Addressing imbris's initial feedback.

Fixes two minor bugs: explosion particles were no longer spawning
randomly, and LOD grids were not perfectly even.
This commit is contained in:
Joshua Yanovski 2020-08-17 05:28:05 +02:00
parent 4cbad004f4
commit a166ae0360
8 changed files with 30 additions and 25 deletions

View File

@ -11,6 +11,9 @@ pub type MeshGen<P, T, M> = (
<M as Meshable<P, T>>::Result,
);
/// FIXME: Remove this whole trait at some point. This "abstraction" is never
/// abstracted over, and is organized completely differently from how we
/// actually mesh things nowadays.
pub trait Meshable<P: render::Pipeline, T> {
type Pipeline: render::Pipeline;
type TranslucentPipeline: render::Pipeline;

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@ -69,7 +69,8 @@ pub enum AaMode {
None,
/// Fast approximate antialiasing.
///
/// This is a screen-space technique, and therefore
/// This is a screen-space technique, and therefore works fine with greedy
/// meshing.
Fxaa,
/// Multisampling AA, up to 4 samples per pixel.
///
@ -135,7 +136,7 @@ pub enum CloudMode {
/// clouds), we currently branch to see if we need to render the clouds in
/// *every* fragment shader. For machines that can't optimize the check,
/// this is absurdly expensive, so we should look at alternatives in the
/// future that player better iwth the GPU.
/// future that player better with the GPU.
Regular,
}
@ -180,14 +181,14 @@ pub enum LightingMode {
/// physically plausible (to some extent) lighting distribution.
///
/// This mdoel may not work as well with purely directional lighting, and is
/// more expensive than the otehr models.
/// more expensive than the other models.
Ashikhmin,
/// Standard Blinn-Phong shading, combing Lambertian diffuse reflections and
/// specular highlights.
BlinnPhong,
/// Standard Lambertian lighting model, with only diffuse reflections. The
/// cheapest lighting model by a decent margin, but the performance
/// dfifference between it and Blinn-Phong will probably only be
/// difference between it and Blinn-Phong will probably only be
/// significant on low-end machines that are bottlenecked on fragment
/// shading.
Lambertian,
@ -200,9 +201,9 @@ impl Default for LightingMode {
/// Shadow map settings.
#[derive(PartialEq, Clone, Copy, Debug, Serialize, Deserialize)]
pub struct ShadowMapMode {
/// Multiple of default resolution (default is currenttly the closest higher
/// power of two above the length of the longest diagonal of the screen
/// resolution, but this may change).
/// Multiple of default resolution (default, which is 1.0, is currently
/// the closest higher power of two above the length of the longest
/// diagonal of the screen resolution, but this may change).
pub resolution: f32,
}

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@ -49,7 +49,7 @@ const DAMAGE_FADE_COEFFICIENT: f64 = 5.0;
const MOVING_THRESHOLD: f32 = 0.7;
const MOVING_THRESHOLD_SQR: f32 = MOVING_THRESHOLD * MOVING_THRESHOLD;
/// camera data, fiigure LOD render distance.
/// camera data, figure LOD render distance.
pub type CameraData<'a> = (&'a Camera, f32);
/// Enough data to render a figure model.
@ -2622,7 +2622,7 @@ impl FigureColLights {
}
/// NOTE: Panics if the opaque model's length does not fit in a u32.
/// This is parto f the function contract.
/// This is part of the function contract.
///
/// NOTE: Panics if the vertex range bounds are not in range of the opaque
/// model stored in the BoneMeshes parameter. This is part of the
@ -2677,7 +2677,7 @@ impl FigureColLights {
..guillotiere::AllocatorOptions::default()
});
// TODO: Consider using a single texture atlas to store all figures, much like
// we do for terrain chunks. We previoosly avoided this due to
// we do for terrain chunks. We previously avoided this due to
// perceived performance degradation for the figure use case, but with a
// smaller atlas size this may be less likely.
/* let texture = renderer.create_texture_raw(

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@ -42,10 +42,10 @@ impl Lod {
pub fn set_detail(&mut self, detail: u32) {
// Make sure the recorded detail is even.
self.data.tgt_detail = detail.max(100).min(2500) - self.data.tgt_detail % 2;
self.data.tgt_detail = detail.max(100).min(2500) - detail % 2;
}
pub fn maintain(&mut self, renderer: &mut Renderer, _time_of_day: f64) {
pub fn maintain(&mut self, renderer: &mut Renderer) {
if self
.model
.as_ref()

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@ -632,7 +632,7 @@ impl Scene {
.expect("Failed to update global constants");
// Maintain LoD.
self.lod.maintain(renderer, time_of_day);
self.lod.maintain(renderer);
// Maintain the terrain.
let (_visible_bounds, visible_light_volume, visible_psr_bounds) = self.terrain.maintain(

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@ -70,15 +70,14 @@ impl ParticleMgr {
),
);
self.particles.resize(
self.particles.len() + 200,
self.particles.resize_with(self.particles.len() + 200, || {
Particle::new(
Duration::from_secs(4),
time,
ParticleMode::CampfireSmoke,
*pos + Vec2::<f32>::zero().map(|_| rng.gen_range(-1.0, 1.0) * power),
),
);
)
});
},
Outcome::ProjectileShot { .. } => {},
}

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@ -686,8 +686,11 @@ impl PlayState for SessionState {
// Generate debug info, if needed (it iterates through enough data that we might
// as well avoid it unless we need it).
let debug_info = if global_state.settings.gameplay.toggle_debug {
Some(DebugInfo {
let debug_info = global_state
.settings
.gameplay
.toggle_debug
.then(|| DebugInfo {
tps: global_state.clock.get_tps(),
ping_ms: self.client.borrow().get_ping_ms_rolling_avg(),
coordinates: self
@ -723,10 +726,7 @@ impl PlayState for SessionState {
num_particles: self.scene.particle_mgr().particle_count() as u32,
num_particles_visible: self.scene.particle_mgr().particle_count_visible()
as u32,
})
} else {
None
};
});
// Extract HUD events ensuring the client borrow gets dropped.
let mut hud_events = self.hud.maintain(

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@ -32,7 +32,9 @@ use vek::*;
const fn initial_civ_count(map_size_lg: MapSizeLg) -> u32 {
// NOTE: since map_size_lg's dimensions must fit in a u16, we can safely add
// them here. NOTE: N48 at "default" scale of 10 × 10 bits.
// them here.
//
// NOTE: 48 at "default" scale of 10 × 10 chunk bits (1024 × 1024 chunks).
(3 << (map_size_lg.vec().x + map_size_lg.vec().y)) >> 16
}