Implement particle heartbeat scheduler

This commit is contained in:
scott-c 2020-08-07 22:04:52 +08:00
parent a0107d5cda
commit dd1e89a691
2 changed files with 190 additions and 140 deletions

View File

@ -94,15 +94,11 @@ impl ParticleMode {
}
impl Instance {
pub fn new(
inst_time: f64,
inst_entropy: f32,
inst_mode: ParticleMode,
inst_pos: Vec3<f32>,
) -> Self {
pub fn new(inst_time: f64, inst_mode: ParticleMode, inst_pos: Vec3<f32>) -> Self {
use rand::Rng;
Self {
inst_time: inst_time as f32,
inst_entropy,
inst_entropy: rand::thread_rng().gen(),
inst_mode: inst_mode as i32,
inst_pos: inst_pos.into_array(),
}
@ -110,7 +106,7 @@ impl Instance {
}
impl Default for Instance {
fn default() -> Self { Self::new(0.0, 0.0, ParticleMode::CampfireSmoke, Vec3::zero()) }
fn default() -> Self { Self::new(0.0, ParticleMode::CampfireSmoke, Vec3::zero()) }
}
pub struct ParticlePipeline;

View File

@ -19,61 +19,51 @@ use specs::{Join, WorldExt};
use std::time::{Duration, Instant};
use vek::*;
struct Particles {
alive_until: Instant, // created_at + lifespan
instance: ParticleInstance,
}
pub struct ParticleMgr {
// keep track of lifespans
particles: Vec<Particles>,
/// keep track of lifespans
particles: Vec<Particle>,
/// keep track of timings
scheduler: HeartbeatScheduler,
/// GPU Instance Buffer
instances: Instances<ParticleInstance>,
/// GPU Vertex Buffers
model_cache: HashMap<&'static str, Model<ParticlePipeline>>,
}
const MODEL_KEY: &str = "voxygen.voxel.particle";
impl ParticleMgr {
pub fn new(renderer: &mut Renderer) -> Self {
Self {
particles: Vec::new(),
scheduler: HeartbeatScheduler::new(),
instances: default_instances(renderer),
model_cache: default_cache(renderer),
}
}
pub fn particle_count(&self) -> usize { self.instances.count() }
pub fn particle_count_visible(&self) -> usize { self.instances.count() }
pub fn handle_outcome(&mut self, outcome: &Outcome, scene_data: &SceneData) {
let time = scene_data.state.get_time();
let now = Instant::now();
let mut rng = rand::thread_rng();
match outcome {
Outcome::Explosion { pos, power } => {
for _ in 0..150 {
self.particles.push(Particles {
alive_until: now + Duration::from_millis(250),
instance: ParticleInstance::new(
time,
rng.gen(),
ParticleMode::Shrapnel,
*pos,
),
});
self.particles.push(Particle::new(
Duration::from_millis(250),
time,
ParticleMode::Shrapnel,
*pos,
));
}
for _ in 0..200 {
self.particles.push(Particles {
alive_until: now + Duration::from_secs(4),
instance: ParticleInstance::new(
time,
rng.gen(),
ParticleMode::CampfireSmoke,
*pos + Vec2::<f32>::zero().map(|_| rng.gen_range(-1.0, 1.0) * power),
),
});
self.particles.push(Particle::new(
Duration::from_secs(4),
time,
ParticleMode::CampfireSmoke,
*pos + Vec2::<f32>::zero().map(|_| rng.gen_range(-1.0, 1.0) * power),
));
}
},
Outcome::ProjectileShot { .. } => {},
@ -84,35 +74,26 @@ impl ParticleMgr {
if scene_data.particles_enabled {
let now = Instant::now();
// remove dead particles
// remove dead Particle
self.particles.retain(|p| p.alive_until > now);
// add new particles
// add new Particle
self.maintain_body_particles(scene_data);
self.maintain_boost_particles(scene_data);
// update timings
self.scheduler.maintain();
} else {
// remove all particles
// remove all particle lifespans
self.particles.clear();
// remove all timings
self.scheduler.clear();
}
self.upload_particles(renderer);
}
fn upload_particles(&mut self, renderer: &mut Renderer) {
let all_cpu_instances = self
.particles
.iter()
.map(|p| p.instance)
.collect::<Vec<ParticleInstance>>();
// TODO: optimise buffer writes
let gpu_instances = renderer
.create_instances(&all_cpu_instances)
.expect("Failed to upload particle instances to the GPU!");
self.instances = gpu_instances;
}
fn maintain_body_particles(&mut self, scene_data: &SceneData) {
let ecs = scene_data.state.ecs();
for (_i, (_entity, body, pos)) in (
@ -141,106 +122,93 @@ impl ParticleMgr {
fn maintain_campfirelit_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
let time = scene_data.state.get_time();
let now = Instant::now();
let mut rng = rand::thread_rng();
self.particles.push(Particles {
alive_until: now + Duration::from_millis(250),
instance: ParticleInstance::new(time, rng.gen(), ParticleMode::CampfireFire, pos.0),
});
for _ in 0..self.scheduler.heartbeats(Duration::from_millis(10)) {
self.particles.push(Particle::new(
Duration::from_millis(250),
time,
ParticleMode::CampfireFire,
pos.0,
));
self.particles.push(Particles {
alive_until: now + Duration::from_secs(10),
instance: ParticleInstance::new(time, rng.gen(), ParticleMode::CampfireSmoke, pos.0),
});
self.particles.push(Particle::new(
Duration::from_secs(10),
time,
ParticleMode::CampfireSmoke,
pos.0,
));
}
}
fn maintain_boltfire_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
let time = scene_data.state.get_time();
let now = Instant::now();
let mut rng = rand::thread_rng();
self.particles.push(Particles {
alive_until: now + Duration::from_millis(250),
instance: ParticleInstance::new(time, rng.gen(), ParticleMode::CampfireFire, pos.0),
});
self.particles.push(Particles {
alive_until: now + Duration::from_secs(1),
instance: ParticleInstance::new(time, rng.gen(), ParticleMode::CampfireSmoke, pos.0),
});
for _ in 0..self.scheduler.heartbeats(Duration::from_millis(10)) {
self.particles.push(Particle::new(
Duration::from_millis(250),
time,
ParticleMode::CampfireFire,
pos.0,
));
self.particles.push(Particle::new(
Duration::from_secs(1),
time,
ParticleMode::CampfireSmoke,
pos.0,
));
}
}
fn maintain_boltfirebig_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
let time = scene_data.state.get_time();
let now = Instant::now();
let mut rng = rand::thread_rng();
// fire
self.particles.push(Particles {
alive_until: now + Duration::from_millis(250),
instance: ParticleInstance::new(time, rng.gen(), ParticleMode::CampfireFire, pos.0),
});
self.particles.push(Particles {
alive_until: now + Duration::from_millis(250),
instance: ParticleInstance::new(time, rng.gen(), ParticleMode::CampfireFire, pos.0),
});
for _ in 0..self.scheduler.heartbeats(Duration::from_millis(3)) {
self.particles.push(Particle::new(
Duration::from_millis(250),
time,
ParticleMode::CampfireFire,
pos.0,
));
}
// smoke
self.particles.push(Particles {
alive_until: now + Duration::from_secs(2),
instance: ParticleInstance::new(time, rng.gen(), ParticleMode::CampfireSmoke, pos.0),
});
self.particles.push(Particles {
alive_until: now + Duration::from_secs(2),
instance: ParticleInstance::new(time, rng.gen(), ParticleMode::CampfireSmoke, pos.0),
});
self.particles.push(Particles {
alive_until: now + Duration::from_secs(2),
instance: ParticleInstance::new(time, rng.gen(), ParticleMode::CampfireSmoke, pos.0),
});
for _ in 0..self.scheduler.heartbeats(Duration::from_millis(5)) {
self.particles.push(Particle::new(
Duration::from_secs(2),
time,
ParticleMode::CampfireSmoke,
pos.0,
));
}
}
fn maintain_bomb_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
let time = scene_data.state.get_time();
let now = Instant::now();
let mut rng = rand::thread_rng();
// sparks
self.particles.push(Particles {
alive_until: now + Duration::from_millis(1500),
instance: ParticleInstance::new(time, rng.gen(), ParticleMode::GunPowderSpark, pos.0),
});
self.particles.push(Particles {
alive_until: now + Duration::from_millis(1500),
instance: ParticleInstance::new(time, rng.gen(), ParticleMode::GunPowderSpark, pos.0),
});
self.particles.push(Particles {
alive_until: now + Duration::from_millis(1500),
instance: ParticleInstance::new(time, rng.gen(), ParticleMode::GunPowderSpark, pos.0),
});
self.particles.push(Particles {
alive_until: now + Duration::from_millis(1500),
instance: ParticleInstance::new(time, rng.gen(), ParticleMode::GunPowderSpark, pos.0),
});
self.particles.push(Particles {
alive_until: now + Duration::from_millis(1500),
instance: ParticleInstance::new(time, rng.gen(), ParticleMode::GunPowderSpark, pos.0),
});
for _ in 0..self.scheduler.heartbeats(Duration::from_millis(10)) {
// sparks
self.particles.push(Particle::new(
Duration::from_millis(1500),
time,
ParticleMode::GunPowderSpark,
pos.0,
));
// smoke
self.particles.push(Particles {
alive_until: now + Duration::from_secs(2),
instance: ParticleInstance::new(time, rng.gen(), ParticleMode::CampfireSmoke, pos.0),
});
// smoke
self.particles.push(Particle::new(
Duration::from_secs(2),
time,
ParticleMode::CampfireSmoke,
pos.0,
));
}
}
fn maintain_boost_particles(&mut self, scene_data: &SceneData) {
let state = scene_data.state;
let ecs = state.ecs();
let time = state.get_time();
let now = Instant::now();
let mut rng = rand::thread_rng();
for (_i, (_entity, pos, character_state)) in (
&ecs.entities(),
@ -251,19 +219,33 @@ impl ParticleMgr {
.enumerate()
{
if let CharacterState::Boost(_) = character_state {
self.particles.push(Particles {
alive_until: now + Duration::from_secs(15),
instance: ParticleInstance::new(
for _ in 0..self.scheduler.heartbeats(Duration::from_millis(10)) {
self.particles.push(Particle::new(
Duration::from_secs(15),
time,
rng.gen(),
ParticleMode::CampfireSmoke,
pos.0,
),
});
));
}
}
}
}
fn upload_particles(&mut self, renderer: &mut Renderer) {
let all_cpu_instances = self
.particles
.iter()
.map(|p| p.instance)
.collect::<Vec<ParticleInstance>>();
// TODO: optimise buffer writes
let gpu_instances = renderer
.create_instances(&all_cpu_instances)
.expect("Failed to upload particle instances to the GPU!");
self.instances = gpu_instances;
}
pub fn render(
&self,
renderer: &mut Renderer,
@ -275,12 +257,16 @@ impl ParticleMgr {
if scene_data.particles_enabled {
let model = &self
.model_cache
.get(MODEL_KEY)
.get(DEFAULT_MODEL_KEY)
.expect("Expected particle model in cache");
renderer.render_particles(model, globals, &self.instances, lights, shadows);
}
}
pub fn particle_count(&self) -> usize { self.instances.count() }
pub fn particle_count_visible(&self) -> usize { self.instances.count() }
}
fn default_instances(renderer: &mut Renderer) -> Instances<ParticleInstance> {
@ -291,14 +277,16 @@ fn default_instances(renderer: &mut Renderer) -> Instances<ParticleInstance> {
.expect("Failed to upload particle instances to the GPU!")
}
const DEFAULT_MODEL_KEY: &str = "voxygen.voxel.particle";
fn default_cache(renderer: &mut Renderer) -> HashMap<&'static str, Model<ParticlePipeline>> {
let mut model_cache = HashMap::new();
model_cache.entry(MODEL_KEY).or_insert_with(|| {
model_cache.entry(DEFAULT_MODEL_KEY).or_insert_with(|| {
let offset = Vec3::zero();
let lod_scale = Vec3::one();
let vox = assets::load_expect::<DotVoxData>(MODEL_KEY);
let vox = assets::load_expect::<DotVoxData>(DEFAULT_MODEL_KEY);
let mesh = &Meshable::<ParticlePipeline, ParticlePipeline>::generate_mesh(
&Segment::from(vox.as_ref()),
@ -313,3 +301,69 @@ fn default_cache(renderer: &mut Renderer) -> HashMap<&'static str, Model<Particl
model_cache
}
/// Accumulates heartbeats to be consumed on the next tick.
struct HeartbeatScheduler {
/// Duration = Heartbeat Frequency/Intervals
/// Instant = Last update time
/// u8 = number of heartbeats since last update
/// - if it's more frequent then tick rate, it could be 1 or more.
/// - if it's less frequent then tick rate, it could be 1 or 0.
/// - if it's equal to the tick rate, it could be between 2 and 0, due to
/// delta time variance etc.
timers: HashMap<Duration, (Instant, u8)>,
}
impl HeartbeatScheduler {
pub fn new() -> Self {
HeartbeatScheduler {
timers: HashMap::new(),
}
}
/// updates the last elapsed times and elasped counts
/// this should be called once, and only once per tick.
pub fn maintain(&mut self) {
for (frequency, (last_update, heartbeats)) in self.timers.iter_mut() {
// the number of iterations since last update
*heartbeats =
// TODO: use nightly api once stable; https://github.com/rust-lang/rust/issues/63139
(last_update.elapsed().as_secs_f32() / frequency.as_secs_f32()).floor() as u8;
// Instant::now() minus the heart beat count precision,
// or alternatively as expressed below.
*last_update += frequency.mul_f32(*heartbeats as f32);
// Note: we want to preserve incomplete heartbeats, and include them
// in the next update.
}
}
/// returns the number of times this duration has elasped since the last
/// tick:
/// - if it's more frequent then tick rate, it could be 1 or more.
/// - if it's less frequent then tick rate, it could be 1 or 0.
/// - if it's equal to the tick rate, it could be between 2 and 0, due to
/// delta time variance.
pub fn heartbeats(&mut self, frequency: Duration) -> u8 {
self.timers
.entry(frequency)
.or_insert_with(|| (Instant::now(), 0))
.1
}
pub fn clear(&mut self) { self.timers.clear() }
}
struct Particle {
alive_until: Instant, // created_at + lifespan
instance: ParticleInstance,
}
impl Particle {
fn new(lifespan: Duration, time: f64, mode: ParticleMode, pos: Vec3<f32>) -> Self {
Particle {
alive_until: Instant::now() + lifespan,
instance: ParticleInstance::new(time, mode, pos),
}
}
}