Merge branch 'static_entities' into 'master'

Static entities and lights

See merge request veloren/veloren!352
This commit is contained in:
Joshua Barretto 2019-07-21 18:37:37 +00:00
commit 35191c1bdb
35 changed files with 530 additions and 145 deletions

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@ -403,7 +403,9 @@ impl Client {
self.state.write_component(entity, pos);
self.state.write_component(entity, vel);
self.state.write_component(entity, ori);
self.state.write_component(entity, action_state);
if let Some(a_s) = action_state {
self.state.write_component(entity, a_s);
}
}
}
ServerMsg::TerrainChunkUpdate { key, chunk } => {

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@ -1,4 +1,5 @@
pub mod humanoid;
pub mod object;
pub mod quadruped;
pub mod quadruped_medium;
@ -9,6 +10,7 @@ pub enum Body {
Humanoid(humanoid::Body),
Quadruped(quadruped::Body),
QuadrupedMedium(quadruped_medium::Body),
Object(object::Body),
}
impl Component for Body {

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@ -0,0 +1,18 @@
use rand::{seq::SliceRandom, thread_rng};
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Body {
Bomb,
Scarecrow,
Chest,
Pumpkin,
}
impl Body {
pub fn random() -> Self {
let mut rng = thread_rng();
*(&ALL_OBJECTS).choose(&mut rng).unwrap()
}
}
const ALL_OBJECTS: [Body; 4] = [Body::Bomb, Body::Scarecrow, Body::Chest, Body::Pumpkin];

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@ -8,12 +8,13 @@ mod inventory;
mod phys;
mod player;
mod stats;
mod visual;
// Reexports
pub use action_state::ActionState;
pub use agent::Agent;
pub use animation::{Animation, AnimationInfo};
pub use body::{humanoid, quadruped, quadruped_medium, Body};
pub use body::{humanoid, object, quadruped, quadruped_medium, Body};
pub use controller::Controller;
pub use inputs::{
Attacking, CanBuild, Gliding, Jumping, MoveDir, OnGround, Respawning, Rolling, Wielding,
@ -22,3 +23,4 @@ pub use inventory::{item, Inventory};
pub use phys::{ForceUpdate, Ori, Pos, Vel};
pub use player::Player;
pub use stats::{Dying, HealthSource, Stats};
pub use visual::LightEmitter;

21
common/src/comp/visual.rs Normal file
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@ -0,0 +1,21 @@
use specs::{Component, FlaggedStorage, VecStorage};
use vek::*;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct LightEmitter {
pub col: Rgb<f32>,
pub strength: f32,
}
impl Default for LightEmitter {
fn default() -> Self {
Self {
col: Rgb::one(),
strength: 250.0,
}
}
}
impl Component for LightEmitter {
type Storage = FlaggedStorage<Self, VecStorage<Self>>;
}

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@ -24,6 +24,7 @@ sphynx::sum_type! {
Player(comp::Player),
CanBuild(comp::CanBuild),
Stats(comp::Stats),
LightEmitter(comp::LightEmitter),
}
}
// Automatically derive From<T> for EcsCompPhantom
@ -38,6 +39,7 @@ sphynx::sum_type! {
Player(PhantomData<comp::Player>),
CanBuild(PhantomData<comp::CanBuild>),
Stats(PhantomData<comp::Stats>),
LightEmitter(PhantomData<comp::LightEmitter>),
}
}
impl sphynx::CompPacket for EcsCompPacket {

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@ -40,7 +40,7 @@ pub enum ServerMsg {
pos: comp::Pos,
vel: comp::Vel,
ori: comp::Ori,
action_state: comp::ActionState,
action_state: Option<comp::ActionState>,
},
TerrainChunkUpdate {
key: Vec2<i32>,

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@ -130,6 +130,7 @@ impl State {
ecs.register_synced::<comp::Player>();
ecs.register_synced::<comp::Stats>();
ecs.register_synced::<comp::CanBuild>();
ecs.register_synced::<comp::LightEmitter>();
// Register components synced by other means
ecs.register::<comp::Pos>();

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@ -1,6 +1,6 @@
use crate::{
comp::{ActionState, Attacking, Controller, Gliding, OnGround, Rolling, Vel, Wielding},
sys::phys::MOVEMENT_THRESHOLD_VEL,
sys::movement::MOVEMENT_THRESHOLD_VEL,
};
use specs::{Entities, Join, ReadStorage, System, WriteStorage};

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@ -9,7 +9,7 @@ pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Entities<'a>,
ReadStorage<'a, Controller>,
WriteStorage<'a, Controller>,
ReadStorage<'a, Stats>,
ReadStorage<'a, Vel>,
WriteStorage<'a, ActionState>,
@ -26,7 +26,7 @@ impl<'a> System<'a> for Sys {
&mut self,
(
entities,
controllers,
mut controllers,
stats,
velocities,
mut action_states,
@ -41,7 +41,7 @@ impl<'a> System<'a> for Sys {
) {
for (entity, controller, stats, vel, mut a) in (
&entities,
&controllers,
&mut controllers,
&stats,
&velocities,
// Although this is changed, it is only kept for this system
@ -113,6 +113,9 @@ impl<'a> System<'a> for Sys {
let _ = jumpings.insert(entity, Jumping);
a.on_ground = false;
}
// Reset the controller ready for the next tick
*controller = Controller::default();
}
}
}

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@ -3,6 +3,7 @@ pub mod agent;
pub mod animation;
pub mod combat;
pub mod controller;
pub mod movement;
pub mod phys;
mod stats;
@ -14,6 +15,7 @@ const AGENT_SYS: &str = "agent_sys";
const CONTROLLER_SYS: &str = "controller_sys";
const ACTION_STATE_SYS: &str = "action_state_sys";
const PHYS_SYS: &str = "phys_sys";
const MOVEMENT_SYS: &str = "movement_sys";
const COMBAT_SYS: &str = "combat_sys";
const ANIMATION_SYS: &str = "animation_sys";
const STATS_SYS: &str = "stats_sys";
@ -22,6 +24,7 @@ pub fn add_local_systems(dispatch_builder: &mut DispatcherBuilder) {
dispatch_builder.add(agent::Sys, AGENT_SYS, &[]);
dispatch_builder.add(controller::Sys, CONTROLLER_SYS, &[AGENT_SYS]);
dispatch_builder.add(phys::Sys, PHYS_SYS, &[CONTROLLER_SYS]);
dispatch_builder.add(movement::Sys, MOVEMENT_SYS, &[PHYS_SYS]);
dispatch_builder.add(
action_state::Sys,
ACTION_STATE_SYS,

138
common/src/sys/movement.rs Normal file
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@ -0,0 +1,138 @@
use crate::{
comp::{ActionState, Jumping, MoveDir, OnGround, Ori, Pos, Rolling, Stats, Vel, Wielding},
state::DeltaTime,
terrain::TerrainMap,
vol::{ReadVol, Vox},
};
use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage};
use vek::*;
const HUMANOID_ACCEL: f32 = 70.0;
const HUMANOID_SPEED: f32 = 120.0;
const HUMANOID_AIR_ACCEL: f32 = 10.0;
const HUMANOID_AIR_SPEED: f32 = 100.0;
const HUMANOID_JUMP_ACCEL: f32 = 16.5;
const ROLL_ACCEL: f32 = 120.0;
const ROLL_SPEED: f32 = 550.0;
const GLIDE_ACCEL: f32 = 15.0;
const GLIDE_SPEED: f32 = 45.0;
// Gravity is 9.81 * 4, so this makes gravity equal to .15
const GLIDE_ANTIGRAV: f32 = 9.81 * 3.95;
pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
/// This system applies forces and calculates new positions and velocities.
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Entities<'a>,
ReadExpect<'a, TerrainMap>,
Read<'a, DeltaTime>,
ReadStorage<'a, MoveDir>,
ReadStorage<'a, Stats>,
ReadStorage<'a, ActionState>,
WriteStorage<'a, Jumping>,
WriteStorage<'a, Wielding>,
WriteStorage<'a, Rolling>,
WriteStorage<'a, OnGround>,
WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
WriteStorage<'a, Ori>,
);
fn run(
&mut self,
(
entities,
terrain,
dt,
move_dirs,
stats,
action_states,
mut jumpings,
mut wieldings,
mut rollings,
mut on_grounds,
mut positions,
mut velocities,
mut orientations,
): Self::SystemData,
) {
// Apply movement inputs
for (entity, stats, a, move_dir, mut pos, mut vel, mut ori) in (
&entities,
&stats,
&action_states,
move_dirs.maybe(),
&mut positions,
&mut velocities,
&mut orientations,
)
.join()
{
// Disable while dead TODO: Replace with client states?
if stats.is_dead {
continue;
}
// Move player according to move_dir
if let Some(move_dir) = move_dir {
vel.0 += Vec2::broadcast(dt.0)
* move_dir.0
* match (a.on_ground, a.gliding, a.rolling) {
(true, false, false)
if vel.0.magnitude_squared() < HUMANOID_SPEED.powf(2.0) =>
{
HUMANOID_ACCEL
}
(false, true, false)
if vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) =>
{
GLIDE_ACCEL
}
(false, false, false)
if vel.0.magnitude_squared() < HUMANOID_AIR_SPEED.powf(2.0) =>
{
HUMANOID_AIR_ACCEL
}
(true, false, true) if vel.0.magnitude_squared() < ROLL_SPEED.powf(2.0) => {
ROLL_ACCEL
}
_ => 0.0,
};
}
// Jump
if jumpings.get(entity).is_some() {
vel.0.z = HUMANOID_JUMP_ACCEL;
jumpings.remove(entity);
}
// Glide
if a.gliding && vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) && vel.0.z < 0.0 {
let _ = wieldings.remove(entity);
let lift = GLIDE_ANTIGRAV + vel.0.z.powf(2.0) * 0.2;
vel.0.z += dt.0 * lift * Vec2::<f32>::from(vel.0 * 0.15).magnitude().min(1.0);
}
// Roll
if let Some(time) = rollings.get_mut(entity).map(|r| &mut r.time) {
let _ = wieldings.remove(entity);
*time += dt.0;
if *time > 0.55 || !a.moving {
rollings.remove(entity);
}
}
// Set direction based on velocity when on the ground
if Vec2::<f32>::from(vel.0).magnitude_squared() > 0.1 {
ori.0 = Lerp::lerp(
ori.0,
vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0),
10.0 * dt.0,
);
}
}
}
}

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@ -10,19 +10,6 @@ use vek::*;
const GRAVITY: f32 = 9.81 * 4.0;
const FRIC_GROUND: f32 = 0.15;
const FRIC_AIR: f32 = 0.015;
const HUMANOID_ACCEL: f32 = 70.0;
const HUMANOID_SPEED: f32 = 120.0;
const HUMANOID_AIR_ACCEL: f32 = 10.0;
const HUMANOID_AIR_SPEED: f32 = 100.0;
const HUMANOID_JUMP_ACCEL: f32 = 16.5;
const ROLL_ACCEL: f32 = 120.0;
const ROLL_SPEED: f32 = 550.0;
const GLIDE_ACCEL: f32 = 15.0;
const GLIDE_SPEED: f32 = 45.0;
// Gravity is 9.81 * 4, so this makes gravity equal to .15
const GLIDE_ANTIGRAV: f32 = 9.81 * 3.95;
pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
// Integrates forces, calculates the new velocity based off of the old velocity
// dt = delta time
@ -44,12 +31,7 @@ impl<'a> System<'a> for Sys {
Entities<'a>,
ReadExpect<'a, TerrainMap>,
Read<'a, DeltaTime>,
ReadStorage<'a, MoveDir>,
ReadStorage<'a, Stats>,
ReadStorage<'a, ActionState>,
WriteStorage<'a, Jumping>,
WriteStorage<'a, Wielding>,
WriteStorage<'a, Rolling>,
WriteStorage<'a, OnGround>,
WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
@ -62,12 +44,7 @@ impl<'a> System<'a> for Sys {
entities,
terrain,
dt,
move_dirs,
stats,
action_states,
mut jumpings,
mut wieldings,
mut rollings,
mut on_grounds,
mut positions,
mut velocities,
@ -75,81 +52,15 @@ impl<'a> System<'a> for Sys {
): Self::SystemData,
) {
// Apply movement inputs
for (entity, stats, a, move_dir, mut pos, mut vel, mut ori) in (
for (entity, a, mut pos, mut vel, mut ori) in (
&entities,
&stats,
&action_states,
move_dirs.maybe(),
&mut positions,
&mut velocities,
&mut orientations,
)
.join()
{
// Disable while dead TODO: Replace with client states?
if stats.is_dead {
continue;
}
// Move player according to move_dir
if let Some(move_dir) = move_dir {
vel.0 += Vec2::broadcast(dt.0)
* move_dir.0
* match (a.on_ground, a.gliding, a.rolling) {
(true, false, false)
if vel.0.magnitude_squared() < HUMANOID_SPEED.powf(2.0) =>
{
HUMANOID_ACCEL
}
(false, true, false)
if vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) =>
{
GLIDE_ACCEL
}
(false, false, false)
if vel.0.magnitude_squared() < HUMANOID_AIR_SPEED.powf(2.0) =>
{
HUMANOID_AIR_ACCEL
}
(true, false, true) if vel.0.magnitude_squared() < ROLL_SPEED.powf(2.0) => {
ROLL_ACCEL
}
_ => 0.0,
};
}
// Jump
if jumpings.get(entity).is_some() {
vel.0.z = HUMANOID_JUMP_ACCEL;
jumpings.remove(entity);
}
// Glide
if a.gliding && vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) && vel.0.z < 0.0 {
let _ = wieldings.remove(entity);
let lift = GLIDE_ANTIGRAV + vel.0.z.powf(2.0) * 0.2;
vel.0.z += dt.0 * lift * Vec2::<f32>::from(vel.0 * 0.15).magnitude().min(1.0);
}
// Roll
if let Some(time) = rollings.get_mut(entity).map(|r| &mut r.time) {
let _ = wieldings.remove(entity);
*time += dt.0;
if *time > 0.55 || !a.moving {
rollings.remove(entity);
}
}
// Set direction based on velocity when on the ground
if Vec2::<f32>::from(vel.0).magnitude_squared() > 0.1 {
ori.0 = Lerp::lerp(
ori.0,
vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0),
10.0 * dt.0,
);
}
// Integrate forces
// Friction is assumed to be a constant dependent on location
let friction = 50.0 * if a.on_ground { FRIC_GROUND } else { FRIC_AIR };

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@ -130,7 +130,13 @@ lazy_static! {
"{}",
"/killnpcs : Kill the NPCs",
handle_killnpcs,
),
),
ChatCommand::new(
"object",
"{}",
"/object : Spawn a random object",
handle_object,
),
];
}
@ -444,6 +450,27 @@ fn handle_killnpcs(server: &mut Server, entity: EcsEntity, _args: String, _actio
server.clients.notify(entity, ServerMsg::Chat(text));
}
fn handle_object(server: &mut Server, entity: EcsEntity, _args: String, _action: &ChatCommand) {
let pos = server
.state
.ecs()
.read_storage::<comp::Pos>()
.get(entity)
.copied();
if let Some(pos) = pos {
server
.create_object(pos, comp::object::Body::random())
.build();
server
.clients
.notify(entity, ServerMsg::Chat(format!("Spawned object.")));
} else {
server
.clients
.notify(entity, ServerMsg::Chat(format!("You have no position!")));
}
}
fn handle_tell(server: &mut Server, entity: EcsEntity, args: String, action: &ChatCommand) {
let opt_alias = scan_fmt!(&args, action.arg_fmt, String);
match opt_alias {

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@ -158,6 +158,25 @@ impl Server {
.with(comp::ForceUpdate)
}
/// Build a static object entity
#[allow(dead_code)]
pub fn create_object(
&mut self,
pos: comp::Pos,
object: comp::object::Body,
) -> EcsEntityBuilder {
self.state
.ecs_mut()
.create_entity_synced()
.with(pos)
.with(comp::Vel(Vec3::zero()))
.with(comp::Ori(Vec3::unit_y()))
.with(comp::Body::Object(object))
.with(comp::LightEmitter::default())
.with(comp::ActionState::default())
.with(comp::ForceUpdate)
}
pub fn create_player_character(
state: &mut State,
entity: EcsEntity,
@ -645,12 +664,12 @@ impl Server {
state.write_component(entity, player);
// Sync physics
for (&uid, &pos, &vel, &ori, &action_state) in (
for (&uid, &pos, &vel, &ori, action_state) in (
&state.ecs().read_storage::<Uid>(),
&state.ecs().read_storage::<comp::Pos>(),
&state.ecs().read_storage::<comp::Vel>(),
&state.ecs().read_storage::<comp::Ori>(),
&state.ecs().read_storage::<comp::ActionState>(),
state.ecs().read_storage::<comp::ActionState>().maybe(),
)
.join()
{
@ -659,7 +678,7 @@ impl Server {
pos,
vel,
ori,
action_state,
action_state: action_state.copied(),
});
}
@ -743,13 +762,13 @@ impl Server {
}
// Sync physics
for (entity, &uid, &pos, &vel, &ori, &action_state, force_update) in (
for (entity, &uid, &pos, &vel, &ori, action_state, force_update) in (
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<Uid>(),
&self.state.ecs().read_storage::<comp::Pos>(),
&self.state.ecs().read_storage::<comp::Vel>(),
&self.state.ecs().read_storage::<comp::Ori>(),
&self.state.ecs().read_storage::<comp::ActionState>(),
self.state.ecs().read_storage::<comp::ActionState>().maybe(),
self.state.ecs().read_storage::<comp::ForceUpdate>().maybe(),
)
.join()
@ -759,7 +778,7 @@ impl Server {
pos,
vel,
ori,
action_state,
action_state: action_state.copied(),
};
let state = &self.state;

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@ -1,7 +1,6 @@
#version 330 core
#include <globals.glsl>
#include <sky.glsl>
in vec3 f_pos;
in vec3 f_norm;
@ -23,6 +22,9 @@ uniform u_bones {
BoneData bones[16];
};
#include <sky.glsl>
#include <light.glsl>
out vec4 tgt_color;
void main() {
@ -32,7 +34,7 @@ void main() {
vec4(f_norm, 0.0)
).xyz;
vec3 light = get_sun_diffuse(world_norm, time_of_day.x);
vec3 light = get_sun_diffuse(world_norm, time_of_day.x) + light_at(f_pos, f_norm);
vec3 surf_color = model_col.rgb * f_col * 2.0 * light;
float fog_level = fog(f_pos.xy, focus_pos.xy);

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@ -8,4 +8,5 @@ uniform u_globals {
vec4 time_of_day;
vec4 tick;
vec4 screen_res;
uvec4 light_count;
};

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@ -0,0 +1,32 @@
struct Light {
vec4 light_pos;
vec4 light_col;
};
layout (std140)
uniform u_lights {
Light lights[32];
};
float attenuation_strength(vec3 rpos) {
return 1.0 / (rpos.x * rpos.x + rpos.y * rpos.y + rpos.z * rpos.z);
}
vec3 light_at(vec3 wpos, vec3 wnorm) {
const float LIGHT_AMBIENCE = 0.1;
vec3 light = vec3(0);
for (uint i = 0u; i < light_count.x; i ++) {
vec3 light_pos = lights[i].light_pos.xyz;
float strength = attenuation_strength(wpos - light_pos);
if (strength < 0.001) {
continue;
}
light += strength
* lights[i].light_col.rgb
* clamp(dot(normalize(light_pos - wpos), wnorm), LIGHT_AMBIENCE, 1.0);
}
return light;
}

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@ -1,7 +1,6 @@
#version 330 core
#include <globals.glsl>
#include <sky.glsl>
in vec3 f_pos;
flat in uint f_pos_norm;
@ -15,6 +14,9 @@ uniform u_locals {
out vec4 tgt_color;
#include <sky.glsl>
#include <light.glsl>
void main() {
// Calculate normal from packed data
vec3 f_norm;
@ -28,7 +30,7 @@ void main() {
f_norm = vec3(0.0, 0.0, 1.0) * norm_dir;
}
vec3 light = get_sun_diffuse(f_norm, time_of_day.x) * f_light;
vec3 light = get_sun_diffuse(f_norm, time_of_day.x) * f_light + light_at(f_pos, f_norm);
vec3 surf_color = f_col * light;
float fog_level = fog(f_pos.xy, focus_pos.xy);

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@ -1,6 +1,7 @@
use super::Skeleton;
use crate::render::FigureBoneData;
#[derive(Clone)]
pub struct FixtureSkeleton;
impl FixtureSkeleton {

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@ -1,5 +1,6 @@
pub mod character;
pub mod fixture;
pub mod object;
pub mod quadruped;
pub mod quadrupedmedium;

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@ -0,0 +1,39 @@
use super::Skeleton;
use crate::render::FigureBoneData;
use vek::*;
#[derive(Clone)]
pub struct ObjectSkeleton;
impl ObjectSkeleton {
pub fn new() -> Self {
Self {}
}
}
const SCALE: f32 = 1.0 / 11.0;
impl Skeleton for ObjectSkeleton {
fn compute_matrices(&self) -> [FigureBoneData; 16] {
[
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
]
}
fn interpolate(&mut self, _target: &Self, _dt: f32) {}
}

View File

@ -5,7 +5,7 @@ use crate::{
Animation, Skeleton, SkeletonAttr,
},
render::{
create_pp_mesh, create_skybox_mesh, Consts, FigurePipeline, Globals, Model,
create_pp_mesh, create_skybox_mesh, Consts, FigurePipeline, Globals, Light, Model,
PostProcessLocals, PostProcessPipeline, Renderer, SkyboxLocals, SkyboxPipeline,
},
scene::{
@ -33,6 +33,7 @@ struct PostProcess {
pub struct Scene {
globals: Consts<Globals>,
lights: Consts<Light>,
camera: Camera,
skybox: Skybox,
@ -50,6 +51,7 @@ impl Scene {
Self {
globals: renderer.create_consts(&[Globals::default()]).unwrap(),
lights: renderer.create_consts(&[Light::default(); 32]).unwrap(),
camera: Camera::new(resolution.x / resolution.y),
skybox: Skybox {
@ -99,6 +101,7 @@ impl Scene {
55800.0,
client.state().get_time(),
renderer.get_resolution(),
0,
)],
) {
error!("Renderer failed to update: {:?}", err);
@ -139,6 +142,7 @@ impl Scene {
&self.globals,
self.figure_state.locals(),
self.figure_state.bone_consts(),
&self.lights,
);
renderer.render_figure(
@ -146,6 +150,7 @@ impl Scene {
&self.globals,
self.backdrop_state.locals(),
self.backdrop_state.bone_consts(),
&self.lights,
);
renderer.render_post_process(

View File

@ -22,7 +22,7 @@ pub use self::{
create_quad as create_ui_quad, create_tri as create_ui_tri, Locals as UiLocals,
Mode as UiMode, UiPipeline,
},
Globals,
Globals, Light,
},
renderer::{Renderer, TgtColorFmt, TgtDepthFmt, WinColorFmt, WinDepthFmt},
texture::Texture,

View File

@ -1,6 +1,6 @@
use super::{
super::{util::arr_to_mat, Pipeline, TgtColorFmt, TgtDepthFmt},
Globals,
Globals, Light,
};
use gfx::{
self,
@ -37,6 +37,7 @@ gfx_defines! {
locals: gfx::ConstantBuffer<Locals> = "u_locals",
globals: gfx::ConstantBuffer<Globals> = "u_globals",
bones: gfx::ConstantBuffer<BoneData> = "u_bones",
lights: gfx::ConstantBuffer<Light> = "u_lights",
tgt_color: gfx::RenderTarget<TgtColorFmt> = "tgt_color",
tgt_depth: gfx::DepthTarget<TgtDepthFmt> = gfx::preset::depth::LESS_EQUAL_WRITE,

View File

@ -25,24 +25,16 @@ gfx_defines! {
time_of_day: [f32; 4] = "time_of_day", // TODO: Make this f64.
tick: [f32; 4] = "tick",
screen_res: [f32; 4] = "screen_res",
light_count: [u32; 4] = "light_count",
}
constant Light {
pos: [f32; 4] = "light_pos",
col: [f32; 4] = "light_col",
}
}
impl Globals {
/// Create global consts with default values.
pub fn default() -> Self {
Self {
view_mat: arr_to_mat(Mat4::identity().into_col_array()),
proj_mat: arr_to_mat(Mat4::identity().into_col_array()),
cam_pos: [0.0; 4],
focus_pos: [0.0; 4],
view_distance: [0.0; 4],
time_of_day: [0.0; 4],
tick: [0.0; 4],
screen_res: [800.0, 500.0, 0.0, 0.0],
}
}
/// Create global consts from the provided parameters.
pub fn new(
view_mat: Mat4<f32>,
@ -53,6 +45,7 @@ impl Globals {
time_of_day: f64,
tick: f64,
screen_res: Vec2<u16>,
light_count: usize,
) -> Self {
Self {
view_mat: arr_to_mat(view_mat.into_col_array()),
@ -63,6 +56,38 @@ impl Globals {
time_of_day: [time_of_day as f32; 4],
tick: [tick as f32; 4],
screen_res: Vec4::from(screen_res.map(|e| e as f32)).into_array(),
light_count: [light_count as u32; 4],
}
}
}
impl Default for Globals {
fn default() -> Self {
Self::new(
Mat4::identity(),
Mat4::identity(),
Vec3::zero(),
Vec3::zero(),
0.0,
0.0,
0.0,
Vec2::new(800, 500),
0,
)
}
}
impl Light {
pub fn new(pos: Vec3<f32>, col: Rgb<f32>, strength: f32) -> Self {
Self {
pos: Vec4::from(pos).into_array(),
col: Rgba::new(col.r, col.g, col.b, strength).into_array(),
}
}
}
impl Default for Light {
fn default() -> Self {
Self::new(Vec3::zero(), Rgb::zero(), 0.0)
}
}

View File

@ -1,6 +1,6 @@
use super::{
super::{Pipeline, TgtColorFmt, TgtDepthFmt},
Globals,
Globals, Light,
};
use gfx::{
self,
@ -30,6 +30,7 @@ gfx_defines! {
locals: gfx::ConstantBuffer<Locals> = "u_locals",
globals: gfx::ConstantBuffer<Globals> = "u_globals",
lights: gfx::ConstantBuffer<Light> = "u_lights",
tgt_color: gfx::RenderTarget<TgtColorFmt> = "tgt_color",
tgt_depth: gfx::DepthTarget<TgtDepthFmt> = gfx::preset::depth::LESS_EQUAL_WRITE,

View File

@ -3,7 +3,7 @@ use super::{
gfx_backend,
mesh::Mesh,
model::{DynamicModel, Model},
pipelines::{figure, postprocess, skybox, terrain, ui, Globals},
pipelines::{figure, postprocess, skybox, terrain, ui, Globals, Light},
texture::Texture,
Pipeline, RenderError,
};
@ -82,10 +82,15 @@ impl Renderer {
env!("CARGO_MANIFEST_DIR"),
"/shaders/include/sky.glsl"
));
let light = include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/shaders/include/light.glsl"
));
let mut include_ctx = IncludeContext::new();
include_ctx.include("globals.glsl", globals);
include_ctx.include("sky.glsl", sky);
include_ctx.include("light.glsl", light);
// Construct a pipeline for rendering skyboxes
let skybox_pipeline = create_pipeline(
@ -389,6 +394,7 @@ impl Renderer {
globals: &Consts<Globals>,
locals: &Consts<figure::Locals>,
bones: &Consts<figure::BoneData>,
lights: &Consts<Light>,
) {
self.encoder.draw(
&model.slice,
@ -398,6 +404,7 @@ impl Renderer {
locals: locals.buf.clone(),
globals: globals.buf.clone(),
bones: bones.buf.clone(),
lights: lights.buf.clone(),
tgt_color: self.tgt_color_view.clone(),
tgt_depth: self.tgt_depth_view.clone(),
},
@ -410,6 +417,7 @@ impl Renderer {
model: &Model<terrain::TerrainPipeline>,
globals: &Consts<Globals>,
locals: &Consts<terrain::Locals>,
lights: &Consts<Light>,
) {
self.encoder.draw(
&model.slice,
@ -418,6 +426,7 @@ impl Renderer {
vbuf: model.vbuf.clone(),
locals: locals.buf.clone(),
globals: globals.buf.clone(),
lights: lights.buf.clone(),
tgt_color: self.tgt_color_view.clone(),
tgt_depth: self.tgt_depth_view.clone(),
},

View File

@ -1,17 +1,17 @@
use crate::{
anim::{
self, character::CharacterSkeleton, quadruped::QuadrupedSkeleton,
self, character::CharacterSkeleton, object::ObjectSkeleton, quadruped::QuadrupedSkeleton,
quadrupedmedium::QuadrupedMediumSkeleton, Animation, Skeleton, SkeletonAttr,
},
mesh::Meshable,
render::{
Consts, FigureBoneData, FigureLocals, FigurePipeline, Globals, Mesh, Model, Renderer,
Consts, FigureBoneData, FigureLocals, FigurePipeline, Globals, Light, Mesh, Model, Renderer,
},
};
use client::Client;
use common::{
assets,
comp::{self, humanoid, item::Weapon, quadruped, quadruped_medium, Body},
comp::{self, humanoid, item::Weapon, object, quadruped, quadruped_medium, Body},
figure::Segment,
terrain::TerrainChunkSize,
vol::VolSize,
@ -105,6 +105,24 @@ impl FigureModelCache {
None,
None,
],
Body::Object(object) => [
Some(Self::load_object(object)),
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
None,
],
};
let skeleton_attr = match body {
@ -493,6 +511,18 @@ impl FigureModelCache {
Vec3::new(-2.5, -4.0, -2.5),
)
}
fn load_object(obj: object::Body) -> Mesh<FigurePipeline> {
Self::load_mesh(
match obj {
object::Body::Bomb => "object/bomb.vox",
object::Body::Scarecrow => "object/scarecrow.vox",
object::Body::Chest => "object/chest_vines.vox",
object::Body::Pumpkin => "object/pumpkin.vox",
},
Vec3::new(-3.5, -3.5, 0.0),
)
}
}
pub struct FigureMgr {
@ -500,6 +530,7 @@ pub struct FigureMgr {
character_states: HashMap<EcsEntity, FigureState<CharacterSkeleton>>,
quadruped_states: HashMap<EcsEntity, FigureState<QuadrupedSkeleton>>,
quadruped_medium_states: HashMap<EcsEntity, FigureState<QuadrupedMediumSkeleton>>,
object_states: HashMap<EcsEntity, FigureState<ObjectSkeleton>>,
}
impl FigureMgr {
@ -509,6 +540,7 @@ impl FigureMgr {
character_states: HashMap::new(),
quadruped_states: HashMap::new(),
quadruped_medium_states: HashMap::new(),
object_states: HashMap::new(),
}
}
@ -534,7 +566,7 @@ impl FigureMgr {
&ecs.read_storage::<comp::Vel>(),
&ecs.read_storage::<comp::Ori>(),
&ecs.read_storage::<comp::Body>(),
&ecs.read_storage::<comp::AnimationInfo>(),
ecs.read_storage::<comp::AnimationInfo>().maybe(),
ecs.read_storage::<comp::Stats>().maybe(),
)
.join()
@ -556,6 +588,9 @@ impl FigureMgr {
Body::QuadrupedMedium(_) => {
self.quadruped_medium_states.remove(&entity);
}
Body::Object(_) => {
self.object_states.remove(&entity);
}
}
continue;
} else if vd_frac > 1.0 {
@ -584,6 +619,11 @@ impl FigureMgr {
.entry(entity)
.or_insert_with(|| FigureState::new(renderer, CharacterSkeleton::new()));
let animation_info = match animation_info {
Some(a_i) => a_i,
None => continue,
};
let target_skeleton = match animation_info.animation {
comp::Animation::Idle => anim::character::IdleAnimation::update_skeleton(
state.skeleton_mut(),
@ -654,6 +694,11 @@ impl FigureMgr {
.entry(entity)
.or_insert_with(|| FigureState::new(renderer, QuadrupedSkeleton::new()));
let animation_info = match animation_info {
Some(a_i) => a_i,
None => continue,
};
let target_skeleton = match animation_info.animation {
comp::Animation::Run => anim::quadruped::RunAnimation::update_skeleton(
state.skeleton_mut(),
@ -689,6 +734,11 @@ impl FigureMgr {
FigureState::new(renderer, QuadrupedMediumSkeleton::new())
});
let animation_info = match animation_info {
Some(a_i) => a_i,
None => continue,
};
let target_skeleton = match animation_info.animation {
comp::Animation::Run => {
anim::quadrupedmedium::RunAnimation::update_skeleton(
@ -722,6 +772,15 @@ impl FigureMgr {
state.skeleton.interpolate(&target_skeleton, dt);
state.update(renderer, pos.0, ori.0, col, dt);
}
Body::Object(_) => {
let state = self
.object_states
.entry(entity)
.or_insert_with(|| FigureState::new(renderer, ObjectSkeleton::new()));
state.skeleton = state.skeleton_mut().clone();
state.update(renderer, pos.0, ori.0, col, dt);
}
}
}
@ -732,6 +791,8 @@ impl FigureMgr {
.retain(|entity, _| ecs.entities().is_alive(*entity));
self.quadruped_medium_states
.retain(|entity, _| ecs.entities().is_alive(*entity));
self.object_states
.retain(|entity, _| ecs.entities().is_alive(*entity));
}
pub fn render(
@ -739,6 +800,7 @@ impl FigureMgr {
renderer: &mut Renderer,
client: &mut Client,
globals: &Consts<Globals>,
lights: &Consts<Light>,
) {
let tick = client.get_tick();
let ecs = client.state().ecs();
@ -752,25 +814,24 @@ impl FigureMgr {
.get(client.entity())
.map_or(Vec3::zero(), |pos| pos.0);
for (entity, _, _, _, body, _, _) in (
for (entity, _, _, _, body, _) in (
&ecs.entities(),
&ecs.read_storage::<comp::Pos>(),
&ecs.read_storage::<comp::Vel>(),
&ecs.read_storage::<comp::Ori>(),
&ecs.read_storage::<comp::Body>(),
&ecs.read_storage::<comp::AnimationInfo>(),
ecs.read_storage::<comp::Stats>().maybe(),
)
.join()
// Don't render figures outside the vd
.filter(|(_, pos, _, _, _, _, _)| {
.filter(|(_, pos, _, _, _, _)| {
(pos.0 - player_pos)
.map2(TerrainChunkSize::SIZE, |d, sz| d.abs() as f32 / sz as f32)
.magnitude()
< view_distance as f32
})
// Don't render dead entities
.filter(|(_, _, _, _, _, _, stats)| stats.map_or(true, |s| !s.is_dead))
.filter(|(_, _, _, _, _, stats)| stats.map_or(true, |s| !s.is_dead))
{
if let Some((locals, bone_consts)) = match body {
Body::Humanoid(_) => self
@ -785,13 +846,17 @@ impl FigureMgr {
.quadruped_medium_states
.get(&entity)
.map(|state| (state.locals(), state.bone_consts())),
Body::Object(_) => self
.object_states
.get(&entity)
.map(|state| (state.locals(), state.bone_consts())),
} {
let model = &self
.model_cache
.get_or_create_model(renderer, *body, tick)
.0;
renderer.render_figure(model, globals, locals, bone_consts);
renderer.render_figure(model, globals, locals, bone_consts, lights);
} else {
warn!("Body has no saved figure");
}

View File

@ -5,18 +5,22 @@ pub mod terrain;
use self::{camera::Camera, figure::FigureMgr, terrain::Terrain};
use crate::{
render::{
create_pp_mesh, create_skybox_mesh, Consts, Globals, Model, PostProcessLocals,
create_pp_mesh, create_skybox_mesh, Consts, Globals, Light, Model, PostProcessLocals,
PostProcessPipeline, Renderer, SkyboxLocals, SkyboxPipeline,
},
window::Event,
};
use client::Client;
use common::comp;
use specs::Join;
use vek::*;
// TODO: Don't hard-code this.
const CURSOR_PAN_SCALE: f32 = 0.005;
const MAX_LIGHT_COUNT: usize = 32;
const LIGHT_DIST_RADIUS: f32 = 64.0; // The distance beyond which lights may not be visible
struct Skybox {
model: Model<SkyboxPipeline>,
locals: Consts<SkyboxLocals>,
@ -29,6 +33,7 @@ struct PostProcess {
pub struct Scene {
globals: Consts<Globals>,
lights: Consts<Light>,
camera: Camera,
skybox: Skybox,
@ -46,6 +51,7 @@ impl Scene {
Self {
globals: renderer.create_consts(&[Globals::default()]).unwrap(),
lights: renderer.create_consts(&[Light::default(); 32]).unwrap(),
camera: Camera::new(resolution.x / resolution.y),
skybox: Skybox {
@ -117,8 +123,9 @@ impl Scene {
// Alter camera position to match player.
let tilt = self.camera.get_orientation().y;
let dist = self.camera.get_distance();
self.camera
.set_focus_pos(player_pos + Vec3::unit_z() * (3.0 - tilt.min(0.0) * dist * 0.75));
self.camera.set_focus_pos(
player_pos + Vec3::unit_z() * (1.2 + dist * 0.15 - tilt.min(0.0) * dist * 0.75),
);
// Tick camera for interpolation.
self.camera.update(client.state().get_time());
@ -127,9 +134,35 @@ impl Scene {
let (view_mat, proj_mat, cam_pos) = self.camera.compute_dependents(client);
// Update chunk loaded distance smoothly for nice shader fog
let loaded_distance = client.loaded_distance().unwrap_or(0) as f32 * 32.0;
let loaded_distance = client.loaded_distance().unwrap_or(0) as f32 * 32.0; // TODO: No magic!
self.loaded_distance = (0.98 * self.loaded_distance + 0.02 * loaded_distance).max(0.01);
// Update light constants
let mut lights = (
&client.state().ecs().read_storage::<comp::Pos>(),
&client.state().ecs().read_storage::<comp::LightEmitter>(),
)
.join()
.filter(|(pos, _)| {
(pos.0.distance_squared(player_pos) as f32)
< self.loaded_distance.powf(2.0) + LIGHT_DIST_RADIUS
})
.map(|(pos, light_emitter)| {
Light::new(
pos.0 + Vec3::unit_z(),
light_emitter.col,
light_emitter.strength,
)
}) // TODO: Don't add 1 to z!
.collect::<Vec<_>>();
lights.sort_by_key(|light| {
Vec3::from(Vec4::from(light.pos)).distance_squared(player_pos) as i32
});
lights.truncate(MAX_LIGHT_COUNT);
renderer
.update_consts(&mut self.lights, &lights)
.expect("Failed to update light constants");
// Update global constants.
renderer
.update_consts(
@ -143,6 +176,7 @@ impl Scene {
client.state().get_time_of_day(),
client.state().get_time(),
renderer.get_resolution(),
lights.len(),
)],
)
.expect("Failed to update global constants");
@ -170,8 +204,9 @@ impl Scene {
renderer.render_skybox(&self.skybox.model, &self.globals, &self.skybox.locals);
// Render terrain and figures.
self.terrain.render(renderer, &self.globals);
self.figure_mgr.render(renderer, client, &self.globals);
self.terrain.render(renderer, &self.globals, &self.lights);
self.figure_mgr
.render(renderer, client, &self.globals, &self.lights);
renderer.render_post_process(
&self.postprocess.model,

View File

@ -1,6 +1,6 @@
use crate::{
mesh::Meshable,
render::{Consts, Globals, Mesh, Model, Renderer, TerrainLocals, TerrainPipeline},
render::{Consts, Globals, Light, Mesh, Model, Renderer, TerrainLocals, TerrainPipeline},
};
use client::Client;
use common::{
@ -327,10 +327,15 @@ impl Terrain {
}
}
pub fn render(&self, renderer: &mut Renderer, globals: &Consts<Globals>) {
pub fn render(
&self,
renderer: &mut Renderer,
globals: &Consts<Globals>,
lights: &Consts<Light>,
) {
for (_pos, chunk) in &self.chunks {
if chunk.visible {
renderer.render_terrain_chunk(&chunk.model, globals, &chunk.locals);
renderer.render_terrain_chunk(&chunk.model, globals, &chunk.locals, lights);
}
}
}