switch to noise lib that works on arm neon (apple)
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@@ -0,0 +1,82 @@
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use crate::{
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client::camera::Camera,
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common::component::{ChunkMesh, ChunkPos}, util::oct_tree::OctTree,
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};
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use super::{voxel::VoxelColor, Renderer};
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use bevy_ecs::entity::Entity;
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use nalgebra::{Rotation3, Vector3};
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use ndarray::Array3;
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#[derive(Debug, Clone)]
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pub enum RenderCommand {
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CreateVoxelGrid(CreateVoxelGrid),
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AddChunk(AddChunk),
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UpdateGridTransform(UpdateGridTransform),
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ViewUpdate(Camera),
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}
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#[derive(Debug, Clone)]
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pub struct CreateVoxelGrid {
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pub id: Entity,
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pub pos: Vector3<f32>,
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pub orientation: Rotation3<f32>,
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pub dimensions: Vector3<usize>,
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pub grid: Array3<VoxelColor>,
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}
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#[derive(Debug, Clone)]
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pub struct AddChunk {
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pub id: Entity,
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pub pos: ChunkPos,
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pub mesh: ChunkMesh,
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pub tree: OctTree,
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}
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#[derive(Debug, Clone)]
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pub struct UpdateGridTransform {
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pub id: Entity,
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pub pos: Vector3<f32>,
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pub orientation: Rotation3<f32>,
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}
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impl Renderer {
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pub fn handle_commands(&mut self, commands: Vec<RenderCommand>) {
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let mut new_camera = false;
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for cmd in commands {
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match cmd {
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RenderCommand::CreateVoxelGrid(desc) => self.voxel_pipeline.add_group(
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&self.device,
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&mut self.encoder,
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&mut self.staging_belt,
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desc,
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),
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RenderCommand::ViewUpdate(camera) => {
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new_camera = true;
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self.camera = camera;
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}
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RenderCommand::UpdateGridTransform(update) => self.voxel_pipeline.update_transform(
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&self.device,
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&mut self.encoder,
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&mut self.staging_belt,
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update,
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),
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RenderCommand::AddChunk(desc) => self.voxel_pipeline.add_chunk(
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&self.device,
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&mut self.encoder,
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&mut self.staging_belt,
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desc,
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),
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}
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}
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if new_camera {
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self.voxel_pipeline.update_view(
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&self.device,
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&mut self.encoder,
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&mut self.staging_belt,
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self.size,
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&self.camera,
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);
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}
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}
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}
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