1pub mod camera;
2pub mod debug;
3pub mod figure;
4pub mod lod;
5pub mod math;
6pub mod particle;
7pub mod simple;
8pub mod smoke_cycle;
9pub mod terrain;
10pub mod tether;
11pub mod trail;
12
13use std::collections::HashSet;
14
15pub use self::{
16 camera::{Camera, CameraMode},
17 debug::{Debug, DebugShape, DebugShapeId},
18 figure::FigureMgr,
19 lod::Lod,
20 particle::ParticleMgr,
21 terrain::{SpriteRenderContextLazy, Terrain},
22 tether::TetherMgr,
23 trail::TrailMgr,
24};
25use crate::{
26 audio::{
27 AudioFrontend,
28 ambience::{self, AmbienceMgr},
29 music::MusicMgr,
30 sfx::SfxMgr,
31 },
32 ecs::comp::Interpolated,
33 render::{
34 CloudsLocals, Consts, CullingMode, Drawer, GlobalModel, Globals, GlobalsBindGroup, Light,
35 Model, PointLightMatrix, PostProcessLocals, RainOcclusionLocals, Renderer, Shadow,
36 ShadowLocals, SkyboxVertex, create_skybox_mesh,
37 },
38 session::PlayerDebugLines,
39 settings::Settings,
40 window::{AnalogGameInput, Event},
41};
42use client::Client;
43use common::{
44 calendar::Calendar,
45 comp::{
46 self, CapsulePrism, CharacterState, item::ItemDesc,
47 ship::figuredata::VOXEL_COLLIDER_MANIFEST, slot::EquipSlot, tool::ToolKind,
48 },
49 outcome::Outcome,
50 resources::{DeltaTime, TimeOfDay, TimeScale},
51 terrain::{BlockKind, TerrainChunk, TerrainGrid},
52 vol::ReadVol,
53 weather::WeatherGrid,
54};
55use common_base::{prof_span, span};
56use common_state::State;
57use comp::item::Reagent;
58use hashbrown::HashMap;
59use num::traits::{Float, FloatConst};
60use specs::{Entity as EcsEntity, Join, LendJoin, WorldExt};
61use vek::*;
62
63const ZOOM_CAP_PLAYER: f32 = 1000.0;
64const ZOOM_CAP_ADMIN: f32 = 100000.0;
65
66const CURSOR_PAN_SCALE: f32 = 0.005;
68
69pub(crate) const MAX_LIGHT_COUNT: usize = 20; pub(crate) const MAX_SHADOW_COUNT: usize = 24;
72pub(crate) const MAX_POINT_LIGHT_MATRICES_COUNT: usize = MAX_LIGHT_COUNT * 6 + 6;
73const NUM_DIRECTED_LIGHTS: usize = 1;
74const LIGHT_DIST_RADIUS: f32 = 64.0; const SHADOW_DIST_RADIUS: f32 = 8.0;
76const SHADOW_MAX_DIST: f32 = 96.0; const EPSILON_UPSILON: f64 = -1.0;
79
80const SHADOW_NEAR: f32 = 0.25; const SHADOW_FAR: f32 = 128.0; const RUNNING_THRESHOLD: f32 = 0.7;
86
87const RAIN_THRESHOLD: f32 = 0.0;
89
90pub type LightData<'a> = (bool, &'a [Light]);
92
93struct EventLight {
94 light: Light,
95 timeout: f32,
96 fadeout: fn(f32) -> f32,
97}
98
99struct Skybox {
100 model: Model<SkyboxVertex>,
101}
102
103pub struct Scene {
104 data: GlobalModel,
105 globals_bind_group: GlobalsBindGroup,
106 camera: Camera,
107 camera_input_state: Vec2<f32>,
108 event_lights: Vec<EventLight>,
109
110 skybox: Skybox,
111 terrain: Terrain<TerrainChunk>,
112 pub debug: Debug,
113 pub lod: Lod,
114 loaded_distance: f32,
115 map_bounds: Vec2<f32>,
119 select_pos: Option<Vec3<i32>>,
120 light_data: Vec<Light>,
121
122 particle_mgr: ParticleMgr,
123 trail_mgr: TrailMgr,
124 figure_mgr: FigureMgr,
125 tether_mgr: TetherMgr,
126 pub sfx_mgr: SfxMgr,
127 pub music_mgr: MusicMgr,
128 ambience_mgr: AmbienceMgr,
129
130 integrated_rain_vel: f32,
131 pub wind_vel: Vec2<f32>,
132 pub interpolated_time_of_day: Option<f64>,
133 last_lightning: Option<(Vec3<f32>, f64)>,
134 local_time: f64,
135
136 pub screen_fade: f32,
137 pub screen_fade_tgt: f32,
138
139 pub debug_vectors_enabled: bool,
140}
141
142pub struct SceneData<'a> {
143 pub client: &'a Client,
144 pub state: &'a State,
145 pub viewpoint_entity: specs::Entity,
146 pub mutable_viewpoint: bool,
147 pub target_entities: &'a HashSet<specs::Entity>,
148 pub loaded_distance: f32,
149 pub terrain_view_distance: u32, pub entity_view_distance: u32,
151 pub tick: u64,
152 pub gamma: f32,
153 pub exposure: f32,
154 pub ambiance: f32,
155 pub mouse_smoothing: bool,
156 pub sprite_render_distance: f32,
157 pub particles_enabled: bool,
158 pub weapon_trails_enabled: bool,
159 pub flashing_lights_enabled: bool,
160 pub figure_lod_render_distance: f32,
161 pub is_aiming: bool,
162 pub interpolated_time_of_day: Option<f64>,
163 pub wind_vel: Vec2<f32>,
164}
165
166impl SceneData<'_> {
167 pub fn get_sun_dir(&self) -> Vec3<f32> {
168 TimeOfDay::new(self.interpolated_time_of_day.unwrap_or(0.0)).get_sun_dir()
169 }
170
171 pub fn get_moon_dir(&self) -> Vec3<f32> {
172 TimeOfDay::new(self.interpolated_time_of_day.unwrap_or(0.0)).get_moon_dir()
173 }
174}
175
176fn compute_scalar_fov<F: Float>(_near_plane: F, fov: F, aspect: F) -> F {
217 let two = F::one() + F::one();
218 let theta_y = fov / two;
219 let theta_x = (aspect * theta_y.tan()).atan();
220 theta_x.min(theta_y)
221}
222
223fn compute_warping_parameter<F: Float + FloatConst>(
255 gamma: F,
256 (gamma_a, gamma_b, gamma_c): (F, F, F),
257 (eta_b, eta_c): (F, F),
258) -> F {
259 if gamma < gamma_a {
260 -F::one()
261 } else if gamma_a <= gamma && gamma < gamma_b {
263 -F::one() + (eta_b + F::one()) * (F::one() - (F::FRAC_PI_2() * (gamma - gamma_a) / (gamma_b - gamma_a)).cos())
265 } else if gamma_b <= gamma && gamma < gamma_c {
267 eta_b + (eta_c - eta_b) * (F::FRAC_PI_2() * (gamma - gamma_b) / (gamma_c - gamma_b)).sin()
268 } else {
269 eta_c
270 }
271 .max(-F::one()).min(F::one())
273}
274
275fn compute_warping_parameter_perspective<F: Float + FloatConst>(
290 gamma: F,
291 near_plane: F,
292 fov: F,
293 aspect: F,
294) -> F {
295 let theta = compute_scalar_fov(near_plane, fov, aspect);
296 let two = F::one() + F::one();
297 let three = two + F::one();
298 let ten = three + three + three + F::one();
299 compute_warping_parameter(
300 gamma,
301 (
302 theta / three,
303 theta,
304 theta + (three / ten) * (F::FRAC_PI_2() - theta),
305 ),
306 (-two / ten, F::zero()),
307 )
308}
309
310impl Scene {
311 pub fn new(
313 renderer: &mut Renderer,
314 lazy_init: &mut SpriteRenderContextLazy,
315 client: &Client,
316 settings: &Settings,
317 ) -> Self {
318 let resolution = renderer.resolution().map(|e| e as f32);
319 let sprite_render_context = lazy_init(renderer);
320
321 let data = GlobalModel {
322 globals: renderer.create_consts(&[Globals::default()]),
323 lights: renderer.create_consts(&[Light::default(); MAX_LIGHT_COUNT]),
324 shadows: renderer.create_consts(&[Shadow::default(); MAX_SHADOW_COUNT]),
325 shadow_mats: renderer.create_shadow_bound_locals(&[ShadowLocals::default()]),
326 rain_occlusion_mats: renderer
327 .create_rain_occlusion_bound_locals(&[RainOcclusionLocals::default()]),
328 point_light_matrices: Box::new(
329 [PointLightMatrix::default(); MAX_POINT_LIGHT_MATRICES_COUNT],
330 ),
331 };
332
333 let lod = Lod::new(renderer, client, settings);
334
335 let globals_bind_group = renderer.bind_globals(&data, lod.get_data());
336
337 let terrain = Terrain::new(renderer, &data, lod.get_data(), sprite_render_context);
338
339 let camera_mode = match client.presence() {
340 Some(comp::PresenceKind::Spectator) => CameraMode::Freefly,
341 _ => CameraMode::ThirdPerson,
342 };
343
344 let calendar = client.state().ecs().read_resource::<Calendar>();
345
346 Self {
347 data,
348 globals_bind_group,
349 camera: Camera::new(resolution.x / resolution.y, camera_mode),
350 camera_input_state: Vec2::zero(),
351 event_lights: Vec::new(),
352
353 skybox: Skybox {
354 model: renderer.create_model(&create_skybox_mesh()).unwrap(),
355 },
356 terrain,
357 debug: Debug::new(),
358 lod,
359 loaded_distance: 0.0,
360 map_bounds: Vec2::new(
361 client.world_data().min_chunk_alt(),
362 client.world_data().max_chunk_alt(),
363 ),
364 select_pos: None,
365 light_data: Vec::new(),
366 particle_mgr: ParticleMgr::new(renderer),
367 trail_mgr: TrailMgr::default(),
368 figure_mgr: FigureMgr::new(renderer),
369 tether_mgr: TetherMgr::new(renderer),
370 sfx_mgr: SfxMgr::default(),
371 music_mgr: MusicMgr::new(&calendar),
372 ambience_mgr: AmbienceMgr::new(ambience::load_ambience_items()),
373 integrated_rain_vel: 0.0,
374 wind_vel: Vec2::zero(),
375 interpolated_time_of_day: None,
376 last_lightning: None,
377 local_time: 0.0,
378 screen_fade: -0.5,
380 screen_fade_tgt: 1.0,
381 debug_vectors_enabled: false,
382 }
383 }
384
385 pub fn globals(&self) -> &Consts<Globals> { &self.data.globals }
387
388 pub fn camera(&self) -> &Camera { &self.camera }
390
391 pub fn terrain(&self) -> &Terrain<TerrainChunk> { &self.terrain }
393
394 pub fn lights(&self) -> &Vec<Light> { &self.light_data }
396
397 pub fn particle_mgr(&self) -> &ParticleMgr { &self.particle_mgr }
399
400 pub fn trail_mgr(&self) -> &TrailMgr { &self.trail_mgr }
402
403 pub fn figure_mgr(&self) -> &FigureMgr { &self.figure_mgr }
405
406 pub fn music_mgr(&self) -> &MusicMgr { &self.music_mgr }
407
408 pub fn camera_mut(&mut self) -> &mut Camera { &mut self.camera }
410
411 pub fn set_select_pos(&mut self, pos: Option<Vec3<i32>>) { self.select_pos = pos; }
413
414 pub fn select_pos(&self) -> Option<Vec3<i32>> { self.select_pos }
415
416 pub fn handle_input_event(&mut self, event: Event, client: &Client) -> bool {
421 match event {
422 Event::Resize(dims) => {
424 self.camera.set_aspect_ratio(dims.x as f32 / dims.y as f32);
425 true
426 },
427 Event::CursorPan(delta) => {
429 self.camera.rotate_by(Vec3::from(delta) * CURSOR_PAN_SCALE);
430 true
431 },
432 Event::Zoom(delta) => {
434 let cap = if client.is_moderator() {
435 ZOOM_CAP_ADMIN
436 } else {
437 ZOOM_CAP_PLAYER
438 };
439 let player_scale = client
443 .state()
444 .read_component_copied::<comp::Scale>(client.entity())
445 .map_or(1.0, |s| s.0);
446 if delta < 0.0 {
447 self.camera.zoom_switch(
448 delta * (0.05 + self.camera.get_distance() * 0.01) / (1.0 - delta * 0.01),
450 cap,
451 player_scale,
452 );
453 } else {
454 self.camera.zoom_switch(
455 delta * (0.05 + self.camera.get_distance() * 0.01),
456 cap,
457 player_scale,
458 );
459 }
460 true
461 },
462 Event::AnalogGameInput(input) => match input {
463 AnalogGameInput::CameraX(d) => {
464 self.camera_input_state.x = d;
465 true
466 },
467 AnalogGameInput::CameraY(d) => {
468 self.camera_input_state.y = d;
469 true
470 },
471 _ => false,
472 },
473 _ => false,
475 }
476 }
477
478 pub fn handle_outcome(
479 &mut self,
480 outcome: &Outcome,
481 scene_data: &SceneData,
482 audio: &mut AudioFrontend,
483 ) {
484 span!(_guard, "handle_outcome", "Scene::handle_outcome");
485 self.particle_mgr
486 .handle_outcome(outcome, scene_data, &self.figure_mgr);
487 self.sfx_mgr
488 .handle_outcome(outcome, audio, scene_data.client);
489
490 match outcome {
491 Outcome::Lightning { pos } => {
492 self.last_lightning = Some((*pos, scene_data.state.get_time()));
493 },
494 Outcome::Explosion {
495 pos,
496 power,
497 is_attack,
498 reagent,
499 ..
500 } => self.event_lights.push(EventLight {
501 light: Light::new(
502 *pos,
503 match reagent {
504 Some(Reagent::Blue) => Rgb::new(0.15, 0.4, 1.0),
505 Some(Reagent::Green) => Rgb::new(0.0, 1.0, 0.0),
506 Some(Reagent::Purple) => Rgb::new(0.7, 0.0, 1.0),
507 Some(Reagent::Red) => {
508 if *is_attack {
509 Rgb::new(1.0, 0.5, 0.0)
510 } else {
511 Rgb::new(1.0, 0.0, 0.0)
512 }
513 },
514 Some(Reagent::White) => Rgb::new(1.0, 1.0, 1.0),
515 Some(Reagent::Yellow) => Rgb::new(1.0, 1.0, 0.0),
516 Some(Reagent::FireRain) => Rgb::new(1.0, 0.8, 0.3),
517 Some(Reagent::FireGigas) => Rgb::new(1.0, 0.6, 0.2),
518 None => Rgb::new(1.0, 0.5, 0.0),
519 },
520 power
521 * if *is_attack || reagent.is_none() {
522 25.0
523 } else {
524 100.0
525 },
526 ),
527 timeout: match reagent {
528 Some(_) => 0.8,
529 None => 0.25,
530 },
531 fadeout: |timeout| timeout * 2.0,
532 }),
533 Outcome::ProjectileShot { .. } => {},
534 _ => {},
535 }
536 }
537
538 pub fn maintain(
541 &mut self,
542 renderer: &mut Renderer,
543 audio: &mut AudioFrontend,
544 scene_data: &SceneData,
545 client: &Client,
546 settings: &Settings,
547 mmap_face_north: bool,
548 ) {
549 span!(_guard, "maintain", "Scene::maintain");
550 let ecs = scene_data.state.ecs();
552
553 let dt = ecs.fetch::<DeltaTime>().0;
554
555 self.local_time += dt as f64 * ecs.fetch::<TimeScale>().0;
556
557 let positions = ecs.read_storage::<comp::Pos>();
558
559 let viewpoint_ori = ecs
560 .read_storage::<comp::Ori>()
561 .get(scene_data.viewpoint_entity)
562 .map_or(Quaternion::identity(), |ori| ori.to_quat());
563
564 let viewpoint_look_ori = ecs
565 .read_storage::<comp::CharacterActivity>()
566 .get(scene_data.viewpoint_entity)
567 .and_then(|activity| activity.look_dir)
568 .map(|dir| {
569 let d = dir.to_vec();
570
571 let pitch = (-d.z).asin();
572 let yaw = d.x.atan2(d.y);
573
574 Vec3::new(yaw, pitch, 0.0)
575 })
576 .unwrap_or_else(|| {
577 let q = viewpoint_ori;
578 let sinr_cosp = 2.0 * (q.w * q.x + q.y * q.z);
579 let cosr_cosp = 1.0 - 2.0 * (q.x * q.x + q.y * q.y);
580 let pitch = sinr_cosp.atan2(cosr_cosp);
581
582 let siny_cosp = 2.0 * (q.w * q.z + q.x * q.y);
583 let cosy_cosp = 1.0 - 2.0 * (q.y * q.y + q.z * q.z);
584 let yaw = siny_cosp.atan2(cosy_cosp);
585
586 Vec3::new(-yaw, -pitch, 0.0)
587 });
588
589 let viewpoint_scale = ecs
590 .read_storage::<comp::Scale>()
591 .get(scene_data.viewpoint_entity)
592 .map_or(1.0, |scale| scale.0);
593
594 let (is_humanoid, viewpoint_height, viewpoint_eye_height) = ecs
595 .read_storage::<comp::Body>()
596 .get(scene_data.viewpoint_entity)
597 .map_or((false, 1.0, 0.0), |b| {
598 (
599 matches!(b, comp::Body::Humanoid(_)),
600 b.height() * viewpoint_scale,
601 b.eye_height(1.0) * viewpoint_scale, )
603 });
604 let viewpoint_eye_height = if matches!(self.camera.get_mode(), CameraMode::FirstPerson)
606 && let Some(char_state) = self
607 .figure_mgr
608 .states
609 .character_states
610 .get(&scene_data.viewpoint_entity)
611 && let Some(interpolated) = ecs
612 .read_storage::<Interpolated>()
613 .get(scene_data.viewpoint_entity)
614 {
615 char_state
617 .wpos_of(
618 char_state
619 .computed_skeleton
620 .head
621 .mul_point(Vec3::unit_z() * 0.6),
622 )
623 .z
624 - interpolated.pos.z
625 } else {
626 match ecs
629 .read_storage::<CharacterState>()
630 .get(scene_data.viewpoint_entity)
631 {
632 Some(CharacterState::Crawl) => viewpoint_eye_height * 0.3,
633 Some(CharacterState::Sit) => viewpoint_eye_height * 0.7,
634 Some(c) if c.is_stealthy() => viewpoint_eye_height * 0.6,
635 _ => viewpoint_eye_height,
636 }
637 };
638
639 if scene_data.mutable_viewpoint || matches!(self.camera.get_mode(), CameraMode::Freefly) {
640 self.camera.rotate_by(self.camera_input_state.with_z(0.0));
642 } else {
643 self.camera.set_orientation(viewpoint_look_ori);
645 }
646
647 let viewpoint_offset = if is_humanoid {
648 let is_running = ecs
649 .read_storage::<comp::Vel>()
650 .get(scene_data.viewpoint_entity)
651 .zip(
652 ecs.read_storage::<comp::PhysicsState>()
653 .get(scene_data.viewpoint_entity),
654 )
655 .map(|(v, ps)| {
656 (v.0 - ps.ground_vel).magnitude_squared() > RUNNING_THRESHOLD.powi(2)
657 })
658 .unwrap_or(false);
659
660 let on_ground = ecs
661 .read_storage::<comp::PhysicsState>()
662 .get(scene_data.viewpoint_entity)
663 .map(|p| p.on_ground.is_some());
664
665 let holding_ranged = client
666 .inventories()
667 .get(scene_data.viewpoint_entity)
668 .and_then(|inv| inv.equipped(EquipSlot::ActiveMainhand))
669 .and_then(|item| item.tool_info())
670 .is_some_and(|tool_kind| {
671 matches!(
672 tool_kind,
673 ToolKind::Bow | ToolKind::Staff | ToolKind::Sceptre | ToolKind::Throwable
674 )
675 })
676 || client
677 .current::<CharacterState>()
678 .is_some_and(|char_state| matches!(char_state, CharacterState::Throw(_)));
679
680 let up = match self.camera.get_mode() {
681 CameraMode::FirstPerson => {
682 if is_running && on_ground.unwrap_or(false) {
683 viewpoint_eye_height
684 + (scene_data.state.get_time() as f32 * 17.0).sin() * 0.05
685 } else {
686 viewpoint_eye_height
687 }
688 },
689 CameraMode::ThirdPerson if scene_data.is_aiming && holding_ranged => {
690 viewpoint_height * 1.05 + settings.gameplay.aim_offset_y
691 },
692 CameraMode::ThirdPerson if scene_data.is_aiming => viewpoint_height * 1.05,
693 CameraMode::ThirdPerson => viewpoint_eye_height,
694 CameraMode::Freefly => 0.0,
695 };
696
697 let right = match self.camera.get_mode() {
698 CameraMode::FirstPerson => 0.0,
699 CameraMode::ThirdPerson if scene_data.is_aiming && holding_ranged => {
700 settings.gameplay.aim_offset_x
701 },
702 CameraMode::ThirdPerson => 0.0,
703 CameraMode::Freefly => 0.0,
704 };
705
706 let tilt = self.camera.get_orientation().y;
708 let dist = self.camera.get_distance();
709
710 Vec3::unit_z() * (up - tilt.min(0.0).sin() * dist * 0.6)
711 + self.camera.right() * (right * viewpoint_scale)
712 } else {
713 self.figure_mgr
714 .viewpoint_offset(scene_data, scene_data.viewpoint_entity)
715 };
716
717 let entity_pos = positions
718 .get(scene_data.viewpoint_entity)
719 .map_or(Vec3::zero(), |pos| pos.0);
720
721 let viewpoint_pos = match self.camera.get_mode() {
722 CameraMode::FirstPerson => {
723 let viewpoint_pos = ecs
728 .read_storage::<Interpolated>()
729 .get(scene_data.viewpoint_entity)
730 .map_or(entity_pos, |i| i.pos.xy().with_z(entity_pos.z));
731 self.camera
732 .force_xy_focus_pos(viewpoint_pos + viewpoint_offset);
733 viewpoint_pos
734 },
735 CameraMode::ThirdPerson => {
736 let viewpoint_pos = entity_pos;
737 if let Some(health) = ecs
738 .read_storage::<comp::Health>()
739 .get(scene_data.viewpoint_entity)
740 && health.is_dead
741 {
742 self.camera.reset_focus();
744 } else {
745 self.screen_fade_tgt = 1.0;
746 self.camera.set_focus_pos(viewpoint_pos + viewpoint_offset)
747 };
748 viewpoint_pos
749 },
750 CameraMode::Freefly => entity_pos,
751 };
752
753 self.camera
755 .update(scene_data.state.get_time(), dt, scene_data.mouse_smoothing);
756
757 self.camera.compute_dependents(&scene_data.state.terrain());
759 let camera::Dependents {
760 view_mat,
761 view_mat_inv,
762 proj_mat,
763 proj_mat_inv,
764 cam_pos,
765 ..
766 } = self.camera.dependents();
767
768 let loaded_distance =
770 (0.98 * self.loaded_distance + 0.02 * scene_data.loaded_distance).max(0.01);
771
772 let lights = &mut self.light_data;
774 lights.clear();
775
776 self.particle_mgr.maintain(
778 renderer,
779 scene_data,
780 &self.terrain,
781 &self.figure_mgr,
782 lights,
783 );
784
785 self.trail_mgr.maintain(renderer, scene_data);
787
788 let max_light_dist = loaded_distance.powi(2) + LIGHT_DIST_RADIUS;
790 lights.extend(
791 (
792 &scene_data.state.ecs().read_storage::<comp::Pos>(),
793 scene_data
794 .state
795 .ecs()
796 .read_storage::<crate::ecs::comp::Interpolated>()
797 .maybe(),
798 &scene_data
799 .state
800 .ecs()
801 .read_storage::<comp::LightAnimation>(),
802 scene_data
803 .state
804 .ecs()
805 .read_storage::<comp::Health>()
806 .maybe(),
807 )
808 .join()
809 .filter(|(pos, _, light_anim, h)| {
810 light_anim.col != Rgb::zero()
811 && light_anim.strength > 0.0
812 && pos.0.distance_squared(viewpoint_pos) < max_light_dist
813 && h.is_none_or(|h| !h.is_dead)
814 })
815 .map(|(pos, interpolated, light_anim, _)| {
816 let pos = interpolated.map_or(pos.0, |i| i.pos);
818 let mut light =
819 Light::new(pos + light_anim.offset, light_anim.col, light_anim.strength);
820 if let Some((dir, fov)) = light_anim.dir {
821 light = light.with_dir(dir, fov);
822 }
823 light
824 })
825 .chain(
826 self.event_lights
827 .iter()
828 .map(|el| el.light.with_strength((el.fadeout)(el.timeout))),
829 ),
830 );
831 let voxel_colliders_manifest = VOXEL_COLLIDER_MANIFEST.read();
832 let figure_mgr = &self.figure_mgr;
833 lights.extend(
834 (
835 &scene_data.state.ecs().entities(),
836 &scene_data
837 .state
838 .read_storage::<crate::ecs::comp::Interpolated>(),
839 &scene_data.state.read_storage::<comp::Body>(),
840 &scene_data.state.read_storage::<comp::Collider>(),
841 )
842 .join()
843 .filter_map(|(entity, interpolated, body, collider)| {
844 let vol = collider.get_vol(&voxel_colliders_manifest)?;
845 let (blocks_of_interest, offset) =
846 figure_mgr.get_blocks_of_interest(entity, body, Some(collider))?;
847
848 let mat = Mat4::from(interpolated.ori.to_quat())
849 .translated_3d(interpolated.pos)
850 * Mat4::translation_3d(offset);
851
852 let p = mat.inverted().mul_point(viewpoint_pos);
853 let aabb = Aabb {
854 min: Vec3::zero(),
855 max: vol.volume().sz.as_(),
856 };
857 if aabb.contains_point(p) || aabb.distance_to_point(p) < max_light_dist {
858 Some(
859 blocks_of_interest
860 .lights
861 .iter()
862 .map(move |(block_offset, level)| {
863 let wpos = mat.mul_point(block_offset.as_() + 0.5);
864 (wpos, level)
865 })
866 .filter(move |(wpos, _)| {
867 wpos.distance_squared(viewpoint_pos) < max_light_dist
868 })
869 .map(|(wpos, level)| {
870 Light::new(wpos, Rgb::white(), *level as f32 / 7.0)
871 }),
872 )
873 } else {
874 None
875 }
876 })
877 .flatten(),
878 );
879 lights.sort_by_key(|light| light.get_pos().distance_squared(viewpoint_pos) as i32);
880 lights.truncate(MAX_LIGHT_COUNT);
881 renderer.update_consts(&mut self.data.lights, lights);
882
883 self.event_lights.retain_mut(|el| {
885 el.timeout -= dt;
886 el.timeout > 0.0
887 });
888
889 let mut shadows = (
891 &scene_data.state.ecs().read_storage::<comp::Pos>(),
892 scene_data
893 .state
894 .ecs()
895 .read_storage::<crate::ecs::comp::Interpolated>()
896 .maybe(),
897 scene_data.state.ecs().read_storage::<comp::Scale>().maybe(),
898 &scene_data.state.ecs().read_storage::<comp::Body>(),
899 &scene_data.state.ecs().read_storage::<comp::Health>(),
900 )
901 .join()
902 .filter(|(_, _, _, _, health)| !health.is_dead)
903 .filter(|(pos, _, _, _, _)| {
904 pos.0.distance_squared(viewpoint_pos)
905 < (loaded_distance.min(SHADOW_MAX_DIST) + SHADOW_DIST_RADIUS).powi(2)
906 })
907 .map(|(pos, interpolated, scale, _, _)| {
908 Shadow::new(
909 interpolated.map_or(pos.0, |i| i.pos),
911 scale.map_or(1.0, |s| s.0),
912 )
913 })
914 .collect::<Vec<_>>();
915 shadows.sort_by_key(|shadow| shadow.get_pos().distance_squared(viewpoint_pos) as i32);
916 shadows.truncate(MAX_SHADOW_COUNT);
917 renderer.update_consts(&mut self.data.shadows, &shadows);
918
919 self.loaded_distance = loaded_distance;
921
922 const DAY: f64 = 60.0 * 60.0 * 24.0;
930 let time_of_day = scene_data.state.get_time_of_day();
931 let max_lerp_period = if scene_data.flashing_lights_enabled {
932 DAY * 2.0
933 } else {
934 DAY * 0.25
935 };
936 self.interpolated_time_of_day =
937 Some(self.interpolated_time_of_day.map_or(time_of_day, |tod| {
938 if (tod - time_of_day).abs() > max_lerp_period {
939 time_of_day
940 } else {
941 Lerp::lerp(tod, time_of_day, dt as f64)
942 }
943 }));
944 let time_of_day = self.interpolated_time_of_day.unwrap_or(time_of_day);
945 let focus_pos = self.camera.get_focus_pos();
946 let focus_off = focus_pos.map(|e| e.trunc());
947
948 let step = 0.5 * dt;
949 self.screen_fade = if step > (self.screen_fade - self.screen_fade_tgt).abs() {
950 self.screen_fade_tgt
951 } else {
952 self.screen_fade + (self.screen_fade_tgt - self.screen_fade).signum() * step
953 };
954
955 let player_dir = client
956 .state()
957 .ecs()
958 .read_storage::<comp::Ori>()
959 .get(client.entity())
960 .copied()
961 .unwrap_or_default()
962 .look_dir()
963 .to_vec();
964
965 let player_mmap_ori = player_dir.x.atan2(player_dir.y)
967 - if !mmap_face_north {
968 self.camera.get_orientation().x
970 } else {
971 0.0
972 };
973
974 renderer.update_consts(&mut self.data.globals, &[Globals::new(
976 view_mat,
977 proj_mat,
978 cam_pos,
979 focus_pos,
980 self.loaded_distance,
981 self.lod.get_data().tgt_detail as f32,
982 self.map_bounds,
983 time_of_day,
984 scene_data.state.get_time(),
985 self.local_time,
986 renderer.resolution().as_(),
987 Vec2::new(SHADOW_NEAR, SHADOW_FAR),
988 lights.len(),
989 shadows.len(),
990 NUM_DIRECTED_LIGHTS,
991 scene_data
992 .state
993 .terrain()
994 .get((cam_pos + focus_off).map(|e| e.floor() as i32))
995 .ok()
996 .filter(|b| !(b.is_filled() && client.is_moderator()))
998 .map(|b| b.kind())
999 .unwrap_or(BlockKind::Air),
1000 self.select_pos.map(|e| e - focus_off.map(|e| e as i32)),
1001 scene_data.gamma,
1002 scene_data.exposure,
1003 self.last_lightning.unwrap_or((Vec3::zero(), -1000.0)),
1004 self.wind_vel,
1005 scene_data.ambiance,
1006 self.camera.get_mode(),
1007 scene_data.sprite_render_distance - 20.0,
1008 player_mmap_ori,
1009 self.screen_fade,
1010 )]);
1011 renderer.update_clouds_locals(CloudsLocals::new(proj_mat_inv, view_mat_inv));
1012 renderer.update_postprocess_locals(PostProcessLocals::new(proj_mat_inv, view_mat_inv));
1013
1014 self.lod.maintain(renderer, client, focus_pos, &self.camera);
1016
1017 self.tether_mgr.maintain(renderer, client, focus_pos);
1019
1020 self.debug.maintain(renderer);
1022
1023 let (
1025 _visible_bounds,
1026 visible_light_volume,
1027 visible_psr_bounds,
1028 visible_occlusion_volume,
1029 visible_por_bounds,
1030 ) = self.terrain.maintain(
1031 renderer,
1032 scene_data,
1033 focus_pos,
1034 self.loaded_distance,
1035 &self.camera,
1036 );
1037
1038 let _figure_bounds = self.figure_mgr.maintain(
1040 renderer,
1041 &mut self.trail_mgr,
1042 scene_data,
1043 visible_psr_bounds,
1044 visible_por_bounds,
1045 &self.camera,
1046 Some(&self.terrain),
1047 );
1048
1049 let fov = self.camera.get_effective_fov();
1050 let aspect_ratio = self.camera.get_aspect_ratio();
1051 let view_dir = ((focus_pos.map(f32::fract)) - cam_pos).normalized();
1052
1053 let look_at = cam_pos;
1058 let new_dir = view_dir;
1059 let new_dir = new_dir.normalized();
1060 let up: math::Vec3<f32> = math::Vec3::unit_y();
1061
1062 let texture_mat = Mat4::<f32>::scaling_3d::<Vec3<f32>>(Vec3::new(0.5, -0.5, 1.0))
1076 * Mat4::translation_3d(Vec3::new(1.0, -1.0, 0.0));
1077
1078 let directed_mats = |d_view_mat: math::Mat4<f32>,
1079 d_dir: math::Vec3<f32>,
1080 volume: &Vec<math::Vec3<f32>>|
1081 -> (Mat4<f32>, Mat4<f32>) {
1082 let v_p_orig = math::Vec3::from(d_view_mat * math::Vec4::from_direction(new_dir));
1084 let mut v_p = v_p_orig.normalized();
1085 let cos_gamma = new_dir.map(f64::from).dot(d_dir.map(f64::from));
1086 let sin_gamma = (1.0 - cos_gamma * cos_gamma).sqrt();
1087 let gamma = sin_gamma.asin();
1088 let view_mat = math::Mat4::from_col_array(view_mat.into_col_array());
1089 let bounds1 = math::fit_psr(
1092 view_mat.map_cols(math::Vec4::from),
1093 volume.iter().copied(),
1094 math::Vec4::homogenized,
1095 );
1096 let n_e = f64::from(-bounds1.max.z);
1097 let factor = compute_warping_parameter_perspective(
1098 gamma,
1099 n_e,
1100 f64::from(fov),
1101 f64::from(aspect_ratio),
1102 );
1103
1104 v_p.z = 0.0;
1105 v_p.normalize();
1106 let l_r: math::Mat4<f32> = if factor > EPSILON_UPSILON {
1107 math::Mat4::look_at_lh(math::Vec3::zero(), math::Vec3::unit_z(), v_p)
1111 } else {
1112 math::Mat4::identity()
1113 };
1114 let directed_proj_mat = math::Mat4::new(
1116 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 1.0,
1117 );
1118
1119 let light_all_mat = l_r * directed_proj_mat * d_view_mat;
1120 let bounds0 = math::fit_psr(
1123 light_all_mat,
1124 volume.iter().copied(),
1125 math::Vec4::homogenized,
1126 );
1127 let (z_0, z_1) = {
1135 let f_e = f64::from(-bounds1.min.z).max(n_e);
1136 let p_z = bounds1.max.z;
1138 let p_y = bounds0.min.y;
1140 let p_x = bounds0.center().x;
1141 let view_inv = view_mat.inverted();
1143 let light_all_inv = light_all_mat.inverted();
1145
1146 let view_point = view_inv
1148 * math::Vec4::from_point(
1149 -math::Vec3::unit_z() * p_z, );
1151 let view_plane = view_mat.transposed() * -math::Vec4::unit_z();
1152
1153 let light_point = light_all_inv
1155 * math::Vec4::from_point(
1156 math::Vec3::unit_y() * p_y, );
1158 let light_plane = light_all_mat.transposed() * math::Vec4::unit_y();
1159
1160 let shadow_point = light_all_inv
1162 * math::Vec4::from_point(
1163 math::Vec3::unit_x() * p_x, );
1165 let shadow_plane = light_all_mat.transposed() * math::Vec4::unit_x();
1166
1167 let solve_p0 = math::Mat4::new(
1171 view_plane.x,
1172 view_plane.y,
1173 view_plane.z,
1174 0.0,
1175 light_plane.x,
1176 light_plane.y,
1177 light_plane.z,
1178 0.0,
1179 shadow_plane.x,
1180 shadow_plane.y,
1181 shadow_plane.z,
1182 0.0,
1183 0.0,
1184 0.0,
1185 0.0,
1186 1.0,
1187 );
1188
1189 let plane_dist = math::Vec4::new(
1191 view_plane.dot(view_point),
1192 light_plane.dot(light_point),
1193 shadow_plane.dot(shadow_point),
1194 1.0,
1195 );
1196 let p0_world = solve_p0.inverted() * plane_dist;
1197 let p0 = light_all_mat * p0_world;
1199 let mut p1 = p0;
1200 p1.y = bounds0.max.y;
1202
1203 let view_from_light_mat = view_mat * light_all_inv;
1206 let z0 = view_from_light_mat * p0;
1208 let z1 = view_from_light_mat * p1;
1209
1210 (
1215 f64::from(z0.homogenized().dot(-math::Vec4::unit_z())).clamp(n_e, f_e),
1216 f64::from(z1.homogenized().dot(-math::Vec4::unit_z())).clamp(n_e, f_e),
1217 )
1218 };
1219
1220 let mut light_focus_pos: math::Vec3<f32> = math::Vec3::zero();
1222 light_focus_pos.x = bounds0.center().x;
1223 light_focus_pos.y = bounds0.min.y;
1224 light_focus_pos.z = bounds0.center().z;
1225
1226 let d = f64::from(bounds0.max.y - bounds0.min.y).abs();
1227
1228 let w_l_y = d;
1229
1230 let alpha = z_1 / z_0;
1234 let alpha_sqrt = alpha.sqrt();
1235 let directed_near_normal = if factor < 0.0 {
1236 (1.0 + alpha_sqrt - factor * (alpha - 1.0)) / ((alpha - 1.0) * (factor + 1.0))
1238 } else {
1239 ((alpha_sqrt - 1.0) * (factor * alpha_sqrt + 1.0)).recip()
1241 };
1242
1243 let y_ = |v: f64| w_l_y * (v + directed_near_normal).abs();
1245 let directed_near = y_(0.0) as f32;
1246 let directed_far = y_(1.0) as f32;
1247 light_focus_pos.y = if factor > EPSILON_UPSILON {
1248 light_focus_pos.y - directed_near
1249 } else {
1250 light_focus_pos.y
1251 };
1252 let w_v: math::Mat4<f32> = math::Mat4::translation_3d(-math::Vec3::new(
1254 light_focus_pos.x,
1255 light_focus_pos.y,
1256 light_focus_pos.z,
1257 ));
1258 let shadow_view_mat: math::Mat4<f32> = w_v * light_all_mat;
1259 let w_p: math::Mat4<f32> = {
1260 if factor > EPSILON_UPSILON {
1261 let near = directed_near;
1263 let far = directed_far;
1264 let left = -1.0;
1265 let right = 1.0;
1266 let bottom = -1.0;
1267 let top = 1.0;
1268 let s_x = 2.0 * near / (right - left);
1269 let o_x = (right + left) / (right - left);
1270 let s_z = 2.0 * near / (top - bottom);
1271 let o_z = (top + bottom) / (top - bottom);
1272
1273 let s_y = (far + near) / (far - near);
1274 let o_y = -2.0 * far * near / (far - near);
1275
1276 math::Mat4::new(
1277 s_x, o_x, 0.0, 0.0, 0.0, s_y, 0.0, o_y, 0.0, o_z, s_z, 0.0, 0.0, 1.0, 0.0,
1278 0.0,
1279 )
1280 } else {
1281 math::Mat4::identity()
1282 }
1283 };
1284
1285 let shadow_all_mat: math::Mat4<f32> = w_p * shadow_view_mat;
1286 let math::Aabb::<f32> {
1289 min:
1290 math::Vec3 {
1291 x: xmin,
1292 y: ymin,
1293 z: zmin,
1294 },
1295 max:
1296 math::Vec3 {
1297 x: xmax,
1298 y: ymax,
1299 z: zmax,
1300 },
1301 } = math::fit_psr(
1302 shadow_all_mat,
1303 volume.iter().copied(),
1304 math::Vec4::homogenized,
1305 );
1306 let s_x = 2.0 / (xmax - xmin);
1307 let s_y = 2.0 / (ymax - ymin);
1308 let s_z = 1.0 / (zmax - zmin);
1309 let o_x = -(xmax + xmin) / (xmax - xmin);
1310 let o_y = -(ymax + ymin) / (ymax - ymin);
1311 let o_z = -zmin / (zmax - zmin);
1312 let directed_proj_mat = Mat4::new(
1313 s_x, 0.0, 0.0, o_x, 0.0, s_y, 0.0, o_y, 0.0, 0.0, s_z, o_z, 0.0, 0.0, 0.0, 1.0,
1314 );
1315
1316 let shadow_all_mat: Mat4<f32> = Mat4::from_col_arrays(shadow_all_mat.into_col_arrays());
1317
1318 let directed_texture_proj_mat = texture_mat * directed_proj_mat;
1319 (
1320 directed_proj_mat * shadow_all_mat,
1321 directed_texture_proj_mat * shadow_all_mat,
1322 )
1323 };
1324
1325 let weather = client
1326 .state()
1327 .max_weather_near(focus_off.xy() + cam_pos.xy());
1328 self.wind_vel = weather.wind_vel();
1329 if weather.rain > RAIN_THRESHOLD {
1330 let weather = client.weather_at_player();
1331 let rain_vel = weather.rain_vel();
1332 let rain_view_mat = math::Mat4::look_at_rh(look_at, look_at + rain_vel, up);
1333
1334 self.integrated_rain_vel += rain_vel.magnitude() * dt;
1335 let rain_dir_mat = Mat4::rotation_from_to_3d(-Vec3::unit_z(), rain_vel);
1336
1337 let (shadow_mat, texture_mat) =
1338 directed_mats(rain_view_mat, rain_vel, &visible_occlusion_volume);
1339
1340 let rain_occlusion_locals = RainOcclusionLocals::new(
1341 shadow_mat,
1342 texture_mat,
1343 rain_dir_mat,
1344 weather.rain,
1345 self.integrated_rain_vel,
1346 );
1347
1348 renderer.update_consts(&mut self.data.rain_occlusion_mats, &[rain_occlusion_locals]);
1349 } else if self.integrated_rain_vel > 0.0 {
1350 self.integrated_rain_vel = 0.0;
1351 let rain_occlusion_locals = RainOcclusionLocals::default();
1353 renderer.update_consts(&mut self.data.rain_occlusion_mats, &[rain_occlusion_locals]);
1354 }
1355
1356 let sun_dir = scene_data.get_sun_dir();
1357 let is_daylight = sun_dir.z < 0.0;
1358 if renderer.pipeline_modes().shadow.is_map() && (is_daylight || !lights.is_empty()) {
1359 let (point_shadow_res, _directed_shadow_res) = renderer.get_shadow_resolution();
1360 let point_shadow_aspect = point_shadow_res.x as f32 / point_shadow_res.y as f32;
1363 let directed_light_dir = sun_dir;
1366
1367 let mut directed_shadow_mats = Vec::with_capacity(6);
1370
1371 let light_view_mat = math::Mat4::look_at_rh(look_at, look_at + directed_light_dir, up);
1372 let (shadow_mat, texture_mat) =
1373 directed_mats(light_view_mat, directed_light_dir, &visible_light_volume);
1374
1375 let shadow_locals = ShadowLocals::new(shadow_mat, texture_mat);
1376
1377 renderer.update_consts(&mut self.data.shadow_mats, &[shadow_locals]);
1378
1379 directed_shadow_mats.push(light_view_mat);
1380 directed_shadow_mats
1382 .extend_from_slice(&[math::Mat4::default(); 6 - NUM_DIRECTED_LIGHTS] as _);
1383 let mut shadow_mats = Vec::with_capacity(6 * (lights.len() + 1));
1386 shadow_mats.resize_with(6, PointLightMatrix::default);
1387 let shadow_proj = camera::perspective_rh_zo_general(
1393 90.0f32.to_radians(),
1394 point_shadow_aspect,
1395 1.0 / SHADOW_NEAR,
1396 1.0 / SHADOW_FAR,
1397 );
1398 let shadow_proj = shadow_proj * Mat4::scaling_3d(-1.0);
1403
1404 let orientations = [
1407 (Vec3::new(1.0, 0.0, 0.0), Vec3::new(0.0, -1.0, 0.0)),
1408 (Vec3::new(-1.0, 0.0, 0.0), Vec3::new(0.0, -1.0, 0.0)),
1409 (Vec3::new(0.0, 1.0, 0.0), Vec3::new(0.0, 0.0, 1.0)),
1410 (Vec3::new(0.0, -1.0, 0.0), Vec3::new(0.0, 0.0, -1.0)),
1411 (Vec3::new(0.0, 0.0, 1.0), Vec3::new(0.0, -1.0, 0.0)),
1412 (Vec3::new(0.0, 0.0, -1.0), Vec3::new(0.0, -1.0, 0.0)),
1413 ];
1414
1415 shadow_mats.extend(lights.iter().flat_map(|light| {
1419 let eye = Vec3::new(light.pos[0], light.pos[1], light.pos[2]) - focus_off;
1422 orientations.iter().map(move |&(forward, up)| {
1423 PointLightMatrix::new(shadow_proj * Mat4::look_at_lh(eye, eye + forward, up))
1426 })
1427 }));
1428
1429 for (i, val) in shadow_mats.into_iter().enumerate() {
1430 self.data.point_light_matrices[i] = val
1431 }
1432 }
1433
1434 self.figure_mgr.clean(scene_data.tick);
1436
1437 self.sfx_mgr.maintain(
1439 audio,
1440 scene_data.state,
1441 scene_data.viewpoint_entity,
1442 &self.camera,
1443 &self.terrain,
1444 client,
1445 &self.figure_mgr,
1446 );
1447
1448 self.ambience_mgr.maintain(
1449 audio,
1450 &settings.audio,
1451 scene_data.state,
1452 client,
1453 &self.camera,
1454 &self.terrain,
1455 );
1456
1457 self.music_mgr.maintain(audio, scene_data.state, client);
1458 }
1459
1460 pub fn global_bind_group(&self) -> &GlobalsBindGroup { &self.globals_bind_group }
1461
1462 pub fn render(
1464 &self,
1465 drawer: &mut Drawer<'_>,
1466 state: &State,
1467 viewpoint_entity: EcsEntity,
1468 tick: u64,
1469 scene_data: &SceneData,
1470 ) {
1471 span!(_guard, "render", "Scene::render");
1472 let sun_dir = scene_data.get_sun_dir();
1473 let is_daylight = sun_dir.z < 0.0;
1474 let focus_pos = self.camera.get_focus_pos();
1475 let cam_pos = self.camera.dependents().cam_pos + focus_pos.map(|e| e.trunc());
1476 let is_rain = state.max_weather_near(cam_pos.xy()).rain > RAIN_THRESHOLD;
1477 let culling_mode = if scene_data
1478 .state
1479 .terrain()
1480 .get_key(scene_data.state.terrain().pos_key(cam_pos.as_()))
1481 .is_some_and(|c| cam_pos.z < c.meta().alt() - terrain::UNDERGROUND_ALT)
1482 {
1483 CullingMode::Underground
1484 } else {
1485 CullingMode::Surface
1486 };
1487
1488 let camera_data = (&self.camera, scene_data.figure_lod_render_distance);
1489
1490 if drawer.pipeline_modes().shadow.is_map() && (is_daylight || !self.light_data.is_empty()) {
1492 if is_daylight {
1493 prof_span!("directed shadows");
1494 if let Some(mut shadow_pass) = drawer.shadow_pass() {
1495 self.terrain.render_shadows(
1497 &mut shadow_pass.draw_terrain_shadows(),
1498 focus_pos,
1499 culling_mode,
1500 );
1501
1502 self.figure_mgr.render_shadows(
1504 &mut shadow_pass.draw_figure_shadows(),
1505 state,
1506 tick,
1507 camera_data,
1508 );
1509 self.debug
1510 .render_shadows(&mut shadow_pass.draw_debug_shadows());
1511 }
1512 }
1513
1514 {
1516 prof_span!("point shadows");
1517 drawer.draw_point_shadows(
1518 &self.data.point_light_matrices,
1519 self.terrain.chunks_for_point_shadows(focus_pos),
1520 )
1521 }
1522 }
1523 if is_rain {
1525 prof_span!("rain occlusion");
1526 if let Some(mut occlusion_pass) = drawer.rain_occlusion_pass() {
1527 self.terrain
1528 .render_rain_occlusion(&mut occlusion_pass.draw_terrain_shadows(), cam_pos);
1529
1530 self.figure_mgr.render_rain_occlusion(
1531 &mut occlusion_pass.draw_figure_shadows(),
1532 state,
1533 tick,
1534 camera_data,
1535 );
1536 }
1537 }
1538
1539 prof_span!(guard, "main pass");
1540 if let Some(mut first_pass) = drawer.first_pass() {
1541 self.figure_mgr.render_viewpoint(
1542 &mut first_pass.draw_figures(),
1543 state,
1544 viewpoint_entity,
1545 tick,
1546 camera_data,
1547 );
1548
1549 self.terrain
1550 .render(&mut first_pass, focus_pos, culling_mode);
1551
1552 self.figure_mgr.render(
1553 &mut first_pass.draw_figures(),
1554 state,
1555 viewpoint_entity,
1556 tick,
1557 camera_data,
1558 );
1559
1560 self.lod.render(&mut first_pass, culling_mode);
1561
1562 first_pass.draw_skybox(&self.skybox.model);
1564
1565 let mut sprite_drawer = first_pass.draw_sprites(
1567 &self.terrain.sprite_globals,
1568 &self.terrain.sprite_render_state.sprite_atlas_textures,
1569 );
1570 self.figure_mgr.render_sprites(
1571 &mut sprite_drawer,
1572 state,
1573 cam_pos,
1574 scene_data.sprite_render_distance,
1575 );
1576 self.terrain.render_sprites(
1577 &mut sprite_drawer,
1578 focus_pos,
1579 cam_pos,
1580 scene_data.sprite_render_distance,
1581 culling_mode,
1582 );
1583 drop(sprite_drawer);
1584
1585 self.tether_mgr.render(&mut first_pass);
1587
1588 self.particle_mgr
1590 .render(&mut first_pass.draw_particles(), scene_data);
1591
1592 self.terrain.render_translucent(&mut first_pass, focus_pos);
1594
1595 self.debug.render(&mut first_pass.draw_debug());
1597 }
1598 drop(guard);
1599 }
1600
1601 pub fn maintain_debug_hitboxes(
1602 &mut self,
1603 client: &Client,
1604 settings: &Settings,
1605 hitboxes: &mut HashMap<specs::Entity, DebugShapeId>,
1606 tracks: &mut HashMap<Vec2<i32>, Vec<DebugShapeId>>,
1607 gizmos: &mut Vec<(DebugShapeId, common::resources::Time, bool)>,
1608 ) {
1609 let ecs = client.state().ecs();
1610 {
1611 let mut current_chunks = hashbrown::HashSet::new();
1612 let terrain_grid = ecs.read_resource::<TerrainGrid>();
1613 for (key, chunk) in terrain_grid.iter() {
1614 current_chunks.insert(key);
1615 tracks.entry(key).or_insert_with(|| {
1616 let mut ret = Vec::new();
1617 for bezier in chunk.meta().tracks().iter() {
1618 let shape_id = self.debug.add_shape(DebugShape::TrainTrack {
1619 path: *bezier,
1620 rail_width: 0.35,
1621 rail_sep: 2.5,
1622 plank_width: 0.75,
1623 plank_height: 0.25,
1624 plank_sep: 6.0,
1625 });
1626 ret.push(shape_id);
1627 self.debug
1628 .set_context(shape_id, [0.0; 4], [1.0; 4], [0.0, 0.0, 0.0, 1.0]);
1629 }
1630 for point in chunk.meta().debug_points().iter() {
1631 let shape_id = self.debug.add_shape(DebugShape::Cylinder {
1632 radius: 0.1,
1633 height: 0.1,
1634 });
1635 ret.push(shape_id);
1636 self.debug.set_context(
1637 shape_id,
1638 point.with_w(0.0).into_array(),
1639 [1.0; 4],
1640 [0.0, 0.0, 0.0, 1.0],
1641 );
1642 }
1643 for line in chunk.meta().debug_lines().iter() {
1644 let shape_id = self
1645 .debug
1646 .add_shape(DebugShape::Line([line.start, line.end], 0.1));
1647 ret.push(shape_id);
1648 self.debug
1649 .set_context(shape_id, [0.0; 4], [1.0; 4], [0.0, 0.0, 0.0, 1.0]);
1650 }
1651 ret
1652 });
1653 }
1654 tracks.retain(|k, v| {
1655 let keep = current_chunks.contains(k);
1656 if !keep {
1657 for shape in v.iter() {
1658 self.debug.remove_shape(*shape);
1659 }
1660 }
1661 keep
1662 });
1663 }
1664 let mut current_entities = hashbrown::HashSet::new();
1665 if settings.interface.toggle_hitboxes {
1666 let positions = ecs.read_component::<comp::Pos>();
1667 let colliders = ecs.read_component::<comp::Collider>();
1668 let orientations = ecs.read_component::<comp::Ori>();
1669 let scales = ecs.read_component::<comp::Scale>();
1670 let groups = ecs.read_component::<comp::Group>();
1671 let bodies = ecs.read_component::<comp::Body>();
1672 for (entity, pos, collider, ori, body, scale, group) in (
1673 &ecs.entities(),
1674 &positions,
1675 &colliders,
1676 &orientations,
1677 &bodies,
1678 scales.maybe(),
1679 groups.maybe(),
1680 )
1681 .join()
1682 {
1683 match collider {
1684 comp::Collider::CapsulePrism(CapsulePrism {
1685 p0,
1686 p1,
1687 radius,
1688 z_min,
1689 z_max,
1690 }) => {
1691 let scale = scale.map_or(1.0, |s| s.0);
1692 current_entities.insert(entity);
1693
1694 let shape = DebugShape::CapsulePrism {
1695 p0: *p0 * scale,
1696 p1: *p1 * scale,
1697 radius: *radius * scale,
1698 head_ratio: body.top_ratio(),
1699 height: (*z_max - *z_min) * scale,
1700 };
1701
1702 if let Some(shape_id) = hitboxes.get(&entity)
1704 && self.debug.get_shape(*shape_id).is_some_and(|s| s != &shape)
1705 {
1706 self.debug.remove_shape(*shape_id);
1707 hitboxes.remove(&entity);
1708 }
1709
1710 let shape_id = hitboxes
1711 .entry(entity)
1712 .or_insert_with(|| self.debug.add_shape(shape));
1713 let hb_pos = [pos.0.x, pos.0.y, pos.0.z + *z_min * scale, 0.0];
1714 let color = if group == Some(&comp::group::ENEMY) {
1715 [1.0, 0.0, 0.0, 0.5]
1716 } else if group == Some(&comp::group::NPC) {
1717 [0.0, 0.0, 1.0, 0.5]
1718 } else {
1719 [0.0, 1.0, 0.0, 0.5]
1720 };
1721 let ori = ori.to_quat();
1723 let hb_ori = [ori.x, ori.y, ori.z, ori.w];
1724 self.debug.set_context(*shape_id, hb_pos, color, hb_ori);
1725 },
1726 comp::Collider::Voxel { .. }
1727 | comp::Collider::Volume(_)
1728 | comp::Collider::Point => {
1729 },
1731 }
1732 }
1733 }
1734 hitboxes.retain(|k, v| {
1735 let keep = current_entities.contains(k);
1736 if !keep {
1737 self.debug.remove_shape(*v);
1738 }
1739 keep
1740 });
1741
1742 let time = client.state().get_time();
1743 gizmos.retain(|(id, end_time, _)| {
1744 let keep = end_time.0 > time;
1745 if !keep {
1746 self.debug.remove_shape(*id);
1747 }
1748 keep
1749 });
1750 }
1751
1752 pub fn maintain_debug_vectors(&mut self, client: &Client, lines: &mut PlayerDebugLines) {
1753 lines
1754 .chunk_normal
1755 .take()
1756 .map(|id| self.debug.remove_shape(id));
1757 lines.fluid_vel.take().map(|id| self.debug.remove_shape(id));
1758 lines.wind.take().map(|id| self.debug.remove_shape(id));
1759 lines.vel.take().map(|id| self.debug.remove_shape(id));
1760 if self.debug_vectors_enabled {
1761 let ecs = client.state().ecs();
1762
1763 let vels = &ecs.read_component::<comp::Vel>();
1764 let Some(vel) = vels.get(client.entity()) else {
1765 return;
1766 };
1767
1768 let phys_states = &ecs.read_component::<comp::PhysicsState>();
1769 let Some(phys) = phys_states.get(client.entity()) else {
1770 return;
1771 };
1772
1773 let positions = &ecs.read_component::<comp::Pos>();
1774 let Some(pos) = positions.get(client.entity()) else {
1775 return;
1776 };
1777
1778 let weather = ecs.read_resource::<WeatherGrid>();
1779 const LINE_WIDTH: f32 = 0.05;
1782 {
1784 let Some(fluid) = phys.in_fluid else {
1785 return;
1786 };
1787 let shape = DebugShape::Line([pos.0, pos.0 + fluid.flow_vel().0 / 2.], LINE_WIDTH);
1788 let id = self.debug.add_shape(shape);
1789 lines.fluid_vel = Some(id);
1790 self.debug
1791 .set_context(id, [0.0; 4], [0.18, 0.72, 0.87, 0.8], [0.0, 0.0, 0.0, 1.0]);
1792 }
1793 {
1795 let Some(chunk) = client.current_chunk() else {
1796 return;
1797 };
1798 let shape = DebugShape::Line(
1799 [
1800 pos.0,
1801 pos.0
1802 + chunk
1803 .meta()
1804 .approx_chunk_terrain_normal()
1805 .unwrap_or(Vec3::unit_z())
1806 * 2.5,
1807 ],
1808 LINE_WIDTH,
1809 );
1810 let id = self.debug.add_shape(shape);
1811 lines.chunk_normal = Some(id);
1812 self.debug
1813 .set_context(id, [0.0; 4], [0.22, 0.63, 0.1, 0.8], [0.0, 0.0, 0.0, 1.0]);
1814 }
1815 {
1817 let wind = weather.get_interpolated(pos.0.xy()).wind_vel();
1818 let shape = DebugShape::Line([pos.0, pos.0 + wind * 5.0], LINE_WIDTH);
1819 let id = self.debug.add_shape(shape);
1820 lines.wind = Some(id);
1821 self.debug
1822 .set_context(id, [0.0; 4], [0.76, 0.76, 0.76, 0.8], [0.0, 0.0, 0.0, 1.0]);
1823 }
1824 {
1826 let shape = DebugShape::Line([pos.0, pos.0 + vel.0 / 2.0], LINE_WIDTH);
1827 let id = self.debug.add_shape(shape);
1828 lines.vel = Some(id);
1829 self.debug
1830 .set_context(id, [0.0; 4], [0.98, 0.76, 0.01, 0.8], [0.0, 0.0, 0.0, 1.0]);
1831 }
1832 }
1833 }
1834}