mirror of
https://gitlab.com/veloren/veloren.git
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449 lines
15 KiB
Rust
449 lines
15 KiB
Rust
pub mod camera;
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pub mod figure;
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pub mod simple;
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pub mod terrain;
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use self::{
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camera::{Camera, CameraMode},
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figure::FigureMgr,
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terrain::Terrain,
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};
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use crate::{
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audio::{music::MusicMgr, sfx::SfxMgr, AudioFrontend},
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render::{
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create_pp_mesh, create_skybox_mesh, Consts, Globals, Light, Model, PostProcessLocals,
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PostProcessPipeline, Renderer, Shadow, SkyboxLocals, SkyboxPipeline,
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},
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window::{AnalogGameInput, Event},
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};
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use anim::character::SkeletonAttr;
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use common::{
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comp,
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state::State,
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terrain::{BlockKind, TerrainChunk},
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vol::ReadVol,
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};
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use specs::{Entity as EcsEntity, Join, WorldExt};
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use vek::*;
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// TODO: Don't hard-code this.
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const CURSOR_PAN_SCALE: f32 = 0.005;
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const MAX_LIGHT_COUNT: usize = 32;
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const MAX_SHADOW_COUNT: usize = 24;
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const LIGHT_DIST_RADIUS: f32 = 64.0; // The distance beyond which lights may not emit light from their origin
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const SHADOW_DIST_RADIUS: f32 = 8.0;
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const SHADOW_MAX_DIST: f32 = 96.0; // The distance beyond which shadows may not be visible
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/// Above this speed is considered running
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/// Used for first person camera effects
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const RUNNING_THRESHOLD: f32 = 0.7;
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struct Skybox {
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model: Model<SkyboxPipeline>,
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locals: Consts<SkyboxLocals>,
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}
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struct PostProcess {
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model: Model<PostProcessPipeline>,
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locals: Consts<PostProcessLocals>,
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}
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pub struct Scene {
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globals: Consts<Globals>,
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lights: Consts<Light>,
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shadows: Consts<Shadow>,
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camera: Camera,
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camera_input_state: Vec2<f32>,
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skybox: Skybox,
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postprocess: PostProcess,
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terrain: Terrain<TerrainChunk>,
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loaded_distance: f32,
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select_pos: Option<Vec3<i32>>,
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figure_mgr: FigureMgr,
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sfx_mgr: SfxMgr,
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music_mgr: MusicMgr,
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}
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pub struct SceneData<'a> {
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pub state: &'a State,
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pub player_entity: specs::Entity,
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pub loaded_distance: f32,
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pub view_distance: u32,
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pub tick: u64,
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pub thread_pool: &'a uvth::ThreadPool,
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pub gamma: f32,
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pub mouse_smoothing: bool,
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pub sprite_render_distance: f32,
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pub figure_lod_render_distance: f32,
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pub is_aiming: bool,
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}
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impl Scene {
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/// Create a new `Scene` with default parameters.
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pub fn new(renderer: &mut Renderer) -> Self {
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let resolution = renderer.get_resolution().map(|e| e as f32);
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Self {
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globals: renderer.create_consts(&[Globals::default()]).unwrap(),
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lights: renderer
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.create_consts(&[Light::default(); MAX_LIGHT_COUNT])
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.unwrap(),
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shadows: renderer
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.create_consts(&[Shadow::default(); MAX_SHADOW_COUNT])
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.unwrap(),
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camera: Camera::new(resolution.x / resolution.y, CameraMode::ThirdPerson),
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camera_input_state: Vec2::zero(),
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skybox: Skybox {
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model: renderer.create_model(&create_skybox_mesh()).unwrap(),
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locals: renderer.create_consts(&[SkyboxLocals::default()]).unwrap(),
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},
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postprocess: PostProcess {
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model: renderer.create_model(&create_pp_mesh()).unwrap(),
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locals: renderer
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.create_consts(&[PostProcessLocals::default()])
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.unwrap(),
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},
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terrain: Terrain::new(renderer),
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loaded_distance: 0.0,
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select_pos: None,
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figure_mgr: FigureMgr::new(),
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sfx_mgr: SfxMgr::new(),
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music_mgr: MusicMgr::new(),
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}
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}
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/// Get a reference to the scene's globals.
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pub fn globals(&self) -> &Consts<Globals> { &self.globals }
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/// Get a reference to the scene's camera.
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pub fn camera(&self) -> &Camera { &self.camera }
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/// Get a reference to the scene's terrain.
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pub fn terrain(&self) -> &Terrain<TerrainChunk> { &self.terrain }
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/// Get a reference to the scene's figure manager.
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pub fn figure_mgr(&self) -> &FigureMgr { &self.figure_mgr }
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/// Get a mutable reference to the scene's camera.
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pub fn camera_mut(&mut self) -> &mut Camera { &mut self.camera }
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/// Set the block position that the player is interacting with
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pub fn set_select_pos(&mut self, pos: Option<Vec3<i32>>) { self.select_pos = pos; }
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pub fn select_pos(&self) -> Option<Vec3<i32>> { self.select_pos }
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/// Handle an incoming user input event (e.g.: cursor moved, key pressed,
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/// window closed).
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///
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/// If the event is handled, return true.
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pub fn handle_input_event(&mut self, event: Event) -> bool {
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match event {
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// When the window is resized, change the camera's aspect ratio
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Event::Resize(dims) => {
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self.camera.set_aspect_ratio(dims.x as f32 / dims.y as f32);
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true
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},
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// Panning the cursor makes the camera rotate
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Event::CursorPan(delta) => {
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self.camera.rotate_by(Vec3::from(delta) * CURSOR_PAN_SCALE);
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true
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},
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// Zoom the camera when a zoom event occurs
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Event::Zoom(delta) => {
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self.camera
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.zoom_switch(delta * (0.05 + self.camera.get_distance() * 0.01));
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true
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},
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Event::AnalogGameInput(input) => match input {
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AnalogGameInput::CameraX(d) => {
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self.camera_input_state.x = d;
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true
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},
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AnalogGameInput::CameraY(d) => {
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self.camera_input_state.y = d;
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true
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},
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_ => false,
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},
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// All other events are unhandled
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_ => false,
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}
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}
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/// Maintain data such as GPU constant buffers, models, etc. To be called
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/// once per tick.
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pub fn maintain(
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&mut self,
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renderer: &mut Renderer,
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audio: &mut AudioFrontend,
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scene_data: &SceneData,
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) {
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// Get player position.
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let ecs = scene_data.state.ecs();
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let player_pos = ecs
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.read_storage::<comp::Pos>()
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.get(scene_data.player_entity)
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.map_or(Vec3::zero(), |pos| pos.0);
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let player_rolling = ecs
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.read_storage::<comp::CharacterState>()
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.get(scene_data.player_entity)
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.map_or(false, |cs| cs.is_dodge());
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let is_running = ecs
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.read_storage::<comp::Vel>()
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.get(scene_data.player_entity)
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.map(|v| v.0.magnitude_squared() > RUNNING_THRESHOLD.powi(2))
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.unwrap_or(false);
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let on_ground = ecs
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.read_storage::<comp::PhysicsState>()
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.get(scene_data.player_entity)
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.map(|p| p.on_ground);
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let player_scale = match scene_data
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.state
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.ecs()
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.read_storage::<comp::Body>()
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.get(scene_data.player_entity)
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{
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Some(comp::Body::Humanoid(body)) => SkeletonAttr::calculate_scale(body),
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_ => 1_f32,
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};
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// Add the analog input to camera
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self.camera
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.rotate_by(Vec3::from([self.camera_input_state.x, 0.0, 0.0]));
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self.camera
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.rotate_by(Vec3::from([0.0, self.camera_input_state.y, 0.0]));
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// Alter camera position to match player.
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let tilt = self.camera.get_orientation().y;
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let dist = self.camera.get_distance();
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let up = match self.camera.get_mode() {
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CameraMode::FirstPerson => {
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if player_rolling {
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player_scale * 0.8
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} else if is_running && on_ground.unwrap_or(false) {
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player_scale * 1.65 + (scene_data.state.get_time() as f32 * 17.0).sin() * 0.05
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} else {
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player_scale * 1.65
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}
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},
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CameraMode::ThirdPerson if scene_data.is_aiming => player_scale * 2.1,
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CameraMode::ThirdPerson => player_scale * 1.65,
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};
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self.camera
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.set_focus_pos(player_pos + Vec3::unit_z() * (up - tilt.min(0.0).sin() * dist * 0.6));
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// Tick camera for interpolation.
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self.camera.update(
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scene_data.state.get_time(),
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scene_data.state.get_delta_time(),
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scene_data.mouse_smoothing,
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);
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// Compute camera matrices.
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self.camera.compute_dependents(&*scene_data.state.terrain());
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let camera::Dependents {
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view_mat,
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proj_mat,
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cam_pos,
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} = self.camera.dependents();
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// Update chunk loaded distance smoothly for nice shader fog
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self.loaded_distance =
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(0.98 * self.loaded_distance + 0.02 * scene_data.loaded_distance).max(0.01);
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// Update light constants
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let mut lights = (
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&scene_data.state.ecs().read_storage::<comp::Pos>(),
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scene_data.state.ecs().read_storage::<comp::Ori>().maybe(),
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scene_data
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.state
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.ecs()
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.read_storage::<crate::ecs::comp::Interpolated>()
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.maybe(),
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&scene_data
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.state
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.ecs()
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.read_storage::<comp::LightAnimation>(),
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)
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.join()
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.filter(|(pos, _, _, _)| {
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(pos.0.distance_squared(player_pos) as f32)
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< self.loaded_distance.powf(2.0) + LIGHT_DIST_RADIUS
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})
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.map(|(pos, ori, interpolated, light_anim)| {
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// Use interpolated values if they are available
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let (pos, ori) =
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interpolated.map_or((pos.0, ori.map(|o| o.0)), |i| (i.pos, Some(i.ori)));
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let rot = {
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if let Some(o) = ori {
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Mat3::rotation_z(-o.x.atan2(o.y))
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} else {
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Mat3::identity()
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}
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};
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Light::new(
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pos + (rot * light_anim.offset),
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light_anim.col,
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light_anim.strength,
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)
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})
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.collect::<Vec<_>>();
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lights.sort_by_key(|light| light.get_pos().distance_squared(player_pos) as i32);
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lights.truncate(MAX_LIGHT_COUNT);
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renderer
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.update_consts(&mut self.lights, &lights)
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.expect("Failed to update light constants");
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// Update shadow constants
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let mut shadows = (
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&scene_data.state.ecs().read_storage::<comp::Pos>(),
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scene_data
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.state
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.ecs()
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.read_storage::<crate::ecs::comp::Interpolated>()
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.maybe(),
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scene_data.state.ecs().read_storage::<comp::Scale>().maybe(),
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&scene_data.state.ecs().read_storage::<comp::Body>(),
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&scene_data.state.ecs().read_storage::<comp::Stats>(),
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)
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.join()
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.filter(|(_, _, _, _, stats)| !stats.is_dead)
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.filter(|(pos, _, _, _, _)| {
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(pos.0.distance_squared(player_pos) as f32)
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< (self.loaded_distance.min(SHADOW_MAX_DIST) + SHADOW_DIST_RADIUS).powf(2.0)
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})
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.map(|(pos, interpolated, scale, _, _)| {
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Shadow::new(
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// Use interpolated values pos if it is available
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interpolated.map_or(pos.0, |i| i.pos),
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scale.map_or(1.0, |s| s.0),
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)
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})
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.collect::<Vec<_>>();
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shadows.sort_by_key(|shadow| shadow.get_pos().distance_squared(player_pos) as i32);
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shadows.truncate(MAX_SHADOW_COUNT);
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renderer
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.update_consts(&mut self.shadows, &shadows)
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.expect("Failed to update light constants");
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// Update global constants.
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renderer
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.update_consts(&mut self.globals, &[Globals::new(
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view_mat,
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proj_mat,
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cam_pos,
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self.camera.get_focus_pos(),
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self.loaded_distance,
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scene_data.state.get_time_of_day(),
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scene_data.state.get_time(),
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renderer.get_resolution(),
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lights.len(),
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shadows.len(),
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scene_data
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.state
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.terrain()
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.get(cam_pos.map(|e| e.floor() as i32))
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.map(|b| b.kind())
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.unwrap_or(BlockKind::Air),
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self.select_pos,
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scene_data.gamma,
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self.camera.get_mode(),
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scene_data.sprite_render_distance as f32 - 20.0,
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)])
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.expect("Failed to update global constants");
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// Maintain the terrain.
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self.terrain.maintain(
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renderer,
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&scene_data,
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self.camera.get_focus_pos(),
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self.loaded_distance,
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view_mat,
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proj_mat,
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);
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// Maintain the figures.
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self.figure_mgr.maintain(renderer, scene_data, &self.camera);
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// Remove unused figures.
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self.figure_mgr.clean(scene_data.tick);
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// Maintain audio
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self.sfx_mgr
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.maintain(audio, scene_data.state, scene_data.player_entity);
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self.music_mgr.maintain(audio, scene_data.state);
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}
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/// Render the scene using the provided `Renderer`.
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pub fn render(
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&mut self,
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renderer: &mut Renderer,
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state: &State,
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player_entity: EcsEntity,
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tick: u64,
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scene_data: &SceneData,
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) {
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// Render terrain and figures.
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self.terrain.render(
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renderer,
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&self.globals,
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&self.lights,
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&self.shadows,
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self.camera.get_focus_pos(),
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);
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self.figure_mgr.render(
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renderer,
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state,
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player_entity,
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tick,
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&self.globals,
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&self.lights,
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&self.shadows,
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&self.camera,
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scene_data.figure_lod_render_distance,
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);
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// Render the skybox.
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renderer.render_skybox(&self.skybox.model, &self.globals, &self.skybox.locals);
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self.figure_mgr.render_player(
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renderer,
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state,
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player_entity,
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tick,
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&self.globals,
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&self.lights,
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&self.shadows,
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&self.camera,
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scene_data.figure_lod_render_distance,
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);
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self.terrain.render_translucent(
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renderer,
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&self.globals,
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&self.lights,
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&self.shadows,
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self.camera.get_focus_pos(),
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scene_data.sprite_render_distance,
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);
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renderer.render_post_process(
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&self.postprocess.model,
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&self.globals,
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&self.postprocess.locals,
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);
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}
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}
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