use crate::{ anim::{ character::{CharacterSkeleton, IdleAnimation}, fixture::FixtureSkeleton, Animation, Skeleton, }, render::{ create_pp_mesh, create_skybox_mesh, Consts, FigurePipeline, Globals, Model, PostProcessLocals, PostProcessPipeline, Renderer, SkyboxLocals, SkyboxPipeline, }, scene::{ camera::Camera, figure::{FigureModelCache, FigureState}, }, }; use client::Client; use common::comp::HumanoidBody; use common::{comp, figure::Segment}; use vek::*; struct Skybox { model: Model, locals: Consts, } struct PostProcess { model: Model, locals: Consts, } pub struct Scene { globals: Consts, camera: Camera, skybox: Skybox, postprocess: PostProcess, backdrop_model: Model, backdrop_state: FigureState, figure_model_cache: FigureModelCache, figure_state: FigureState, } 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(), camera: Camera::new(resolution.x / resolution.y), 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(&FigureModelCache::load_mesh( "fixture/selection_bg.vox", Vec3::new(-55.0, -50.0, -1.0), )) .unwrap(), backdrop_state: FigureState::new(renderer, FixtureSkeleton::new()), } } pub fn globals(&self) -> &Consts { &self.globals } pub fn maintain(&mut self, renderer: &mut Renderer, client: &Client) { self.camera.set_focus_pos(Vec3::unit_z() * 2.0); self.camera.update(client.state().get_time()); self.camera.set_distance(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); renderer.update_consts( &mut self.globals, &[Globals::new( view_mat, proj_mat, cam_pos, self.camera.get_focus_pos(), 100.0, client.state().get_time_of_day(), client.state().get_time(), renderer.get_resolution(), )], ); 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(), ); self.figure_state.skeleton_mut().interpolate(&tgt_skeleton); self.figure_state.update( renderer, Vec3::zero(), -Vec3::unit_y(), Rgba::broadcast(1.0), ); } pub fn render(&mut self, renderer: &mut Renderer, client: &Client, body: HumanoidBody) { renderer.render_skybox(&self.skybox.model, &self.globals, &self.skybox.locals); let model = self.figure_model_cache.get_or_create_model( renderer, comp::Body::Humanoid(body), client.get_tick(), ); renderer.render_figure( model, &self.globals, self.figure_state.locals(), self.figure_state.bone_consts(), ); renderer.render_figure( &self.backdrop_model, &self.globals, self.backdrop_state.locals(), self.backdrop_state.bone_consts(), ); renderer.render_post_process( &self.postprocess.model, &self.globals, &self.postprocess.locals, ); } }