mirror of
https://gitlab.com/veloren/veloren.git
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187 lines
7.1 KiB
Rust
187 lines
7.1 KiB
Rust
use super::SceneData;
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use crate::render::{DynamicModel, Mesh, Quad, Renderer, TrailDrawer, TrailVertex};
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use common::comp::{object, Body, Pos, Vel};
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use common_base::span;
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use specs::{Entity as EcsEntity, Join, WorldExt};
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use std::collections::HashMap;
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use vek::*;
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#[derive(Clone, Copy, Eq, PartialEq, Hash)]
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struct MeshKey {
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entity: EcsEntity,
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is_main_weapon: bool,
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}
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#[derive(Default)]
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pub struct TrailMgr {
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/// Meshes for each entity, usize is the last offset tick it was updated
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entity_meshes: HashMap<MeshKey, (Mesh<TrailVertex>, usize)>,
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/// Position cache for things like projectiles
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pos_cache: HashMap<EcsEntity, Pos>,
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/// Offset
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offset: usize,
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/// Dynamic model to upload to GPU
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dynamic_model: Option<DynamicModel<TrailVertex>>,
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/// Used to create sub model from dynamic model
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model_len: u32,
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}
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const TRAIL_DYNAMIC_MODEL_SIZE: usize = 15;
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const TRAIL_SHRINKAGE: f32 = 0.8;
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impl TrailMgr {
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pub fn maintain(&mut self, renderer: &mut Renderer, scene_data: &SceneData) {
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span!(_guard, "maintain", "TrailMgr::maintain");
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if scene_data.weapon_trails_enabled {
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// Hack to shove trails in for projectiles
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let ecs = scene_data.state.ecs();
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for (entity, body, vel, pos) in (
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&ecs.entities(),
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&ecs.read_storage::<Body>(),
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&ecs.read_storage::<Vel>(),
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&ecs.read_storage::<Pos>(),
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)
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.join()
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{
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const MIN_SPEED: f32 = 15.0;
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if vel.0.magnitude_squared() > MIN_SPEED.powi(2)
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&& matches!(
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body,
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Body::Object(
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object::Body::Arrow
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| object::Body::MultiArrow
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| object::Body::ArrowSnake
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| object::Body::ArrowTurret,
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)
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)
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{
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let last_pos = *self.pos_cache.entry(entity).or_insert(*pos);
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let offset = self.offset;
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let quad_mesh = self.entity_mesh_or_insert(entity, true);
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const THICKNESS: f32 = 0.05;
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let p1 = pos.0;
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let p2 = p1 + Vec3::unit_z() * THICKNESS;
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let p4 = last_pos.0;
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let p3 = p4 + Vec3::unit_z() * THICKNESS;
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let vertex = |p: Vec3<f32>| TrailVertex {
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pos: p.into_array(),
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};
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let quad = Quad::new(vertex(p1), vertex(p2), vertex(p3), vertex(p4));
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quad_mesh.replace_quad(offset * 4, quad);
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self.pos_cache.insert(entity, *pos);
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}
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}
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// Update offset
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self.offset = (self.offset + 1) % TRAIL_DYNAMIC_MODEL_SIZE;
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self.entity_meshes.values_mut().for_each(|(mesh, _)| {
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// TODO: Figure out how to do this in shader files instead
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// Shrink size of each quad over time
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let vertices = mesh.vertices_mut_vec();
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let last_offset =
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(self.offset + TRAIL_DYNAMIC_MODEL_SIZE - 1) % TRAIL_DYNAMIC_MODEL_SIZE;
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let next_offset = (self.offset + 1) % TRAIL_DYNAMIC_MODEL_SIZE;
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for i in 0..TRAIL_DYNAMIC_MODEL_SIZE {
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// Verts per quad are in b, c, a, d order
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let [b, c, a, d] = [0, 1, 2, 3].map(|offset| i * 4 + offset);
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vertices[a] = if i == next_offset {
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vertices[b]
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} else {
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vertices[a] * TRAIL_SHRINKAGE + vertices[b] * (1.0 - TRAIL_SHRINKAGE)
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};
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if i != last_offset {
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// Avoid shrinking edge of most recent quad so that edges of quads align
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vertices[d] =
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vertices[d] * TRAIL_SHRINKAGE + vertices[c] * (1.0 - TRAIL_SHRINKAGE);
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}
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}
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// Reset quad for each entity mesh at new offset
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let zero = TrailVertex::zero();
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mesh.replace_quad(self.offset * 4, Quad::new(zero, zero, zero, zero));
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});
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// Clear meshes for entities that only have zero quads in mesh
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self.entity_meshes
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.retain(|_, (_mesh, last_updated)| *last_updated != self.offset);
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// TODO: as an optimization we can keep this big mesh around between frames and
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// write directly to it for each entity.
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// Create big mesh from currently existing meshes that is used to update dynamic
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// model
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let mut big_mesh = Mesh::new();
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self.entity_meshes
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.values()
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// If any of the vertices in a mesh are non-zero, upload the entire mesh for the entity
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.filter(|(mesh, _)| mesh.iter().any(|vert| *vert != TrailVertex::zero()))
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.for_each(|(mesh, _)| big_mesh.push_mesh(mesh));
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// To avoid empty mesh
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if big_mesh.is_empty() {
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let zero = TrailVertex::zero();
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big_mesh.push_quad(Quad::new(zero, zero, zero, zero));
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}
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// If dynamic model too small, resize, with room for 10 additional entities to
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// avoid needing to resize frequently
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if self.dynamic_model.as_ref().map_or(0, |model| model.len()) < big_mesh.len() {
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self.dynamic_model = Some(
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renderer
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.create_dynamic_model(big_mesh.len() + TRAIL_DYNAMIC_MODEL_SIZE * 4 * 10),
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);
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}
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if let Some(dynamic_model) = &self.dynamic_model {
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renderer.update_model(dynamic_model, &big_mesh, 0);
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}
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self.model_len = big_mesh.len() as u32;
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} else {
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self.entity_meshes.clear();
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// Clear dynamic model to free memory
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self.dynamic_model = None;
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}
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}
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pub fn render<'a>(&'a self, drawer: &mut TrailDrawer<'_, 'a>, scene_data: &SceneData) {
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span!(_guard, "render", "TrailMgr::render");
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if scene_data.weapon_trails_enabled {
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if let Some(dynamic_model) = &self.dynamic_model {
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drawer.draw(dynamic_model.submodel(0..self.model_len))
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}
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}
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}
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pub fn entity_mesh_or_insert(
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&mut self,
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entity: EcsEntity,
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is_main_weapon: bool,
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) -> &mut Mesh<TrailVertex> {
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let key = MeshKey {
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entity,
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is_main_weapon,
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};
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&mut self
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.entity_meshes
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.entry(key)
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.and_modify(|(_mesh, offset)| *offset = self.offset)
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.or_insert((Self::default_trail_mesh(), self.offset))
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.0
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}
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fn default_trail_mesh() -> Mesh<TrailVertex> {
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let mut mesh = Mesh::new();
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let zero = TrailVertex::zero();
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for _ in 0..TRAIL_DYNAMIC_MODEL_SIZE {
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mesh.push_quad(Quad::new(zero, zero, zero, zero));
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}
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mesh
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}
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pub fn offset(&self) -> usize { self.offset }
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}
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