pos * chunk_dims).as_ivec3();
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(chunk_pos.as_ivec3(), block_pos.as_uvec3())
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}
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