mirror of
https://gitlab.com/veloren/veloren.git
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97 lines
2.9 KiB
Rust
97 lines
2.9 KiB
Rust
use crate::{
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render::{
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pipelines::lod_terrain::{LodData, Vertex},
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GlobalModel, LodTerrainVertex, Mesh, Model, Quad, Renderer,
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},
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settings::Settings,
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};
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use client::Client;
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use common::{spiral::Spiral2d, util::srgba_to_linear};
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use vek::*;
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pub struct Lod {
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model: Option<(u32, Model<LodTerrainVertex>)>,
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data: LodData,
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}
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// TODO: Make constant when possible.
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pub fn water_color() -> Rgba<f32> {
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/* Rgba::new(0.2, 0.5, 1.0, 0.0) */
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srgba_to_linear(Rgba::new(0.0, 0.25, 0.5, 0.0))
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}
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impl Lod {
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pub fn new(renderer: &mut Renderer, client: &Client, settings: &Settings) -> Self {
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Self {
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model: None,
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data: LodData::new(
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renderer,
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client.world_data().chunk_size().as_(),
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client.world_data().lod_base.raw(),
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client.world_data().lod_alt.raw(),
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client.world_data().lod_horizon.raw(),
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settings.graphics.lod_detail.max(100).min(2500),
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// water_color().into_array().into(),
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),
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}
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}
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pub fn get_data(&self) -> &LodData { &self.data }
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pub fn set_detail(&mut self, detail: u32) {
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// Make sure the recorded detail is even.
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self.data.tgt_detail = (detail - detail % 2).max(100).min(2500);
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}
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pub fn maintain(&mut self, renderer: &mut Renderer) {
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if self
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.model
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.as_ref()
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.map(|(detail, _)| *detail != self.data.tgt_detail)
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.unwrap_or(true)
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{
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self.model = Some((
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self.data.tgt_detail,
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renderer
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.create_model(&create_lod_terrain_mesh(self.data.tgt_detail))
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.unwrap(),
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));
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}
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}
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pub fn render(&self, renderer: &mut Renderer, global: &GlobalModel) {
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if let Some((_, model)) = self.model.as_ref() {
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//renderer.render_lod_terrain(&model, global, &self.locals,
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// &self.data);
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}
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}
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}
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fn create_lod_terrain_mesh(detail: u32) -> Mesh<LodTerrainVertex> {
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// detail is even, so we choose odd detail (detail + 1) to create two even
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// halves with an empty hole.
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let detail = detail + 1;
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Spiral2d::new()
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.take((detail * detail) as usize)
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.skip(1)
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.map(|pos| {
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let x = pos.x + detail as i32 / 2;
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let y = pos.y + detail as i32 / 2;
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let transform = |x| (2.0 * x as f32) / detail as f32 - 1.0;
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Quad::new(
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Vertex::new(Vec2::new(x, y).map(transform)),
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Vertex::new(Vec2::new(x + 1, y).map(transform)),
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Vertex::new(Vec2::new(x + 1, y + 1).map(transform)),
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Vertex::new(Vec2::new(x, y + 1).map(transform)),
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)
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.rotated_by(if (x > detail as i32 / 2) ^ (y > detail as i32 / 2) {
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0
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} else {
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1
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})
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})
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.collect()
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}
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