Fixed particles for non-body entities, AO for non-volumetric illumination

This commit is contained in:
Joshua Barretto 2022-06-29 21:32:27 +01:00
parent b5662163f0
commit 07ba4dcc33
10 changed files with 130 additions and 84 deletions

View File

@ -92,9 +92,9 @@ void main() {
// vec3 f_col = f_col_light.rgb;
// float f_ao = f_col_light.a;
float f_ao, f_glow;
float f_ao, f_glow, f_ao_unused;
uint material = 0xFFu;
vec3 f_col = greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_ao, f_glow, material);
vec3 f_col = greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_ao, f_glow, f_ao_unused, material);
#ifdef EXPERIMENTAL_BAREMINIMUM
tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_ao), 1);

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@ -620,35 +620,36 @@ vec3 compute_attenuation_point(vec3 wpos, vec3 ray_dir, vec3 mu, float surface_a
//}
//#endif
vec3 greedy_extract_col_light_attr(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out float f_glow, out uint f_attr) {
vec3 greedy_extract_col_light_attr(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out float f_glow, out float f_ao, out uint f_attr) {
uvec4 f_col_light = uvec4(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos), 0) * 255);
vec3 f_col = vec3(
float(((f_col_light.r & 0x7u) << 1u) | (f_col_light.b & 0xF0u)),
float(f_col_light.a),
float(f_col_light.a & 0xFE),
float(((f_col_light.g & 0x7u) << 1u) | ((f_col_light.b & 0x0Fu) << 4u))
) / 255.0;
// TODO: Figure out how to use `texture` and modulation to avoid needing to do manual filtering
vec2 light_00 = vec2(uvec2(f_col_light.rg) >> 3u);
vec2 light_10 = vec2(uvec2(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(1, 0), 0).rg * 255.0) >> 3u);
vec2 light_01 = vec2(uvec2(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(0, 1), 0).rg * 255.0) >> 3u);
vec2 light_11 = vec2(uvec2(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(1, 1), 0).rg * 255.0) >> 3u);
vec2 light_0 = mix(light_00, light_01, fract(f_uv_pos.y));
vec2 light_1 = mix(light_10, light_11, fract(f_uv_pos.y));
vec2 light = mix(light_0, light_1, fract(f_uv_pos.x));
vec3 light_00 = vec3(uvec2(f_col_light.rg) >> 3u, f_col_light.a & 1u);
vec3 light_10 = vec3(uvec2(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(1, 0), 0).rg * 255.0) >> 3u, uint(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(1, 0), 0).a * 255.0) & 1u);
vec3 light_01 = vec3(uvec2(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(0, 1), 0).rg * 255.0) >> 3u, uint(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(0, 1), 0).a * 255.0) & 1u);
vec3 light_11 = vec3(uvec2(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(1, 1), 0).rg * 255.0) >> 3u, uint(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(1, 1), 0).a * 255.0) & 1u);
vec3 light_0 = mix(light_00, light_01, fract(f_uv_pos.y));
vec3 light_1 = mix(light_10, light_11, fract(f_uv_pos.y));
vec3 light = mix(light_0, light_1, fract(f_uv_pos.x));
// TODO: Use `texture` instead
//vec2 light = texture(t_col_light, f_uv_pos).xy / 31;
f_ao = light.z;
f_light = light.x / 31.0;
f_glow = light.y / 31.0;
f_attr = f_col_light.g >> 3u;
return srgb_to_linear(f_col);
}
vec3 greedy_extract_col_light_glow(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out float f_glow) {
vec3 greedy_extract_col_light_glow(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out float f_ao, out float f_glow) {
uint f_attr;
return greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_light, f_glow, f_attr);
return greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_light, f_glow, f_ao, f_attr);
}
#endif

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@ -40,8 +40,8 @@ layout(location = 0) out vec4 tgt_color;
const float FADE_DIST = 32.0;
void main() {
float f_ao, f_glow;
vec3 f_col = greedy_extract_col_light_glow(t_col_light, s_col_light, f_uv_pos, f_ao, f_glow);
float f_ao, f_glow, f_ao_unused;
vec3 f_col = greedy_extract_col_light_glow(t_col_light, s_col_light, f_uv_pos, f_ao, f_ao_unused, f_glow);
#ifdef EXPERIMENTAL_BAREMINIMUM
tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_ao), 1);

View File

@ -84,8 +84,8 @@ void main() {
vec2 f_uv_pos = f_uv_pos + atlas_offs.xy;
// vec4 f_col_light = textureProj(t_col_light, vec3(f_uv_pos + 0.5, textureSize(t_col_light, 0)));//(f_uv_pos/* + 0.5*/) / texSize);
// float f_light = textureProj(t_col_light, vec3(f_uv_pos + 0.5, textureSize(t_col_light, 0))).a;//1.0;//f_col_light.a * 4.0;// f_light = float(v_col_light & 0x3Fu) / 64.0;
float f_light, f_glow;
vec3 f_col = greedy_extract_col_light_glow(t_col_light, s_col_light, f_uv_pos, f_light, f_glow);
float f_light, f_glow, f_ao;
vec3 f_col = greedy_extract_col_light_glow(t_col_light, s_col_light, f_uv_pos, f_light, f_ao, f_glow);
#ifdef EXPERIMENTAL_BAREMINIMUM
tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_light), 1);
@ -391,6 +391,8 @@ void main() {
max_light += lights_at(f_pos, f_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light);
reflected_light *= 0.3 + f_ao * 0.7;
#ifndef EXPERIMENTAL_NOCAUSTICS
#if (FLUID_MODE == FLUID_MODE_SHINY)
if (faces_fluid) {

View File

@ -9,7 +9,7 @@ type TodoRect = (
Vec3<i32>,
);
pub struct GreedyConfig<D, FL, FG, FO, FS, FP, FT> {
pub struct GreedyConfig<D, FA, FL, FG, FO, FS, FP, FT> {
pub data: D,
/// The minimum position to mesh, in the coordinate system used
/// for queries against the volume.
@ -31,6 +31,9 @@ pub struct GreedyConfig<D, FL, FG, FO, FS, FP, FT> {
/// the number of *horizontal* planes large enough to cover the whole
/// chunk.
pub greedy_size_cross: Vec3<usize>,
/// Given a position, return the AO information for the voxel at that
/// position (0.0 - 1.0).
pub get_ao: FA,
/// Given a position, return the lighting information for the voxel at that
/// position.
pub get_light: FL,
@ -367,16 +370,17 @@ impl<'a, Allocator: AtlasAllocator> GreedyMesh<'a, Allocator> {
/// Returns an estimate of the bounds of the current meshed model.
///
/// For more information on the config parameter, see [GreedyConfig].
pub fn push<M: PartialEq, D: 'a, FL, FG, FO, FS, FP, FT>(
pub fn push<M: PartialEq, D: 'a, FA, FL, FG, FO, FS, FP, FT>(
&mut self,
config: GreedyConfig<D, FL, FG, FO, FS, FP, FT>,
config: GreedyConfig<D, FA, FL, FG, FO, FS, FP, FT>,
) where
FA: for<'r> FnMut(&'r mut D, Vec3<i32>) -> f32 + 'a,
FL: for<'r> FnMut(&'r mut D, Vec3<i32>) -> f32 + 'a,
FG: for<'r> FnMut(&'r mut D, Vec3<i32>) -> f32 + 'a,
FO: for<'r> FnMut(&'r mut D, Vec3<i32>) -> bool + 'a,
FS: for<'r> FnMut(&'r mut D, Vec3<i32>, Vec3<i32>, Vec2<Vec3<i32>>) -> Option<(bool, M)>,
FP: FnMut(Vec2<u16>, Vec2<Vec2<u16>>, Vec3<f32>, Vec2<Vec3<f32>>, Vec3<f32>, &M),
FT: for<'r> FnMut(&'r mut D, Vec3<i32>, u8, u8) -> [u8; 4] + 'a,
FT: for<'r> FnMut(&'r mut D, Vec3<i32>, u8, u8, bool) -> [u8; 4] + 'a,
{
span!(_guard, "push", "GreedyMesh::push");
let cont = greedy_mesh(
@ -401,7 +405,7 @@ impl<'a, Allocator: AtlasAllocator> GreedyMesh<'a, Allocator> {
span!(_guard, "finalize", "GreedyMesh::finalize");
let cur_size = self.col_lights_size;
let col_lights = vec![
TerrainVertex::make_col_light(254, 0, Rgb::broadcast(254));
TerrainVertex::make_col_light(254, 0, Rgb::broadcast(254), true);
cur_size.x as usize * cur_size.y as usize
];
let mut col_lights_info = (col_lights, cur_size);
@ -414,7 +418,9 @@ impl<'a, Allocator: AtlasAllocator> GreedyMesh<'a, Allocator> {
pub fn max_size(&self) -> Vec2<u16> { self.max_size }
}
fn greedy_mesh<'a, M: PartialEq, D: 'a, FL, FG, FO, FS, FP, FT, Allocator: AtlasAllocator>(
fn greedy_mesh<'a, M: PartialEq, D: 'a, FA, FL, FG, FO, FS, FP, FT, Allocator: AtlasAllocator>(
atlas: &mut Allocator,
col_lights_size: &mut Vec2<u16>,
max_size: Vec2<u16>,
@ -423,21 +429,23 @@ fn greedy_mesh<'a, M: PartialEq, D: 'a, FL, FG, FO, FS, FP, FT, Allocator: Atlas
draw_delta,
greedy_size,
greedy_size_cross,
get_ao,
get_light,
get_glow,
get_opacity,
mut should_draw,
mut push_quad,
make_face_texel,
}: GreedyConfig<D, FL, FG, FO, FS, FP, FT>,
}: GreedyConfig<D, FA, FL, FG, FO, FS, FP, FT>,
) -> Box<SuspendedMesh<'a>>
where
FA: for<'r> FnMut(&'r mut D, Vec3<i32>) -> f32 + 'a,
FL: for<'r> FnMut(&'r mut D, Vec3<i32>) -> f32 + 'a,
FG: for<'r> FnMut(&'r mut D, Vec3<i32>) -> f32 + 'a,
FO: for<'r> FnMut(&'r mut D, Vec3<i32>) -> bool + 'a,
FS: for<'r> FnMut(&'r mut D, Vec3<i32>, Vec3<i32>, Vec2<Vec3<i32>>) -> Option<(bool, M)>,
FP: FnMut(Vec2<u16>, Vec2<Vec2<u16>>, Vec3<f32>, Vec2<Vec3<f32>>, Vec3<f32>, &M),
FT: for<'r> FnMut(&'r mut D, Vec3<i32>, u8, u8) -> [u8; 4] + 'a,
FT: for<'r> FnMut(&'r mut D, Vec3<i32>, u8, u8, bool) -> [u8; 4] + 'a,
{
span!(_guard, "greedy_mesh");
// TODO: Collect information to see if we can choose a good value here.
@ -573,6 +581,7 @@ where
&mut data,
todo_rects,
draw_delta,
get_ao,
get_light,
get_glow,
get_opacity,
@ -725,10 +734,11 @@ fn draw_col_lights<D>(
data: &mut D,
todo_rects: Vec<TodoRect>,
draw_delta: Vec3<i32>,
mut get_ao: impl FnMut(&mut D, Vec3<i32>) -> f32,
mut get_light: impl FnMut(&mut D, Vec3<i32>) -> f32,
mut get_glow: impl FnMut(&mut D, Vec3<i32>) -> f32,
mut get_opacity: impl FnMut(&mut D, Vec3<i32>) -> bool,
mut make_face_texel: impl FnMut(&mut D, Vec3<i32>, u8, u8) -> [u8; 4],
mut make_face_texel: impl FnMut(&mut D, Vec3<i32>, u8, u8, bool) -> [u8; 4],
) {
todo_rects.into_iter().for_each(|(pos, uv, rect, delta)| {
// NOTE: Conversions are safe because width, height, and offset must be
@ -793,6 +803,15 @@ fn draw_col_lights<D>(
0.0
}
) / 4.0;
let ao = (get_ao(data, light_pos)
+ get_ao(data, light_pos - uv.x)
+ get_ao(data, light_pos - uv.y)
+ if direct_u_opacity || direct_v_opacity {
get_ao(data, light_pos - uv.x - uv.y)
} else {
0.0
})
/ 4.0;
let glowiness = (get_glow(data, light_pos)
+ get_glow(data, light_pos - uv.x)
+ get_glow(data, light_pos - uv.y)
@ -804,7 +823,8 @@ fn draw_col_lights<D>(
/ 4.0;
let light = (darkness * 31.5) as u8;
let glow = (glowiness * 31.5) as u8;
*col_light = make_face_texel(data, pos, light, glow);
let ao = ao > 0.7;
*col_light = make_face_texel(data, pos, light, glow, ao);
});
});
});

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@ -78,6 +78,7 @@ where
draw_delta,
greedy_size,
greedy_size_cross,
get_ao: |_: &mut V, _: Vec3<i32>| 1.0,
get_light,
get_glow,
get_opacity,
@ -93,7 +94,7 @@ where
|atlas_pos, pos, norm, &_meta| create_opaque(atlas_pos, pos, norm),
));
},
make_face_texel: |vol: &mut V, pos, light, _| {
make_face_texel: |vol: &mut V, pos, light, _, _| {
let cell = vol.get(pos).ok();
let (glowy, shiny) = cell
.map(|c| (c.is_glowy(), c.is_shiny()))
@ -218,6 +219,7 @@ where
draw_delta,
greedy_size,
greedy_size_cross,
get_ao: |_: &mut _, _: Vec3<i32>| 1.0,
get_light,
get_glow,
get_opacity,
@ -233,8 +235,8 @@ where
|atlas_pos, pos, norm, &meta| create_opaque(atlas_pos, pos, norm, meta),
));
},
make_face_texel: move |flat: &mut _, pos, light, glow| {
TerrainVertex::make_col_light(light, glow, get_color(flat, pos))
make_face_texel: move |flat: &mut _, pos, light, glow, ao| {
TerrainVertex::make_col_light(light, glow, get_color(flat, pos), ao)
},
});
@ -305,6 +307,7 @@ where
draw_delta,
greedy_size,
greedy_size_cross,
get_ao: |_: &mut V, _: Vec3<i32>| 1.0,
get_light,
get_glow,
get_opacity,
@ -320,8 +323,8 @@ where
|atlas_pos, pos, norm, &_meta| create_opaque(atlas_pos, pos, norm),
));
},
make_face_texel: move |vol: &mut V, pos, light, glow| {
TerrainVertex::make_col_light(light, glow, get_color(vol, pos))
make_face_texel: move |vol: &mut V, pos, light, glow, ao| {
TerrainVertex::make_col_light(light, glow, get_color(vol, pos), ao)
},
});

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@ -375,6 +375,9 @@ pub fn generate_mesh<'a, V: RectRasterableVol<Vox = Block> + ReadVol + Debug + '
light(pos + range.min)
}
};
let get_ao = |_: &mut (), pos: Vec3<i32>| {
if flat_get(pos).is_opaque() { 0.0 } else { 1.0 }
};
let get_glow = |_: &mut (), pos: Vec3<i32>| glow(pos + range.min);
let get_color =
|_: &mut (), pos: Vec3<i32>| flat_get(pos).get_color().unwrap_or_else(Rgb::zero);
@ -399,6 +402,7 @@ pub fn generate_mesh<'a, V: RectRasterableVol<Vox = Block> + ReadVol + Debug + '
draw_delta,
greedy_size,
greedy_size_cross,
get_ao,
get_light,
get_glow,
get_opacity,
@ -427,8 +431,8 @@ pub fn generate_mesh<'a, V: RectRasterableVol<Vox = Block> + ReadVol + Debug + '
));
},
},
make_face_texel: |data: &mut (), pos, light, glow| {
TerrainVertex::make_col_light(light, glow, get_color(data, pos))
make_face_texel: |data: &mut (), pos, light, glow, ao| {
TerrainVertex::make_col_light(light, glow, get_color(data, pos), ao)
},
});

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@ -67,6 +67,7 @@ impl Vertex {
// 0 to 31
glow: u8,
col: Rgb<u8>,
ao: bool,
) -> [u8; 4] {
//[col.r, col.g, col.b, light]
// It would be nice for this to be cleaner, but we want to squeeze 5 fields into
@ -92,7 +93,7 @@ impl Vertex {
(light.min(31) << 3) | ((col.r >> 1) & 0b111),
(glow.min(31) << 3) | ((col.b >> 1) & 0b111),
(col.r & 0b11110000) | (col.b >> 4),
col.g, // Green is lucky, it remains unscathed
(col.g & 0xFE) | ao as u8, // Green is lucky, it remains unscathed
]
}

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@ -12,7 +12,7 @@ use common::{
assets::{AssetExt, DotVoxAsset},
comp::{
self, aura, beam, body, buff, item::Reagent, object, shockwave, BeamSegment, Body,
CharacterState, Shockwave, Vel,
CharacterState, Ori, Pos, Shockwave, Vel,
},
figure::Segment,
outcome::Outcome,
@ -763,13 +763,18 @@ impl ParticleMgr {
let time = state.get_time();
let dt = scene_data.state.ecs().fetch::<DeltaTime>().0;
for (interpolated, beam) in (
&ecs.read_storage::<Interpolated>(),
for (interp, pos, ori, beam) in (
ecs.read_storage::<Interpolated>().maybe(),
&ecs.read_storage::<Pos>(),
&ecs.read_storage::<Ori>(),
&ecs.read_storage::<BeamSegment>(),
)
.join()
.filter(|(_, b)| b.creation.map_or(true, |c| (c + dt as f64) >= time))
.filter(|(_, _, _, b)| b.creation.map_or(true, |c| (c + dt as f64) >= time))
{
let pos = interp.map_or(pos.0, |i| i.pos);
let ori = interp.map_or(*ori, |i| i.ori);
// TODO: Handle this less hackily. Done this way as beam segments are created
// every server tick, which is approximately 33 ms. Heartbeat scheduler used to
// account for clients with less than 30 fps because they start the creation
@ -779,11 +784,11 @@ impl ParticleMgr {
match beam.properties.specifier {
beam::FrontendSpecifier::Flamethrower => {
let mut rng = thread_rng();
let (from, to) = (Vec3::<f32>::unit_z(), *interpolated.ori.look_dir());
let (from, to) = (Vec3::<f32>::unit_z(), *ori.look_dir());
let m = Mat3::<f32>::rotation_from_to_3d(from, to);
// Emit a light when using flames
lights.push(Light::new(
interpolated.pos,
pos,
Rgb::new(1.0, 0.25, 0.05).map(|e| e * rng.gen_range(0.8..1.2)),
2.0,
));
@ -802,19 +807,19 @@ impl ParticleMgr {
beam.properties.duration,
time,
ParticleMode::FlameThrower,
interpolated.pos,
interpolated.pos + random_ori * range,
pos,
pos + random_ori * range,
)
},
);
},
beam::FrontendSpecifier::Cultist => {
let mut rng = thread_rng();
let (from, to) = (Vec3::<f32>::unit_z(), *interpolated.ori.look_dir());
let (from, to) = (Vec3::<f32>::unit_z(), *ori.look_dir());
let m = Mat3::<f32>::rotation_from_to_3d(from, to);
// Emit a light when using flames
lights.push(Light::new(
interpolated.pos,
pos,
Rgb::new(1.0, 0.0, 1.0).map(|e| e * rng.gen_range(0.5..1.0)),
2.0,
));
@ -833,23 +838,23 @@ impl ParticleMgr {
beam.properties.duration,
time,
ParticleMode::CultistFlame,
interpolated.pos,
interpolated.pos + random_ori * range,
pos,
pos + random_ori * range,
)
},
);
},
beam::FrontendSpecifier::LifestealBeam => {
// Emit a light when using lifesteal beam
lights.push(Light::new(interpolated.pos, Rgb::new(0.8, 1.0, 0.5), 1.0));
lights.push(Light::new(pos, Rgb::new(0.8, 1.0, 0.5), 1.0));
self.particles.reserve(beam_tick_count as usize);
for i in 0..beam_tick_count {
self.particles.push(Particle::new_directed(
beam.properties.duration,
time + i as f64 / 1000.0,
ParticleMode::LifestealBeam,
interpolated.pos,
interpolated.pos + *interpolated.ori.look_dir() * range,
pos,
pos + *ori.look_dir() * range,
));
}
},
@ -859,8 +864,8 @@ impl ParticleMgr {
beam.properties.duration,
time,
ParticleMode::Laser,
interpolated.pos,
interpolated.pos + *interpolated.ori.look_dir() * range,
pos,
pos + *ori.look_dir() * range,
)
})
},
@ -870,14 +875,14 @@ impl ParticleMgr {
beam.properties.duration,
time,
ParticleMode::WebStrand,
interpolated.pos,
interpolated.pos + *interpolated.ori.look_dir() * range,
pos,
pos + *ori.look_dir() * range,
)
})
},
beam::FrontendSpecifier::Bubbles => {
let mut rng = thread_rng();
let (from, to) = (Vec3::<f32>::unit_z(), *interpolated.ori.look_dir());
let (from, to) = (Vec3::<f32>::unit_z(), *ori.look_dir());
let m = Mat3::<f32>::rotation_from_to_3d(from, to);
self.particles.resize_with(
self.particles.len() + usize::from(beam_tick_count) / 15,
@ -894,15 +899,15 @@ impl ParticleMgr {
beam.properties.duration,
time,
ParticleMode::Bubbles,
interpolated.pos,
interpolated.pos + random_ori * range,
pos,
pos + random_ori * range,
)
},
);
},
beam::FrontendSpecifier::Frost => {
let mut rng = thread_rng();
let (from, to) = (Vec3::<f32>::unit_z(), *interpolated.ori.look_dir());
let (from, to) = (Vec3::<f32>::unit_z(), *ori.look_dir());
let m = Mat3::<f32>::rotation_from_to_3d(from, to);
self.particles.resize_with(
self.particles.len() + usize::from(beam_tick_count) / 4,
@ -919,8 +924,8 @@ impl ParticleMgr {
beam.properties.duration,
time,
ParticleMode::Ice,
interpolated.pos,
interpolated.pos + random_ori * range,
pos,
pos + random_ori * range,
)
},
);
@ -936,12 +941,15 @@ impl ParticleMgr {
let mut rng = thread_rng();
let dt = scene_data.state.get_delta_time();
for (interpolated, auras) in (
&ecs.read_storage::<Interpolated>(),
for (interp, pos, auras) in (
ecs.read_storage::<Interpolated>().maybe(),
&ecs.read_storage::<Pos>(),
&ecs.read_storage::<comp::Auras>(),
)
.join()
{
let pos = interp.map_or(pos.0, |i| i.pos);
for (_, aura) in auras.auras.iter() {
match aura.aura_kind {
aura::AuraKind::Buff {
@ -960,8 +968,8 @@ impl ParticleMgr {
aura.duration.map_or(max_dur, |dur| dur.min(max_dur)),
time,
ParticleMode::EnergyNature,
interpolated.pos,
interpolated.pos + init_pos,
pos,
pos + init_pos,
)
},
);
@ -992,8 +1000,8 @@ impl ParticleMgr {
aura.duration.map_or(max_dur, |dur| dur.min(max_dur)),
time,
ParticleMode::EnergyHealing,
interpolated.pos,
interpolated.pos + init_pos,
pos,
pos + init_pos,
)
},
);
@ -1016,15 +1024,15 @@ impl ParticleMgr {
let radius = aura.radius * rng.gen::<f32>().sqrt();
let x = radius * theta.sin();
let y = radius * theta.cos();
Vec2::new(x, y) + interpolated.pos.xy()
Vec2::new(x, y) + pos.xy()
};
let max_dur = Duration::from_secs(1);
Particle::new_directed(
aura.duration.map_or(max_dur, |dur| dur.min(max_dur)),
time,
ParticleMode::FlameThrower,
rand_pos.with_z(interpolated.pos.z),
rand_pos.with_z(interpolated.pos.z + 1.0),
rand_pos.with_z(pos.z),
rand_pos.with_z(pos.z + 1.0),
)
});
},
@ -1044,8 +1052,8 @@ impl ParticleMgr {
aura.duration.map_or(max_dur, |dur| dur.min(max_dur)),
time,
ParticleMode::EnergyBuffing,
interpolated.pos,
interpolated.pos + init_pos,
pos,
pos + init_pos,
)
},
);
@ -1062,13 +1070,16 @@ impl ParticleMgr {
let time = state.get_time();
let mut rng = rand::thread_rng();
for (interpolated, buffs, body) in (
&ecs.read_storage::<Interpolated>(),
for (interp, pos, buffs, body) in (
ecs.read_storage::<Interpolated>().maybe(),
&ecs.read_storage::<Pos>(),
&ecs.read_storage::<comp::Buffs>(),
&ecs.read_storage::<comp::Body>(),
)
.join()
{
let pos = interp.map_or(pos.0, |i| i.pos);
for (buff_kind, _) in buffs.kinds.iter() {
use buff::BuffKind;
match buff_kind {
@ -1077,7 +1088,7 @@ impl ParticleMgr {
self.particles.len()
+ usize::from(self.scheduler.heartbeats(Duration::from_millis(15))),
|| {
let start_pos = interpolated.pos
let start_pos = pos
+ Vec3::unit_z() * body.height() * 0.25
+ Vec3::<f32>::zero()
.map(|_| rng.gen_range(-1.0..1.0))
@ -1107,7 +1118,7 @@ impl ParticleMgr {
self.particles.len()
+ usize::from(self.scheduler.heartbeats(Duration::from_millis(15))),
|| {
let start_pos = interpolated.pos
let start_pos = pos
+ Vec3::new(
body.max_radius(),
body.max_radius(),
@ -1361,13 +1372,18 @@ impl ParticleMgr {
let dt = scene_data.state.ecs().fetch::<DeltaTime>().0;
let terrain = scene_data.state.ecs().fetch::<TerrainGrid>();
for (_entity, interpolated, shockwave) in (
for (_entity, interp, pos, ori, shockwave) in (
&ecs.entities(),
&ecs.read_storage::<Interpolated>(),
ecs.read_storage::<Interpolated>().maybe(),
&ecs.read_storage::<Pos>(),
&ecs.read_storage::<Ori>(),
&ecs.read_storage::<Shockwave>(),
)
.join()
{
let pos = interp.map_or(pos.0, |i| i.pos);
let ori = interp.map_or(*ori, |i| i.ori);
let elapsed = time - shockwave.creation.unwrap_or(time);
let speed = shockwave.properties.speed;
@ -1377,7 +1393,7 @@ impl ParticleMgr {
let radians = shockwave.properties.angle.to_radians();
let ori_vec = interpolated.ori.look_vec();
let ori_vec = ori.look_vec();
let theta = ori_vec.y.atan2(ori_vec.x) - radians / 2.0;
let dtheta = radians / distance;
@ -1406,7 +1422,7 @@ impl ParticleMgr {
for d in 0..(new_particle_count as i32) {
let arc_position = theta + dtheta * d as f32 / particle_count_factor;
let position = interpolated.pos
let position = pos
+ distance * Vec3::new(arc_position.cos(), arc_position.sin(), 0.0);
// Arbitrary number chosen that is large enough to be able to accurately
@ -1456,7 +1472,7 @@ impl ParticleMgr {
for d in 0..3 * distance as i32 {
let arc_position = theta + dtheta * d as f32 / 3.0;
let position = interpolated.pos
let position = pos
+ distance * Vec3::new(arc_position.cos(), arc_position.sin(), 0.0);
self.particles.push(Particle::new(
@ -1489,7 +1505,7 @@ impl ParticleMgr {
// Sub tick dt
let dt = (j as f32 / heartbeats as f32) * dt;
let distance = distance + speed * dt;
let pos1 = interpolated.pos + distance * direction - Vec3::unit_z();
let pos1 = pos + distance * direction - Vec3::unit_z();
let pos2 = pos1 + (Vec3::unit_z() + direction) * 3.0;
let time = time + dt as f64;
@ -1532,8 +1548,7 @@ impl ParticleMgr {
// Sub tick dt
let dt = (j as f32 / heartbeats as f32) * dt;
let scaled_distance = scaled_distance + scaled_speed * dt;
let pos1 =
interpolated.pos + (scaled_distance * direction).floor() * scale;
let pos1 = pos + (scaled_distance * direction).floor() * scale;
let time = time + dt as f64;
let get_positions = |a| {

View File

@ -695,7 +695,7 @@ fn write_column<R: Rng>(
* bridge) as i32)
.min(h - 2)
&& z < bedrock + h
&& radius > 30.0
&& radius > 25.0
} {
Block::new(BlockKind::Rock, col.stone_col)
} else {