veloren_voxygen/scene/
mod.rs

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    render::{
33        CloudsLocals, Consts, CullingMode, Drawer, GlobalModel, Globals, GlobalsBindGroup, Light,
34        Model, PointLightMatrix, PostProcessLocals, RainOcclusionLocals, Renderer, Shadow,
35        ShadowLocals, SkyboxVertex, create_skybox_mesh,
36    },
37    session::PlayerDebugLines,
38    settings::Settings,
39    window::{AnalogGameInput, Event},
40};
41use client::Client;
42use common::{
43    calendar::Calendar,
44    comp::{
45        self, CharacterState, item::ItemDesc, ship::figuredata::VOXEL_COLLIDER_MANIFEST,
46        slot::EquipSlot, tool::ToolKind,
47    },
48    outcome::Outcome,
49    resources::{DeltaTime, TimeOfDay, TimeScale},
50    terrain::{BlockKind, TerrainChunk, TerrainGrid},
51    vol::ReadVol,
52    weather::WeatherGrid,
53};
54use common_base::{prof_span, span};
55use common_state::State;
56use comp::item::Reagent;
57use hashbrown::HashMap;
58use num::traits::{Float, FloatConst};
59use specs::{Entity as EcsEntity, Join, LendJoin, WorldExt};
60use vek::*;
61
62const ZOOM_CAP_PLAYER: f32 = 1000.0;
63const ZOOM_CAP_ADMIN: f32 = 100000.0;
64
65// TODO: Don't hard-code this.
66const CURSOR_PAN_SCALE: f32 = 0.005;
67
68pub(crate) const MAX_LIGHT_COUNT: usize = 20; // 31 (total shadow_mats is limited to 128 with default
69// max_uniform_buffer_binding_size)
70pub(crate) const MAX_SHADOW_COUNT: usize = 24;
71pub(crate) const MAX_POINT_LIGHT_MATRICES_COUNT: usize = MAX_LIGHT_COUNT * 6 + 6;
72const NUM_DIRECTED_LIGHTS: usize = 1;
73const LIGHT_DIST_RADIUS: f32 = 64.0; // The distance beyond which lights may not emit light from their origin
74const SHADOW_DIST_RADIUS: f32 = 8.0;
75const SHADOW_MAX_DIST: f32 = 96.0; // The distance beyond which shadows may not be visible
76/// The minimum sin γ we will use before switching to uniform mapping.
77const EPSILON_UPSILON: f64 = -1.0;
78
79const SHADOW_NEAR: f32 = 0.25; // Near plane for shadow map point light rendering.
80const SHADOW_FAR: f32 = 128.0; // Far plane for shadow map point light rendering.
81
82/// Above this speed is considered running
83/// Used for first person camera effects
84const RUNNING_THRESHOLD: f32 = 0.7;
85
86/// The threashold for starting calculations with rain.
87const RAIN_THRESHOLD: f32 = 0.0;
88
89/// is_daylight, array of active lights.
90pub type LightData<'a> = (bool, &'a [Light]);
91
92struct EventLight {
93    light: Light,
94    timeout: f32,
95    fadeout: fn(f32) -> f32,
96}
97
98struct Skybox {
99    model: Model<SkyboxVertex>,
100}
101
102pub struct Scene {
103    data: GlobalModel,
104    globals_bind_group: GlobalsBindGroup,
105    camera: Camera,
106    camera_input_state: Vec2<f32>,
107    event_lights: Vec<EventLight>,
108
109    skybox: Skybox,
110    terrain: Terrain<TerrainChunk>,
111    pub debug: Debug,
112    pub lod: Lod,
113    loaded_distance: f32,
114    /// x coordinate is sea level (minimum height for any land chunk), and y
115    /// coordinate is the maximum height above the mnimimum for any land
116    /// chunk.
117    map_bounds: Vec2<f32>,
118    select_pos: Option<Vec3<i32>>,
119    light_data: Vec<Light>,
120
121    particle_mgr: ParticleMgr,
122    trail_mgr: TrailMgr,
123    figure_mgr: FigureMgr,
124    tether_mgr: TetherMgr,
125    pub sfx_mgr: SfxMgr,
126    pub music_mgr: MusicMgr,
127    ambience_mgr: AmbienceMgr,
128
129    integrated_rain_vel: f32,
130    wind_vel: Vec2<f32>,
131    pub interpolated_time_of_day: Option<f64>,
132    last_lightning: Option<(Vec3<f32>, f64)>,
133    local_time: f64,
134
135    pub debug_vectors_enabled: bool,
136}
137
138pub struct SceneData<'a> {
139    pub client: &'a Client,
140    pub state: &'a State,
141    pub viewpoint_entity: specs::Entity,
142    pub mutable_viewpoint: bool,
143    pub target_entities: &'a HashSet<specs::Entity>,
144    pub loaded_distance: f32,
145    pub terrain_view_distance: u32, // not used currently
146    pub entity_view_distance: u32,
147    pub tick: u64,
148    pub gamma: f32,
149    pub exposure: f32,
150    pub ambiance: f32,
151    pub mouse_smoothing: bool,
152    pub sprite_render_distance: f32,
153    pub particles_enabled: bool,
154    pub weapon_trails_enabled: bool,
155    pub flashing_lights_enabled: bool,
156    pub figure_lod_render_distance: f32,
157    pub is_aiming: bool,
158    pub interpolated_time_of_day: Option<f64>,
159}
160
161impl SceneData<'_> {
162    pub fn get_sun_dir(&self) -> Vec3<f32> {
163        TimeOfDay::new(self.interpolated_time_of_day.unwrap_or(0.0)).get_sun_dir()
164    }
165
166    pub fn get_moon_dir(&self) -> Vec3<f32> {
167        TimeOfDay::new(self.interpolated_time_of_day.unwrap_or(0.0)).get_moon_dir()
168    }
169}
170
171/// Approximate a scalar field of view angle using the parameterization from
172/// section 4.3 of Lloyd's thesis:
173///
174/// W_e = 2 n_e tan θ
175///
176/// where
177///
178/// W_e = 2 is the width of the image plane (for our projections, since they go
179/// from -1 to 1) n_e = near_plane is the near plane for the view frustum
180/// θ = (fov / 2) is the half-angle of the FOV (the one passed to
181/// Mat4::projection_rh_zo).
182///
183/// Although the widths for the x and y image planes are the same, they are
184/// different in this framework due to the introduction of an aspect ratio:
185///
186/// y'(p) = 1.0 / tan(fov / 2) * p.y / -p.z
187/// x'(p) = 1.0 / (aspect * tan(fov / 2)) * p.x / -p.z
188///
189/// i.e.
190///
191/// y'(x, y, -near, w) = 1 / tan(fov / 2) p.y / near
192/// x'(x, y, -near, w) = 1 / (aspect * tan(fov / 2)) p.x / near
193///
194/// W_e,y = 2 * near_plane * tan(fov / 2)
195/// W_e,x = 2 * near_plane * aspect * W_e,y
196///
197/// Θ_x = atan(W_e_y / 2 / near_plane) = atanfov / t()
198///
199/// i.e. we have an "effective" W_e_x of
200///
201/// 2 = 2 * near_plane * tan Θ
202///
203/// atan(1 / near_plane) = θ
204///
205/// y'
206/// x(-near)
207/// W_e = 2 * near_plane *
208///
209/// W_e_y / n_e = tan (fov / 2)
210/// W_e_x = 2 n
211fn compute_scalar_fov<F: Float>(_near_plane: F, fov: F, aspect: F) -> F {
212    let two = F::one() + F::one();
213    let theta_y = fov / two;
214    let theta_x = (aspect * theta_y.tan()).atan();
215    theta_x.min(theta_y)
216}
217
218/// Compute a near-optimal warping parameter that helps minimize error in a
219/// shadow map.
220///
221/// See section 5.2 of Brandon Lloyd's thesis:
222///
223/// [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Logarithmic Perspective Shadow Maps).
224///
225/// η =
226///     0                                                         γ < γ_a
227///     -1 + (η_b + 1)(1 + cos(90 (γ - γ_a)/(γ_b - γ_a)))   γ_a ≤ γ < γ_b
228///     η_b + (η_c - η_b)  sin(90 (γ - γ_b)/(γ_c - γ_b))    γ_b ≤ γ < γ_c
229///     η_c                                                 γ_c ≤ γ
230///
231/// NOTE: Equation's described behavior is *wrong!*  I have pieced together a
232/// slightly different function that seems to more closely satisfy the author's
233/// intent:
234///
235/// η =
236///     -1                                                        γ < γ_a
237///     -1 + (η_b + 1)            (γ - γ_a)/(γ_b - γ_a)     γ_a ≤ γ < γ_b
238///     η_b + (η_c - η_b)  sin(90 (γ - γ_b)/(γ_c - γ_b))    γ_b ≤ γ < γ_c
239///     η_c                                                 γ_c ≤ γ
240///
241/// There are other alternatives that may have more desirable properties, such
242/// as:
243///
244/// η =
245///     -1                                                        γ < γ_a
246///     -1 + (η_b + 1)(1 - cos(90 (γ - γ_a)/(γ_b - γ_a)))   γ_a ≤ γ < γ_b
247///     η_b + (η_c - η_b)  sin(90 (γ - γ_b)/(γ_c - γ_b))    γ_b ≤ γ < γ_c
248///     η_c                                                 γ_c ≤ γ
249fn compute_warping_parameter<F: Float + FloatConst>(
250    gamma: F,
251    (gamma_a, gamma_b, gamma_c): (F, F, F),
252    (eta_b, eta_c): (F, F),
253) -> F {
254    if gamma < gamma_a {
255        -F::one()
256        /* F::zero() */
257    } else if gamma_a <= gamma && gamma < gamma_b {
258        /* -F::one() + (eta_b + F::one()) * (F::one() + (F::FRAC_PI_2() * (gamma - gamma_a) / (gamma_b - gamma_a)).cos()) */
259        -F::one() + (eta_b + F::one()) * (F::one() - (F::FRAC_PI_2() * (gamma - gamma_a) / (gamma_b - gamma_a)).cos())
260        // -F::one() + (eta_b + F::one()) * ((gamma - gamma_a) / (gamma_b - gamma_a))
261    } else if gamma_b <= gamma && gamma < gamma_c {
262        eta_b + (eta_c - eta_b) * (F::FRAC_PI_2() * (gamma - gamma_b) / (gamma_c - gamma_b)).sin()
263    } else {
264        eta_c
265    }
266    // NOTE: Just in case we go out of range due to floating point imprecision.
267    .max(-F::one()).min(F::one())
268}
269
270/// Compute a near-optimal warping parameter that falls off quickly enough
271/// when the warp angle goes past the minimum field of view angle, for
272/// perspective projections.
273///
274/// For F_p (perspective warping) and view fov angle θ,the parameters are:
275///
276/// γ_a = θ / 3
277/// γ_b = θ
278/// γ_c = θ + 0.3(90 - θ)
279///
280/// η_b = -0.2
281/// η_c = 0
282///
283/// See compute_warping_parameter.
284fn compute_warping_parameter_perspective<F: Float + FloatConst>(
285    gamma: F,
286    near_plane: F,
287    fov: F,
288    aspect: F,
289) -> F {
290    let theta = compute_scalar_fov(near_plane, fov, aspect);
291    let two = F::one() + F::one();
292    let three = two + F::one();
293    let ten = three + three + three + F::one();
294    compute_warping_parameter(
295        gamma,
296        (
297            theta / three,
298            theta,
299            theta + (three / ten) * (F::FRAC_PI_2() - theta),
300        ),
301        (-two / ten, F::zero()),
302    )
303}
304
305impl Scene {
306    /// Create a new `Scene` with default parameters.
307    pub fn new(
308        renderer: &mut Renderer,
309        lazy_init: &mut SpriteRenderContextLazy,
310        client: &Client,
311        settings: &Settings,
312    ) -> Self {
313        let resolution = renderer.resolution().map(|e| e as f32);
314        let sprite_render_context = lazy_init(renderer);
315
316        let data = GlobalModel {
317            globals: renderer.create_consts(&[Globals::default()]),
318            lights: renderer.create_consts(&[Light::default(); MAX_LIGHT_COUNT]),
319            shadows: renderer.create_consts(&[Shadow::default(); MAX_SHADOW_COUNT]),
320            shadow_mats: renderer.create_shadow_bound_locals(&[ShadowLocals::default()]),
321            rain_occlusion_mats: renderer
322                .create_rain_occlusion_bound_locals(&[RainOcclusionLocals::default()]),
323            point_light_matrices: Box::new(
324                [PointLightMatrix::default(); MAX_POINT_LIGHT_MATRICES_COUNT],
325            ),
326        };
327
328        let lod = Lod::new(renderer, client, settings);
329
330        let globals_bind_group = renderer.bind_globals(&data, lod.get_data());
331
332        let terrain = Terrain::new(renderer, &data, lod.get_data(), sprite_render_context);
333
334        let camera_mode = match client.presence() {
335            Some(comp::PresenceKind::Spectator) => CameraMode::Freefly,
336            _ => CameraMode::ThirdPerson,
337        };
338
339        let calendar = client.state().ecs().read_resource::<Calendar>();
340
341        Self {
342            data,
343            globals_bind_group,
344            camera: Camera::new(resolution.x / resolution.y, camera_mode),
345            camera_input_state: Vec2::zero(),
346            event_lights: Vec::new(),
347
348            skybox: Skybox {
349                model: renderer.create_model(&create_skybox_mesh()).unwrap(),
350            },
351            terrain,
352            debug: Debug::new(),
353            lod,
354            loaded_distance: 0.0,
355            map_bounds: Vec2::new(
356                client.world_data().min_chunk_alt(),
357                client.world_data().max_chunk_alt(),
358            ),
359            select_pos: None,
360            light_data: Vec::new(),
361            particle_mgr: ParticleMgr::new(renderer),
362            trail_mgr: TrailMgr::default(),
363            figure_mgr: FigureMgr::new(renderer),
364            tether_mgr: TetherMgr::new(renderer),
365            sfx_mgr: SfxMgr::default(),
366            music_mgr: MusicMgr::new(&calendar),
367            ambience_mgr: AmbienceMgr {
368                ambience: ambience::load_ambience_items(),
369            },
370            integrated_rain_vel: 0.0,
371            wind_vel: Vec2::zero(),
372            interpolated_time_of_day: None,
373            last_lightning: None,
374            local_time: 0.0,
375            debug_vectors_enabled: false,
376        }
377    }
378
379    /// Get a reference to the scene's globals.
380    pub fn globals(&self) -> &Consts<Globals> { &self.data.globals }
381
382    /// Get a reference to the scene's camera.
383    pub fn camera(&self) -> &Camera { &self.camera }
384
385    /// Get a reference to the scene's terrain.
386    pub fn terrain(&self) -> &Terrain<TerrainChunk> { &self.terrain }
387
388    /// Get a reference to the scene's lights.
389    pub fn lights(&self) -> &Vec<Light> { &self.light_data }
390
391    /// Get a reference to the scene's particle manager.
392    pub fn particle_mgr(&self) -> &ParticleMgr { &self.particle_mgr }
393
394    /// Get a reference to the scene's trail manager.
395    pub fn trail_mgr(&self) -> &TrailMgr { &self.trail_mgr }
396
397    /// Get a reference to the scene's figure manager.
398    pub fn figure_mgr(&self) -> &FigureMgr { &self.figure_mgr }
399
400    pub fn music_mgr(&self) -> &MusicMgr { &self.music_mgr }
401
402    /// Get a mutable reference to the scene's camera.
403    pub fn camera_mut(&mut self) -> &mut Camera { &mut self.camera }
404
405    /// Set the block position that the player is interacting with
406    pub fn set_select_pos(&mut self, pos: Option<Vec3<i32>>) { self.select_pos = pos; }
407
408    pub fn select_pos(&self) -> Option<Vec3<i32>> { self.select_pos }
409
410    /// Handle an incoming user input event (e.g.: cursor moved, key pressed,
411    /// window closed).
412    ///
413    /// If the event is handled, return true.
414    pub fn handle_input_event(&mut self, event: Event, client: &Client) -> bool {
415        match event {
416            // When the window is resized, change the camera's aspect ratio
417            Event::Resize(dims) => {
418                self.camera.set_aspect_ratio(dims.x as f32 / dims.y as f32);
419                true
420            },
421            // Panning the cursor makes the camera rotate
422            Event::CursorPan(delta) => {
423                self.camera.rotate_by(Vec3::from(delta) * CURSOR_PAN_SCALE);
424                true
425            },
426            // Zoom the camera when a zoom event occurs
427            Event::Zoom(delta) => {
428                let cap = if client.is_moderator() {
429                    ZOOM_CAP_ADMIN
430                } else {
431                    ZOOM_CAP_PLAYER
432                };
433                // when zooming in the distance the camera travelles should be based on the
434                // final distance. This is to make sure the camera travelles the
435                // same distance when zooming in and out
436                let player_scale = client
437                    .state()
438                    .read_component_copied::<comp::Scale>(client.entity())
439                    .map_or(1.0, |s| s.0);
440                if delta < 0.0 {
441                    self.camera.zoom_switch(
442                        // Thank you Imbris for doing the math
443                        delta * (0.05 + self.camera.get_distance() * 0.01) / (1.0 - delta * 0.01),
444                        cap,
445                        player_scale,
446                    );
447                } else {
448                    self.camera.zoom_switch(
449                        delta * (0.05 + self.camera.get_distance() * 0.01),
450                        cap,
451                        player_scale,
452                    );
453                }
454                true
455            },
456            Event::AnalogGameInput(input) => match input {
457                AnalogGameInput::CameraX(d) => {
458                    self.camera_input_state.x = d;
459                    true
460                },
461                AnalogGameInput::CameraY(d) => {
462                    self.camera_input_state.y = d;
463                    true
464                },
465                _ => false,
466            },
467            // All other events are unhandled
468            _ => false,
469        }
470    }
471
472    pub fn handle_outcome(
473        &mut self,
474        outcome: &Outcome,
475        scene_data: &SceneData,
476        audio: &mut AudioFrontend,
477    ) {
478        span!(_guard, "handle_outcome", "Scene::handle_outcome");
479        self.particle_mgr
480            .handle_outcome(outcome, scene_data, &self.figure_mgr);
481        self.sfx_mgr
482            .handle_outcome(outcome, audio, scene_data.client);
483
484        match outcome {
485            Outcome::Lightning { pos } => {
486                self.last_lightning = Some((*pos, scene_data.state.get_time()));
487            },
488            Outcome::Explosion {
489                pos,
490                power,
491                is_attack,
492                reagent,
493                ..
494            } => self.event_lights.push(EventLight {
495                light: Light::new(
496                    *pos,
497                    match reagent {
498                        Some(Reagent::Blue) => Rgb::new(0.15, 0.4, 1.0),
499                        Some(Reagent::Green) => Rgb::new(0.0, 1.0, 0.0),
500                        Some(Reagent::Purple) => Rgb::new(0.7, 0.0, 1.0),
501                        Some(Reagent::Red) => {
502                            if *is_attack {
503                                Rgb::new(1.0, 0.5, 0.0)
504                            } else {
505                                Rgb::new(1.0, 0.0, 0.0)
506                            }
507                        },
508                        Some(Reagent::Phoenix) => Rgb::new(1.0, 0.8, 0.3),
509                        Some(Reagent::White) => Rgb::new(1.0, 1.0, 1.0),
510                        Some(Reagent::Yellow) => Rgb::new(1.0, 1.0, 0.0),
511                        None => Rgb::new(1.0, 0.5, 0.0),
512                    },
513                    power
514                        * if *is_attack || reagent.is_none() {
515                            2.5
516                        } else {
517                            5.0
518                        },
519                ),
520                timeout: match reagent {
521                    Some(_) => 1.0,
522                    None => 0.5,
523                },
524                fadeout: |timeout| timeout * 2.0,
525            }),
526            Outcome::ProjectileShot { .. } => {},
527            _ => {},
528        }
529    }
530
531    /// Maintain data such as GPU constant buffers, models, etc. To be called
532    /// once per tick.
533    pub fn maintain(
534        &mut self,
535        renderer: &mut Renderer,
536        audio: &mut AudioFrontend,
537        scene_data: &SceneData,
538        client: &Client,
539        settings: &Settings,
540    ) {
541        span!(_guard, "maintain", "Scene::maintain");
542        // Get player position.
543        let ecs = scene_data.state.ecs();
544
545        let dt = ecs.fetch::<DeltaTime>().0;
546
547        self.local_time += dt as f64 * ecs.fetch::<TimeScale>().0;
548
549        let positions = ecs.read_storage::<comp::Pos>();
550
551        let viewpoint_pos = if let Some(viewpoint_pos) =
552            positions.get(scene_data.viewpoint_entity).map(|pos| pos.0)
553        {
554            let viewpoint_ori = ecs
555                .read_storage::<comp::Ori>()
556                .get(scene_data.viewpoint_entity)
557                .map_or(Quaternion::identity(), |ori| ori.to_quat());
558
559            let viewpoint_look_ori = ecs
560                .read_storage::<comp::CharacterActivity>()
561                .get(scene_data.viewpoint_entity)
562                .and_then(|activity| activity.look_dir)
563                .map(|dir| {
564                    let d = dir.to_vec();
565
566                    let pitch = (-d.z).asin();
567                    let yaw = d.x.atan2(d.y);
568
569                    Vec3::new(yaw, pitch, 0.0)
570                })
571                .unwrap_or_else(|| {
572                    let q = viewpoint_ori;
573                    let sinr_cosp = 2.0 * (q.w * q.x + q.y * q.z);
574                    let cosr_cosp = 1.0 - 2.0 * (q.x * q.x + q.y * q.y);
575                    let pitch = sinr_cosp.atan2(cosr_cosp);
576
577                    let siny_cosp = 2.0 * (q.w * q.z + q.x * q.y);
578                    let cosy_cosp = 1.0 - 2.0 * (q.y * q.y + q.z * q.z);
579                    let yaw = siny_cosp.atan2(cosy_cosp);
580
581                    Vec3::new(-yaw, -pitch, 0.0)
582                });
583
584            let viewpoint_scale = ecs
585                .read_storage::<comp::Scale>()
586                .get(scene_data.viewpoint_entity)
587                .map_or(1.0, |scale| scale.0);
588
589            let (is_humanoid, viewpoint_height, viewpoint_eye_height) = ecs
590                .read_storage::<comp::Body>()
591                .get(scene_data.viewpoint_entity)
592                .map_or((false, 1.0, 0.0), |b| {
593                    (
594                        matches!(b, comp::Body::Humanoid(_)),
595                        b.height(),
596                        b.eye_height(1.0), // Scale is applied later
597                    )
598                });
599
600            if scene_data.mutable_viewpoint || matches!(self.camera.get_mode(), CameraMode::Freefly)
601            {
602                // Add the analog input to camera if it's a mutable viewpoint
603                self.camera
604                    .rotate_by(Vec3::from([self.camera_input_state.x, 0.0, 0.0]));
605                self.camera
606                    .rotate_by(Vec3::from([0.0, self.camera_input_state.y, 0.0]));
607            } else {
608                // Otherwise set the cameras rotation to the viewpoints
609                self.camera.set_orientation(viewpoint_look_ori);
610            }
611
612            let viewpoint_offset = if is_humanoid {
613                let viewpoint_rolling = ecs
614                    .read_storage::<comp::CharacterState>()
615                    .get(scene_data.viewpoint_entity)
616                    .is_some_and(|cs| cs.is_dodge());
617
618                let is_running = ecs
619                    .read_storage::<comp::Vel>()
620                    .get(scene_data.viewpoint_entity)
621                    .zip(
622                        ecs.read_storage::<comp::PhysicsState>()
623                            .get(scene_data.viewpoint_entity),
624                    )
625                    .map(|(v, ps)| {
626                        (v.0 - ps.ground_vel).magnitude_squared() > RUNNING_THRESHOLD.powi(2)
627                    })
628                    .unwrap_or(false);
629
630                let on_ground = ecs
631                    .read_storage::<comp::PhysicsState>()
632                    .get(scene_data.viewpoint_entity)
633                    .map(|p| p.on_ground.is_some());
634
635                let player_entity = client.entity();
636                let holding_ranged = client
637                    .inventories()
638                    .get(player_entity)
639                    .and_then(|inv| inv.equipped(EquipSlot::ActiveMainhand))
640                    .and_then(|item| item.tool_info())
641                    .is_some_and(|tool_kind| {
642                        matches!(
643                            tool_kind,
644                            ToolKind::Bow
645                                | ToolKind::Staff
646                                | ToolKind::Sceptre
647                                | ToolKind::Throwable
648                        )
649                    })
650                    || client
651                        .current::<CharacterState>()
652                        .is_some_and(|char_state| matches!(char_state, CharacterState::Throw(_)));
653
654                let up = match self.camera.get_mode() {
655                    CameraMode::FirstPerson => {
656                        if viewpoint_rolling {
657                            viewpoint_height * 0.42
658                        } else if is_running && on_ground.unwrap_or(false) {
659                            viewpoint_eye_height
660                                + (scene_data.state.get_time() as f32 * 17.0).sin() * 0.05
661                        } else {
662                            viewpoint_eye_height
663                        }
664                    },
665                    CameraMode::ThirdPerson if scene_data.is_aiming && holding_ranged => {
666                        viewpoint_height * 1.16 + settings.gameplay.aim_offset_y
667                    },
668                    CameraMode::ThirdPerson if scene_data.is_aiming => viewpoint_height * 1.16,
669                    CameraMode::ThirdPerson => viewpoint_eye_height,
670                    CameraMode::Freefly => 0.0,
671                };
672
673                let right = match self.camera.get_mode() {
674                    CameraMode::FirstPerson => 0.0,
675                    CameraMode::ThirdPerson if scene_data.is_aiming && holding_ranged => {
676                        settings.gameplay.aim_offset_x
677                    },
678                    CameraMode::ThirdPerson => 0.0,
679                    CameraMode::Freefly => 0.0,
680                };
681
682                // Alter camera position to match player.
683                let tilt = self.camera.get_orientation().y;
684                let dist = self.camera.get_distance();
685
686                Vec3::unit_z() * (up * viewpoint_scale - tilt.min(0.0).sin() * dist * 0.6)
687                    + self.camera.right() * (right * viewpoint_scale)
688            } else {
689                self.figure_mgr
690                    .viewpoint_offset(scene_data, scene_data.viewpoint_entity)
691            };
692
693            match self.camera.get_mode() {
694                CameraMode::FirstPerson | CameraMode::ThirdPerson => {
695                    self.camera.set_focus_pos(viewpoint_pos + viewpoint_offset);
696                },
697                CameraMode::Freefly => {},
698            };
699
700            // Tick camera for interpolation.
701            self.camera
702                .update(scene_data.state.get_time(), dt, scene_data.mouse_smoothing);
703            viewpoint_pos
704        } else {
705            Vec3::zero()
706        };
707
708        // Compute camera matrices.
709        self.camera.compute_dependents(&scene_data.state.terrain());
710        let camera::Dependents {
711            view_mat,
712            view_mat_inv,
713            proj_mat,
714            proj_mat_inv,
715            cam_pos,
716            ..
717        } = self.camera.dependents();
718
719        // Update chunk loaded distance smoothly for nice shader fog
720        let loaded_distance =
721            (0.98 * self.loaded_distance + 0.02 * scene_data.loaded_distance).max(0.01);
722
723        // Reset lights ready for the next tick
724        let lights = &mut self.light_data;
725        lights.clear();
726
727        // Maintain the particles.
728        self.particle_mgr.maintain(
729            renderer,
730            scene_data,
731            &self.terrain,
732            &self.figure_mgr,
733            lights,
734        );
735
736        // Maintain the trails.
737        self.trail_mgr.maintain(renderer, scene_data);
738
739        // Update light constants
740        let max_light_dist = loaded_distance.powi(2) + LIGHT_DIST_RADIUS;
741        lights.extend(
742            (
743                &scene_data.state.ecs().read_storage::<comp::Pos>(),
744                scene_data
745                    .state
746                    .ecs()
747                    .read_storage::<crate::ecs::comp::Interpolated>()
748                    .maybe(),
749                &scene_data
750                    .state
751                    .ecs()
752                    .read_storage::<comp::LightAnimation>(),
753                scene_data
754                    .state
755                    .ecs()
756                    .read_storage::<comp::Health>()
757                    .maybe(),
758            )
759                .join()
760                .filter(|(pos, _, light_anim, h)| {
761                    light_anim.col != Rgb::zero()
762                        && light_anim.strength > 0.0
763                        && pos.0.distance_squared(viewpoint_pos) < max_light_dist
764                        && h.is_none_or(|h| !h.is_dead)
765                })
766                .map(|(pos, interpolated, light_anim, _)| {
767                    // Use interpolated values if they are available
768                    let pos = interpolated.map_or(pos.0, |i| i.pos);
769                    Light::new(pos + light_anim.offset, light_anim.col, light_anim.strength)
770                })
771                .chain(
772                    self.event_lights
773                        .iter()
774                        .map(|el| el.light.with_strength((el.fadeout)(el.timeout))),
775                ),
776        );
777        let voxel_colliders_manifest = VOXEL_COLLIDER_MANIFEST.read();
778        let figure_mgr = &self.figure_mgr;
779        lights.extend(
780            (
781                &scene_data.state.ecs().entities(),
782                &scene_data
783                    .state
784                    .read_storage::<crate::ecs::comp::Interpolated>(),
785                &scene_data.state.read_storage::<comp::Body>(),
786                &scene_data.state.read_storage::<comp::Collider>(),
787            )
788                .join()
789                .filter_map(|(entity, interpolated, body, collider)| {
790                    let vol = collider.get_vol(&voxel_colliders_manifest)?;
791                    let (blocks_of_interest, offset) =
792                        figure_mgr.get_blocks_of_interest(entity, body, Some(collider))?;
793
794                    let mat = Mat4::from(interpolated.ori.to_quat())
795                        .translated_3d(interpolated.pos)
796                        * Mat4::translation_3d(offset);
797
798                    let p = mat.inverted().mul_point(viewpoint_pos);
799                    let aabb = Aabb {
800                        min: Vec3::zero(),
801                        max: vol.volume().sz.as_(),
802                    };
803                    if aabb.contains_point(p) || aabb.distance_to_point(p) < max_light_dist {
804                        Some(
805                            blocks_of_interest
806                                .lights
807                                .iter()
808                                .map(move |(block_offset, level)| {
809                                    let wpos = mat.mul_point(block_offset.as_() + 0.5);
810                                    (wpos, level)
811                                })
812                                .filter(move |(wpos, _)| {
813                                    wpos.distance_squared(viewpoint_pos) < max_light_dist
814                                })
815                                .map(|(wpos, level)| {
816                                    Light::new(wpos, Rgb::white(), *level as f32 / 7.0)
817                                }),
818                        )
819                    } else {
820                        None
821                    }
822                })
823                .flatten(),
824        );
825        lights.sort_by_key(|light| light.get_pos().distance_squared(viewpoint_pos) as i32);
826        lights.truncate(MAX_LIGHT_COUNT);
827        renderer.update_consts(&mut self.data.lights, lights);
828
829        // Update event lights
830        self.event_lights.retain_mut(|el| {
831            el.timeout -= dt;
832            el.timeout > 0.0
833        });
834
835        // Update shadow constants
836        let mut shadows = (
837            &scene_data.state.ecs().read_storage::<comp::Pos>(),
838            scene_data
839                .state
840                .ecs()
841                .read_storage::<crate::ecs::comp::Interpolated>()
842                .maybe(),
843            scene_data.state.ecs().read_storage::<comp::Scale>().maybe(),
844            &scene_data.state.ecs().read_storage::<comp::Body>(),
845            &scene_data.state.ecs().read_storage::<comp::Health>(),
846        )
847            .join()
848            .filter(|(_, _, _, _, health)| !health.is_dead)
849            .filter(|(pos, _, _, _, _)| {
850                pos.0.distance_squared(viewpoint_pos)
851                    < (loaded_distance.min(SHADOW_MAX_DIST) + SHADOW_DIST_RADIUS).powi(2)
852            })
853            .map(|(pos, interpolated, scale, _, _)| {
854                Shadow::new(
855                    // Use interpolated values pos if it is available
856                    interpolated.map_or(pos.0, |i| i.pos),
857                    scale.map_or(1.0, |s| s.0),
858                )
859            })
860            .collect::<Vec<_>>();
861        shadows.sort_by_key(|shadow| shadow.get_pos().distance_squared(viewpoint_pos) as i32);
862        shadows.truncate(MAX_SHADOW_COUNT);
863        renderer.update_consts(&mut self.data.shadows, &shadows);
864
865        // Remember to put the new loaded distance back in the scene.
866        self.loaded_distance = loaded_distance;
867
868        // Update light projection matrices for the shadow map.
869
870        // When the target time of day and time of day have a large discrepancy
871        // (i.e two days), the linear interpolation causes brght flashing effects
872        // in the sky. This will snap the time of day to the target time of day
873        // for the client to avoid the flashing effect if flashing lights is
874        // disabled.
875        const DAY: f64 = 60.0 * 60.0 * 24.0;
876        let time_of_day = scene_data.state.get_time_of_day();
877        let max_lerp_period = if scene_data.flashing_lights_enabled {
878            DAY * 2.0
879        } else {
880            DAY * 0.25
881        };
882        self.interpolated_time_of_day =
883            Some(self.interpolated_time_of_day.map_or(time_of_day, |tod| {
884                if (tod - time_of_day).abs() > max_lerp_period {
885                    time_of_day
886                } else {
887                    Lerp::lerp(tod, time_of_day, dt as f64)
888                }
889            }));
890        let time_of_day = self.interpolated_time_of_day.unwrap_or(time_of_day);
891        let focus_pos = self.camera.get_focus_pos();
892        let focus_off = focus_pos.map(|e| e.trunc());
893
894        // Update global constants.
895        renderer.update_consts(&mut self.data.globals, &[Globals::new(
896            view_mat,
897            proj_mat,
898            cam_pos,
899            focus_pos,
900            self.loaded_distance,
901            self.lod.get_data().tgt_detail as f32,
902            self.map_bounds,
903            time_of_day,
904            scene_data.state.get_time(),
905            self.local_time,
906            renderer.resolution().as_(),
907            Vec2::new(SHADOW_NEAR, SHADOW_FAR),
908            lights.len(),
909            shadows.len(),
910            NUM_DIRECTED_LIGHTS,
911            scene_data
912                .state
913                .terrain()
914                .get((cam_pos + focus_off).map(|e| e.floor() as i32))
915                .ok()
916                // Don't block the camera's view in solid blocks if the player is a moderator
917                .filter(|b| !(b.is_filled() && client.is_moderator()))
918                .map(|b| b.kind())
919                .unwrap_or(BlockKind::Air),
920            self.select_pos.map(|e| e - focus_off.map(|e| e as i32)),
921            scene_data.gamma,
922            scene_data.exposure,
923            self.last_lightning.unwrap_or((Vec3::zero(), -1000.0)),
924            self.wind_vel,
925            scene_data.ambiance,
926            self.camera.get_mode(),
927            scene_data.sprite_render_distance - 20.0,
928        )]);
929        renderer.update_clouds_locals(CloudsLocals::new(proj_mat_inv, view_mat_inv));
930        renderer.update_postprocess_locals(PostProcessLocals::new(proj_mat_inv, view_mat_inv));
931
932        // Maintain LoD.
933        self.lod.maintain(renderer, client, focus_pos, &self.camera);
934
935        // Maintain tethers.
936        self.tether_mgr.maintain(renderer, client, focus_pos);
937
938        // Maintain debug shapes
939        self.debug.maintain(renderer);
940
941        // Maintain the terrain.
942        let (
943            _visible_bounds,
944            visible_light_volume,
945            visible_psr_bounds,
946            visible_occlusion_volume,
947            visible_por_bounds,
948        ) = self.terrain.maintain(
949            renderer,
950            scene_data,
951            focus_pos,
952            self.loaded_distance,
953            &self.camera,
954        );
955
956        // Maintain the figures.
957        let _figure_bounds = self.figure_mgr.maintain(
958            renderer,
959            &mut self.trail_mgr,
960            scene_data,
961            visible_psr_bounds,
962            visible_por_bounds,
963            &self.camera,
964            Some(&self.terrain),
965        );
966
967        let fov = self.camera.get_effective_fov();
968        let aspect_ratio = self.camera.get_aspect_ratio();
969        let view_dir = ((focus_pos.map(f32::fract)) - cam_pos).normalized();
970
971        // We need to compute these offset matrices to transform world space coordinates
972        // to the translated ones we use when multiplying by the light space
973        // matrix; this helps avoid precision loss during the
974        // multiplication.
975        let look_at = cam_pos;
976        let new_dir = view_dir;
977        let new_dir = new_dir.normalized();
978        let up: math::Vec3<f32> = math::Vec3::unit_y();
979
980        // Optimal warping for directed lights:
981        //
982        // n_opt = 1 / sin y (z_n + √(z_n + (f - n) sin y))
983        //
984        // where n is near plane, f is far plane, y is the tilt angle between view and
985        // light direction, and n_opt is the optimal near plane.
986        // We also want a way to transform and scale this matrix (* 0.5 + 0.5) in order
987        // to transform it correctly into texture coordinates, as well as
988        // OpenGL coordinates.  Note that the matrix for directional light
989        // is *already* linear in the depth buffer.
990        //
991        // Also, observe that we flip the texture sampling matrix in order to account
992        // for the fact that DirectX renders top-down.
993        let texture_mat = Mat4::<f32>::scaling_3d::<Vec3<f32>>(Vec3::new(0.5, -0.5, 1.0))
994            * Mat4::translation_3d(Vec3::new(1.0, -1.0, 0.0));
995
996        let directed_mats = |d_view_mat: math::Mat4<f32>,
997                             d_dir: math::Vec3<f32>,
998                             volume: &Vec<math::Vec3<f32>>|
999         -> (Mat4<f32>, Mat4<f32>) {
1000            // NOTE: Light view space, right-handed.
1001            let v_p_orig = math::Vec3::from(d_view_mat * math::Vec4::from_direction(new_dir));
1002            let mut v_p = v_p_orig.normalized();
1003            let cos_gamma = new_dir.map(f64::from).dot(d_dir.map(f64::from));
1004            let sin_gamma = (1.0 - cos_gamma * cos_gamma).sqrt();
1005            let gamma = sin_gamma.asin();
1006            let view_mat = math::Mat4::from_col_array(view_mat.into_col_array());
1007            // coordinates are transformed from world space (right-handed) to view space
1008            // (right-handed).
1009            let bounds1 = math::fit_psr(
1010                view_mat.map_cols(math::Vec4::from),
1011                volume.iter().copied(),
1012                math::Vec4::homogenized,
1013            );
1014            let n_e = f64::from(-bounds1.max.z);
1015            let factor = compute_warping_parameter_perspective(
1016                gamma,
1017                n_e,
1018                f64::from(fov),
1019                f64::from(aspect_ratio),
1020            );
1021
1022            v_p.z = 0.0;
1023            v_p.normalize();
1024            let l_r: math::Mat4<f32> = if factor > EPSILON_UPSILON {
1025                // NOTE: Our coordinates are now in left-handed space, but v_p isn't; however,
1026                // v_p has no z component, so we don't have to adjust it for left-handed
1027                // spaces.
1028                math::Mat4::look_at_lh(math::Vec3::zero(), math::Vec3::unit_z(), v_p)
1029            } else {
1030                math::Mat4::identity()
1031            };
1032            // Convert from right-handed to left-handed coordinates.
1033            let directed_proj_mat = math::Mat4::new(
1034                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,
1035            );
1036
1037            let light_all_mat = l_r * directed_proj_mat * d_view_mat;
1038            // coordinates are transformed from world space (right-handed) to rotated light
1039            // space (left-handed).
1040            let bounds0 = math::fit_psr(
1041                light_all_mat,
1042                volume.iter().copied(),
1043                math::Vec4::homogenized,
1044            );
1045            // Vague idea: project z_n from the camera view to the light view (where it's
1046            // tilted by γ).
1047            //
1048            // NOTE: To transform a normal by M, we multiply by the transpose of the inverse
1049            // of M. For the cases below, we are transforming by an
1050            // already-inverted matrix, so the transpose of its inverse is
1051            // just the transpose of the original matrix.
1052            let (z_0, z_1) = {
1053                let f_e = f64::from(-bounds1.min.z).max(n_e);
1054                // view space, right-handed coordinates.
1055                let p_z = bounds1.max.z;
1056                // rotated light space, left-handed coordinates.
1057                let p_y = bounds0.min.y;
1058                let p_x = bounds0.center().x;
1059                // moves from view-space (right-handed) to world space (right-handed)
1060                let view_inv = view_mat.inverted();
1061                // moves from rotated light space (left-handed) to world space (right-handed).
1062                let light_all_inv = light_all_mat.inverted();
1063
1064                // moves from view-space (right-handed) to world-space (right-handed).
1065                let view_point = view_inv
1066                    * math::Vec4::from_point(
1067                        -math::Vec3::unit_z() * p_z, /* + math::Vec4::unit_w() */
1068                    );
1069                let view_plane = view_mat.transposed() * -math::Vec4::unit_z();
1070
1071                // moves from rotated light space (left-handed) to world space (right-handed).
1072                let light_point = light_all_inv
1073                    * math::Vec4::from_point(
1074                        math::Vec3::unit_y() * p_y, /* + math::Vec4::unit_w() */
1075                    );
1076                let light_plane = light_all_mat.transposed() * math::Vec4::unit_y();
1077
1078                // moves from rotated light space (left-handed) to world space (right-handed).
1079                let shadow_point = light_all_inv
1080                    * math::Vec4::from_point(
1081                        math::Vec3::unit_x() * p_x, /* + math::Vec4::unit_w() */
1082                    );
1083                let shadow_plane = light_all_mat.transposed() * math::Vec4::unit_x();
1084
1085                // Find the point at the intersection of the three planes; note that since the
1086                // equations are already in right-handed world space, we don't need to negate
1087                // the z coordinates.
1088                let solve_p0 = math::Mat4::new(
1089                    view_plane.x,
1090                    view_plane.y,
1091                    view_plane.z,
1092                    0.0,
1093                    light_plane.x,
1094                    light_plane.y,
1095                    light_plane.z,
1096                    0.0,
1097                    shadow_plane.x,
1098                    shadow_plane.y,
1099                    shadow_plane.z,
1100                    0.0,
1101                    0.0,
1102                    0.0,
1103                    0.0,
1104                    1.0,
1105                );
1106
1107                // in world-space (right-handed).
1108                let plane_dist = math::Vec4::new(
1109                    view_plane.dot(view_point),
1110                    light_plane.dot(light_point),
1111                    shadow_plane.dot(shadow_point),
1112                    1.0,
1113                );
1114                let p0_world = solve_p0.inverted() * plane_dist;
1115                // in rotated light-space (left-handed).
1116                let p0 = light_all_mat * p0_world;
1117                let mut p1 = p0;
1118                // in rotated light-space (left-handed).
1119                p1.y = bounds0.max.y;
1120
1121                // transforms from rotated light-space (left-handed) to view space
1122                // (right-handed).
1123                let view_from_light_mat = view_mat * light_all_inv;
1124                // z0 and z1 are in view space (right-handed).
1125                let z0 = view_from_light_mat * p0;
1126                let z1 = view_from_light_mat * p1;
1127
1128                // Extract the homogenized forward component (right-handed).
1129                //
1130                // NOTE: I don't think the w component should be anything but 1 here, but
1131                // better safe than sorry.
1132                (
1133                    f64::from(z0.homogenized().dot(-math::Vec4::unit_z())).clamp(n_e, f_e),
1134                    f64::from(z1.homogenized().dot(-math::Vec4::unit_z())).clamp(n_e, f_e),
1135                )
1136            };
1137
1138            // all of this is in rotated light-space (left-handed).
1139            let mut light_focus_pos: math::Vec3<f32> = math::Vec3::zero();
1140            light_focus_pos.x = bounds0.center().x;
1141            light_focus_pos.y = bounds0.min.y;
1142            light_focus_pos.z = bounds0.center().z;
1143
1144            let d = f64::from(bounds0.max.y - bounds0.min.y).abs();
1145
1146            let w_l_y = d;
1147
1148            // NOTE: See section 5.1.2.2 of Lloyd's thesis.
1149            // NOTE: Since z_1 and z_0 are in the same coordinate space, we don't have to
1150            // worry about the handedness of their ratio.
1151            let alpha = z_1 / z_0;
1152            let alpha_sqrt = alpha.sqrt();
1153            let directed_near_normal = if factor < 0.0 {
1154                // Standard shadow map to LiSPSM
1155                (1.0 + alpha_sqrt - factor * (alpha - 1.0)) / ((alpha - 1.0) * (factor + 1.0))
1156            } else {
1157                // LiSPSM to PSM
1158                ((alpha_sqrt - 1.0) * (factor * alpha_sqrt + 1.0)).recip()
1159            };
1160
1161            // Equation 5.14 - 5.16
1162            let y_ = |v: f64| w_l_y * (v + directed_near_normal).abs();
1163            let directed_near = y_(0.0) as f32;
1164            let directed_far = y_(1.0) as f32;
1165            light_focus_pos.y = if factor > EPSILON_UPSILON {
1166                light_focus_pos.y - directed_near
1167            } else {
1168                light_focus_pos.y
1169            };
1170            // Left-handed translation.
1171            let w_v: math::Mat4<f32> = math::Mat4::translation_3d(-math::Vec3::new(
1172                light_focus_pos.x,
1173                light_focus_pos.y,
1174                light_focus_pos.z,
1175            ));
1176            let shadow_view_mat: math::Mat4<f32> = w_v * light_all_mat;
1177            let w_p: math::Mat4<f32> = {
1178                if factor > EPSILON_UPSILON {
1179                    // Projection for y
1180                    let near = directed_near;
1181                    let far = directed_far;
1182                    let left = -1.0;
1183                    let right = 1.0;
1184                    let bottom = -1.0;
1185                    let top = 1.0;
1186                    let s_x = 2.0 * near / (right - left);
1187                    let o_x = (right + left) / (right - left);
1188                    let s_z = 2.0 * near / (top - bottom);
1189                    let o_z = (top + bottom) / (top - bottom);
1190
1191                    let s_y = (far + near) / (far - near);
1192                    let o_y = -2.0 * far * near / (far - near);
1193
1194                    math::Mat4::new(
1195                        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,
1196                        0.0,
1197                    )
1198                } else {
1199                    math::Mat4::identity()
1200                }
1201            };
1202
1203            let shadow_all_mat: math::Mat4<f32> = w_p * shadow_view_mat;
1204            // coordinates are transformed from world space (right-handed)
1205            // to post-warp light space (left-handed), then homogenized.
1206            let math::Aabb::<f32> {
1207                min:
1208                    math::Vec3 {
1209                        x: xmin,
1210                        y: ymin,
1211                        z: zmin,
1212                    },
1213                max:
1214                    math::Vec3 {
1215                        x: xmax,
1216                        y: ymax,
1217                        z: zmax,
1218                    },
1219            } = math::fit_psr(
1220                shadow_all_mat,
1221                volume.iter().copied(),
1222                math::Vec4::homogenized,
1223            );
1224            let s_x = 2.0 / (xmax - xmin);
1225            let s_y = 2.0 / (ymax - ymin);
1226            let s_z = 1.0 / (zmax - zmin);
1227            let o_x = -(xmax + xmin) / (xmax - xmin);
1228            let o_y = -(ymax + ymin) / (ymax - ymin);
1229            let o_z = -zmin / (zmax - zmin);
1230            let directed_proj_mat = Mat4::new(
1231                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,
1232            );
1233
1234            let shadow_all_mat: Mat4<f32> = Mat4::from_col_arrays(shadow_all_mat.into_col_arrays());
1235
1236            let directed_texture_proj_mat = texture_mat * directed_proj_mat;
1237            (
1238                directed_proj_mat * shadow_all_mat,
1239                directed_texture_proj_mat * shadow_all_mat,
1240            )
1241        };
1242
1243        let weather = client
1244            .state()
1245            .max_weather_near(focus_off.xy() + cam_pos.xy());
1246        self.wind_vel = weather.wind_vel();
1247        if weather.rain > RAIN_THRESHOLD {
1248            let weather = client.weather_at_player();
1249            let rain_vel = weather.rain_vel();
1250            let rain_view_mat = math::Mat4::look_at_rh(look_at, look_at + rain_vel, up);
1251
1252            self.integrated_rain_vel += rain_vel.magnitude() * dt;
1253            let rain_dir_mat = Mat4::rotation_from_to_3d(-Vec3::unit_z(), rain_vel);
1254
1255            let (shadow_mat, texture_mat) =
1256                directed_mats(rain_view_mat, rain_vel, &visible_occlusion_volume);
1257
1258            let rain_occlusion_locals = RainOcclusionLocals::new(
1259                shadow_mat,
1260                texture_mat,
1261                rain_dir_mat,
1262                weather.rain,
1263                self.integrated_rain_vel,
1264            );
1265
1266            renderer.update_consts(&mut self.data.rain_occlusion_mats, &[rain_occlusion_locals]);
1267        } else if self.integrated_rain_vel > 0.0 {
1268            self.integrated_rain_vel = 0.0;
1269            // Need to set rain to zero
1270            let rain_occlusion_locals = RainOcclusionLocals::default();
1271            renderer.update_consts(&mut self.data.rain_occlusion_mats, &[rain_occlusion_locals]);
1272        }
1273
1274        let sun_dir = scene_data.get_sun_dir();
1275        let is_daylight = sun_dir.z < 0.0;
1276        if renderer.pipeline_modes().shadow.is_map() && (is_daylight || !lights.is_empty()) {
1277            let (point_shadow_res, _directed_shadow_res) = renderer.get_shadow_resolution();
1278            // NOTE: The aspect ratio is currently always 1 for our cube maps, since they
1279            // are equal on all sides.
1280            let point_shadow_aspect = point_shadow_res.x as f32 / point_shadow_res.y as f32;
1281            // Construct matrices to transform from world space to light space for the sun
1282            // and moon.
1283            let directed_light_dir = sun_dir;
1284
1285            // We upload view matrices as well, to assist in linearizing vertex positions.
1286            // (only for directional lights, so far).
1287            let mut directed_shadow_mats = Vec::with_capacity(6);
1288
1289            let light_view_mat = math::Mat4::look_at_rh(look_at, look_at + directed_light_dir, up);
1290            let (shadow_mat, texture_mat) =
1291                directed_mats(light_view_mat, directed_light_dir, &visible_light_volume);
1292
1293            let shadow_locals = ShadowLocals::new(shadow_mat, texture_mat);
1294
1295            renderer.update_consts(&mut self.data.shadow_mats, &[shadow_locals]);
1296
1297            directed_shadow_mats.push(light_view_mat);
1298            // This leaves us with five dummy slots, which we push as defaults.
1299            directed_shadow_mats
1300                .extend_from_slice(&[math::Mat4::default(); 6 - NUM_DIRECTED_LIGHTS] as _);
1301            // Now, construct the full projection matrices in the first two directed light
1302            // slots.
1303            let mut shadow_mats = Vec::with_capacity(6 * (lights.len() + 1));
1304            shadow_mats.resize_with(6, PointLightMatrix::default);
1305            // Now, we tackle point lights.
1306            // First, create a perspective projection matrix at 90 degrees (to cover a whole
1307            // face of the cube map we're using); we use a negative near plane to exactly
1308            // match OpenGL's behavior if we use a left-handed coordinate system everywhere
1309            // else.
1310            let shadow_proj = camera::perspective_rh_zo_general(
1311                90.0f32.to_radians(),
1312                point_shadow_aspect,
1313                1.0 / SHADOW_NEAR,
1314                1.0 / SHADOW_FAR,
1315            );
1316            // NOTE: We negate here to emulate a right-handed projection with a negative
1317            // near plane, which produces the correct transformation to exactly match
1318            // OpenGL's rendering behavior if we use a left-handed coordinate
1319            // system everywhere else.
1320            let shadow_proj = shadow_proj * Mat4::scaling_3d(-1.0);
1321
1322            // Next, construct the 6 orientations we'll use for the six faces, in terms of
1323            // their (forward, up) vectors.
1324            let orientations = [
1325                (Vec3::new(1.0, 0.0, 0.0), Vec3::new(0.0, -1.0, 0.0)),
1326                (Vec3::new(-1.0, 0.0, 0.0), Vec3::new(0.0, -1.0, 0.0)),
1327                (Vec3::new(0.0, 1.0, 0.0), Vec3::new(0.0, 0.0, 1.0)),
1328                (Vec3::new(0.0, -1.0, 0.0), Vec3::new(0.0, 0.0, -1.0)),
1329                (Vec3::new(0.0, 0.0, 1.0), Vec3::new(0.0, -1.0, 0.0)),
1330                (Vec3::new(0.0, 0.0, -1.0), Vec3::new(0.0, -1.0, 0.0)),
1331            ];
1332
1333            // NOTE: We could create the shadow map collection at the same time as the
1334            // lights, but then we'd have to sort them both, which wastes time.  Plus, we
1335            // want to prepend our directed lights.
1336            shadow_mats.extend(lights.iter().flat_map(|light| {
1337                // Now, construct the full projection matrix by making the light look at each
1338                // cube face.
1339                let eye = Vec3::new(light.pos[0], light.pos[1], light.pos[2]) - focus_off;
1340                orientations.iter().map(move |&(forward, up)| {
1341                    // NOTE: We don't currently try to linearize point lights or need a separate
1342                    // transform for them.
1343                    PointLightMatrix::new(shadow_proj * Mat4::look_at_lh(eye, eye + forward, up))
1344                })
1345            }));
1346
1347            for (i, val) in shadow_mats.into_iter().enumerate() {
1348                self.data.point_light_matrices[i] = val
1349            }
1350        }
1351
1352        // Remove unused figures.
1353        self.figure_mgr.clean(scene_data.tick);
1354
1355        // Maintain audio
1356        self.sfx_mgr.maintain(
1357            audio,
1358            scene_data.state,
1359            scene_data.viewpoint_entity,
1360            &self.camera,
1361            &self.terrain,
1362            client,
1363        );
1364
1365        self.ambience_mgr
1366            .maintain(audio, scene_data.state, client, &self.camera);
1367
1368        self.music_mgr.maintain(audio, scene_data.state, client);
1369    }
1370
1371    pub fn global_bind_group(&self) -> &GlobalsBindGroup { &self.globals_bind_group }
1372
1373    /// Render the scene using the provided `Drawer`.
1374    pub fn render(
1375        &self,
1376        drawer: &mut Drawer<'_>,
1377        state: &State,
1378        viewpoint_entity: EcsEntity,
1379        tick: u64,
1380        scene_data: &SceneData,
1381    ) {
1382        span!(_guard, "render", "Scene::render");
1383        let sun_dir = scene_data.get_sun_dir();
1384        let is_daylight = sun_dir.z < 0.0;
1385        let focus_pos = self.camera.get_focus_pos();
1386        let cam_pos = self.camera.dependents().cam_pos + focus_pos.map(|e| e.trunc());
1387        let is_rain = state.max_weather_near(cam_pos.xy()).rain > RAIN_THRESHOLD;
1388        let culling_mode = if scene_data
1389            .state
1390            .terrain()
1391            .get_key(scene_data.state.terrain().pos_key(cam_pos.as_()))
1392            .is_some_and(|c| cam_pos.z < c.meta().alt() - terrain::UNDERGROUND_ALT)
1393        {
1394            CullingMode::Underground
1395        } else {
1396            CullingMode::Surface
1397        };
1398
1399        let camera_data = (&self.camera, scene_data.figure_lod_render_distance);
1400
1401        // would instead have this as an extension.
1402        if drawer.pipeline_modes().shadow.is_map() && (is_daylight || !self.light_data.is_empty()) {
1403            if is_daylight {
1404                prof_span!("directed shadows");
1405                if let Some(mut shadow_pass) = drawer.shadow_pass() {
1406                    // Render terrain directed shadows.
1407                    self.terrain.render_shadows(
1408                        &mut shadow_pass.draw_terrain_shadows(),
1409                        focus_pos,
1410                        culling_mode,
1411                    );
1412
1413                    // Render figure directed shadows.
1414                    self.figure_mgr.render_shadows(
1415                        &mut shadow_pass.draw_figure_shadows(),
1416                        state,
1417                        tick,
1418                        camera_data,
1419                    );
1420                    self.debug
1421                        .render_shadows(&mut shadow_pass.draw_debug_shadows());
1422                }
1423            }
1424
1425            // Render terrain point light shadows.
1426            {
1427                prof_span!("point shadows");
1428                drawer.draw_point_shadows(
1429                    &self.data.point_light_matrices,
1430                    self.terrain.chunks_for_point_shadows(focus_pos),
1431                )
1432            }
1433        }
1434        // Render rain occlusion texture
1435        if is_rain {
1436            prof_span!("rain occlusion");
1437            if let Some(mut occlusion_pass) = drawer.rain_occlusion_pass() {
1438                self.terrain
1439                    .render_rain_occlusion(&mut occlusion_pass.draw_terrain_shadows(), cam_pos);
1440
1441                self.figure_mgr.render_rain_occlusion(
1442                    &mut occlusion_pass.draw_figure_shadows(),
1443                    state,
1444                    tick,
1445                    camera_data,
1446                );
1447            }
1448        }
1449
1450        prof_span!(guard, "main pass");
1451        if let Some(mut first_pass) = drawer.first_pass() {
1452            self.figure_mgr.render_viewpoint(
1453                &mut first_pass.draw_figures(),
1454                state,
1455                viewpoint_entity,
1456                tick,
1457                camera_data,
1458            );
1459
1460            self.terrain
1461                .render(&mut first_pass, focus_pos, culling_mode);
1462
1463            self.figure_mgr.render(
1464                &mut first_pass.draw_figures(),
1465                state,
1466                viewpoint_entity,
1467                tick,
1468                camera_data,
1469            );
1470
1471            self.lod.render(&mut first_pass, culling_mode);
1472
1473            // Render the skybox.
1474            first_pass.draw_skybox(&self.skybox.model);
1475
1476            // Draws sprites
1477            let mut sprite_drawer = first_pass.draw_sprites(
1478                &self.terrain.sprite_globals,
1479                &self.terrain.sprite_render_state.sprite_atlas_textures,
1480            );
1481            self.figure_mgr.render_sprites(
1482                &mut sprite_drawer,
1483                state,
1484                cam_pos,
1485                scene_data.sprite_render_distance,
1486            );
1487            self.terrain.render_sprites(
1488                &mut sprite_drawer,
1489                focus_pos,
1490                cam_pos,
1491                scene_data.sprite_render_distance,
1492                culling_mode,
1493            );
1494            drop(sprite_drawer);
1495
1496            // Render tethers.
1497            self.tether_mgr.render(&mut first_pass);
1498
1499            // Draws translucent
1500            self.terrain.render_translucent(&mut first_pass, focus_pos);
1501
1502            // Render particle effects.
1503            self.particle_mgr
1504                .render(&mut first_pass.draw_particles(), scene_data);
1505
1506            // Render debug shapes
1507            self.debug.render(&mut first_pass.draw_debug());
1508        }
1509        drop(guard);
1510    }
1511
1512    pub fn maintain_debug_hitboxes(
1513        &mut self,
1514        client: &Client,
1515        settings: &Settings,
1516        hitboxes: &mut HashMap<specs::Entity, DebugShapeId>,
1517        tracks: &mut HashMap<Vec2<i32>, Vec<DebugShapeId>>,
1518    ) {
1519        let ecs = client.state().ecs();
1520        {
1521            let mut current_chunks = hashbrown::HashSet::new();
1522            let terrain_grid = ecs.read_resource::<TerrainGrid>();
1523            for (key, chunk) in terrain_grid.iter() {
1524                current_chunks.insert(key);
1525                tracks.entry(key).or_insert_with(|| {
1526                    let mut ret = Vec::new();
1527                    for bezier in chunk.meta().tracks().iter() {
1528                        let shape_id = self.debug.add_shape(DebugShape::TrainTrack {
1529                            path: *bezier,
1530                            rail_width: 0.25,
1531                            rail_sep: 1.0,
1532                            plank_width: 0.5,
1533                            plank_height: 0.125,
1534                            plank_sep: 2.0,
1535                        });
1536                        ret.push(shape_id);
1537                        self.debug
1538                            .set_context(shape_id, [0.0; 4], [1.0; 4], [0.0, 0.0, 0.0, 1.0]);
1539                    }
1540                    for point in chunk.meta().debug_points().iter() {
1541                        let shape_id = self.debug.add_shape(DebugShape::Cylinder {
1542                            radius: 0.1,
1543                            height: 0.1,
1544                        });
1545                        ret.push(shape_id);
1546                        self.debug.set_context(
1547                            shape_id,
1548                            point.with_w(0.0).into_array(),
1549                            [1.0; 4],
1550                            [0.0, 0.0, 0.0, 1.0],
1551                        );
1552                    }
1553                    for line in chunk.meta().debug_lines().iter() {
1554                        let shape_id = self
1555                            .debug
1556                            .add_shape(DebugShape::Line([line.start, line.end], 0.1));
1557                        ret.push(shape_id);
1558                        self.debug
1559                            .set_context(shape_id, [0.0; 4], [1.0; 4], [0.0, 0.0, 0.0, 1.0]);
1560                    }
1561                    ret
1562                });
1563            }
1564            tracks.retain(|k, v| {
1565                let keep = current_chunks.contains(k);
1566                if !keep {
1567                    for shape in v.iter() {
1568                        self.debug.remove_shape(*shape);
1569                    }
1570                }
1571                keep
1572            });
1573        }
1574        let mut current_entities = hashbrown::HashSet::new();
1575        if settings.interface.toggle_hitboxes {
1576            let positions = ecs.read_component::<comp::Pos>();
1577            let colliders = ecs.read_component::<comp::Collider>();
1578            let orientations = ecs.read_component::<comp::Ori>();
1579            let scales = ecs.read_component::<comp::Scale>();
1580            let groups = ecs.read_component::<comp::Group>();
1581            for (entity, pos, collider, ori, scale, group) in (
1582                &ecs.entities(),
1583                &positions,
1584                &colliders,
1585                &orientations,
1586                scales.maybe(),
1587                groups.maybe(),
1588            )
1589                .join()
1590            {
1591                match collider {
1592                    comp::Collider::CapsulePrism {
1593                        p0,
1594                        p1,
1595                        radius,
1596                        z_min,
1597                        z_max,
1598                    } => {
1599                        let scale = scale.map_or(1.0, |s| s.0);
1600                        current_entities.insert(entity);
1601
1602                        let shape = DebugShape::CapsulePrism {
1603                            p0: *p0 * scale,
1604                            p1: *p1 * scale,
1605                            radius: *radius * scale,
1606                            height: (*z_max - *z_min) * scale,
1607                        };
1608
1609                        // If this shape no longer matches, remove the old one
1610                        if let Some(shape_id) = hitboxes.get(&entity) {
1611                            if self.debug.get_shape(*shape_id).is_some_and(|s| s != &shape) {
1612                                self.debug.remove_shape(*shape_id);
1613                                hitboxes.remove(&entity);
1614                            }
1615                        }
1616
1617                        let shape_id = hitboxes
1618                            .entry(entity)
1619                            .or_insert_with(|| self.debug.add_shape(shape));
1620                        let hb_pos = [pos.0.x, pos.0.y, pos.0.z + *z_min * scale, 0.0];
1621                        let color = if group == Some(&comp::group::ENEMY) {
1622                            [1.0, 0.0, 0.0, 0.5]
1623                        } else if group == Some(&comp::group::NPC) {
1624                            [0.0, 0.0, 1.0, 0.5]
1625                        } else {
1626                            [0.0, 1.0, 0.0, 0.5]
1627                        };
1628                        //let color = [1.0, 1.0, 1.0, 1.0];
1629                        let ori = ori.to_quat();
1630                        let hb_ori = [ori.x, ori.y, ori.z, ori.w];
1631                        self.debug.set_context(*shape_id, hb_pos, color, hb_ori);
1632                    },
1633                    comp::Collider::Voxel { .. }
1634                    | comp::Collider::Volume(_)
1635                    | comp::Collider::Point => {
1636                        // ignore terrain-like or point-hitboxes
1637                    },
1638                }
1639            }
1640        }
1641        hitboxes.retain(|k, v| {
1642            let keep = current_entities.contains(k);
1643            if !keep {
1644                self.debug.remove_shape(*v);
1645            }
1646            keep
1647        });
1648    }
1649
1650    pub fn maintain_debug_vectors(&mut self, client: &Client, lines: &mut PlayerDebugLines) {
1651        lines
1652            .chunk_normal
1653            .take()
1654            .map(|id| self.debug.remove_shape(id));
1655        lines.fluid_vel.take().map(|id| self.debug.remove_shape(id));
1656        lines.wind.take().map(|id| self.debug.remove_shape(id));
1657        lines.vel.take().map(|id| self.debug.remove_shape(id));
1658        if self.debug_vectors_enabled {
1659            let ecs = client.state().ecs();
1660
1661            let vels = &ecs.read_component::<comp::Vel>();
1662            let Some(vel) = vels.get(client.entity()) else {
1663                return;
1664            };
1665
1666            let phys_states = &ecs.read_component::<comp::PhysicsState>();
1667            let Some(phys) = phys_states.get(client.entity()) else {
1668                return;
1669            };
1670
1671            let positions = &ecs.read_component::<comp::Pos>();
1672            let Some(pos) = positions.get(client.entity()) else {
1673                return;
1674            };
1675
1676            let weather = ecs.read_resource::<WeatherGrid>();
1677            // take id and remove to delete the previous lines.
1678
1679            const LINE_WIDTH: f32 = 0.05;
1680            // Fluid Velocity
1681            {
1682                let Some(fluid) = phys.in_fluid else {
1683                    return;
1684                };
1685                let shape = DebugShape::Line([pos.0, pos.0 + fluid.flow_vel().0 / 2.], LINE_WIDTH);
1686                let id = self.debug.add_shape(shape);
1687                lines.fluid_vel = Some(id);
1688                self.debug
1689                    .set_context(id, [0.0; 4], [0.18, 0.72, 0.87, 0.8], [0.0, 0.0, 0.0, 1.0]);
1690            }
1691            // Chunk Terrain Normal Vector
1692            {
1693                let Some(chunk) = client.current_chunk() else {
1694                    return;
1695                };
1696                let shape = DebugShape::Line(
1697                    [
1698                        pos.0,
1699                        pos.0
1700                            + chunk
1701                                .meta()
1702                                .approx_chunk_terrain_normal()
1703                                .unwrap_or(Vec3::unit_z())
1704                                * 2.5,
1705                    ],
1706                    LINE_WIDTH,
1707                );
1708                let id = self.debug.add_shape(shape);
1709                lines.chunk_normal = Some(id);
1710                self.debug
1711                    .set_context(id, [0.0; 4], [0.22, 0.63, 0.1, 0.8], [0.0, 0.0, 0.0, 1.0]);
1712            }
1713            // Wind
1714            {
1715                let wind = weather.get_interpolated(pos.0.xy()).wind_vel();
1716                let shape = DebugShape::Line([pos.0, pos.0 + wind * 5.0], LINE_WIDTH);
1717                let id = self.debug.add_shape(shape);
1718                lines.wind = Some(id);
1719                self.debug
1720                    .set_context(id, [0.0; 4], [0.76, 0.76, 0.76, 0.8], [0.0, 0.0, 0.0, 1.0]);
1721            }
1722            // Player Vel
1723            {
1724                let shape = DebugShape::Line([pos.0, pos.0 + vel.0 / 2.0], LINE_WIDTH);
1725                let id = self.debug.add_shape(shape);
1726                lines.vel = Some(id);
1727                self.debug
1728                    .set_context(id, [0.0; 4], [0.98, 0.76, 0.01, 0.8], [0.0, 0.0, 0.0, 1.0]);
1729            }
1730        }
1731    }
1732}