veloren/voxygen/src/scene/mod.rs

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Rust
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pub mod camera;
pub mod figure;
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pub mod terrain;
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use self::{
camera::{Camera, CameraMode},
figure::FigureMgr,
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terrain::Terrain,
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};
use crate::{
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anim::character::SkeletonAttr,
audio::{sfx::SfxMgr, AudioFrontend},
render::{
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create_pp_mesh, create_skybox_mesh, Consts, Globals, Light, Model, PostProcessLocals,
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PostProcessPipeline, Renderer, Shadow, SkyboxLocals, SkyboxPipeline,
},
window::Event,
};
use client::Client;
use common::{
comp,
terrain::{BlockKind, TerrainChunk},
vol::ReadVol,
};
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use specs::{Join, WorldExt};
use vek::*;
// TODO: Don't hard-code this.
const CURSOR_PAN_SCALE: f32 = 0.005;
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const MAX_LIGHT_COUNT: usize = 32;
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const MAX_SHADOW_COUNT: usize = 24;
const LIGHT_DIST_RADIUS: f32 = 64.0; // The distance beyond which lights may not emit light from their origin
const SHADOW_DIST_RADIUS: f32 = 8.0;
const SHADOW_MAX_DIST: f32 = 96.0; // The distance beyond which shadows may not be visible
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struct Skybox {
model: Model<SkyboxPipeline>,
locals: Consts<SkyboxLocals>,
}
struct PostProcess {
model: Model<PostProcessPipeline>,
locals: Consts<PostProcessLocals>,
}
pub struct Scene {
globals: Consts<Globals>,
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lights: Consts<Light>,
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shadows: Consts<Shadow>,
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camera: Camera,
skybox: Skybox,
postprocess: PostProcess,
terrain: Terrain<TerrainChunk>,
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loaded_distance: f32,
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select_pos: Option<Vec3<i32>>,
figure_mgr: FigureMgr,
sfx_mgr: SfxMgr,
}
impl Scene {
/// Create a new `Scene` with default parameters.
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pub fn new(renderer: &mut Renderer) -> Self {
let resolution = renderer.get_resolution().map(|e| e as f32);
Self {
globals: renderer.create_consts(&[Globals::default()]).unwrap(),
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lights: renderer
.create_consts(&[Light::default(); MAX_LIGHT_COUNT])
.unwrap(),
shadows: renderer
.create_consts(&[Shadow::default(); MAX_SHADOW_COUNT])
.unwrap(),
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camera: Camera::new(resolution.x / resolution.y, CameraMode::ThirdPerson),
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skybox: Skybox {
model: renderer.create_model(&create_skybox_mesh()).unwrap(),
locals: renderer.create_consts(&[SkyboxLocals::default()]).unwrap(),
},
postprocess: PostProcess {
model: renderer.create_model(&create_pp_mesh()).unwrap(),
locals: renderer
.create_consts(&[PostProcessLocals::default()])
.unwrap(),
},
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terrain: Terrain::new(renderer),
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loaded_distance: 0.0,
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select_pos: None,
figure_mgr: FigureMgr::new(),
sfx_mgr: SfxMgr::new(),
}
}
/// Get a reference to the scene's globals.
pub fn globals(&self) -> &Consts<Globals> { &self.globals }
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/// Get a reference to the scene's camera.
pub fn camera(&self) -> &Camera { &self.camera }
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/// Get a reference to the scene's terrain.
pub fn terrain(&self) -> &Terrain<TerrainChunk> { &self.terrain }
/// Get a reference to the scene's figure manager.
pub fn figure_mgr(&self) -> &FigureMgr { &self.figure_mgr }
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/// Get a mutable reference to the scene's camera.
pub fn camera_mut(&mut self) -> &mut Camera { &mut self.camera }
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/// Set the block position that the player is interacting with
pub fn set_select_pos(&mut self, pos: Option<Vec3<i32>>) { self.select_pos = pos; }
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/// Handle an incoming user input event (e.g.: cursor moved, key pressed,
/// window closed).
///
/// If the event is handled, return true.
pub fn handle_input_event(&mut self, event: Event) -> bool {
match event {
// When the window is resized, change the camera's aspect ratio
Event::Resize(dims) => {
self.camera.set_aspect_ratio(dims.x as f32 / dims.y as f32);
true
},
// Panning the cursor makes the camera rotate
Event::CursorPan(delta) => {
self.camera.rotate_by(Vec3::from(delta) * CURSOR_PAN_SCALE);
true
},
// Zoom the camera when a zoom event occurs
Event::Zoom(delta) => {
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self.camera
.zoom_switch(delta * (0.05 + self.camera.get_distance() * 0.01));
true
},
// All other events are unhandled
_ => false,
}
}
/// Maintain data such as GPU constant buffers, models, etc. To be called
/// once per tick.
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pub fn maintain(
&mut self,
renderer: &mut Renderer,
audio: &mut AudioFrontend,
client: &Client,
) {
// Get player position.
let player_pos = client
.state()
.ecs()
.read_storage::<comp::Pos>()
.get(client.entity())
.map_or(Vec3::zero(), |pos| pos.0);
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let player_rolling = client
.state()
.ecs()
.read_storage::<comp::CharacterState>()
.get(client.entity())
.map_or(false, |cs| cs.action.is_roll());
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let player_scale = match client
.state()
.ecs()
.read_storage::<comp::Body>()
.get(client.entity())
{
Some(comp::Body::Humanoid(body)) => SkeletonAttr::calculate_scale(body),
_ => 1_f32,
};
// Alter camera position to match player.
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let tilt = self.camera.get_orientation().y;
let dist = self.camera.get_distance();
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let up = match self.camera.get_mode() {
CameraMode::FirstPerson => {
if player_rolling {
player_scale * 0.8_f32
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} else {
player_scale * 1.6_f32
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}
},
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CameraMode::ThirdPerson => 1.2,
};
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self.camera.set_focus_pos(
player_pos + Vec3::unit_z() * (up + dist * 0.15 - tilt.min(0.0) * dist * 0.75),
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);
// Tick camera for interpolation.
self.camera.update(client.state().get_time());
// Compute camera matrices.
let (view_mat, proj_mat, cam_pos) = self.camera.compute_dependents(client);
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// Update chunk loaded distance smoothly for nice shader fog
let loaded_distance = client.loaded_distance();
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self.loaded_distance = (0.98 * self.loaded_distance + 0.02 * loaded_distance).max(0.01);
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// Update light constants
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let mut lights = (
&client.state().ecs().read_storage::<comp::Pos>(),
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client.state().ecs().read_storage::<comp::Ori>().maybe(),
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client
.state()
.ecs()
.read_storage::<crate::ecs::comp::Interpolated>()
.maybe(),
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&client.state().ecs().read_storage::<comp::LightEmitter>(),
)
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.join()
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.filter(|(pos, _, _, _)| {
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(pos.0.distance_squared(player_pos) as f32)
< self.loaded_distance.powf(2.0) + LIGHT_DIST_RADIUS
})
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.map(|(pos, ori, interpolated, light_emitter)| {
// Use interpolated values if they are available
let (pos, ori) =
interpolated.map_or((pos.0, ori.map(|o| o.0)), |i| (i.pos, Some(i.ori)));
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let rot = {
if let Some(o) = ori {
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Mat3::rotation_z(-o.x.atan2(o.y))
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} else {
Mat3::identity()
}
};
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Light::new(
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pos + (rot * light_emitter.offset),
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light_emitter.col,
light_emitter.strength,
)
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})
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.collect::<Vec<_>>();
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lights.sort_by_key(|light| light.get_pos().distance_squared(player_pos) as i32);
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lights.truncate(MAX_LIGHT_COUNT);
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renderer
.update_consts(&mut self.lights, &lights)
.expect("Failed to update light constants");
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// Update shadow constants
let mut shadows = (
&client.state().ecs().read_storage::<comp::Pos>(),
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client
.state()
.ecs()
.read_storage::<crate::ecs::comp::Interpolated>()
.maybe(),
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client.state().ecs().read_storage::<comp::Scale>().maybe(),
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&client.state().ecs().read_storage::<comp::Body>(),
&client.state().ecs().read_storage::<comp::Stats>(),
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)
.join()
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.filter(|(_, _, _, _, stats)| !stats.is_dead)
.filter(|(pos, _, _, _, _)| {
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(pos.0.distance_squared(player_pos) as f32)
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< (self.loaded_distance.min(SHADOW_MAX_DIST) + SHADOW_DIST_RADIUS).powf(2.0)
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})
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.map(|(pos, interpolated, scale, _, _)| {
Shadow::new(
// Use interpolated values pos if it is available
interpolated.map_or(pos.0, |i| i.pos),
scale.map_or(1.0, |s| s.0),
)
})
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.collect::<Vec<_>>();
shadows.sort_by_key(|shadow| shadow.get_pos().distance_squared(player_pos) as i32);
shadows.truncate(MAX_SHADOW_COUNT);
renderer
.update_consts(&mut self.shadows, &shadows)
.expect("Failed to update light constants");
// Update global constants.
renderer
.update_consts(&mut self.globals, &[Globals::new(
view_mat,
proj_mat,
cam_pos,
self.camera.get_focus_pos(),
self.loaded_distance,
client.state().get_time_of_day(),
client.state().get_time(),
renderer.get_resolution(),
lights.len(),
shadows.len(),
client
.state()
.terrain()
.get(cam_pos.map(|e| e.floor() as i32))
.map(|b| b.kind())
.unwrap_or(BlockKind::Air),
self.select_pos,
)])
.expect("Failed to update global constants");
// Maintain the terrain.
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self.terrain.maintain(
renderer,
client,
self.camera.get_focus_pos(),
self.loaded_distance,
view_mat,
proj_mat,
);
// Maintain the figures.
self.figure_mgr.maintain(renderer, client, &self.camera);
// Remove unused figures.
self.figure_mgr.clean(client.get_tick());
// Maintain sfx
self.sfx_mgr.maintain(audio, client);
}
/// Render the scene using the provided `Renderer`.
pub fn render(&mut self, renderer: &mut Renderer, client: &mut Client) {
// Render terrain and figures.
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self.figure_mgr.render(
renderer,
client,
&self.globals,
&self.lights,
&self.shadows,
&self.camera,
);
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self.terrain.render(
renderer,
&self.globals,
&self.lights,
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&self.shadows,
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self.camera.get_focus_pos(),
);
// Render the skybox.
renderer.render_skybox(&self.skybox.model, &self.globals, &self.skybox.locals);
self.terrain.render_translucent(
renderer,
&self.globals,
&self.lights,
&self.shadows,
self.camera.get_focus_pos(),
);
renderer.render_post_process(
&self.postprocess.model,
&self.globals,
&self.postprocess.locals,
);
}
}