veloren/voxygen/src/scene/lod.rs

97 lines
2.9 KiB
Rust

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