Files
veloren/voxygen/src/scene/mod.rs
Pfauenauge90 822901b08b Chat padding, Font Colours to white, Help Window
Former-commit-id: d36a878971f92fbf16eb44d3102b4328832e6563
2019-04-14 15:15:42 +02:00

199 lines
6.1 KiB
Rust

pub mod camera;
pub mod figure;
pub mod terrain;
use vek::*;
use dot_vox;
use common::{
comp,
figure::Segment,
};
use client::Client;
use crate::{
render::{
Consts,
Globals,
Model,
Renderer,
SkyboxPipeline,
SkyboxLocals,
FigureLocals,
create_skybox_mesh,
},
window::Event,
mesh::Meshable,
anim::{
Animation,
character::{CharacterSkeleton, RunAnimation},
},
};
use self::{
camera::Camera,
figure::Figure,
terrain::Terrain,
};
// TODO: Don't hard-code this
const CURSOR_PAN_SCALE: f32 = 0.005;
struct Skybox {
model: Model<SkyboxPipeline>,
locals: Consts<SkyboxLocals>,
}
pub struct Scene {
globals: Consts<Globals>,
camera: Camera,
skybox: Skybox,
terrain: Terrain,
test_figure: Figure<CharacterSkeleton>,
}
// TODO: Make a proper asset loading system
fn load_segment(filename: &'static str) -> Segment {
Segment::from(dot_vox::load(&(concat!(env!("CARGO_MANIFEST_DIR"), "/../assets/voxygen/voxel/").to_string() + filename)).unwrap())
}
impl Scene {
/// Create a new `Scene` with default parameters.
pub fn new(renderer: &mut Renderer, client: &Client) -> Self {
Self {
globals: renderer
.create_consts(&[Globals::default()])
.unwrap(),
camera: Camera::new(),
skybox: Skybox {
model: renderer
.create_model(&create_skybox_mesh())
.unwrap(),
locals: renderer
.create_consts(&[SkyboxLocals::default()])
.unwrap(),
},
terrain: Terrain::new(),
test_figure: Figure::new(
renderer,
[
Some(load_segment("head.vox").generate_mesh(Vec3::new(-7.0, -6.5, -6.0))),
Some(load_segment("chest.vox").generate_mesh(Vec3::new(-6.0, -3.0, 0.0))),
Some(load_segment("belt.vox").generate_mesh(Vec3::new(-5.0, -3.0, 0.0))),
Some(load_segment("pants.vox").generate_mesh(Vec3::new(-5.0, -3.0, 0.0))),
Some(load_segment("hand.vox").generate_mesh(Vec3::new(-2.0, -2.0, -1.0))),
Some(load_segment("hand.vox").generate_mesh(Vec3::new(-2.0, -2.0, -1.0))),
Some(load_segment("foot.vox").generate_mesh(Vec3::new(-2.5, -3.0, -2.0))),
Some(load_segment("foot.vox").generate_mesh(Vec3::new(-2.5, -3.0, -2.0))),
Some(load_segment("sword.vox").generate_mesh(Vec3::new(-6.5, -1.0, 0.0))),
None,
None,
None,
None,
None,
None,
None,
],
CharacterSkeleton::new(),
)
.unwrap(),
}
}
/// Get a reference to the scene's camera.
pub fn camera(&self) -> &Camera { &self.camera }
/// Get a mutable reference to the scene's camera.
pub fn camera_mut(&mut self) -> &mut Camera { &mut self.camera }
/// Handle an incoming user input event (i.e: cursor moved, key pressed, window closed, etc.).
///
/// If the event is handled, return true
pub fn handle_input_event(&mut self, event: Event) -> bool {
match event {
// When the window is resized, change the camera's aspect ratio
Event::Resize(dims) => {
self.camera.set_aspect_ratio(dims.x as f32 / dims.y as f32);
true
},
// Panning the cursor makes the camera rotate
Event::CursorPan(delta) => {
self.camera.rotate_by(Vec3::from(delta) * CURSOR_PAN_SCALE);
true
},
// Zoom the camera when a zoom event occurs
Event::Zoom(delta) => {
self.camera.zoom_by(-delta);
true
},
// All other events are unhandled
_ => false,
}
}
/// Maintain data such as GPU constant buffers, models, etc. To be called once per tick.
pub fn maintain(&mut self, renderer: &mut Renderer, client: &Client) {
// Get player position
let player_pos = client
.player()
.and_then(|ent| client
.state()
.ecs_world()
.read_storage::<comp::phys::Pos>()
.get(ent)
.map(|pos| pos.0)
)
.unwrap_or(Vec3::zero());
// Alter camera position to match player
self.camera.set_focus_pos(player_pos);
// Compute camera matrices
let (view_mat, proj_mat, cam_pos) = self.camera.compute_dependents();
// Update global constants
renderer.update_consts(&mut self.globals, &[Globals::new(
view_mat,
proj_mat,
cam_pos,
self.camera.get_focus_pos(),
10.0,
client.state().get_time_of_day(),
client.state().get_time(),
)])
.expect("Failed to update global constants");
// Maintain the terrain
self.terrain.maintain(renderer, client);
// TODO: Don't do this here
RunAnimation::update_skeleton(
&mut self.test_figure.skeleton,
client.state().get_time(),
);
// Calculate player model matrix
let model_mat = Mat4::<f32>::translation_3d(player_pos);
self.test_figure.update_locals(renderer, FigureLocals::new(model_mat)).unwrap();
self.test_figure.update_skeleton(renderer).unwrap();
}
/// Render the scene using the provided `Renderer`
pub fn render_to(&self, renderer: &mut Renderer) {
// Render the skybox first (it appears over everything else so must be rendered first)
renderer.render_skybox(
&self.skybox.model,
&self.globals,
&self.skybox.locals,
);
// Render terrain
self.terrain.render(renderer, &self.globals);
// Render the test figure
self.test_figure.render(renderer, &self.globals);
}
}