veloren/voxygen/src/scene/particle.rs
2020-12-17 12:06:07 +01:00

815 lines
29 KiB
Rust

use super::{terrain::BlocksOfInterest, SceneData, Terrain};
use crate::{
mesh::{greedy::GreedyMesh, Meshable},
render::{
pipelines::particle::ParticleMode, GlobalModel, Instances, Light, LodData, Model,
ParticleInstance, ParticlePipeline, Renderer,
},
};
use common::{
assets::{AssetExt, DotVoxAsset},
comp::{item::Reagent, object, Body, CharacterState, Ori, Pos, Shockwave},
figure::Segment,
outcome::Outcome,
resources::DeltaTime,
span,
spiral::Spiral2d,
states::utils::StageSection,
terrain::TerrainChunk,
vol::{RectRasterableVol, SizedVol},
};
use hashbrown::HashMap;
use rand::prelude::*;
use specs::{Join, WorldExt};
use std::{f32::consts::PI, time::Duration};
use vek::*;
pub struct ParticleMgr {
/// keep track of lifespans
particles: Vec<Particle>,
/// keep track of timings
scheduler: HeartbeatScheduler,
/// GPU Instance Buffer
instances: Instances<ParticleInstance>,
/// GPU Vertex Buffers
model_cache: HashMap<&'static str, Model<ParticlePipeline>>,
}
impl ParticleMgr {
pub fn new(renderer: &mut Renderer) -> Self {
Self {
particles: Vec::new(),
scheduler: HeartbeatScheduler::new(),
instances: default_instances(renderer),
model_cache: default_cache(renderer),
}
}
pub fn handle_outcome(&mut self, outcome: &Outcome, scene_data: &SceneData) {
span!(_guard, "handle_outcome", "ParticleMgr::handle_outcome");
let time = scene_data.state.get_time();
let mut rng = rand::thread_rng();
match outcome {
Outcome::Explosion {
pos,
power,
radius,
is_attack,
reagent,
} => {
if *is_attack {
if *power < 0.0 {
self.particles.resize_with(
self.particles.len() + (200.0 * power.abs()) as usize,
|| {
Particle::new(
Duration::from_secs(1),
time,
ParticleMode::EnergyNature,
*pos + Vec3::<f32>::zero()
.map(|_| rng.gen_range(-1.0, 1.0))
.normalized()
* *radius,
)
},
);
} else {
self.particles.resize_with(
self.particles.len() + (200.0 * power.abs()) as usize,
|| {
Particle::new(
Duration::from_secs(1),
time,
ParticleMode::CampfireFire,
*pos + Vec3::<f32>::zero()
.map(|_| rng.gen_range(-1.0, 1.0))
.normalized()
* *radius,
)
},
);
}
} else {
self.particles.resize_with(
self.particles.len() + if reagent.is_some() { 300 } else { 150 },
|| {
Particle::new(
Duration::from_millis(if reagent.is_some() { 1000 } else { 250 }),
time,
match reagent {
Some(Reagent::Blue) => ParticleMode::FireworkBlue,
Some(Reagent::Green) => ParticleMode::FireworkGreen,
Some(Reagent::Purple) => ParticleMode::FireworkPurple,
Some(Reagent::Red) => ParticleMode::FireworkRed,
Some(Reagent::Yellow) => ParticleMode::FireworkYellow,
None => ParticleMode::Shrapnel,
},
*pos,
)
},
);
self.particles.resize_with(
self.particles.len() + if reagent.is_some() { 100 } else { 200 },
|| {
Particle::new(
Duration::from_secs(4),
time,
ParticleMode::CampfireSmoke,
*pos + Vec3::<f32>::zero()
.map(|_| rng.gen_range(-1.0, 1.0))
.normalized()
* *radius,
)
},
);
}
},
Outcome::ProjectileShot { .. } => {},
_ => {},
}
}
pub fn maintain(
&mut self,
renderer: &mut Renderer,
scene_data: &SceneData,
terrain: &Terrain<TerrainChunk>,
lights: &mut Vec<Light>,
) {
span!(_guard, "maintain", "ParticleMgr::maintain");
if scene_data.particles_enabled {
// update timings
self.scheduler.maintain(scene_data.state.get_time());
// remove dead Particle
self.particles
.retain(|p| p.alive_until > scene_data.state.get_time());
// add new Particle
self.maintain_body_particles(scene_data);
self.maintain_boost_particles(scene_data);
self.maintain_beam_particles(scene_data, lights);
self.maintain_block_particles(scene_data, terrain);
self.maintain_shockwave_particles(scene_data);
} else {
// remove all particle lifespans
self.particles.clear();
// remove all timings
self.scheduler.clear();
}
self.upload_particles(renderer);
}
fn maintain_body_particles(&mut self, scene_data: &SceneData) {
span!(
_guard,
"body_particles",
"ParticleMgr::maintain_body_particles"
);
let ecs = scene_data.state.ecs();
for (body, pos) in (&ecs.read_storage::<Body>(), &ecs.read_storage::<Pos>()).join() {
match body {
Body::Object(object::Body::CampfireLit) => {
self.maintain_campfirelit_particles(scene_data, pos)
},
Body::Object(object::Body::BoltFire) => {
self.maintain_boltfire_particles(scene_data, pos)
},
Body::Object(object::Body::BoltFireBig) => {
self.maintain_boltfirebig_particles(scene_data, pos)
},
Body::Object(object::Body::BoltNature) => {
self.maintain_boltnature_particles(scene_data, pos)
},
Body::Object(
object::Body::Bomb
| object::Body::FireworkBlue
| object::Body::FireworkGreen
| object::Body::FireworkPurple
| object::Body::FireworkRed
| object::Body::FireworkYellow,
) => self.maintain_bomb_particles(scene_data, pos),
_ => {},
}
}
}
fn maintain_campfirelit_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
span!(
_guard,
"campfirelit_particles",
"ParticleMgr::maintain_campfirelit_particles"
);
let time = scene_data.state.get_time();
for _ in 0..self.scheduler.heartbeats(Duration::from_millis(10)) {
self.particles.push(Particle::new(
Duration::from_millis(250),
time,
ParticleMode::CampfireFire,
pos.0,
));
self.particles.push(Particle::new(
Duration::from_secs(10),
time,
ParticleMode::CampfireSmoke,
pos.0.map(|e| e + thread_rng().gen_range(-0.25, 0.25)),
));
}
}
fn maintain_boltfire_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
span!(
_guard,
"boltfire_particles",
"ParticleMgr::maintain_boltfire_particles"
);
let time = scene_data.state.get_time();
for _ in 0..self.scheduler.heartbeats(Duration::from_millis(10)) {
self.particles.push(Particle::new(
Duration::from_millis(250),
time,
ParticleMode::CampfireFire,
pos.0,
));
self.particles.push(Particle::new(
Duration::from_secs(1),
time,
ParticleMode::CampfireSmoke,
pos.0,
));
}
}
fn maintain_boltfirebig_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
span!(
_guard,
"boltfirebig_particles",
"ParticleMgr::maintain_boltfirebig_particles"
);
let time = scene_data.state.get_time();
// fire
self.particles.resize_with(
self.particles.len() + usize::from(self.scheduler.heartbeats(Duration::from_millis(3))),
|| {
Particle::new(
Duration::from_millis(250),
time,
ParticleMode::CampfireFire,
pos.0,
)
},
);
// smoke
self.particles.resize_with(
self.particles.len() + usize::from(self.scheduler.heartbeats(Duration::from_millis(5))),
|| {
Particle::new(
Duration::from_secs(2),
time,
ParticleMode::CampfireSmoke,
pos.0,
)
},
);
}
fn maintain_boltnature_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
let time = scene_data.state.get_time();
// nature
self.particles.resize_with(
self.particles.len() + usize::from(self.scheduler.heartbeats(Duration::from_millis(3))),
|| {
Particle::new(
Duration::from_millis(250),
time,
ParticleMode::EnergyNature,
pos.0,
)
},
);
}
fn maintain_bomb_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
span!(
_guard,
"bomb_particles",
"ParticleMgr::maintain_bomb_particles"
);
let time = scene_data.state.get_time();
for _ in 0..self.scheduler.heartbeats(Duration::from_millis(10)) {
// sparks
self.particles.push(Particle::new(
Duration::from_millis(1500),
time,
ParticleMode::GunPowderSpark,
pos.0,
));
// smoke
self.particles.push(Particle::new(
Duration::from_secs(2),
time,
ParticleMode::CampfireSmoke,
pos.0,
));
}
}
fn maintain_boost_particles(&mut self, scene_data: &SceneData) {
span!(
_guard,
"boost_particles",
"ParticleMgr::maintain_boost_particles"
);
let state = scene_data.state;
let ecs = state.ecs();
let time = state.get_time();
for (pos, character_state) in (
&ecs.read_storage::<Pos>(),
&ecs.read_storage::<CharacterState>(),
)
.join()
{
if let CharacterState::Boost(_) = character_state {
self.particles.resize_with(
self.particles.len()
+ usize::from(self.scheduler.heartbeats(Duration::from_millis(10))),
|| {
Particle::new(
Duration::from_secs(15),
time,
ParticleMode::CampfireSmoke,
pos.0,
)
},
);
}
}
}
fn maintain_beam_particles(&mut self, scene_data: &SceneData, lights: &mut Vec<Light>) {
let state = scene_data.state;
let ecs = state.ecs();
let time = state.get_time();
for (pos, ori, character_state) in (
&ecs.read_storage::<Pos>(),
&ecs.read_storage::<Ori>(),
&ecs.read_storage::<CharacterState>(),
)
.join()
{
if let CharacterState::BasicBeam(b) = character_state {
let particle_ori = b.particle_ori.unwrap_or(*ori.vec());
if b.stage_section == StageSection::Cast {
if b.static_data.base_hps > 0 {
// Emit a light when using healing
lights.push(Light::new(pos.0 + b.offset, Rgb::new(0.1, 1.0, 0.15), 1.0));
for i in 0..self.scheduler.heartbeats(Duration::from_millis(1)) {
self.particles.push(Particle::new_beam(
b.static_data.beam_duration,
time + i as f64 / 1000.0,
ParticleMode::HealingBeam,
pos.0 + particle_ori * 0.5 + b.offset,
pos.0 + particle_ori * b.static_data.range + b.offset,
));
}
} else {
let mut rng = thread_rng();
let (from, to) = (Vec3::<f32>::unit_z(), particle_ori);
let m = Mat3::<f32>::rotation_from_to_3d(from, to);
// Emit a light when using flames
lights.push(Light::new(
pos.0 + b.offset,
Rgb::new(1.0, 0.25, 0.05).map(|e| e * rng.gen_range(0.8, 1.2)),
2.0,
));
self.particles.resize_with(
self.particles.len()
+ 2 * usize::from(
self.scheduler.heartbeats(Duration::from_millis(1)),
),
|| {
let phi: f32 =
rng.gen_range(0.0, b.static_data.max_angle.to_radians());
let theta: f32 = rng.gen_range(0.0, 2.0 * PI);
let offset_z = Vec3::new(
phi.sin() * theta.cos(),
phi.sin() * theta.sin(),
phi.cos(),
);
let random_ori = offset_z * m * Vec3::new(-1.0, -1.0, 1.0);
Particle::new_beam(
b.static_data.beam_duration,
time,
ParticleMode::FlameThrower,
pos.0 + random_ori * 0.5 + b.offset,
pos.0 + random_ori * b.static_data.range + b.offset,
)
},
);
}
}
}
}
}
#[allow(clippy::same_item_push)] // TODO: Pending review in #587
fn maintain_block_particles(
&mut self,
scene_data: &SceneData,
terrain: &Terrain<TerrainChunk>,
) {
span!(
_guard,
"block_particles",
"ParticleMgr::maintain_block_particles"
);
let dt = scene_data.state.ecs().fetch::<DeltaTime>().0;
let time = scene_data.state.get_time();
let player_pos = scene_data
.state
.read_component_copied::<Pos>(scene_data.player_entity)
.unwrap_or_default();
let player_chunk = player_pos.0.xy().map2(TerrainChunk::RECT_SIZE, |e, sz| {
(e.floor() as i32).div_euclid(sz as i32)
});
struct BlockParticles<'a> {
// The function to select the blocks of interest that we should emit from
blocks: fn(&'a BlocksOfInterest) -> &'a [Vec3<i32>],
// The range, in chunks, that the particles should be generated in from the player
range: usize,
// The emission rate, per block per second, of the generated particles
rate: f32,
// The number of seconds that each particle should live for
lifetime: f32,
// The visual mode of the generated particle
mode: ParticleMode,
// Condition that must be true
cond: fn(&SceneData) -> bool,
}
let particles: &[BlockParticles] = &[
BlockParticles {
blocks: |boi| &boi.leaves,
range: 4,
rate: 0.001,
lifetime: 30.0,
mode: ParticleMode::Leaf,
cond: |_| true,
},
BlockParticles {
blocks: |boi| &boi.fires,
range: 2,
rate: 20.0,
lifetime: 0.25,
mode: ParticleMode::CampfireFire,
cond: |_| true,
},
BlockParticles {
blocks: |boi| &boi.fire_bowls,
range: 2,
rate: 20.0,
lifetime: 0.25,
mode: ParticleMode::FireBowl,
cond: |_| true,
},
BlockParticles {
blocks: |boi| &boi.smokers,
range: 8,
rate: 3.0,
lifetime: 40.0,
mode: ParticleMode::CampfireSmoke,
cond: |_| true,
},
BlockParticles {
blocks: |boi| &boi.reeds,
range: 6,
rate: 0.004,
lifetime: 40.0,
mode: ParticleMode::Firefly,
cond: |sd| sd.state.get_day_period().is_dark(),
},
BlockParticles {
blocks: |boi| &boi.flowers,
range: 5,
rate: 0.002,
lifetime: 40.0,
mode: ParticleMode::Firefly,
cond: |sd| sd.state.get_day_period().is_dark(),
},
BlockParticles {
blocks: |boi| &boi.beehives,
range: 3,
rate: 0.5,
lifetime: 30.0,
mode: ParticleMode::Bee,
cond: |sd| sd.state.get_day_period().is_light(),
},
];
let mut rng = thread_rng();
for particles in particles.iter() {
if !(particles.cond)(scene_data) {
continue;
}
for offset in Spiral2d::new().take((particles.range * 2 + 1).pow(2)) {
let chunk_pos = player_chunk + offset;
terrain.get(chunk_pos).map(|chunk_data| {
let blocks = (particles.blocks)(&chunk_data.blocks_of_interest);
let avg_particles = dt * blocks.len() as f32 * particles.rate;
let particle_count = avg_particles.trunc() as usize
+ (rng.gen::<f32>() < avg_particles.fract()) as usize;
self.particles
.resize_with(self.particles.len() + particle_count, || {
let block_pos =
Vec3::from(chunk_pos * TerrainChunk::RECT_SIZE.map(|e| e as i32))
+ blocks.choose(&mut rng).copied().unwrap(); // Can't fail
Particle::new(
Duration::from_secs_f32(particles.lifetime),
time,
particles.mode,
block_pos.map(|e: i32| e as f32 + rng.gen::<f32>()),
)
})
});
}
}
}
fn maintain_shockwave_particles(&mut self, scene_data: &SceneData) {
let state = scene_data.state;
let ecs = state.ecs();
let time = state.get_time();
for (_i, (_entity, pos, ori, shockwave)) in (
&ecs.entities(),
&ecs.read_storage::<Pos>(),
&ecs.read_storage::<Ori>(),
&ecs.read_storage::<Shockwave>(),
)
.join()
.enumerate()
{
let elapsed = time - shockwave.creation.unwrap_or_default();
let distance = shockwave.properties.speed * elapsed as f32;
let radians = shockwave.properties.angle.to_radians();
let theta = ori.0.y.atan2(ori.0.x);
let dtheta = radians / distance;
let heartbeats = self.scheduler.heartbeats(Duration::from_millis(1));
for heartbeat in 0..heartbeats {
if shockwave.properties.requires_ground {
// 1 / 3 the size of terrain voxel
let scale = 1.0 / 3.0;
let scaled_speed = shockwave.properties.speed * scale;
let sub_tick_interpolation = scaled_speed * 1000.0 * heartbeat as f32;
let distance =
shockwave.properties.speed * (elapsed as f32 - sub_tick_interpolation);
let new_particle_count = distance / scale as f32;
self.particles.reserve(new_particle_count as usize);
for d in 0..((distance / scale) as i32) {
let arc_position = theta - radians / 2.0 + dtheta * d as f32 * scale;
let position = pos.0
+ distance * Vec3::new(arc_position.cos(), arc_position.sin(), 0.0);
let position_snapped = ((position / scale).floor() + 0.5) * scale;
self.particles.push(Particle::new(
Duration::from_millis(250),
time,
ParticleMode::GroundShockwave,
position_snapped,
));
}
} else {
for d in 0..3 * distance as i32 {
let arc_position = theta - radians / 2.0 + dtheta * d as f32 / 3.0;
let position = pos.0
+ distance * Vec3::new(arc_position.cos(), arc_position.sin(), 0.0);
self.particles.push(Particle::new(
Duration::from_secs_f32(distance / 50.0),
time,
ParticleMode::FireShockwave,
position,
));
}
}
}
}
}
fn upload_particles(&mut self, renderer: &mut Renderer) {
span!(_guard, "upload_particles", "ParticleMgr::upload_particles");
let all_cpu_instances = self
.particles
.iter()
.map(|p| p.instance)
.collect::<Vec<ParticleInstance>>();
// TODO: optimise buffer writes
let gpu_instances = renderer
.create_instances(&all_cpu_instances)
.expect("Failed to upload particle instances to the GPU!");
self.instances = gpu_instances;
}
pub fn render(
&self,
renderer: &mut Renderer,
scene_data: &SceneData,
global: &GlobalModel,
lod: &LodData,
) {
span!(_guard, "render", "ParticleMgr::render");
if scene_data.particles_enabled {
let model = &self
.model_cache
.get(DEFAULT_MODEL_KEY)
.expect("Expected particle model in cache");
renderer.render_particles(model, global, &self.instances, lod);
}
}
pub fn particle_count(&self) -> usize { self.instances.count() }
pub fn particle_count_visible(&self) -> usize { self.instances.count() }
}
fn default_instances(renderer: &mut Renderer) -> Instances<ParticleInstance> {
let empty_vec = Vec::new();
renderer
.create_instances(&empty_vec)
.expect("Failed to upload particle instances to the GPU!")
}
const DEFAULT_MODEL_KEY: &str = "voxygen.voxel.particle";
fn default_cache(renderer: &mut Renderer) -> HashMap<&'static str, Model<ParticlePipeline>> {
let mut model_cache = HashMap::new();
model_cache.entry(DEFAULT_MODEL_KEY).or_insert_with(|| {
let vox = DotVoxAsset::load_expect(DEFAULT_MODEL_KEY);
// NOTE: If we add texturing we may eventually try to share it among all
// particles in a single atlas.
let max_texture_size = renderer.max_texture_size();
let max_size =
guillotiere::Size::new(i32::from(max_texture_size), i32::from(max_texture_size));
let mut greedy = GreedyMesh::new(max_size);
let segment = Segment::from(&vox.read().0);
let segment_size = segment.size();
let mut mesh =
Meshable::<ParticlePipeline, &mut GreedyMesh>::generate_mesh(segment, &mut greedy).0;
// Center particle vertices around origin
for vert in mesh.vertices_mut() {
vert.pos[0] -= segment_size.x as f32 / 2.0;
vert.pos[1] -= segment_size.y as f32 / 2.0;
vert.pos[2] -= segment_size.z as f32 / 2.0;
}
// NOTE: Ignoring coloring / lighting for now.
drop(greedy);
renderer
.create_model(&mesh)
.expect("Failed to create particle model")
});
model_cache
}
/// Accumulates heartbeats to be consumed on the next tick.
struct HeartbeatScheduler {
/// Duration = Heartbeat Frequency/Intervals
/// f64 = Last update time
/// u8 = number of heartbeats since last update
/// - if it's more frequent then tick rate, it could be 1 or more.
/// - if it's less frequent then tick rate, it could be 1 or 0.
/// - if it's equal to the tick rate, it could be between 2 and 0, due to
/// delta time variance etc.
timers: HashMap<Duration, (f64, u8)>,
last_known_time: f64,
}
impl HeartbeatScheduler {
pub fn new() -> Self {
HeartbeatScheduler {
timers: HashMap::new(),
last_known_time: 0.0,
}
}
/// updates the last elapsed times and elapsed counts
/// this should be called once, and only once per tick.
pub fn maintain(&mut self, now: f64) {
span!(_guard, "maintain", "HeartbeatScheduler::maintain");
self.last_known_time = now;
for (frequency, (last_update, heartbeats)) in self.timers.iter_mut() {
// the number of frequency cycles that have occurred.
let total_heartbeats = (now - *last_update) / frequency.as_secs_f64();
// exclude partial frequency cycles
let full_heartbeats = total_heartbeats.floor();
*heartbeats = full_heartbeats as u8;
// the remaining partial frequency cycle, as a decimal.
let partial_heartbeat = total_heartbeats - full_heartbeats;
// the remaining partial frequency cycle, as a unit of time(f64).
let partial_heartbeat_as_time = frequency.mul_f64(partial_heartbeat).as_secs_f64();
// now minus the left over heart beat count precision as seconds,
// Note: we want to preserve incomplete heartbeats, and roll them
// over into the next update.
*last_update = now - partial_heartbeat_as_time;
}
}
/// returns the number of times this duration has elapsed since the last
/// tick:
/// - if it's more frequent then tick rate, it could be 1 or more.
/// - if it's less frequent then tick rate, it could be 1 or 0.
/// - if it's equal to the tick rate, it could be between 2 and 0, due to
/// delta time variance.
pub fn heartbeats(&mut self, frequency: Duration) -> u8 {
span!(_guard, "HeartbeatScheduler::heartbeats");
let last_known_time = self.last_known_time;
self.timers
.entry(frequency)
.or_insert_with(|| (last_known_time, 0))
.1
}
pub fn clear(&mut self) { self.timers.clear() }
}
#[derive(Clone, Copy)]
struct Particle {
alive_until: f64, // created_at + lifespan
instance: ParticleInstance,
}
impl Particle {
fn new(lifespan: Duration, time: f64, mode: ParticleMode, pos: Vec3<f32>) -> Self {
Particle {
alive_until: time + lifespan.as_secs_f64(),
instance: ParticleInstance::new(time, lifespan.as_secs_f32(), mode, pos),
}
}
fn new_beam(
lifespan: Duration,
time: f64,
mode: ParticleMode,
pos1: Vec3<f32>,
pos2: Vec3<f32>,
) -> Self {
Particle {
alive_until: time + lifespan.as_secs_f64(),
instance: ParticleInstance::new_beam(time, lifespan.as_secs_f32(), mode, pos1, pos2),
}
}
}