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Addressing imbris's initial feedback.
Fixes two minor bugs: explosion particles were no longer spawning randomly, and LOD grids were not perfectly even.
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@ -11,6 +11,9 @@ pub type MeshGen<P, T, M> = (
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<M as Meshable<P, T>>::Result,
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);
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/// FIXME: Remove this whole trait at some point. This "abstraction" is never
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/// abstracted over, and is organized completely differently from how we
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/// actually mesh things nowadays.
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pub trait Meshable<P: render::Pipeline, T> {
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type Pipeline: render::Pipeline;
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type TranslucentPipeline: render::Pipeline;
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@ -69,7 +69,8 @@ pub enum AaMode {
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None,
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/// Fast approximate antialiasing.
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///
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/// This is a screen-space technique, and therefore
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/// This is a screen-space technique, and therefore works fine with greedy
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/// meshing.
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Fxaa,
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/// Multisampling AA, up to 4 samples per pixel.
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///
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@ -135,7 +136,7 @@ pub enum CloudMode {
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/// clouds), we currently branch to see if we need to render the clouds in
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/// *every* fragment shader. For machines that can't optimize the check,
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/// this is absurdly expensive, so we should look at alternatives in the
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/// future that player better iwth the GPU.
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/// future that player better with the GPU.
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Regular,
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}
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@ -180,14 +181,14 @@ pub enum LightingMode {
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/// physically plausible (to some extent) lighting distribution.
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///
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/// This mdoel may not work as well with purely directional lighting, and is
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/// more expensive than the otehr models.
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/// more expensive than the other models.
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Ashikhmin,
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/// Standard Blinn-Phong shading, combing Lambertian diffuse reflections and
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/// specular highlights.
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BlinnPhong,
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/// Standard Lambertian lighting model, with only diffuse reflections. The
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/// cheapest lighting model by a decent margin, but the performance
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/// dfifference between it and Blinn-Phong will probably only be
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/// difference between it and Blinn-Phong will probably only be
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/// significant on low-end machines that are bottlenecked on fragment
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/// shading.
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Lambertian,
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@ -200,9 +201,9 @@ impl Default for LightingMode {
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/// Shadow map settings.
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#[derive(PartialEq, Clone, Copy, Debug, Serialize, Deserialize)]
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pub struct ShadowMapMode {
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/// Multiple of default resolution (default is currenttly the closest higher
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/// power of two above the length of the longest diagonal of the screen
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/// resolution, but this may change).
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/// Multiple of default resolution (default, which is 1.0, is currently
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/// the closest higher power of two above the length of the longest
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/// diagonal of the screen resolution, but this may change).
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pub resolution: f32,
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}
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@ -49,7 +49,7 @@ const DAMAGE_FADE_COEFFICIENT: f64 = 5.0;
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const MOVING_THRESHOLD: f32 = 0.7;
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const MOVING_THRESHOLD_SQR: f32 = MOVING_THRESHOLD * MOVING_THRESHOLD;
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/// camera data, fiigure LOD render distance.
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/// camera data, figure LOD render distance.
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pub type CameraData<'a> = (&'a Camera, f32);
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/// Enough data to render a figure model.
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@ -2622,7 +2622,7 @@ impl FigureColLights {
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}
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/// NOTE: Panics if the opaque model's length does not fit in a u32.
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/// This is parto f the function contract.
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/// This is part of the function contract.
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///
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/// NOTE: Panics if the vertex range bounds are not in range of the opaque
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/// model stored in the BoneMeshes parameter. This is part of the
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@ -2677,7 +2677,7 @@ impl FigureColLights {
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..guillotiere::AllocatorOptions::default()
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});
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// TODO: Consider using a single texture atlas to store all figures, much like
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// we do for terrain chunks. We previoosly avoided this due to
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// we do for terrain chunks. We previously avoided this due to
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// perceived performance degradation for the figure use case, but with a
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// smaller atlas size this may be less likely.
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/* let texture = renderer.create_texture_raw(
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@ -42,10 +42,10 @@ impl Lod {
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pub fn set_detail(&mut self, detail: u32) {
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// Make sure the recorded detail is even.
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self.data.tgt_detail = detail.max(100).min(2500) - self.data.tgt_detail % 2;
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self.data.tgt_detail = detail.max(100).min(2500) - detail % 2;
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}
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pub fn maintain(&mut self, renderer: &mut Renderer, _time_of_day: f64) {
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pub fn maintain(&mut self, renderer: &mut Renderer) {
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if self
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.model
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.as_ref()
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@ -632,7 +632,7 @@ impl Scene {
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.expect("Failed to update global constants");
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// Maintain LoD.
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self.lod.maintain(renderer, time_of_day);
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self.lod.maintain(renderer);
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// Maintain the terrain.
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let (_visible_bounds, visible_light_volume, visible_psr_bounds) = self.terrain.maintain(
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@ -70,15 +70,14 @@ impl ParticleMgr {
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),
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);
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self.particles.resize(
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self.particles.len() + 200,
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self.particles.resize_with(self.particles.len() + 200, || {
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Particle::new(
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Duration::from_secs(4),
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time,
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ParticleMode::CampfireSmoke,
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*pos + Vec2::<f32>::zero().map(|_| rng.gen_range(-1.0, 1.0) * power),
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),
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);
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)
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});
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},
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Outcome::ProjectileShot { .. } => {},
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}
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@ -686,8 +686,11 @@ impl PlayState for SessionState {
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// Generate debug info, if needed (it iterates through enough data that we might
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// as well avoid it unless we need it).
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let debug_info = if global_state.settings.gameplay.toggle_debug {
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Some(DebugInfo {
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let debug_info = global_state
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.settings
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.gameplay
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.toggle_debug
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.then(|| DebugInfo {
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tps: global_state.clock.get_tps(),
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ping_ms: self.client.borrow().get_ping_ms_rolling_avg(),
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coordinates: self
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@ -723,10 +726,7 @@ impl PlayState for SessionState {
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num_particles: self.scene.particle_mgr().particle_count() as u32,
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num_particles_visible: self.scene.particle_mgr().particle_count_visible()
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as u32,
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})
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} else {
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None
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};
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});
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// Extract HUD events ensuring the client borrow gets dropped.
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let mut hud_events = self.hud.maintain(
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@ -32,7 +32,9 @@ use vek::*;
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const fn initial_civ_count(map_size_lg: MapSizeLg) -> u32 {
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// NOTE: since map_size_lg's dimensions must fit in a u16, we can safely add
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// them here. NOTE: N48 at "default" scale of 10 × 10 bits.
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// them here.
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//
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// NOTE: 48 at "default" scale of 10 × 10 chunk bits (1024 × 1024 chunks).
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(3 << (map_size_lg.vec().x + map_size_lg.vec().y)) >> 16
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}
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