CHANGE: moved time of day interpolation logic out of Client and into Scene for semantics and accessing the settings logically

This commit is contained in:
pepsalt 2022-08-26 15:52:13 +01:00 committed by LunarEclipse
parent 775025ac63
commit f22a9d030d
6 changed files with 30 additions and 28 deletions

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@ -1773,27 +1773,10 @@ impl Client {
// Lerp the clientside weather.
self.weather.update(&mut self.state.weather_grid_mut());
// Lerp towards the target time of day - this ensures a smooth transition for
// large jumps in TimeOfDay such as when using /time
const DAY: f64 = 86400.0;
if let Some(target_tod) = self.target_time_of_day {
let mut tod = self.state.ecs_mut().write_resource::<TimeOfDay>();
// When the target time of day and time of day have a large discrepancy
// (i.e two days), the linear interpolation causes brght flashing effects
// in the sky. This will instantly set the time of day to the target
// time of day for the client to avoid the flashing effect if flashing
// lights is disabled.
if !self.flashing_lights_enabled && target_tod.0 - tod.0 >= DAY*2 {
tod.0 = target_tod.0;
} else {
tod.0 = Lerp::lerp(tod.0, target_tod.0, dt.as_secs_f64());
}
if tod.0 >= target_tod.0 {
self.target_time_of_day = None;
}
tod.0 = target_tod.0;
self.target_time_of_day = None;
}
// 4) Tick the client's LocalState

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@ -1,4 +1,7 @@
use common::{comp::Ori, outcome::HealthChangeInfo};
use common::{
comp::Ori,
outcome::HealthChangeInfo
};
use specs::{Component, VecStorage};
use vek::*;

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@ -5,6 +5,7 @@ use crate::audio::sfx::SfxEventItem;
use common::{event::EventBus, slowjob::SlowJobPool};
use specs::{World, WorldExt};
pub fn init(world: &mut World) {
world.register::<comp::HpFloaterList>();
world.register::<comp::Interpolated>();

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@ -111,6 +111,7 @@ pub struct Scene {
ambient_mgr: AmbientMgr,
integrated_rain_vel: f32,
pub interpolated_time_of_day: f64,
last_lightning: Option<(Vec3<f32>, f64)>,
}
@ -134,12 +135,13 @@ pub struct SceneData<'a> {
pub flashing_lights_enabled: bool,
pub figure_lod_render_distance: f32,
pub is_aiming: bool,
pub interpolated_time_of_day: f64
}
impl<'a> SceneData<'a> {
pub fn get_sun_dir(&self) -> Vec3<f32> { Globals::get_sun_dir(self.state.get_time_of_day()) }
pub fn get_sun_dir(&self) -> Vec3<f32> { Globals::get_sun_dir(self.interpolated_time_of_day) }
pub fn get_moon_dir(&self) -> Vec3<f32> { Globals::get_moon_dir(self.state.get_time_of_day()) }
pub fn get_moon_dir(&self) -> Vec3<f32> { Globals::get_moon_dir(self.interpolated_time_of_day) }
}
/// Approximate a scalar field of view angle using the parameterization from
@ -339,6 +341,7 @@ impl Scene {
ambience: ambient::load_ambience_items(),
},
integrated_rain_vel: 0.0,
interpolated_time_of_day: 0.0,
last_lightning: None,
}
}
@ -500,7 +503,7 @@ impl Scene {
audio: &mut AudioFrontend,
scene_data: &SceneData,
client: &Client,
) {
) {
span!(_guard, "maintain", "Scene::maintain");
// Get player position.
let ecs = scene_data.state.ecs();
@ -714,7 +717,21 @@ impl Scene {
self.loaded_distance = loaded_distance;
// Update light projection matrices for the shadow map.
// When the target time of day and time of day have a large discrepancy
// (i.e two days), the linear interpolation causes brght flashing effects
// in the sky. This will snap the time of day to the target time of day
// for the client to avoid the flashing effect if flashing lights is
// disabled.
const DAY: f64 = 60.0 * 60.0 * 24.0;
let time_of_day = scene_data.state.get_time_of_day();
self.interpolated_time_of_day = if (self.interpolated_time_of_day - time_of_day).abs() > DAY*2.0
&& !scene_data.flashing_lights_enabled{
time_of_day
} else {
Lerp::lerp(self.interpolated_time_of_day, time_of_day, dt as f64)
};
let time_of_day = self.interpolated_time_of_day;
let focus_pos = self.camera.get_focus_pos();
let focus_off = focus_pos.map(|e| e.trunc());

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@ -1736,6 +1736,7 @@ impl PlayState for SessionState {
.figure_lod_render_distance
as f32,
is_aiming,
interpolated_time_of_day: self.scene.interpolated_time_of_day,
};
// Runs if either in a multiplayer server or the singleplayer server is unpaused
@ -1817,6 +1818,7 @@ impl PlayState for SessionState {
weapon_trails_enabled: settings.graphics.weapon_trails_enabled,
flashing_lights_enabled: settings.graphics.render_mode.flashing_lights_enabled,
is_aiming: self.is_aiming,
interpolated_time_of_day: self.scene.interpolated_time_of_day
};
// Render world

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@ -470,11 +470,7 @@ impl SettingsChange {
.renderer_mut()
.set_render_mode((*new_render_mode).clone())
.unwrap();
session_state
.client
.borrow_mut()
.set_flashing_lights_enabled((*new_render_mode).flashing_lights_enabled);
settings.graphics.render_mode = *new_render_mode;
},