pub mod figure; pub mod fluid; pub mod lod_terrain; pub mod particle; pub mod postprocess; pub mod shadow; pub mod skybox; pub mod sprite; pub mod terrain; pub mod ui; use super::Consts; use crate::scene::camera::CameraMode; use common::terrain::BlockKind; use gfx::{self, gfx_constant_struct_meta, gfx_defines, gfx_impl_struct_meta}; use vek::*; pub const MAX_POINT_LIGHT_COUNT: usize = 31; pub const MAX_FIGURE_SHADOW_COUNT: usize = 24; pub const MAX_DIRECTED_LIGHT_COUNT: usize = 6; gfx_defines! { constant Globals { view_mat: [[f32; 4]; 4] = "view_mat", proj_mat: [[f32; 4]; 4] = "proj_mat", all_mat: [[f32; 4]; 4] = "all_mat", cam_pos: [f32; 4] = "cam_pos", focus_off: [f32; 4] = "focus_off", focus_pos: [f32; 4] = "focus_pos", /// NOTE: view_distance.x is the horizontal view distance, view_distance.y is the LOD /// detail, view_distance.z is the /// minimum height over any land chunk (i.e. the sea level), and view_distance.w is the /// maximum height over this minimum height. /// /// TODO: Fix whatever alignment issue requires these uniforms to be aligned. view_distance: [f32; 4] = "view_distance", time_of_day: [f32; 4] = "time_of_day", // TODO: Make this f64. sun_dir: [f32; 4] = "sun_dir", moon_dir: [f32; 4] = "moon_dir", tick: [f32; 4] = "tick", /// x, y represent the resolution of the screen; /// w, z represent the near and far planes of the shadow map. screen_res: [f32; 4] = "screen_res", light_shadow_count: [u32; 4] = "light_shadow_count", shadow_proj_factors: [f32; 4] = "shadow_proj_factors", medium: [u32; 4] = "medium", select_pos: [i32; 4] = "select_pos", gamma: [f32; 4] = "gamma", ambiance: f32 = "ambiance", cam_mode: u32 = "cam_mode", sprite_render_distance: f32 = "sprite_render_distance", } constant Light { pos: [f32; 4] = "light_pos", col: [f32; 4] = "light_col", } constant Shadow { pos_radius: [f32; 4] = "shadow_pos_radius", } } impl Globals { /// Create global consts from the provided parameters. #[allow(clippy::or_fun_call)] // TODO: Pending review in #587 #[allow(clippy::too_many_arguments)] // TODO: Pending review in #587 pub fn new( view_mat: Mat4, proj_mat: Mat4, cam_pos: Vec3, focus_pos: Vec3, view_distance: f32, tgt_detail: f32, map_bounds: Vec2, time_of_day: f64, tick: f64, screen_res: Vec2, shadow_planes: Vec2, light_count: usize, shadow_count: usize, directed_light_count: usize, medium: BlockKind, select_pos: Option>, gamma: f32, ambiance: f32, cam_mode: CameraMode, sprite_render_distance: f32, ) -> Self { Self { view_mat: view_mat.into_col_arrays(), proj_mat: proj_mat.into_col_arrays(), all_mat: (proj_mat * view_mat).into_col_arrays(), cam_pos: Vec4::from(cam_pos).into_array(), focus_off: Vec4::from(focus_pos).map(|e: f32| e.trunc()).into_array(), focus_pos: Vec4::from(focus_pos).map(|e: f32| e.fract()).into_array(), view_distance: [view_distance, tgt_detail, map_bounds.x, map_bounds.y], time_of_day: [time_of_day as f32; 4], sun_dir: Vec4::from_direction(Self::get_sun_dir(time_of_day)).into_array(), moon_dir: Vec4::from_direction(Self::get_moon_dir(time_of_day)).into_array(), tick: [tick as f32; 4], // Provide the shadow map far plane as well. screen_res: [ screen_res.x as f32, screen_res.y as f32, shadow_planes.x, shadow_planes.y, ], light_shadow_count: [ (light_count % (MAX_POINT_LIGHT_COUNT + 1)) as u32, (shadow_count % (MAX_FIGURE_SHADOW_COUNT + 1)) as u32, (directed_light_count % (MAX_DIRECTED_LIGHT_COUNT + 1)) as u32, 0, ], shadow_proj_factors: [ (shadow_planes.y + shadow_planes.x) / (shadow_planes.y - shadow_planes.x), (2.0 * shadow_planes.y * shadow_planes.x) / (shadow_planes.y - shadow_planes.x), 0.0, 0.0, ], medium: [if medium.is_fluid() { 1 } else { 0 }; 4], select_pos: select_pos .map(|sp| Vec4::from(sp) + Vec4::unit_w()) .unwrap_or(Vec4::zero()) .into_array(), gamma: [gamma; 4], ambiance, cam_mode: cam_mode as u32, sprite_render_distance, } } fn get_angle_rad(time_of_day: f64) -> f32 { const TIME_FACTOR: f32 = (std::f32::consts::PI * 2.0) / (3600.0 * 24.0); time_of_day as f32 * TIME_FACTOR } pub fn get_sun_dir(time_of_day: f64) -> Vec3 { let angle_rad = Self::get_angle_rad(time_of_day); Vec3::new(angle_rad.sin(), 0.0, angle_rad.cos()) } pub fn get_moon_dir(time_of_day: f64) -> Vec3 { let angle_rad = Self::get_angle_rad(time_of_day); -Vec3::new(angle_rad.sin(), 0.0, angle_rad.cos() - 0.5).normalized() } } impl Default for Globals { fn default() -> Self { Self::new( Mat4::identity(), Mat4::identity(), Vec3::zero(), Vec3::zero(), 0.0, 100.0, Vec2::new(140.0, 2048.0), 0.0, 0.0, Vec2::new(800, 500), Vec2::new(1.0, 25.0), 0, 0, 0, BlockKind::Air, None, 1.0, 1.0, CameraMode::ThirdPerson, 250.0, ) } } impl Light { pub fn new(pos: Vec3, col: Rgb, strength: f32) -> Self { Self { pos: Vec4::from(pos).into_array(), col: Rgba::new(col.r, col.g, col.b, strength).into_array(), } } pub fn get_pos(&self) -> Vec3 { Vec3::new(self.pos[0], self.pos[1], self.pos[2]) } pub fn with_strength(mut self, strength: f32) -> Self { self.col = (Vec4::::from(self.col) * strength).into_array(); self } } impl Default for Light { fn default() -> Self { Self::new(Vec3::zero(), Rgb::zero(), 0.0) } } impl Shadow { pub fn new(pos: Vec3, radius: f32) -> Self { Self { pos_radius: [pos.x, pos.y, pos.z, radius], } } pub fn get_pos(&self) -> Vec3 { Vec3::new(self.pos_radius[0], self.pos_radius[1], self.pos_radius[2]) } } impl Default for Shadow { fn default() -> Self { Self::new(Vec3::zero(), 0.0) } } // Global scene data spread across several arrays. pub struct GlobalModel { pub globals: Consts, pub lights: Consts, pub shadows: Consts, pub shadow_mats: Consts, }