mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Added rendering to character selection menu
Former-commit-id: 82992904639ec2f468c70f43f3f8fe721a98de51
This commit is contained in:
parent
fc0f2f0801
commit
d8f6025b68
@ -1,4 +1,5 @@
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mod ui;
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mod scene;
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use crate::{
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session::SessionState,
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@ -9,6 +10,7 @@ use client::{self, Client};
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use common::{clock::Clock, msg::ClientMsg};
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use std::{cell::RefCell, rc::Rc, time::Duration};
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use ui::CharSelectionUi;
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use scene::Scene;
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use vek::*;
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const FPS: u64 = 60;
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@ -16,6 +18,7 @@ const FPS: u64 = 60;
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pub struct CharSelectionState {
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char_selection_ui: CharSelectionUi,
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client: Rc<RefCell<Client>>,
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scene: Scene,
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}
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impl CharSelectionState {
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@ -24,6 +27,7 @@ impl CharSelectionState {
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Self {
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char_selection_ui: CharSelectionUi::new(window),
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client,
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scene: Scene::new(window.renderer_mut()),
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}
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}
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}
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@ -82,6 +86,12 @@ impl PlayState for CharSelectionState {
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}
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}
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// Maintain the scene
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self.scene.maintain(global_state.window.renderer_mut(), &self.client.borrow());
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// Render the scene
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self.scene.render(global_state.window.renderer_mut(), &self.client.borrow());
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// Draw the UI to the screen
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self.char_selection_ui
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.render(global_state.window.renderer_mut());
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150
voxygen/src/menu/char_selection/scene.rs
Normal file
150
voxygen/src/menu/char_selection/scene.rs
Normal file
@ -0,0 +1,150 @@
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use vek::*;
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use client::Client;
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use common::{
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comp::Character,
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figure::Segment,
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};
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use crate::{
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render::{
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Renderer,
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Consts,
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Globals,
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Model,
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SkyboxLocals,
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SkyboxPipeline,
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create_skybox_mesh,
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PostProcessLocals,
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PostProcessPipeline,
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create_pp_mesh,
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FigurePipeline,
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},
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scene::{
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camera::Camera,
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figure::{FigureModelCache, FigureState},
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},
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anim::{
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Skeleton,
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Animation,
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character::{
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CharacterSkeleton,
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IdleAnimation,
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},
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},
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};
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struct Skybox {
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model: Model<SkyboxPipeline>,
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locals: Consts<SkyboxLocals>,
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}
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struct PostProcess {
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model: Model<PostProcessPipeline>,
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locals: Consts<PostProcessLocals>,
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}
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pub struct Scene {
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globals: Consts<Globals>,
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camera: Camera,
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skybox: Skybox,
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postprocess: PostProcess,
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backdrop_model: Model<FigurePipeline>,
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backdrop_state: FigureState<CharacterSkeleton>,
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figure_model_cache: FigureModelCache,
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figure_state: FigureState<CharacterSkeleton>,
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}
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impl Scene {
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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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globals: renderer.create_consts(&[Globals::default()]).unwrap(),
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camera: Camera::new(resolution.x / resolution.y),
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skybox: Skybox {
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model: renderer.create_model(&create_skybox_mesh()).unwrap(),
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locals: renderer.create_consts(&[SkyboxLocals::default()]).unwrap(),
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},
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postprocess: PostProcess {
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model: renderer.create_model(&create_pp_mesh()).unwrap(),
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locals: renderer
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.create_consts(&[PostProcessLocals::default()])
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.unwrap(),
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},
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figure_model_cache: FigureModelCache::new(),
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figure_state: FigureState::new(renderer, CharacterSkeleton::new()),
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backdrop_model: renderer.create_model(&FigureModelCache::load_mesh("knight.vox", Vec3::zero())).unwrap(),
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backdrop_state: FigureState::new(renderer, CharacterSkeleton::new()),
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}
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}
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pub fn maintain(&mut self, renderer: &mut Renderer, client: &Client) {
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self.camera.set_focus_pos(Vec3::unit_z() * 1.75);
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self.camera.update(client.state().get_time());
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self.camera.set_distance(4.0);
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self.camera.set_orientation(Vec3::new(
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client.state().get_time() as f32 * 0.2,
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0.3,
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0.0,
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));
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let (view_mat, proj_mat, cam_pos) = self.camera.compute_dependents(client);
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renderer.update_consts(
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&mut self.globals,
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&[Globals::new(
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view_mat,
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proj_mat,
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cam_pos,
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self.camera.get_focus_pos(),
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100.0,
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client.state().get_time_of_day(),
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client.state().get_time(),
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renderer.get_resolution(),
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)],
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);
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self.figure_model_cache.clean(client.get_tick());
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let tgt_skeleton = IdleAnimation::update_skeleton(
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self.figure_state.skeleton_mut(),
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client.state().get_time(),
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client.state().get_time(),
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);
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self.figure_state.skeleton_mut().interpolate(&tgt_skeleton);
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self.figure_state.update(renderer, Vec3::zero(), -Vec3::unit_y());
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}
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pub fn render(&mut self, renderer: &mut Renderer, client: &Client) {
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renderer.render_skybox(&self.skybox.model, &self.globals, &self.skybox.locals);
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let model = self.figure_model_cache.get_or_create_model(
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renderer,
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Character::random(),
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client.get_tick(),
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);
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renderer.render_figure(
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model,
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&self.globals,
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self.figure_state.locals(),
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self.figure_state.bone_consts(),
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);
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renderer.render_figure(
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&self.backdrop_model,
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&self.globals,
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self.backdrop_state.locals(),
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self.backdrop_state.bone_consts(),
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);
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renderer.render_post_process(
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&self.postprocess.model,
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&self.globals,
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&self.postprocess.locals,
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);
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}
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}
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@ -155,7 +155,6 @@ widget_ids! {
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warpaint_slider_indicator,
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warpaint_slider_range,
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warpaint_slider_text,
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}
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}
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@ -316,13 +315,13 @@ impl CharSelectionUi {
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// Background Image
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if !self.character_creation {
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Image::new(self.imgs.bg_selection)
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.middle_of(ui_widgets.window)
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.set(self.ids.bg_selection, ui_widgets);
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//Image::new(self.imgs.bg_selection)
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// .middle_of(ui_widgets.window)
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// .set(self.ids.bg_selection, ui_widgets);
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// Logout_Button
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if Button::image(self.imgs.button)
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.bottom_left_with_margins_on(self.ids.bg_selection, 10.0, 10.0)
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.bottom_left_with_margins_on(ui_widgets.window, 10.0, 10.0)
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.w_h(150.0, 40.0)
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.hover_image(self.imgs.button_hover)
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.press_image(self.imgs.button_press)
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@ -338,7 +337,7 @@ impl CharSelectionUi {
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// Create Character Button
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if Button::image(self.imgs.button)
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.mid_bottom_with_margin_on(self.ids.bg_selection, 10.0)
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.mid_bottom_with_margin_on(ui_widgets.window, 10.0)
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.w_h(270.0, 50.0)
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.hover_image(self.imgs.button_hover)
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.press_image(self.imgs.button_press)
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@ -354,7 +353,7 @@ impl CharSelectionUi {
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}
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// Test Characters
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if Button::image(self.imgs.test_char_l_button)
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.bottom_left_with_margins_on(self.ids.bg_selection, 395.0, 716.0)
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.bottom_left_with_margins_on(ui_widgets.window, 395.0, 716.0)
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.w_h(95.0, 130.0)
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.hover_image(self.imgs.test_char_l_button)
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.press_image(self.imgs.test_char_l_button)
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@ -376,7 +375,7 @@ impl CharSelectionUi {
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.set(self.ids.version, ui_widgets);
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// Click Character to Login <-- Temporary!
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Image::new(self.imgs.window_frame_2)
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.mid_top_with_margin_on(self.ids.bg_selection, 60.0)
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.mid_top_with_margin_on(ui_widgets.window, 60.0)
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.w_h(700.0, 70.0)
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.set(self.ids.help_text_bg, ui_widgets);
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Text::new("Click character to select it")
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@ -446,12 +445,13 @@ impl CharSelectionUi {
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// Character_Creation //////////////
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else {
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// Background
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Image::new(self.imgs.bg_creation)
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.middle_of(ui_widgets.window)
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.set(self.ids.bg_creation, ui_widgets);
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//Image::new(self.imgs.bg_creation)
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// .middle_of(ui_widgets.window)
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// .set(self.ids.bg_creation, ui_widgets);
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// Back Button
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if Button::image(self.imgs.button)
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.bottom_left_with_margins_on(self.ids.bg_creation, 10.0, 10.0)
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.bottom_left_with_margins_on(ui_widgets.window, 10.0, 10.0)
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.w_h(150.0, 40.0)
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.hover_image(self.imgs.button_hover)
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.press_image(self.imgs.button_press)
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@ -466,7 +466,7 @@ impl CharSelectionUi {
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}
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// Create Button
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if Button::image(self.imgs.button)
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.bottom_right_with_margins_on(self.ids.bg_creation, 10.0, 10.0)
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.bottom_right_with_margins_on(ui_widgets.window, 10.0, 10.0)
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.w_h(150.0, 40.0)
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.hover_image(self.imgs.button_hover)
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.press_image(self.imgs.button_press)
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@ -482,7 +482,7 @@ impl CharSelectionUi {
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}
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// Character Name Input
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Rectangle::fill_with([320.0, 50.0], color::rgba(0.0, 0.0, 0.0, 0.99))
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.mid_bottom_with_margin_on(self.ids.bg_creation, 20.0)
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.mid_bottom_with_margin_on(ui_widgets.window, 20.0)
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.set(self.ids.name_input_bg, ui_widgets);
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Button::image(self.imgs.name_input)
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.w_h(337.0, 67.0)
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@ -514,7 +514,7 @@ impl CharSelectionUi {
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self.imgs.creation_window
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})
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.w_h(628.0, 814.0)
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.top_left_with_margins_on(self.ids.bg_creation, 60.0, 30.0)
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.top_left_with_margins_on(ui_widgets.window, 60.0, 30.0)
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.set(self.ids.creation_window, ui_widgets);
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// Arrows
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@ -95,12 +95,27 @@ impl Camera {
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self.ori.z = (self.ori.z + delta.z) % (2.0 * PI);
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}
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/// Set the orientation of the camera about its focus
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pub fn set_orientation(&mut self, orientation: Vec3<f32>) {
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// Wrap camera yaw
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self.ori.x = orientation.x % (2.0 * PI);
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// Clamp camera pitch to the vertical limits
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self.ori.y = orientation.y.min(PI / 2.0).max(-PI / 2.0);
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// Wrap camera roll
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self.ori.z = orientation.z % (2.0 * PI);
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}
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/// Zoom the camera by the given delta, limiting the input accordingly.
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pub fn zoom_by(&mut self, delta: f32) {
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// Clamp camera dist to the 0 <= x <= infinity range
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self.tgt_dist = (self.tgt_dist + delta).max(0.0);
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}
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/// Set the distance of the camera from the target (i.e: zoom)
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pub fn set_distance(&mut self, dist: f32) {
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self.tgt_dist = dist;
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}
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pub fn update(&mut self, time: f64) {
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// This is horribly frame time dependent, but so is most of the game
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let delta = self.last_time.replace(time).map_or(0.0, |t| time - t);
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@ -24,31 +24,29 @@ use specs::{Component, Entity as EcsEntity, Join, VecStorage};
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use std::{collections::HashMap, f32};
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use vek::*;
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pub struct FigureCache {
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pub struct FigureModelCache {
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models: HashMap<Character, (Model<FigurePipeline>, u64)>,
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states: HashMap<EcsEntity, FigureState<CharacterSkeleton>>,
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}
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impl FigureCache {
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impl FigureModelCache {
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pub fn new() -> Self {
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Self {
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models: HashMap::new(),
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states: HashMap::new(),
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}
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}
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pub fn get_or_create_model<'a>(
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models: &'a mut HashMap<Character, (Model<FigurePipeline>, u64)>,
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pub fn get_or_create_model(
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&mut self,
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renderer: &mut Renderer,
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tick: u64,
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character: Character,
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) -> &'a (Model<FigurePipeline>, u64) {
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match models.get_mut(&character) {
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tick: u64,
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) -> &Model<FigurePipeline> {
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match self.models.get_mut(&character) {
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Some((model, last_used)) => {
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*last_used = tick;
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}
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None => {
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models.insert(
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self.models.insert(
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character,
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(
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{
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@ -90,7 +88,7 @@ impl FigureCache {
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}
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}
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&models[&character]
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&self.models[&character].0
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}
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pub fn clean(&mut self, tick: u64) {
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@ -99,7 +97,8 @@ impl FigureCache {
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.retain(|_, (_, last_used)| *last_used + 60 > tick);
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}
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fn load_mesh(filename: &str, position: Vec3<f32>) -> Mesh<FigurePipeline> {
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// TODO: Don't make this public
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pub fn load_mesh(filename: &str, position: Vec3<f32>) -> Mesh<FigurePipeline> {
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let fullpath: String = ["/voxygen/voxel/", filename].concat();
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Segment::from(assets::load_expect::<DotVoxData>(fullpath.as_str()).as_ref())
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.generate_mesh(position)
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@ -187,10 +186,28 @@ impl FigureCache {
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Vec3::new(0.0, 0.0, -4.0),
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)
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}
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}
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pub fn maintain(&mut self, renderer: &mut Renderer, client: &mut Client) {
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pub struct FigureMgr {
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model_cache: FigureModelCache,
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states: HashMap<EcsEntity, FigureState<CharacterSkeleton>>,
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}
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impl FigureMgr {
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pub fn new() -> Self {
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Self {
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model_cache: FigureModelCache::new(),
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states: HashMap::new(),
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}
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}
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pub fn clean(&mut self, tick: u64) {
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self.model_cache.clean(tick);
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}
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pub fn maintain(&mut self, renderer: &mut Renderer, client: &Client) {
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let time = client.state().get_time();
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let ecs = client.state_mut().ecs_mut();
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let ecs = client.state().ecs();
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for (entity, pos, vel, dir, character, animation_history) in (
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&ecs.entities(),
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&ecs.read_storage::<comp::phys::Pos>(),
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@ -208,17 +225,17 @@ impl FigureCache {
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let target_skeleton = match animation_history.current {
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comp::character::Animation::Idle => IdleAnimation::update_skeleton(
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&mut state.skeleton,
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state.skeleton_mut(),
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time,
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animation_history.time,
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),
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comp::character::Animation::Run => RunAnimation::update_skeleton(
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&mut state.skeleton,
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state.skeleton_mut(),
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(vel.0.magnitude(), time),
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animation_history.time,
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),
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comp::character::Animation::Jump => JumpAnimation::update_skeleton(
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&mut state.skeleton,
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state.skeleton_mut(),
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time,
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animation_history.time,
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),
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@ -229,8 +246,7 @@ impl FigureCache {
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state.update(renderer, pos.0, dir.0);
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}
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self.states
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.retain(|entity, _| ecs.entities().is_alive(*entity));
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self.states.retain(|entity, _| ecs.entities().is_alive(*entity));
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}
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pub fn render(
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@ -241,13 +257,12 @@ impl FigureCache {
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) {
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let tick = client.get_tick();
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let ecs = client.state().ecs();
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let models = &mut self.models;
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for (entity, &character) in (&ecs.entities(), &ecs.read_storage::<comp::Character>()).join()
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{
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if let Some(state) = self.states.get(&entity) {
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let model = Self::get_or_create_model(models, renderer, tick, character);
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renderer.render_figure(&model.0, globals, &state.locals, &state.bone_consts);
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let model = self.model_cache.get_or_create_model(renderer, character, tick);
|
||||
renderer.render_figure(model, globals, &state.locals(), state.bone_consts());
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -270,7 +285,7 @@ impl<S: Skeleton> FigureState<S> {
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self, renderer: &mut Renderer, pos: Vec3<f32>, dir: Vec3<f32>) {
|
||||
pub fn update(&mut self, renderer: &mut Renderer, pos: Vec3<f32>, dir: Vec3<f32>) {
|
||||
let mat = Mat4::<f32>::identity()
|
||||
* Mat4::translation_3d(pos)
|
||||
* Mat4::rotation_z(-dir.x.atan2(dir.y)); // + f32::consts::PI / 2.0);
|
||||
@ -282,4 +297,16 @@ impl<S: Skeleton> FigureState<S> {
|
||||
.update_consts(&mut self.bone_consts, &self.skeleton.compute_matrices())
|
||||
.unwrap();
|
||||
}
|
||||
|
||||
pub fn locals(&self) -> &Consts<FigureLocals> {
|
||||
&self.locals
|
||||
}
|
||||
|
||||
pub fn bone_consts(&self) -> &Consts<FigureBoneData> {
|
||||
&self.bone_consts
|
||||
}
|
||||
|
||||
pub fn skeleton_mut(&mut self) -> &mut S {
|
||||
&mut self.skeleton
|
||||
}
|
||||
}
|
||||
|
@ -2,7 +2,10 @@ pub mod camera;
|
||||
pub mod figure;
|
||||
pub mod terrain;
|
||||
|
||||
use self::{camera::Camera, figure::FigureCache, terrain::Terrain};
|
||||
use dot_vox;
|
||||
use vek::*;
|
||||
use common::{comp, figure::Segment};
|
||||
use client::Client;
|
||||
use crate::{
|
||||
anim::{
|
||||
character::{CharacterSkeleton, RunAnimation},
|
||||
@ -15,10 +18,7 @@ use crate::{
|
||||
},
|
||||
window::Event,
|
||||
};
|
||||
use client::Client;
|
||||
use common::{comp, figure::Segment};
|
||||
use dot_vox;
|
||||
use vek::*;
|
||||
use self::{camera::Camera, figure::FigureMgr, terrain::Terrain};
|
||||
|
||||
// TODO: Don't hard-code this
|
||||
const CURSOR_PAN_SCALE: f32 = 0.005;
|
||||
@ -41,7 +41,7 @@ pub struct Scene {
|
||||
postprocess: PostProcess,
|
||||
terrain: Terrain,
|
||||
|
||||
figure_cache: FigureCache,
|
||||
figure_mgr: FigureMgr,
|
||||
}
|
||||
|
||||
impl Scene {
|
||||
@ -64,7 +64,7 @@ impl Scene {
|
||||
.unwrap(),
|
||||
},
|
||||
terrain: Terrain::new(),
|
||||
figure_cache: FigureCache::new(),
|
||||
figure_mgr: FigureMgr::new(),
|
||||
}
|
||||
}
|
||||
|
||||
@ -104,7 +104,7 @@ impl Scene {
|
||||
}
|
||||
|
||||
/// Maintain data such as GPU constant buffers, models, etc. To be called once per tick.
|
||||
pub fn maintain(&mut self, renderer: &mut Renderer, client: &mut Client) {
|
||||
pub fn maintain(&mut self, renderer: &mut Renderer, client: &Client) {
|
||||
// Get player position
|
||||
let player_pos = client
|
||||
.state()
|
||||
@ -144,10 +144,10 @@ impl Scene {
|
||||
self.terrain.maintain(renderer, client);
|
||||
|
||||
// Maintain the figures
|
||||
self.figure_cache.maintain(renderer, client);
|
||||
self.figure_mgr.maintain(renderer, client);
|
||||
|
||||
// Remove unused figures
|
||||
self.figure_cache.clean(client.get_tick());
|
||||
self.figure_mgr.clean(client.get_tick());
|
||||
}
|
||||
|
||||
/// Render the scene using the provided `Renderer`
|
||||
@ -157,7 +157,7 @@ impl Scene {
|
||||
|
||||
// Render terrain and figures
|
||||
self.terrain.render(renderer, &self.globals);
|
||||
self.figure_cache.render(renderer, client, &self.globals);
|
||||
self.figure_mgr.render(renderer, client, &self.globals);
|
||||
|
||||
renderer.render_post_process(
|
||||
&self.postprocess.model,
|
||||
|
Loading…
Reference in New Issue
Block a user