mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Merge branch 'timo-voxygen-warnings' into 'master'
Fix warnings all around voxygen See merge request veloren/veloren!304
This commit is contained in:
commit
d1ccd88fab
@ -4,7 +4,7 @@ use crossbeam::{
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atomic::AtomicCell,
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channel::{unbounded, Sender},
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queue::SegQueue,
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sync::{ShardedLock, WaitGroup},
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sync::ShardedLock,
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};
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use rodio::{Decoder, Device, Sink, SpatialSink};
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use std::sync::{Arc, Condvar, Mutex};
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@ -220,7 +220,7 @@ impl Jukebox {
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// TODO: The `update` function should associate with `conrod` to visualise the audio playlist
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// and settings.
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pub(crate) fn update(&mut self, msg: AudioPlayerMsg) {
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pub(crate) fn update(&mut self, _msg: AudioPlayerMsg) {
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unimplemented!()
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}
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@ -12,7 +12,6 @@ use log::error;
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use scene::Scene;
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use std::{cell::RefCell, rc::Rc, time::Duration};
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use ui::CharSelectionUi;
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use vek::*;
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pub struct CharSelectionState {
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char_selection_ui: CharSelectionUi,
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@ -31,14 +30,6 @@ impl CharSelectionState {
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}
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}
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// Background colour
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const BG_COLOR: Rgba<f32> = Rgba {
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r: 0.0,
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g: 0.3,
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b: 1.0,
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a: 1.0,
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};
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impl PlayState for CharSelectionState {
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fn play(&mut self, _: Direction, global_state: &mut GlobalState) -> PlayStateResult {
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// Set up an fps clock.
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@ -61,7 +52,7 @@ impl PlayState for CharSelectionState {
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}
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}
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global_state.window.renderer_mut().clear(BG_COLOR);
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global_state.window.renderer_mut().clear();
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// Maintain the UI.
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for event in self
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@ -7,7 +7,7 @@ use crate::{
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},
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window::Window,
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};
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use common::comp::{humanoid, item::Weapon, quadruped, quadruped_medium};
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use common::comp::{humanoid, item::Weapon};
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use conrod_core::{
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color,
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color::TRANSPARENT,
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@ -1038,7 +1038,7 @@ impl CharSelectionUi {
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.font_id(self.fonts.metamorph)
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.color(TEXT_COLOR_2)
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.set(self.ids.beard_text, ui_widgets);
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if let Some(val) = ImageSlider::continuous(
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if let Some(_val) = ImageSlider::continuous(
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5.0,
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0.0,
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10.0,
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@ -10,7 +10,6 @@ use log::warn;
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use start_singleplayer::StartSingleplayerState;
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use std::time::Duration;
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use ui::{Event as MainMenuEvent, MainMenuUi};
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use vek::*;
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pub struct MainMenuState {
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main_menu_ui: MainMenuUi,
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@ -27,14 +26,6 @@ impl MainMenuState {
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const DEFAULT_PORT: u16 = 59003;
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// Background colour
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const BG_COLOR: Rgba<f32> = Rgba {
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r: 0.0,
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g: 0.3,
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b: 1.0,
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a: 1.0,
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};
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impl PlayState for MainMenuState {
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fn play(&mut self, _: Direction, global_state: &mut GlobalState) -> PlayStateResult {
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// Set up an fps clock.
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@ -57,7 +48,7 @@ impl PlayState for MainMenuState {
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}
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}
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global_state.window.renderer_mut().clear(BG_COLOR);
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global_state.window.renderer_mut().clear();
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// Poll client creation.
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match client_init.as_ref().and_then(|init| init.poll()) {
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@ -8,16 +8,20 @@ use log::warn;
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use std::net::SocketAddr;
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pub struct StartSingleplayerState {
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singleplayer: Singleplayer,
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// Necessary to keep singleplayer working
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_singleplayer: Singleplayer,
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sock: SocketAddr,
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}
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impl StartSingleplayerState {
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/// Create a new `MainMenuState`.
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pub fn new() -> Self {
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let (singleplayer, sock) = Singleplayer::new(None); // TODO: Make client and server use the same thread pool
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let (_singleplayer, sock) = Singleplayer::new(None); // TODO: Make client and server use the same thread pool
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Self { singleplayer, sock }
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Self {
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_singleplayer,
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sock,
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}
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}
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}
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@ -58,16 +58,6 @@ impl<V: BaseVol<Vox = Block> + ReadVol + Debug, S: VolSize + Clone> Meshable for
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// Create mesh polygons
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if let Some(col) = self.get(pos).ok().and_then(|vox| vox.get_color()) {
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let avg_light = neighbour_light
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.iter()
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.map(|row| row.iter())
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.flatten()
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.map(|col| col.iter())
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.flatten()
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.fold(0.0, |a, x| a + x)
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/ 27.0;
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let light = avg_light;
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let col = col.map(|e| e as f32 / 255.0);
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let offs = (pos - range.min * Vec3::new(1, 1, 0)).map(|e| e as f32)
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@ -80,12 +70,7 @@ impl<V: BaseVol<Vox = Block> + ReadVol + Debug, S: VolSize + Clone> Meshable for
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offs,
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col,
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|pos, norm, col, ao, light| {
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TerrainVertex::new(
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pos,
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norm,
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Lerp::lerp(Rgb::zero(), col, 1.0),
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light * ao,
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)
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TerrainVertex::new(pos, norm, col, light * ao)
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},
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false,
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&neighbour_light,
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@ -15,12 +15,10 @@ fn get_ao_quad<V: ReadVol>(
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pos: Vec3<i32>,
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shift: Vec3<i32>,
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dirs: &[Vec3<i32>],
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corners: &[[usize; 3]; 4],
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darknesses: &[[[f32; 3]; 3]; 3],
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) -> Vec4<(f32, f32)> {
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dirs.windows(2)
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.enumerate()
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.map(|(i, offs)| {
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.map(|offs| {
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let (s1, s2) = (
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vol.get(pos + shift + offs[0])
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.map(|v| !v.is_empty())
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@ -30,8 +28,6 @@ fn get_ao_quad<V: ReadVol>(
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.unwrap_or(false),
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);
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let darkness = darknesses[corners[i][0]][corners[i][1]][corners[i][2]];
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let darkness = darknesses
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.iter()
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.map(|x| x.iter().map(|y| y.iter()))
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@ -70,9 +66,6 @@ fn create_quad<P: Pipeline, F: Fn(Vec3<f32>, Vec3<f32>, Rgb<f32>, f32, f32) -> P
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darkness_ao: Vec4<(f32, f32)>,
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vcons: &F,
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) -> Quad<P> {
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let ao_scale = 0.95;
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let dark = col * (1.0 - ao_scale);
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let darkness = darkness_ao.map(|e| e.0);
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let ao = darkness_ao.map(|e| e.1);
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@ -123,14 +116,7 @@ pub fn push_vox_verts<
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Vec3::unit_y(),
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-Vec3::unit_x(),
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col,
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get_ao_quad(
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vol,
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pos,
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-Vec3::unit_x(),
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&[-z, -y, z, y, -z],
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&[[0; 3]; 4],
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darknesses,
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),
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get_ao_quad(vol, pos, -Vec3::unit_x(), &[-z, -y, z, y, -z], darknesses),
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&vcons,
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));
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}
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@ -146,14 +132,7 @@ pub fn push_vox_verts<
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Vec3::unit_z(),
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Vec3::unit_x(),
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col,
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get_ao_quad(
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vol,
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pos,
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Vec3::unit_x(),
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&[-y, -z, y, z, -y],
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&[[0; 3]; 4],
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darknesses,
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),
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get_ao_quad(vol, pos, Vec3::unit_x(), &[-y, -z, y, z, -y], darknesses),
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&vcons,
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));
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}
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@ -169,14 +148,7 @@ pub fn push_vox_verts<
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Vec3::unit_z(),
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-Vec3::unit_y(),
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col,
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get_ao_quad(
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vol,
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pos,
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-Vec3::unit_y(),
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&[-x, -z, x, z, -x],
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&[[0; 3]; 4],
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darknesses,
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),
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get_ao_quad(vol, pos, -Vec3::unit_y(), &[-x, -z, x, z, -x], darknesses),
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&vcons,
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));
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}
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@ -192,14 +164,7 @@ pub fn push_vox_verts<
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Vec3::unit_x(),
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Vec3::unit_y(),
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col,
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get_ao_quad(
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vol,
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pos,
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Vec3::unit_y(),
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&[-z, -x, z, x, -z],
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&[[0; 3]; 4],
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darknesses,
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),
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get_ao_quad(vol, pos, Vec3::unit_y(), &[-z, -x, z, x, -z], darknesses),
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&vcons,
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));
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}
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@ -215,14 +180,7 @@ pub fn push_vox_verts<
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Vec3::unit_x(),
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-Vec3::unit_z(),
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col,
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get_ao_quad(
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vol,
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pos,
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-Vec3::unit_z(),
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&[-y, -x, y, x, -y],
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&[[0; 3]; 4],
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darknesses,
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),
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get_ao_quad(vol, pos, -Vec3::unit_z(), &[-y, -x, y, x, -y], darknesses),
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&vcons,
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));
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}
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@ -238,14 +196,7 @@ pub fn push_vox_verts<
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Vec3::unit_y(),
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Vec3::unit_z(),
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col,
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get_ao_quad(
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vol,
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pos,
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Vec3::unit_z(),
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&[-x, -y, x, y, -x],
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&[[0, 0, 1], [1, 0, 1], [1, 1, 1], [0, 1, 1]],
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darknesses,
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),
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get_ao_quad(vol, pos, Vec3::unit_z(), &[-x, -y, x, y, -x], darknesses),
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&vcons,
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));
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}
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@ -228,8 +228,7 @@ impl Renderer {
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}
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/// Queue the clearing of the color and depth targets ready for a new frame to be rendered.
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/// TODO: Make a version of this that doesn't clear the colour target for speed.
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pub fn clear(&mut self, col: Rgba<f32>) {
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pub fn clear(&mut self) {
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self.encoder.clear_depth(&self.tgt_depth_view, 1.0);
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self.encoder.clear_depth(&self.win_depth_view, 1.0);
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}
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@ -13,7 +13,6 @@ use common::{
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assets,
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comp::{self, humanoid, item::Weapon, quadruped, quadruped_medium, Body},
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figure::Segment,
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state::DeltaTime,
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terrain::TerrainChunkSize,
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vol::VolSize,
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};
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@ -200,13 +199,6 @@ impl FigureModelCache {
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"figure/head/head_danari_female.vox",
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Vec3::new(-9.0, -5.5, -2.5),
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),
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_ => {
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warn!("Invalid race, body_type combination for figure head");
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(
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"figure/head/head_human_male.vox",
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Vec3::new(-7.0, -5.5, -9.25),
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)
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}
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};
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Self::load_mesh(name, offset)
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}
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@ -306,7 +298,6 @@ impl FigureModelCache {
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Weapon::Sword => ("weapon/sword/rusty_2h.vox", Vec3::new(-1.5, -6.5, -4.0)),
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Weapon::Hammer => ("weapon/hammer/rusty_2h.vox", Vec3::new(-2.5, -5.5, -4.0)),
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Weapon::Axe => ("weapon/axe/rusty_2h.vox", Vec3::new(-1.5, -6.5, -4.0)),
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Weapon::Sword => ("weapon/sword/wood_2h.vox", Vec3::new(-1.5, -6.5, -4.0)),
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Weapon::Daggers => ("weapon/hammer/rusty_2h.vox", Vec3::new(-2.5, -5.5, -4.0)),
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Weapon::SwordShield => ("weapon/axe/rusty_2h.vox", Vec3::new(-2.5, -6.5, -2.0)),
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Weapon::Bow => ("weapon/hammer/rusty_2h.vox", Vec3::new(-2.5, -5.5, -4.0)),
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|
@ -41,7 +41,7 @@ pub struct Scene {
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impl Scene {
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/// Create a new `Scene` with default parameters.
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pub fn new(renderer: &mut Renderer, client: &Client) -> Self {
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pub fn new(renderer: &mut Renderer) -> Self {
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let resolution = renderer.get_resolution().map(|e| e as f32);
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Self {
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|
@ -9,7 +9,7 @@ use crate::{
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};
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use client::{self, Client};
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use common::{
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clock::Clock, comp, comp::Pos, msg::ClientState, ray::Ray, terrain::block::Block, vol::ReadVol,
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clock::Clock, comp, comp::Pos, msg::ClientState, terrain::block::Block, vol::ReadVol,
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};
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use log::{error, warn};
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use std::{cell::RefCell, rc::Rc, time::Duration};
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@ -28,7 +28,7 @@ impl SessionState {
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/// Create a new `SessionState`.
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pub fn new(window: &mut Window, client: Rc<RefCell<Client>>, _settings: Settings) -> Self {
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// Create a scene for this session. The scene handles visible elements of the game world.
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let scene = Scene::new(window.renderer_mut(), &client.borrow());
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let scene = Scene::new(window.renderer_mut());
|
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Self {
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scene,
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client,
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@ -39,14 +39,6 @@ impl SessionState {
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}
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}
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|
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// Background colour
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const BG_COLOR: Rgba<f32> = Rgba {
|
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r: 0.0,
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g: 0.3,
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b: 1.0,
|
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a: 1.0,
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};
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|
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impl SessionState {
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/// Tick the session (and the client attached to it).
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fn tick(&mut self, dt: Duration) -> Result<(), Error> {
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@ -72,7 +64,7 @@ impl SessionState {
|
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/// This method should be called once per frame.
|
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pub fn render(&mut self, renderer: &mut Renderer) {
|
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// Clear the screen
|
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renderer.clear(BG_COLOR);
|
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renderer.clear();
|
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|
||||
// Render the screen using the global renderer
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self.scene.render(renderer, &mut self.client.borrow_mut());
|
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@ -120,8 +112,7 @@ impl PlayState for SessionState {
|
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.get(client.entity())
|
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.is_some()
|
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{
|
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let (view_mat, _, cam_pos) =
|
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self.scene.camera().compute_dependents(&client);
|
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let cam_pos = self.scene.camera().compute_dependents(&client).2;
|
||||
let cam_dir =
|
||||
(self.scene.camera().get_focus_pos() - cam_pos).normalized();
|
||||
|
||||
@ -158,8 +149,7 @@ impl PlayState for SessionState {
|
||||
.get(client.entity())
|
||||
.is_some()
|
||||
{
|
||||
let (view_mat, _, cam_pos) =
|
||||
self.scene.camera().compute_dependents(&client);
|
||||
let cam_pos = self.scene.camera().compute_dependents(&client).2;
|
||||
let cam_dir =
|
||||
(self.scene.camera().get_focus_pos() - cam_pos).normalized();
|
||||
|
||||
|
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