Add airship to char select

This commit is contained in:
Joshua Barretto 2024-01-15 22:35:42 +00:00
parent 3420e7a227
commit d51b5c5bea
9 changed files with 189 additions and 85 deletions

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@ -151,6 +151,10 @@ float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /
float ShadowCalculationDirected(in vec3 fragPos)//in vec4 /*light_pos[2]*/sun_pos, vec3 fragPos)
{
// Don't try to calculate directed shadows if there are no directed light sources
// Applies, for example, in the char select menu
if (light_shadow_count.z < 1) { return 1.0; }
float bias = 0.000;//0.0005;//-0.0001;// 0.05 / (2.0 * view_distance.x);
float diskRadius = 0.01;
const vec3 sampleOffsetDirections[20] = vec3[]

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@ -16,7 +16,8 @@
let_chains,
generic_const_exprs,
maybe_uninit_uninit_array,
maybe_uninit_array_assume_init
maybe_uninit_array_assume_init,
closure_lifetime_binder
)]
#![recursion_limit = "2048"]

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@ -25,10 +25,14 @@ pub struct CharSelectionState {
impl CharSelectionState {
/// Create a new `CharSelectionState`.
pub fn new(global_state: &mut GlobalState, client: Rc<RefCell<Client>>) -> Self {
let sprite_render_state =
(global_state.lazy_init)(global_state.window.renderer_mut()).state;
let scene = Scene::new(
global_state.window.renderer_mut(),
&mut client.borrow_mut(),
&global_state.settings,
sprite_render_state,
);
let char_selection_ui = CharSelectionUi::new(global_state, &client.borrow());

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@ -677,6 +677,9 @@ impl Camera {
/// Get the orientation of the camera.
pub fn get_orientation(&self) -> Vec3<f32> { self.ori }
/// Get the orientation that the camera is moving toward.
pub fn get_tgt_orientation(&self) -> Vec3<f32> { self.tgt_ori }
/// Get the field of view of the camera in radians, taking into account
/// fixation.
pub fn get_effective_fov(&self) -> f32 { self.fov * self.fixate }

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@ -13,8 +13,7 @@ use crate::{
},
scene::{
camera::CameraMode,
terrain::{get_sprite_instances, BlocksOfInterest, SPRITE_LOD_LEVELS},
Terrain,
terrain::{get_sprite_instances, BlocksOfInterest, SpriteRenderState, SPRITE_LOD_LEVELS},
},
};
use anim::Skeleton;
@ -632,7 +631,7 @@ where
extra: <Skel::Body as BodySpec>::Extra,
tick: u64,
slow_jobs: &SlowJobPool,
terrain: &Terrain,
sprite_render_state: &SpriteRenderState,
) -> (TerrainModelEntryLod<'c>, &'c Skel::Attr)
where
for<'a> &'a Skel::Body: Into<Skel::Attr>,
@ -695,8 +694,8 @@ where
let key = v.key().clone();
let slot = Arc::new(atomic::AtomicCell::new(None));
let manifests = self.manifests.clone();
let sprite_data = Arc::clone(&terrain.sprite_data);
let sprite_config = Arc::clone(&terrain.sprite_config);
let sprite_data = Arc::clone(&sprite_render_state.sprite_data);
let sprite_config = Arc::clone(&sprite_render_state.sprite_config);
let slot_ = Arc::clone(&slot);
slow_jobs.spawn("FIGURE_MESHING", move || {

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@ -6288,7 +6288,7 @@ impl FigureMgr {
Arc::clone(vol),
tick,
&slow_jobs,
terrain,
&terrain.sprite_render_state,
);
let state = self
@ -6315,7 +6315,7 @@ impl FigureMgr {
(),
tick,
&slow_jobs,
terrain,
&terrain.sprite_render_state,
)
} else {
// No way to determine model (this is okay, we might just not have received

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@ -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,

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@ -6,21 +6,20 @@ use crate::{
scene::{
camera::{self, Camera, CameraMode},
figure::{FigureAtlas, FigureModelCache, FigureState, FigureUpdateCommonParameters},
terrain::SpriteRenderState,
CloudsLocals, Lod, PostProcessLocals,
},
window::{Event, PressState},
Settings,
};
use anim::{
character::{CharacterSkeleton, IdleAnimation, SkeletonAttr},
Animation,
};
use anim::{character::CharacterSkeleton, ship::ShipSkeleton, Animation};
use client::Client;
use common::{
comp::{
humanoid,
inventory::{slot::EquipSlot, Inventory},
item::ItemKind,
ship,
},
slowjob::SlowJobPool,
terrain::{BlockKind, CoordinateConversions},
@ -54,11 +53,17 @@ pub struct Scene {
map_bounds: Vec2<f32>,
figure_atlas: FigureAtlas,
figure_model_cache: FigureModelCache,
figure_state: Option<FigureState<CharacterSkeleton>>,
sprite_render_state: SpriteRenderState,
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>>,
airship_model_cache: FigureModelCache<ShipSkeleton>,
}
pub struct SceneData<'a> {
@ -75,7 +80,12 @@ pub struct SceneData<'a> {
}
impl Scene {
pub fn new(renderer: &mut Renderer, client: &mut Client, settings: &Settings) -> Self {
pub fn new(
renderer: &mut Renderer,
client: &mut Client,
settings: &Settings,
sprite_render_state: SpriteRenderState,
) -> Self {
let start_angle = -90.0f32.to_radians();
let resolution = renderer.resolution().map(|e| e as f32);
@ -109,7 +119,7 @@ impl Scene {
world
.lod_alt
.get(char_chunk)
.map_or(0.0, |z| *z as f32 + 100.0),
.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);
@ -123,14 +133,19 @@ impl Scene {
lod,
map_bounds,
figure_model_cache: FigureModelCache::new(),
figure_state: None,
figure_atlas,
sprite_render_state,
camera,
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(),
}
}
@ -177,6 +192,9 @@ impl Scene {
) {
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,
@ -196,7 +214,7 @@ impl Scene {
const TIME: f64 = 8.6 * 60.0 * 60.0;
const SHADOW_NEAR: f32 = 0.25;
const SHADOW_FAR: f32 = 128.0;
const SHADOW_FAR: f32 = 1.0;
self.lod
.maintain(renderer, client, self.camera.get_focus_pos(), &self.camera);
@ -230,7 +248,9 @@ impl Scene {
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| {
@ -251,12 +271,37 @@ 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.into());
let tgt_skeleton = anim::character::IdleAnimation::update_skeleton(
char_state.skeleton_mut(),
(
active_tool_kind,
second_tool_kind,
@ -265,48 +310,74 @@ 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(
renderer,
&mut self.figure_atlas,
body,
inventory,
(),
scene_data.tick,
CameraMode::default(),
None,
scene_data.slow_job_pool,
None,
)
.0;
let mut buf = [Default::default(); anim::MAX_BONE_COUNT];
let common_params = FigureUpdateCommonParameters {
entity: None,
pos: self.char_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: 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.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,
inventory,
(),
scene_data.tick,
CameraMode::default(),
None,
scene_data.slow_job_pool,
None,
);
char_state.update(
renderer,
None,
&mut [Default::default(); anim::MAX_BONE_COUNT],
&params,
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.into());
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],
&params,
1.0,
model,
airship_body,
);
}
pub fn global_bind_group(&self) -> &GlobalsBindGroup { &self.globals_bind_group }
@ -320,7 +391,7 @@ 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,
@ -330,17 +401,36 @@ 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)),
);
}
}
}
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,
airship_state.bound(),
self.figure_atlas.texture(ModelEntryRef::Terrain(model)),
);
}
}
drop(figure_drawer);
self.lod.render(drawer, Default::default());

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@ -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
@ -533,11 +528,19 @@ 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>>,
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,
sprite_verts_buffer: Arc<SpriteVerts>,
}
@ -705,10 +708,12 @@ impl SpriteRenderContext {
let sprite_verts_buffer = renderer.create_sprite_verts(sprite_mesh);
Self {
// 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),
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