use crate::{ anim::{ character::{CharacterSkeleton, IdleAnimation}, fixture::FixtureSkeleton, Animation, Skeleton, SkeletonAttr, }, render::{ create_pp_mesh, create_skybox_mesh, Consts, FigurePipeline, Globals, Light, Model, PostProcessLocals, PostProcessPipeline, Renderer, Shadow, SkyboxLocals, SkyboxPipeline, }, scene::{ camera::{Camera, CameraMode}, figure::{load_mesh, FigureModelCache, FigureState}, }, window::{Event, PressState}, }; use client::Client; use common::{ comp::{humanoid, Body, Equipment}, state::DeltaTime, terrain::BlockKind, }; use log::error; use specs::WorldExt; use vek::*; struct Skybox { model: Model, locals: Consts, } struct PostProcess { model: Model, locals: Consts, } pub struct Scene { globals: Consts, lights: Consts, shadows: Consts, camera: Camera, skybox: Skybox, postprocess: PostProcess, backdrop_model: Model, backdrop_state: FigureState, figure_model_cache: FigureModelCache, figure_state: FigureState, turning: bool, char_ori: f32, } impl Scene { pub fn new(renderer: &mut Renderer) -> Self { let resolution = renderer.get_resolution().map(|e| e as f32); Self { globals: renderer.create_consts(&[Globals::default()]).unwrap(), lights: renderer.create_consts(&[Light::default(); 32]).unwrap(), shadows: renderer.create_consts(&[Shadow::default(); 32]).unwrap(), camera: Camera::new(resolution.x / resolution.y, CameraMode::ThirdPerson), skybox: Skybox { model: renderer.create_model(&create_skybox_mesh()).unwrap(), locals: renderer.create_consts(&[SkyboxLocals::default()]).unwrap(), }, postprocess: PostProcess { model: renderer.create_model(&create_pp_mesh()).unwrap(), locals: renderer .create_consts(&[PostProcessLocals::default()]) .unwrap(), }, figure_model_cache: FigureModelCache::new(), figure_state: FigureState::new(renderer, CharacterSkeleton::new()), backdrop_model: renderer .create_model(&load_mesh( "fixture.selection_bg", Vec3::new(-55.0, -49.5, -2.0), )) .unwrap(), backdrop_state: FigureState::new(renderer, FixtureSkeleton::new()), turning: false, char_ori: 0.0, } } pub fn globals(&self) -> &Consts { &self.globals } /// Handle an incoming user input event (e.g.: cursor moved, key pressed, window closed). /// /// If the event is handled, return true. pub fn handle_input_event(&mut self, event: Event) -> bool { match event { // When the window is resized, change the camera's aspect ratio Event::Resize(dims) => { self.camera.set_aspect_ratio(dims.x as f32 / dims.y as f32); true } Event::MouseButton(_, state) => { self.turning = state == PressState::Pressed; true } Event::CursorMove(delta) if self.turning => { self.char_ori += delta.x * 0.01; true } // All other events are unhandled _ => false, } } pub fn maintain(&mut self, renderer: &mut Renderer, client: &Client, body: humanoid::Body) { self.camera.set_focus_pos(Vec3::unit_z() * 1.5); self.camera.update(client.state().get_time()); self.camera.set_distance(3.0); // 4.2 self.camera .set_orientation(Vec3::new(client.state().get_time() as f32 * 0.0, 0.0, 0.0)); let (view_mat, proj_mat, cam_pos) = self.camera.compute_dependents(client); const VD: f32 = 115.0; //View Distance const TIME: f64 = 43200.0; // hours*3600 seconds if let Err(err) = renderer.update_consts( &mut self.globals, &[Globals::new( view_mat, proj_mat, cam_pos, self.camera.get_focus_pos(), VD, TIME, client.state().get_time(), renderer.get_resolution(), 0, 0, BlockKind::Air, None, )], ) { error!("Renderer failed to update: {:?}", err); } self.figure_model_cache.clean(client.get_tick()); let tgt_skeleton = IdleAnimation::update_skeleton( self.figure_state.skeleton_mut(), client.state().get_time(), client.state().get_time(), &mut 0.0, &SkeletonAttr::from(&body), ); self.figure_state.skeleton_mut().interpolate( &tgt_skeleton, client.state().ecs().read_resource::().0, ); self.figure_state.update( renderer, Vec3::zero(), Vec3::zero(), Vec3::new(self.char_ori.sin(), -self.char_ori.cos(), 0.0), 1.0, Rgba::broadcast(1.0), 1.0 / 60.0, // TODO: Use actual deltatime here? 1.0, 1.0, 0, true, ); } pub fn render( &mut self, renderer: &mut Renderer, client: &Client, body: humanoid::Body, equipment: &Equipment, ) { renderer.render_skybox(&self.skybox.model, &self.globals, &self.skybox.locals); let model = &self .figure_model_cache .get_or_create_model( renderer, Body::Humanoid(body), Some(equipment), client.get_tick(), CameraMode::default(), None, ) .0; renderer.render_figure( model, &self.globals, self.figure_state.locals(), self.figure_state.bone_consts(), &self.lights, &self.shadows, ); renderer.render_figure( &self.backdrop_model, &self.globals, self.backdrop_state.locals(), self.backdrop_state.bone_consts(), &self.lights, &self.shadows, ); renderer.render_post_process( &self.postprocess.model, &self.globals, &self.postprocess.locals, ); } }