mirror of
https://gitlab.com/veloren/veloren.git
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266 lines
9.4 KiB
Rust
266 lines
9.4 KiB
Rust
use crate::{
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render::{
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pipelines::lod_terrain::{LodData, Vertex},
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FirstPassDrawer, Instances, LodObjectInstance, LodObjectVertex, LodTerrainVertex, Mesh,
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Model, Quad, Renderer, Tri,
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},
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scene::{camera, Camera},
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settings::Settings,
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};
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use client::Client;
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use common::{
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assets::{AssetExt, ObjAsset},
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lod,
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spiral::Spiral2d,
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util::srgba_to_linear,
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weather,
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};
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use hashbrown::HashMap;
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use std::ops::Range;
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use treeculler::{BVol, Frustum, AABB};
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use vek::*;
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// For culling
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const MAX_OBJECT_RADIUS: i32 = 64;
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struct ObjectGroup {
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instances: Instances<LodObjectInstance>,
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// None implies no instances
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z_range: Option<Range<i32>>,
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frustum_last_plane_index: u8,
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visible: bool,
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}
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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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zone_objects: HashMap<Vec2<i32>, HashMap<lod::ObjectKind, ObjectGroup>>,
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object_data: HashMap<lod::ObjectKind, Model<LodObjectVertex>>,
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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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let 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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client.world_data().chunk_size().as_() / weather::CHUNKS_PER_CELL,
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settings.graphics.lod_detail.max(100).min(2500),
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/* TODO: figure out how we want to do this without color borders?
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* water_color().into_array().into(), */
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);
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Self {
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model: None,
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data,
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zone_objects: HashMap::new(),
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object_data: [
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(lod::ObjectKind::Oak, make_lod_object("oak", renderer)),
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(lod::ObjectKind::Pine, make_lod_object("pine", renderer)),
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(lod::ObjectKind::House, make_lod_object("house", renderer)),
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(
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lod::ObjectKind::GiantTree,
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make_lod_object("giant_tree", renderer),
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),
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]
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.into_iter()
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.collect(),
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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(
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&mut self,
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renderer: &mut Renderer,
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client: &Client,
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focus_pos: Vec3<f32>,
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camera: &Camera,
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) {
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// Update LoD terrain mesh according to detail
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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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// Create new LoD groups when a new zone has loaded
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for (p, zone) in client.lod_zones() {
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self.zone_objects.entry(*p).or_insert_with(|| {
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let mut objects = HashMap::<_, Vec<_>>::new();
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let mut z_range = None;
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for object in zone.objects.iter() {
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let pos = p.map(|e| lod::to_wpos(e) as f32).with_z(0.0)
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+ object.pos.map(|e| e as f32)
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+ Vec2::broadcast(0.5).with_z(0.0);
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z_range = Some(z_range.map_or(
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pos.z as i32..pos.z as i32,
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|z_range: Range<i32>| {
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z_range.start.min(pos.z as i32)..z_range.end.max(pos.z as i32)
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},
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));
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// TODO: Put this somewhere more easily configurable, like a manifest
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let color = match object.kind {
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lod::ObjectKind::Pine => Rgb::new(0, 25, 12),
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lod::ObjectKind::Oak => Rgb::new(10, 50, 5),
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lod::ObjectKind::House => Rgb::new(20, 15, 0),
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lod::ObjectKind::GiantTree => Rgb::new(8, 35, 5),
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};
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objects
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.entry(object.kind)
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.or_default()
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.push(LodObjectInstance::new(pos, color, object.flags));
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}
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objects
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.into_iter()
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.map(|(kind, instances)| {
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(kind, ObjectGroup {
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instances: renderer
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.create_instances(&instances)
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.expect("Renderer error?!"),
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z_range: z_range.clone(),
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frustum_last_plane_index: 0,
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visible: false,
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})
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})
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.collect()
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});
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}
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// Remove zones that are unloaded
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self.zone_objects
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.retain(|p, _| client.lod_zones().contains_key(p));
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// Determine visiblity of zones based on view frustum
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let camera::Dependents {
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view_mat,
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proj_mat_treeculler,
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..
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} = camera.dependents();
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let focus_off = focus_pos.map(|e| e.trunc());
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let frustum = Frustum::from_modelview_projection(
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(proj_mat_treeculler * view_mat * Mat4::translation_3d(-focus_off)).into_col_arrays(),
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);
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for (pos, groups) in &mut self.zone_objects {
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for group in groups.values_mut() {
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if let Some(z_range) = &group.z_range {
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let group_min = (pos.map(lod::to_wpos).with_z(z_range.start)
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- MAX_OBJECT_RADIUS)
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.map(|e| e as f32);
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let group_max = ((pos + 1).map(lod::to_wpos).with_z(z_range.end)
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+ MAX_OBJECT_RADIUS)
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.map(|e| e as f32);
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let (in_frustum, last_plane_index) =
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AABB::new(group_min.into_array(), group_max.into_array())
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.coherent_test_against_frustum(
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&frustum,
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group.frustum_last_plane_index,
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);
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group.visible = in_frustum;
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group.frustum_last_plane_index = last_plane_index;
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}
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}
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}
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// Update weather texture
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// NOTE: consider moving the lerping to a shader if the overhead of uploading to
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// the gpu each frame becomes an issue.
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let weather = client.state().weather_grid();
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let size = weather.size().as_::<u32>();
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renderer.update_texture(
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&self.data.weather,
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[0, 0],
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[size.x, size.y],
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&weather
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.iter()
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.map(|(_, w)| [(w.cloud * 255.0) as u8, (w.rain * 255.0) as u8, 0, 0])
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.collect::<Vec<_>>(),
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);
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}
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pub fn render<'a>(&'a self, drawer: &mut FirstPassDrawer<'a>) {
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if let Some((_, model)) = self.model.as_ref() {
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drawer.draw_lod_terrain(model);
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}
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// Draw LoD objects
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let mut drawer = drawer.draw_lod_objects();
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for groups in self.zone_objects.values() {
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for (kind, group) in groups.iter().filter(|(_, g)| g.visible) {
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if let Some(model) = self.object_data.get(kind) {
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drawer.draw(model, &group.instances);
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}
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}
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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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fn make_lod_object(name: &str, renderer: &mut Renderer) -> Model<LodObjectVertex> {
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let model = ObjAsset::load_expect(&format!("voxygen.lod.{}", name));
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let mesh = model
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.read()
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.0
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.triangles()
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.map(|vs| {
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let [a, b, c] = vs.map(|v| {
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LodObjectVertex::new(
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v.position().into(),
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v.normal().unwrap_or([0.0, 0.0, 1.0]).into(),
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Rgb::broadcast(1.0),
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//v.color().unwrap_or([1.0; 3]).into(),
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)
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});
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Tri::new(a, b, c)
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})
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.collect();
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renderer.create_model(&mesh).expect("Mesh was empty!")
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}
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