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Use old strategy for far distances
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parent
06b8ad62d3
commit
5c5f172667
@ -2,7 +2,6 @@ use common::{terrain::TerrainGrid, vol::ReadVol};
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use common_base::span;
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use core::{f32::consts::PI, fmt::Debug};
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use num::traits::{real::Real, FloatConst};
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use std::convert::identity;
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use treeculler::Frustum;
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use vek::*;
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@ -359,6 +358,19 @@ impl Camera {
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is_transparent: fn(&V::Vox) -> bool,
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) {
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span!(_guard, "compute_dependents", "Camera::compute_dependents");
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// TODO: More intelligent function to decide on which strategy to use
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if self.tgt_dist < CLIPPING_MODE_DISTANCE {
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self.compute_dependents_near(terrain, is_transparent)
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} else {
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self.compute_dependents_far(terrain, is_transparent)
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}
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}
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fn compute_dependents_near<V: ReadVol>(
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&mut self,
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terrain: &V,
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is_transparent: fn(&V::Vox) -> bool,
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) {
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const FRUSTUM_PADDING: [Vec3<f32>; 4] = [
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Vec3::new(0.0, 0.0, -1.0),
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Vec3::new(0.0, 0.0, 1.0),
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@ -374,37 +386,6 @@ impl Camera {
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let local_dependents = self.compute_dependents_helper(self.tgt_dist);
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let frustum = self.compute_frustum(&local_dependents);
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let dist = {
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fn dist_far(d: f32, max: f32) -> f32 { f32::min(max - d, max) }
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fn swap((a, b): (Vec3<f32>, Vec3<f32>)) -> (Vec3<f32>, Vec3<f32>) { (b, a) }
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fn invert(v: bool) -> bool { !v }
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// Decide whther to ray cast from player to camera or in the opposite direction.
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// Ray casting from camera to player is useful when we wish to let small objects
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// pass between player and camera rather than make camera jump
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// TODO: More intelligent function to decide raycast direction
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struct CalcHelpers<T> {
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dir_fn: fn((T, T)) -> (T, T),
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until_fn: fn(bool) -> bool,
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dist_fn: fn(f32, f32) -> f32,
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}
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let CalcHelpers {
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dir_fn,
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until_fn,
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dist_fn,
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} = if self.tgt_dist < CLIPPING_MODE_DISTANCE {
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CalcHelpers {
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dir_fn: identity,
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until_fn: identity,
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dist_fn: f32::min,
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}
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} else {
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CalcHelpers {
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dir_fn: swap,
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until_fn: invert,
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dist_fn: dist_far,
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}
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};
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frustum
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.points
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.iter()
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@ -416,15 +397,14 @@ impl Camera {
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})
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.chain([(self.focus - self.forward() * (self.dist + 0.5))]) // Padding to behind
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.map(|pos| {
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let (start, end) = dir_fn((self.focus, pos));
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match terrain
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.ray(start, end)
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.ray(self.focus, pos)
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.ignore_error()
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.max_iter(500)
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.until(|b| until_fn(is_transparent(b)))
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.until(is_transparent)
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.cast()
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{
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(d, Ok(Some(_))) => dist_fn(d, self.tgt_dist),
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(d, Ok(Some(_))) => f32::min(d, self.tgt_dist),
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(_, Ok(None)) => self.dist,
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(_, Err(_)) => self.dist,
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}
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@ -449,6 +429,33 @@ impl Camera {
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}
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}
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fn compute_dependents_far<V: ReadVol>(
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&mut self,
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terrain: &V,
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is_transparent: fn(&V::Vox) -> bool,
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) {
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let dist = {
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let (start, end) = (self.focus - self.forward() * self.dist, self.focus);
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match terrain
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.ray(start, end)
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.ignore_error()
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.max_iter(500)
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.until(is_transparent)
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.cast()
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{
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(d, Ok(Some(_))) => f32::min(self.dist - d - 0.03, self.dist),
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(_, Ok(None)) => self.dist,
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(_, Err(_)) => self.dist,
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}
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.max(0.0)
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};
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let dependents = self.compute_dependents_helper(dist);
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self.frustum = self.compute_frustum(&dependents);
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self.dependents = dependents;
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}
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fn compute_dependents_helper(&self, dist: f32) -> Dependents {
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let view_mat = Mat4::<f32>::identity()
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* Mat4::translation_3d(-Vec3::unit_z() * dist)
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