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Add a basic random feature to char creation loading screen bg (part 2) loading screen changes, random button graphics Random appearance also pick a random npc name
219 lines
7.0 KiB
Rust
219 lines
7.0 KiB
Rust
pub mod figure;
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pub mod fluid;
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pub mod lod_terrain;
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pub mod particle;
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pub mod postprocess;
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pub mod shadow;
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pub mod skybox;
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pub mod sprite;
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pub mod terrain;
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pub mod ui;
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use super::Consts;
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use crate::scene::camera::CameraMode;
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use common::terrain::BlockKind;
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use gfx::{self, gfx_constant_struct_meta, gfx_defines, gfx_impl_struct_meta};
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use vek::*;
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pub const MAX_POINT_LIGHT_COUNT: usize = 31;
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pub const MAX_FIGURE_SHADOW_COUNT: usize = 24;
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pub const MAX_DIRECTED_LIGHT_COUNT: usize = 6;
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gfx_defines! {
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constant Globals {
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view_mat: [[f32; 4]; 4] = "view_mat",
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proj_mat: [[f32; 4]; 4] = "proj_mat",
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all_mat: [[f32; 4]; 4] = "all_mat",
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cam_pos: [f32; 4] = "cam_pos",
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focus_off: [f32; 4] = "focus_off",
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focus_pos: [f32; 4] = "focus_pos",
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/// NOTE: view_distance.x is the horizontal view distance, view_distance.y is the LOD
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/// detail, view_distance.z is the
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/// minimum height over any land chunk (i.e. the sea level), and view_distance.w is the
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/// maximum height over this minimum height.
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///
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/// TODO: Fix whatever alignment issue requires these uniforms to be aligned.
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view_distance: [f32; 4] = "view_distance",
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time_of_day: [f32; 4] = "time_of_day", // TODO: Make this f64.
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sun_dir: [f32; 4] = "sun_dir",
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moon_dir: [f32; 4] = "moon_dir",
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tick: [f32; 4] = "tick",
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/// x, y represent the resolution of the screen;
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/// w, z represent the near and far planes of the shadow map.
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screen_res: [f32; 4] = "screen_res",
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light_shadow_count: [u32; 4] = "light_shadow_count",
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shadow_proj_factors: [f32; 4] = "shadow_proj_factors",
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medium: [u32; 4] = "medium",
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select_pos: [i32; 4] = "select_pos",
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gamma: [f32; 4] = "gamma",
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ambiance: f32 = "ambiance",
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cam_mode: u32 = "cam_mode",
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sprite_render_distance: f32 = "sprite_render_distance",
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}
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constant Light {
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pos: [f32; 4] = "light_pos",
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col: [f32; 4] = "light_col",
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}
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constant Shadow {
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pos_radius: [f32; 4] = "shadow_pos_radius",
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}
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}
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impl Globals {
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/// Create global consts from the provided parameters.
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#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
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#[allow(clippy::too_many_arguments)] // TODO: Pending review in #587
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pub fn new(
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view_mat: Mat4<f32>,
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proj_mat: Mat4<f32>,
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cam_pos: Vec3<f32>,
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focus_pos: Vec3<f32>,
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view_distance: f32,
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tgt_detail: f32,
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map_bounds: Vec2<f32>,
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time_of_day: f64,
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tick: f64,
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screen_res: Vec2<u16>,
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shadow_planes: Vec2<f32>,
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light_count: usize,
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shadow_count: usize,
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directed_light_count: usize,
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medium: BlockKind,
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select_pos: Option<Vec3<i32>>,
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gamma: f32,
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ambiance: f32,
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cam_mode: CameraMode,
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sprite_render_distance: f32,
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) -> Self {
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Self {
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view_mat: view_mat.into_col_arrays(),
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proj_mat: proj_mat.into_col_arrays(),
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all_mat: (proj_mat * view_mat).into_col_arrays(),
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cam_pos: Vec4::from(cam_pos).into_array(),
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focus_off: Vec4::from(focus_pos).map(|e: f32| e.trunc()).into_array(),
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focus_pos: Vec4::from(focus_pos).map(|e: f32| e.fract()).into_array(),
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view_distance: [view_distance, tgt_detail, map_bounds.x, map_bounds.y],
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time_of_day: [time_of_day as f32; 4],
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sun_dir: Vec4::from_direction(Self::get_sun_dir(time_of_day)).into_array(),
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moon_dir: Vec4::from_direction(Self::get_moon_dir(time_of_day)).into_array(),
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tick: [tick as f32; 4],
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// Provide the shadow map far plane as well.
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screen_res: [
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screen_res.x as f32,
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screen_res.y as f32,
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shadow_planes.x,
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shadow_planes.y,
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],
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light_shadow_count: [
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(light_count % (MAX_POINT_LIGHT_COUNT + 1)) as u32,
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(shadow_count % (MAX_FIGURE_SHADOW_COUNT + 1)) as u32,
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(directed_light_count % (MAX_DIRECTED_LIGHT_COUNT + 1)) as u32,
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0,
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],
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shadow_proj_factors: [
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(shadow_planes.y + shadow_planes.x) / (shadow_planes.y - shadow_planes.x),
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(2.0 * shadow_planes.y * shadow_planes.x) / (shadow_planes.y - shadow_planes.x),
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0.0,
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0.0,
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],
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medium: [if medium.is_fluid() { 1 } else { 0 }; 4],
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select_pos: select_pos
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.map(|sp| Vec4::from(sp) + Vec4::unit_w())
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.unwrap_or(Vec4::zero())
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.into_array(),
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gamma: [gamma; 4],
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ambiance,
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cam_mode: cam_mode as u32,
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sprite_render_distance,
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}
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}
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fn get_angle_rad(time_of_day: f64) -> f32 {
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const TIME_FACTOR: f32 = (std::f32::consts::PI * 2.0) / (3600.0 * 24.0);
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time_of_day as f32 * TIME_FACTOR
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}
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pub fn get_sun_dir(time_of_day: f64) -> Vec3<f32> {
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let angle_rad = Self::get_angle_rad(time_of_day);
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Vec3::new(angle_rad.sin(), 0.0, angle_rad.cos())
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}
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pub fn get_moon_dir(time_of_day: f64) -> Vec3<f32> {
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let angle_rad = Self::get_angle_rad(time_of_day);
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-Vec3::new(angle_rad.sin(), 0.0, angle_rad.cos() - 0.5).normalized()
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}
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}
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impl Default for Globals {
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fn default() -> Self {
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Self::new(
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Mat4::identity(),
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Mat4::identity(),
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Vec3::zero(),
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Vec3::zero(),
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0.0,
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100.0,
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Vec2::new(140.0, 2048.0),
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0.0,
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0.0,
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Vec2::new(800, 500),
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Vec2::new(1.0, 25.0),
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0,
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0,
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0,
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BlockKind::Air,
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None,
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1.0,
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1.0,
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CameraMode::ThirdPerson,
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250.0,
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)
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}
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}
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impl Light {
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pub fn new(pos: Vec3<f32>, col: Rgb<f32>, strength: f32) -> Self {
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Self {
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pos: Vec4::from(pos).into_array(),
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col: Rgba::new(col.r, col.g, col.b, strength).into_array(),
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}
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}
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pub fn get_pos(&self) -> Vec3<f32> { Vec3::new(self.pos[0], self.pos[1], self.pos[2]) }
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pub fn with_strength(mut self, strength: f32) -> Self {
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self.col = (Vec4::<f32>::from(self.col) * strength).into_array();
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self
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}
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}
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impl Default for Light {
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fn default() -> Self { Self::new(Vec3::zero(), Rgb::zero(), 0.0) }
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}
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impl Shadow {
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pub fn new(pos: Vec3<f32>, radius: f32) -> Self {
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Self {
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pos_radius: [pos.x, pos.y, pos.z, radius],
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}
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}
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pub fn get_pos(&self) -> Vec3<f32> {
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Vec3::new(self.pos_radius[0], self.pos_radius[1], self.pos_radius[2])
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}
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}
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impl Default for Shadow {
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fn default() -> Self { Self::new(Vec3::zero(), 0.0) }
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}
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// Global scene data spread across several arrays.
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pub struct GlobalModel {
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pub globals: Consts<Globals>,
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pub lights: Consts<Light>,
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pub shadows: Consts<Shadow>,
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pub shadow_mats: Consts<shadow::Locals>,
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}
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