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use super::{
load::{BodySpec, ShipBoneMeshes},
FigureModelEntry, ModelEntry, TerrainModelEntry,
};
use crate::{
mesh::{
greedy::GreedyMesh,
segment::{generate_mesh_base_vol_figure, generate_mesh_base_vol_terrain},
},
render::{
pipelines, BoneMeshes, FigureModel, FigureSpriteAtlasData, Instances, Mesh, Renderer,
SpriteInstance, TerrainVertex,
},
scene::{
camera::CameraMode,
terrain::{get_sprite_instances, BlocksOfInterest, SpriteRenderState, SPRITE_LOD_LEVELS},
},
};
use anim::Skeleton;
use common::{
assets::ReloadWatcher,
comp::{
inventory::{
slot::{ArmorSlot, EquipSlot},
Inventory,
},
item::{item_key::ItemKey, modular, Item, ItemDefinitionId},
CharacterState,
},
figure::{Segment, TerrainSegment},
slowjob::SlowJobPool,
vol::{BaseVol, IntoVolIterator, ReadVol},
};
use core::{hash::Hash, ops::Range};
use crossbeam_utils::atomic;
use hashbrown::{hash_map::Entry, HashMap};
use serde::Deserialize;
use std::{array::from_fn, sync::Arc};
use vek::*;
/// A type produced by mesh worker threads corresponding to the information
/// needed to mesh figures.
pub struct MeshWorkerResponse<const N: usize> {
atlas_texture_data: FigureSpriteAtlasData,
atlas_size: Vec2<u16>,
opaque: Mesh<TerrainVertex>,
bounds: anim::vek::Aabb<f32>,
vertex_range: [Range<u32>; N],
}
/// A type produced by mesh worker threads corresponding to the information
/// needed to mesh figures.
pub struct TerrainMeshWorkerResponse<const N: usize> {
// TODO: This probably needs fixing to use `TerrainAtlasData`. However, right now, we just
// treat volume entities like regular figures for the sake of rendering.
atlas_texture_data: FigureSpriteAtlasData,
atlas_size: Vec2<u16>,
opaque: Mesh<TerrainVertex>,
bounds: anim::vek::Aabb<f32>,
vertex_range: [Range<u32>; N],
sprite_instances: [Vec<SpriteInstance>; SPRITE_LOD_LEVELS],
blocks_of_interest: BlocksOfInterest,
blocks_offset: Vec3<f32>,
}
/// NOTE: To test this cell for validity, we currently first use
/// Arc::get_mut(), and then only if that succeeds do we call AtomicCell::take.
/// This way, we avoid all atomic updates for the fast path read in the "not yet
/// updated" case (though it would be faster without weak pointers); since once
/// it's updated, we switch from `Pending` to `Done`, this is only suboptimal
/// for one frame.
pub type MeshWorkerCell<const N: usize> = atomic::AtomicCell<Option<MeshWorkerResponse<N>>>;
pub type TerrainMeshWorkerCell<const N: usize> =
atomic::AtomicCell<Option<TerrainMeshWorkerResponse<N>>>;
pub trait ModelEntryFuture<const N: usize> {
type ModelEntry: ModelEntry;
// TODO: is there a potential use for this?
#[allow(dead_code)]
fn into_done(self) -> Option<Self::ModelEntry>;
fn get_done(&self) -> Option<&Self::ModelEntry>;
}
/// A future FigureModelEntryLod.
pub enum FigureModelEntryFuture<const N: usize> {
/// We can poll the future to see whether the figure model is ready.
// TODO: See if we can find away to either get rid of this Arc, or reuse Arcs across different
// figures. Updates to uvth for thread pool shared storage might obviate this requirement.
Pending(Arc<MeshWorkerCell<N>>),
/// Stores the already-meshed model.
Done(FigureModelEntry<N>),
}
impl<const N: usize> ModelEntryFuture<N> for FigureModelEntryFuture<N> {
type ModelEntry = FigureModelEntry<N>;
fn into_done(self) -> Option<Self::ModelEntry> {
match self {
Self::Pending(_) => None,
Self::Done(d) => Some(d),
}
}
fn get_done(&self) -> Option<&Self::ModelEntry> {
match self {
Self::Pending(_) => None,
Self::Done(d) => Some(d),
}
}
}
/// A future TerrainModelEntryLod.
pub enum TerrainModelEntryFuture<const N: usize> {
/// We can poll the future to see whether the figure model is ready.
// TODO: See if we can find away to either get rid of this Arc, or reuse Arcs across different
// figures. Updates to uvth for thread pool shared storage might obviate this requirement.
Pending(Arc<TerrainMeshWorkerCell<N>>),
/// Stores the already-meshed model.
Done(TerrainModelEntry<N>),
}
impl<const N: usize> ModelEntryFuture<N> for TerrainModelEntryFuture<N> {
type ModelEntry = TerrainModelEntry<N>;
fn into_done(self) -> Option<Self::ModelEntry> {
match self {
Self::Pending(_) => None,
Self::Done(d) => Some(d),
}
}
fn get_done(&self) -> Option<&Self::ModelEntry> {
match self {
Self::Pending(_) => None,
Self::Done(d) => Some(d),
}
}
}
const LOD_COUNT: usize = 3;
type FigureModelEntryLod<'b> = Option<&'b FigureModelEntry<LOD_COUNT>>;
type TerrainModelEntryLod<'b> = Option<&'b TerrainModelEntry<LOD_COUNT>>;
#[derive(Clone, Eq, Hash, PartialEq)]
/// TODO: merge item_key and extra field into an enum
pub struct FigureKey<Body> {
/// Body pointed to by this key.
pub(super) body: Body,
/// Only used by Body::ItemDrop
pub item_key: Option<Arc<ItemKey>>,
/// Extra state.
pub(super) extra: Option<Arc<CharacterCacheKey>>,
}
#[derive(Deserialize, Eq, Hash, PartialEq, Debug)]
pub enum ToolKey {
Tool(String),
Modular(modular::ModularWeaponKey),
}
/// Character data that should be visible when tools are visible (i.e. in third
/// person or when the character is in a tool-using state).
#[derive(Eq, Hash, PartialEq)]
pub(super) struct CharacterToolKey {
pub active: Option<ToolKey>,
pub second: Option<ToolKey>,
}
/// Character data that exists in third person only.
#[derive(Eq, Hash, PartialEq)]
pub(super) struct CharacterThirdPersonKey {
pub head: Option<String>,
pub shoulder: Option<String>,
pub chest: Option<String>,
pub belt: Option<String>,
pub back: Option<String>,
pub pants: Option<String>,
}
#[derive(Eq, Hash, PartialEq)]
/// NOTE: To avoid spamming the character cache with player models, we try to
/// store only the minimum information required to correctly update the model.
///
/// TODO: Memoize, etc.
pub(super) struct CharacterCacheKey {
/// Character state that is only visible in third person.
pub third_person: Option<CharacterThirdPersonKey>,
/// Tool state should be present when a character is either in third person,
/// or is in first person and the character state is tool-using.
///
/// NOTE: This representation could be tightened in various ways to
/// eliminate incorrect states, e.g. setting active_tool to None when no
/// tools are equipped, but currently we are more focused on the big
/// performance impact of recreating the whole model whenever the character
/// state changes, so for now we don't bother with this.
pub tool: Option<CharacterToolKey>,
pub lantern: Option<String>,
pub glider: Option<String>,
pub hand: Option<String>,
pub foot: Option<String>,
pub head: Option<String>,
}
impl CharacterCacheKey {
fn from(cs: Option<&CharacterState>, camera_mode: CameraMode, inventory: &Inventory) -> Self {
let is_first_person = match camera_mode {
CameraMode::FirstPerson => true,
CameraMode::ThirdPerson | CameraMode::Freefly => false,
};
let key_from_slot = |slot| {
inventory
.equipped(slot)
.map(|i| i.item_definition_id())
.map(|id| match id {
// TODO: Properly handle items with components here. Probably wait until modular
// armor?
ItemDefinitionId::Simple(id) => String::from(id),
ItemDefinitionId::Compound { simple_base, .. } => String::from(simple_base),
ItemDefinitionId::Modular { pseudo_base, .. } => String::from(pseudo_base),
})
};
// Third person tools are only modeled when the camera is either not first
// person, or the camera is first person and we are in a tool-using
// state.
let are_tools_visible = !is_first_person
|| cs
.map(|cs| cs.is_attack() || cs.is_wield())
// If there's no provided character state but we're still somehow in first person,
// We currently assume there's no need to visually model tools.
//
// TODO: Figure out what to do here, and/or refactor how this works.
.unwrap_or(false);
Self {
// Third person armor is only modeled when the camera mode is not first person.
third_person: if is_first_person {
None
} else {
Some(CharacterThirdPersonKey {
head: key_from_slot(EquipSlot::Armor(ArmorSlot::Head)),
shoulder: key_from_slot(EquipSlot::Armor(ArmorSlot::Shoulders)),
chest: key_from_slot(EquipSlot::Armor(ArmorSlot::Chest)),
belt: key_from_slot(EquipSlot::Armor(ArmorSlot::Belt)),
back: key_from_slot(EquipSlot::Armor(ArmorSlot::Back)),
pants: key_from_slot(EquipSlot::Armor(ArmorSlot::Legs)),
})
},
tool: if are_tools_visible {
let tool_key_from_item = |item: &Item| match item.item_definition_id() {
ItemDefinitionId::Simple(id) => ToolKey::Tool(String::from(id)),
ItemDefinitionId::Modular { .. } => {
ToolKey::Modular(modular::weapon_to_key(item))
},
ItemDefinitionId::Compound { simple_base, .. } => {
ToolKey::Tool(String::from(simple_base))
},
};
Some(CharacterToolKey {
active: inventory
.equipped(EquipSlot::ActiveMainhand)
.map(tool_key_from_item),
second: inventory
.equipped(EquipSlot::ActiveOffhand)
.map(tool_key_from_item),
})
} else {
None
},
lantern: key_from_slot(EquipSlot::Lantern),
glider: key_from_slot(EquipSlot::Glider),
hand: key_from_slot(EquipSlot::Armor(ArmorSlot::Hands)),
foot: key_from_slot(EquipSlot::Armor(ArmorSlot::Feet)),
head: key_from_slot(EquipSlot::Armor(ArmorSlot::Head)),
}
}
}
pub(crate) struct FigureModelCache<Skel = anim::character::CharacterSkeleton>
where
Skel: Skeleton,
Skel::Body: BodySpec,
{
models: HashMap<
FigureKey<Skel::Body>,
(
(
<Skel::Body as BodySpec>::ModelEntryFuture<LOD_COUNT>,
Skel::Attr,
),
u64,
),
>,
manifests: <Skel::Body as BodySpec>::Manifests,
watcher: ReloadWatcher,
}
impl<Skel: Skeleton> FigureModelCache<Skel>
where
Skel::Body: BodySpec + Eq + Hash,
{
#[allow(clippy::new_without_default)]
pub fn new() -> Self {
// NOTE: It might be better to bubble this error up rather than panicking.
let manifests = <Skel::Body as BodySpec>::load_spec().unwrap();
let watcher = <Skel::Body as BodySpec>::reload_watcher(&manifests);
Self {
models: HashMap::new(),
manifests,
watcher,
}
}
pub fn watcher_reloaded(&mut self) -> bool { self.watcher.reloaded() }
/// NOTE: Intended for render time (useful with systems like wgpu that
/// expect data used by the rendering pipelines to be stable throughout
/// the render pass).
///
/// NOTE: Since this is intended to be called primarily in order to render
/// the model, we don't return skeleton data.
pub fn get_model<'b>(
&'b self,
// TODO: If we ever convert to using an atlas here, use this.
_atlas: &super::FigureAtlas,
body: Skel::Body,
inventory: Option<&Inventory>,
// TODO: Consider updating the tick by putting it in a Cell.
_tick: u64,
camera_mode: CameraMode,
character_state: Option<&CharacterState>,
item_key: Option<ItemKey>,
) -> Option<
&'b <<Skel::Body as BodySpec>::ModelEntryFuture<LOD_COUNT> as ModelEntryFuture<
LOD_COUNT,
>>::ModelEntry,
> {
// TODO: Use raw entries to avoid lots of allocation (among other things).
let key = FigureKey {
body,
item_key: item_key.map(Arc::new),
extra: inventory.map(|inventory| {
Arc::new(CharacterCacheKey::from(
character_state,
camera_mode,
inventory,
))
}),
};
if let Some(model) = self.models.get(&key).and_then(|d| d.0.0.get_done()) {
Some(model)
} else {
None
}
}
pub fn clear_models(&mut self) { self.models.clear(); }
pub fn clean(&mut self, atlas: &mut super::FigureAtlas, tick: u64)
where
<Skel::Body as BodySpec>::Spec: Clone,
{
// TODO: Don't hard-code this.
if tick % 60 == 0 {
self.models.retain(|_, ((model_entry, _), last_used)| {
// Wait about a minute at 60 fps before invalidating old models.
let delta = 60 * 60;
let alive = *last_used + delta > tick;
if !alive {
if let Some(model_entry) = model_entry.get_done() {
atlas.allocator.deallocate(model_entry.allocation().id);
}
}
alive
});
}
}
}
impl<Skel: Skeleton> FigureModelCache<Skel>
where
Skel::Body: BodySpec<
BoneMesh = super::load::BoneMeshes,
ModelEntryFuture<LOD_COUNT> = FigureModelEntryFuture<LOD_COUNT>,
> + Eq
+ Hash,
{
#[allow(clippy::too_many_arguments)]
pub fn get_or_create_model<'c>(
&'c mut self,
renderer: &mut Renderer,
atlas: &mut super::FigureAtlas,
body: Skel::Body,
inventory: Option<&Inventory>,
extra: <Skel::Body as BodySpec>::Extra,
tick: u64,
camera_mode: CameraMode,
character_state: Option<&CharacterState>,
slow_jobs: &SlowJobPool,
item_key: Option<ItemKey>,
) -> (FigureModelEntryLod<'c>, &'c Skel::Attr)
where
for<'a> &'a Skel::Body: Into<Skel::Attr>,
Skel::Body: Clone + Send + Sync + 'static,
<Skel::Body as BodySpec>::Spec: Send + Sync + 'static,
{
let skeleton_attr = (&body).into();
let key = FigureKey {
body,
item_key: item_key.map(Arc::new),
extra: inventory.map(|inventory| {
Arc::new(CharacterCacheKey::from(
character_state,
camera_mode,
inventory,
))
}),
};
// TODO: Use raw entries to avoid significant performance overhead.
match self.models.entry(key) {
Entry::Occupied(o) => {
let ((model, skel), last_used) = o.into_mut();
#[cfg(feature = "hot-reloading")]
{
*skel = skeleton_attr;
}
*last_used = tick;
(
match model {
FigureModelEntryFuture::Pending(recv) => {
if let Some(MeshWorkerResponse {
atlas_texture_data,
atlas_size,
opaque,
bounds,
vertex_range,
}) = Arc::get_mut(recv).take().and_then(|cell| cell.take())
{
let model_entry = atlas.create_figure(
renderer,
atlas_texture_data,
atlas_size,
(opaque, bounds),
vertex_range,
);
*model = FigureModelEntryFuture::Done(model_entry);
// NOTE: Borrow checker isn't smart enough to figure this out.
if let FigureModelEntryFuture::Done(model) = model {
Some(model)
} else {
unreachable!();
}
} else {
None
}
},
FigureModelEntryFuture::Done(model) => Some(model),
},
skel,
)
},
Entry::Vacant(v) => {
let key = v.key().clone();
let slot = Arc::new(atomic::AtomicCell::new(None));
let manifests = self.manifests.clone();
let slot_ = Arc::clone(&slot);
slow_jobs.spawn("FIGURE_MESHING", move || {
// First, load all the base vertex data.
let meshes =
<Skel::Body as BodySpec>::bone_meshes(&key, &manifests, extra);
// Then, set up meshing context.
let mut greedy = FigureModel::make_greedy();
let mut opaque = Mesh::<TerrainVertex>::new();
// Choose the most conservative bounds for any LOD model.
let mut figure_bounds = anim::vek::Aabb {
min: anim::vek::Vec3::zero(),
max: anim::vek::Vec3::zero(),
};
// Meshes all bone models for this figure using the given mesh generation
// function, attaching it to the current greedy mesher and opaque vertex
// list. Returns the vertex bounds of the meshed model within the opaque
// mesh.
let mut make_model = |generate_mesh: for<'a, 'b> fn(
&mut GreedyMesh<'a, FigureSpriteAtlasData>,
&'b mut _,
&'a _,
_,
_,
)
-> _| {
let vertex_start = opaque.vertices().len();
meshes
.iter()
.enumerate()
// NOTE: Cast to u8 is safe because i < 16.
.filter_map(|(i, bm)| bm.as_ref().map(|bm| (i as u8, bm)))
.for_each(|(i, (segment, offset))| {
// Generate this mesh.
let (_opaque_mesh, bounds) = generate_mesh(&mut greedy, &mut opaque, segment, *offset, i);
// Update the figure bounds to the largest granularity seen so far
// (NOTE: this is more than a little imperfect).
//
// FIXME: Maybe use the default bone position in the idle animation
// to figure this out instead?
figure_bounds.expand_to_contain(bounds);
});
// NOTE: vertex_start and vertex_end *should* fit in a u32, by the
// following logic:
//
// Our new figure maximum is constrained to at most 2^8 × 2^8 × 2^8.
// This uses at most 24 bits to store every vertex exactly once.
// Greedy meshing can store each vertex in up to 3 quads, we have 3
// greedy models, and we store 1.5x the vertex count, so the maximum
// total space a model can take up is 3 * 3 * 1.5 * 2^24; rounding
// up to 4 * 4 * 2^24 gets us to 2^28, which clearly still fits in a
// u32.
//
// (We could also, though we prefer not to, reason backwards from the
// maximum figure texture size of 2^15 × 2^15, also fits in a u32; we
// can also see that, since we can have at most one texture entry per
// vertex, any texture atlas of size 2^14 × 2^14 or higher should be
// able to store data for any figure. So the only reason we would fail
// here would be if the user's computer could not store a texture large
// enough to fit all the LOD models for the figure, not for fundamental
// reasons related to fitting in a u32).
//
// Therefore, these casts are safe.
vertex_start as u32..opaque.vertices().len() as u32
};
fn generate_mesh<'a>(
greedy: &mut GreedyMesh<'a, FigureSpriteAtlasData>,
opaque_mesh: &mut Mesh<TerrainVertex>,
segment: &'a Segment,
offset: Vec3<f32>,
bone_idx: u8,
) -> BoneMeshes {
let (opaque, _, _, bounds) = generate_mesh_base_vol_figure(
segment,
(greedy, opaque_mesh, offset, Vec3::one(), bone_idx),
);
(opaque, bounds)
}
fn generate_mesh_lod_mid<'a>(
greedy: &mut GreedyMesh<'a, FigureSpriteAtlasData>,
opaque_mesh: &mut Mesh<TerrainVertex>,
segment: &'a Segment,
offset: Vec3<f32>,
bone_idx: u8,
) -> BoneMeshes {
let lod_scale = 0.6;
let (opaque, _, _, bounds) = generate_mesh_base_vol_figure(
segment.scaled_by(Vec3::broadcast(lod_scale)),
(
greedy,
opaque_mesh,
offset * lod_scale,
Vec3::one() / lod_scale,
bone_idx,
),
);
(opaque, bounds)
}
fn generate_mesh_lod_low<'a>(
greedy: &mut GreedyMesh<'a, FigureSpriteAtlasData>,
opaque_mesh: &mut Mesh<TerrainVertex>,
segment: &'a Segment,
offset: Vec3<f32>,
bone_idx: u8,
) -> BoneMeshes {
let lod_scale = 0.3;
let (opaque, _, _, bounds) = generate_mesh_base_vol_figure(
segment.scaled_by(Vec3::broadcast(lod_scale)),
(
greedy,
opaque_mesh,
offset * lod_scale,
Vec3::one() / lod_scale,
bone_idx,
),
);
(opaque, bounds)
}
let models = [
make_model(generate_mesh),
make_model(generate_mesh_lod_mid),
make_model(generate_mesh_lod_low),
];
let (atlas_texture_data, atlas_size) = greedy.finalize();
slot_.store(Some(MeshWorkerResponse {
atlas_texture_data,
atlas_size,
opaque,
bounds: figure_bounds,
vertex_range: models,
}));
});
let skel = &(v
.insert(((FigureModelEntryFuture::Pending(slot), skeleton_attr), tick))
.0)
.1;
(None, skel)
},
}
}
}
impl<Skel: Skeleton> FigureModelCache<Skel>
where
Skel::Body: BodySpec<
BoneMesh = ShipBoneMeshes,
ModelEntryFuture<LOD_COUNT> = TerrainModelEntryFuture<LOD_COUNT>,
> + Eq
+ Hash,
{
#[allow(clippy::too_many_arguments)]
pub fn get_or_create_terrain_model<'c>(
&'c mut self,
renderer: &mut Renderer,
atlas: &mut super::FigureAtlas,
body: Skel::Body,
extra: <Skel::Body as BodySpec>::Extra,
tick: u64,
slow_jobs: &SlowJobPool,
sprite_render_state: &Arc<SpriteRenderState>,
) -> (TerrainModelEntryLod<'c>, &'c Skel::Attr)
where
for<'a> &'a Skel::Body: Into<Skel::Attr>,
Skel::Body: Clone + Send + Sync + 'static,
<Skel::Body as BodySpec>::Spec: Send + Sync + 'static,
{
let skeleton_attr = (&body).into();
let key = FigureKey {
body,
item_key: None,
extra: None,
};
// TODO: Use raw entries to avoid significant performance overhead.
match self.models.entry(key) {
Entry::Occupied(o) => {
let ((model, skel), last_used) = o.into_mut();
*last_used = tick;
(
match model {
TerrainModelEntryFuture::Pending(recv) => {
if let Some(TerrainMeshWorkerResponse {
atlas_texture_data,
atlas_size,
opaque,
bounds,
vertex_range,
sprite_instances,
blocks_of_interest,
blocks_offset,
}) = Arc::get_mut(recv).take().and_then(|cell| cell.take())
{
let model_entry = atlas.create_terrain(
renderer,
atlas_texture_data,
atlas_size,
(opaque, bounds),
vertex_range,
sprite_instances,
blocks_of_interest,
blocks_offset,
);
*model = TerrainModelEntryFuture::Done(model_entry);
// NOTE: Borrow checker isn't smart enough to figure this out.
if let TerrainModelEntryFuture::Done(model) = model {
Some(model)
} else {
unreachable!();
}
} else {
None
}
},
TerrainModelEntryFuture::Done(model) => Some(model),
},
skel,
)
},
Entry::Vacant(v) => {
let key = v.key().clone();
let slot = Arc::new(atomic::AtomicCell::new(None));
let manifests = self.manifests.clone();
let sprite_render_state = Arc::clone(sprite_render_state);
let slot_ = Arc::clone(&slot);
slow_jobs.spawn("FIGURE_MESHING", move || {
// First, load all the base vertex data.
let meshes =
<Skel::Body as BodySpec>::bone_meshes(&key, &manifests, extra);
// Then, set up meshing context.
let mut greedy = FigureModel::make_greedy();
let mut opaque = Mesh::<TerrainVertex>::new();
// Choose the most conservative bounds for any LOD model.
let mut figure_bounds = anim::vek::Aabb {
min: anim::vek::Vec3::zero(),
max: anim::vek::Vec3::zero(),
};
// Meshes all bone models for this figure using the given mesh generation
// function, attaching it to the current greedy mesher and opaque vertex
// list. Returns the vertex bounds of the meshed model within the opaque
// mesh.
let mut make_model = |generate_mesh: for<'a, 'b> fn(
&mut GreedyMesh<'a, FigureSpriteAtlasData>,
&'b mut _,
&'a _,
_,
_,
)
-> _| {
let vertex_start = opaque.vertices().len();
meshes
.iter()
.enumerate()
// NOTE: Cast to u8 is safe because i < 16.
.filter_map(|(i, bm)| bm.as_ref().map(|bm| (i as u8, bm)))
.for_each(|(i, (segment, offset))| {
// Generate this mesh.
let (_opaque_mesh, bounds) = generate_mesh(&mut greedy, &mut opaque, segment, *offset, i);
// Update the figure bounds to the largest granularity seen so far
// (NOTE: this is more than a little imperfect).
//
// FIXME: Maybe use the default bone position in the idle animation
// to figure this out instead?
figure_bounds.expand_to_contain(bounds);
});
// NOTE: vertex_start and vertex_end *should* fit in a u32, by the
// following logic:
//
// Our new figure maximum is constrained to at most 2^8 × 2^8 × 2^8.
// This uses at most 24 bits to store every vertex exactly once.
// Greedy meshing can store each vertex in up to 3 quads, we have 3
// greedy models, and we store 1.5x the vertex count, so the maximum
// total space a model can take up is 3 * 3 * 1.5 * 2^24; rounding
// up to 4 * 4 * 2^24 gets us to 2^28, which clearly still fits in a
// u32.
//
// (We could also, though we prefer not to, reason backwards from the
// maximum figure texture size of 2^15 × 2^15, also fits in a u32; we
// can also see that, since we can have at most one texture entry per
// vertex, any texture atlas of size 2^14 × 2^14 or higher should be
// able to store data for any figure. So the only reason we would fail
// here would be if the user's computer could not store a texture large
// enough to fit all the LOD models for the figure, not for fundamental
// reasons related to fitting in a u32).
//
// Therefore, these casts are safe.
vertex_start as u32..opaque.vertices().len() as u32
};
fn generate_mesh<'a>(
greedy: &mut GreedyMesh<'a, FigureSpriteAtlasData>,
opaque_mesh: &mut Mesh<TerrainVertex>,
segment: &'a TerrainSegment,
offset: Vec3<f32>,
bone_idx: u8,
) -> BoneMeshes {
let (opaque, _, _, bounds) = generate_mesh_base_vol_terrain(
segment,
(greedy, opaque_mesh, offset, Vec3::one(), bone_idx),
);
(opaque, bounds)
}
fn generate_mesh_lod_mid<'a>(
greedy: &mut GreedyMesh<'a, FigureSpriteAtlasData>,
opaque_mesh: &mut Mesh<TerrainVertex>,
segment: &'a TerrainSegment,
offset: Vec3<f32>,
bone_idx: u8,
) -> BoneMeshes {
let lod_scale = 0.6;
let (opaque, _, _, bounds) = generate_mesh_base_vol_terrain(
segment.scaled_by(Vec3::broadcast(lod_scale)),
(
greedy,
opaque_mesh,
offset * lod_scale,
Vec3::one() / lod_scale,
bone_idx,
),
);
(opaque, bounds)
}
fn generate_mesh_lod_low<'a>(
greedy: &mut GreedyMesh<'a, FigureSpriteAtlasData>,
opaque_mesh: &mut Mesh<TerrainVertex>,
segment: &'a TerrainSegment,
offset: Vec3<f32>,
bone_idx: u8,
) -> BoneMeshes {
let lod_scale = 0.3;
let (opaque, _, _, bounds) = generate_mesh_base_vol_terrain(
segment.scaled_by(Vec3::broadcast(lod_scale)),
(
greedy,
opaque_mesh,
offset * lod_scale,
Vec3::one() / lod_scale,
bone_idx,
),
);
(opaque, bounds)
}
let models = [
make_model(generate_mesh),
make_model(generate_mesh_lod_mid),
make_model(generate_mesh_lod_low),
];
let (dyna, offset) = &meshes[0].as_ref().unwrap();
let block_iter = dyna.vol_iter(Vec3::zero(), dyna.sz.as_()).map(|(pos, block)| (pos, *block));
let (atlas_texture_data, atlas_size) = greedy.finalize();
slot_.store(Some(TerrainMeshWorkerResponse {
atlas_texture_data,
atlas_size,
opaque,
bounds: figure_bounds,
vertex_range: models,
sprite_instances: {
let mut instances = from_fn::<Vec<pipelines::sprite::Instance>, SPRITE_LOD_LEVELS, _>(|_| Vec::new());
get_sprite_instances(
&mut instances,
|lod, instance, _| {
lod.push(instance);
},
block_iter.clone().map(|(pos, block)| (pos.as_() + *offset, block)),
|p| p.as_(),
|_| 1.0,
|pos| dyna.get(pos).ok().and_then(|block| block.get_glow()).map(|glow| glow as f32 / 255.0).unwrap_or(0.0),
&sprite_render_state.sprite_data,
&sprite_render_state.missing_sprite_placeholder,
);
instances
},
blocks_of_interest: BlocksOfInterest::from_blocks(block_iter, Vec3::zero(), 10.0, 0.0, dyna),
blocks_offset: *offset,
}));
});
let skel = &(v
.insert((
(TerrainModelEntryFuture::Pending(slot), skeleton_attr),
tick,
))
.0)
.1;
(None, skel)
},
}
}
pub fn get_blocks_of_interest(
&self,
body: Skel::Body,
) -> Option<(&BlocksOfInterest, Vec3<f32>)> {
let key = FigureKey {
body,
item_key: None,
extra: None,
};
self.models.get(&key).and_then(|((model, _), _)| {
let TerrainModelEntryFuture::Done(model) = model else {
return None;
};
Some((&model.blocks_of_interest, model.blocks_offset))
})
}
pub fn get_sprites(
&self,
body: Skel::Body,
) -> Option<&[Instances<SpriteInstance>; SPRITE_LOD_LEVELS]> {
let key = FigureKey {
body,
item_key: None,
extra: None,
};
self.models.get(&key).and_then(|((model, _), _)| {
let TerrainModelEntryFuture::Done(model) = model else {
return None;
};
Some(&model.sprite_instances)
})
}
/*
pub fn update_terrain_locals(
&mut self,
renderer: &mut Renderer,
entity: Entity,
body: Skel::Body,
pos: Vec3<f32>,
ori: Quaternion<f32>,
) {
let key = FigureKey {
body,
item_key: None,
extra: None,
};
if let Some(model) = self.models.get_mut(&key).and_then(|((model, _), _)| {
if let TerrainModelEntryFuture::Done(model) = model {
Some(model)
} else {
None
}
}) {
renderer.update_consts(&mut *model.terrain_locals, &[TerrainLocals::new(
pos,
ori,
Vec2::zero(),
0.0,
)])
}
}
*/
}