Merge branch 'master' into 'master'

Reimplemented Voxygen

See merge request veloren/fresh!3

Former-commit-id: 0c99632b70987bd6ab7444cf89c712056dd57e0b
This commit is contained in:
Joshua Barretto 2019-01-31 16:17:17 +00:00
commit 71648ce4a8
90 changed files with 4079 additions and 57 deletions

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@ -3,6 +3,9 @@ members = [
"common", "common",
"client", "client",
"server", "server",
"server-cli",
"voxygen",
"world",
] ]
[profile.dev] [profile.dev]

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@ -5,6 +5,9 @@ authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>"]
edition = "2018" edition = "2018"
[dependencies] [dependencies]
common = { path = "../common" } common = { package = "veloren-common", path = "../common" }
world = { package = "veloren-world", path = "../world" }
specs = "0.14" specs = "0.14"
vek = "0.9"
threadpool = "1.7"

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@ -1,10 +1,20 @@
// Standard // Standard
use std::time::Duration; use std::time::Duration;
// Internal // Library
use common::state::State; use specs::Entity as EcsEntity;
use vek::*;
use threadpool;
pub enum ClientErr { // Project
use common::{
state::State,
terrain::TerrainChunk,
};
use world::World;
#[derive(Debug)]
pub enum Error {
ServerShutdown, ServerShutdown,
Other(String), Other(String),
} }
@ -14,20 +24,65 @@ pub struct Input {
} }
pub struct Client { pub struct Client {
state: State, thread_pool: threadpool::ThreadPool,
// TODO: Add "meta" state here tick: u64,
state: State,
player: Option<EcsEntity>,
// Testing
world: World,
pub chunk: Option<TerrainChunk>,
} }
impl Client { impl Client {
/// Create a new `Client`.
pub fn new() -> Self { pub fn new() -> Self {
Self { Self {
thread_pool: threadpool::Builder::new()
.thread_name("veloren-worker".into())
.build(),
tick: 0,
state: State::new(), state: State::new(),
player: None,
// Testing
world: World::new(),
chunk: None,
} }
} }
/// Get a reference to the client's worker thread pool. This pool should be used for any
/// computationally expensive operations that run outside of the main thread (i.e: threads that
/// block on I/O operations are exempt).
pub fn thread_pool(&self) -> &threadpool::ThreadPool { &self.thread_pool }
// TODO: Get rid of this
pub fn with_test_state(mut self) -> Self {
self.chunk = Some(self.world.generate_chunk(Vec3::zero()));
self
}
// TODO: Get rid of this
pub fn load_chunk(&mut self, pos: Vec3<i32>) {
self.state.terrain_mut().insert(pos, self.world.generate_chunk(pos));
self.state.changes_mut().new_chunks.push(pos);
}
/// Get a reference to the client's game state.
pub fn state(&self) -> &State { &self.state }
/// Get a mutable reference to the client's game state.
pub fn state_mut(&mut self) -> &mut State { &mut self.state }
/// Get the current tick number.
pub fn get_tick(&self) -> u64 {
self.tick
}
/// Execute a single client tick, handle input and update the game state by the given duration /// Execute a single client tick, handle input and update the game state by the given duration
pub fn tick(&mut self, input: Input, dt: Duration) -> Result<(), ClientErr> { pub fn tick(&mut self, input: Input, dt: Duration) -> Result<(), Error> {
// This tick function is the centre of the Veloren universe. Most client-side things are // This tick function is the centre of the Veloren universe. Most client-side things are
// managed from here, and as such it's important that it stays organised. Please consult // managed from here, and as such it's important that it stays organised. Please consult
// the core developers before making significant changes to this code. Here is the // the core developers before making significant changes to this code. Here is the
@ -44,6 +99,13 @@ impl Client {
self.state.tick(dt); self.state.tick(dt);
// Finish the tick, pass control back to the frontend (step 6) // Finish the tick, pass control back to the frontend (step 6)
self.tick += 1;
Ok(()) Ok(())
} }
/// Clean up the client after a tick
pub fn cleanup(&mut self) {
// Cleanup the local state
self.state.cleanup();
}
} }

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@ -1,9 +1,12 @@
[package] [package]
name = "common" name = "veloren-common"
version = "0.1.0" version = "0.1.0"
authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>"] authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>"]
edition = "2018" edition = "2018"
[dependencies] [dependencies]
specs = "0.14" specs = "0.14"
shred = "0.7"
vek = "0.9" vek = "0.9"
dot_vox = "1.0"
threadpool = "1.7"

50
common/src/clock.rs Normal file
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@ -0,0 +1,50 @@
// Standard
use std::{
thread,
time::{Duration, SystemTime},
};
const CLOCK_SMOOTHING: f64 = 0.9;
pub struct Clock {
last_sys_time: SystemTime,
last_delta: Option<Duration>,
running_tps_average: f64,
}
impl Clock {
pub fn new() -> Self {
Self {
last_sys_time: SystemTime::now(),
last_delta: None,
running_tps_average: 0.0,
}
}
pub fn get_tps(&self) -> f64 { self.running_tps_average }
pub fn get_last_delta(&self) -> Duration { self.last_delta.unwrap_or(Duration::new(0, 0)) }
pub fn get_avg_delta(&self) -> Duration { Duration::from_float_secs(self.running_tps_average) }
pub fn tick(&mut self, tgt: Duration) {
let delta = SystemTime::now()
.duration_since(self.last_sys_time)
.expect("Time went backwards!");
// Attempt to sleep to fill the gap
if let Some(sleep_dur) = tgt.checked_sub(delta) {
thread::sleep(sleep_dur);
}
let delta = SystemTime::now()
.duration_since(self.last_sys_time)
.expect("Time went backwards!");
self.last_sys_time = SystemTime::now();
self.last_delta = Some(delta);
self.running_tps_average =
CLOCK_SMOOTHING * self.running_tps_average +
(1.0 - CLOCK_SMOOTHING) * delta.as_float_secs();
}
}

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@ -1,7 +1,7 @@
pub mod phys; pub mod phys;
// External // External
use specs::{World as EcsWorld, Builder}; use specs::World as EcsWorld;
pub fn register_local_components(ecs_world: &mut EcsWorld) { pub fn register_local_components(ecs_world: &mut EcsWorld) {
ecs_world.register::<phys::Pos>(); ecs_world.register::<phys::Pos>();

38
common/src/figure/cell.rs Normal file
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@ -0,0 +1,38 @@
// Library
use vek::*;
// Crate
use crate::vol::Vox;
/// A type representing a single voxel in a figure
#[derive(Copy, Clone, Debug)]
pub enum Cell {
Filled([u8; 3]),
Empty,
}
impl Cell {
pub fn new(rgb: Rgb<u8>) -> Self {
Cell::Filled(rgb.into_array())
}
pub fn get_color(&self) -> Option<Rgb<u8>> {
match self {
Cell::Filled(col) => Some(Rgb::from(*col)),
Cell::Empty => None,
}
}
}
impl Vox for Cell {
fn empty() -> Self {
Cell::Empty
}
fn is_empty(&self) -> bool {
match self {
Cell::Filled(_) => false,
Cell::Empty => true,
}
}
}

55
common/src/figure/mod.rs Normal file
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@ -0,0 +1,55 @@
pub mod cell;
// Library
use vek::*;
use dot_vox::DotVoxData;
// Crate
use crate::{
vol::{Vox, WriteVol},
volumes::dyna::Dyna,
};
// Local
use self::cell::Cell;
/// A type representing a volume that may be part of an animated figure.
///
/// Figures are used to represent things like characters, NPCs, mobs, etc.
pub type Segment = Dyna<Cell, ()>;
impl From<DotVoxData> for Segment {
fn from(dot_vox_data: DotVoxData) -> Self {
if let Some(model) = dot_vox_data.models.get(0) {
let palette = dot_vox_data
.palette
.iter()
.map(|col| Rgba::from(col.to_ne_bytes()).into())
.collect::<Vec<_>>();
let mut segment = Segment::filled(
Vec3::new(
model.size.x,
model.size.y,
model.size.z,
),
Cell::empty(),
(),
);
for voxel in &model.voxels {
if let Some(&color) = palette.get(voxel.i as usize) {
// TODO: Maybe don't ignore this error?
let _ = segment.set(
Vec3::new(voxel.x, voxel.y, voxel.z).map(|e| e as i32),
Cell::new(color),
);
}
}
segment
} else {
Segment::filled(Vec3::zero(), Cell::empty(), ())
}
}
}

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@ -1,7 +1,10 @@
#![feature(euclidean_division)] #![feature(euclidean_division, duration_float)]
pub mod clock;
pub mod comp; pub mod comp;
pub mod figure;
pub mod state; pub mod state;
pub mod terrain; pub mod terrain;
pub mod util;
pub mod volumes; pub mod volumes;
pub mod vol; pub mod vol;

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@ -1,39 +1,119 @@
// Standard // Standard
use std::time::Duration; use std::time::Duration;
// External // Library
use specs::World as EcsWorld; use specs::World as EcsWorld;
use shred::{Fetch, FetchMut};
use vek::*;
// Crate // Crate
use crate::{ use crate::{
comp, comp,
terrain::TerrainMap, terrain::TerrainMap,
vol::VolSize,
}; };
// A type used to represent game state stored on both the client and the server. This includes /// How much faster should an in-game day be compared to a real day?
// things like entity components, terrain data, and global state like weather, time of day, etc. // TODO: Don't hard-code this
const DAY_CYCLE_FACTOR: f64 = 24.0 * 60.0;
/// A resource to store the time of day
struct TimeOfDay(f64);
/// A resource to store the tick (i.e: physics) time
struct Time(f64);
pub struct Changes {
pub new_chunks: Vec<Vec3<i32>>,
pub changed_chunks: Vec<Vec3<i32>>,
pub removed_chunks: Vec<Vec3<i32>>,
}
impl Changes {
pub fn default() -> Self {
Self {
new_chunks: vec![],
changed_chunks: vec![],
removed_chunks: vec![],
}
}
pub fn cleanup(&mut self) {
self.new_chunks.clear();
self.changed_chunks.clear();
self.removed_chunks.clear();
}
}
/// A type used to represent game state stored on both the client and the server. This includes
/// things like entity components, terrain data, and global state like weather, time of day, etc.
pub struct State { pub struct State {
ecs_world: EcsWorld, ecs_world: EcsWorld,
terrain_map: TerrainMap, changes: Changes,
time: f64,
} }
impl State { impl State {
/// Create a new `State`.
pub fn new() -> Self { pub fn new() -> Self {
let mut ecs_world = EcsWorld::new(); let mut ecs_world = EcsWorld::new();
// Register resources used by the ECS
ecs_world.add_resource(TimeOfDay(0.0));
ecs_world.add_resource(Time(0.0));
ecs_world.add_resource(TerrainMap::new());
// Register common components with the state
comp::register_local_components(&mut ecs_world); comp::register_local_components(&mut ecs_world);
Self { Self {
ecs_world, ecs_world,
terrain_map: TerrainMap::new(), changes: Changes::default(),
time: 0.0,
} }
} }
// Execute a single tick, simulating the game state by the given duration /// Get a reference to the internal ECS world
pub fn ecs_world(&self) -> &EcsWorld { &self.ecs_world }
/// Get a reference to the `Changes` structure of the state. This contains
/// information about state that has changed since the last game tick.
pub fn changes(&self) -> &Changes { &self.changes }
// TODO: Get rid of this since it shouldn't be needed
pub fn changes_mut(&mut self) -> &mut Changes { &mut self.changes }
/// Get the current in-game time of day.
///
/// Note that this should not be used for physics, animations or other such localised timings.
pub fn get_time_of_day(&self) -> f64 {
self.ecs_world.read_resource::<TimeOfDay>().0
}
/// Get the current in-game time.
///
/// Note that this does not correspond to the time of day.
pub fn get_time(&self) -> f64 {
self.ecs_world.read_resource::<Time>().0
}
/// Get a reference to this state's terrain.
pub fn terrain<'a>(&'a self) -> Fetch<'a, TerrainMap> {
self.ecs_world.read_resource::<TerrainMap>()
}
// TODO: Get rid of this since it shouldn't be needed
pub fn terrain_mut<'a>(&'a mut self) -> FetchMut<'a, TerrainMap> {
self.ecs_world.write_resource::<TerrainMap>()
}
/// Execute a single tick, simulating the game state by the given duration.
pub fn tick(&mut self, dt: Duration) { pub fn tick(&mut self, dt: Duration) {
println!("Ticked!"); // Change the time accordingly
self.ecs_world.write_resource::<TimeOfDay>().0 += dt.as_float_secs() * DAY_CYCLE_FACTOR;
self.ecs_world.write_resource::<Time>().0 += dt.as_float_secs();
}
/// Clean up the state after a tick
pub fn cleanup(&mut self) {
// Clean up data structures from the last tick
self.changes.cleanup();
} }
} }

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@ -1,4 +1,5 @@
pub enum BiomeKind { pub enum BiomeKind {
Void,
Grassland, Grassland,
Ocean, Ocean,
Mountain, Mountain,

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@ -1,4 +1,41 @@
// Library
use vek::*;
// Crate
use crate::vol::Vox;
#[derive(Copy, Clone, Debug)]
pub struct Block { pub struct Block {
kind: u8, kind: u8,
color: [u8; 3], color: [u8; 3],
} }
impl Block {
pub fn new(kind: u8, color: Rgb<u8>) -> Self {
Self {
kind,
color: color.into_array(),
}
}
pub fn get_color(&self) -> Option<Rgb<u8>> {
if self.is_empty() {
None
} else {
Some(self.color.into())
}
}
}
impl Vox for Block {
fn empty() -> Self {
Self {
kind: 0,
color: [0; 3],
}
}
fn is_empty(&self) -> bool {
self.kind == 0
}
}

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@ -1,35 +1,47 @@
pub mod block; pub mod block;
pub mod biome; pub mod biome;
// Reexports
pub use self::{
block::Block,
biome::BiomeKind,
};
// Library // Library
use vek::*; use vek::*;
// Crate // Crate
use crate::{ use crate::{
vol::VolSize, vol::VolSize,
volumes::vol_map::VolMap, volumes::{
vol_map::VolMap,
chunk::Chunk,
},
}; };
// Local // TerrainChunkSize
use self::{
block::Block,
biome::BiomeKind,
};
// ChunkSize pub struct TerrainChunkSize;
pub struct ChunkSize; impl VolSize for TerrainChunkSize {
impl VolSize for ChunkSize {
const SIZE: Vec3<u32> = Vec3 { x: 32, y: 32, z: 32 }; const SIZE: Vec3<u32> = Vec3 { x: 32, y: 32, z: 32 };
} }
// ChunkMeta // TerrainChunkMeta
pub struct ChunkMeta { pub struct TerrainChunkMeta {
biome: BiomeKind, biome: BiomeKind,
} }
// TerrainMap impl TerrainChunkMeta {
pub fn void() -> Self {
Self {
biome: BiomeKind::Void,
}
}
}
pub type TerrainMap = VolMap<Block, ChunkSize, ChunkMeta>; // Terrain type aliases
pub type TerrainChunk = Chunk<Block, TerrainChunkSize, TerrainChunkMeta>;
pub type TerrainMap = VolMap<Block, TerrainChunkSize, TerrainChunkMeta>;

1
common/src/util/mod.rs Normal file
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@ -0,0 +1 @@

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@ -1,27 +1,95 @@
// Library // Library
use vek::*; use vek::*;
/// A voxel
pub trait Vox {
fn empty() -> Self;
fn is_empty(&self) -> bool;
}
/// A volume that contains voxel data.
pub trait BaseVol { pub trait BaseVol {
type Vox; type Vox: Vox;
type Err; type Err;
} }
pub trait SizedVol: BaseVol { // Utility types
const SIZE: Vec3<u32>;
pub struct VoxPosIter {
pos: Vec3<u32>,
sz: Vec3<u32>,
} }
impl Iterator for VoxPosIter {
type Item = Vec3<i32>;
fn next(&mut self) -> Option<Self::Item> {
let mut old_pos = self.pos;
if old_pos.z == self.sz.z {
old_pos.z = 0;
old_pos.y += 1;
if old_pos.y == self.sz.y {
old_pos.y = 0;
old_pos.x += 1;
if old_pos.x == self.sz.x {
return None;
}
}
}
self.pos = old_pos + Vec3::unit_z();
Some(old_pos.map(|e| e as i32))
}
}
/// A volume that has a finite size.
pub trait SizedVol: BaseVol {
/// Get the size of the volume.
#[inline(always)]
fn get_size(&self) -> Vec3<u32>;
/// Iterate through all potential voxel positions in this volume
fn iter_positions(&self) -> VoxPosIter {
VoxPosIter {
pos: Vec3::zero(),
sz: self.get_size(),
}
}
}
/// A volume that provides read access to its voxel data.
pub trait ReadVol: BaseVol { pub trait ReadVol: BaseVol {
/// Get a reference to the voxel at the provided position in the volume.
#[inline(always)] #[inline(always)]
fn get(&self, pos: Vec3<i32>) -> Result<&Self::Vox, Self::Err>; fn get(&self, pos: Vec3<i32>) -> Result<&Self::Vox, Self::Err>;
} }
/// A volume that provides the ability to sample (i.e: clone a section of) its voxel data.
pub trait SampleVol: BaseVol where Self::Vox: Clone {
type Sample: BaseVol + ReadVol;
/// Take a sample of the volume by cloning voxels within the provided range.
///
/// Note that value and accessibility of voxels outside the bounds of the sample is
/// implementation-defined and should not be used.
///
/// Note that the resultant volume has a coordinate space relative to the sample, not the
/// original volume.
fn sample(&self, range: Aabb<i32>) -> Result<Self::Sample, Self::Err>;
}
/// A volume that provides write access to its voxel data.
pub trait WriteVol: BaseVol { pub trait WriteVol: BaseVol {
/// Set the voxel at the provided position in the volume to the provided value.
#[inline(always)] #[inline(always)]
fn set(&mut self, pos: Vec3<i32>, vox: Self::Vox) -> Result<(), Self::Err>; fn set(&mut self, pos: Vec3<i32>, vox: Self::Vox) -> Result<(), Self::Err>;
} }
// Utility traits // Utility traits
/// Used to specify a volume's compile-time size. This exists as a substitute until const generics
/// are implemented.
pub trait VolSize { pub trait VolSize {
const SIZE: Vec3<u32>; const SIZE: Vec3<u32>;
} }

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@ -6,6 +6,7 @@ use vek::*;
// Local // Local
use crate::vol::{ use crate::vol::{
Vox,
BaseVol, BaseVol,
SizedVol, SizedVol,
ReadVol, ReadVol,
@ -13,20 +14,24 @@ use crate::vol::{
VolSize, VolSize,
}; };
#[derive(Debug)]
pub enum ChunkErr { pub enum ChunkErr {
OutOfBounds, OutOfBounds,
} }
/// A volume with dimensions known at compile-time.
// V = Voxel // V = Voxel
// S = Size (replace when const generics are a thing) // S = Size (replace when const generics are a thing)
// M = Metadata // M = Metadata
pub struct Chunk<V, S: VolSize, M> { pub struct Chunk<V: Vox, S: VolSize, M> {
vox: Vec<V>, vox: Vec<V>,
meta: M, meta: M,
phantom: PhantomData<S>, phantom: PhantomData<S>,
} }
impl<V, S: VolSize, M> Chunk<V, S, M> { impl<V: Vox, S: VolSize, M> Chunk<V, S, M> {
/// Used to transform a voxel position in the volume into its corresponding index in the voxel
// array.
#[inline(always)] #[inline(always)]
fn idx_for(pos: Vec3<i32>) -> Option<usize> { fn idx_for(pos: Vec3<i32>) -> Option<usize> {
if if
@ -44,16 +49,17 @@ impl<V, S: VolSize, M> Chunk<V, S, M> {
} }
} }
impl<V, S: VolSize, M> BaseVol for Chunk<V, S, M> { impl<V: Vox, S: VolSize, M> BaseVol for Chunk<V, S, M> {
type Vox = V; type Vox = V;
type Err = ChunkErr; type Err = ChunkErr;
} }
impl<V, S: VolSize, M> SizedVol for Chunk<V, S, M> { impl<V: Vox, S: VolSize, M> SizedVol for Chunk<V, S, M> {
const SIZE: Vec3<u32> = Vec3 { x: 32, y: 32, z: 32 }; #[inline(always)]
fn get_size(&self) -> Vec3<u32> { S::SIZE }
} }
impl<V, S: VolSize, M> ReadVol for Chunk<V, S, M> { impl<V: Vox, S: VolSize, M> ReadVol for Chunk<V, S, M> {
#[inline(always)] #[inline(always)]
fn get(&self, pos: Vec3<i32>) -> Result<&V, ChunkErr> { fn get(&self, pos: Vec3<i32>) -> Result<&V, ChunkErr> {
Self::idx_for(pos) Self::idx_for(pos)
@ -62,7 +68,7 @@ impl<V, S: VolSize, M> ReadVol for Chunk<V, S, M> {
} }
} }
impl<V, S: VolSize, M> WriteVol for Chunk<V, S, M> { impl<V: Vox, S: VolSize, M> WriteVol for Chunk<V, S, M> {
#[inline(always)] #[inline(always)]
fn set(&mut self, pos: Vec3<i32>, vox: Self::Vox) -> Result<(), ChunkErr> { fn set(&mut self, pos: Vec3<i32>, vox: Self::Vox) -> Result<(), ChunkErr> {
Self::idx_for(pos) Self::idx_for(pos)
@ -72,7 +78,9 @@ impl<V, S: VolSize, M> WriteVol for Chunk<V, S, M> {
} }
} }
impl<V: Clone, S: VolSize, M> Chunk<V, S, M> { impl<V: Vox + Clone, S: VolSize, M> Chunk<V, S, M> {
/// Create a new `Chunk` with the provided dimensions and all voxels filled with duplicates of
/// the provided voxel.
pub fn filled(vox: V, meta: M) -> Self { pub fn filled(vox: V, meta: M) -> Self {
Self { Self {
vox: vec![vox; S::SIZE.product() as usize], vox: vec![vox; S::SIZE.product() as usize],
@ -81,10 +89,12 @@ impl<V: Clone, S: VolSize, M> Chunk<V, S, M> {
} }
} }
/// Get a reference to the internal metadata.
pub fn metadata(&self) -> &M { pub fn metadata(&self) -> &M {
&self.meta &self.meta
} }
/// Get a mutable reference to the internal metadata.
pub fn metadata_mut(&mut self) -> &mut M { pub fn metadata_mut(&mut self) -> &mut M {
&mut self.meta &mut self.meta
} }

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@ -0,0 +1,97 @@
// Library
use vek::*;
// Local
use crate::vol::{
Vox,
BaseVol,
SizedVol,
ReadVol,
WriteVol,
};
#[derive(Debug)]
pub enum DynaErr {
OutOfBounds,
}
/// A volume with dimensions known only at the creation of the object.
// V = Voxel
// S = Size (replace when const generics are a thing)
// M = Metadata
pub struct Dyna<V: Vox, M> {
vox: Vec<V>,
meta: M,
sz: Vec3<u32>,
}
impl<V: Vox, M> Dyna<V, M> {
/// Used to transform a voxel position in the volume into its corresponding index in the voxel
// array.
#[inline(always)]
fn idx_for(sz: Vec3<u32>, pos: Vec3<i32>) -> Option<usize> {
if
pos.map(|e| e >= 0).reduce_and() &&
pos.map2(sz, |e, lim| e < lim as i32).reduce_and()
{
Some((
pos.x * sz.y as i32 * sz.z as i32 +
pos.y * sz.z as i32 +
pos.z
) as usize)
} else {
None
}
}
}
impl<V: Vox, M> BaseVol for Dyna<V, M> {
type Vox = V;
type Err = DynaErr;
}
impl<V: Vox, M> SizedVol for Dyna<V, M> {
#[inline(always)]
fn get_size(&self) -> Vec3<u32> { self.sz }
}
impl<V: Vox, M> ReadVol for Dyna<V, M> {
#[inline(always)]
fn get(&self, pos: Vec3<i32>) -> Result<&V, DynaErr> {
Self::idx_for(self.sz, pos)
.and_then(|idx| self.vox.get(idx))
.ok_or(DynaErr::OutOfBounds)
}
}
impl<V: Vox, M> WriteVol for Dyna<V, M> {
#[inline(always)]
fn set(&mut self, pos: Vec3<i32>, vox: Self::Vox) -> Result<(), DynaErr> {
Self::idx_for(self.sz, pos)
.and_then(|idx| self.vox.get_mut(idx))
.map(|old_vox| *old_vox = vox)
.ok_or(DynaErr::OutOfBounds)
}
}
impl<V: Vox + Clone, M> Dyna<V, M> {
/// Create a new `Dyna` with the provided dimensions and all voxels filled with duplicates of
/// the provided voxel.
pub fn filled(sz: Vec3<u32>, vox: V, meta: M) -> Self {
Self {
vox: vec![vox; sz.product() as usize],
meta,
sz,
}
}
/// Get a reference to the internal metadata.
pub fn metadata(&self) -> &M {
&self.meta
}
/// Get a mutable reference to the internal metadata.
pub fn metadata_mut(&mut self) -> &mut M {
&mut self.meta
}
}

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@ -1,2 +1,3 @@
pub mod dyna;
pub mod chunk; pub mod chunk;
pub mod vol_map; pub mod vol_map;

View File

@ -7,27 +7,35 @@ use vek::*;
// Crate // Crate
use crate::{ use crate::{
vol::{ vol::{
Vox,
BaseVol, BaseVol,
SizedVol,
ReadVol, ReadVol,
SampleVol,
WriteVol, WriteVol,
VolSize, VolSize,
}, },
volumes::chunk::{Chunk, ChunkErr}, volumes::{
chunk::{Chunk, ChunkErr},
dyna::{Dyna, DynaErr},
},
}; };
#[derive(Debug)]
pub enum VolMapErr { pub enum VolMapErr {
NoSuchChunk, NoSuchChunk,
ChunkErr(ChunkErr), ChunkErr(ChunkErr),
DynaErr(DynaErr),
} }
// V = Voxel // V = Voxel
// S = Size (replace with a const when const generics is a thing) // S = Size (replace with a const when const generics is a thing)
// M = Chunk metadata // M = Chunk metadata
pub struct VolMap<V, S: VolSize, M> { pub struct VolMap<V: Vox, S: VolSize, M> {
chunks: HashMap<Vec3<i32>, Chunk<V, S, M>>, chunks: HashMap<Vec3<i32>, Chunk<V, S, M>>,
} }
impl<V, S: VolSize, M> VolMap<V, S, M> { impl<V: Vox, S: VolSize, M> VolMap<V, S, M> {
#[inline(always)] #[inline(always)]
fn chunk_key(pos: Vec3<i32>) -> Vec3<i32> { fn chunk_key(pos: Vec3<i32>) -> Vec3<i32> {
pos.map2(S::SIZE, |e, sz| e.div_euclid(sz as i32)) pos.map2(S::SIZE, |e, sz| e.div_euclid(sz as i32))
@ -39,12 +47,12 @@ impl<V, S: VolSize, M> VolMap<V, S, M> {
} }
} }
impl<V, S: VolSize, M> BaseVol for VolMap<V, S, M> { impl<V: Vox, S: VolSize, M> BaseVol for VolMap<V, S, M> {
type Vox = V; type Vox = V;
type Err = VolMapErr; type Err = VolMapErr;
} }
impl<V, S: VolSize, M> ReadVol for VolMap<V, S, M> { impl<V: Vox, S: VolSize, M> ReadVol for VolMap<V, S, M> {
#[inline(always)] #[inline(always)]
fn get(&self, pos: Vec3<i32>) -> Result<&V, VolMapErr> { fn get(&self, pos: Vec3<i32>) -> Result<&V, VolMapErr> {
let ck = Self::chunk_key(pos); let ck = Self::chunk_key(pos);
@ -57,7 +65,42 @@ impl<V, S: VolSize, M> ReadVol for VolMap<V, S, M> {
} }
} }
impl<V, S: VolSize, M> WriteVol for VolMap<V, S, M> { impl<V: Vox + Clone, S: VolSize, M> SampleVol for VolMap<V, S, M> {
type Sample = Dyna<V, ()>;
/// Take a sample of the terrain by cloning the voxels within the provided range.
///
/// Note that the resultant volume does not carry forward metadata from the original chunks.
fn sample(&self, range: Aabb<i32>) -> Result<Self::Sample, VolMapErr> {
// Return early if we don't have all the needed chunks that we need!
let min_chunk = Self::chunk_key(range.min);
let max_chunk = Self::chunk_key(range.max - Vec3::one());
for x in min_chunk.x..=max_chunk.x {
for y in min_chunk.y..=max_chunk.y {
for z in min_chunk.z..=max_chunk.z {
if self.chunks.get(&Vec3::new(x, y, z)).is_none() {
return Err(VolMapErr::NoSuchChunk);
}
}
}
}
let mut sample = Dyna::filled(
range.size().map(|e| e as u32).into(),
V::empty(),
(),
);
for pos in sample.iter_positions() {
sample.set(pos, self.get(range.min + pos)?.clone())
.map_err(|err| VolMapErr::DynaErr(err))?;
}
Ok(sample)
}
}
impl<V: Vox, S: VolSize, M> WriteVol for VolMap<V, S, M> {
#[inline(always)] #[inline(always)]
fn set(&mut self, pos: Vec3<i32>, vox: V) -> Result<(), VolMapErr> { fn set(&mut self, pos: Vec3<i32>, vox: V) -> Result<(), VolMapErr> {
let ck = Self::chunk_key(pos); let ck = Self::chunk_key(pos);
@ -70,10 +113,20 @@ impl<V, S: VolSize, M> WriteVol for VolMap<V, S, M> {
} }
} }
impl<V, S: VolSize, M> VolMap<V, S, M> { impl<V: Vox, S: VolSize, M> VolMap<V, S, M> {
pub fn new() -> Self { pub fn new() -> Self {
Self { Self {
chunks: HashMap::new(), chunks: HashMap::new(),
} }
} }
pub fn chunk_size() -> Vec3<u32> { S::SIZE }
pub fn insert(&mut self, key: Vec3<i32>, chunk: Chunk<V, S, M>) -> Option<Chunk<V, S, M>> {
self.chunks.insert(key, chunk)
}
pub fn remove(&mut self, key: &Vec3<i32>) -> Option<Chunk<V, S, M>> {
self.chunks.remove(key)
}
} }

3
server-cli/.gitignore vendored Normal file
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@ -0,0 +1,3 @@
/target
**/*.rs.bk
Cargo.lock

12
server-cli/Cargo.toml Normal file
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@ -0,0 +1,12 @@
[package]
name = "veloren-server-cli"
version = "0.1.0"
authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>"]
edition = "2018"
[dependencies]
server = { package = "veloren-server", path = "../server" }
common = { package = "veloren-common", path = "../common" }
log = "0.4"
pretty_env_logger = "0.3"

35
server-cli/src/main.rs Normal file
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@ -0,0 +1,35 @@
// Standard
use std::time::Duration;
// Library
use log::info;
// Project
use server::{self, Server};
use common::clock::Clock;
const FPS: u64 = 60;
fn main() {
// Init logging
pretty_env_logger::init();
info!("Starting server-cli...");
// Set up an fps clock
let mut clock = Clock::new();
// Create server
let mut server = Server::new();
loop {
server.tick(server::Input {}, clock.get_last_delta())
.expect("Failed to tick server");
// Clean up the server after a tick
server.cleanup();
// Wait for the next tick
clock.tick(Duration::from_millis(1000 / FPS));
}
}

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@ -1,10 +1,11 @@
[package] [package]
name = "server" name = "veloren-server"
version = "0.1.0" version = "0.1.0"
authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>"] authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>"]
edition = "2018" edition = "2018"
[dependencies] [dependencies]
common = { path = "../common" } common = { package = "veloren-common", path = "../common" }
world = { package = "veloren-world", path = "../world" }
specs = "0.14" specs = "0.14"

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@ -3,9 +3,10 @@ use std::time::Duration;
// Internal // Internal
use common::state::State; use common::state::State;
use world::World;
pub enum ClientErr { #[derive(Debug)]
ServerShutdown, pub enum Error {
Other(String), Other(String),
} }
@ -15,19 +16,32 @@ pub struct Input {
pub struct Server { pub struct Server {
state: State, state: State,
world: World,
// TODO: Add "meta" state here // TODO: Add "meta" state here
} }
impl Server { impl Server {
/// Create a new `Server`.
pub fn new() -> Self { pub fn new() -> Self {
Self { Self {
state: State::new(), state: State::new(),
world: World::new(),
} }
} }
/// Get a reference to the server's game state.
pub fn state(&self) -> &State { &self.state }
/// Get a mutable reference to the server's game state.
pub fn state_mut(&mut self) -> &mut State { &mut self.state }
/// Get a reference to the server's world.
pub fn world(&self) -> &World { &self.world }
/// Get a mutable reference to the server's world.
pub fn world_mut(&mut self) -> &mut World { &mut self.world }
/// Execute a single server tick, handle input and update the game state by the given duration /// Execute a single server tick, handle input and update the game state by the given duration
pub fn tick(&mut self, input: Input, dt: Duration) -> Result<(), ClientErr> { pub fn tick(&mut self, input: Input, dt: Duration) -> Result<(), Error> {
// This tick function is the centre of the Veloren universe. Most server-side things are // This tick function is the centre of the Veloren universe. Most server-side things are
// managed from here, and as such it's important that it stays organised. Please consult // managed from here, and as such it's important that it stays organised. Please consult
// the core developers before making significant changes to this code. Here is the // the core developers before making significant changes to this code. Here is the
@ -48,4 +62,10 @@ impl Server {
// Finish the tick, pass control back to the frontend (step 6) // Finish the tick, pass control back to the frontend (step 6)
Ok(()) Ok(())
} }
/// Clean up the server after a tick
pub fn cleanup(&mut self) {
// Cleanup the local state
self.state.cleanup();
}
} }

3
voxygen/.gitignore vendored Normal file
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@ -0,0 +1,3 @@
/target
**/*.rs.bk
Cargo.lock

32
voxygen/Cargo.toml Normal file
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@ -0,0 +1,32 @@
[package]
name = "voxygen"
version = "0.1.0"
authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>"]
edition = "2018"
[features]
gl = ["gfx_device_gl"]
default = ["gl"]
[dependencies]
common = { package = "veloren-common", path = "../common" }
client = { package = "veloren-client", path = "../client" }
# Graphics
gfx = "0.17"
gfx_device_gl = { version = "0.15", optional = true }
gfx_window_glutin = "0.28"
glutin = "0.19"
# Mathematics
vek = "0.9"
# Utility
glsl-include = "0.2"
failure = "0.1"
lazy_static = "1.1"
log = "0.4"
pretty_env_logger = "0.3"
dot_vox = "1.0"
image = "0.21"

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@ -0,0 +1,49 @@
#version 330 core
in vec3 f_pos;
in vec3 f_norm;
in vec3 f_col;
flat in uint f_bone_idx;
layout (std140)
uniform u_locals {
mat4 model_mat;
};
layout (std140)
uniform u_globals {
mat4 view_mat;
mat4 proj_mat;
vec4 cam_pos;
vec4 focus_pos;
vec4 view_distance;
vec4 time_of_day;
vec4 tick;
};
struct BoneData {
mat4 bone_mat;
};
layout (std140)
uniform u_bones {
BoneData bones[16];
};
out vec4 tgt_color;
void main() {
vec3 world_norm = (
model_mat *
bones[f_bone_idx].bone_mat *
vec4(f_norm, 0.0)
).xyz;
float ambient = 0.5;
vec3 sun_dir = normalize(vec3(1.3, 1.7, 1.1));
float sun_diffuse = dot(sun_dir, world_norm) * 0.5;
tgt_color = vec4(f_col * (ambient + sun_diffuse), 1.0);
}

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@ -0,0 +1,50 @@
#version 330 core
in vec3 v_pos;
in vec3 v_norm;
in vec3 v_col;
in uint v_bone_idx;
layout (std140)
uniform u_locals {
mat4 model_mat;
};
layout (std140)
uniform u_globals {
mat4 view_mat;
mat4 proj_mat;
vec4 cam_pos;
vec4 focus_pos;
vec4 view_distance;
vec4 time_of_day;
vec4 tick;
};
struct BoneData {
mat4 bone_mat;
};
layout (std140)
uniform u_bones {
BoneData bones[16];
};
out vec3 f_pos;
out vec3 f_norm;
out vec3 f_col;
flat out uint f_bone_idx;
void main() {
f_pos = v_pos;
f_norm = v_norm;
f_col = v_col;
f_bone_idx = v_bone_idx;
gl_Position =
proj_mat *
view_mat *
model_mat *
bones[v_bone_idx].bone_mat *
vec4(v_pos, 1);
}

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@ -0,0 +1,46 @@
#version 330 core
in vec3 f_pos;
layout (std140)
uniform u_locals {
vec4 nul;
};
layout (std140)
uniform u_globals {
mat4 view_mat;
mat4 proj_mat;
vec4 cam_pos;
vec4 focus_pos;
vec4 view_distance;
vec4 time_of_day;
vec4 tick;
};
out vec4 tgt_color;
const float PI = 3.141592;
vec3 get_sky_color(vec3 dir, float time_of_day) {
const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0);
const vec3 SKY_TOP = vec3(0.0, 0.3, 1.0);
const vec3 SKY_BOTTOM = vec3(0.0, 0.05, 0.2);
const vec3 SUN_HALO_COLOR = vec3(1.0, 0.8, 0.5);
const vec3 SUN_SURF_COLOR = vec3(1.0, 0.8, 0.5);
float sun_angle_rad = time_of_day * TIME_FACTOR;
vec3 sun_dir = vec3(sin(sun_angle_rad), 0.0, cos(sun_angle_rad));
vec3 sun_halo = pow(max(dot(dir, sun_dir), 0.0), 8.0) * SUN_HALO_COLOR;
vec3 sun_surf = min(pow(max(dot(dir, sun_dir), 0.0) + 0.01, 16.0), 1.0) * SUN_SURF_COLOR;
vec3 sun_light = sun_halo + sun_surf;
return mix(SKY_BOTTOM, SKY_TOP, (dir.z + 1.0) / 2.0) + sun_light * 0.5;
}
void main() {
tgt_color = vec4(get_sky_color(normalize(f_pos), time_of_day.x), 1.0);
}

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@ -0,0 +1,31 @@
#version 330 core
in vec3 v_pos;
layout (std140)
uniform u_locals {
vec4 nul;
};
layout (std140)
uniform u_globals {
mat4 view_mat;
mat4 proj_mat;
vec4 cam_pos;
vec4 focus_pos;
vec4 view_distance;
vec4 time_of_day;
vec4 tick;
};
out vec3 f_pos;
void main() {
f_pos = v_pos;
gl_Position =
proj_mat *
view_mat *
vec4(v_pos + cam_pos.xyz, 1);
gl_Position.z = 0.0;
}

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@ -0,0 +1,33 @@
#version 330 core
in vec3 f_pos;
in vec3 f_norm;
in vec3 f_col;
layout (std140)
uniform u_locals {
vec3 model_offs;
};
layout (std140)
uniform u_globals {
mat4 view_mat;
mat4 proj_mat;
vec4 cam_pos;
vec4 focus_pos;
vec4 view_distance;
vec4 time_of_day;
vec4 tick;
};
out vec4 tgt_color;
void main() {
float ambient = 0.5;
vec3 sun_dir = normalize(vec3(1.3, 1.7, 1.1));
float sun_diffuse = dot(sun_dir, f_norm) * 0.5;
tgt_color = vec4(f_col * (ambient + sun_diffuse), 1.0);
}

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@ -0,0 +1,36 @@
#version 330 core
in vec3 v_pos;
in vec3 v_norm;
in vec3 v_col;
layout (std140)
uniform u_locals {
vec3 model_offs;
};
layout (std140)
uniform u_globals {
mat4 view_mat;
mat4 proj_mat;
vec4 cam_pos;
vec4 focus_pos;
vec4 view_distance;
vec4 time_of_day;
vec4 tick;
};
out vec3 f_pos;
out vec3 f_norm;
out vec3 f_col;
void main() {
f_pos = v_pos;
f_norm = v_norm;
f_col = v_col;
gl_Position =
proj_mat *
view_mat *
vec4(v_pos + model_offs, 1);
}

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@ -0,0 +1,11 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(early_fragment_tests) in;
layout(location = 0) in vec4 frag_color;
layout(location = 0) out vec4 color;
void main() {
color = frag_color;
}

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@ -0,0 +1,11 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 pos;
layout(location = 1) in vec4 color;
layout(location = 0) out vec4 frag_color;
void main() {
frag_color = color;
gl_Position = vec4(pos, 1.0);
}

17
voxygen/shaders/ui.frag Normal file
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@ -0,0 +1,17 @@
#version 330 core
in vec3 f_pos;
in vec2 f_uv;
layout (std140)
uniform u_locals {
vec4 bounds;
};
uniform sampler2D u_tex;
out vec4 tgt_color;
void main() {
tgt_color = texture(u_tex, f_uv);
}

22
voxygen/shaders/ui.vert Normal file
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@ -0,0 +1,22 @@
#version 330 core
in vec3 v_pos;
in vec2 v_uv;
layout (std140)
uniform u_locals {
vec4 bounds;
};
uniform sampler2D u_tex;
out vec3 f_pos;
out vec2 f_uv;
void main() {
f_uv = v_uv;
f_pos = vec3(vec2(bounds.x, bounds.y) + v_pos.xy * vec2(bounds.z, bounds.w), 0);
f_pos.xy = vec2(f_pos.x * 2.0 - 1.0, f_pos.y * -2.0 + 1.0);
gl_Position = vec4(f_pos, 1);
}

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@ -0,0 +1,66 @@
pub mod run;
// Reexports
pub use self::run::RunAnimation;
// Crate
use crate::render::FigureBoneData;
// Local
use super::{
Skeleton,
Bone,
};
pub struct CharacterSkeleton {
head: Bone,
chest: Bone,
belt: Bone,
shorts: Bone,
l_hand: Bone,
r_hand: Bone,
l_foot: Bone,
r_foot: Bone,
back: Bone,
}
impl CharacterSkeleton {
pub fn new() -> Self {
Self {
head: Bone::default(),
chest: Bone::default(),
belt: Bone::default(),
shorts: Bone::default(),
l_hand: Bone::default(),
r_hand: Bone::default(),
l_foot: Bone::default(),
r_foot: Bone::default(),
back: Bone::default(),
}
}
}
impl Skeleton for CharacterSkeleton {
fn compute_matrices(&self) -> [FigureBoneData; 16] {
let chest_mat = self.chest.compute_base_matrix();
[
FigureBoneData::new(self.head.compute_base_matrix()),
FigureBoneData::new(chest_mat),
FigureBoneData::new(self.belt.compute_base_matrix()),
FigureBoneData::new(self.shorts.compute_base_matrix()),
FigureBoneData::new(self.l_hand.compute_base_matrix()),
FigureBoneData::new(self.r_hand.compute_base_matrix()),
FigureBoneData::new(self.l_foot.compute_base_matrix()),
FigureBoneData::new(self.r_foot.compute_base_matrix()),
FigureBoneData::new(chest_mat * self.back.compute_base_matrix()),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
FigureBoneData::default(),
]
}
}

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@ -0,0 +1,50 @@
// Standard
use std::f32::consts::PI;
// Library
use vek::*;
// Local
use super::{
CharacterSkeleton,
super::Animation,
};
pub struct RunAnimation;
impl Animation for RunAnimation {
type Skeleton = CharacterSkeleton;
type Dependency = f64;
fn update_skeleton(
skeleton: &mut Self::Skeleton,
time: f64,
) {
let wave = (time as f32 * 12.0).sin();
let wave_slow = (time as f32 * 6.0 + PI).sin();
let wave_dip = (wave_slow.abs() - 0.5).abs();
skeleton.head.offset = Vec3::unit_z() * 13.0;
skeleton.head.ori = Quaternion::rotation_z(wave * 0.3);
skeleton.chest.offset = Vec3::unit_z() * 9.0;
skeleton.chest.ori = Quaternion::rotation_z(wave * 0.3);
skeleton.belt.offset = Vec3::unit_z() * 7.0;
skeleton.belt.ori = Quaternion::rotation_z(wave * 0.2);
skeleton.shorts.offset = Vec3::unit_z() * 4.0;
skeleton.shorts.ori = Quaternion::rotation_z(wave * 0.1);
skeleton.l_hand.offset = Vec3::new(-6.0 - wave_dip * 6.0, wave * 5.0, 11.0 - wave_dip * 6.0);
skeleton.r_hand.offset = Vec3::new(6.0 + wave_dip * 6.0, -wave * 5.0, 11.0 - wave_dip * 6.0);
skeleton.l_foot.offset = Vec3::new(-3.5, 1.0 - wave * 8.0, 3.5 - wave_dip * 4.0);
skeleton.l_foot.ori = Quaternion::rotation_x(-wave + 1.0);
skeleton.r_foot.offset = Vec3::new(3.5, 1.0 + wave * 8.0, 3.5 - wave_dip * 4.0);
skeleton.r_foot.ori = Quaternion::rotation_x(wave + 1.0);
skeleton.back.offset = Vec3::new(-9.0, 5.0, 18.0);
skeleton.back.ori = Quaternion::rotation_y(2.5);
}
}

40
voxygen/src/anim/mod.rs Normal file
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@ -0,0 +1,40 @@
pub mod character;
// Library
use vek::*;
// Crate
use crate::render::FigureBoneData;
#[derive(Copy, Clone)]
pub struct Bone {
pub offset: Vec3<f32>,
pub ori: Quaternion<f32>,
}
impl Bone {
pub fn default() -> Self {
Self {
offset: Vec3::zero(),
ori: Quaternion::identity(),
}
}
pub fn compute_base_matrix(&self) -> Mat4<f32> {
Mat4::<f32>::translation_3d(self.offset) * Mat4::from(self.ori)
}
}
pub trait Skeleton {
fn compute_matrices(&self) -> [FigureBoneData; 16];
}
pub trait Animation {
type Skeleton;
type Dependency;
fn update_skeleton(
skeleton: &mut Self::Skeleton,
dependency: Self::Dependency,
);
}

33
voxygen/src/error.rs Normal file
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@ -0,0 +1,33 @@
// Standard
use std::any;
// Project
use client;
// Crate
use crate::render::RenderError;
/// Represents any error that may be triggered by Voxygen
#[derive(Debug)]
pub enum Error {
/// An error relating to the internal client
ClientError(client::Error),
/// A miscellaneous error relating to a backend dependency
BackendError(Box<any::Any>),
/// An error relating the rendering subsystem
RenderError(RenderError),
// A miscellaneous error with an unknown or unspecified source
Other(failure::Error),
}
impl From<RenderError> for Error {
fn from(err: RenderError) -> Self {
Error::RenderError(err)
}
}
impl From<client::Error> for Error {
fn from(err: client::Error) -> Self {
Error::ClientError(err)
}
}

123
voxygen/src/main.rs Normal file
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@ -0,0 +1,123 @@
#![feature(drain_filter)]
pub mod anim;
pub mod error;
pub mod menu;
pub mod mesh;
pub mod render;
pub mod scene;
pub mod session;
pub mod ui;
pub mod window;
// Reexports
pub use crate::error::Error;
// Standard
use std::mem;
// Library
use log;
use pretty_env_logger;
// Crate
use crate::{
menu::title::TitleState,
window::Window,
};
/// A type used to store state that is shared between all play states
pub struct GlobalState {
window: Window,
}
impl GlobalState {
/// Called after a change in play state has occured (usually used to reverse any temporary
/// effects a state may have made).
pub fn on_play_state_changed(&mut self) {
self.window.grab_cursor(false);
}
}
// States can either close (and revert to a previous state), push a new state on top of themselves,
// or switch to a totally different state
pub enum PlayStateResult {
/// Pop all play states in reverse order and shut down the program
Shutdown,
/// Close the current play state and pop it from the play state stack
Pop,
/// Push a new play state onto the play state stack
Push(Box<dyn PlayState>),
/// Switch the current play state with a new play state
Switch(Box<dyn PlayState>),
}
/// A trait representing a playable game state. This may be a menu, a game session, the title
/// screen, etc.
pub trait PlayState {
/// Play the state until some change of state is required (i.e: a menu is opened or the game
/// is closed).
fn play(&mut self, global_state: &mut GlobalState) -> PlayStateResult;
/// Get a descriptive name for this state type
fn name(&self) -> &'static str;
}
fn main() {
// Init logging
pretty_env_logger::init();
// Set up the global state
let mut global_state = GlobalState {
window: Window::new()
.expect("Failed to create window"),
};
// Set up the initial play state
let mut states: Vec<Box<dyn PlayState>> = vec![Box::new(TitleState::new(
&mut global_state.window.renderer_mut(),
))];
states.last().map(|current_state| {
log::info!("Started game with state '{}'", current_state.name())
});
// What's going on here?
// ---------------------
// The state system used by Voxygen allows for the easy development of stack-based menus.
// For example, you may want a "title" state that can push a "main menu" state on top of it,
// which can in turn push a "settings" state or a "game session" state on top of it.
// The code below manages the state transfer logic automatically so that we don't have to
// re-engineer it for each menu we decide to add to the game.
while let Some(state_result) = states.last_mut().map(|last| last.play(&mut global_state)){
// Implement state transfer logic
match state_result {
PlayStateResult::Shutdown => {
log::info!("Shutting down all states...");
while states.last().is_some() {
states.pop().map(|old_state| {
log::info!("Popped state '{}'", old_state.name());
global_state.on_play_state_changed();
});
}
},
PlayStateResult::Pop => {
states.pop().map(|old_state| {
log::info!("Popped state '{}'", old_state.name());
global_state.on_play_state_changed();
});
},
PlayStateResult::Push(new_state) => {
log::info!("Pushed state '{}'", new_state.name());
states.push(new_state);
global_state.on_play_state_changed();
},
PlayStateResult::Switch(mut new_state) => {
states.last_mut().map(|old_state| {
log::info!("Switching to state '{}' from state '{}'", new_state.name(), old_state.name());
mem::swap(old_state, &mut new_state);
global_state.on_play_state_changed();
});
},
}
}
}

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pub mod title;

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// Library
use vek::*;
use image;
// Crate
use crate::{
PlayState,
PlayStateResult,
GlobalState,
window::Event,
session::SessionState,
render::Renderer,
ui::{
Ui,
element::{
Widget,
image::Image,
},
},
};
pub struct TitleState {
ui: Ui,
}
impl TitleState {
/// Create a new `TitleState`
pub fn new(renderer: &mut Renderer) -> Self {
let img = Image::new(renderer, &image::open(concat!(env!("CARGO_MANIFEST_DIR"), "/test_assets/test.png")).unwrap()).unwrap();
let widget = Widget::new(renderer, img).unwrap();
Self {
ui: Ui::new(renderer, widget).unwrap(),
}
}
}
// The background colour
const BG_COLOR: Rgba<f32> = Rgba { r: 0.0, g: 0.3, b: 1.0, a: 1.0 };
impl PlayState for TitleState {
fn play(&mut self, global_state: &mut GlobalState) -> PlayStateResult {
loop {
// Handle window events
for event in global_state.window.fetch_events() {
match event {
Event::Close => return PlayStateResult::Shutdown,
// When space is pressed, start a session
Event::Char(' ') => return PlayStateResult::Push(
Box::new(SessionState::new(global_state.window.renderer_mut())),
),
// Ignore all other events
_ => {},
}
}
// Clear the screen
global_state.window.renderer_mut().clear(BG_COLOR);
// Maintain the UI
self.ui.maintain(global_state.window.renderer_mut());
// Draw the UI to the screen
self.ui.render(global_state.window.renderer_mut());
// Finish the frame
global_state.window.renderer_mut().flush();
global_state.window
.swap_buffers()
.expect("Failed to swap window buffers");
}
}
fn name(&self) -> &'static str { "Title" }
}

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pub mod segment;
pub mod terrain;
// Crate
use crate::render::{
self,
Mesh,
};
pub trait Meshable {
type Pipeline: render::Pipeline;
type Supplement;
fn generate_mesh(&self, supp: Self::Supplement) -> Mesh<Self::Pipeline>;
}

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// Library
use vek::*;
// Project
use common::{
vol::{
Vox,
SizedVol,
ReadVol,
},
figure::Segment,
};
// Crate
use crate::{
mesh::Meshable,
render::{
self,
Mesh,
Quad,
FigurePipeline,
},
};
type FigureVertex = <FigurePipeline as render::Pipeline>::Vertex;
// Utility function
// TODO: Evaluate how useful this is
fn create_quad(
origin: Vec3<f32>,
unit_x: Vec3<f32>,
unit_y: Vec3<f32>,
norm: Vec3<f32>,
col: Rgb<f32>,
bone: u8,
) -> Quad<FigurePipeline> {
Quad::new(
FigureVertex::new(origin, norm, col, bone),
FigureVertex::new(origin + unit_x, norm, col, bone),
FigureVertex::new(origin + unit_x + unit_y, norm, col, bone),
FigureVertex::new(origin + unit_y, norm, col, bone),
)
}
impl Meshable for Segment {
type Pipeline = FigurePipeline;
type Supplement = Vec3<f32>;
fn generate_mesh(&self, offs: Self::Supplement) -> Mesh<Self::Pipeline> {
let mut mesh = Mesh::new();
for pos in self.iter_positions() {
if let Some(col) = self
.get(pos)
.ok()
.and_then(|vox| vox.get_color())
{
let col = col.map(|e| e as f32 / 255.0);
// -x
if self.get(pos - Vec3::unit_x())
.map(|v| v.is_empty())
.unwrap_or(true)
{
mesh.push_quad(create_quad(
offs + pos.map(|e| e as f32) + Vec3::unit_y(),
-Vec3::unit_y(),
Vec3::unit_z(),
-Vec3::unit_x(),
col,
0,
));
}
// +x
if self.get(pos + Vec3::unit_x())
.map(|v| v.is_empty())
.unwrap_or(true)
{
mesh.push_quad(create_quad(
offs + pos.map(|e| e as f32) + Vec3::unit_x(),
Vec3::unit_y(),
Vec3::unit_z(),
Vec3::unit_x(),
col,
0,
));
}
// -y
if self.get(pos - Vec3::unit_y())
.map(|v| v.is_empty())
.unwrap_or(true)
{
mesh.push_quad(create_quad(
offs + pos.map(|e| e as f32),
Vec3::unit_x(),
Vec3::unit_z(),
-Vec3::unit_y(),
col,
0,
));
}
// +y
if self.get(pos + Vec3::unit_y())
.map(|v| v.is_empty())
.unwrap_or(true)
{
mesh.push_quad(create_quad(
offs + pos.map(|e| e as f32) + Vec3::unit_y(),
Vec3::unit_z(),
Vec3::unit_x(),
Vec3::unit_y(),
col,
0,
));
}
// -z
if self.get(pos - Vec3::unit_z())
.map(|v| v.is_empty())
.unwrap_or(true)
{
mesh.push_quad(create_quad(
offs + pos.map(|e| e as f32),
Vec3::unit_y(),
Vec3::unit_x(),
-Vec3::unit_z(),
col,
0,
));
}
// +z
if self.get(pos + Vec3::unit_z())
.map(|v| v.is_empty())
.unwrap_or(true)
{
mesh.push_quad(create_quad(
offs + pos.map(|e| e as f32) + Vec3::unit_z(),
Vec3::unit_x(),
Vec3::unit_y(),
Vec3::unit_z(),
col,
0,
));
}
}
}
mesh
}
}

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// Library
use vek::*;
// Project
use common::{
vol::{
Vox,
SizedVol,
ReadVol,
},
volumes::dyna::Dyna,
terrain::Block,
};
// Crate
use crate::{
mesh::Meshable,
render::{
self,
Mesh,
Quad,
TerrainPipeline,
},
};
type TerrainVertex = <TerrainPipeline as render::Pipeline>::Vertex;
// Utility function
// TODO: Evaluate how useful this is
fn create_quad(
origin: Vec3<f32>,
unit_x: Vec3<f32>,
unit_y: Vec3<f32>,
norm: Vec3<f32>,
col: Rgb<f32>,
) -> Quad<TerrainPipeline> {
Quad::new(
TerrainVertex::new(origin, norm, col),
TerrainVertex::new(origin + unit_x, norm, col),
TerrainVertex::new(origin + unit_x + unit_y, norm, col),
TerrainVertex::new(origin + unit_y, norm, col),
)
}
impl<M> Meshable for Dyna<Block, M> {
type Pipeline = TerrainPipeline;
type Supplement = ();
fn generate_mesh(&self, _: Self::Supplement) -> Mesh<Self::Pipeline> {
let mut mesh = Mesh::new();
for pos in self
.iter_positions()
.filter(|pos| pos.map(|e| e >= 1).reduce_and())
.filter(|pos| pos.map2(self.get_size(), |e, sz| e < sz as i32 - 1).reduce_and())
{
if let Some(col) = self
.get(pos)
.ok()
.and_then(|vox| vox.get_color())
{
let col = col.map(|e| e as f32 / 255.0);
// -x
if self.get(pos - Vec3::unit_x())
.map(|v| v.is_empty())
.unwrap_or(true)
{
mesh.push_quad(create_quad(
Vec3::one() + pos.map(|e| e as f32) + Vec3::unit_y(),
-Vec3::unit_y(),
Vec3::unit_z(),
-Vec3::unit_x(),
col,
));
}
// +x
if self.get(pos + Vec3::unit_x())
.map(|v| v.is_empty())
.unwrap_or(true)
{
mesh.push_quad(create_quad(
Vec3::one() + pos.map(|e| e as f32) + Vec3::unit_x(),
Vec3::unit_y(),
Vec3::unit_z(),
Vec3::unit_x(),
col,
));
}
// -y
if self.get(pos - Vec3::unit_y())
.map(|v| v.is_empty())
.unwrap_or(true)
{
mesh.push_quad(create_quad(
Vec3::one() + pos.map(|e| e as f32),
Vec3::unit_x(),
Vec3::unit_z(),
-Vec3::unit_y(),
col,
));
}
// +y
if self.get(pos + Vec3::unit_y())
.map(|v| v.is_empty())
.unwrap_or(true)
{
mesh.push_quad(create_quad(
Vec3::one() + pos.map(|e| e as f32) + Vec3::unit_y(),
Vec3::unit_z(),
Vec3::unit_x(),
Vec3::unit_y(),
col,
));
}
// -z
if self.get(pos - Vec3::unit_z())
.map(|v| v.is_empty())
.unwrap_or(true)
{
mesh.push_quad(create_quad(
Vec3::one() + pos.map(|e| e as f32),
Vec3::unit_y(),
Vec3::unit_x(),
-Vec3::unit_z(),
col,
));
}
// +z
if self.get(pos + Vec3::unit_z())
.map(|v| v.is_empty())
.unwrap_or(true)
{
mesh.push_quad(create_quad(
Vec3::one() + pos.map(|e| e as f32) + Vec3::unit_z(),
Vec3::unit_x(),
Vec3::unit_y(),
Vec3::unit_z(),
col,
));
}
}
}
mesh
}
}

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// Library
use gfx::{
self,
traits::FactoryExt,
};
// Local
use super::{
RenderError,
gfx_backend,
};
/// A handle to a series of constants sitting on the GPU. This is used to hold information used in
/// the rendering process that does not change throughout a single render pass.
#[derive(Clone)]
pub struct Consts<T: Copy + gfx::traits::Pod> {
pub buf: gfx::handle::Buffer<gfx_backend::Resources, T>,
}
impl<T: Copy + gfx::traits::Pod> Consts<T> {
/// Create a new `Const<T>`
pub fn new(factory: &mut gfx_backend::Factory, len: usize) -> Self {
Self {
buf: factory.create_constant_buffer(len),
}
}
/// Update the GPU-side value represented by this constant handle.
pub fn update(
&mut self,
encoder: &mut gfx::Encoder<gfx_backend::Resources, gfx_backend::CommandBuffer>,
vals: &[T],
) -> Result<(), RenderError> {
encoder.update_buffer(&self.buf, vals, 0)
.map_err(|err| RenderError::UpdateError(err))
}
}

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// Local
use super::Pipeline;
/// A `Vec`-based mesh structure used to store mesh data on the CPU.
#[derive(Clone)]
pub struct Mesh<P: Pipeline> {
verts: Vec<P::Vertex>,
}
impl<P: Pipeline> Mesh<P> {
/// Create a new `Mesh`
pub fn new() -> Self {
Self { verts: vec![] }
}
/// Get a slice referencing the vertices of this mesh.
pub fn vertices(&self) -> &[P::Vertex] {
&self.verts
}
/// Push a new vertex onto the end of this mesh.
pub fn push(&mut self, vert: P::Vertex) {
self.verts.push(vert);
}
/// Push a new polygon onto the end of this mesh.
pub fn push_tri(&mut self, tri: Tri<P>) {
self.verts.push(tri.a);
self.verts.push(tri.b);
self.verts.push(tri.c);
}
/// Push a new quad onto the end of this mesh.
pub fn push_quad(&mut self, quad: Quad<P>) {
// A quad is composed of two triangles. The code below converts the former to the latter.
// Tri 1
self.verts.push(quad.a.clone());
self.verts.push(quad.b);
self.verts.push(quad.c.clone());
// Tri 2
self.verts.push(quad.c);
self.verts.push(quad.d);
self.verts.push(quad.a);
}
/// Push the vertices of another mesh onto the end of this mesh
pub fn push_mesh(&mut self, other: &Mesh<P>) {
self.verts.extend_from_slice(other.vertices());
}
/// Push the vertices of another mesh onto the end of this mesh
pub fn push_mesh_map<F: FnMut(P::Vertex) -> P::Vertex>(&mut self, other: &Mesh<P>, mut f: F) {
// Reserve enough space in our Vec. This isn't necessary, but it tends to reduce the number
// of required (re)allocations.
self.verts.reserve(other.vertices().len());
for vert in other.vertices() {
self.verts.push(f(vert.clone()));
}
}
}
/// Represents a triangle stored on the CPU.
pub struct Tri<P: Pipeline> {
a: P::Vertex,
b: P::Vertex,
c: P::Vertex,
}
impl<P: Pipeline> Tri<P> {
pub fn new(
a: P::Vertex,
b: P::Vertex,
c: P::Vertex,
) -> Self {
Self { a, b, c }
}
}
/// Represents a quad stored on the CPU.
pub struct Quad<P: Pipeline> {
a: P::Vertex,
b: P::Vertex,
c: P::Vertex,
d: P::Vertex,
}
impl<P: Pipeline> Quad<P> {
pub fn new(
a: P::Vertex,
b: P::Vertex,
c: P::Vertex,
d: P::Vertex,
) -> Self {
Self { a, b, c, d }
}
}

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pub mod consts;
pub mod mesh;
pub mod model;
pub mod pipelines;
pub mod renderer;
pub mod texture;
mod util;
// Reexports
pub use self::{
consts::Consts,
mesh::{Mesh, Tri, Quad},
model::Model,
texture::Texture,
renderer::{Renderer, TgtColorFmt, TgtDepthFmt},
pipelines::{
Globals,
figure::{
FigurePipeline,
Locals as FigureLocals,
BoneData as FigureBoneData,
},
skybox::{
create_mesh as create_skybox_mesh,
SkyboxPipeline,
Locals as SkyboxLocals,
},
terrain::{
TerrainPipeline,
Locals as TerrainLocals,
},
ui::{
create_quad_mesh as create_ui_quad_mesh,
UiPipeline,
Locals as UiLocals,
},
},
};
#[cfg(feature = "gl")]
use gfx_device_gl as gfx_backend;
// Library
use gfx;
/// Used to represent one of many possible errors that may be omitted by the rendering subsystem
#[derive(Debug)]
pub enum RenderError {
PipelineError(gfx::PipelineStateError<String>),
UpdateError(gfx::UpdateError<usize>),
CombinedError(gfx::CombinedError),
}
/// Used to represent a specific rendering configuration.
///
/// Note that pipelines are tied to the
/// rendering backend, and as such it is necessary to modify the rendering subsystem when adding
/// new pipelines - custom pipelines are not currently an objective of the rendering subsystem.
///
/// # Examples
///
/// - `SkyboxPipeline`
/// - `FigurePipeline`
pub trait Pipeline {
type Vertex:
Clone +
gfx::traits::Pod +
gfx::pso::buffer::Structure<gfx::format::Format>;
}

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// Library
use gfx::{
self,
traits::FactoryExt,
};
// Local
use super::{
mesh::Mesh,
Pipeline,
gfx_backend,
};
/// Represents a mesh that has been sent to the GPU.
pub struct Model<P: Pipeline> {
pub vbuf: gfx::handle::Buffer<gfx_backend::Resources, P::Vertex>,
pub slice: gfx::Slice<gfx_backend::Resources>,
}
impl<P: Pipeline> Model<P> {
pub fn new(
factory: &mut gfx_backend::Factory,
mesh: &Mesh<P>,
) -> Self {
Self {
vbuf: factory.create_vertex_buffer(mesh.vertices()),
slice: gfx::Slice {
start: 0,
end: mesh.vertices().len() as u32,
base_vertex: 0,
instances: None,
buffer: gfx::IndexBuffer::Auto,
},
}
}
}

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// Library
use gfx::{
self,
// Macros
gfx_defines,
gfx_vertex_struct_meta,
gfx_constant_struct_meta,
gfx_impl_struct_meta,
gfx_pipeline,
gfx_pipeline_inner,
};
use vek::*;
// Local
use super::{
Globals,
super::{
Pipeline,
TgtColorFmt,
TgtDepthFmt,
util::arr_to_mat,
},
};
gfx_defines! {
vertex Vertex {
pos: [f32; 3] = "v_pos",
norm: [f32; 3] = "v_norm",
col: [f32; 3] = "v_col",
bone_idx: u8 = "v_bone_idx",
}
constant Locals {
model_mat: [[f32; 4]; 4] = "model_mat",
}
constant BoneData {
bone_mat: [[f32; 4]; 4] = "bone_mat",
}
pipeline pipe {
vbuf: gfx::VertexBuffer<Vertex> = (),
locals: gfx::ConstantBuffer<Locals> = "u_locals",
globals: gfx::ConstantBuffer<Globals> = "u_globals",
bones: gfx::ConstantBuffer<BoneData> = "u_bones",
tgt_color: gfx::RenderTarget<TgtColorFmt> = "tgt_color",
tgt_depth: gfx::DepthTarget<TgtDepthFmt> = gfx::preset::depth::LESS_EQUAL_WRITE,
}
}
impl Vertex {
pub fn new(pos: Vec3<f32>, norm: Vec3<f32>, col: Rgb<f32>, bone_idx: u8) -> Self {
Self {
pos: pos.into_array(),
col: col.into_array(),
norm: norm.into_array(),
bone_idx,
}
}
pub fn with_bone_idx(mut self, bone_idx: u8) -> Self {
self.bone_idx = bone_idx;
self
}
}
impl Locals {
pub fn default() -> Self {
Self {
model_mat: arr_to_mat(Mat4::identity().into_col_array()),
}
}
}
impl BoneData {
pub fn new(bone_mat: Mat4<f32>) -> Self {
Self {
bone_mat: arr_to_mat(bone_mat.into_col_array()),
}
}
pub fn default() -> Self {
Self {
bone_mat: arr_to_mat(Mat4::identity().into_col_array()),
}
}
}
pub struct FigurePipeline;
impl Pipeline for FigurePipeline {
type Vertex = Vertex;
}

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pub mod figure;
pub mod skybox;
pub mod terrain;
pub mod ui;
// Library
use gfx::{
self,
// Macros
gfx_defines,
gfx_constant_struct_meta,
gfx_impl_struct_meta,
};
use vek::*;
// Local
use super::util::arr_to_mat;
gfx_defines! {
constant Globals {
view_mat: [[f32; 4]; 4] = "view_mat",
proj_mat: [[f32; 4]; 4] = "proj_mat",
cam_pos: [f32; 4] = "cam_pos",
focus_pos: [f32; 4] = "focus_pos",
// TODO: Fix whatever alignment issue requires these uniforms to be aligned
view_distance: [f32; 4] = "view_distance",
time_of_day: [f32; 4] = "time_of_day", // TODO: Make this f64
tick: [f32; 4] = "tick",
}
}
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],
}
}
/// Create global consts from the provided parameters.
pub fn new(
view_mat: Mat4<f32>,
proj_mat: Mat4<f32>,
cam_pos: Vec3<f32>,
focus_pos: Vec3<f32>,
view_distance: f32,
time_of_day: f64,
tick: f64,
) -> Self {
Self {
view_mat: arr_to_mat(view_mat.into_col_array()),
proj_mat: arr_to_mat(proj_mat.into_col_array()),
cam_pos: Vec4::from(cam_pos).into_array(),
focus_pos: Vec4::from(focus_pos).into_array(),
view_distance: [view_distance; 4],
time_of_day: [time_of_day as f32; 4],
tick: [tick as f32; 4],
}
}
}

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// Library
use gfx::{
self,
// Macros
gfx_defines,
gfx_vertex_struct_meta,
gfx_constant_struct_meta,
gfx_impl_struct_meta,
gfx_pipeline,
gfx_pipeline_inner,
};
// Local
use super::{
Globals,
super::{
Pipeline,
TgtColorFmt,
TgtDepthFmt,
Mesh,
Quad,
},
};
gfx_defines! {
vertex Vertex {
pos: [f32; 3] = "v_pos",
}
constant Locals {
nul: [f32; 4] = "nul",
}
pipeline pipe {
vbuf: gfx::VertexBuffer<Vertex> = (),
locals: gfx::ConstantBuffer<Locals> = "u_locals",
globals: gfx::ConstantBuffer<Globals> = "u_globals",
tgt_color: gfx::RenderTarget<TgtColorFmt> = "tgt_color",
tgt_depth: gfx::DepthTarget<TgtDepthFmt> = gfx::preset::depth::PASS_TEST,
}
}
impl Locals {
pub fn default() -> Self {
Self { nul: [0.0; 4] }
}
}
pub struct SkyboxPipeline;
impl Pipeline for SkyboxPipeline {
type Vertex = Vertex;
}
pub fn create_mesh() -> Mesh<SkyboxPipeline> {
let mut mesh = Mesh::new();
// -x
#[rustfmt::skip]
mesh.push_quad(Quad::new(
Vertex { pos: [-1.0, -1.0, -1.0] },
Vertex { pos: [-1.0, 1.0, -1.0] },
Vertex { pos: [-1.0, 1.0, 1.0] },
Vertex { pos: [-1.0, -1.0, 1.0] },
));
// +x
#[rustfmt::skip]
mesh.push_quad(Quad::new(
Vertex { pos: [ 1.0, -1.0, 1.0] },
Vertex { pos: [ 1.0, 1.0, 1.0] },
Vertex { pos: [ 1.0, 1.0, -1.0] },
Vertex { pos: [ 1.0, -1.0, -1.0] },
));
// -y
#[rustfmt::skip]
mesh.push_quad(Quad::new(
Vertex { pos: [ 1.0, -1.0, -1.0] },
Vertex { pos: [-1.0, -1.0, -1.0] },
Vertex { pos: [-1.0, -1.0, 1.0] },
Vertex { pos: [ 1.0, -1.0, 1.0] },
));
// +y
#[rustfmt::skip]
mesh.push_quad(Quad::new(
Vertex { pos: [ 1.0, 1.0, 1.0] },
Vertex { pos: [-1.0, 1.0, 1.0] },
Vertex { pos: [-1.0, 1.0, -1.0] },
Vertex { pos: [ 1.0, 1.0, -1.0] },
));
// -z
#[rustfmt::skip]
mesh.push_quad(Quad::new(
Vertex { pos: [-1.0, -1.0, -1.0] },
Vertex { pos: [ 1.0, -1.0, -1.0] },
Vertex { pos: [ 1.0, 1.0, -1.0] },
Vertex { pos: [-1.0, 1.0, -1.0] },
));
// +z
#[rustfmt::skip]
mesh.push_quad(Quad::new(
Vertex { pos: [-1.0, 1.0, 1.0] },
Vertex { pos: [ 1.0, 1.0, 1.0] },
Vertex { pos: [ 1.0, -1.0, 1.0] },
Vertex { pos: [-1.0, -1.0, 1.0] },
));
mesh
}

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// Library
use gfx::{
self,
// Macros
gfx_defines,
gfx_vertex_struct_meta,
gfx_constant_struct_meta,
gfx_impl_struct_meta,
gfx_pipeline,
gfx_pipeline_inner,
};
use vek::*;
// Local
use super::{
Globals,
super::{
Pipeline,
TgtColorFmt,
TgtDepthFmt,
},
};
gfx_defines! {
vertex Vertex {
pos: [f32; 3] = "v_pos",
norm: [f32; 3] = "v_norm",
col: [f32; 3] = "v_col",
}
constant Locals {
model_offs: [f32; 3] = "model_offs",
}
pipeline pipe {
vbuf: gfx::VertexBuffer<Vertex> = (),
locals: gfx::ConstantBuffer<Locals> = "u_locals",
globals: gfx::ConstantBuffer<Globals> = "u_globals",
tgt_color: gfx::RenderTarget<TgtColorFmt> = "tgt_color",
tgt_depth: gfx::DepthTarget<TgtDepthFmt> = gfx::preset::depth::LESS_EQUAL_WRITE,
}
}
impl Vertex {
pub fn new(pos: Vec3<f32>, norm: Vec3<f32>, col: Rgb<f32>) -> Self {
Self {
pos: pos.into_array(),
col: col.into_array(),
norm: norm.into_array(),
}
}
}
impl Locals {
pub fn default() -> Self {
Self {
model_offs: [0.0; 3],
}
}
}
pub struct TerrainPipeline;
impl Pipeline for TerrainPipeline {
type Vertex = Vertex;
}

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// Library
use gfx::{
self,
// Macros
gfx_defines,
gfx_vertex_struct_meta,
gfx_constant_struct_meta,
gfx_impl_struct_meta,
gfx_pipeline,
gfx_pipeline_inner,
};
// Local
use super::{
Globals,
super::{
Pipeline,
TgtColorFmt,
TgtDepthFmt,
Mesh,
Quad,
},
};
gfx_defines! {
vertex Vertex {
pos: [f32; 3] = "v_pos",
uv: [f32; 2] = "v_uv",
}
constant Locals {
bounds: [f32; 4] = "bounds",
}
pipeline pipe {
vbuf: gfx::VertexBuffer<Vertex> = (),
locals: gfx::ConstantBuffer<Locals> = "u_locals",
tex: gfx::TextureSampler<[f32; 4]> = "u_tex",
tgt_color: gfx::RenderTarget<TgtColorFmt> = "tgt_color",
tgt_depth: gfx::DepthTarget<TgtDepthFmt> = gfx::preset::depth::PASS_TEST,
}
}
impl Locals {
pub fn default() -> Self {
Self { bounds: [0.0, 0.0, 1.0, 1.0] }
}
pub fn new(bounds: [f32; 4]) -> Self {
Self {
bounds,
}
}
}
pub struct UiPipeline;
impl Pipeline for UiPipeline {
type Vertex = Vertex;
}
pub fn create_quad_mesh() -> Mesh<UiPipeline> {
let mut mesh = Mesh::new();
#[rustfmt::skip]
mesh.push_quad(Quad::new(
Vertex { pos: [0.0, 0.0, 0.0], uv: [0.0, 0.0] },
Vertex { pos: [0.0, 1.0, 0.0], uv: [0.0, 1.0] },
Vertex { pos: [1.0, 1.0, 0.0], uv: [1.0, 1.0] },
Vertex { pos: [1.0, 0.0, 0.0], uv: [1.0, 0.0] },
));
mesh
}

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// Library
use vek::*;
use gfx::{
self,
traits::{Device, FactoryExt},
};
use image;
// Local
use super::{
consts::Consts,
mesh::Mesh,
model::Model,
texture::Texture,
Pipeline,
RenderError,
gfx_backend,
pipelines::{
Globals,
figure,
skybox,
terrain,
ui,
},
};
/// Represents the format of the window's color target.
pub type TgtColorFmt = gfx::format::Rgba8;
/// Represents the format of the window's depth target.
pub type TgtDepthFmt = gfx::format::DepthStencil;
/// A handle to a window color target.
pub type TgtColorView = gfx::handle::RenderTargetView<gfx_backend::Resources, TgtColorFmt>;
/// A handle to a window depth target.
pub type TgtDepthView = gfx::handle::DepthStencilView<gfx_backend::Resources, TgtDepthFmt>;
/// A type that encapsulates rendering state. `Renderer` is central to Voxygen's rendering
/// subsystem and contains any state necessary to interact with the GPU, along with pipeline state
/// objects (PSOs) needed to renderer different kinds of models to the screen.
pub struct Renderer {
device: gfx_backend::Device,
encoder: gfx::Encoder<gfx_backend::Resources, gfx_backend::CommandBuffer>,
factory: gfx_backend::Factory,
tgt_color_view: TgtColorView,
tgt_depth_view: TgtDepthView,
skybox_pipeline: GfxPipeline<skybox::pipe::Init<'static>>,
figure_pipeline: GfxPipeline<figure::pipe::Init<'static>>,
terrain_pipeline: GfxPipeline<terrain::pipe::Init<'static>>,
ui_pipeline: GfxPipeline<ui::pipe::Init<'static>>,
}
impl Renderer {
/// Create a new `Renderer` from a variety of backend-specific components and the window
/// targets.
pub fn new(
device: gfx_backend::Device,
mut factory: gfx_backend::Factory,
tgt_color_view: TgtColorView,
tgt_depth_view: TgtDepthView,
) -> Result<Self, RenderError> {
// Construct a pipeline for rendering skyboxes
let skybox_pipeline = create_pipeline(
&mut factory,
skybox::pipe::new(),
include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/skybox.vert")),
include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/skybox.frag")),
)?;
// Construct a pipeline for rendering figures
let figure_pipeline = create_pipeline(
&mut factory,
figure::pipe::new(),
include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/figure.vert")),
include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/figure.frag")),
)?;
// Construct a pipeline for rendering terrain
let terrain_pipeline = create_pipeline(
&mut factory,
terrain::pipe::new(),
include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/terrain.vert")),
include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/terrain.frag")),
)?;
// Construct a pipeline for rendering UI elements
let ui_pipeline = create_pipeline(
&mut factory,
ui::pipe::new(),
include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/ui.vert")),
include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/ui.frag")),
)?;
Ok(Self {
device,
encoder: factory.create_command_buffer().into(),
factory,
tgt_color_view,
tgt_depth_view,
skybox_pipeline,
figure_pipeline,
terrain_pipeline,
ui_pipeline,
})
}
/// Get references to the internal render target views that get displayed directly by the window.
pub fn target_views(&self) -> (&TgtColorView, &TgtDepthView) {
(&self.tgt_color_view, &self.tgt_depth_view)
}
/// Get mutable references to the internal render target views that get displayed directly by the window.
pub fn target_views_mut(&mut self) -> (&mut TgtColorView, &mut TgtDepthView) {
(&mut self.tgt_color_view, &mut self.tgt_depth_view)
}
/// Get the resolution of the render target.
pub fn get_resolution(&self) -> Vec2<u16> {
Vec2::new(
self.tgt_color_view.get_dimensions().0,
self.tgt_color_view.get_dimensions().1,
)
}
/// Queue the clearing of the color and depth targets ready for a new frame to be rendered.
/// TODO: Make a version of this that doesn't clear the colour target for speed
pub fn clear(&mut self, col: Rgba<f32>) {
self.encoder.clear(&self.tgt_color_view, col.into_array());
self.encoder.clear_depth(&self.tgt_depth_view, 1.0);
}
/// Perform all queued draw calls for this frame and clean up discarded items.
pub fn flush(&mut self) {
self.encoder.flush(&mut self.device);
self.device.cleanup();
}
/// Create a new set of constants with the provided values.
pub fn create_consts<T: Copy + gfx::traits::Pod>(
&mut self,
vals: &[T],
) -> Result<Consts<T>, RenderError> {
let mut consts = Consts::new(&mut self.factory, vals.len());
consts.update(&mut self.encoder, vals)?;
Ok(consts)
}
/// Update a set of constants with the provided values.
pub fn update_consts<T: Copy + gfx::traits::Pod>(
&mut self,
consts: &mut Consts<T>,
vals: &[T]
) -> Result<(), RenderError> {
consts.update(&mut self.encoder, vals)
}
/// Create a new model from the provided mesh.
pub fn create_model<P: Pipeline>(&mut self, mesh: &Mesh<P>) -> Result<Model<P>, RenderError> {
Ok(Model::new(
&mut self.factory,
mesh,
))
}
/// Create a new texture from the provided image.
pub fn create_texture<P: Pipeline>(&mut self, image: &image::DynamicImage) -> Result<Texture<P>, RenderError> {
Texture::new(
&mut self.factory,
image,
)
}
/// Queue the rendering of the provided skybox model in the upcoming frame.
pub fn render_skybox(
&mut self,
model: &Model<skybox::SkyboxPipeline>,
globals: &Consts<Globals>,
locals: &Consts<skybox::Locals>,
) {
self.encoder.draw(
&model.slice,
&self.skybox_pipeline.pso,
&skybox::pipe::Data {
vbuf: model.vbuf.clone(),
locals: locals.buf.clone(),
globals: globals.buf.clone(),
tgt_color: self.tgt_color_view.clone(),
tgt_depth: self.tgt_depth_view.clone(),
},
);
}
/// Queue the rendering of the provided figure model in the upcoming frame.
pub fn render_figure(
&mut self,
model: &Model<figure::FigurePipeline>,
globals: &Consts<Globals>,
locals: &Consts<figure::Locals>,
bones: &Consts<figure::BoneData>,
) {
self.encoder.draw(
&model.slice,
&self.figure_pipeline.pso,
&figure::pipe::Data {
vbuf: model.vbuf.clone(),
locals: locals.buf.clone(),
globals: globals.buf.clone(),
bones: bones.buf.clone(),
tgt_color: self.tgt_color_view.clone(),
tgt_depth: self.tgt_depth_view.clone(),
},
);
}
/// Queue the rendering of the provided terrain chunk model in the upcoming frame.
pub fn render_terrain_chunk(
&mut self,
model: &Model<terrain::TerrainPipeline>,
globals: &Consts<Globals>,
locals: &Consts<terrain::Locals>,
) {
self.encoder.draw(
&model.slice,
&self.terrain_pipeline.pso,
&terrain::pipe::Data {
vbuf: model.vbuf.clone(),
locals: locals.buf.clone(),
globals: globals.buf.clone(),
tgt_color: self.tgt_color_view.clone(),
tgt_depth: self.tgt_depth_view.clone(),
},
);
}
/// Queue the rendering of the provided UI element in the upcoming frame.
pub fn render_ui_element(
&mut self,
model: &Model<ui::UiPipeline>,
locals: &Consts<ui::Locals>,
tex: &Texture<ui::UiPipeline>,
) {
self.encoder.draw(
&model.slice,
&self.ui_pipeline.pso,
&ui::pipe::Data {
vbuf: model.vbuf.clone(),
locals: locals.buf.clone(),
tex: (tex.srv.clone(), tex.sampler.clone()),
tgt_color: self.tgt_color_view.clone(),
tgt_depth: self.tgt_depth_view.clone(),
},
);
}
}
struct GfxPipeline<P: gfx::pso::PipelineInit> {
pso: gfx::pso::PipelineState<gfx_backend::Resources, P::Meta>,
}
/// Create a new pipeline from the provided vertex shader and fragment shader.
fn create_pipeline<'a, P: gfx::pso::PipelineInit>(
factory: &mut gfx_backend::Factory,
pipe: P,
vs: &[u8],
fs: &[u8],
) -> Result<GfxPipeline<P>, RenderError> {
let program = factory
.link_program(vs, fs)
.map_err(|err| RenderError::PipelineError(gfx::PipelineStateError::Program(err)))?;
Ok(GfxPipeline {
pso: factory.create_pipeline_from_program(
&program,
gfx::Primitive::TriangleList,
gfx::state::Rasterizer {
front_face: gfx::state::FrontFace::CounterClockwise,
cull_face: gfx::state::CullFace::Back,
method: gfx::state::RasterMethod::Fill,
offset: None,
samples: Some(gfx::state::MultiSample),
},
pipe,
)
// Do some funky things to work around an oddity in gfx's error ownership rules
.map_err(|err| RenderError::PipelineError(match err {
gfx::PipelineStateError::Program(err) =>
gfx::PipelineStateError::Program(err),
gfx::PipelineStateError::DescriptorInit(err) =>
gfx::PipelineStateError::DescriptorInit(err.into()),
gfx::PipelineStateError::DeviceCreate(err) =>
gfx::PipelineStateError::DeviceCreate(err),
}))?,
})
}

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// Standard
use std::marker::PhantomData;
// Library
use gfx::{
self,
traits::{Factory, FactoryExt},
};
use image::{
DynamicImage,
GenericImageView,
};
// Local
use super::{
RenderError,
mesh::Mesh,
Pipeline,
gfx_backend,
};
type ShaderFormat = (gfx::format::R8_G8_B8_A8, gfx::format::Srgb);
/// Represents an image that has been uploaded to the GPU.
pub struct Texture<P: Pipeline> {
pub tex: gfx::handle::Texture<gfx_backend::Resources, <ShaderFormat as gfx::format::Formatted>::Surface>,
pub srv: gfx::handle::ShaderResourceView<gfx_backend::Resources, <ShaderFormat as gfx::format::Formatted>::View>,
pub sampler: gfx::handle::Sampler<gfx_backend::Resources>,
_phantom: PhantomData<P>,
}
impl<P: Pipeline> Texture<P> {
pub fn new(
factory: &mut gfx_backend::Factory,
image: &DynamicImage,
) -> Result<Self, RenderError> {
let (tex, srv) = factory.create_texture_immutable_u8::<ShaderFormat>(
gfx::texture::Kind::D2(
image.width() as u16,
image.height() as u16,
gfx::texture::AaMode::Single,
),
gfx::texture::Mipmap::Provided,
&[&image.to_rgba().into_raw()],
)
.map_err(|err| RenderError::CombinedError(err))?;
Ok(Self {
tex,
srv,
sampler: factory.create_sampler(gfx::texture::SamplerInfo::new(
gfx::texture::FilterMethod::Scale,
gfx::texture::WrapMode::Clamp,
)),
_phantom: PhantomData,
})
}
}

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@ -0,0 +1,10 @@
// TODO: Get rid of this ugliness
#[rustfmt::skip]
pub fn arr_to_mat(arr: [f32; 16]) -> [[f32; 4]; 4] {
[
[arr[ 0], arr[ 1], arr[ 2], arr[ 3]],
[arr[ 4], arr[ 5], arr[ 6], arr[ 7]],
[arr[ 8], arr[ 9], arr[10], arr[11]],
[arr[12], arr[13], arr[14], arr[15]],
]
}

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// Standard
use std::f32::consts::PI;
// Library
use vek::*;
const NEAR_PLANE: f32 = 0.1;
const FAR_PLANE: f32 = 10000.0;
pub struct Camera {
focus: Vec3<f32>,
ori: Vec3<f32>,
dist: f32,
fov: f32,
aspect: f32,
}
impl Camera {
/// Create a new `Camera` with default parameters.
pub fn new() -> Self {
Self {
focus: Vec3::unit_z() * 10.0,
ori: Vec3::zero(),
dist: 150.0,
fov: 1.3,
aspect: 1.618,
}
}
/// Compute the transformation matrices (view matrix and projection matrix) and position of the
/// camera.
pub fn compute_dependents(&self) -> (Mat4<f32>, Mat4<f32>, Vec3<f32>) {
let view_mat = Mat4::<f32>::identity()
* Mat4::translation_3d(-Vec3::unit_z() * self.dist)
* Mat4::rotation_z(self.ori.z)
* Mat4::rotation_x(self.ori.y)
* Mat4::rotation_y(self.ori.x)
* Mat4::rotation_3d(PI / 2.0, -Vec4::unit_x())
* Mat4::translation_3d(-self.focus);
let proj_mat = Mat4::perspective_rh_no(
self.fov,
self.aspect,
NEAR_PLANE,
FAR_PLANE,
);
// TODO: Make this more efficient
let cam_pos = Vec3::from(view_mat.inverted() * Vec4::unit_w());
(view_mat, proj_mat, cam_pos)
}
/// Rotate the camera about its focus by the given delta, limiting the input accordingly.
pub fn rotate_by(&mut self, delta: Vec3<f32>) {
self.ori += delta;
// Clamp camera pitch to the vertical limits
self.ori.y = self.ori.y
.min(PI / 2.0)
.max(-PI / 2.0);
}
/// Zoom the camera by the given delta, limiting the input accordingly.
pub fn zoom_by(&mut self, delta: f32) {
// Clamp camera dist to the 0 <= x <= infinity range
self.dist = (self.dist + delta).max(0.0);
}
/// Get the focus position of the camera.
pub fn get_focus_pos(&self) -> Vec3<f32> { self.focus }
/// Set the focus position of the camera.
pub fn set_focus_pos(&mut self, focus: Vec3<f32>) { self.focus = focus; }
/// Get the aspect ratio of the camera.
pub fn get_aspect_ratio(&self) -> f32 { self.aspect }
/// Set the aspect ratio of the camera.
pub fn set_aspect_ratio(&mut self, aspect: f32) { self.aspect = aspect; }
}

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// Crate
use crate::{
Error,
render::{
Consts,
Globals,
Mesh,
Model,
Renderer,
FigurePipeline,
FigureBoneData,
FigureLocals,
},
anim::Skeleton,
};
pub struct Figure<S: Skeleton> {
// GPU data
model: Model<FigurePipeline>,
bone_consts: Consts<FigureBoneData>,
locals: Consts<FigureLocals>,
// CPU data
bone_meshes: [Option<Mesh<FigurePipeline>>; 16],
pub skeleton: S,
}
impl<S: Skeleton> Figure<S> {
pub fn new(
renderer: &mut Renderer,
bone_meshes: [Option<Mesh<FigurePipeline>>; 16],
skeleton: S,
) -> Result<Self, Error> {
let mut this = Self {
model: renderer.create_model(&Mesh::new())?,
bone_consts: renderer.create_consts(&skeleton.compute_matrices())?,
locals: renderer.create_consts(&[FigureLocals::default()])?,
bone_meshes,
skeleton,
};
this.update_model(renderer)?;
Ok(this)
}
pub fn update_model(&mut self, renderer: &mut Renderer) -> Result<(), Error> {
let mut mesh = Mesh::new();
self.bone_meshes
.iter()
.enumerate()
.filter_map(|(i, bm)| bm.as_ref().map(|bm| (i, bm)))
.for_each(|(i, bone_mesh)| {
mesh.push_mesh_map(bone_mesh, |vert| vert.with_bone_idx(i as u8))
});
self.model = renderer.create_model(&mesh)?;
Ok(())
}
pub fn update_skeleton(&mut self, renderer: &mut Renderer) -> Result<(), Error> {
renderer.update_consts(&mut self.bone_consts, &self.skeleton.compute_matrices())?;
Ok(())
}
pub fn update_locals(&mut self, renderer: &mut Renderer, locals: FigureLocals) -> Result<(), Error> {
renderer.update_consts(&mut self.locals, &[locals])?;
Ok(())
}
pub fn render(&self, renderer: &mut Renderer, globals: &Consts<Globals>) {
renderer.render_figure(
&self.model,
globals,
&self.locals,
&self.bone_consts,
);
}
}

183
voxygen/src/scene/mod.rs Normal file
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pub mod camera;
pub mod figure;
pub mod terrain;
// Library
use vek::*;
use dot_vox;
// Project
use common::figure::Segment;
use client::Client;
// Crate
use crate::{
render::{
Consts,
Globals,
Model,
Renderer,
SkyboxPipeline,
SkyboxLocals,
FigureLocals,
create_skybox_mesh,
},
window::Event,
mesh::Meshable,
anim::{
Animation,
character::{CharacterSkeleton, RunAnimation},
},
};
// Local
use self::{
camera::Camera,
figure::Figure,
terrain::Terrain,
};
// TODO: Don't hard-code this
const CURSOR_PAN_SCALE: f32 = 0.005;
struct Skybox {
model: Model<SkyboxPipeline>,
locals: Consts<SkyboxLocals>,
}
pub struct Scene {
globals: Consts<Globals>,
camera: Camera,
skybox: Skybox,
terrain: Terrain,
test_figure: Figure<CharacterSkeleton>,
}
// TODO: Make a proper asset loading system
fn load_segment(filename: &'static str) -> Segment {
Segment::from(dot_vox::load(&(concat!(env!("CARGO_MANIFEST_DIR"), "/test_assets/").to_string() + filename)).unwrap())
}
impl Scene {
/// Create a new `Scene` with default parameters.
pub fn new(renderer: &mut Renderer, client: &Client) -> Self {
Self {
globals: renderer
.create_consts(&[Globals::default()])
.unwrap(),
camera: Camera::new(),
skybox: Skybox {
model: renderer
.create_model(&create_skybox_mesh())
.unwrap(),
locals: renderer
.create_consts(&[SkyboxLocals::default()])
.unwrap(),
},
terrain: Terrain::new(),
test_figure: Figure::new(
renderer,
[
Some(load_segment("head.vox").generate_mesh(Vec3::new(-7.0, -5.5, -1.0))),
Some(load_segment("chest.vox").generate_mesh(Vec3::new(-6.0, -3.0, 0.0))),
Some(load_segment("belt.vox").generate_mesh(Vec3::new(-5.0, -3.0, 0.0))),
Some(load_segment("pants.vox").generate_mesh(Vec3::new(-5.0, -3.0, 0.0))),
Some(load_segment("hand.vox").generate_mesh(Vec3::new(-2.0, -2.0, -1.0))),
Some(load_segment("hand.vox").generate_mesh(Vec3::new(-2.0, -2.0, -1.0))),
Some(load_segment("foot.vox").generate_mesh(Vec3::new(-2.5, -3.0, -2.0))),
Some(load_segment("foot.vox").generate_mesh(Vec3::new(-2.5, -3.0, -2.0))),
Some(load_segment("sword.vox").generate_mesh(Vec3::new(-6.5, -1.0, 0.0))),
None,
None,
None,
None,
None,
None,
None,
],
CharacterSkeleton::new(),
)
.unwrap(),
}
}
/// Get a reference to the scene's camera.
pub fn camera(&self) -> &Camera { &self.camera }
/// Get a mutable reference to the scene's camera.
pub fn camera_mut(&mut self) -> &mut Camera { &mut self.camera }
/// Handle an incoming user input event (i.e: cursor moved, key pressed, window closed, etc.).
///
/// If the event is handled, return true
pub fn handle_input_event(&mut self, event: Event) -> bool {
match event {
// When the window is resized, change the camera's aspect ratio
Event::Resize(dims) => {
self.camera.set_aspect_ratio(dims.x as f32 / dims.y as f32);
true
},
// Panning the cursor makes the camera rotate
Event::CursorPan(delta) => {
self.camera.rotate_by(Vec3::from(delta) * CURSOR_PAN_SCALE);
true
},
// Zoom the camera when a zoom event occurs
Event::Zoom(delta) => {
self.camera.zoom_by(delta);
true
},
// All other events are unhandled
_ => false,
}
}
/// Maintain data such as GPU constant buffers, models, etc. To be called once per tick.
pub fn maintain(&mut self, renderer: &mut Renderer, client: &Client) {
// Compute camera matrices
let (view_mat, proj_mat, cam_pos) = self.camera.compute_dependents();
// Update global constants
renderer.update_consts(&mut self.globals, &[Globals::new(
view_mat,
proj_mat,
cam_pos,
self.camera.get_focus_pos(),
10.0,
client.state().get_time_of_day(),
client.state().get_time(),
)])
.expect("Failed to update global constants");
// Maintain the terrain
self.terrain.maintain(renderer, client);
// TODO: Don't do this here
RunAnimation::update_skeleton(
&mut self.test_figure.skeleton,
client.state().get_time(),
);
self.test_figure.update_locals(renderer, FigureLocals::default()).unwrap();
self.test_figure.update_skeleton(renderer).unwrap();
}
/// Render the scene using the provided `Renderer`
pub fn render_to(&self, renderer: &mut Renderer) {
// Render the skybox first (it appears over everything else so must be rendered first)
renderer.render_skybox(
&self.skybox.model,
&self.globals,
&self.skybox.locals,
);
// Render terrain
self.terrain.render(renderer, &self.globals);
// Render the test figure
self.test_figure.render(renderer, &self.globals);
}
}

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// Standard
use std::{
collections::{HashMap, LinkedList},
sync::mpsc,
time::Duration,
};
// Library
use vek::*;
// Project
use client::Client;
use common::{
terrain::TerrainMap,
volumes::vol_map::VolMapErr,
vol::SampleVol,
};
// Crate
use crate::{
render::{
Consts,
Globals,
Mesh,
Model,
Renderer,
TerrainPipeline,
TerrainLocals,
},
mesh::Meshable,
};
struct TerrainChunk {
// GPU data
model: Model<TerrainPipeline>,
locals: Consts<TerrainLocals>,
}
struct ChunkMeshState {
pos: Vec3<i32>,
started_tick: u64,
active_worker: bool,
}
/// A type produced by mesh worker threads corresponding to the position and mesh of a chunk
struct MeshWorkerResponse {
pos: Vec3<i32>,
mesh: Mesh<TerrainPipeline>,
started_tick: u64,
}
/// Function executed by worker threads dedicated to chunk meshing
fn mesh_worker(
pos: Vec3<i32>,
started_tick: u64,
volume: <TerrainMap as SampleVol>::Sample,
) -> MeshWorkerResponse {
MeshWorkerResponse {
pos,
mesh: volume.generate_mesh(()),
started_tick,
}
}
pub struct Terrain {
chunks: HashMap<Vec3<i32>, TerrainChunk>,
// The mpsc sender and receiver used for talking to meshing worker threads.
// We keep the sender component for no reason othe than to clone it and send it to new workers.
mesh_send_tmp: mpsc::Sender<MeshWorkerResponse>,
mesh_recv: mpsc::Receiver<MeshWorkerResponse>,
mesh_todo: LinkedList<ChunkMeshState>,
}
impl Terrain {
pub fn new() -> Self {
// Create a new mpsc (Multiple Produced, Single Consumer) pair for communicating with
// worker threads that are meshing chunks.
let (send, recv) = mpsc::channel();
Self {
chunks: HashMap::new(),
mesh_send_tmp: send,
mesh_recv: recv,
mesh_todo: LinkedList::new(),
}
}
/// Maintain terrain data. To be called once per tick.
pub fn maintain(&mut self, renderer: &mut Renderer, client: &Client) {
let current_tick = client.get_tick();
// Add any recently created or changed chunks to the list of chunks to be meshed
for pos in client.state().changes().new_chunks.iter()
.chain(client.state().changes().changed_chunks.iter())
{
// TODO: ANOTHER PROBLEM HERE!
// What happens if the block on the edge of a chunk gets modified? We need to spawn
// a mesh worker to remesh its neighbour(s) too since their ambient occlusion and face
// elision information changes too!
match self.mesh_todo.iter_mut().find(|todo| todo.pos == *pos) {
Some(todo) => todo.started_tick = current_tick,
// The chunk it's queued yet, add it to the queue
None => self.mesh_todo.push_back(ChunkMeshState {
pos: *pos,
started_tick: current_tick,
active_worker: false,
}),
}
}
// Remove any models for chunks that have been recently removed
for pos in &client.state().changes().removed_chunks {
self.chunks.remove(pos);
self.mesh_todo.drain_filter(|todo| todo.pos == *pos);
}
// Clone the sender to the thread can send us the chunk data back
// TODO: It's a bit hacky cloning it here and then cloning it again below. Fix this.
let send = self.mesh_send_tmp.clone();
self.mesh_todo
.iter_mut()
// Only spawn workers for meshing jobs without an active worker already
.filter(|todo| !todo.active_worker)
.for_each(|todo| {
// Find the area of the terrain we want. Because meshing needs to compute things like
// ambient occlusion and edge elision, we also need to borders of the chunk's
// neighbours too (hence the `- 1` and `+ 1`).
let aabb = Aabb {
min: todo.pos.map2(TerrainMap::chunk_size(), |e, sz| e * sz as i32 - 1),
max: todo.pos.map2(TerrainMap::chunk_size(), |e, sz| (e + 1) * sz as i32 + 1),
};
// Copy out the chunk data we need to perform the meshing. We do this by taking a
// sample of the terrain that includes both the chunk we want and
let volume = match client.state().terrain().sample(aabb) {
Ok(sample) => sample,
// If either this chunk or its neighbours doesn't yet exist, so we keep it in the
// todo queue to be processed at a later date when we have its neighbours.
Err(VolMapErr::NoSuchChunk) => return,
_ => panic!("Unhandled edge case"),
};
// Clone various things to that they can be moved into the thread
let send = send.clone();
let pos = todo.pos;
// Queue the worker thread
client.thread_pool().execute(move || {
send.send(mesh_worker(pos, current_tick, volume))
.expect("Failed to send chunk mesh to main thread");
});
todo.active_worker = true;
});
// Receive chunk meshes from worker threads, upload them to the GPU and then store them
while let Ok(response) = self.mesh_recv.recv_timeout(Duration::new(0, 0)) {
match self.mesh_todo.iter().find(|todo| todo.pos == response.pos) {
// It's the mesh we want, insert the newly finished model into the terrain model
// data structure (convert the mesh to a model first of course)
Some(todo) if response.started_tick == todo.started_tick => {
self.chunks.insert(response.pos, TerrainChunk {
model: renderer.create_model(&response.mesh).expect("Failed to upload chunk mesh to the GPU"),
locals: renderer.create_consts(&[TerrainLocals {
model_offs: response.pos.map2(TerrainMap::chunk_size(), |e, sz| e as f32 * sz as f32).into_array(),
}]).expect("Failed to upload chunk locals to the GPU"),
});
},
// Chunk must have been removed, or it was spawned on an old tick. Drop the mesh
// since it's either out of date or no longer needed
_ => continue,
}
}
}
pub fn render(&self, renderer: &mut Renderer, globals: &Consts<Globals>) {
for (_, chunk) in &self.chunks {
renderer.render_terrain_chunk(
&chunk.model,
globals,
&chunk.locals,
);
}
}
}

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// Standard
use std::time::Duration;
// Library
use vek::*;
// Project
use common::clock::Clock;
use client::{
self,
Client,
};
// Crate
use crate::{
Error,
PlayState,
PlayStateResult,
GlobalState,
window::{Event, Key},
render::Renderer,
scene::Scene,
};
const FPS: u64 = 60;
pub struct SessionState {
scene: Scene,
client: Client,
}
/// Represents an active game session (i.e: one that is being played)
impl SessionState {
/// Create a new `SessionState`
pub fn new(renderer: &mut Renderer) -> Self {
let client = Client::new().with_test_state(); // <--- TODO: Remove this
Self {
// Create a scene for this session. The scene handles visible elements of the game world
scene: Scene::new(renderer, &client),
client,
}
}
}
// The background colour
const BG_COLOR: Rgba<f32> = Rgba { r: 0.0, g: 0.3, b: 1.0, a: 1.0 };
impl SessionState {
/// Tick the session (and the client attached to it)
pub fn tick(&mut self, dt: Duration) -> Result<(), Error> {
self.client.tick(client::Input {}, dt)?;
Ok(())
}
/// Clean up the session (and the client attached to it) after a tick
pub fn cleanup(&mut self) {
self.client.cleanup();
}
/// Render the session to the screen.
///
/// This method should be called once per frame.
pub fn render(&mut self, renderer: &mut Renderer) {
// Clear the screen
renderer.clear(BG_COLOR);
// Render the screen using the global renderer
self.scene.render_to(renderer);
// Finish the frame
renderer.flush();
}
}
impl PlayState for SessionState {
fn play(&mut self, global_state: &mut GlobalState) -> PlayStateResult {
// Trap the cursor
global_state.window.grab_cursor(true);
// Set up an fps clock
let mut clock = Clock::new();
// Load a few chunks TODO: Remove this
for x in -6..7 {
for y in -6..7 {
for z in -1..2 {
self.client.load_chunk(Vec3::new(x, y, z));
}
}
}
// Game loop
loop {
// Handle window events
for event in global_state.window.fetch_events() {
let _handled = match event {
Event::Close => return PlayStateResult::Shutdown,
// When 'q' is pressed, exit the session
Event::Char('q') => return PlayStateResult::Pop,
// Toggle cursor grabbing
Event::KeyDown(Key::ToggleCursor) => {
global_state.window.grab_cursor(!global_state.window.is_cursor_grabbed());
},
// Pass all other events to the scene
event => { self.scene.handle_input_event(event); },
};
// TODO: Do something if the event wasn't handled?
}
// Perform an in-game tick
self.tick(clock.get_last_delta())
.expect("Failed to tick the scene");
// Maintain the scene
self.scene.maintain(global_state.window.renderer_mut(), &self.client);
// Render the session
self.render(global_state.window.renderer_mut());
// Display the frame on the window
global_state.window
.swap_buffers()
.expect("Failed to swap window buffers");
// Wait for the next tick
clock.tick(Duration::from_millis(1000 / FPS));
// Clean things up after the tick
self.cleanup();
}
}
fn name(&self) -> &'static str { "Session" }
}

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// Standard
use std::{
rc::Rc,
cell::RefCell,
};
// Library
use image::DynamicImage;
use vek::*;
// Crate
use crate::render::{
Consts,
UiLocals,
Renderer,
Texture,
UiPipeline,
};
// Local
use super::{
super::{
UiError,
Cache,
},
Element,
Bounds,
SizeRequest,
};
#[derive(Clone)]
pub struct Image {
texture: Rc<Texture<UiPipeline>>,
locals: Consts<UiLocals>,
}
impl Image {
pub fn new(renderer: &mut Renderer, image: &DynamicImage) -> Result<Self, UiError> {
Ok(Self {
texture: Rc::new(
renderer.create_texture(image)
.map_err(|err| UiError::RenderError(err))?
),
locals: renderer.create_consts(&[UiLocals::default()])
.map_err(|err| UiError::RenderError(err))?,
})
}
}
impl Element for Image {
fn get_hsize_request(&self) -> SizeRequest { SizeRequest::indifferent() }
fn get_vsize_request(&self) -> SizeRequest { SizeRequest::indifferent() }
fn maintain(
&mut self,
renderer: &mut Renderer,
cache: &Cache,
bounds: Bounds<f32>,
resolution: Vec2<f32>,
) {
renderer.update_consts(&mut self.locals, &[UiLocals::new(
[bounds.x, bounds.y, bounds.w, bounds.h],
)])
.expect("Could not update UI image consts");
}
fn render(
&self,
renderer: &mut Renderer,
cache: &Cache,
bounds: Bounds<f32>,
resolution: Vec2<f32>,
) {
renderer.render_ui_element(
cache.model(),
&self.locals,
&self.texture,
);
}
}

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pub mod image;
// Standard
use std::rc::Rc;
// Library
use vek::*;
// Crate
use crate::render::{
Renderer,
Texture,
Consts,
UiLocals,
UiPipeline,
};
// Local
use super::{
UiError,
Cache,
Span,
SizeRequest,
};
// Bounds
pub type Bounds<T> = Rect<T, T>;
pub trait BoundsExt {
fn relative_to(self, other: Self) -> Self;
}
impl BoundsExt for Bounds<f32> {
fn relative_to(self, other: Self) -> Self {
Self::new(
other.x + self.x * other.w,
other.y + self.y * other.h,
self.w * other.w,
self.h * other.h,
)
}
}
pub trait BoundsSpan {
fn in_resolution(self, resolution: Vec2<f32>) -> Bounds<f32>;
}
impl BoundsSpan for Bounds<Span> {
fn in_resolution(self, resolution: Vec2<f32>) -> Bounds<f32> {
Bounds::new(
self.x.to_rel(resolution.x).rel,
self.y.to_rel(resolution.y).rel,
self.w.to_rel(resolution.x).rel,
self.h.to_rel(resolution.y).rel,
)
}
}
// Element
pub trait Element: 'static {
//fn deep_clone(&self) -> Rc<dyn Element>;
fn get_hsize_request(&self) -> SizeRequest;
fn get_vsize_request(&self) -> SizeRequest;
fn maintain(
&mut self,
renderer: &mut Renderer,
cache: &Cache,
bounds: Bounds<f32>,
resolution: Vec2<f32>,
);
fn render(
&self,
renderer: &mut Renderer,
cache: &Cache,
bounds: Bounds<f32>,
resolution: Vec2<f32>,
);
}
// Surface
#[derive(Clone)]
pub enum Surface {
Transparent,
Color(Rgba<f32>),
Texture(Rc<Texture<UiPipeline>>),
Bevel,
}
// Widget
#[derive(Clone)]
pub struct Widget<E: Element> {
inner: Box<E>,
background: Surface,
margin_top: Span,
margin_bottom: Span,
margin_left: Span,
margin_right: Span,
locals: Consts<UiLocals>,
}
impl<E: Element> Widget<E> {
pub fn new(renderer: &mut Renderer, inner: E) -> Result<Box<Self>, UiError> {
Ok(Box::new(Self {
inner: Box::new(inner),
background: Surface::Transparent,
margin_top: Span::rel(0.2),
margin_bottom: Span::rel(0.2),
margin_left: Span::rel(0.2),
margin_right: Span::rel(0.2),
locals: renderer.create_consts(&[UiLocals::default()])
.map_err(|err| UiError::RenderError(err))?,
}))
}
fn get_inner_bounds(&self) -> Bounds<Span> {
Bounds::new(
self.margin_left,
self.margin_top,
Span::full() - self.margin_left - self.margin_right,
Span::full() - self.margin_top - self.margin_bottom,
)
}
}
impl<E: Element> Element for Widget<E> {
fn get_hsize_request(&self) -> SizeRequest {
self.inner.get_hsize_request() + self.margin_left + self.margin_right
}
fn get_vsize_request(&self) -> SizeRequest {
self.inner.get_vsize_request() + self.margin_top + self.margin_bottom
}
fn maintain(
&mut self,
renderer: &mut Renderer,
cache: &Cache,
bounds: Bounds<f32>,
resolution: Vec2<f32>,
) {
renderer.update_consts(&mut self.locals, &[UiLocals::new(
[bounds.x, bounds.y, bounds.w, bounds.h],
)])
.expect("Could not update UI image consts");
let inner_bounds = self
.get_inner_bounds()
.in_resolution(resolution)
.relative_to(bounds);
self.inner.maintain(renderer, cache, inner_bounds, resolution);
}
fn render(
&self,
renderer: &mut Renderer,
cache: &Cache,
bounds: Bounds<f32>,
resolution: Vec2<f32>,
) {
renderer.render_ui_element(
cache.model(),
&self.locals,
&cache.blank_texture(),
);
let inner_bounds = self
.get_inner_bounds()
.in_resolution(resolution)
.relative_to(bounds);
self.inner.render(renderer, cache, inner_bounds, resolution);
}
}

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pub mod element;
pub mod size_request;
pub mod span;
// Reexports
pub use self::{
span::Span,
size_request::SizeRequest,
};
// Library
use image::DynamicImage;
// Crate
use crate::{
Error,
render::{
RenderError,
Renderer,
Model,
Texture,
UiPipeline,
create_ui_quad_mesh,
},
};
// Local
use self::element::{
Element,
Bounds,
};
#[derive(Debug)]
pub enum UiError {
RenderError(RenderError),
}
pub struct Cache {
model: Model<UiPipeline>,
blank_texture: Texture<UiPipeline>,
}
impl Cache {
pub fn new(renderer: &mut Renderer) -> Result<Self, Error> {
Ok(Self {
model: renderer.create_model(&create_ui_quad_mesh())?,
blank_texture: renderer.create_texture(&DynamicImage::new_rgba8(1, 1))?,
})
}
pub fn model(&self) -> &Model<UiPipeline> { &self.model }
pub fn blank_texture(&self) -> &Texture<UiPipeline> { &self.blank_texture }
}
pub struct Ui {
base: Box<dyn Element>,
cache: Cache,
}
impl Ui {
pub fn new<E: Element>(renderer: &mut Renderer, base: Box<E>) -> Result<Self, Error> {
Ok(Self {
base,
cache: Cache::new(renderer)?,
})
}
pub fn maintain(&mut self, renderer: &mut Renderer) {
self.base.maintain(
renderer,
&self.cache,
Bounds::new(0.0, 0.0, 1.0, 1.0),
renderer.get_resolution().map(|e| e as f32),
)
}
pub fn render(&self, renderer: &mut Renderer) {
self.base.render(
renderer,
&self.cache,
Bounds::new(0.0, 0.0, 1.0, 1.0),
renderer.get_resolution().map(|e| e as f32),
);
}
}

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// Standard
use std::ops::Add;
// Local
use super::Span;
pub struct SizeRequest {
min: Span,
max: Span,
}
impl SizeRequest {
pub fn indifferent() -> Self {
Self {
min: Span::rel(0.0),
max: Span::rel(std::f32::INFINITY),
}
}
}
impl Add<Span> for SizeRequest {
type Output = Self;
fn add(self, span: Span) -> Self {
Self {
min: self.min + span,
max: self.max + span,
}
}
}

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// Standard
use std::ops::{Add, Sub};
#[derive(Copy, Clone)]
pub struct Span {
pub rel: f32,
pub abs: f32,
}
impl Span {
pub fn rel(rel: f32) -> Self { Self { rel, abs: 0.0 } }
pub fn abs(abs: f32) -> Self { Self { rel: 0.0, abs } }
pub fn full() -> Self { Self { rel: 1.0, abs: 0.0 } }
pub fn half() -> Self { Self { rel: 0.5, abs: 0.0 } }
pub fn none() -> Self { Self { rel: 0.0, abs: 0.0 } }
pub fn to_abs(self, res: f32) -> Self {
Self { rel: 0.0, abs: self.rel * res + self.abs }
}
pub fn to_rel(self, res: f32) -> Self {
Self { rel: self.rel + self.abs / res, abs: 0.0 }
}
}
impl Add for Span {
type Output = Self;
fn add(self, other: Self) -> Self {
Self {
rel: self.rel + other.rel,
abs: self.abs + other.abs,
}
}
}
impl Sub for Span {
type Output = Self;
fn sub(self, other: Self) -> Self {
Self {
rel: self.rel - other.rel,
abs: self.abs - other.abs,
}
}
}

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// Library
use glutin;
use gfx_window_glutin;
use vek::*;
// Crate
use crate::{
Error,
render::{
Renderer,
TgtColorFmt,
TgtDepthFmt,
},
};
pub struct Window {
events_loop: glutin::EventsLoop,
renderer: Renderer,
window: glutin::GlWindow,
cursor_grabbed: bool,
}
impl Window {
pub fn new() -> Result<Window, Error> {
let events_loop = glutin::EventsLoop::new();
let win_builder = glutin::WindowBuilder::new()
.with_title("Veloren (Voxygen)")
.with_dimensions(glutin::dpi::LogicalSize::new(800.0, 500.0))
.with_maximized(false);
let ctx_builder = glutin::ContextBuilder::new()
.with_gl(glutin::GlRequest::Specific(glutin::Api::OpenGl, (3, 2)))
.with_vsync(true);
let (
window,
device,
factory,
tgt_color_view,
tgt_depth_view,
) = gfx_window_glutin::init::<TgtColorFmt, TgtDepthFmt>(
win_builder,
ctx_builder,
&events_loop,
).map_err(|err| Error::BackendError(Box::new(err)))?;
let tmp = Ok(Self {
events_loop,
renderer: Renderer::new(
device,
factory,
tgt_color_view,
tgt_depth_view,
)?,
window,
cursor_grabbed: false,
});
tmp
}
pub fn renderer(&self) -> &Renderer { &self.renderer }
pub fn renderer_mut(&mut self) -> &mut Renderer { &mut self.renderer }
pub fn fetch_events(&mut self) -> Vec<Event> {
// Copy data that is needed by the events closure to avoid lifetime errors
// TODO: Remove this if/when the compiler permits it
let cursor_grabbed = self.cursor_grabbed;
let renderer = &mut self.renderer;
let window = &mut self.window;
let mut events = vec![];
self.events_loop.poll_events(|event| match event {
glutin::Event::WindowEvent { event, .. } => match event {
glutin::WindowEvent::CloseRequested => events.push(Event::Close),
glutin::WindowEvent::Resized(glutin::dpi::LogicalSize { width, height }) => {
let (mut color_view, mut depth_view) = renderer.target_views_mut();
gfx_window_glutin::update_views(
&window,
&mut color_view,
&mut depth_view,
);
events.push(Event::Resize(Vec2::new(width as u32, height as u32)));
},
glutin::WindowEvent::ReceivedCharacter(c) => events.push(Event::Char(c)),
glutin::WindowEvent::KeyboardInput { input, .. } => match input.virtual_keycode {
Some(glutin::VirtualKeyCode::Escape) => events.push(if input.state == glutin::ElementState::Pressed {
Event::KeyDown(Key::ToggleCursor)
} else {
Event::KeyUp(Key::ToggleCursor)
}),
_ => {},
},
_ => {},
},
glutin::Event::DeviceEvent { event, .. } => match event {
glutin::DeviceEvent::MouseMotion { delta: (dx, dy), .. } if cursor_grabbed =>
events.push(Event::CursorPan(Vec2::new(dx as f32, dy as f32))),
glutin::DeviceEvent::MouseWheel {
delta: glutin::MouseScrollDelta::LineDelta(_x, y),
..
} if cursor_grabbed => events.push(Event::Zoom(y as f32)),
_ => {},
},
_ => {},
});
events
}
pub fn swap_buffers(&self) -> Result<(), Error> {
self.window.swap_buffers()
.map_err(|err| Error::BackendError(Box::new(err)))
}
pub fn is_cursor_grabbed(&self) -> bool {
self.cursor_grabbed
}
pub fn grab_cursor(&mut self, grab: bool) {
self.cursor_grabbed = grab;
self.window.hide_cursor(grab);
self.window.grab_cursor(grab)
.expect("Failed to grab/ungrab cursor");
}
}
/// Represents a key that the game recognises after keyboard mapping
pub enum Key {
ToggleCursor,
}
/// Represents an incoming event from the window
pub enum Event {
/// The window has been requested to close.
Close,
/// The window has been resized
Resize(Vec2<u32>),
/// A key has been typed that corresponds to a specific character.
Char(char),
/// The cursor has been panned across the screen while grabbed.
CursorPan(Vec2<f32>),
/// The camera has been requested to zoom.
Zoom(f32),
/// A key that the game recognises has been pressed down
KeyDown(Key),
/// A key that the game recognises has been released down
KeyUp(Key),
}

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/target
**/*.rs.bk
Cargo.lock

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[package]
name = "veloren-world"
version = "0.1.0"
authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>"]
edition = "2018"
[dependencies]
common = { package = "veloren-common", path = "../common" }
vek = "0.9"
noise = "0.5"

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// Library
use vek::*;
use noise::{NoiseFn, Perlin};
// Project
use common::{
vol::{Vox, SizedVol, WriteVol},
terrain::{
Block,
TerrainChunk,
TerrainChunkMeta,
},
};
#[derive(Debug)]
pub enum Error {
Other(String),
}
pub struct World;
impl World {
pub fn new() -> Self {
Self
}
pub fn generate_chunk(&self, chunk_pos: Vec3<i32>) -> TerrainChunk {
// TODO: This is all test code, remove/improve this later
let mut chunk = TerrainChunk::filled(Block::empty(), TerrainChunkMeta::void());
let air = Block::empty();
let stone = Block::new(1, Rgb::new(200, 220, 255));
let grass = Block::new(2, Rgb::new(50, 255, 0));
let sand = Block::new(3, Rgb::new(180, 150, 50));
let perlin_nz = Perlin::new();
for lpos in chunk.iter_positions() {
let wpos = lpos + chunk_pos * chunk.get_size().map(|e| e as i32);
let wposf = wpos.map(|e| e as f64);
let freq = 1.0 / 32.0;
let ampl = 16.0;
let offs = 16.0;
let height = perlin_nz.get(Vec2::from(wposf * freq).into_array()) * ampl + offs;
chunk.set(lpos, if wposf.z < height {
if wposf.z < height - 1.0 {
stone
} else {
sand
}
} else {
air
}).unwrap();
}
chunk
}
}