veloren/voxygen/src/mesh/segment.rs

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Rust
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use crate::{
mesh::{vol, Meshable},
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render::{self, FigurePipeline, Mesh, SpritePipeline},
};
use common::{
figure::Segment,
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util::{linear_to_srgb, srgb_to_linear},
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vol::{IntoFullVolIterator, ReadVol, Vox},
};
use vek::*;
type FigureVertex = <FigurePipeline as render::Pipeline>::Vertex;
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type SpriteVertex = <SpritePipeline as render::Pipeline>::Vertex;
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impl Meshable<FigurePipeline, FigurePipeline> for Segment {
type Pipeline = FigurePipeline;
type TranslucentPipeline = FigurePipeline;
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type Supplement = Vec3<f32>;
fn generate_mesh(
&self,
offs: Self::Supplement,
) -> (Mesh<Self::Pipeline>, Mesh<Self::TranslucentPipeline>) {
let mut mesh = Mesh::new();
common: Rework volume API See the doc comments in `common/src/vol.rs` for more information on the API itself. The changes include: * Consistent `Err`/`Error` naming. * Types are named `...Error`. * `enum` variants are named `...Err`. * Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation to an upcoming change where a “map” in the game related sense will be added. * Add volume iterators. There are two types of them: * _Position_ iterators obtained from the trait `IntoPosIterator` using the method `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `Vec3<i32>`. * _Volume_ iterators obtained from the trait `IntoVolIterator` using the method `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `(Vec3<i32>, &Self::Vox)`. Those traits will usually be implemented by references to volume types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some type which usually implements several volume traits, such as `Chunk`). * _Position_ iterators iterate over the positions valid for that volume. * _Volume_ iterators do the same but return not only the position but also the voxel at that position, in each iteration. * Introduce trait `RectSizedVol` for the use case which we have with `Chonk`: A `Chonk` is sized only in x and y direction. * Introduce traits `RasterableVol`, `RectRasterableVol` * `RasterableVol` represents a volume that is compile-time sized and has its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen because such a volume can be used with `VolGrid3d`. * `RectRasterableVol` represents a volume that is compile-time sized at least in x and y direction and has its lower bound at `(0, 0, z)`. There's no requirement on he lower bound or size in z direction. The name `RectRasterableVol` was chosen because such a volume can be used with `VolGrid2d`.
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for (pos, vox) in self.full_vol_iter() {
if let Some(col) = vox.get_color() {
vol::push_vox_verts(
&mut mesh,
faces_to_make(self, pos, true, |vox| vox.is_empty()),
offs + pos.map(|e| e as f32),
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&[[[Rgba::from_opaque(col); 3]; 3]; 3],
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|origin, norm, col, ao, light| {
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FigureVertex::new(
origin,
norm,
linear_to_srgb(srgb_to_linear(col) * light.min(ao)),
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0,
)
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},
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&{
let mut ls = [[[0.0; 3]; 3]; 3];
for x in 0..3 {
for y in 0..3 {
for z in 0..3 {
ls[z][y][x] = if self
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.get(pos + Vec3::new(x as i32, y as i32, z as i32) - 1)
.map(|v| v.is_empty())
.unwrap_or(true)
{
1.0
} else {
0.0
};
}
}
}
ls
},
);
}
}
(mesh, Mesh::new())
}
}
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impl Meshable<SpritePipeline, SpritePipeline> for Segment {
type Pipeline = SpritePipeline;
type TranslucentPipeline = SpritePipeline;
type Supplement = Vec3<f32>;
fn generate_mesh(
&self,
offs: Self::Supplement,
) -> (Mesh<Self::Pipeline>, Mesh<Self::TranslucentPipeline>) {
let mut mesh = Mesh::new();
common: Rework volume API See the doc comments in `common/src/vol.rs` for more information on the API itself. The changes include: * Consistent `Err`/`Error` naming. * Types are named `...Error`. * `enum` variants are named `...Err`. * Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation to an upcoming change where a “map” in the game related sense will be added. * Add volume iterators. There are two types of them: * _Position_ iterators obtained from the trait `IntoPosIterator` using the method `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `Vec3<i32>`. * _Volume_ iterators obtained from the trait `IntoVolIterator` using the method `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `(Vec3<i32>, &Self::Vox)`. Those traits will usually be implemented by references to volume types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some type which usually implements several volume traits, such as `Chunk`). * _Position_ iterators iterate over the positions valid for that volume. * _Volume_ iterators do the same but return not only the position but also the voxel at that position, in each iteration. * Introduce trait `RectSizedVol` for the use case which we have with `Chonk`: A `Chonk` is sized only in x and y direction. * Introduce traits `RasterableVol`, `RectRasterableVol` * `RasterableVol` represents a volume that is compile-time sized and has its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen because such a volume can be used with `VolGrid3d`. * `RectRasterableVol` represents a volume that is compile-time sized at least in x and y direction and has its lower bound at `(0, 0, z)`. There's no requirement on he lower bound or size in z direction. The name `RectRasterableVol` was chosen because such a volume can be used with `VolGrid2d`.
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for (pos, vox) in self.full_vol_iter() {
if let Some(col) = vox.get_color() {
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vol::push_vox_verts(
&mut mesh,
faces_to_make(self, pos, true, |vox| vox.is_empty()),
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offs + pos.map(|e| e as f32),
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&[[[Rgba::from_opaque(col); 3]; 3]; 3],
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|origin, norm, col, ao, light| {
SpriteVertex::new(
origin,
norm,
linear_to_srgb(srgb_to_linear(col) * ao * light),
)
},
&[[[1.0; 3]; 3]; 3],
);
}
}
(mesh, Mesh::new())
}
}
/// Use the 6 voxels/blocks surrounding the one at the specified position
/// to detemine which faces should be drawn
fn faces_to_make<V: ReadVol>(
seg: &V,
pos: Vec3<i32>,
error_makes_face: bool,
should_add: impl Fn(&V::Vox) -> bool,
) -> [bool; 6] {
let (x, y, z) = (Vec3::unit_x(), Vec3::unit_y(), Vec3::unit_z());
let make_face = |offset| {
seg.get(pos + offset)
.map(|v| should_add(v))
.unwrap_or(error_makes_face)
};
[
make_face(-x),
make_face(x),
make_face(-y),
make_face(y),
make_face(-z),
make_face(z),
]
}