render: fix the TransformBuffers that could only store a single Transform for an entity
This caused Scenes to be rendered poorly since all meshes would use the Transform of the last processed mesh
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7d8798bf53
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8d1961bb08
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@ -5,17 +5,15 @@ use crate::math::Transform;
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pub struct RenderJob {
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pub entity: Entity,
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pub shader_id: u64,
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pub mesh_buffer_id: uuid::Uuid,
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pub transform: Transform,
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pub mesh_uuid: uuid::Uuid,
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}
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impl RenderJob {
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pub fn new(entity: Entity, shader_id: u64, mesh_buffer_id: uuid::Uuid, transform: Transform) -> Self {
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pub fn new(entity: Entity, shader_id: u64, mesh_buffer_id: uuid::Uuid) -> Self {
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Self {
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entity,
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shader_id,
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mesh_buffer_id,
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transform,
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mesh_uuid: mesh_buffer_id,
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}
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}
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}
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@ -386,7 +386,7 @@ impl BasicRenderer {
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}
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self.transform_buffers.update_or_insert(&self.queue, &self.render_limits,
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entity, || ( transform.calculate_mat4(), glam::Mat3::from_quat(transform.rotation) ));
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mesh_uuid, || ( transform.calculate_mat4(), glam::Mat3::from_quat(transform.rotation) ));
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#[allow(clippy::map_entry)]
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if !self.mesh_buffers.contains_key(&mesh_uuid) {
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@ -461,7 +461,7 @@ impl Renderer for BasicRenderer {
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let material = mesh.material.as_ref().unwrap()
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.data_ref().unwrap();
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let shader = material.shader_uuid.unwrap_or(0);
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let job = RenderJob::new(entity, shader, mesh_han.uuid(), interop_pos);
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let job = RenderJob::new(entity, shader, mesh_han.uuid());
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self.render_jobs.push_back(job);
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}
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}
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@ -470,35 +470,26 @@ impl Renderer for BasicRenderer {
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if let Some((scene_han, scene_epoch)) = scene_view.get() {
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// TODO: Rendering scenes
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let scene_scope = debug_span!("scene", uuid = scene_han.uuid().to_string());
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let _enter = scene_scope.enter();
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if let Some(scene) = scene_han.data_ref() {
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let interop_pos = self.interpolate_transforms(now_inst, last_epoch, entity, &transform, transform_epoch);
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let interpo_pos = self.interpolate_transforms(now_inst, last_epoch, entity, &transform, transform_epoch);
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let meshes = scene.collect_world_meshes();
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for (mesh_han, mesh_pos) in meshes.into_iter() {
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if let Some(mesh) = mesh_han.data_ref() {
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let mesh_interp = interop_pos + mesh_pos;
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let mesh_scope = debug_span!("mesh", uuid = mesh_han.uuid().to_string());
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let _enter = mesh_scope.enter();
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debug!("mesh at {:?}", mesh_interp.translation);
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let mesh_interpo = interpo_pos + mesh_pos;
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// if process mesh did not just create a new mesh, and the epoch
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// shows that the scene has changed, verify that the mesh buffers
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// dont need to be resent to the gpu.
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if !self.process_mesh(entity, mesh_interp, &*mesh, mesh_han.uuid())
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if !self.process_mesh(entity, mesh_interpo, &*mesh, mesh_han.uuid())
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&& scene_epoch == last_epoch {
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self.check_mesh_buffers(entity, &mesh_han);
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debug!("updating mesh buffers");
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}
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let material = mesh.material.as_ref().unwrap()
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.data_ref().unwrap();
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let shader = material.shader_uuid.unwrap_or(0);
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let job = RenderJob::new(entity, shader, mesh_han.uuid(), interop_pos);
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let job = RenderJob::new(entity, shader, mesh_han.uuid());
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self.render_jobs.push_back(job);
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}
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}
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@ -573,7 +564,7 @@ impl Renderer for BasicRenderer {
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render_pass.set_pipeline(pipeline.get_wgpu_pipeline());
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// get the mesh (containing vertices) and the buffers from storage
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let buffers = self.mesh_buffers.get(&job.mesh_buffer_id).unwrap();
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let buffers = self.mesh_buffers.get(&job.mesh_uuid).unwrap();
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// Bind the optional texture
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if let Some(tex) = buffers.material.as_ref()
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@ -592,7 +583,7 @@ impl Renderer for BasicRenderer {
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}
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// Get the bindgroup for job's transform and bind to it using an offset.
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let transform_indices = *self.transform_buffers.entity_indices(job.entity).unwrap();
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let transform_indices = *self.transform_buffers.transform_indices(job.mesh_uuid).unwrap();
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let bindgroup = self.transform_buffers.bind_group(transform_indices).unwrap();
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let offset = TransformBuffers::index_offset(&self.render_limits, transform_indices) as u32;
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render_pass.set_bind_group(1, bindgroup, &[ offset, offset, ]);
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@ -1,6 +1,7 @@
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use std::{collections::{VecDeque, HashMap}, num::NonZeroU64};
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use lyra_ecs::Entity;
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use uuid::Uuid;
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use wgpu::Limits;
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use std::mem;
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@ -19,11 +20,20 @@ pub(crate) struct TransformBufferEntry {
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pub bindgroup: wgpu::BindGroup,
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}
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/// A helper struct for managing the Transform buffers for meshes.
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///
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/// This struct manages a "chain" of uniform buffers that store Transform for meshes. When
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/// first created it only has a single "chain-link" with a buffer that is the maximum length
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/// the GPU supports. When the first buffer fills up, a new one should be created which will also
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/// be the maximum length the GPU supports. When the new buffer fills up, a new one will be
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/// created once again, and so on.
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///
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/// `Uuid`'s are used to represent entries (usually Meshes) in the buffer. The Uuid's can be used
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/// to insert, update, and retrieve the transforms.
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pub(crate) struct TransformBuffers {
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pub bindgroup_layout: wgpu::BindGroupLayout,
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/// A vector storing the EntityId and
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pub just_updated: HashMap<Entity, TransformBufferIndices>,
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pub not_updated: HashMap<Entity, TransformBufferIndices>,
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pub just_updated: HashMap<Uuid, TransformBufferIndices>,
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pub not_updated: HashMap<Uuid, TransformBufferIndices>,
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pub dead_indices: VecDeque<TransformBufferIndices>,
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pub next_indices: TransformBufferIndices,
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/// (transform count, buffer, bindgroup)
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@ -78,12 +88,15 @@ impl TransformBuffers {
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s
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}
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/// Update an entity's buffer with the new transform. Will panic if the entity isn't stored
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pub fn update_entity(&mut self, queue: &wgpu::Queue, limits: &Limits, entity: Entity, transform: glam::Mat4, normal_matrix: glam::Mat3) -> TransformBufferIndices {
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let indices = self.not_updated.remove(&entity)
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.or_else(|| self.just_updated.remove(&entity))
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/// Update an transform in the buffer.
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///
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/// # Panics
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/// Panics if the entity isn't stored, you can check if it is before with [`TransformBuffers:contains`].
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pub fn update_transform(&mut self, queue: &wgpu::Queue, limits: &Limits, uuid: Uuid, transform: glam::Mat4, normal_matrix: glam::Mat3) -> TransformBufferIndices {
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let indices = self.not_updated.remove(&uuid)
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.or_else(|| self.just_updated.remove(&uuid))
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.expect("Use 'insert_entity' for new entities");
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self.just_updated.insert(entity, indices);
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self.just_updated.insert(uuid, indices);
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let normal_matrix = glam::Mat4::from_mat3(normal_matrix);
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@ -94,8 +107,8 @@ impl TransformBuffers {
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indices
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}
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/// Insert a new entity into the buffer, returns where it was stored.
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pub fn insert_entity(&mut self, queue: &wgpu::Queue, limits: &Limits, entity: Entity, transform: glam::Mat4, normal_matrix: glam::Mat3) -> TransformBufferIndices {
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/// Insert a new transform into the buffer, returns where in the buffer it was stored.
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pub fn insert_transform(&mut self, queue: &wgpu::Queue, limits: &Limits, uuid: Uuid, transform: glam::Mat4, normal_matrix: glam::Mat3) -> TransformBufferIndices {
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let indices = match self.dead_indices.pop_front() {
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Some(indices) => indices,
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None => {
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@ -113,28 +126,28 @@ impl TransformBuffers {
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}
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};
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self.just_updated.insert(entity, indices);
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self.update_entity(queue, limits, entity, transform, normal_matrix)
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self.just_updated.insert(uuid, indices);
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self.update_transform(queue, limits, uuid, transform, normal_matrix)
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}
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/// Update or insert an entities transform
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pub fn update_or_insert<TFn>(&mut self, queue: &wgpu::Queue, limits: &Limits, entity: Entity, transform_fn: TFn) -> TransformBufferIndices
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/// Update or insert a transform
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pub fn update_or_insert<TFn>(&mut self, queue: &wgpu::Queue, limits: &Limits, uuid: Uuid, transform_fn: TFn) -> TransformBufferIndices
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where TFn: Fn() -> (glam::Mat4, glam::Mat3)
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{
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let (tran, norm) = transform_fn();
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if self.contains(entity) {
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self.update_entity(queue, limits, entity, tran, norm)
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if self.contains(uuid) {
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self.update_transform(queue, limits, uuid, tran, norm)
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} else {
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self.insert_entity(queue, limits, entity, tran, norm)
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self.insert_transform(queue, limits, uuid, tran, norm)
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}
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}
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/// Returns true if the entity's transform is stored (does not mean its up-to-date).
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pub fn contains(&self, entity: Entity) -> bool {
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self.not_updated.contains_key(&entity) || self.just_updated.contains_key(&entity)
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/// Returns true if the transform related to the `uuid` is stored (does not mean its up-to-date).
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pub fn contains(&self, uuid: Uuid) -> bool {
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self.not_updated.contains_key(&uuid) || self.just_updated.contains_key(&uuid)
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}
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/// Collect the dead entities, mark entities and not updated for next updates.
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/// Collect the dead transforms and prepare self to check next time.
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pub fn tick(&mut self) {
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// take the dead entities, these were ones that were not updated this tick
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let dead: VecDeque<TransformBufferIndices> = self.not_updated.values().copied().collect();
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@ -164,7 +177,10 @@ impl TransformBuffers {
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.map(|entry| &entry.bindgroup)
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}
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/// Expand the Transform buffers by adding another uniform buffer binding
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/// Expand the Transform buffers by adding another uniform buffer binding.
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///
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/// This object has a chain of uniform buffers, when the buffers are expanded, a new
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/// "chain-link" is created.
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pub fn expand_buffers(&mut self, device: &wgpu::Device) {
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let limits = device.limits();
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let max_buffer_sizes = (limits.max_uniform_buffer_binding_size as u64) / 2;
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@ -228,7 +244,8 @@ impl TransformBuffers {
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self.buffer_bindgroups.push(entry);
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}
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pub fn entity_indices(&self, entity: Entity) -> Option<&TransformBufferIndices> {
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self.just_updated.get(&entity).or_else(|| self.not_updated.get(&entity))
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/// Returns the indices of the Transform
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pub fn transform_indices(&self, uuid: Uuid) -> Option<&TransformBufferIndices> {
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self.just_updated.get(&uuid).or_else(|| self.not_updated.get(&uuid))
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}
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}
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