veloren/voxygen/src/scene/trail.rs

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use super::SceneData;
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use crate::render::{DynamicModel, Mesh, Quad, Renderer, TrailDrawer, TrailVertex};
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use common::comp::{object, Body, Pos, Vel};
use common_base::span;
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use specs::{Entity as EcsEntity, Join, WorldExt};
use std::collections::HashMap;
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use vek::*;
#[derive(Clone, Copy, Eq, PartialEq, Hash)]
struct MeshKey {
entity: EcsEntity,
is_main_weapon: bool,
}
pub struct TrailMgr {
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/// Meshes for each entity
entity_meshes: HashMap<MeshKey, Mesh<TrailVertex>>,
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/// Position cache for things like projectiles
pos_cache: HashMap<EcsEntity, Pos>,
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/// Offset
pub offset: usize,
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/// Dynamic model to upload to GPU
dynamic_model: DynamicModel<TrailVertex>,
/// Used to create sub model from dynamic model
model_len: u32,
}
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const TRAIL_DYNAMIC_MODEL_SIZE: usize = 15;
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const TRAIL_SHRINKAGE: f32 = 0.8;
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impl TrailMgr {
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pub fn new(renderer: &mut Renderer) -> Self {
Self {
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entity_meshes: HashMap::new(),
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pos_cache: HashMap::new(),
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offset: 0,
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dynamic_model: renderer.create_dynamic_model(0),
model_len: 0,
}
}
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pub fn maintain(&mut self, renderer: &mut Renderer, scene_data: &SceneData) {
span!(_guard, "maintain", "TrailMgr::maintain");
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if scene_data.weapon_trails_enabled {
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// Update offset
self.offset = (self.offset + 1) % TRAIL_DYNAMIC_MODEL_SIZE;
self.entity_meshes.values_mut().for_each(|mesh| {
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// Shrink size of each quad over time
let vertices = mesh.vertices_mut_vec();
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let last_offset =
(self.offset + TRAIL_DYNAMIC_MODEL_SIZE - 1) % TRAIL_DYNAMIC_MODEL_SIZE;
let next_offset = (self.offset + 1) % TRAIL_DYNAMIC_MODEL_SIZE;
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for i in 0..TRAIL_DYNAMIC_MODEL_SIZE {
// Verts per quad are in b, c, a, d order
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vertices[i * 4 + 2] = if i == next_offset {
vertices[i * 4]
} else {
vertices[i * 4 + 2] * TRAIL_SHRINKAGE
+ vertices[i * 4] * (1.0 - TRAIL_SHRINKAGE)
};
if i != last_offset {
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// Avoid shrinking edge of most recent quad so that edges of quads align
vertices[i * 4 + 3] = vertices[i * 4 + 3] * TRAIL_SHRINKAGE
+ vertices[i * 4 + 1] * (1.0 - TRAIL_SHRINKAGE);
}
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}
// Reset quad for each entity mesh at new offset
let zero = TrailVertex::zero();
mesh.replace_quad(self.offset * 4, Quad::new(zero, zero, zero, zero));
});
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// Hack to shove trails in for projectiles
let ecs = scene_data.state.ecs();
for (entity, body, vel, pos) in (
&ecs.entities(),
&ecs.read_storage::<Body>(),
&ecs.read_storage::<Vel>(),
&ecs.read_storage::<Pos>(),
)
.join()
{
if !vel.0.is_approx_zero()
&& matches!(
body,
Body::Object(
object::Body::Arrow
| object::Body::MultiArrow
| object::Body::ArrowSnake
| object::Body::ArrowTurret,
)
)
{
let last_pos = *self.pos_cache.entry(entity).or_insert(*pos);
let offset = self.offset;
let quad_mesh = self.entity_mesh_or_insert(entity, true);
const THICKNESS: f32 = 0.05;
let p1 = pos.0;
let p2 = p1 + Vec3::unit_z() * THICKNESS;
let p4 = last_pos.0;
let p3 = p4 + Vec3::unit_z() * THICKNESS;
let vertex = |p: Vec3<f32>| TrailVertex {
pos: p.into_array(),
};
let quad = Quad::new(vertex(p1), vertex(p2), vertex(p3), vertex(p4));
quad_mesh.replace_quad(offset * 4, quad);
self.pos_cache.insert(entity, *pos);
}
}
// Clear meshes for entities that only have zero quads in mesh
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self.entity_meshes
.retain(|_, mesh| mesh.iter().any(|vert| *vert != TrailVertex::zero()));
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// Create dynamic model from currently existing meshes
let mut big_mesh = Mesh::new();
self.entity_meshes
.values()
// If any of the vertices in a mesh are non-zero, upload the entire mesh for the entity
.filter(|mesh| mesh.iter().any(|vert| *vert != TrailVertex::zero()))
.for_each(|mesh| big_mesh.push_mesh(mesh));
// To avoid empty mesh
if big_mesh.is_empty() {
let zero = TrailVertex::zero();
big_mesh.push_quad(Quad::new(zero, zero, zero, zero));
}
// If dynamic model too small, resize
if self.dynamic_model.len() < big_mesh.len() {
self.dynamic_model = renderer.create_dynamic_model(big_mesh.len());
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};
renderer.update_model(&self.dynamic_model, &big_mesh, 0);
self.model_len = big_mesh.len() as u32;
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} else {
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self.entity_meshes.clear();
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}
}
pub fn render<'a>(&'a self, drawer: &mut TrailDrawer<'_, 'a>, scene_data: &SceneData) {
span!(_guard, "render", "TrailMgr::render");
if scene_data.weapon_trails_enabled {
drawer.draw(&self.dynamic_model, self.model_len);
}
}
pub fn entity_mesh_or_insert(
&mut self,
entity: EcsEntity,
is_main_weapon: bool,
) -> &mut Mesh<TrailVertex> {
let key = MeshKey {
entity,
is_main_weapon,
};
self.entity_meshes
.entry(key)
.or_insert_with(Self::default_trail_mesh)
}
fn default_trail_mesh() -> Mesh<TrailVertex> {
let mut mesh = Mesh::new();
let zero = TrailVertex::zero();
for _ in 0..TRAIL_DYNAMIC_MODEL_SIZE {
mesh.push_quad(Quad::new(zero, zero, zero, zero));
}
mesh
}
}