feat: wire infinite chunk streaming into Game with loading screen
This commit is contained in:
139
Core/Game.cs
139
Core/Game.cs
@@ -3,76 +3,75 @@ using OpenTK.Mathematics;
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using OpenTK.Windowing.Common;
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using OpenTK.Windowing.Desktop;
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using OpenTK.Windowing.GraphicsLibraryFramework;
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using Serilog;
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using VoxelEngine.Game;
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using VoxelEngine.Rendering;
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using VoxelEngine.World.Blocks;
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using VoxelEngine.World.Chunk;
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using VoxelEngine.World.Persistence;
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using VoxelEngine.World.Streaming;
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using VoxelEngine.World.WorldGen;
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namespace VoxelEngine.Core;
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public sealed class Game : GameWindow
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{
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private const float MoveSpeed = 8f; // units per second
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private const float Sensitivity = 0.15f; // degrees per pixel
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private const int Seed = 1337;
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private const bool UseSeed = false;
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private static readonly ILogger Log = Serilog.Log.ForContext<Game>();
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private readonly Configuration _cfg;
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private readonly BlockRegistry _registry = new();
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private Shader _shader = null!;
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private Texture _texture = null!;
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private readonly Dictionary<Vector3i, ChunkRenderer> _renderer = new();
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private Camera _camera = null!;
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private LoadingScreen _loading = null!;
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private World.World _world = null!;
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private InMemoryChunkModificationStore _modStore = null!;
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private WorldGenerator _generator = null!;
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private ChunkStreamer _streamer = null!;
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private Player _player = null!;
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private World.World _world;
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public Game(GameWindowSettings gameSettings, NativeWindowSettings nativeSettings)
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: base(gameSettings, nativeSettings) { }
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public Game(Configuration cfg, GameWindowSettings gameSettings, NativeWindowSettings nativeSettings)
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: base(gameSettings, nativeSettings)
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{
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this._cfg = cfg;
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}
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protected override void OnLoad()
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{
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base.OnLoad();
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Log.Information("Game starting with seed={Seed} renderDistanceH={H} renderDistanceV={V}",
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this._cfg.Seed, this._cfg.RenderDistanceHorizontal, this._cfg.RenderDistanceVertical);
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GL.ClearColor(0.45f, 0.65f, 0.95f, 1.0f);
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GL.Enable(EnableCap.DepthTest);
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GL.Enable(EnableCap.CullFace);
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this._shader = new Shader("Assets/shaders/chunk.vert", "Assets/shaders/chunk.frag");
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this._texture = new Texture("Assets/textures/VoxelShadeAtlas.png");
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this._loading = new LoadingScreen();
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this._world = new World.World(this._registry, new InMemoryChunkModificationStore());
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this._modStore = new InMemoryChunkModificationStore();
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this._world = new World.World(this._registry, this._modStore);
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int seed = Game.UseSeed ? Game.Seed : new Random().Next();
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int seed = this._cfg.Seed ?? new Random().Next();
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this._generator = new WorldGenerator(seed, this._registry);
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for (int cx = -4; cx < 4; cx++)
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for (int cz = -4; cz < 4; cz++)
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for (int cy = 0; cy < WorldConstants.WorldHeightChunks; cy++)
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{
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Vector3i pos = new(cx, cy, cz);
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this._world.SetChunk(pos, this._generator.Generate(pos));
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}
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// Spawn at terrain surface above (0, 0).
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int surfaceY = this._generator.SurfaceHeightAt(0, 0);
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Vector3 spawnPosition = new(0.5f, surfaceY + 2f, 0.5f);
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ChunkMesher mesher = new(this._texture.Width, this._texture.Height);
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foreach ((Vector3i pos, Chunk chunk) in this._world)
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{
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Vector3i origin = pos * Chunk.Size;
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float[] mesh = mesher.Build(
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chunk,
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this._registry,
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(nx, ny, nz) => this._world.GetBlock(
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origin.X + nx,
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origin.Y + ny,
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origin.Z + nz).IsOpaque
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);
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this._renderer[pos] = new ChunkRenderer(mesh);
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}
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this._player = new Player(this._cfg, spawnPosition, this.ClientSize.X / (float)this.ClientSize.Y);
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this._camera = new Camera(
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new Vector3(8f, WorldConstants.SeaLevel + 30f, 40f),
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this.ClientSize.X / (float)this.ClientSize.Y);
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var mesher = new ChunkMesher(this._texture.Width, this._texture.Height);
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this._streamer = new ChunkStreamer(
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this._cfg,
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this._world,
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this._generator.Generate,
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mesher,
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this._registry,
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new ThreadPoolJobExecutor(),
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mesh => new ChunkRenderer(mesh));
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this.CursorState = CursorState.Grabbed;
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}
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@@ -82,24 +81,22 @@ public sealed class Game : GameWindow
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base.OnUpdateFrame(args);
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if (!this.IsFocused) return;
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if (this.KeyboardState.IsKeyDown(Keys.Escape)) {
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this.Close(); return;
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}
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if (this.KeyboardState.IsKeyDown(Keys.Escape)) { this.Close(); return; }
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float speedMulti = 1f;
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if (this.KeyboardState.IsKeyDown(Keys.LeftShift)) speedMulti = 1.8f ;
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float speedMulti = this.KeyboardState.IsKeyDown(Keys.LeftShift) ? 1.8f : 1f;
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float distance = this._player.MoveSpeed * speedMulti * (float)args.Time;
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float distance = Game.MoveSpeed * speedMulti * (float)args.Time;
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if (this.KeyboardState.IsKeyDown(Keys.W)) this._camera.Move(this._camera.Front * distance);
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if (this.KeyboardState.IsKeyDown(Keys.S)) this._camera.Move(-this._camera.Front * distance);
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if (this.KeyboardState.IsKeyDown(Keys.A)) this._camera.Move(-this._camera.Right * distance);
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if (this.KeyboardState.IsKeyDown(Keys.D)) this._camera.Move(this._camera.Right * distance);
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if (this.KeyboardState.IsKeyDown(Keys.Space)) this._camera.Move(Vector3.UnitY * distance);
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if (this.KeyboardState.IsKeyDown(Keys.LeftControl)) this._camera.Move(-Vector3.UnitY * distance);
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if (this.KeyboardState.IsKeyDown(Keys.W)) this._player.Move(this._player.Camera.Front * distance);
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if (this.KeyboardState.IsKeyDown(Keys.S)) this._player.Move(-this._player.Camera.Front * distance);
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if (this.KeyboardState.IsKeyDown(Keys.A)) this._player.Move(-this._player.Camera.Right * distance);
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if (this.KeyboardState.IsKeyDown(Keys.D)) this._player.Move(this._player.Camera.Right * distance);
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if (this.KeyboardState.IsKeyDown(Keys.Space)) this._player.Move(Vector3.UnitY * distance);
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if (this.KeyboardState.IsKeyDown(Keys.LeftControl)) this._player.Move(-Vector3.UnitY * distance);
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Vector2 delta = this.MouseState.Delta;
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this._camera.AddRotation(delta.X * Game.Sensitivity, -delta.Y * Game.Sensitivity);
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this._player.AddRotation(delta.X * this._player.MouseSensitivity, -delta.Y * this._player.MouseSensitivity);
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this._streamer.Tick(this._player.ChunkPosition);
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}
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protected override void OnRenderFrame(FrameEventArgs args)
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@@ -108,21 +105,25 @@ public sealed class Game : GameWindow
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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this._shader.Use();
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this._shader.SetMatrix4("view", this._camera.GetViewMatrix());
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this._shader.SetMatrix4("projection", this._camera.GetProjectionMatrix());
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this._shader.SetInt("atlas", 0);
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this._texture.Use();
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if (!this._streamer.SpawnReady)
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{
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this._loading.Draw();
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this.SwapBuffers();
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return;
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}
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foreach ((Vector3i pos, ChunkRenderer renderer) in this._renderer)
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this._shader.Use();
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this._shader.SetMatrix4("view", this._player.Camera.GetViewMatrix());
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this._shader.SetMatrix4("projection", this._player.Camera.GetProjectionMatrix());
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this._shader.SetInt("atlas", 0);
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this._texture.Use(TextureUnit.Texture0);
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this._streamer.DrawAll((pos, renderer) =>
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{
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this._shader.SetMatrix4("model", Matrix4.CreateTranslation(
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pos.X * Chunk.Size,
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pos.Y * Chunk.Size,
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pos.Z * Chunk.Size
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));
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pos.X * Chunk.Size, pos.Y * Chunk.Size, pos.Z * Chunk.Size));
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renderer.Draw();
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}
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});
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this.SwapBuffers();
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}
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@@ -131,18 +132,16 @@ public sealed class Game : GameWindow
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{
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base.OnResize(e);
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GL.Viewport(0, 0, e.Width, e.Height);
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// OnResize can fire before OnLoad (where _camera is created), so guard against it.
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if (this._camera is not null) this._camera.AspectRatio = e.Width / (float)e.Height;
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if (this._player is not null) this._player.Camera.AspectRatio = e.Width / (float)e.Height;
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}
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protected override void OnUnload()
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{
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foreach (ChunkRenderer rendererValue in this._renderer.Values)
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{
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rendererValue.Dispose();
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}
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this._texture.Dispose();
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this._shader.Dispose();
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Log.Information("Game shutting down");
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this._streamer?.Dispose();
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this._loading?.Dispose();
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this._texture?.Dispose();
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this._shader?.Dispose();
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base.OnUnload();
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}
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}
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