mirror of
https://gitlab.com/veloren/veloren.git
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Fixed suppressed clippy warnings for #587 - redundant_closure See merge request veloren/veloren!1065
542 lines
20 KiB
Rust
542 lines
20 KiB
Rust
use crate::{
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mesh::{vol, Meshable},
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render::{self, FluidPipeline, Mesh, TerrainPipeline},
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};
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use common::{
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terrain::{Block, BlockKind},
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vol::{ReadVol, RectRasterableVol, Vox},
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volumes::vol_grid_2d::{CachedVolGrid2d, VolGrid2d},
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};
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use std::{collections::VecDeque, fmt::Debug};
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use vek::*;
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type TerrainVertex = <TerrainPipeline as render::Pipeline>::Vertex;
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type FluidVertex = <FluidPipeline as render::Pipeline>::Vertex;
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trait Blendable {
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fn is_blended(&self) -> bool;
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}
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impl Blendable for BlockKind {
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#[allow(clippy::match_single_binding)] // TODO: Pending review in #587
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fn is_blended(&self) -> bool {
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match self {
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_ => false,
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}
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}
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}
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fn calc_light<V: RectRasterableVol<Vox = Block> + ReadVol + Debug>(
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bounds: Aabb<i32>,
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vol: &VolGrid2d<V>,
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) -> impl FnMut(Vec3<i32>) -> f32 + '_ {
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const UNKNOWN: u8 = 255;
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const OPAQUE: u8 = 254;
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const SUNLIGHT: u8 = 24;
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let outer = Aabb {
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min: bounds.min - Vec3::new(SUNLIGHT as i32 - 1, SUNLIGHT as i32 - 1, 1),
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max: bounds.max + Vec3::new(SUNLIGHT as i32 - 1, SUNLIGHT as i32 - 1, 1),
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};
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let mut vol_cached = vol.cached();
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let mut light_map = vec![UNKNOWN; outer.size().product() as usize];
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let lm_idx = {
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let (w, h, _) = outer.clone().size().into_tuple();
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move |x, y, z| (z * h * w + x * h + y) as usize
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};
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// Light propagation queue
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let mut prop_que = VecDeque::new();
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// Start sun rays
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for x in 0..outer.size().w {
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for y in 0..outer.size().h {
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let z = outer.size().d - 1;
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let is_air = vol_cached
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.get(outer.min + Vec3::new(x, y, z))
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.ok()
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.map_or(false, |b| b.is_air());
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light_map[lm_idx(x, y, z)] = if is_air {
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if vol_cached
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.get(outer.min + Vec3::new(x, y, z - 1))
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.ok()
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.map_or(false, |b| b.is_air())
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{
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light_map[lm_idx(x, y, z - 1)] = SUNLIGHT;
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prop_que.push_back((x as u8, y as u8, z as u16));
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}
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SUNLIGHT
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} else {
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OPAQUE
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};
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}
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}
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// Determines light propagation
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let propagate = |src: u8,
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dest: &mut u8,
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pos: Vec3<i32>,
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prop_que: &mut VecDeque<_>,
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vol: &mut CachedVolGrid2d<V>| {
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if *dest != OPAQUE {
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if *dest == UNKNOWN {
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if vol
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.get(outer.min + pos)
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.ok()
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.map_or(false, |b| b.is_air() || b.is_fluid())
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{
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*dest = src - 1;
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// Can't propagate further
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if *dest > 1 {
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prop_que.push_back((pos.x as u8, pos.y as u8, pos.z as u16));
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}
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} else {
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*dest = OPAQUE;
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}
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} else if *dest < src - 1 {
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*dest = src - 1;
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// Can't propagate further
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if *dest > 1 {
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prop_que.push_back((pos.x as u8, pos.y as u8, pos.z as u16));
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}
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}
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}
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};
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// Propage light
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while let Some(pos) = prop_que.pop_front() {
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let pos = Vec3::new(pos.0 as i32, pos.1 as i32, pos.2 as i32);
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let light = light_map[lm_idx(pos.x, pos.y, pos.z)];
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// If ray propagate downwards at full strength
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if light == SUNLIGHT {
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// Down is special cased and we know up is a ray
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// Special cased ray propagation
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let pos = Vec3::new(pos.x, pos.y, pos.z - 1);
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let (is_air, is_fluid) = vol_cached
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.get(outer.min + pos)
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.ok()
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.map_or((false, false), |b| (b.is_air(), b.is_fluid()));
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light_map[lm_idx(pos.x, pos.y, pos.z)] = if is_air {
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prop_que.push_back((pos.x as u8, pos.y as u8, pos.z as u16));
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SUNLIGHT
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} else if is_fluid {
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prop_que.push_back((pos.x as u8, pos.y as u8, pos.z as u16));
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SUNLIGHT - 1
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} else {
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OPAQUE
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}
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} else {
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// Up
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// Bounds checking
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if pos.z + 1 < outer.size().d {
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propagate(
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light,
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light_map.get_mut(lm_idx(pos.x, pos.y, pos.z + 1)).unwrap(),
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Vec3::new(pos.x, pos.y, pos.z + 1),
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&mut prop_que,
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&mut vol_cached,
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)
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}
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// Down
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if pos.z > 0 {
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propagate(
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light,
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light_map.get_mut(lm_idx(pos.x, pos.y, pos.z - 1)).unwrap(),
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Vec3::new(pos.x, pos.y, pos.z - 1),
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&mut prop_que,
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&mut vol_cached,
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)
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}
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}
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// The XY directions
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if pos.y + 1 < outer.size().h {
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propagate(
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light,
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light_map.get_mut(lm_idx(pos.x, pos.y + 1, pos.z)).unwrap(),
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Vec3::new(pos.x, pos.y + 1, pos.z),
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&mut prop_que,
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&mut vol_cached,
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)
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}
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if pos.y > 0 {
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propagate(
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light,
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light_map.get_mut(lm_idx(pos.x, pos.y - 1, pos.z)).unwrap(),
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Vec3::new(pos.x, pos.y - 1, pos.z),
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&mut prop_que,
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&mut vol_cached,
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)
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}
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if pos.x + 1 < outer.size().w {
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propagate(
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light,
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light_map.get_mut(lm_idx(pos.x + 1, pos.y, pos.z)).unwrap(),
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Vec3::new(pos.x + 1, pos.y, pos.z),
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&mut prop_que,
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&mut vol_cached,
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)
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}
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if pos.x > 0 {
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propagate(
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light,
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light_map.get_mut(lm_idx(pos.x - 1, pos.y, pos.z)).unwrap(),
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Vec3::new(pos.x - 1, pos.y, pos.z),
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&mut prop_que,
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&mut vol_cached,
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)
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}
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}
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move |wpos| {
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let pos = wpos - outer.min;
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light_map
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.get(lm_idx(pos.x, pos.y, pos.z))
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.filter(|l| **l != OPAQUE && **l != UNKNOWN)
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.map(|l| *l as f32 / SUNLIGHT as f32)
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.unwrap_or(0.0)
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}
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}
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impl<'a, V: RectRasterableVol<Vox = Block> + ReadVol + Debug>
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Meshable<'a, TerrainPipeline, FluidPipeline> for VolGrid2d<V>
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{
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type Pipeline = TerrainPipeline;
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type Supplement = Aabb<i32>;
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type TranslucentPipeline = FluidPipeline;
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#[allow(clippy::collapsible_if)]
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#[allow(clippy::many_single_char_names)]
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#[allow(clippy::needless_range_loop)] // TODO: Pending review in #587
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#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
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#[allow(clippy::panic_params)] // TODO: Pending review in #587
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fn generate_mesh(
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&'a self,
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range: Self::Supplement,
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) -> (Mesh<Self::Pipeline>, Mesh<Self::TranslucentPipeline>) {
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let mut light = calc_light(range, self);
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let mut lowest_opaque = range.size().d;
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let mut highest_opaque = 0;
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let mut lowest_fluid = range.size().d;
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let mut highest_fluid = 0;
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let mut lowest_air = range.size().d;
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let mut highest_air = 0;
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let flat_get = {
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let (w, h, d) = range.size().into_tuple();
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// z can range from -1..range.size().d + 1
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let d = d + 2;
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let flat = {
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let mut volume = self.cached();
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let mut flat = vec![Block::empty(); (w * h * d) as usize];
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let mut i = 0;
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for x in 0..range.size().w {
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for y in 0..range.size().h {
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for z in -1..range.size().d + 1 {
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let block = volume
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.get(range.min + Vec3::new(x, y, z))
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.map(|b| *b)
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.unwrap_or(Block::empty());
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if block.is_opaque() {
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lowest_opaque = lowest_opaque.min(z);
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highest_opaque = highest_opaque.max(z);
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} else if block.is_fluid() {
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lowest_fluid = lowest_fluid.min(z);
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highest_fluid = highest_fluid.max(z);
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} else {
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// Assume air
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lowest_air = lowest_air.min(z);
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highest_air = highest_air.max(z);
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};
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flat[i] = block;
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i += 1;
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}
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}
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}
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flat
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};
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move |Vec3 { x, y, z }| {
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// z can range from -1..range.size().d + 1
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let z = z + 1;
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match flat.get((x * h * d + y * d + z) as usize).copied() {
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Some(b) => b,
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None => panic!("x {} y {} z {} d {} h {}"),
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}
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}
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};
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// TODO: figure out why this has to be -2 instead of -1
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// Constrain iterated area
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let z_start = if (lowest_air > lowest_opaque && lowest_air <= lowest_fluid)
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|| (lowest_air > lowest_fluid && lowest_air <= lowest_opaque)
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{
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lowest_air - 2
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} else if lowest_fluid > lowest_opaque && lowest_fluid <= lowest_air {
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lowest_fluid - 2
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} else if lowest_fluid > lowest_air && lowest_fluid <= lowest_opaque {
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lowest_fluid - 1
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} else {
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lowest_opaque - 1
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}
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.max(0);
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let z_end = if (highest_air < highest_opaque && highest_air >= highest_fluid)
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|| (highest_air < highest_fluid && highest_air >= highest_opaque)
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{
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highest_air + 1
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} else if highest_fluid < highest_opaque && highest_fluid >= highest_air {
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highest_fluid + 1
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} else if highest_fluid < highest_air && highest_fluid >= highest_opaque {
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highest_fluid
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} else {
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highest_opaque
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}
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.min(range.size().d - 1);
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// // We use multiple meshes and then combine them later such that we can group
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// similar z // levels together (better rendering performance)
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// let mut opaque_meshes = vec![Mesh::new(); ((z_end + 1 - z_start).clamped(1,
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// 60) as usize / 10).max(1)];
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let mut opaque_mesh = Mesh::new();
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let mut fluid_mesh = Mesh::new();
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for x in 1..range.size().w - 1 {
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for y in 1..range.size().w - 1 {
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let mut blocks = [[[None; 3]; 3]; 3];
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for i in 0..3 {
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for j in 0..3 {
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for k in 0..3 {
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blocks[k][j][i] = Some(flat_get(
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Vec3::new(x, y, z_start) + Vec3::new(i as i32, j as i32, k as i32)
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- 1,
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));
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}
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}
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}
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let mut lights = [[[None; 3]; 3]; 3];
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for i in 0..3 {
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for j in 0..3 {
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for k in 0..3 {
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lights[k][j][i] = if blocks[k][j][i]
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.map(|block| block.is_opaque())
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.unwrap_or(false)
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{
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None
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} else {
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Some(light(
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Vec3::new(
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x + range.min.x,
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y + range.min.y,
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z_start + range.min.z,
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) + Vec3::new(i as i32, j as i32, k as i32)
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- 1,
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))
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};
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}
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}
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}
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let get_color = |maybe_block: Option<&Block>, neighbour: bool| {
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maybe_block
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.filter(|vox| vox.is_opaque() && (!neighbour || vox.is_blended()))
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.and_then(|vox| vox.get_color())
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.map(Rgba::from_opaque)
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.unwrap_or(Rgba::zero())
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};
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for z in z_start..z_end + 1 {
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let pos = Vec3::new(x, y, z);
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let offs = (pos - Vec3::new(1, 1, -range.min.z)).map(|e| e as f32);
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lights[0] = lights[1];
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lights[1] = lights[2];
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blocks[0] = blocks[1];
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blocks[1] = blocks[2];
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for i in 0..3 {
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for j in 0..3 {
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let block = Some(flat_get(pos + Vec3::new(i as i32, j as i32, 2) - 1));
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blocks[2][j][i] = block;
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}
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}
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for i in 0..3 {
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for j in 0..3 {
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lights[2][j][i] = if blocks[2][j][i]
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.map(|block| block.is_opaque())
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.unwrap_or(false)
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{
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None
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} else {
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Some(light(
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pos + range.min + Vec3::new(i as i32, j as i32, 2) - 1,
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))
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};
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}
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}
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let block = blocks[1][1][1];
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let colors = if block.map_or(false, |vox| vox.is_blended()) {
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let mut colors = [[[Rgba::zero(); 3]; 3]; 3];
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for i in 0..3 {
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for j in 0..3 {
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for k in 0..3 {
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colors[i][j][k] = get_color(
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blocks[i][j][k].as_ref(),
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i != 1 || j != 1 || k != 1,
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)
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}
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}
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}
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colors
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} else {
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[[[get_color(blocks[1][1][1].as_ref(), false); 3]; 3]; 3]
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};
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// let opaque_mesh_index = ((z - z_start) * opaque_meshes.len() as i32 / (z_end
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// + 1 - z_start).max(1)) as usize; let selected_opaque_mesh
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// = &mut opaque_meshes[opaque_mesh_index]; Create mesh
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// polygons
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if block.map_or(false, |vox| vox.is_opaque()) {
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vol::push_vox_verts(
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&mut opaque_mesh, //selected_opaque_mesh,
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faces_to_make(&blocks, false, |vox| !vox.is_opaque()),
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offs,
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&colors,
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|pos, norm, col, light, ao| {
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//let light = (light.min(ao) * 255.0) as u32;
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let light = (light * 255.0) as u32;
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let ao = (ao * 255.0) as u32;
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let norm = if norm.x != 0.0 {
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if norm.x < 0.0 { 0 } else { 1 }
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} else if norm.y != 0.0 {
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if norm.y < 0.0 { 2 } else { 3 }
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} else {
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if norm.z < 0.0 { 4 } else { 5 }
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};
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TerrainVertex::new(norm, light, ao, pos, col)
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},
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&lights,
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);
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} else if block.map_or(false, |vox| vox.is_fluid()) {
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vol::push_vox_verts(
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&mut fluid_mesh,
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faces_to_make(&blocks, false, |vox| vox.is_air()),
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offs,
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&colors,
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|pos, norm, col, light, _ao| {
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FluidVertex::new(pos, norm, col, light, 0.3)
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},
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&lights,
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);
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}
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}
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}
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}
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// let opaque_mesh = opaque_meshes
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// .into_iter()
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// .rev()
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// .fold(Mesh::new(), |mut opaque_mesh, m: Mesh<Self::Pipeline>| {
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// m.verts().chunks_exact(3).rev().for_each(|vs| {
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// opaque_mesh.push(vs[0]);
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// opaque_mesh.push(vs[1]);
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// opaque_mesh.push(vs[2]);
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// });
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// opaque_mesh
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// });
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(opaque_mesh, fluid_mesh)
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}
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}
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/// Use the 6 voxels/blocks surrounding the center
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/// to detemine which faces should be drawn
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/// Unlike the one in segments.rs this uses a provided array of blocks instead
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/// of retrieving from a volume
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/// blocks[z][y][x]
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fn faces_to_make(
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blocks: &[[[Option<Block>; 3]; 3]; 3],
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error_makes_face: bool,
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should_add: impl Fn(Block) -> bool,
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) -> [bool; 6] {
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// Faces to draw
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let make_face = |opt_v: Option<Block>| opt_v.map(|v| should_add(v)).unwrap_or(error_makes_face);
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[
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make_face(blocks[1][1][0]),
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make_face(blocks[1][1][2]),
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make_face(blocks[1][0][1]),
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make_face(blocks[1][2][1]),
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make_face(blocks[0][1][1]),
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make_face(blocks[2][1][1]),
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]
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}
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/*
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impl<V: BaseVol<Vox = Block> + ReadVol + Debug> Meshable for VolGrid3d<V> {
|
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type Pipeline = TerrainPipeline;
|
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type Supplement = Aabb<i32>;
|
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|
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fn generate_mesh(&self, range: Self::Supplement) -> Mesh<Self::Pipeline> {
|
|
let mut mesh = Mesh::new();
|
|
|
|
let mut last_chunk_pos = self.pos_key(range.min);
|
|
let mut last_chunk = self.get_key(last_chunk_pos);
|
|
|
|
let size = range.max - range.min;
|
|
for x in 1..size.x - 1 {
|
|
for y in 1..size.y - 1 {
|
|
for z in 1..size.z - 1 {
|
|
let pos = Vec3::new(x, y, z);
|
|
|
|
let new_chunk_pos = self.pos_key(range.min + pos);
|
|
if last_chunk_pos != new_chunk_pos {
|
|
last_chunk = self.get_key(new_chunk_pos);
|
|
last_chunk_pos = new_chunk_pos;
|
|
}
|
|
let offs = pos.map(|e| e as f32 - 1.0);
|
|
if let Some(chunk) = last_chunk {
|
|
let chunk_pos = Self::chunk_offs(range.min + pos);
|
|
if let Some(col) = chunk.get(chunk_pos).ok().and_then(|vox| vox.get_color())
|
|
{
|
|
let col = col.map(|e| e as f32 / 255.0);
|
|
|
|
vol::push_vox_verts(
|
|
&mut mesh,
|
|
self,
|
|
range.min + pos,
|
|
offs,
|
|
col,
|
|
TerrainVertex::new,
|
|
false,
|
|
);
|
|
}
|
|
} else {
|
|
if let Some(col) = self
|
|
.get(range.min + pos)
|
|
.ok()
|
|
.and_then(|vox| vox.get_color())
|
|
{
|
|
let col = col.map(|e| e as f32 / 255.0);
|
|
|
|
vol::push_vox_verts(
|
|
&mut mesh,
|
|
self,
|
|
range.min + pos,
|
|
offs,
|
|
col,
|
|
TerrainVertex::new,
|
|
false,
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
mesh
|
|
}
|
|
}
|
|
*/
|