veloren/voxygen/src/scene/simple.rs
Marcel Märtens 9485b45e70 switch to tracing stlye and enhance logs with usefull information
- Updated CHANGELOG
- reduce dependencies
- found out that we have alot of duplicate coding... alot...
2020-06-22 09:53:15 +02:00

271 lines
7.9 KiB
Rust

use crate::{
mesh::Meshable,
render::{
create_pp_mesh, create_skybox_mesh, Consts, FigurePipeline, Globals, Light, Mesh, Model,
PostProcessLocals, PostProcessPipeline, Renderer, Shadow, SkyboxLocals, SkyboxPipeline,
},
scene::{
camera::{self, Camera, CameraMode},
figure::{load_mesh, FigureModelCache, FigureState},
},
window::{Event, PressState},
};
use anim::{
character::{CharacterSkeleton, IdleAnimation, SkeletonAttr},
fixture::FixtureSkeleton,
Animation, Skeleton,
};
use common::{
comp::{humanoid, Body, Loadout},
figure::Segment,
terrain::BlockKind,
vol::{BaseVol, ReadVol, Vox},
};
use tracing::error;
use vek::*;
#[derive(PartialEq, Eq, Copy, Clone)]
struct VoidVox;
impl Vox for VoidVox {
fn empty() -> Self { VoidVox }
fn is_empty(&self) -> bool { true }
fn or(self, _other: Self) -> Self { VoidVox }
}
struct VoidVol;
impl BaseVol for VoidVol {
type Error = ();
type Vox = VoidVox;
}
impl ReadVol for VoidVol {
fn get<'a>(&'a self, _pos: Vec3<i32>) -> Result<&'a Self::Vox, Self::Error> { Ok(&VoidVox) }
}
fn generate_mesh(segment: &Segment, offset: Vec3<f32>) -> Mesh<FigurePipeline> {
Meshable::<FigurePipeline, FigurePipeline>::generate_mesh(segment, (offset, Vec3::one())).0
}
struct Skybox {
model: Model<SkyboxPipeline>,
locals: Consts<SkyboxLocals>,
}
struct PostProcess {
model: Model<PostProcessPipeline>,
locals: Consts<PostProcessLocals>,
}
pub struct Scene {
globals: Consts<Globals>,
lights: Consts<Light>,
shadows: Consts<Shadow>,
camera: Camera,
skybox: Skybox,
postprocess: PostProcess,
backdrop: Option<(Model<FigurePipeline>, FigureState<FixtureSkeleton>)>,
figure_model_cache: FigureModelCache,
figure_state: FigureState<CharacterSkeleton>,
turning: bool,
char_ori: f32,
}
pub struct SceneData {
pub time: f64,
pub delta_time: f32,
pub tick: u64,
pub body: Option<humanoid::Body>,
pub gamma: f32,
pub figure_lod_render_distance: f32,
pub mouse_smoothing: bool,
}
impl Scene {
pub fn new(renderer: &mut Renderer, backdrop: Option<&str>) -> Self {
let resolution = renderer.get_resolution().map(|e| e as f32);
let mut camera = Camera::new(resolution.x / resolution.y, CameraMode::ThirdPerson);
camera.set_focus_pos(Vec3::unit_z() * 1.5);
camera.set_distance(3.4);
camera.set_orientation(Vec3::new(0.0, 0.0, 0.0));
Self {
globals: renderer.create_consts(&[Globals::default()]).unwrap(),
lights: renderer.create_consts(&[Light::default(); 32]).unwrap(),
shadows: renderer.create_consts(&[Shadow::default(); 32]).unwrap(),
camera,
skybox: Skybox {
model: renderer.create_model(&create_skybox_mesh()).unwrap(),
locals: renderer.create_consts(&[SkyboxLocals::default()]).unwrap(),
},
postprocess: PostProcess {
model: renderer.create_model(&create_pp_mesh()).unwrap(),
locals: renderer
.create_consts(&[PostProcessLocals::default()])
.unwrap(),
},
figure_model_cache: FigureModelCache::new(),
figure_state: FigureState::new(renderer, CharacterSkeleton::new()),
backdrop: backdrop.map(|specifier| {
(
renderer
.create_model(&load_mesh(
specifier,
Vec3::new(-55.0, -49.5, -2.0),
generate_mesh,
))
.unwrap(),
FigureState::new(renderer, FixtureSkeleton::new()),
)
}),
turning: false,
char_ori: 0.0,
}
}
pub fn globals(&self) -> &Consts<Globals> { &self.globals }
pub fn camera_mut(&mut self) -> &mut Camera { &mut self.camera }
/// Handle an incoming user input event (e.g.: cursor moved, key pressed,
/// window closed).
///
/// If the event is handled, return true.
pub fn handle_input_event(&mut self, event: Event) -> bool {
match event {
// When the window is resized, change the camera's aspect ratio
Event::Resize(dims) => {
self.camera.set_aspect_ratio(dims.x as f32 / dims.y as f32);
true
},
Event::MouseButton(_, state) => {
self.turning = state == PressState::Pressed;
true
},
Event::CursorMove(delta) if self.turning => {
self.char_ori += delta.x * 0.01;
true
},
// All other events are unhandled
_ => false,
}
}
pub fn maintain(&mut self, renderer: &mut Renderer, scene_data: SceneData) {
self.camera
.update(scene_data.time, 1.0 / 60.0, scene_data.mouse_smoothing);
self.camera.compute_dependents(&VoidVol);
let camera::Dependents {
view_mat,
proj_mat,
cam_pos,
} = self.camera.dependents();
const VD: f32 = 115.0; // View Distance
const TIME: f64 = 43200.0; // 12 hours*3600 seconds
if let Err(e) = renderer.update_consts(&mut self.globals, &[Globals::new(
view_mat,
proj_mat,
cam_pos,
self.camera.get_focus_pos(),
VD,
TIME,
scene_data.time,
renderer.get_resolution(),
0,
0,
BlockKind::Air,
None,
scene_data.gamma,
self.camera.get_mode(),
250.0,
)]) {
error!(?e, "Renderer failed to update");
}
self.figure_model_cache.clean(scene_data.tick);
if let Some(body) = scene_data.body {
let tgt_skeleton = IdleAnimation::update_skeleton(
self.figure_state.skeleton_mut(),
scene_data.time,
scene_data.time,
&mut 0.0,
&SkeletonAttr::from(&body),
);
self.figure_state
.skeleton_mut()
.interpolate(&tgt_skeleton, scene_data.delta_time);
}
self.figure_state.update(
renderer,
Vec3::zero(),
Vec3::new(self.char_ori.sin(), -self.char_ori.cos(), 0.0),
1.0,
Rgba::broadcast(1.0),
1.0 / 60.0, // TODO: Use actual deltatime here?
1.0,
0,
true,
false,
);
}
pub fn render(
&mut self,
renderer: &mut Renderer,
tick: u64,
body: Option<humanoid::Body>,
loadout: Option<&Loadout>,
) {
renderer.render_skybox(&self.skybox.model, &self.globals, &self.skybox.locals);
if let Some(body) = body {
let model = &self
.figure_model_cache
.get_or_create_model(
renderer,
Body::Humanoid(body),
loadout,
tick,
CameraMode::default(),
None,
)
.0;
renderer.render_figure(
&model[0],
&self.globals,
self.figure_state.locals(),
self.figure_state.bone_consts(),
&self.lights,
&self.shadows,
);
}
if let Some((model, state)) = &self.backdrop {
renderer.render_figure(
model,
&self.globals,
state.locals(),
state.bone_consts(),
&self.lights,
&self.shadows,
);
}
renderer.render_post_process(
&self.postprocess.model,
&self.globals,
&self.postprocess.locals,
);
}
}