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Addressed review comments
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@ -37,6 +37,7 @@ void main() {
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float light_variable = 0.075;
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float light_variable = 0.075;
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// Make less faint at day (relative to night) by adding light to alpha. Probably hacky but looks fine.
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// Make less faint at day (relative to night) by adding light to alpha. Probably hacky but looks fine.
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// TODO: Trails should also eventually account for shadows, nearby lights, attenuation of sunlight in water, and block based lighting. Note: many of these will require alternative methods that don't require a normal.
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trail_alpha += get_sun_brightness() * light_variable;
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trail_alpha += get_sun_brightness() * light_variable;
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tgt_color = vec4(trail_color, trail_alpha);
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tgt_color = vec4(trail_color, trail_alpha);
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@ -214,6 +214,7 @@ impl<'frame> Drawer<'frame> {
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/// Returns None if the clouds pipeline is not available
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/// Returns None if the clouds pipeline is not available
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pub fn second_pass(&mut self) -> Option<SecondPassDrawer> {
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pub fn second_pass(&mut self) -> Option<SecondPassDrawer> {
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let pipelines = &self.borrow.pipelines.all()?;
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let encoder = self.encoder.as_mut().unwrap();
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let encoder = self.encoder.as_mut().unwrap();
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let device = self.borrow.device;
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let device = self.borrow.device;
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let mut render_pass =
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let mut render_pass =
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@ -239,8 +240,8 @@ impl<'frame> Drawer<'frame> {
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Some(SecondPassDrawer {
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Some(SecondPassDrawer {
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render_pass,
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render_pass,
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borrow: &self.borrow,
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borrow: &self.borrow,
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clouds_pipeline: &self.borrow.pipelines.all()?.clouds,
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clouds_pipeline: &pipelines.clouds,
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trail_pipeline: &self.borrow.pipelines.all()?.trail,
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trail_pipeline: &pipelines.trail,
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})
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})
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}
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}
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@ -945,12 +946,14 @@ impl<'pass> SecondPassDrawer<'pass> {
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}
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}
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pub fn draw_trails(&mut self) -> Option<TrailDrawer<'_, 'pass>> {
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pub fn draw_trails(&mut self) -> Option<TrailDrawer<'_, 'pass>> {
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let shadow = &self.borrow.shadow?;
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let mut render_pass = self.render_pass.scope("trails", self.borrow.device);
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let mut render_pass = self.render_pass.scope("trails", self.borrow.device);
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render_pass.set_pipeline(&self.trail_pipeline.pipeline);
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render_pass.set_pipeline(&self.trail_pipeline.pipeline);
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set_quad_index_buffer::<trail::Vertex>(&mut render_pass, self.borrow);
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set_quad_index_buffer::<trail::Vertex>(&mut render_pass, self.borrow);
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render_pass.set_bind_group(1, &self.borrow.shadow?.bind.bind_group, &[]);
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render_pass.set_bind_group(1, &shadow.bind.bind_group, &[]);
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Some(TrailDrawer { render_pass })
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Some(TrailDrawer { render_pass })
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}
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}
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@ -309,7 +309,7 @@ impl Scene {
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select_pos: None,
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select_pos: None,
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light_data: Vec::new(),
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light_data: Vec::new(),
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particle_mgr: ParticleMgr::new(renderer),
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particle_mgr: ParticleMgr::new(renderer),
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trail_mgr: TrailMgr::new(renderer),
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trail_mgr: TrailMgr::default(),
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figure_mgr: FigureMgr::new(renderer),
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figure_mgr: FigureMgr::new(renderer),
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sfx_mgr: SfxMgr::default(),
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sfx_mgr: SfxMgr::default(),
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music_mgr: MusicMgr::default(),
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music_mgr: MusicMgr::default(),
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@ -12,6 +12,7 @@ struct MeshKey {
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is_main_weapon: bool,
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is_main_weapon: bool,
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}
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}
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#[derive(Default)]
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pub struct TrailMgr {
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pub struct TrailMgr {
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/// Meshes for each entity, usize is the last offset tick it was updated
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/// Meshes for each entity, usize is the last offset tick it was updated
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entity_meshes: HashMap<MeshKey, (Mesh<TrailVertex>, usize)>,
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entity_meshes: HashMap<MeshKey, (Mesh<TrailVertex>, usize)>,
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@ -33,16 +34,6 @@ const TRAIL_DYNAMIC_MODEL_SIZE: usize = 15;
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const TRAIL_SHRINKAGE: f32 = 0.8;
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const TRAIL_SHRINKAGE: f32 = 0.8;
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impl TrailMgr {
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impl TrailMgr {
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pub fn new(_renderer: &mut Renderer) -> Self {
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Self {
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entity_meshes: HashMap::new(),
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pos_cache: HashMap::new(),
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offset: 0,
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dynamic_model: None,
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model_len: 0,
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}
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}
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pub fn maintain(&mut self, renderer: &mut Renderer, scene_data: &SceneData) {
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pub fn maintain(&mut self, renderer: &mut Renderer, scene_data: &SceneData) {
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span!(_guard, "maintain", "TrailMgr::maintain");
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span!(_guard, "maintain", "TrailMgr::maintain");
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@ -1551,7 +1551,6 @@ impl PlayState for SessionState {
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};
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};
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// Render world
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// Render world
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{
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self.scene.render(
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self.scene.render(
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drawer,
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drawer,
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client.state(),
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client.state(),
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@ -1559,7 +1558,6 @@ impl PlayState for SessionState {
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client.get_tick(),
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client.get_tick(),
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&scene_data,
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&scene_data,
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);
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);
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}
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if let Some(mut second_pass) = drawer.second_pass() {
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if let Some(mut second_pass) = drawer.second_pass() {
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// Clouds
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// Clouds
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