mirror of
https://gitlab.com/veloren/veloren.git
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Merge branch 'zesterer/better-char-select-scene' into 'master'
Render render LoD terrain on char select, remove old backdrop figure See merge request veloren/veloren!4254
This commit is contained in:
commit
a852298010
@ -77,6 +77,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Linearize light colors on the CPU rather than in shaders on the GPU
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- You can no longer stack self buffs
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- Renamed "Burning Potion" to "Potion of Combustion"
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- Render LoD terrain on the character selection screen
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### Removed
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- Medium and large potions from all loot tables
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|
@ -151,6 +151,10 @@ float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /
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float ShadowCalculationDirected(in vec3 fragPos)//in vec4 /*light_pos[2]*/sun_pos, vec3 fragPos)
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{
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// Don't try to calculate directed shadows if there are no directed light sources
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// Applies, for example, in the char select menu
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if (light_shadow_count.z < 1) { return 1.0; }
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float bias = 0.000;//0.0005;//-0.0001;// 0.05 / (2.0 * view_distance.x);
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float diskRadius = 0.01;
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const vec3 sampleOffsetDirections[20] = vec3[]
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|
BIN
assets/voxygen/voxel/fixture/selection_bg.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/fixture/selection_bg.vox
(Stored with Git LFS)
Binary file not shown.
@ -245,6 +245,7 @@ pub struct Client {
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available_recipes: HashMap<String, Option<SpriteKind>>,
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lod_zones: HashMap<Vec2<i32>, lod::Zone>,
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lod_last_requested: Option<Instant>,
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lod_pos_fallback: Option<Vec2<f32>>,
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force_update_counter: u64,
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max_group_size: u32,
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@ -760,6 +761,7 @@ impl Client {
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lod_zones: HashMap::new(),
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lod_last_requested: None,
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lod_pos_fallback: None,
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force_update_counter: 0,
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@ -922,7 +924,7 @@ impl Client {
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}
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&mut self.in_game_stream
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},
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//Only in game, terrain
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// Terrain
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ClientGeneral::TerrainChunkRequest { .. }
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| ClientGeneral::LodZoneRequest { .. } => {
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#[cfg(feature = "tracy")]
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@ -1209,6 +1211,10 @@ impl Client {
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pub fn lod_zones(&self) -> &HashMap<Vec2<i32>, lod::Zone> { &self.lod_zones }
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/// Set the fallback position used for loading LoD zones when the client
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/// entity does not have a position.
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pub fn set_lod_pos_fallback(&mut self, pos: Vec2<f32>) { self.lod_pos_fallback = Some(pos); }
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/// Returns whether the specified recipe can be crafted and the sprite, if
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/// any, that is required to do so.
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pub fn can_craft_recipe(&self, recipe: &str, amount: u32) -> (bool, Option<SpriteKind>) {
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@ -2101,9 +2107,11 @@ impl Client {
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let now = Instant::now();
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self.pending_chunks
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.retain(|_, created| now.duration_since(*created) < Duration::from_secs(3));
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}
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if let Some(lod_pos) = pos.map(|p| p.0.xy()).or(self.lod_pos_fallback) {
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// Manage LoD zones
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let lod_zone = pos.0.xy().map(|e| lod::from_wpos(e as i32));
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let lod_zone = lod_pos.map(|e| lod::from_wpos(e as i32));
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// Request LoD zones that are in range
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if self
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|
@ -129,7 +129,6 @@ impl ClientMsg {
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| ClientGeneral::ExitInGame
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| ClientGeneral::PlayerPhysics { .. }
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| ClientGeneral::TerrainChunkRequest { .. }
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| ClientGeneral::LodZoneRequest { .. }
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| ClientGeneral::UnlockSkill(_)
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| ClientGeneral::RequestSiteInfo(_)
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| ClientGeneral::RequestPlayerPhysics { .. }
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@ -141,7 +140,9 @@ impl ClientMsg {
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//Always possible
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ClientGeneral::ChatMsg(_)
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| ClientGeneral::Command(_, _)
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| ClientGeneral::Terminate => true,
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| ClientGeneral::Terminate
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// LodZoneRequest is required by the char select screen
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| ClientGeneral::LodZoneRequest { .. } => true,
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}
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},
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ClientMsg::Ping(_) => true,
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|
@ -330,7 +330,6 @@ impl ServerMsg {
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| ServerGeneral::InventoryUpdate(_, _)
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| ServerGeneral::GroupInventoryUpdate(_, _, _)
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| ServerGeneral::TerrainChunkUpdate { .. }
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| ServerGeneral::LodZoneUpdate { .. }
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| ServerGeneral::TerrainBlockUpdates(_)
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| ServerGeneral::SetViewDistance(_)
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| ServerGeneral::Outcomes(_)
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@ -354,7 +353,8 @@ impl ServerMsg {
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| ServerGeneral::CreateEntity(_)
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| ServerGeneral::DeleteEntity(_)
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| ServerGeneral::Disconnect(_)
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| ServerGeneral::Notification(_) => true,
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| ServerGeneral::Notification(_)
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| ServerGeneral::LodZoneUpdate { .. } => true,
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}
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},
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ServerMsg::Ping(_) => true,
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|
@ -195,7 +195,7 @@ impl Client {
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| ServerGeneral::SpectatePosition(_) => {
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PreparedMsg::new(2, &g, &self.in_game_stream_params)
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},
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//In-game related, terrain
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// Terrain
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ServerGeneral::TerrainChunkUpdate { .. }
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| ServerGeneral::LodZoneUpdate { .. }
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| ServerGeneral::TerrainBlockUpdates(_) => {
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|
@ -61,6 +61,13 @@ impl<'a> System<'a> for Sys {
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|(chunk_send_emitter, server_emitter), (entity, client, maybe_presence)| {
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let mut chunk_requests = Vec::new();
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let _ = super::try_recv_all(client, 5, |client, msg| {
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// SPECIAL CASE: LOD zone requests can be sent by non-present players
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if let ClientGeneral::LodZoneRequest { key } = &msg {
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client.send(ServerGeneral::LodZoneUpdate {
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key: *key,
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zone: lod.zone(*key).clone(),
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})?;
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} else {
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let presence = match maybe_presence {
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Some(g) => g,
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None => {
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@ -100,12 +107,6 @@ impl<'a> System<'a> for Sys {
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network_metrics.chunks_request_dropped.inc();
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}
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},
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ClientGeneral::LodZoneRequest { key } => {
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client.send(ServerGeneral::LodZoneUpdate {
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key,
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zone: lod.zone(key).clone(),
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})?;
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},
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_ => {
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debug!(
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"Kicking possibly misbehaving client due to invalud terrain \
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@ -117,6 +118,7 @@ impl<'a> System<'a> for Sys {
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));
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},
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}
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}
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Ok(())
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});
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|
@ -16,7 +16,8 @@
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let_chains,
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generic_const_exprs,
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maybe_uninit_uninit_array,
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maybe_uninit_array_assume_init
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maybe_uninit_array_assume_init,
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closure_lifetime_binder
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)]
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#![recursion_limit = "2048"]
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|
@ -26,10 +26,12 @@ pub struct CharSelectionState {
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impl CharSelectionState {
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/// Create a new `CharSelectionState`.
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pub fn new(global_state: &mut GlobalState, client: Rc<RefCell<Client>>) -> Self {
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let sprite_render_context = (global_state.lazy_init)(global_state.window.renderer_mut());
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let scene = Scene::new(
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global_state.window.renderer_mut(),
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Some("fixture.selection_bg"),
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&client.borrow(),
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&mut client.borrow_mut(),
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&global_state.settings,
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sprite_render_context,
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);
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let char_selection_ui = CharSelectionUi::new(global_state, &client.borrow());
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@ -224,8 +226,12 @@ impl PlayState for CharSelectionState {
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as f32,
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};
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self.scene
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.maintain(global_state.window.renderer_mut(), scene_data, loadout);
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self.scene.maintain(
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global_state.window.renderer_mut(),
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scene_data,
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loadout,
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&client,
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);
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}
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// Tick the client (currently only to keep the connection alive).
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|
@ -1570,9 +1570,10 @@ pub struct AltIndices {
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/// The mode with which culling based on the camera position relative to the
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/// terrain is performed.
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#[derive(Copy, Clone)]
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#[derive(Copy, Clone, Default)]
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pub enum CullingMode {
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/// We need to render all elements of the given structure
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#[default]
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None,
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/// We only need to render surface and shallow (i.e: in the overlapping
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/// region) elements of the structure
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|
@ -677,6 +677,9 @@ impl Camera {
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/// Get the orientation of the camera.
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pub fn get_orientation(&self) -> Vec3<f32> { self.ori }
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/// Get the orientation that the camera is moving toward.
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pub fn get_tgt_orientation(&self) -> Vec3<f32> { self.tgt_ori }
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/// Get the field of view of the camera in radians, taking into account
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/// fixation.
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pub fn get_effective_fov(&self) -> f32 { self.fov * self.fixate }
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|
@ -13,8 +13,7 @@ use crate::{
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},
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scene::{
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camera::CameraMode,
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terrain::{get_sprite_instances, BlocksOfInterest, SPRITE_LOD_LEVELS},
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Terrain,
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terrain::{get_sprite_instances, BlocksOfInterest, SpriteRenderState, SPRITE_LOD_LEVELS},
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},
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};
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use anim::Skeleton;
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@ -632,7 +631,7 @@ where
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extra: <Skel::Body as BodySpec>::Extra,
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tick: u64,
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slow_jobs: &SlowJobPool,
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terrain: &Terrain,
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sprite_render_state: &SpriteRenderState,
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) -> (TerrainModelEntryLod<'c>, &'c Skel::Attr)
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where
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for<'a> &'a Skel::Body: Into<Skel::Attr>,
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@ -695,8 +694,8 @@ where
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let key = v.key().clone();
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let slot = Arc::new(atomic::AtomicCell::new(None));
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let manifests = self.manifests.clone();
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let sprite_data = Arc::clone(&terrain.sprite_data);
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let sprite_config = Arc::clone(&terrain.sprite_config);
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let sprite_data = Arc::clone(&sprite_render_state.sprite_data);
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let sprite_config = Arc::clone(&sprite_render_state.sprite_config);
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let slot_ = Arc::clone(&slot);
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|
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slow_jobs.spawn("FIGURE_MESHING", move || {
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|
@ -6288,7 +6288,7 @@ impl FigureMgr {
|
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Arc::clone(vol),
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tick,
|
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&slow_jobs,
|
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terrain,
|
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&terrain.sprite_render_state,
|
||||
);
|
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|
||||
let state = self
|
||||
@ -6315,7 +6315,7 @@ impl FigureMgr {
|
||||
(),
|
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tick,
|
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&slow_jobs,
|
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terrain,
|
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&terrain.sprite_render_state,
|
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)
|
||||
} else {
|
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// No way to determine model (this is okay, we might just not have received
|
||||
@ -7535,7 +7535,7 @@ impl FigureStateMeta {
|
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pub struct FigureState<S, D = ()> {
|
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meta: FigureStateMeta,
|
||||
skeleton: S,
|
||||
extra: D,
|
||||
pub extra: D,
|
||||
}
|
||||
|
||||
impl<S, D> Deref for FigureState<S, D> {
|
||||
|
@ -1430,7 +1430,7 @@ impl Scene {
|
||||
// Draws sprites
|
||||
let mut sprite_drawer = first_pass.draw_sprites(
|
||||
&self.terrain.sprite_globals,
|
||||
&self.terrain.sprite_atlas_textures,
|
||||
&self.terrain.sprite_render_state.sprite_atlas_textures,
|
||||
);
|
||||
self.figure_mgr.render_sprites(
|
||||
&mut sprite_drawer,
|
||||
|
@ -1,35 +1,30 @@
|
||||
use crate::{
|
||||
mesh::{greedy::GreedyMesh, segment::generate_mesh_base_vol_figure},
|
||||
render::{
|
||||
create_skybox_mesh, pipelines::FigureSpriteAtlasData, BoneMeshes, Consts, FigureModel,
|
||||
FirstPassDrawer, GlobalModel, Globals, GlobalsBindGroup, Light, LodData, Mesh, Model,
|
||||
create_skybox_mesh, pipelines::terrain::BoundLocals as BoundTerrainLocals, AltIndices,
|
||||
Consts, FirstPassDrawer, GlobalModel, Globals, GlobalsBindGroup, Light, Model,
|
||||
PointLightMatrix, RainOcclusionLocals, Renderer, Shadow, ShadowLocals, SkyboxVertex,
|
||||
TerrainVertex,
|
||||
SpriteGlobalsBindGroup,
|
||||
},
|
||||
scene::{
|
||||
camera::{self, Camera, CameraMode},
|
||||
figure::{
|
||||
load_mesh, FigureAtlas, FigureModelCache, FigureModelEntry, FigureState,
|
||||
FigureUpdateCommonParameters,
|
||||
},
|
||||
figure::{FigureAtlas, FigureModelCache, FigureState, FigureUpdateCommonParameters},
|
||||
terrain::{SpriteRenderContext, SpriteRenderState},
|
||||
CloudsLocals, CullingMode, Lod, PostProcessLocals,
|
||||
},
|
||||
window::{Event, PressState},
|
||||
Settings,
|
||||
};
|
||||
use anim::{
|
||||
character::{CharacterSkeleton, IdleAnimation, SkeletonAttr},
|
||||
fixture::FixtureSkeleton,
|
||||
Animation,
|
||||
};
|
||||
use anim::{character::CharacterSkeleton, ship::ShipSkeleton, Animation};
|
||||
use client::Client;
|
||||
use common::{
|
||||
comp::{
|
||||
humanoid,
|
||||
inventory::{slot::EquipSlot, Inventory},
|
||||
item::ItemKind,
|
||||
ship,
|
||||
},
|
||||
figure::Segment,
|
||||
slowjob::SlowJobPool,
|
||||
terrain::BlockKind,
|
||||
terrain::{BlockKind, CoordinateConversions},
|
||||
vol::{BaseVol, ReadVol},
|
||||
};
|
||||
use vek::*;
|
||||
@ -46,18 +41,6 @@ impl ReadVol for VoidVol {
|
||||
fn get(&self, _pos: Vec3<i32>) -> Result<&'_ Self::Vox, Self::Error> { Ok(&()) }
|
||||
}
|
||||
|
||||
fn generate_mesh(
|
||||
greedy: &mut GreedyMesh<'_, FigureSpriteAtlasData>,
|
||||
mesh: &mut Mesh<TerrainVertex>,
|
||||
segment: Segment,
|
||||
offset: Vec3<f32>,
|
||||
bone_idx: u8,
|
||||
) -> BoneMeshes {
|
||||
let (opaque, _, /* shadow */ _, bounds) =
|
||||
generate_mesh_base_vol_figure(segment, (greedy, mesh, offset, Vec3::one(), bone_idx));
|
||||
(opaque /* , shadow */, bounds)
|
||||
}
|
||||
|
||||
struct Skybox {
|
||||
model: Model<SkyboxVertex>,
|
||||
}
|
||||
@ -68,17 +51,22 @@ pub struct Scene {
|
||||
camera: Camera,
|
||||
|
||||
skybox: Skybox,
|
||||
lod: LodData,
|
||||
lod: Lod,
|
||||
map_bounds: Vec2<f32>,
|
||||
|
||||
figure_atlas: FigureAtlas,
|
||||
backdrop: Option<(FigureModelEntry<1>, FigureState<FixtureSkeleton>)>,
|
||||
figure_model_cache: FigureModelCache,
|
||||
figure_state: Option<FigureState<CharacterSkeleton>>,
|
||||
sprite_render_state: SpriteRenderState,
|
||||
sprite_globals: SpriteGlobalsBindGroup,
|
||||
|
||||
//turning_camera: bool,
|
||||
turning_character: bool,
|
||||
char_ori: f32,
|
||||
turning_camera: bool,
|
||||
|
||||
char_pos: Vec3<f32>,
|
||||
char_state: Option<FigureState<CharacterSkeleton>>,
|
||||
char_model_cache: FigureModelCache<CharacterSkeleton>,
|
||||
|
||||
airship_pos: Vec3<f32>,
|
||||
airship_state: Option<FigureState<ShipSkeleton, BoundTerrainLocals>>,
|
||||
airship_model_cache: FigureModelCache<ShipSkeleton>,
|
||||
}
|
||||
|
||||
pub struct SceneData<'a> {
|
||||
@ -95,8 +83,13 @@ pub struct SceneData<'a> {
|
||||
}
|
||||
|
||||
impl Scene {
|
||||
pub fn new(renderer: &mut Renderer, backdrop: Option<&str>, client: &Client) -> Self {
|
||||
let start_angle = 90.0f32.to_radians();
|
||||
pub fn new(
|
||||
renderer: &mut Renderer,
|
||||
client: &mut Client,
|
||||
settings: &Settings,
|
||||
sprite_render_context: SpriteRenderContext,
|
||||
) -> Self {
|
||||
let start_angle = -90.0f32.to_radians();
|
||||
let resolution = renderer.resolution().map(|e| e as f32);
|
||||
|
||||
let map_bounds = Vec2::new(
|
||||
@ -105,11 +98,10 @@ impl Scene {
|
||||
);
|
||||
|
||||
let mut camera = Camera::new(resolution.x / resolution.y, CameraMode::ThirdPerson);
|
||||
camera.set_focus_pos(Vec3::unit_z() * 1.5);
|
||||
camera.set_distance(3.4);
|
||||
camera.set_orientation(Vec3::new(start_angle, 0.0, 0.0));
|
||||
camera.set_orientation(Vec3::new(start_angle, 0.1, 0.0));
|
||||
|
||||
let mut figure_atlas = FigureAtlas::new(renderer);
|
||||
let figure_atlas = FigureAtlas::new(renderer);
|
||||
|
||||
let data = GlobalModel {
|
||||
globals: renderer.create_consts(&[Globals::default()]),
|
||||
@ -120,81 +112,48 @@ impl Scene {
|
||||
.create_rain_occlusion_bound_locals(&[RainOcclusionLocals::default()]),
|
||||
point_light_matrices: Box::new([PointLightMatrix::default(); 126]),
|
||||
};
|
||||
let lod = LodData::dummy(renderer);
|
||||
let lod = Lod::new(renderer, client, settings);
|
||||
|
||||
let globals_bind_group = renderer.bind_globals(&data, &lod);
|
||||
let globals_bind_group = renderer.bind_globals(&data, lod.get_data());
|
||||
|
||||
let world = client.world_data();
|
||||
let char_chunk = world.chunk_size().map(|e| e as i32 / 2);
|
||||
let char_pos = char_chunk.cpos_to_wpos().map(|e| e as f32).with_z(
|
||||
world
|
||||
.lod_alt
|
||||
.get(char_chunk)
|
||||
.map_or(0.0, |z| *z as f32 + 48.0),
|
||||
);
|
||||
client.set_lod_pos_fallback(char_pos.xy());
|
||||
client.set_lod_distance(settings.graphics.lod_distance);
|
||||
|
||||
Self {
|
||||
data,
|
||||
globals_bind_group,
|
||||
skybox: Skybox {
|
||||
model: renderer.create_model(&create_skybox_mesh()).unwrap(),
|
||||
},
|
||||
lod,
|
||||
map_bounds,
|
||||
|
||||
figure_model_cache: FigureModelCache::new(),
|
||||
figure_state: None,
|
||||
|
||||
backdrop: backdrop.map(|specifier| {
|
||||
let mut state = FigureState::new(renderer, FixtureSkeleton, ());
|
||||
let mut greedy = FigureModel::make_greedy();
|
||||
let mut opaque_mesh = Mesh::new();
|
||||
let (segment, offset) = load_mesh(specifier, Vec3::new(-55.0, -49.5, -2.0));
|
||||
let (_opaque_mesh, bounds) =
|
||||
generate_mesh(&mut greedy, &mut opaque_mesh, segment, offset, 0);
|
||||
// NOTE: Since MagicaVoxel sizes are limited to 256 × 256 × 256, and there are
|
||||
// at most 3 meshed vertices per unique vertex, we know the
|
||||
// total size is bounded by 2^24 * 3 * 1.5 which is bounded by
|
||||
// 2^27, which fits in a u32.
|
||||
let range = 0..opaque_mesh.vertices().len() as u32;
|
||||
let (atlas_texture_data, atlas_size) = greedy.finalize();
|
||||
let model = figure_atlas.create_figure(
|
||||
renderer,
|
||||
atlas_texture_data,
|
||||
atlas_size,
|
||||
(opaque_mesh, bounds),
|
||||
[range],
|
||||
);
|
||||
let mut buf = [Default::default(); anim::MAX_BONE_COUNT];
|
||||
let common_params = FigureUpdateCommonParameters {
|
||||
entity: None,
|
||||
pos: anim::vek::Vec3::zero(),
|
||||
ori: anim::vek::Quaternion::rotation_from_to_3d(
|
||||
anim::vek::Vec3::unit_y(),
|
||||
anim::vek::Vec3::new(start_angle.sin(), -start_angle.cos(), 0.0),
|
||||
),
|
||||
scale: 1.0,
|
||||
mount_transform_pos: None,
|
||||
body: None,
|
||||
tools: (None, None),
|
||||
col: Rgba::broadcast(1.0),
|
||||
dt: 15.0, // Want to get there immediately.
|
||||
_lpindex: 0,
|
||||
_visible: true,
|
||||
is_player: false,
|
||||
_camera: &camera,
|
||||
terrain: None,
|
||||
ground_vel: Vec3::zero(),
|
||||
};
|
||||
state.update(
|
||||
renderer,
|
||||
None,
|
||||
&mut buf,
|
||||
&common_params,
|
||||
1.0,
|
||||
Some(&model),
|
||||
(),
|
||||
);
|
||||
(model, state)
|
||||
}),
|
||||
figure_atlas,
|
||||
sprite_render_state: sprite_render_context.state,
|
||||
sprite_globals: renderer.bind_sprite_globals(
|
||||
&data,
|
||||
lod.get_data(),
|
||||
&sprite_render_context.sprite_verts_buffer,
|
||||
),
|
||||
lod,
|
||||
data,
|
||||
|
||||
camera,
|
||||
|
||||
//turning_camera: false,
|
||||
turning_character: false,
|
||||
char_ori: -start_angle,
|
||||
turning_camera: false,
|
||||
char_pos,
|
||||
char_state: None,
|
||||
char_model_cache: FigureModelCache::new(),
|
||||
|
||||
airship_pos: char_pos - Vec3::unit_z() * 10.0,
|
||||
airship_state: None,
|
||||
airship_model_cache: FigureModelCache::new(),
|
||||
}
|
||||
}
|
||||
|
||||
@ -215,20 +174,15 @@ impl Scene {
|
||||
},
|
||||
Event::MouseButton(button, state) => {
|
||||
if state == PressState::Pressed {
|
||||
//self.turning_camera = button == MouseButton::Right;
|
||||
self.turning_character = button == MouseButton::Left;
|
||||
self.turning_camera = button == MouseButton::Left;
|
||||
} else {
|
||||
//self.turning_camera = false;
|
||||
self.turning_character = false;
|
||||
self.turning_camera = false;
|
||||
}
|
||||
true
|
||||
},
|
||||
Event::CursorMove(delta) => {
|
||||
/*if self.turning_camera {
|
||||
self.camera.rotate_by(Vec3::new(delta.x * 0.01, 0.0, 0.0))
|
||||
}*/
|
||||
if self.turning_character {
|
||||
self.char_ori += delta.x * 0.01;
|
||||
if self.turning_camera {
|
||||
self.camera.rotate_by(delta.with_z(0.0) * 0.01);
|
||||
}
|
||||
true
|
||||
},
|
||||
@ -242,7 +196,13 @@ impl Scene {
|
||||
renderer: &mut Renderer,
|
||||
scene_data: SceneData,
|
||||
inventory: Option<&Inventory>,
|
||||
client: &Client,
|
||||
) {
|
||||
self.camera
|
||||
.force_focus_pos(self.char_pos + Vec3::unit_z() * 1.5);
|
||||
let ori = self.camera.get_tgt_orientation();
|
||||
self.camera
|
||||
.set_orientation(Vec3::new(ori.x, ori.y.max(-0.25), ori.z));
|
||||
self.camera.update(
|
||||
scene_data.time,
|
||||
/* 1.0 / 60.0 */ scene_data.delta_time,
|
||||
@ -254,13 +214,18 @@ impl Scene {
|
||||
view_mat,
|
||||
proj_mat,
|
||||
cam_pos,
|
||||
proj_mat_inv,
|
||||
view_mat_inv,
|
||||
..
|
||||
} = self.camera.dependents();
|
||||
const VD: f32 = 115.0; // View Distance
|
||||
const VD: f32 = 0.0; // View Distance
|
||||
|
||||
const TIME: f64 = 8.6 * 60.0 * 60.0;
|
||||
const SHADOW_NEAR: f32 = 1.0;
|
||||
const SHADOW_FAR: f32 = 25.0;
|
||||
const SHADOW_NEAR: f32 = 0.25;
|
||||
const SHADOW_FAR: f32 = 1.0;
|
||||
|
||||
self.lod
|
||||
.maintain(renderer, client, self.camera.get_focus_pos(), &self.camera);
|
||||
|
||||
renderer.update_consts(&mut self.data.globals, &[Globals::new(
|
||||
view_mat,
|
||||
@ -268,7 +233,7 @@ impl Scene {
|
||||
cam_pos,
|
||||
self.camera.get_focus_pos(),
|
||||
VD,
|
||||
self.lod.tgt_detail as f32,
|
||||
self.lod.get_data().tgt_detail as f32,
|
||||
self.map_bounds,
|
||||
TIME,
|
||||
scene_data.time,
|
||||
@ -288,8 +253,12 @@ impl Scene {
|
||||
self.camera.get_mode(),
|
||||
250.0,
|
||||
)]);
|
||||
renderer.update_clouds_locals(CloudsLocals::new(proj_mat_inv, view_mat_inv));
|
||||
renderer.update_postprocess_locals(PostProcessLocals::new(proj_mat_inv, view_mat_inv));
|
||||
|
||||
self.figure_model_cache
|
||||
self.char_model_cache
|
||||
.clean(&mut self.figure_atlas, scene_data.tick);
|
||||
self.airship_model_cache
|
||||
.clean(&mut self.figure_atlas, scene_data.tick);
|
||||
|
||||
let item_info = |equip_slot| {
|
||||
@ -310,12 +279,37 @@ impl Scene {
|
||||
|
||||
let hands = (active_tool_hand, second_tool_hand);
|
||||
|
||||
fn figure_params(
|
||||
camera: &Camera,
|
||||
dt: f32,
|
||||
pos: Vec3<f32>,
|
||||
) -> FigureUpdateCommonParameters<'_> {
|
||||
FigureUpdateCommonParameters {
|
||||
entity: None,
|
||||
pos: pos.into(),
|
||||
ori: anim::vek::Quaternion::identity().rotated_z(std::f32::consts::PI * -0.5),
|
||||
scale: 1.0,
|
||||
mount_transform_pos: None,
|
||||
body: None,
|
||||
tools: (None, None),
|
||||
col: Rgba::broadcast(1.0),
|
||||
dt,
|
||||
_lpindex: 0,
|
||||
_visible: true,
|
||||
is_player: false,
|
||||
_camera: camera,
|
||||
terrain: None,
|
||||
ground_vel: Vec3::zero(),
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(body) = scene_data.body {
|
||||
let figure_state = self.figure_state.get_or_insert_with(|| {
|
||||
let char_state = self.char_state.get_or_insert_with(|| {
|
||||
FigureState::new(renderer, CharacterSkeleton::default(), body)
|
||||
});
|
||||
let tgt_skeleton = IdleAnimation::update_skeleton(
|
||||
figure_state.skeleton_mut(),
|
||||
let params = figure_params(&self.camera, scene_data.delta_time, self.char_pos);
|
||||
let tgt_skeleton = anim::character::IdleAnimation::update_skeleton(
|
||||
char_state.skeleton_mut(),
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
@ -324,15 +318,12 @@ impl Scene {
|
||||
),
|
||||
scene_data.time as f32,
|
||||
&mut 0.0,
|
||||
&SkeletonAttr::from(&body),
|
||||
&anim::character::SkeletonAttr::from(&body),
|
||||
);
|
||||
let dt_lerp = (scene_data.delta_time * 15.0).min(1.0);
|
||||
*figure_state.skeleton_mut() =
|
||||
Lerp::lerp(&*figure_state.skeleton_mut(), &tgt_skeleton, dt_lerp);
|
||||
|
||||
let model = self
|
||||
.figure_model_cache
|
||||
.get_or_create_model(
|
||||
*char_state.skeleton_mut() =
|
||||
Lerp::lerp(&*char_state.skeleton_mut(), &tgt_skeleton, dt_lerp);
|
||||
let (model, _) = self.char_model_cache.get_or_create_model(
|
||||
renderer,
|
||||
&mut self.figure_atlas,
|
||||
body,
|
||||
@ -343,32 +334,58 @@ impl Scene {
|
||||
None,
|
||||
scene_data.slow_job_pool,
|
||||
None,
|
||||
)
|
||||
.0;
|
||||
let mut buf = [Default::default(); anim::MAX_BONE_COUNT];
|
||||
let common_params = FigureUpdateCommonParameters {
|
||||
entity: None,
|
||||
pos: anim::vek::Vec3::zero(),
|
||||
ori: anim::vek::Quaternion::rotation_from_to_3d(
|
||||
anim::vek::Vec3::unit_y(),
|
||||
anim::vek::Vec3::new(self.char_ori.sin(), -self.char_ori.cos(), 0.0),
|
||||
),
|
||||
scale: 1.0,
|
||||
mount_transform_pos: None,
|
||||
body: None,
|
||||
tools: (None, None),
|
||||
col: Rgba::broadcast(1.0),
|
||||
dt: scene_data.delta_time,
|
||||
_lpindex: 0,
|
||||
_visible: true,
|
||||
is_player: false,
|
||||
_camera: &self.camera,
|
||||
terrain: None,
|
||||
ground_vel: Vec3::zero(),
|
||||
};
|
||||
|
||||
figure_state.update(renderer, None, &mut buf, &common_params, 1.0, model, body);
|
||||
);
|
||||
char_state.update(
|
||||
renderer,
|
||||
None,
|
||||
&mut [Default::default(); anim::MAX_BONE_COUNT],
|
||||
¶ms,
|
||||
1.0,
|
||||
model,
|
||||
body,
|
||||
);
|
||||
}
|
||||
|
||||
let airship_body = ship::Body::DefaultAirship;
|
||||
let airship_state = self.airship_state.get_or_insert_with(|| {
|
||||
FigureState::new(renderer, ShipSkeleton::default(), airship_body)
|
||||
});
|
||||
let params = figure_params(&self.camera, scene_data.delta_time, self.airship_pos);
|
||||
let tgt_skeleton = anim::ship::IdleAnimation::update_skeleton(
|
||||
airship_state.skeleton_mut(),
|
||||
(
|
||||
None,
|
||||
None,
|
||||
scene_data.time as f32,
|
||||
scene_data.time as f32,
|
||||
(params.ori * Vec3::unit_y()).into(),
|
||||
(params.ori * Vec3::unit_y()).into(),
|
||||
),
|
||||
scene_data.time as f32,
|
||||
&mut 0.0,
|
||||
&anim::ship::SkeletonAttr::from(&airship_body),
|
||||
);
|
||||
let dt_lerp = (scene_data.delta_time * 15.0).min(1.0);
|
||||
*airship_state.skeleton_mut() =
|
||||
Lerp::lerp(&*airship_state.skeleton_mut(), &tgt_skeleton, dt_lerp);
|
||||
let (model, _) = self.airship_model_cache.get_or_create_terrain_model(
|
||||
renderer,
|
||||
&mut self.figure_atlas,
|
||||
airship_body,
|
||||
(),
|
||||
scene_data.tick,
|
||||
scene_data.slow_job_pool,
|
||||
&self.sprite_render_state,
|
||||
);
|
||||
airship_state.update(
|
||||
renderer,
|
||||
None,
|
||||
&mut [Default::default(); anim::MAX_BONE_COUNT],
|
||||
¶ms,
|
||||
1.0,
|
||||
model,
|
||||
airship_body,
|
||||
);
|
||||
}
|
||||
|
||||
pub fn global_bind_group(&self) -> &GlobalsBindGroup { &self.globals_bind_group }
|
||||
@ -382,7 +399,7 @@ impl Scene {
|
||||
) {
|
||||
let mut figure_drawer = drawer.draw_figures();
|
||||
if let Some(body) = body {
|
||||
let model = &self.figure_model_cache.get_model(
|
||||
let model = &self.char_model_cache.get_model(
|
||||
&self.figure_atlas,
|
||||
body,
|
||||
inventory,
|
||||
@ -392,28 +409,61 @@ impl Scene {
|
||||
None,
|
||||
);
|
||||
|
||||
if let Some((model, figure_state)) = model.zip(self.figure_state.as_ref()) {
|
||||
if let Some((model, char_state)) = model.zip(self.char_state.as_ref()) {
|
||||
if let Some(lod) = model.lod_model(0) {
|
||||
figure_drawer.draw(
|
||||
lod,
|
||||
figure_state.bound(),
|
||||
char_state.bound(),
|
||||
self.figure_atlas.texture(ModelEntryRef::Figure(model)),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if let Some((model, state)) = &self.backdrop {
|
||||
let model = &self.airship_model_cache.get_model(
|
||||
&self.figure_atlas,
|
||||
ship::Body::DefaultAirship,
|
||||
Default::default(),
|
||||
tick,
|
||||
CameraMode::default(),
|
||||
None,
|
||||
None,
|
||||
);
|
||||
if let Some((model, airship_state)) = model.zip(self.airship_state.as_ref()) {
|
||||
if let Some(lod) = model.lod_model(0) {
|
||||
figure_drawer.draw(
|
||||
lod,
|
||||
state.bound(),
|
||||
self.figure_atlas.texture(ModelEntryRef::Figure(model)),
|
||||
airship_state.bound(),
|
||||
self.figure_atlas.texture(ModelEntryRef::Terrain(model)),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
drop(figure_drawer);
|
||||
|
||||
let mut sprite_drawer = drawer.draw_sprites(
|
||||
&self.sprite_globals,
|
||||
&self.sprite_render_state.sprite_atlas_textures,
|
||||
);
|
||||
if let (Some(sprite_instances), Some(data)) = (
|
||||
self.airship_model_cache
|
||||
.get_sprites(ship::Body::DefaultAirship),
|
||||
self.airship_state.as_ref().map(|s| &s.extra),
|
||||
) {
|
||||
sprite_drawer.draw(
|
||||
data,
|
||||
&sprite_instances[0],
|
||||
&AltIndices {
|
||||
deep_end: 0,
|
||||
underground_end: 0,
|
||||
},
|
||||
CullingMode::None,
|
||||
);
|
||||
}
|
||||
drop(sprite_drawer);
|
||||
|
||||
self.lod.render(drawer, Default::default());
|
||||
|
||||
drawer.draw_skybox(&self.skybox.model);
|
||||
}
|
||||
}
|
||||
|
@ -483,10 +483,6 @@ pub struct Terrain<V: RectRasterableVol = TerrainChunk> {
|
||||
/// might significantly reduce the number of textures we need for
|
||||
/// particularly difficult locations.
|
||||
atlas: AtlasAllocator,
|
||||
/// FIXME: This could possibly become an `AssetHandle<SpriteSpec>`, to get
|
||||
/// hot-reloading for free, but I am not sure if sudden changes of this
|
||||
/// value would break something
|
||||
pub sprite_config: Arc<SpriteSpec>,
|
||||
chunks: HashMap<Vec2<i32>, TerrainChunkData>,
|
||||
/// Temporary storage for dead chunks that might still be shadowing chunks
|
||||
/// in view. We wait until either the chunk definitely cannot be
|
||||
@ -516,9 +512,8 @@ pub struct Terrain<V: RectRasterableVol = TerrainChunk> {
|
||||
|
||||
// GPU data
|
||||
// Maps sprite kind + variant to data detailing how to render it
|
||||
pub sprite_data: Arc<HashMap<(SpriteKind, usize), [SpriteData; SPRITE_LOD_LEVELS]>>,
|
||||
pub sprite_render_state: SpriteRenderState,
|
||||
pub sprite_globals: SpriteGlobalsBindGroup,
|
||||
pub sprite_atlas_textures: Arc<AtlasTextures<pipelines::sprite::Locals, FigureSpriteAtlasData>>,
|
||||
/// As stated previously, this is always the very latest texture into which
|
||||
/// we allocate. Code cannot assume that this is the assigned texture
|
||||
/// for any particular chunk; look at the `texture` field in
|
||||
@ -533,12 +528,20 @@ impl TerrainChunkData {
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct SpriteRenderContext {
|
||||
sprite_config: Arc<SpriteSpec>,
|
||||
pub struct SpriteRenderState {
|
||||
/// FIXME: This could possibly become an `AssetHandle<SpriteSpec>`, to get
|
||||
/// hot-reloading for free, but I am not sure if sudden changes of this
|
||||
/// value would break something
|
||||
pub sprite_config: Arc<SpriteSpec>,
|
||||
// Maps sprite kind + variant to data detailing how to render it
|
||||
sprite_data: Arc<HashMap<(SpriteKind, usize), [SpriteData; SPRITE_LOD_LEVELS]>>,
|
||||
sprite_atlas_textures: Arc<AtlasTextures<pipelines::sprite::Locals, FigureSpriteAtlasData>>,
|
||||
sprite_verts_buffer: Arc<SpriteVerts>,
|
||||
pub sprite_data: Arc<HashMap<(SpriteKind, usize), [SpriteData; SPRITE_LOD_LEVELS]>>,
|
||||
pub sprite_atlas_textures: Arc<AtlasTextures<pipelines::sprite::Locals, FigureSpriteAtlasData>>,
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct SpriteRenderContext {
|
||||
pub state: SpriteRenderState,
|
||||
pub sprite_verts_buffer: Arc<SpriteVerts>,
|
||||
}
|
||||
|
||||
pub type SpriteRenderContextLazy = Box<dyn FnMut(&mut Renderer) -> SpriteRenderContext>;
|
||||
@ -705,10 +708,12 @@ impl SpriteRenderContext {
|
||||
let sprite_verts_buffer = renderer.create_sprite_verts(sprite_mesh);
|
||||
|
||||
Self {
|
||||
state: SpriteRenderState {
|
||||
// TODO: these are all Arcs, would it makes sense to factor out the Arc?
|
||||
sprite_config: Arc::clone(&sprite_config),
|
||||
sprite_data: Arc::new(sprite_data),
|
||||
sprite_atlas_textures: Arc::new(sprite_atlas_textures),
|
||||
},
|
||||
sprite_verts_buffer: Arc::new(sprite_verts_buffer),
|
||||
}
|
||||
};
|
||||
@ -732,7 +737,6 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
|
||||
Self {
|
||||
atlas,
|
||||
sprite_config: sprite_render_context.sprite_config,
|
||||
chunks: HashMap::default(),
|
||||
shadow_chunks: Vec::default(),
|
||||
mesh_send_tmp: send,
|
||||
@ -740,8 +744,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
mesh_todo: HashMap::default(),
|
||||
mesh_todos_active: Arc::new(AtomicU64::new(0)),
|
||||
mesh_recv_overflow: 0.0,
|
||||
sprite_data: sprite_render_context.sprite_data,
|
||||
sprite_atlas_textures: sprite_render_context.sprite_atlas_textures,
|
||||
sprite_render_state: sprite_render_context.state,
|
||||
sprite_globals: renderer.bind_sprite_globals(
|
||||
global_model,
|
||||
lod_data,
|
||||
@ -1227,8 +1230,8 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
|
||||
// Queue the worker thread.
|
||||
let started_tick = todo.started_tick;
|
||||
let sprite_data = Arc::clone(&self.sprite_data);
|
||||
let sprite_config = Arc::clone(&self.sprite_config);
|
||||
let sprite_data = Arc::clone(&self.sprite_render_state.sprite_data);
|
||||
let sprite_config = Arc::clone(&self.sprite_render_state.sprite_config);
|
||||
let cnt = Arc::clone(&self.mesh_todos_active);
|
||||
cnt.fetch_add(1, Ordering::Relaxed);
|
||||
scene_data
|
||||
|
Loading…
Reference in New Issue
Block a user