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https://gitlab.com/veloren/veloren.git
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815 lines
29 KiB
Rust
815 lines
29 KiB
Rust
use super::{terrain::BlocksOfInterest, SceneData, Terrain};
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use crate::{
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mesh::{greedy::GreedyMesh, Meshable},
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render::{
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pipelines::particle::ParticleMode, GlobalModel, Instances, Light, LodData, Model,
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ParticleInstance, ParticlePipeline, Renderer,
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},
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};
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use common::{
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assets::{AssetExt, DotVoxAsset},
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comp::{item::Reagent, object, Body, CharacterState, Ori, Pos, Shockwave},
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figure::Segment,
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outcome::Outcome,
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resources::DeltaTime,
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span,
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spiral::Spiral2d,
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states::utils::StageSection,
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terrain::TerrainChunk,
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vol::{RectRasterableVol, SizedVol},
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};
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use hashbrown::HashMap;
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use rand::prelude::*;
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use specs::{Join, WorldExt};
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use std::{f32::consts::PI, time::Duration};
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use vek::*;
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pub struct ParticleMgr {
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/// keep track of lifespans
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particles: Vec<Particle>,
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/// keep track of timings
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scheduler: HeartbeatScheduler,
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/// GPU Instance Buffer
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instances: Instances<ParticleInstance>,
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/// GPU Vertex Buffers
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model_cache: HashMap<&'static str, Model<ParticlePipeline>>,
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}
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impl ParticleMgr {
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pub fn new(renderer: &mut Renderer) -> Self {
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Self {
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particles: Vec::new(),
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scheduler: HeartbeatScheduler::new(),
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instances: default_instances(renderer),
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model_cache: default_cache(renderer),
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}
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}
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pub fn handle_outcome(&mut self, outcome: &Outcome, scene_data: &SceneData) {
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span!(_guard, "handle_outcome", "ParticleMgr::handle_outcome");
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let time = scene_data.state.get_time();
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let mut rng = rand::thread_rng();
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match outcome {
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Outcome::Explosion {
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pos,
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power,
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radius,
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is_attack,
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reagent,
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} => {
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if *is_attack {
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if *power < 0.0 {
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self.particles.resize_with(
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self.particles.len() + (200.0 * power.abs()) as usize,
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|| {
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Particle::new(
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Duration::from_secs(1),
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time,
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ParticleMode::EnergyNature,
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*pos + Vec3::<f32>::zero()
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.map(|_| rng.gen_range(-1.0, 1.0))
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.normalized()
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* *radius,
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)
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},
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);
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} else {
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self.particles.resize_with(
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self.particles.len() + (200.0 * power.abs()) as usize,
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|| {
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Particle::new(
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Duration::from_secs(1),
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time,
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ParticleMode::CampfireFire,
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*pos + Vec3::<f32>::zero()
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.map(|_| rng.gen_range(-1.0, 1.0))
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.normalized()
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* *radius,
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)
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},
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);
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}
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} else {
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self.particles.resize_with(
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self.particles.len() + if reagent.is_some() { 300 } else { 150 },
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|| {
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Particle::new(
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Duration::from_millis(if reagent.is_some() { 1000 } else { 250 }),
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time,
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match reagent {
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Some(Reagent::Blue) => ParticleMode::FireworkBlue,
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Some(Reagent::Green) => ParticleMode::FireworkGreen,
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Some(Reagent::Purple) => ParticleMode::FireworkPurple,
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Some(Reagent::Red) => ParticleMode::FireworkRed,
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Some(Reagent::Yellow) => ParticleMode::FireworkYellow,
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None => ParticleMode::Shrapnel,
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},
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*pos,
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)
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},
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);
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self.particles.resize_with(
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self.particles.len() + if reagent.is_some() { 100 } else { 200 },
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|| {
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Particle::new(
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Duration::from_secs(4),
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time,
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ParticleMode::CampfireSmoke,
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*pos + Vec3::<f32>::zero()
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.map(|_| rng.gen_range(-1.0, 1.0))
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.normalized()
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* *radius,
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)
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},
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);
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}
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},
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Outcome::ProjectileShot { .. } => {},
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_ => {},
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}
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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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scene_data: &SceneData,
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terrain: &Terrain<TerrainChunk>,
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lights: &mut Vec<Light>,
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) {
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span!(_guard, "maintain", "ParticleMgr::maintain");
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if scene_data.particles_enabled {
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// update timings
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self.scheduler.maintain(scene_data.state.get_time());
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// remove dead Particle
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self.particles
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.retain(|p| p.alive_until > scene_data.state.get_time());
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// add new Particle
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self.maintain_body_particles(scene_data);
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self.maintain_boost_particles(scene_data);
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self.maintain_beam_particles(scene_data, lights);
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self.maintain_block_particles(scene_data, terrain);
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self.maintain_shockwave_particles(scene_data);
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} else {
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// remove all particle lifespans
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self.particles.clear();
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// remove all timings
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self.scheduler.clear();
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}
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self.upload_particles(renderer);
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}
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fn maintain_body_particles(&mut self, scene_data: &SceneData) {
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span!(
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_guard,
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"body_particles",
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"ParticleMgr::maintain_body_particles"
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);
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let ecs = scene_data.state.ecs();
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for (body, pos) in (&ecs.read_storage::<Body>(), &ecs.read_storage::<Pos>()).join() {
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match body {
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Body::Object(object::Body::CampfireLit) => {
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self.maintain_campfirelit_particles(scene_data, pos)
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},
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Body::Object(object::Body::BoltFire) => {
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self.maintain_boltfire_particles(scene_data, pos)
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},
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Body::Object(object::Body::BoltFireBig) => {
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self.maintain_boltfirebig_particles(scene_data, pos)
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},
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Body::Object(object::Body::BoltNature) => {
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self.maintain_boltnature_particles(scene_data, pos)
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},
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Body::Object(
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object::Body::Bomb
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| object::Body::FireworkBlue
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| object::Body::FireworkGreen
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| object::Body::FireworkPurple
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| object::Body::FireworkRed
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| object::Body::FireworkYellow,
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) => self.maintain_bomb_particles(scene_data, pos),
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_ => {},
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}
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}
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}
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fn maintain_campfirelit_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
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span!(
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_guard,
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"campfirelit_particles",
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"ParticleMgr::maintain_campfirelit_particles"
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);
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let time = scene_data.state.get_time();
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for _ in 0..self.scheduler.heartbeats(Duration::from_millis(10)) {
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self.particles.push(Particle::new(
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Duration::from_millis(250),
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time,
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ParticleMode::CampfireFire,
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pos.0,
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));
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self.particles.push(Particle::new(
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Duration::from_secs(10),
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time,
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ParticleMode::CampfireSmoke,
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pos.0.map(|e| e + thread_rng().gen_range(-0.25, 0.25)),
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));
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}
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}
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fn maintain_boltfire_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
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span!(
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_guard,
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"boltfire_particles",
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"ParticleMgr::maintain_boltfire_particles"
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);
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let time = scene_data.state.get_time();
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for _ in 0..self.scheduler.heartbeats(Duration::from_millis(10)) {
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self.particles.push(Particle::new(
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Duration::from_millis(250),
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time,
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ParticleMode::CampfireFire,
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pos.0,
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));
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self.particles.push(Particle::new(
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Duration::from_secs(1),
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time,
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ParticleMode::CampfireSmoke,
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pos.0,
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));
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}
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}
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fn maintain_boltfirebig_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
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span!(
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_guard,
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"boltfirebig_particles",
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"ParticleMgr::maintain_boltfirebig_particles"
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);
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let time = scene_data.state.get_time();
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// fire
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self.particles.resize_with(
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self.particles.len() + usize::from(self.scheduler.heartbeats(Duration::from_millis(3))),
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|| {
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Particle::new(
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Duration::from_millis(250),
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time,
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ParticleMode::CampfireFire,
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pos.0,
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)
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},
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);
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// smoke
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self.particles.resize_with(
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self.particles.len() + usize::from(self.scheduler.heartbeats(Duration::from_millis(5))),
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|| {
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Particle::new(
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Duration::from_secs(2),
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time,
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ParticleMode::CampfireSmoke,
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pos.0,
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)
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},
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);
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}
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fn maintain_boltnature_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
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let time = scene_data.state.get_time();
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// nature
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self.particles.resize_with(
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self.particles.len() + usize::from(self.scheduler.heartbeats(Duration::from_millis(3))),
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|| {
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Particle::new(
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Duration::from_millis(250),
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time,
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ParticleMode::EnergyNature,
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pos.0,
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)
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},
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);
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}
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fn maintain_bomb_particles(&mut self, scene_data: &SceneData, pos: &Pos) {
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span!(
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_guard,
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"bomb_particles",
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"ParticleMgr::maintain_bomb_particles"
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);
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let time = scene_data.state.get_time();
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for _ in 0..self.scheduler.heartbeats(Duration::from_millis(10)) {
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// sparks
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self.particles.push(Particle::new(
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Duration::from_millis(1500),
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time,
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ParticleMode::GunPowderSpark,
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pos.0,
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));
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// smoke
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self.particles.push(Particle::new(
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Duration::from_secs(2),
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time,
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ParticleMode::CampfireSmoke,
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pos.0,
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));
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}
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}
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fn maintain_boost_particles(&mut self, scene_data: &SceneData) {
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span!(
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_guard,
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"boost_particles",
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"ParticleMgr::maintain_boost_particles"
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);
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let state = scene_data.state;
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let ecs = state.ecs();
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let time = state.get_time();
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for (pos, character_state) in (
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&ecs.read_storage::<Pos>(),
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&ecs.read_storage::<CharacterState>(),
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)
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.join()
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{
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if let CharacterState::Boost(_) = character_state {
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self.particles.resize_with(
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self.particles.len()
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+ usize::from(self.scheduler.heartbeats(Duration::from_millis(10))),
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|| {
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Particle::new(
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Duration::from_secs(15),
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time,
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ParticleMode::CampfireSmoke,
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pos.0,
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)
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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 maintain_beam_particles(&mut self, scene_data: &SceneData, lights: &mut Vec<Light>) {
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let state = scene_data.state;
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let ecs = state.ecs();
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let time = state.get_time();
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for (pos, ori, character_state) in (
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&ecs.read_storage::<Pos>(),
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&ecs.read_storage::<Ori>(),
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&ecs.read_storage::<CharacterState>(),
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)
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.join()
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{
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if let CharacterState::BasicBeam(b) = character_state {
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let particle_ori = b.particle_ori.unwrap_or(*ori.vec());
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if b.stage_section == StageSection::Cast {
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if b.static_data.base_hps > 0 {
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// Emit a light when using healing
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lights.push(Light::new(pos.0 + b.offset, Rgb::new(0.1, 1.0, 0.15), 1.0));
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for i in 0..self.scheduler.heartbeats(Duration::from_millis(1)) {
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self.particles.push(Particle::new_beam(
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b.static_data.beam_duration,
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time + i as f64 / 1000.0,
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ParticleMode::HealingBeam,
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pos.0 + particle_ori * 0.5 + b.offset,
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pos.0 + particle_ori * b.static_data.range + b.offset,
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));
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}
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} else {
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let mut rng = thread_rng();
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let (from, to) = (Vec3::<f32>::unit_z(), particle_ori);
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let m = Mat3::<f32>::rotation_from_to_3d(from, to);
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// Emit a light when using flames
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lights.push(Light::new(
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pos.0 + b.offset,
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Rgb::new(1.0, 0.25, 0.05).map(|e| e * rng.gen_range(0.8, 1.2)),
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2.0,
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));
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self.particles.resize_with(
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self.particles.len()
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+ 2 * usize::from(
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self.scheduler.heartbeats(Duration::from_millis(1)),
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),
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|| {
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let phi: f32 =
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rng.gen_range(0.0, b.static_data.max_angle.to_radians());
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let theta: f32 = rng.gen_range(0.0, 2.0 * PI);
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let offset_z = Vec3::new(
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phi.sin() * theta.cos(),
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phi.sin() * theta.sin(),
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phi.cos(),
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);
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let random_ori = offset_z * m * Vec3::new(-1.0, -1.0, 1.0);
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Particle::new_beam(
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b.static_data.beam_duration,
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time,
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ParticleMode::FlameThrower,
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pos.0 + random_ori * 0.5 + b.offset,
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pos.0 + random_ori * b.static_data.range + b.offset,
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)
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},
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);
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}
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}
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}
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}
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}
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|
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#[allow(clippy::same_item_push)] // TODO: Pending review in #587
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fn maintain_block_particles(
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&mut self,
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scene_data: &SceneData,
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terrain: &Terrain<TerrainChunk>,
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) {
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span!(
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_guard,
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"block_particles",
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"ParticleMgr::maintain_block_particles"
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);
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let dt = scene_data.state.ecs().fetch::<DeltaTime>().0;
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let time = scene_data.state.get_time();
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let player_pos = scene_data
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.state
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.read_component_copied::<Pos>(scene_data.player_entity)
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.unwrap_or_default();
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let player_chunk = player_pos.0.xy().map2(TerrainChunk::RECT_SIZE, |e, sz| {
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(e.floor() as i32).div_euclid(sz as i32)
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});
|
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|
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struct BlockParticles<'a> {
|
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// The function to select the blocks of interest that we should emit from
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blocks: fn(&'a BlocksOfInterest) -> &'a [Vec3<i32>],
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// The range, in chunks, that the particles should be generated in from the player
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range: usize,
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// The emission rate, per block per second, of the generated particles
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rate: f32,
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// The number of seconds that each particle should live for
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lifetime: f32,
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// The visual mode of the generated particle
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mode: ParticleMode,
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// Condition that must be true
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cond: fn(&SceneData) -> bool,
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}
|
|
|
|
let particles: &[BlockParticles] = &[
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BlockParticles {
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blocks: |boi| &boi.leaves,
|
|
range: 4,
|
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rate: 0.001,
|
|
lifetime: 30.0,
|
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mode: ParticleMode::Leaf,
|
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cond: |_| true,
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},
|
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BlockParticles {
|
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blocks: |boi| &boi.fires,
|
|
range: 2,
|
|
rate: 20.0,
|
|
lifetime: 0.25,
|
|
mode: ParticleMode::CampfireFire,
|
|
cond: |_| true,
|
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},
|
|
BlockParticles {
|
|
blocks: |boi| &boi.fire_bowls,
|
|
range: 2,
|
|
rate: 20.0,
|
|
lifetime: 0.25,
|
|
mode: ParticleMode::FireBowl,
|
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cond: |_| true,
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},
|
|
BlockParticles {
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blocks: |boi| &boi.smokers,
|
|
range: 8,
|
|
rate: 3.0,
|
|
lifetime: 40.0,
|
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mode: ParticleMode::CampfireSmoke,
|
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cond: |_| true,
|
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},
|
|
BlockParticles {
|
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blocks: |boi| &boi.reeds,
|
|
range: 6,
|
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rate: 0.004,
|
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lifetime: 40.0,
|
|
mode: ParticleMode::Firefly,
|
|
cond: |sd| sd.state.get_day_period().is_dark(),
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},
|
|
BlockParticles {
|
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blocks: |boi| &boi.flowers,
|
|
range: 5,
|
|
rate: 0.002,
|
|
lifetime: 40.0,
|
|
mode: ParticleMode::Firefly,
|
|
cond: |sd| sd.state.get_day_period().is_dark(),
|
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},
|
|
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),
|
|
}
|
|
}
|
|
}
|