pub mod camera; pub mod figure; pub mod terrain; use vek::*; use dot_vox; use common::{ comp, figure::Segment, }; use client::Client; use crate::{ render::{ Consts, Globals, Model, Renderer, SkyboxPipeline, SkyboxLocals, FigureLocals, create_skybox_mesh, }, window::Event, mesh::Meshable, anim::{ Animation, character::{CharacterSkeleton, RunAnimation}, }, }; use self::{ camera::Camera, figure::FigureCache, terrain::Terrain, }; // TODO: Don't hard-code this const CURSOR_PAN_SCALE: f32 = 0.005; struct Skybox { model: Model, locals: Consts, } pub struct Scene { globals: Consts, camera: Camera, skybox: Skybox, terrain: Terrain, figure_cache: FigureCache, } impl Scene { /// Create a new `Scene` with default parameters. pub fn new(renderer: &mut Renderer, client: &Client) -> 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(), }, terrain: Terrain::new(), figure_cache: FigureCache::new(), } } /// Get a reference to the scene's camera. pub fn camera(&self) -> &Camera { &self.camera } /// Get a mutable reference to the scene's camera. pub fn camera_mut(&mut self) -> &mut Camera { &mut self.camera } /// Handle an incoming user input event (i.e: cursor moved, key pressed, window closed, etc.). /// /// 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 }, // Panning the cursor makes the camera rotate Event::CursorPan(delta) => { self.camera.rotate_by(Vec3::from(delta) * CURSOR_PAN_SCALE); true }, // Zoom the camera when a zoom event occurs Event::Zoom(delta) => { self.camera.zoom_by(delta * 0.3); true }, // All other events are unhandled _ => false, } } /// Maintain data such as GPU constant buffers, models, etc. To be called once per tick. pub fn maintain(&mut self, renderer: &mut Renderer, client: &mut Client) { // Get player position let player_pos = client .state() .ecs() .read_storage::() .get(client.entity()) .map(|pos| pos.0) .unwrap_or(Vec3::zero()); // Alter camera position to match player self.camera.set_focus_pos(player_pos + Vec3::unit_z() * 1.5); // Compute camera matrices let (view_mat, proj_mat, cam_pos) = self.camera.compute_dependents(); // Update global constants renderer.update_consts(&mut self.globals, &[Globals::new( view_mat, proj_mat, cam_pos, self.camera.get_focus_pos(), 10.0, client.state().get_time_of_day(), client.state().get_time(), )]) .expect("Failed to update global constants"); // Maintain the terrain self.terrain.maintain(renderer, client); // Maintain the figures self.figure_cache.maintain(renderer, client); } /// Render the scene using the provided `Renderer` pub fn render(&mut self, renderer: &mut Renderer, client: &Client) { // Render the skybox first (it appears over everything else so must be rendered first) renderer.render_skybox( &self.skybox.model, &self.globals, &self.skybox.locals, ); // Render terrain and figures self.terrain.render(renderer, &self.globals); self.figure_cache.render(renderer, client, &self.globals); } }