Merge branch 'zesterer/perf' into 'master'

Performance improvements, LoD system for terrain sprites and figures

See merge request veloren/veloren!944
This commit is contained in:
Joshua Barretto 2020-04-25 21:15:32 +00:00
commit e690efe717
49 changed files with 1975 additions and 973 deletions

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@ -62,6 +62,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Made players spawn in towns
- Added non-uniform block heights
- Added `/sudo` command
- Added a Level of Detail (LoD) system for terrain sprites and entities
### Changed

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@ -252,7 +252,8 @@ Viel Spaß in der Welt von Veloren, Abenteurer!"#,
"hud.settings.invert_mouse_y_axis": "Maus Y-Achse invertieren",
"hud.settings.free_look_behavior": "Freies Umsehen",
"hud.settings.view_distance": "Sichtweite",
"hud.settings.view_distance": "Gelände Sichtweite",
"hud.settings.sprites_view_distance": "Objekt Sichtweite",
"hud.settings.maximum_fps": "Maximale FPS",
"hud.settings.fov": "Sichtfeld (Grad)",
"hud.settings.gamma": "Gamma",

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@ -250,6 +250,7 @@ Enjoy your stay in the World of Veloren."#,
"hud.settings.free_look_behavior": "Free look behavior",
"hud.settings.view_distance": "View Distance",
"hud.settings.sprites_view_distance": "Sprites View Distance",
"hud.settings.maximum_fps": "Maximum FPS",
"hud.settings.fov": "Field of View (deg)",
"hud.settings.gamma": "Gamma",

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@ -2,11 +2,10 @@
#include <globals.glsl>
in vec3 v_pos;
in uint v_pos_norm;
in vec3 v_norm;
in vec3 v_col;
in float v_ao;
in uint v_bone_idx;
in uint v_col;
in uint v_ao_bone;
layout (std140)
uniform u_locals {
@ -23,6 +22,7 @@ struct BoneData {
layout (std140)
uniform u_bones {
// Warning: might not actually be 16 elements long. Don't index out of bounds!
BoneData bones[16];
};
@ -33,20 +33,27 @@ flat out vec3 f_norm;
void main() {
// Pre-calculate bone matrix
mat4 combined_mat = model_mat * bones[v_bone_idx].bone_mat;
uint bone_idx = (v_ao_bone >> 2) & 0x3Fu;
mat4 combined_mat = model_mat * bones[bone_idx].bone_mat;
vec3 pos = vec3((uvec3(v_pos_norm) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) - 128.0;
f_pos = (
combined_mat *
vec4(v_pos, 1)).xyz;
vec4(pos, 1)).xyz;
f_col = v_col;
f_col = vec3((uvec3(v_col) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) / 255.0;
f_ao = v_ao;
f_ao = float(v_ao_bone & 0x3u) / 4.0;
// First 3 normals are negative, next 3 are positive
vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1));
vec3 norm = normals[(v_pos_norm >> 24) & 0x7u];
// Calculate normal here rather than for each pixel in the fragment shader
f_norm = normalize((
combined_mat *
vec4(v_norm, 0.0)
vec4(norm, 0.0)
).xyz);
gl_Position = all_mat * vec4(f_pos, 1);

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@ -16,6 +16,7 @@ uniform u_globals {
// 0 - FirstPerson
// 1 - ThirdPerson
uint cam_mode;
float sprite_render_distance;
};
// Specifies the pattern used in the player dithering
@ -26,4 +27,4 @@ mat4 threshold_matrix = mat4(
vec4(16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0)
);
float distance_divider = 2;
float shadow_dithering = 0.5;
float shadow_dithering = 0.5;

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@ -13,7 +13,6 @@ out vec4 tgt_color;
#include <sky.glsl>
#include <light.glsl>
const float RENDER_DIST = 112.0;
const float FADE_DIST = 32.0;
void main() {
@ -35,5 +34,5 @@ void main() {
vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 0.5, true, clouds);
vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
tgt_color = vec4(color, 1.0 - clamp((distance(focus_pos.xy, f_pos.xy) - (RENDER_DIST - FADE_DIST)) / FADE_DIST, 0, 1));
tgt_color = vec4(color, 1.0 - clamp((distance(focus_pos.xy, f_pos.xy) - (sprite_render_distance - FADE_DIST)) / FADE_DIST, 0, 1));
}

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@ -4,9 +4,8 @@
#include <srgb.glsl>
in vec3 v_pos;
in vec3 v_norm;
in vec3 v_col;
in float v_ao;
in uint v_col;
in uint v_norm_ao;
in vec4 inst_mat0;
in vec4 inst_mat1;
in vec4 inst_mat2;
@ -32,6 +31,7 @@ void main() {
vec3 sprite_pos = (inst_mat * vec4(0, 0, 0, 1)).xyz;
f_pos = (inst_mat * vec4(v_pos * SCALE, 1)).xyz;
f_pos.z -= 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0);
// Wind waving
f_pos += inst_wind_sway * vec3(
@ -40,10 +40,13 @@ void main() {
0.0
) * pow(abs(v_pos.z) * SCALE, 1.3) * 0.2;
f_norm = (inst_mat * vec4(v_norm, 0)).xyz;
// First 3 normals are negative, next 3 are positive
vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1));
f_norm = (inst_mat * vec4(normals[(v_norm_ao >> 0) & 0x7u], 0)).xyz;
f_col = srgb_to_linear(v_col) * srgb_to_linear(inst_col);
f_ao = v_ao;
vec3 col = vec3((uvec3(v_col) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) / 255.0;
f_col = srgb_to_linear(col) * srgb_to_linear(inst_col);
f_ao = float((v_norm_ao >> 3) & 0x3u) / 4.0;
// Select glowing
if (select_pos.w > 0 && select_pos.xyz == floor(sprite_pos)) {

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@ -2,7 +2,9 @@ pub mod cell;
pub mod mat_cell;
pub use mat_cell::Material;
use self::{cell::Cell, mat_cell::MatCell};
// Reexport
pub use self::{cell::Cell, mat_cell::MatCell};
use crate::{
vol::{IntoFullPosIterator, IntoFullVolIterator, ReadVol, SizedVol, Vox, WriteVol},
volumes::dyna::Dyna,

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@ -1,4 +1,4 @@
use crate::ray::Ray;
use crate::{ray::Ray, volumes::scaled::Scaled};
use std::fmt::Debug;
use vek::*;
@ -24,6 +24,13 @@ pub trait Vox: Sized + Clone + PartialEq {
pub trait BaseVol {
type Vox: Vox;
type Error: Debug;
fn scaled_by(&self, scale: Vec3<f32>) -> Scaled<Self>
where
Self: Sized,
{
Scaled { inner: self, scale }
}
}
/// Implementing `BaseVol` for any `&'a BaseVol` makes it possible to implement
@ -159,6 +166,7 @@ where
/// Unfortunately we can't just implement `IntoIterator` in this generic way
/// because it's defined in another crate. That's actually the only reason why
/// the trait `IntoFullVolIterator` exists.
// TODO: See whether relaxed orphan rules permit this to be replaced now
impl<'a, T: 'a + SizedVol> IntoFullVolIterator<'a> for &'a T
where
Self: IntoVolIterator<'a>,

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@ -1,4 +1,5 @@
pub mod chunk;
pub mod dyna;
pub mod scaled;
pub mod vol_grid_2d;
pub mod vol_grid_3d;

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@ -0,0 +1,53 @@
use crate::vol::{BaseVol, ReadVol, SizedVol, Vox};
use vek::*;
pub struct Scaled<'a, V> {
pub inner: &'a V,
pub scale: Vec3<f32>,
}
impl<'a, V: BaseVol> BaseVol for Scaled<'a, V> {
type Error = V::Error;
type Vox = V::Vox;
}
impl<'a, V: ReadVol> ReadVol for Scaled<'a, V> {
#[inline(always)]
fn get(&self, pos: Vec3<i32>) -> Result<&Self::Vox, Self::Error> {
let ideal_pos = pos.map2(self.scale, |e, scale| e as f32 / scale);
let pos = ideal_pos.map(|e| e.trunc() as i32);
let ideal_search_size = Vec3::<f32>::one() / self.scale;
let range_iter = |i: usize| {
std::iter::successors(Some(0), |p| Some(if *p < 0 { -*p } else { -(*p + 1) }))
.take_while(move |p| {
((ideal_pos[i] - ideal_search_size[i] / 2.0).round() as i32
..(ideal_pos[i] + ideal_search_size[i] / 2.0).round() as i32)
.contains(&(pos[i] + *p))
})
};
range_iter(0)
.map(|i| range_iter(1).map(move |j| range_iter(2).map(move |k| Vec3::new(i, j, k))))
.flatten()
.flatten()
.map(|offs| self.inner.get(pos + offs))
.find(|vox| vox.as_ref().map(|v| !v.is_empty()).unwrap_or(false))
.unwrap_or_else(|| self.inner.get(pos))
}
}
impl<'a, V: SizedVol> SizedVol for Scaled<'a, V> {
#[inline(always)]
fn lower_bound(&self) -> Vec3<i32> {
self.inner
.lower_bound()
.map2(self.scale, |e, scale| (e as f32 * scale).floor() as i32)
}
#[inline(always)]
fn upper_bound(&self) -> Vec3<i32> {
self.inner
.upper_bound()
.map2(self.scale, |e, scale| (e as f32 * scale).ceil() as i32 + 1)
}
}

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@ -47,6 +47,8 @@ impl BipedLargeSkeleton {
impl Skeleton for BipedLargeSkeleton {
type Attr = SkeletonAttr;
fn bone_count(&self) -> usize { 11 }
fn compute_matrices(&self) -> [FigureBoneData; 16] {
let upper_torso_mat = self.upper_torso.compute_base_matrix();
let shoulder_l_mat = self.shoulder_l.compute_base_matrix();

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@ -27,6 +27,8 @@ impl BirdMediumSkeleton {
impl Skeleton for BirdMediumSkeleton {
type Attr = SkeletonAttr;
fn bone_count(&self) -> usize { 7 }
fn compute_matrices(&self) -> [FigureBoneData; 16] {
let torso_mat = self.torso.compute_base_matrix();

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@ -31,6 +31,8 @@ impl BirdSmallSkeleton {
impl Skeleton for BirdSmallSkeleton {
type Attr = SkeletonAttr;
fn bone_count(&self) -> usize { 4 }
fn compute_matrices(&self) -> [FigureBoneData; 16] {
let torso_mat = self.torso.compute_base_matrix();

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@ -62,6 +62,8 @@ impl CharacterSkeleton {
impl Skeleton for CharacterSkeleton {
type Attr = SkeletonAttr;
fn bone_count(&self) -> usize { 15 }
fn compute_matrices(&self) -> [FigureBoneData; 16] {
let chest_mat = self.chest.compute_base_matrix();
let torso_mat = self.torso.compute_base_matrix();

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@ -32,6 +32,8 @@ impl CritterSkeleton {
impl Skeleton for CritterSkeleton {
type Attr = CritterAttr;
fn bone_count(&self) -> usize { 5 }
fn compute_matrices(&self) -> [FigureBoneData; 16] {
[
FigureBoneData::new(self.head.compute_base_matrix()),

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@ -49,6 +49,8 @@ impl DragonSkeleton {
impl Skeleton for DragonSkeleton {
type Attr = SkeletonAttr;
fn bone_count(&self) -> usize { 13 }
fn compute_matrices(&self) -> [FigureBoneData; 16] {
let chest_front_mat = self.chest_front.compute_base_matrix();
let wing_in_l_mat = self.wing_in_l.compute_base_matrix();

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@ -35,6 +35,8 @@ impl FishMediumSkeleton {
impl Skeleton for FishMediumSkeleton {
type Attr = SkeletonAttr;
fn bone_count(&self) -> usize { 6 }
fn compute_matrices(&self) -> [FigureBoneData; 16] {
let torso_mat = self.torso.compute_base_matrix();
let rear_mat = self.rear.compute_base_matrix();

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@ -27,6 +27,8 @@ impl FishSmallSkeleton {
impl Skeleton for FishSmallSkeleton {
type Attr = SkeletonAttr;
fn bone_count(&self) -> usize { 2 }
fn compute_matrices(&self) -> [FigureBoneData; 16] {
let torso_mat = self.torso.compute_base_matrix();

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@ -13,9 +13,11 @@ impl FixtureSkeleton {
impl Skeleton for FixtureSkeleton {
type Attr = SkeletonAttr;
fn bone_count(&self) -> usize { 1 }
fn compute_matrices(&self) -> [FigureBoneData; 16] {
[
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()), // <-- This is actually a bone!
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()),

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@ -52,6 +52,8 @@ impl Bone {
pub trait Skeleton: Send + Sync + 'static {
type Attr;
fn bone_count(&self) -> usize { 16 }
fn compute_matrices(&self) -> [FigureBoneData; 16];
/// Change the current skeleton to be more like `target`.

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@ -15,24 +15,26 @@ const SCALE: f32 = 1.0 / 11.0;
impl Skeleton for ObjectSkeleton {
type Attr = SkeletonAttr;
fn bone_count(&self) -> usize { 1 }
fn compute_matrices(&self) -> [FigureBoneData; 16] {
[
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()),
FigureBoneData::new(vek::Mat4::identity()),
]
}

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@ -31,6 +31,8 @@ impl QuadrupedMediumSkeleton {
impl Skeleton for QuadrupedMediumSkeleton {
type Attr = SkeletonAttr;
fn bone_count(&self) -> usize { 11 }
fn compute_matrices(&self) -> [FigureBoneData; 16] {
let ears_mat = self.ears.compute_base_matrix();
let head_upper_mat = self.head_upper.compute_base_matrix();

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@ -26,6 +26,8 @@ impl QuadrupedSmallSkeleton {
impl Skeleton for QuadrupedSmallSkeleton {
type Attr = SkeletonAttr;
fn bone_count(&self) -> usize { 6 }
fn compute_matrices(&self) -> [FigureBoneData; 16] {
[
FigureBoneData::new(self.head.compute_base_matrix()),

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@ -210,6 +210,7 @@ pub enum Event {
ToggleMouseYInvert(bool),
ToggleSmoothPan(bool),
AdjustViewDistance(u32),
AdjustSpriteRenderDistance(u32),
AdjustMusicVolume(f32),
AdjustSfxVolume(f32),
ChangeAudioDevice(String),
@ -1801,6 +1802,9 @@ impl Hud {
settings_window::Event::AdjustViewDistance(view_distance) => {
events.push(Event::AdjustViewDistance(view_distance));
},
settings_window::Event::AdjustSpriteRenderDistance(view_distance) => {
events.push(Event::AdjustSpriteRenderDistance(view_distance));
},
settings_window::Event::CrosshairTransp(crosshair_transp) => {
events.push(Event::CrosshairTransp(crosshair_transp));
},

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@ -89,6 +89,9 @@ widget_ids! {
vd_slider,
vd_text,
vd_value,
sprite_dist_slider,
sprite_dist_text,
sprite_dist_value,
max_fps_slider,
max_fps_text,
max_fps_value,
@ -209,6 +212,7 @@ pub enum Event {
ToggleMouseYInvert(bool),
ToggleSmoothPan(bool),
AdjustViewDistance(u32),
AdjustSpriteRenderDistance(u32),
AdjustFOV(u16),
AdjustGamma(f32),
AdjustWindowSize([u16; 2]),
@ -1612,7 +1616,43 @@ impl<'a> Widget for SettingsWindow<'a> {
.font_id(self.fonts.cyri.conrod_id)
.color(TEXT_COLOR)
.set(state.ids.gamma_value, ui);
// Sprites VD
if let Some(new_val) = ImageSlider::discrete(
self.global_state.settings.graphics.sprite_render_distance,
50,
500,
self.imgs.slider_indicator,
self.imgs.slider,
)
.w_h(104.0, 22.0)
.right_from(state.ids.vd_slider, 50.0)
.track_breadth(12.0)
.slider_length(10.0)
.pad_track((5.0, 5.0))
.set(state.ids.sprite_dist_slider, ui)
{
events.push(Event::AdjustSpriteRenderDistance(new_val));
}
Text::new(
&self
.localized_strings
.get("hud.settings.sprites_view_distance"),
)
.up_from(state.ids.sprite_dist_slider, 8.0)
.font_size(self.fonts.cyri.scale(14))
.font_id(self.fonts.cyri.conrod_id)
.color(TEXT_COLOR)
.set(state.ids.sprite_dist_text, ui);
Text::new(&format!(
"{}",
self.global_state.settings.graphics.sprite_render_distance
))
.right_from(state.ids.sprite_dist_slider, 8.0)
.font_size(self.fonts.cyri.scale(14))
.font_id(self.fonts.cyri.conrod_id)
.color(TEXT_COLOR)
.set(state.ids.sprite_dist_value, ui);
// AaMode
Text::new(&self.localized_strings.get("hud.settings.antialiasing_mode"))
.down_from(state.ids.gamma_slider, 8.0)

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@ -4,14 +4,14 @@ mod vol;
use crate::render::{self, Mesh};
pub trait Meshable<P: render::Pipeline, T: render::Pipeline> {
pub trait Meshable<'a, P: render::Pipeline, T: render::Pipeline> {
type Pipeline: render::Pipeline;
type TranslucentPipeline: render::Pipeline;
type Supplement;
// Generate meshes - one opaque, one translucent
fn generate_mesh(
&self,
&'a self,
supp: Self::Supplement,
) -> (Mesh<Self::Pipeline>, Mesh<Self::TranslucentPipeline>);
}

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@ -3,27 +3,43 @@ use crate::{
render::{self, FigurePipeline, Mesh, SpritePipeline},
};
use common::{
figure::Segment,
figure::Cell,
util::{linear_to_srgb, srgb_to_linear},
vol::{IntoFullVolIterator, ReadVol, Vox},
vol::{BaseVol, ReadVol, SizedVol, Vox},
};
use vek::*;
type FigureVertex = <FigurePipeline as render::Pipeline>::Vertex;
type SpriteVertex = <SpritePipeline as render::Pipeline>::Vertex;
impl Meshable<FigurePipeline, FigurePipeline> for Segment {
impl<'a, V: 'a> Meshable<'a, FigurePipeline, FigurePipeline> for V
where
V: BaseVol<Vox = Cell> + ReadVol + SizedVol,
/* TODO: Use VolIterator instead of manually iterating
* &'a V: IntoVolIterator<'a> + IntoFullVolIterator<'a>,
* &'a V: BaseVol<Vox=Cell>, */
{
type Pipeline = FigurePipeline;
type Supplement = Vec3<f32>;
type Supplement = (Vec3<f32>, Vec3<f32>);
type TranslucentPipeline = FigurePipeline;
fn generate_mesh(
&self,
offs: Self::Supplement,
&'a self,
(offs, scale): Self::Supplement,
) -> (Mesh<Self::Pipeline>, Mesh<Self::TranslucentPipeline>) {
let mut mesh = Mesh::new();
for (pos, vox) in self.full_vol_iter() {
let vol_iter = (self.lower_bound().x..self.upper_bound().x)
.map(|i| {
(self.lower_bound().y..self.upper_bound().y).map(move |j| {
(self.lower_bound().z..self.upper_bound().z).map(move |k| Vec3::new(i, j, k))
})
})
.flatten()
.flatten()
.map(|pos| (pos, self.get(pos).map(|x| *x).unwrap_or(Vox::empty())));
for (pos, vox) in vol_iter {
if let Some(col) = vox.get_color() {
vol::push_vox_verts(
&mut mesh,
@ -32,7 +48,7 @@ impl Meshable<FigurePipeline, FigurePipeline> for Segment {
&[[[Rgba::from_opaque(col); 3]; 3]; 3],
|origin, norm, col, light, ao| {
FigureVertex::new(
origin,
origin * scale,
norm,
linear_to_srgb(srgb_to_linear(col) * light),
ao,
@ -62,18 +78,34 @@ impl Meshable<FigurePipeline, FigurePipeline> for Segment {
}
}
impl Meshable<SpritePipeline, SpritePipeline> for Segment {
impl<'a, V: 'a> Meshable<'a, SpritePipeline, SpritePipeline> for V
where
V: BaseVol<Vox = Cell> + ReadVol + SizedVol,
/* TODO: Use VolIterator instead of manually iterating
* &'a V: IntoVolIterator<'a> + IntoFullVolIterator<'a>,
* &'a V: BaseVol<Vox=Cell>, */
{
type Pipeline = SpritePipeline;
type Supplement = Vec3<f32>;
type Supplement = (Vec3<f32>, Vec3<f32>);
type TranslucentPipeline = SpritePipeline;
fn generate_mesh(
&self,
offs: Self::Supplement,
&'a self,
(offs, scale): Self::Supplement,
) -> (Mesh<Self::Pipeline>, Mesh<Self::TranslucentPipeline>) {
let mut mesh = Mesh::new();
for (pos, vox) in self.full_vol_iter() {
let vol_iter = (self.lower_bound().x..self.upper_bound().x)
.map(|i| {
(self.lower_bound().y..self.upper_bound().y).map(move |j| {
(self.lower_bound().z..self.upper_bound().z).map(move |k| Vec3::new(i, j, k))
})
})
.flatten()
.flatten()
.map(|pos| (pos, self.get(pos).map(|x| *x).unwrap_or(Vox::empty())));
for (pos, vox) in vol_iter {
if let Some(col) = vox.get_color() {
vol::push_vox_verts(
&mut mesh,
@ -82,7 +114,7 @@ impl Meshable<SpritePipeline, SpritePipeline> for Segment {
&[[[Rgba::from_opaque(col); 3]; 3]; 3],
|origin, norm, col, light, ao| {
SpriteVertex::new(
origin,
origin * scale,
norm,
linear_to_srgb(srgb_to_linear(col) * light),
ao,

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@ -198,15 +198,15 @@ fn calc_light<V: RectRasterableVol<Vox = Block> + ReadVol + Debug>(
}
}
impl<V: RectRasterableVol<Vox = Block> + ReadVol + Debug> Meshable<TerrainPipeline, FluidPipeline>
for VolGrid2d<V>
impl<'a, V: RectRasterableVol<Vox = Block> + ReadVol + Debug>
Meshable<'a, TerrainPipeline, FluidPipeline> for VolGrid2d<V>
{
type Pipeline = TerrainPipeline;
type Supplement = Aabb<i32>;
type TranslucentPipeline = FluidPipeline;
fn generate_mesh(
&self,
&'a self,
range: Self::Supplement,
) -> (Mesh<Self::Pipeline>, Mesh<Self::TranslucentPipeline>) {
let mut light = calc_light(range, self);

View File

@ -11,11 +11,12 @@ use vek::*;
gfx_defines! {
vertex Vertex {
pos: [f32; 3] = "v_pos",
norm: [f32; 3] = "v_norm",
col: [f32; 3] = "v_col",
ao: f32 = "v_ao",
bone_idx: u8 = "v_bone_idx",
pos_norm: u32 = "v_pos_norm",
col: u32 = "v_col",
// BBBBBBAA
// B = Bone
// A = AO
ao_bone: u8 = "v_ao_bone",
}
constant Locals {
@ -46,17 +47,29 @@ gfx_defines! {
impl Vertex {
pub fn new(pos: Vec3<f32>, norm: Vec3<f32>, col: Rgb<f32>, ao: f32, bone_idx: u8) -> Self {
let norm_bits = if norm.x != 0.0 {
if norm.x < 0.0 { 0 } else { 1 }
} else if norm.y != 0.0 {
if norm.y < 0.0 { 2 } else { 3 }
} else {
if norm.z < 0.0 { 4 } else { 5 }
};
Self {
pos: pos.into_array(),
col: col.into_array(),
norm: norm.into_array(),
ao,
bone_idx,
pos_norm: pos
.map2(Vec3::new(0, 8, 16), |e, shift| {
((e + 128.0) as u32) << shift
})
.reduce_bitor()
| (norm_bits << 24),
col: col
.map2(Rgb::new(0, 8, 16), |e, shift| ((e * 255.0) as u32) << shift)
.reduce_bitor(),
ao_bone: (bone_idx << 2) | ((ao * 3.9999) as u8),
}
}
pub fn with_bone_idx(mut self, bone_idx: u8) -> Self {
self.bone_idx = bone_idx;
self.ao_bone = (self.ao_bone & 0b11) | (bone_idx << 2);
self
}
}

View File

@ -29,6 +29,7 @@ gfx_defines! {
select_pos: [i32; 4] = "select_pos",
gamma: [f32; 4] = "gamma",
cam_mode: u32 = "cam_mode",
sprite_render_distance: f32 = "sprite_render_distance",
}
constant Light {
@ -58,6 +59,7 @@ impl Globals {
select_pos: Option<Vec3<i32>>,
gamma: f32,
cam_mode: CameraMode,
sprite_render_distance: f32,
) -> Self {
Self {
view_mat: arr_to_mat(view_mat.into_col_array()),
@ -77,6 +79,7 @@ impl Globals {
.into_array(),
gamma: [gamma; 4],
cam_mode: cam_mode as u32,
sprite_render_distance,
}
}
}
@ -98,6 +101,7 @@ impl Default for Globals {
None,
1.0,
CameraMode::ThirdPerson,
250.0,
)
}
}

View File

@ -12,9 +12,12 @@ use vek::*;
gfx_defines! {
vertex Vertex {
pos: [f32; 3] = "v_pos",
norm: [f32; 3] = "v_norm",
col: [f32; 3] = "v_col",
ao: f32 = "v_ao",
// ____BBBBBBBBGGGGGGGGRRRRRRRR
col: u32 = "v_col",
// ...AANNN
// A = AO
// N = Normal
norm_ao: u32 = "v_norm_ao",
}
vertex Instance {
@ -43,11 +46,20 @@ gfx_defines! {
impl Vertex {
pub fn new(pos: Vec3<f32>, norm: Vec3<f32>, col: Rgb<f32>, ao: f32) -> Self {
let norm_bits = if norm.x != 0.0 {
if norm.x < 0.0 { 0 } else { 1 }
} else if norm.y != 0.0 {
if norm.y < 0.0 { 2 } else { 3 }
} else {
if norm.z < 0.0 { 4 } else { 5 }
};
Self {
pos: pos.into_array(),
col: col.into_array(),
norm: norm.into_array(),
ao,
col: col
.map2(Rgb::new(0, 8, 16), |e, shift| ((e * 255.0) as u32) << shift)
.reduce_bitor(),
norm_ao: norm_bits | (((ao * 3.9999) as u32) << 3),
}
}
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -118,17 +118,20 @@ impl FigureMgr {
.map_or(Vec3::zero(), |pos| pos.0);
for (
entity,
pos,
interpolated,
vel,
scale,
body,
character,
last_character,
physics,
stats,
loadout,
i,
(
entity,
pos,
interpolated,
vel,
scale,
body,
character,
last_character,
physics,
stats,
loadout,
),
) in (
&ecs.entities(),
&ecs.read_storage::<Pos>(),
@ -143,7 +146,26 @@ impl FigureMgr {
ecs.read_storage::<Loadout>().maybe(),
)
.join()
.enumerate()
{
// Maintaining figure data and sending new figure data to the GPU turns out to
// be a very expensive operation. We want to avoid doing it as much
// as possible, so we make the assumption that players don't care so
// much about the update *rate* for far away things. As the entity
// goes further and further away, we start to 'skip' update ticks.
// TODO: Investigate passing the velocity into the shader so we can at least
// interpolate motion
const MIN_PERFECT_RATE_DIST: f32 = 50.0;
if (i as u64 + tick)
% (1 + ((pos.0.distance_squared(camera.get_focus_pos()).powf(0.25)
- MIN_PERFECT_RATE_DIST.powf(0.5))
.max(0.0)
/ 3.0) as u64)
!= 0
{
continue;
}
let is_player = scene_data.player_entity == entity;
let (pos, ori) = interpolated
@ -1385,7 +1407,7 @@ impl FigureMgr {
let character_state_storage = state.read_storage::<common::comp::CharacterState>();
let character_state = character_state_storage.get(player_entity);
for (entity, _, _, body, _, loadout, _) in (
for (entity, pos, _, body, _, loadout, _) in (
&ecs.entities(),
&ecs.read_storage::<Pos>(),
ecs.read_storage::<Ori>().maybe(),
@ -1413,6 +1435,7 @@ impl FigureMgr {
body,
loadout,
false,
pos.0,
);
}
}
@ -1434,7 +1457,10 @@ impl FigureMgr {
let character_state_storage = state.read_storage::<common::comp::CharacterState>();
let character_state = character_state_storage.get(player_entity);
if let Some(body) = ecs.read_storage::<Body>().get(player_entity) {
if let (Some(pos), Some(body)) = (
ecs.read_storage::<Pos>().get(player_entity),
ecs.read_storage::<Body>().get(player_entity),
) {
let stats_storage = state.read_storage::<Stats>();
let stats = stats_storage.get(player_entity);
@ -1457,6 +1483,7 @@ impl FigureMgr {
body,
loadout,
true,
pos.0,
);
}
}
@ -1474,6 +1501,7 @@ impl FigureMgr {
body: &Body,
loadout: Option<&Loadout>,
is_player: bool,
pos: Vec3<f32>,
) {
let player_camera_mode = if is_player {
camera.get_mode()
@ -1686,6 +1714,19 @@ impl FigureMgr {
)
}),
} {
const FIGURE_LOW_LOD_DIST: f32 = 150.0;
const FIGURE_MID_LOD_DIST: f32 = 85.0;
let model = if pos.distance_squared(camera.get_focus_pos())
> FIGURE_LOW_LOD_DIST.powf(2.0)
{
&model[2]
} else if pos.distance_squared(camera.get_focus_pos()) > FIGURE_MID_LOD_DIST.powf(2.0) {
&model[1]
} else {
&model[0]
};
if is_player {
renderer.render_player(model, globals, locals, bone_consts, lights, shadows);
renderer.render_player_shadow(model, globals, locals, bone_consts, lights, shadows);
@ -1818,7 +1859,10 @@ impl<S: Skeleton> FigureState<S> {
renderer.update_consts(&mut self.locals, &[locals]).unwrap();
renderer
.update_consts(&mut self.bone_consts, &self.skeleton.compute_matrices())
.update_consts(
&mut self.bone_consts,
&self.skeleton.compute_matrices()[0..self.skeleton.bone_count()],
)
.unwrap();
}

View File

@ -76,6 +76,7 @@ pub struct SceneData<'a> {
pub thread_pool: &'a uvth::ThreadPool,
pub gamma: f32,
pub mouse_smoothing: bool,
pub sprite_render_distance: f32,
}
impl Scene {
@ -353,6 +354,7 @@ impl Scene {
self.select_pos,
scene_data.gamma,
self.camera.get_mode(),
scene_data.sprite_render_distance as f32 - 20.0,
)])
.expect("Failed to update global constants");
@ -385,6 +387,7 @@ impl Scene {
state: &State,
player_entity: EcsEntity,
tick: u64,
scene_data: &SceneData,
) {
// Render terrain and figures.
self.terrain.render(
@ -425,6 +428,7 @@ impl Scene {
&self.lights,
&self.shadows,
self.camera.get_focus_pos(),
scene_data.sprite_render_distance,
);
renderer.render_post_process(

View File

@ -4,8 +4,9 @@ use crate::{
fixture::FixtureSkeleton,
Animation, Skeleton,
},
mesh::Meshable,
render::{
create_pp_mesh, create_skybox_mesh, Consts, FigurePipeline, Globals, Light, Model,
create_pp_mesh, create_skybox_mesh, Consts, FigurePipeline, Globals, Light, Mesh, Model,
PostProcessLocals, PostProcessPipeline, Renderer, Shadow, SkyboxLocals, SkyboxPipeline,
},
scene::{
@ -16,6 +17,7 @@ use crate::{
};
use common::{
comp::{humanoid, Body, Loadout},
figure::Segment,
terrain::BlockKind,
vol::{BaseVol, ReadVol, Vox},
};
@ -40,6 +42,10 @@ impl ReadVol for VoidVol {
fn get<'a>(&'a self, _pos: Vec3<i32>) -> Result<&'a Self::Vox, Self::Error> { Ok(&VoidVox) }
}
fn generate_mesh(segment: &Segment, offset: Vec3<f32>) -> Mesh<FigurePipeline> {
Meshable::<FigurePipeline, FigurePipeline>::generate_mesh(segment, (offset, Vec3::one())).0
}
struct Skybox {
model: Model<SkyboxPipeline>,
locals: Consts<SkyboxLocals>,
@ -107,7 +113,11 @@ impl Scene {
backdrop: backdrop.map(|specifier| {
(
renderer
.create_model(&load_mesh(specifier, Vec3::new(-55.0, -49.5, -2.0)))
.create_model(&load_mesh(
specifier,
Vec3::new(-55.0, -49.5, -2.0),
generate_mesh,
))
.unwrap(),
FigureState::new(renderer, FixtureSkeleton::new()),
)
@ -173,6 +183,7 @@ impl Scene {
None,
scene_data.gamma,
self.camera.get_mode(),
250.0,
)]) {
error!("Renderer failed to update: {:?}", err);
}
@ -229,7 +240,7 @@ impl Scene {
.0;
renderer.render_figure(
model,
&model[0],
&self.globals,
self.figure_state.locals(),
self.figure_state.bone_consts(),

File diff suppressed because it is too large Load Diff

View File

@ -4,7 +4,6 @@ use crate::{
i18n::{i18n_asset_key, VoxygenLocalization},
key_state::KeyState,
menu::char_selection::CharSelectionState,
render::Renderer,
scene::{camera, Scene, SceneData},
settings::AudioOutput,
window::{AnalogGameInput, Event, GameInput},
@ -111,26 +110,6 @@ impl SessionState {
/// Clean up the session (and the client attached to it) after a tick.
pub fn cleanup(&mut self) { self.client.borrow_mut().cleanup(); }
/// Render the session to the screen.
///
/// This method should be called once per frame.
pub fn render(&mut self, renderer: &mut Renderer) {
// Clear the screen
renderer.clear();
// Render the screen using the global renderer
{
let client = self.client.borrow();
self.scene
.render(renderer, client.state(), client.entity(), client.get_tick());
}
// Draw the UI to the screen
self.hud.render(renderer, self.scene.globals());
// Finish the frame
renderer.flush();
}
}
impl PlayState for SessionState {
@ -589,6 +568,11 @@ impl PlayState for SessionState {
global_state.settings.graphics.view_distance = view_distance;
global_state.settings.save_to_file_warn();
},
HudEvent::AdjustSpriteRenderDistance(sprite_render_distance) => {
global_state.settings.graphics.sprite_render_distance =
sprite_render_distance;
global_state.settings.save_to_file_warn();
},
HudEvent::CrosshairTransp(crosshair_transp) => {
global_state.settings.gameplay.crosshair_transp = crosshair_transp;
global_state.settings.save_to_file_warn();
@ -720,9 +704,6 @@ impl PlayState for SessionState {
}
}
// Runs if either in a multiplayer server or the singleplayer server is unpaused
if global_state.singleplayer.is_none()
|| !global_state.singleplayer.as_ref().unwrap().is_paused()
{
let client = self.client.borrow();
let scene_data = SceneData {
@ -734,17 +715,38 @@ impl PlayState for SessionState {
thread_pool: client.thread_pool(),
gamma: global_state.settings.graphics.gamma,
mouse_smoothing: global_state.settings.gameplay.smooth_pan_enable,
sprite_render_distance: global_state.settings.graphics.sprite_render_distance
as f32,
};
self.scene.maintain(
global_state.window.renderer_mut(),
&mut global_state.audio,
// Runs if either in a multiplayer server or the singleplayer server is unpaused
if global_state.singleplayer.is_none()
|| !global_state.singleplayer.as_ref().unwrap().is_paused()
{
self.scene.maintain(
global_state.window.renderer_mut(),
&mut global_state.audio,
&scene_data,
);
}
let renderer = global_state.window.renderer_mut();
// Clear the screen
renderer.clear();
// Render the screen using the global renderer
self.scene.render(
renderer,
client.state(),
client.entity(),
client.get_tick(),
&scene_data,
);
// Draw the UI to the screen
self.hud.render(renderer, self.scene.globals());
// Finish the frame
renderer.flush();
}
// Render the session.
self.render(global_state.window.renderer_mut());
// Display the frame on the window.
global_state
.window

View File

@ -548,6 +548,7 @@ impl Default for Log {
#[serde(default)]
pub struct GraphicsSettings {
pub view_distance: u32,
pub sprite_render_distance: u32,
pub max_fps: u32,
pub fov: u16,
pub gamma: f32,
@ -562,6 +563,7 @@ impl Default for GraphicsSettings {
fn default() -> Self {
Self {
view_distance: 10,
sprite_render_distance: 250,
max_fps: 60,
fov: 50,
gamma: 1.0,

View File

@ -140,12 +140,13 @@ impl Civs {
e * sz as i32 + sz as i32 / 2
});
let mut rng = ctx.reseed().rng;
let world_site = match &site.kind {
SiteKind::Settlement => {
WorldSite::from(Settlement::generate(wpos, Some(ctx.sim), &mut ctx.rng))
WorldSite::from(Settlement::generate(wpos, Some(ctx.sim), &mut rng))
},
SiteKind::Dungeon => {
WorldSite::from(Dungeon::generate(wpos, Some(ctx.sim), &mut ctx.rng))
WorldSite::from(Dungeon::generate(wpos, Some(ctx.sim), &mut rng))
},
};

View File

@ -116,7 +116,7 @@ impl Archetype for House {
storey_fill: StoreyFill::All,
mansard: 0,
pillar: match rng.gen_range(0, 3) {
0 => Pillar::Chimney(9 + locus + rng.gen_range(0, 4)),
0 => Pillar::Chimney(10 + locus + rng.gen_range(0, 4)),
1 => Pillar::Tower(15 + locus + rng.gen_range(0, 4)),
_ => Pillar::None,
},
@ -199,7 +199,8 @@ impl Archetype for House {
let facade_layer = 3;
let structural_layer = facade_layer + 1;
let foundation_layer = structural_layer + 1;
let internal_layer = structural_layer + 1;
let foundation_layer = internal_layer + 1;
let floor_layer = foundation_layer + 1;
let foundation = make_block(100, 100, 100).with_priority(foundation_layer);
@ -207,9 +208,9 @@ impl Archetype for House {
let floor = make_block(100, 75, 50);
let wall = make_block(200, 180, 150).with_priority(facade_layer);
let roof = make_block(self.roof_color.r, self.roof_color.g, self.roof_color.b)
.with_priority(facade_layer);
.with_priority(facade_layer - 1);
let empty = BlockMask::nothing();
let internal = BlockMask::new(Block::empty(), structural_layer);
let internal = BlockMask::new(Block::empty(), internal_layer);
let end_window = BlockMask::new(
Block::new(BlockKind::Window1, make_meta(ori.flip())),
structural_layer,