Address many of Imbris's comments on MR 2301.

This commit is contained in:
Avi Weinstock 2021-06-01 18:39:15 -04:00
parent 5aa98d18e3
commit 9c4453508e
3 changed files with 196 additions and 187 deletions

View File

@ -34,11 +34,11 @@ struct MinimapColumn {
/// Coordinate of lowest z-slice
zlo: i32,
/// Z-slices of colors and filled-ness
layers: Vec<Grid<(Vec4<u8>, bool)>>,
layers: Vec<Grid<(Rgba<u8>, bool)>>,
/// Color and filledness above the highest layer
above: (Vec4<u8>, bool),
above: (Rgba<u8>, bool),
/// Color and filledness below the lowest layer
below: (Vec4<u8>, bool),
below: (Rgba<u8>, bool),
}
pub struct VoxelMinimap {
@ -53,14 +53,14 @@ pub struct VoxelMinimap {
}
const VOXEL_MINIMAP_SIDELENGTH: u32 = 256;
impl VoxelMinimap {
pub fn new(ui: &mut Ui) -> Self {
let mut composited = RgbaImage::new(VOXEL_MINIMAP_SIDELENGTH, VOXEL_MINIMAP_SIDELENGTH);
for x in 0..VOXEL_MINIMAP_SIDELENGTH {
for y in 0..VOXEL_MINIMAP_SIDELENGTH {
composited.put_pixel(x, y, image::Rgba([0, 0, 0, 64]));
}
}
let composited = RgbaImage::from_pixel(
VOXEL_MINIMAP_SIDELENGTH,
VOXEL_MINIMAP_SIDELENGTH,
image::Rgba([0, 0, 0, 64]),
);
Self {
chunk_minimaps: HashMap::new(),
image_id: ui.add_graphic_with_rotations(Graphic::Image(
@ -75,34 +75,30 @@ impl VoxelMinimap {
}
}
fn block_color(block: &Block) -> Option<Vec4<u8>> {
fn block_color(block: &Block) -> Option<Rgba<u8>> {
block
.get_color()
.map(|rgb| Vec4::new(rgb.r, rgb.g, rgb.b, 255))
.map(|rgb| Rgba::new(rgb.r, rgb.g, rgb.b, 255))
.or_else(|| {
if matches!(block.kind(), BlockKind::Water) {
Some(Vec4::new(119, 149, 197, 255))
} else {
None
}
matches!(block.kind(), BlockKind::Water).then(|| Rgba::new(119, 149, 197, 255))
})
}
/// Each layer is a slice of the terrain near that z-level
fn composite_layer_slice(chunk: &TerrainChunk, layers: &mut Vec<Grid<(Vec4<u8>, bool)>>) {
fn composite_layer_slice(chunk: &TerrainChunk, layers: &mut Vec<Grid<(Rgba<u8>, bool)>>) {
for z in chunk.get_min_z()..chunk.get_max_z() {
let grid = Grid::populate_from(Vec2::new(32, 32), |v| {
let mut rgba = Vec4::<f32>::zero();
let mut rgba = Rgba::<f32>::zero();
let (weights, zoff) = (&[1, 2, 4, 1, 1, 1][..], -2);
for dz in 0..weights.len() {
let color = chunk
.get(Vec3::new(v.x, v.y, dz as i32 + z + zoff))
.ok()
.and_then(Self::block_color)
.unwrap_or_else(Vec4::zero);
.unwrap_or_else(Rgba::zero);
rgba += color.as_() * weights[dz as usize] as f32;
}
let rgba: Vec4<u8> = (rgba / weights.iter().map(|x| *x as f32).sum::<f32>()).as_();
let rgba: Rgba<u8> = (rgba / weights.iter().map(|x| *x as f32).sum::<f32>()).as_();
(rgba, true)
});
layers.push(grid);
@ -110,7 +106,7 @@ impl VoxelMinimap {
}
/// Each layer is the overhead as if its z-level were the ceiling
fn composite_layer_overhead(chunk: &TerrainChunk, layers: &mut Vec<Grid<(Vec4<u8>, bool)>>) {
fn composite_layer_overhead(chunk: &TerrainChunk, layers: &mut Vec<Grid<(Rgba<u8>, bool)>>) {
for z in chunk.get_min_z()..chunk.get_max_z() {
let grid = Grid::populate_from(Vec2::new(32, 32), |v| {
let mut rgba = None;
@ -124,9 +120,6 @@ impl VoxelMinimap {
.and_then(Self::block_color)
{
if seen_air > 0 {
/*rgba = Some(color.map(|j| {
(j as u32).saturating_sub(if seen_air > 2 { 4 } else { 0 }) as u8
}));*/
rgba = Some(color);
break;
}
@ -147,7 +140,7 @@ impl VoxelMinimap {
let is_filled = block.map_or(true, |b| {
b.is_filled() && !matches!(b.kind(), BlockKind::Leaves | BlockKind::Wood)
});
let rgba = rgba.unwrap_or_else(|| Vec3::zero().with_w(255));
let rgba = rgba.unwrap_or_else(|| Rgba::new(0, 0, 0, 255));
(rgba, is_filled)
});
layers.push(grid);
@ -164,40 +157,42 @@ impl VoxelMinimap {
for (key, chunk) in terrain.iter() {
let delta: Vec2<u32> = (key - cpos).map(i32::abs).as_();
if !self.chunk_minimaps.contains_key(&key)
&& delta.x < VOXEL_MINIMAP_SIDELENGTH / TerrainChunkSize::RECT_SIZE.x
if delta.x < VOXEL_MINIMAP_SIDELENGTH / TerrainChunkSize::RECT_SIZE.x
&& delta.y < VOXEL_MINIMAP_SIDELENGTH / TerrainChunkSize::RECT_SIZE.y
&& !self.chunk_minimaps.contains_key(&key)
{
let arc_chunk = Arc::clone(chunk);
if let Some((_, column)) = self.keyed_jobs.spawn(Some(&pool), key, move |_| {
let mut layers = Vec::new();
const MODE_OVERHEAD: bool = true;
if MODE_OVERHEAD {
Self::composite_layer_overhead(&arc_chunk, &mut layers);
} else {
Self::composite_layer_slice(&arc_chunk, &mut layers);
}
let above = arc_chunk
.get(Vec3::new(0, 0, arc_chunk.get_max_z() + 1))
.ok()
.cloned()
.unwrap_or_else(Block::empty);
let below = arc_chunk
.get(Vec3::new(0, 0, arc_chunk.get_min_z() - 1))
.ok()
.cloned()
.unwrap_or_else(Block::empty);
MinimapColumn {
zlo: arc_chunk.get_min_z(),
layers,
above: (
Self::block_color(&above).unwrap_or_else(Vec4::zero),
above.is_filled(),
),
below: (
Self::block_color(&below).unwrap_or_else(Vec4::zero),
below.is_filled(),
),
if let Some((_, column)) = self.keyed_jobs.spawn(Some(&pool), key, || {
let arc_chunk = Arc::clone(chunk);
move |_| {
let mut layers = Vec::new();
const MODE_OVERHEAD: bool = true;
if MODE_OVERHEAD {
Self::composite_layer_overhead(&arc_chunk, &mut layers);
} else {
Self::composite_layer_slice(&arc_chunk, &mut layers);
}
let above = arc_chunk
.get(Vec3::new(0, 0, arc_chunk.get_max_z() + 1))
.ok()
.copied()
.unwrap_or_else(Block::empty);
let below = arc_chunk
.get(Vec3::new(0, 0, arc_chunk.get_min_z() - 1))
.ok()
.copied()
.unwrap_or_else(Block::empty);
MinimapColumn {
zlo: arc_chunk.get_min_z(),
layers,
above: (
Self::block_color(&above).unwrap_or_else(Rgba::zero),
above.is_filled(),
),
below: (
Self::block_color(&below).unwrap_or_else(Rgba::zero),
below.is_filled(),
),
}
}
}) {
self.chunk_minimaps.insert(key, column);
@ -216,120 +211,127 @@ impl VoxelMinimap {
pub fn maintain(&mut self, client: &Client, ui: &mut Ui) {
let player = client.entity();
if let Some(pos) = client.state().ecs().read_storage::<comp::Pos>().get(player) {
let pos = pos.0;
let vpos = pos.xy() - VOXEL_MINIMAP_SIDELENGTH as f32 / 2.0;
let cpos: Vec2<i32> = vpos
let pos = if let Some(pos) = client.state().ecs().read_storage::<comp::Pos>().get(player) {
pos.0
} else {
return;
};
let vpos = pos.xy() - VOXEL_MINIMAP_SIDELENGTH as f32 / 2.0;
let cpos: Vec2<i32> = vpos
.map2(TerrainChunkSize::RECT_SIZE, |i, j| (i as u32).div_euclid(j))
.as_();
let pool = client.state().ecs().read_resource::<SlowJobPool>();
let terrain = client.state().terrain();
let new_chunks = self.add_chunks_near(&pool, &terrain, cpos);
self.remove_unloaded_chunks(&terrain);
// ceiling_offset is the distance from the player to a block heuristically
// detected as the ceiling height (a non-tree solid block above them, or
// the sky if no such block exists). This is used for determining which
// z-slice of the minimap to show, such that house roofs and caves and
// dungeons are all handled uniformly.
let ceiling_offset = {
let voff = Vec2::new(
VOXEL_MINIMAP_SIDELENGTH as f32,
VOXEL_MINIMAP_SIDELENGTH as f32,
) / 2.0;
let coff: Vec2<i32> = voff
.map2(TerrainChunkSize::RECT_SIZE, |i, j| (i as u32).div_euclid(j))
.as_();
let pool = client.state().ecs().read_resource::<SlowJobPool>();
let terrain = client.state().terrain();
let new_chunks = self.add_chunks_near(&pool, &terrain, cpos);
self.remove_unloaded_chunks(&terrain);
let ceiling_offset = {
let voff = Vec2::new(
VOXEL_MINIMAP_SIDELENGTH as f32,
VOXEL_MINIMAP_SIDELENGTH as f32,
) / 2.0;
let coff: Vec2<i32> = voff
.map2(TerrainChunkSize::RECT_SIZE, |i, j| (i as u32).div_euclid(j))
.as_();
let cmod: Vec2<i32> = vpos
.map2(TerrainChunkSize::RECT_SIZE, |i, j| (i as u32).rem_euclid(j))
.as_();
let column = self.chunk_minimaps.get(&(cpos + coff));
column
.map(
|MinimapColumn {
zlo, layers, above, ..
}| {
(0..layers.len() as i32)
.filter_map(|dz| {
layers.get((pos.z as i32 - zlo + dz) as usize).and_then(
|grid| {
if grid.get(cmod).map_or(false, |(_, b)| *b) {
Some(dz)
} else {
None
}
},
let cmod: Vec2<i32> = vpos
.map2(TerrainChunkSize::RECT_SIZE, |i, j| (i as u32).rem_euclid(j))
.as_();
let column = self.chunk_minimaps.get(&(cpos + coff));
column
.map(
|MinimapColumn {
zlo, layers, above, ..
}| {
(0..layers.len() as i32)
.find(|dz| {
layers
.get((pos.z as i32 - zlo + dz) as usize)
.and_then(|grid| grid.get(cmod))
.map_or(false, |(_, b)| *b)
})
.unwrap_or_else(|| {
if above.1 {
1
} else {
self.max_chunk_z - pos.z as i32
}
})
},
)
.unwrap_or(0)
};
if cpos.distance_squared(self.last_pos.xy()) >= 1
|| self.last_pos.z != pos.z as i32
|| self.last_ceiling != ceiling_offset
|| new_chunks
{
self.last_pos = cpos.with_z(pos.z as i32);
self.last_ceiling = ceiling_offset;
for y in 0..VOXEL_MINIMAP_SIDELENGTH {
for x in 0..VOXEL_MINIMAP_SIDELENGTH {
let voff = Vec2::new(x as f32, y as f32);
let coff: Vec2<i32> = voff
.map2(TerrainChunkSize::RECT_SIZE, |i, j| (i as u32).div_euclid(j))
.as_();
let cmod: Vec2<i32> = voff
.map2(TerrainChunkSize::RECT_SIZE, |i, j| (i as u32).rem_euclid(j))
.as_();
let column = self.chunk_minimaps.get(&(cpos + coff));
let color: Rgba<u8> = column
.and_then(|column| {
let MinimapColumn {
zlo,
layers,
above,
below,
} = column;
if pos.z as i32 + ceiling_offset < *zlo {
// If the ceiling is below the bottom of a chunk, color it black,
// so that the middles of caves/dungeons don't show the forests
// around them.
Some(Rgba::new(0, 0, 0, 255))
} else {
// Otherwise, take the pixel from the precomputed z-level view at
// the ceiling's height (using the top slice of the chunk if the
// ceiling is above the chunk, (e.g. so that forests with
// differently-tall trees are handled properly)
layers
.get(
((pos.z as i32 - zlo + ceiling_offset) as usize)
.min(layers.len().saturating_sub(1)),
)
})
.next()
.unwrap_or_else(|| {
if above.1 {
1
} else {
self.max_chunk_z - pos.z as i32
}
})
},
)
.unwrap_or(0)
};
if cpos.distance_squared(self.last_pos.xy()) >= 1
|| self.last_pos.z != pos.z as i32
|| self.last_ceiling != ceiling_offset
|| new_chunks
{
self.last_pos = cpos.with_z(pos.z as i32);
self.last_ceiling = ceiling_offset;
for y in 0..VOXEL_MINIMAP_SIDELENGTH {
for x in 0..VOXEL_MINIMAP_SIDELENGTH {
let voff = Vec2::new(x as f32, y as f32);
let coff: Vec2<i32> = voff
.map2(TerrainChunkSize::RECT_SIZE, |i, j| (i as u32).div_euclid(j))
.as_();
let cmod: Vec2<i32> = voff
.map2(TerrainChunkSize::RECT_SIZE, |i, j| (i as u32).rem_euclid(j))
.as_();
let column = self.chunk_minimaps.get(&(cpos + coff));
let color: Vec4<u8> = column
.and_then(
|MinimapColumn {
zlo,
layers,
above,
below,
}| {
if pos.z as i32 + ceiling_offset < *zlo {
Some(Vec3::zero().with_w(255))
} else {
layers
.get(
((pos.z as i32 - zlo + ceiling_offset) as usize)
.min(layers.len().saturating_sub(1)),
)
.and_then(|grid| grid.get(cmod).map(|c| c.0.as_()))
.or_else(|| {
Some(if pos.z as i32 > *zlo {
above.0
} else {
below.0
})
})
}
},
)
.unwrap_or_else(Vec4::zero);
self.composited.put_pixel(
x,
VOXEL_MINIMAP_SIDELENGTH - y - 1,
image::Rgba([color.x, color.y, color.z, color.w]),
);
}
.and_then(|grid| grid.get(cmod).map(|c| c.0.as_()))
.or_else(|| {
Some(if pos.z as i32 > *zlo {
above.0
} else {
below.0
})
})
}
})
.unwrap_or_else(Rgba::zero);
self.composited.put_pixel(
x,
VOXEL_MINIMAP_SIDELENGTH - y - 1,
image::Rgba([color.r, color.g, color.b, color.a]),
);
}
ui.replace_graphic(
self.image_id.none,
Graphic::Image(
Arc::new(DynamicImage::ImageRgba8(self.composited.clone())),
Some(Rgba::from([0.0, 0.0, 0.0, 0.0])),
),
);
}
ui.replace_graphic(
self.image_id.none,
Graphic::Image(
Arc::new(DynamicImage::ImageRgba8(self.composited.clone())),
Some(Rgba::from([0.0, 0.0, 0.0, 0.0])),
),
);
}
}
}

View File

@ -402,27 +402,30 @@ fn draw_graphic(
pool: Option<&SlowJobPool>,
) -> Option<(RgbaImage, Option<Rgba<f32>>)> {
match graphic_map.get(&graphic_id) {
// Short-circuit spawning a threadpool for blank graphics
Some(Graphic::Blank) => None,
Some(inner) => {
let inner = inner.clone();
keyed_jobs
.spawn(pool, (graphic_id, dims), move |_| {
match inner {
// Render image at requested resolution
// TODO: Use source aabr.
Graphic::Image(ref image, border_color) => Some((
resize_pixel_art(
&image.to_rgba8(),
u32::from(dims.x),
u32::from(dims.y),
),
border_color,
)),
Graphic::Voxel(ref segment, trans, sample_strat) => Some((
renderer::draw_vox(&segment, dims, trans, sample_strat),
None,
)),
_ => None,
.spawn(pool, (graphic_id, dims), || {
let inner = inner.clone();
move |_| {
match inner {
// Render image at requested resolution
// TODO: Use source aabr.
Graphic::Image(ref image, border_color) => Some((
resize_pixel_art(
&image.to_rgba8(),
u32::from(dims.x),
u32::from(dims.y),
),
border_color,
)),
Graphic::Voxel(ref segment, trans, sample_strat) => Some((
renderer::draw_vox(&segment, dims, trans, sample_strat),
None,
)),
Graphic::Blank => None,
}
}
})
.and_then(|(_, v)| v)

View File

@ -1077,11 +1077,14 @@ impl<K: Hash + Eq + Send + Sync + 'static + Clone, V: Send + Sync + 'static> Key
}
}
pub fn spawn(
/// Spawn a task on a specified threadpool. The function is given as a thunk
/// so that if work is needed to create captured variables (e.g.
/// `Arc::clone`), that only occurs if the task hasn't yet been scheduled.
pub fn spawn<F: FnOnce(&K) -> V + Send + Sync + 'static>(
&mut self,
pool: Option<&SlowJobPool>,
k: K,
f: impl FnOnce(&K) -> V + Send + Sync + 'static,
f: impl FnOnce() -> F,
) -> Option<(K, V)> {
if let Some(pool) = pool {
while let Ok((k2, v)) = self.rx.try_recv() {
@ -1106,6 +1109,7 @@ impl<K: Hash + Eq + Send + Sync + 'static + Clone, V: Send + Sync + 'static> Key
},
Entry::Vacant(e) => {
let tx = self.tx.clone();
let f = f();
pool.spawn("IMAGE_PROCESSING", move || {
let v = f(&k);
let _ = tx.send((k, v));
@ -1115,7 +1119,7 @@ impl<K: Hash + Eq + Send + Sync + 'static + Clone, V: Send + Sync + 'static> Key
},
}
} else {
let v = f(&k);
let v = f()(&k);
Some((k, v))
}
}