1mod sprite;
2mod watcher;
3
4pub use self::watcher::{BlocksOfInterest, FireplaceType, Interaction};
5use sprite::{FilteredSpriteData, SpriteData, SpriteModelData, SpriteSpec};
6
7use crate::{
8 mesh::{
9 greedy::{GreedyMesh, SpriteAtlasAllocator},
10 segment::generate_mesh_base_vol_sprite,
11 terrain::{SUNLIGHT, SUNLIGHT_INV, generate_mesh},
12 },
13 render::{
14 AltIndices, CullingMode, FigureSpriteAtlasData, FirstPassDrawer, FluidVertex, GlobalModel,
15 Instances, LodData, Mesh, Model, RenderError, Renderer, SPRITE_VERT_PAGE_SIZE,
16 SpriteDrawer, SpriteGlobalsBindGroup, SpriteInstance, SpriteVertex, SpriteVerts,
17 TerrainAtlasData, TerrainLocals, TerrainShadowDrawer, TerrainVertex,
18 pipelines::{self, AtlasData, AtlasTextures},
19 },
20 scene::terrain::sprite::SpriteModelConfig,
21};
22
23use super::{
24 RAIN_THRESHOLD, SceneData,
25 camera::{self, Camera},
26 math,
27};
28use common::{
29 assets::{AssetExt, DotVoxAsset},
30 figure::Segment,
31 spiral::Spiral2d,
32 terrain::{Block, SpriteKind, TerrainChunk},
33 vol::{BaseVol, ReadVol, RectRasterableVol, SampleVol},
34 volumes::vol_grid_2d::{VolGrid2d, VolGrid2dError},
35};
36use common_base::{prof_span, span};
37use core::{f32, fmt::Debug, marker::PhantomData, time::Duration};
38use crossbeam_channel as channel;
39use guillotiere::AtlasAllocator;
40use hashbrown::HashMap;
41use std::sync::{
42 Arc,
43 atomic::{AtomicU64, Ordering},
44};
45use tracing::warn;
46use treeculler::{AABB, BVol, Frustum};
47use vek::*;
48
49const SPRITE_SCALE: Vec3<f32> = Vec3::new(1.0 / 11.0, 1.0 / 11.0, 1.0 / 11.0);
50pub const SPRITE_LOD_LEVELS: usize = 5;
51
52pub const RAIN_OCCLUSION_CHUNKS: usize = 25;
55
56#[derive(Clone, Copy, Debug)]
57struct Visibility {
58 in_range: bool,
59 in_frustum: bool,
60}
61
62impl Visibility {
63 fn is_visible(&self) -> bool {
65 self.in_frustum
72 }
73}
74
75type LightMapFn = Arc<dyn Fn(Vec3<i32>) -> f32 + Send + Sync>;
77
78pub struct TerrainChunkData {
79 load_time: f32,
81 opaque_model: Option<Model<TerrainVertex>>,
82 fluid_model: Option<Model<FluidVertex>>,
83 atlas_alloc: Option<guillotiere::AllocId>,
86 atlas_textures: Arc<AtlasTextures<pipelines::terrain::Locals, TerrainAtlasData>>,
93 light_map: LightMapFn,
94 glow_map: LightMapFn,
95 sprite_instances: [(Instances<SpriteInstance>, AltIndices); SPRITE_LOD_LEVELS],
96 locals: pipelines::terrain::BoundLocals,
97 pub blocks_of_interest: BlocksOfInterest,
98
99 visible: Visibility,
100 can_shadow_point: bool,
101 can_shadow_sun: bool,
102 z_bounds: (f32, f32),
103 sun_occluder_z_bounds: (f32, f32),
104 frustum_last_plane_index: u8,
105
106 alt_indices: AltIndices,
107}
108
109pub const SHALLOW_ALT: f32 = 24.0;
112pub const DEEP_ALT: f32 = 96.0;
115pub const UNDERGROUND_ALT: f32 = (SHALLOW_ALT + DEEP_ALT) * 0.5;
118
119const NEVER_CULL_DIST: i32 = 3;
122
123#[derive(Copy, Clone)]
124struct ChunkMeshState {
125 pos: Vec2<i32>,
126 started_tick: u64,
127 is_worker_active: bool,
128 skip_remesh: bool,
130}
131
132pub struct MeshWorkerResponseMesh {
134 z_bounds: (f32, f32),
135 sun_occluder_z_bounds: (f32, f32),
136 opaque_mesh: Mesh<TerrainVertex>,
137 fluid_mesh: Mesh<FluidVertex>,
138 atlas_texture_data: TerrainAtlasData,
139 atlas_size: Vec2<u16>,
140 light_map: LightMapFn,
141 glow_map: LightMapFn,
142 alt_indices: AltIndices,
143}
144
145struct MeshWorkerResponse {
148 pos: Vec2<i32>,
149 sprite_instances: [(Vec<SpriteInstance>, AltIndices); SPRITE_LOD_LEVELS],
150 mesh: Option<MeshWorkerResponseMesh>,
152 started_tick: u64,
153 blocks_of_interest: BlocksOfInterest,
154}
155
156pub(super) fn get_sprite_instances<'a, I: 'a>(
157 lod_levels: &'a mut [I; SPRITE_LOD_LEVELS],
158 set_instance: impl Fn(&mut I, SpriteInstance, Vec3<i32>),
159 blocks: impl Iterator<Item = (Vec3<f32>, Block)>,
160 mut to_wpos: impl FnMut(Vec3<f32>) -> Vec3<i32>,
161 mut light_map: impl FnMut(Vec3<i32>) -> f32,
162 mut glow_map: impl FnMut(Vec3<i32>) -> f32,
163 sprite_data: &HashMap<SpriteKind, FilteredSpriteData>,
164 missing_sprite_placeholder: &SpriteData,
165) {
166 prof_span!("extract sprite_instances");
167 for (rel_pos, block) in blocks {
168 let Some(sprite) = block.get_sprite() else {
169 continue;
170 };
171 if matches!(sprite, SpriteKind::Empty) {
174 continue;
175 }
176
177 let data = sprite_data
178 .get(&sprite)
179 .and_then(|filtered| filtered.for_block(&block))
180 .unwrap_or(missing_sprite_placeholder);
181
182 if data.variations.is_empty() {
183 continue;
184 }
185
186 let wpos = to_wpos(rel_pos);
187 let seed = (wpos.x as u64)
188 .wrapping_mul(3)
189 .wrapping_add((wpos.y as u64).wrapping_mul(7))
190 .wrapping_add((wpos.x as u64).wrapping_mul(wpos.y as u64)); let rot = block
193 .sprite_z_rot()
194 .unwrap_or((seed % 17 / 4).min(3) as f32 / 2.0 * std::f32::consts::PI);
199 let mirror = block.sprite_mirror_vec();
200 let variation = match data.variations.len() {
202 1 => 0,
203 2 => (seed as usize % 4) / 3,
204 3 => (seed as usize % 5) / 2,
205 4 => ((seed.wrapping_add(wpos.x as u64)) as usize % 7).div_ceil(2),
207 _ => seed as usize % data.variations.len(),
208 };
209 let variant = &data.variations[variation];
210
211 let light = light_map(wpos);
212 let glow = glow_map(wpos);
213
214 for (lod_level, model_data) in lod_levels.iter_mut().zip(variant) {
215 let mat = Mat4::identity()
217 .scaled_3d(model_data.scale)
219 .translated_3d(model_data.offset)
221 .scaled_3d(SPRITE_SCALE * mirror)
222 .rotated_z(rot)
223 .translated_3d(
224 rel_pos + Vec3::new(0.5, 0.5, 0.0)
225 );
226 for page in model_data.vert_pages.clone() {
228 let instance = SpriteInstance::new(
231 mat,
232 data.wind_sway,
233 model_data.scale.z,
234 rel_pos.as_(),
235 light,
236 glow,
237 page,
238 sprite.is_door(),
239 mirror.map(|e| (e < 0.0) as u32).sum() % 2 == 1,
240 );
241 set_instance(lod_level, instance, wpos);
242 }
243 }
244 }
245}
246
247fn mesh_worker(
252 pos: Vec2<i32>,
253 z_bounds: (f32, f32),
254 skip_remesh: Option<(LightMapFn, LightMapFn)>,
255 started_tick: u64,
256 volume: <VolGrid2d<TerrainChunk> as SampleVol<Aabr<i32>>>::Sample,
257 max_texture_size: u16,
258 chunk: Arc<TerrainChunk>,
259 range: Aabb<i32>,
260 sprite_render_state: &SpriteRenderState,
261) -> MeshWorkerResponse {
262 span!(_guard, "mesh_worker");
263 let blocks_of_interest = BlocksOfInterest::from_blocks(
264 chunk.iter_changed().map(|(pos, block)| (pos, *block)),
265 chunk.meta().river_velocity(),
266 chunk.meta().temp(),
267 chunk.meta().humidity(),
268 &*chunk,
269 );
270
271 let mesh;
272 let (light_map, glow_map) = if let Some((light_map, glow_map)) = &skip_remesh {
273 mesh = None;
274 (&**light_map, &**glow_map)
275 } else {
276 let (
277 opaque_mesh,
278 fluid_mesh,
279 _shadow_mesh,
280 (
281 bounds,
282 atlas_texture_data,
283 atlas_size,
284 light_map,
285 glow_map,
286 alt_indices,
287 sun_occluder_z_bounds,
288 ),
289 ) = generate_mesh(
290 &volume,
291 (
292 range,
293 Vec2::new(max_texture_size, max_texture_size),
294 &blocks_of_interest,
295 ),
296 );
297 mesh = Some(MeshWorkerResponseMesh {
298 z_bounds: (bounds.min.z, bounds.max.z),
300 sun_occluder_z_bounds,
301 opaque_mesh,
302 fluid_mesh,
303 atlas_texture_data,
304 atlas_size,
305 light_map,
306 glow_map,
307 alt_indices,
308 });
309 let mesh = mesh.as_ref().unwrap();
311 (&*mesh.light_map, &*mesh.glow_map)
312 };
313 let to_wpos = |rel_pos: Vec3<f32>| {
314 Vec3::from(pos * TerrainChunk::RECT_SIZE.map(|e: u32| e as i32)) + rel_pos.as_()
315 };
316 MeshWorkerResponse {
317 pos,
318 sprite_instances: {
320 prof_span!("extract sprite_instances");
321 let mut instances = [(); SPRITE_LOD_LEVELS].map(|()| {
322 (
323 Vec::new(), Vec::new(), Vec::new(), )
327 });
328
329 let (underground_alt, deep_alt) = volume
330 .get_key(volume.pos_key((range.min + range.max) / 2))
331 .map_or((0.0, 0.0), |c| {
332 (c.meta().alt() - SHALLOW_ALT, c.meta().alt() - DEEP_ALT)
333 });
334
335 get_sprite_instances(
336 &mut instances,
337 |(deep_level, shallow_level, surface_level), instance, wpos| {
338 if (wpos.z as f32) < deep_alt {
339 deep_level.push(instance);
340 } else if wpos.z as f32 > underground_alt {
341 surface_level.push(instance);
342 } else {
343 shallow_level.push(instance);
344 }
345 },
346 (0..TerrainChunk::RECT_SIZE.x as i32)
347 .flat_map(|x| {
348 (0..TerrainChunk::RECT_SIZE.y as i32).flat_map(move |y| {
349 (z_bounds.0 as i32..z_bounds.1 as i32)
350 .map(move |z| Vec3::new(x, y, z).as_())
351 })
352 })
353 .filter_map(|rel_pos| Some((rel_pos, *volume.get(to_wpos(rel_pos)).ok()?))),
354 to_wpos,
355 light_map,
356 glow_map,
357 &sprite_render_state.sprite_data,
358 &sprite_render_state.missing_sprite_placeholder,
359 );
360
361 instances.map(|(deep_level, shallow_level, surface_level)| {
362 let deep_end = deep_level.len();
363 let alt_indices = AltIndices {
364 deep_end,
365 underground_end: deep_end + shallow_level.len(),
366 };
367 (
368 deep_level
369 .into_iter()
370 .chain(shallow_level)
371 .chain(surface_level)
372 .collect(),
373 alt_indices,
374 )
375 })
376 },
377 mesh,
378 blocks_of_interest,
379 started_tick,
380 }
381}
382
383pub struct Terrain<V: RectRasterableVol = TerrainChunk> {
384 atlas: AtlasAllocator,
398 chunks: HashMap<Vec2<i32>, TerrainChunkData>,
399 shadow_chunks: Vec<(Vec2<i32>, TerrainChunkData)>,
410 mesh_send_tmp: channel::Sender<MeshWorkerResponse>,
420 mesh_recv: channel::Receiver<MeshWorkerResponse>,
421 mesh_todo: HashMap<Vec2<i32>, ChunkMeshState>,
422 mesh_todos_active: Arc<AtomicU64>,
423 mesh_recv_overflow: f32,
424
425 pub(super) sprite_render_state: Arc<SpriteRenderState>,
428 pub(super) sprite_globals: SpriteGlobalsBindGroup,
429 atlas_textures: Arc<AtlasTextures<pipelines::terrain::Locals, TerrainAtlasData>>,
434
435 phantom: PhantomData<V>,
436}
437
438impl TerrainChunkData {
439 pub fn can_shadow_sun(&self) -> bool { self.visible.is_visible() || self.can_shadow_sun }
440}
441
442pub(crate) struct SpriteRenderState {
443 pub(super) sprite_data: HashMap<SpriteKind, FilteredSpriteData>,
450 pub(super) missing_sprite_placeholder: SpriteData,
451 pub(super) sprite_atlas_textures:
452 AtlasTextures<pipelines::sprite::Locals, FigureSpriteAtlasData>,
453}
454
455#[derive(Clone)]
456pub struct SpriteRenderContext {
457 pub(super) state: Arc<SpriteRenderState>,
458 pub(super) sprite_verts_buffer: Arc<SpriteVerts>,
459}
460
461pub type SpriteRenderContextLazy = Box<dyn FnMut(&mut Renderer) -> SpriteRenderContext>;
462
463impl SpriteRenderContext {
464 pub fn new(renderer: &mut Renderer) -> SpriteRenderContextLazy {
465 let max_texture_size = renderer.max_texture_size();
466
467 struct SpriteWorkerResponse {
468 sprite_data: HashMap<SpriteKind, FilteredSpriteData>,
470 missing_sprite_placeholder: SpriteData,
471 sprite_atlas_texture_data: FigureSpriteAtlasData,
472 sprite_atlas_size: Vec2<u16>,
473 sprite_mesh: Mesh<SpriteVertex>,
474 }
475
476 let join_handle = std::thread::spawn(move || {
477 prof_span!("mesh all sprites");
478 let sprite_config =
480 Arc::<SpriteSpec>::load_expect("voxygen.voxel.sprite_manifest").cloned();
481
482 let max_size = Vec2::from(u16::try_from(max_texture_size).unwrap_or(u16::MAX));
483 let mut greedy = GreedyMesh::<FigureSpriteAtlasData, SpriteAtlasAllocator>::new(
484 max_size,
485 crate::mesh::greedy::sprite_config(),
486 );
487 let mut sprite_mesh = Mesh::new();
488
489 let mut config_to_data = |sprite_model_config: &_| {
490 let SpriteModelConfig {
491 model,
492 offset,
493 lod_axes,
494 } = sprite_model_config;
495 let scaled = [1.0, 0.8, 0.6, 0.4, 0.2];
496 let offset = Vec3::from(*offset);
497 let lod_axes = Vec3::from(*lod_axes);
498 let model = DotVoxAsset::load_expect(model);
499 let zero = Vec3::zero();
500 let model = &model.read().0;
501 let model_size = if let Some(model) = model.models.first() {
502 let dot_vox::Size { x, y, z } = model.size;
503 Vec3::new(x, y, z)
504 } else {
505 zero
506 };
507 let max_model_size = Vec3::new(31.0, 31.0, 63.0);
508 let model_scale = max_model_size.map2(model_size, |max_sz: f32, cur_sz| {
509 let scale = max_sz / max_sz.max(cur_sz as f32);
510 if scale < 1.0 && (cur_sz as f32 * scale).ceil() > max_sz {
511 scale - 0.001
512 } else {
513 scale
514 }
515 });
516 prof_span!(guard, "mesh sprite");
517 let lod_sprite_data = scaled.map(|lod_scale_orig| {
518 let lod_scale = model_scale
519 * if lod_scale_orig == 1.0 {
520 Vec3::broadcast(1.0)
521 } else {
522 lod_axes * lod_scale_orig
523 + lod_axes.map(|e| if e == 0.0 { 1.0 } else { 0.0 })
524 };
525
526 let start_page_num =
528 sprite_mesh.vertices().len() / SPRITE_VERT_PAGE_SIZE as usize;
529 generate_mesh_base_vol_sprite(
532 Segment::from_vox_model_index(model, 0).scaled_by(lod_scale),
533 (&mut greedy, &mut sprite_mesh, false),
534 offset.map(|e: f32| e.floor()) * lod_scale,
535 );
536 let end_page_num = sprite_mesh
538 .vertices()
539 .len()
540 .div_ceil(SPRITE_VERT_PAGE_SIZE as usize);
541 sprite_mesh.vertices_mut_vec().resize_with(
543 end_page_num * SPRITE_VERT_PAGE_SIZE as usize,
544 SpriteVertex::default,
545 );
546
547 let sprite_scale = Vec3::one() / lod_scale;
548
549 SpriteModelData {
550 vert_pages: start_page_num as u32..end_page_num as u32,
551 scale: sprite_scale,
552 offset: offset.map(|e| e.rem_euclid(1.0)),
553 }
554 });
555 drop(guard);
556
557 lod_sprite_data
558 };
559
560 let sprite_data = sprite_config.map_to_data(&mut config_to_data);
561
562 let missing_sprite_placeholder = SpriteData {
564 variations: vec![config_to_data(&SpriteModelConfig {
565 model: "voxygen.voxel.not_found".into(),
566 offset: (-5.5, -5.5, 0.0),
567 lod_axes: (1.0, 1.0, 1.0),
568 })]
569 .into(),
570 wind_sway: 1.0,
571 };
572
573 let (sprite_atlas_texture_data, sprite_atlas_size) = {
574 prof_span!("finalize");
575 greedy.finalize()
576 };
577
578 SpriteWorkerResponse {
579 sprite_data,
581 missing_sprite_placeholder,
582 sprite_atlas_texture_data,
583 sprite_atlas_size,
584 sprite_mesh,
585 }
586 });
587
588 let init = core::cell::OnceCell::new();
589 let mut join_handle = Some(join_handle);
590 let mut closure = move |renderer: &mut Renderer| {
591 let SpriteWorkerResponse {
596 sprite_data,
598 missing_sprite_placeholder,
599 sprite_atlas_texture_data,
600 sprite_atlas_size,
601 sprite_mesh,
602 } = join_handle
603 .take()
604 .expect(
605 "Closure should only be called once (in a `OnceCell::get_or_init`) in the \
606 absence of caught panics!",
607 )
608 .join()
609 .unwrap();
610
611 let [sprite_col_lights] =
612 sprite_atlas_texture_data.create_textures(renderer, sprite_atlas_size);
613 let sprite_atlas_textures = renderer.sprite_bind_atlas_textures(sprite_col_lights);
614
615 let sprite_verts_buffer = renderer.create_sprite_verts(sprite_mesh);
617
618 Self {
619 state: Arc::new(SpriteRenderState {
620 sprite_data,
623 missing_sprite_placeholder,
624 sprite_atlas_textures,
625 }),
626 sprite_verts_buffer: Arc::new(sprite_verts_buffer),
627 }
628 };
629 Box::new(move |renderer| init.get_or_init(|| closure(renderer)).clone())
630 }
631}
632
633impl<V: RectRasterableVol> Terrain<V> {
634 pub fn new(
635 renderer: &mut Renderer,
636 global_model: &GlobalModel,
637 lod_data: &LodData,
638 sprite_render_context: SpriteRenderContext,
639 ) -> Self {
640 let (send, recv) = channel::unbounded();
643
644 let (atlas, atlas_textures) =
645 Self::make_atlas(renderer).expect("Failed to create atlas texture");
646
647 Self {
648 atlas,
649 chunks: HashMap::default(),
650 shadow_chunks: Vec::default(),
651 mesh_send_tmp: send,
652 mesh_recv: recv,
653 mesh_todo: HashMap::default(),
654 mesh_todos_active: Arc::new(AtomicU64::new(0)),
655 mesh_recv_overflow: 0.0,
656 sprite_render_state: sprite_render_context.state,
657 sprite_globals: renderer.bind_sprite_globals(
658 global_model,
659 lod_data,
660 &sprite_render_context.sprite_verts_buffer,
661 ),
662 atlas_textures: Arc::new(atlas_textures),
663 phantom: PhantomData,
664 }
665 }
666
667 fn make_atlas(
668 renderer: &mut Renderer,
669 ) -> Result<
670 (
671 AtlasAllocator,
672 AtlasTextures<pipelines::terrain::Locals, TerrainAtlasData>,
673 ),
674 RenderError,
675 > {
676 span!(_guard, "make_atlas", "Terrain::make_atlas");
677 let max_texture_size = renderer.max_texture_size();
678 let atlas_size = guillotiere::Size::new(max_texture_size as i32, max_texture_size as i32);
679 let atlas = AtlasAllocator::with_options(atlas_size, &guillotiere::AllocatorOptions {
680 small_size_threshold: 128,
682 large_size_threshold: 1024,
683 ..guillotiere::AllocatorOptions::default()
684 });
685 let [col_lights, kinds] = [wgpu::TextureFormat::Rgba8Unorm, wgpu::TextureFormat::R8Uint]
686 .map(|fmt| {
687 renderer.create_texture_raw(
688 &wgpu::TextureDescriptor {
689 label: Some("Terrain atlas texture"),
690 size: wgpu::Extent3d {
691 width: max_texture_size,
692 height: max_texture_size,
693 depth_or_array_layers: 1,
694 },
695 mip_level_count: 1,
696 sample_count: 1,
697 dimension: wgpu::TextureDimension::D2,
698 format: fmt,
699 usage: wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::TEXTURE_BINDING,
700 view_formats: &[],
701 },
702 &wgpu::TextureViewDescriptor {
703 label: Some("Terrain atlas texture view"),
704 format: Some(fmt),
705 dimension: Some(wgpu::TextureViewDimension::D2),
706 usage: None,
707 aspect: wgpu::TextureAspect::All,
708 base_mip_level: 0,
709 mip_level_count: None,
710 base_array_layer: 0,
711 array_layer_count: None,
712 },
713 &wgpu::SamplerDescriptor {
714 label: Some("Terrain atlas sampler"),
715 address_mode_u: wgpu::AddressMode::ClampToEdge,
716 address_mode_v: wgpu::AddressMode::ClampToEdge,
717 address_mode_w: wgpu::AddressMode::ClampToEdge,
718 mag_filter: wgpu::FilterMode::Nearest,
719 min_filter: wgpu::FilterMode::Nearest,
720 mipmap_filter: wgpu::FilterMode::Nearest,
721 ..Default::default()
722 },
723 )
724 });
725 let textures = renderer.terrain_bind_atlas_textures(col_lights, kinds);
726 Ok((atlas, textures))
727 }
728
729 fn remove_chunk_meta(&mut self, _pos: Vec2<i32>, chunk: &TerrainChunkData) {
730 if let Some(atlas_alloc) = chunk.atlas_alloc {
733 self.atlas.deallocate(atlas_alloc);
734 }
735 }
739
740 fn insert_chunk(&mut self, pos: Vec2<i32>, chunk: TerrainChunkData) {
741 if let Some(old) = self.chunks.insert(pos, chunk) {
742 self.remove_chunk_meta(pos, &old);
743 }
744 }
748
749 fn remove_chunk(&mut self, pos: Vec2<i32>) {
750 if let Some(chunk) = self.chunks.remove(&pos) {
751 self.remove_chunk_meta(pos, &chunk);
752 self.shadow_chunks.push((pos, chunk));
754 }
755
756 if let Some(_todo) = self.mesh_todo.remove(&pos) {
757 }
759 }
760
761 pub fn light_at_wpos(&self, wpos: Vec3<i32>) -> f32 {
763 let chunk_pos = Vec2::from(wpos).map2(TerrainChunk::RECT_SIZE, |e: i32, sz| {
764 e.div_euclid(sz as i32)
765 });
766 self.chunks
767 .get(&chunk_pos)
768 .map(|c| (c.light_map)(wpos))
769 .unwrap_or(1.0)
770 }
771
772 fn skip_remesh(old_block: Block, new_block: Block) -> (bool, bool) {
782 let same_mesh =
783 new_block.is_liquid() == old_block.is_liquid() &&
786 new_block.is_opaque() == old_block.is_opaque();
787 let skip_lights = same_mesh &&
788 new_block.get_glow() == old_block.get_glow() &&
791 new_block.get_max_sunlight() == old_block.get_max_sunlight();
792 let skip_color = same_mesh &&
793 !new_block.has_color() && !old_block.has_color();
795 (skip_color, skip_lights)
796 }
797
798 pub fn glow_at_wpos(&self, wpos: Vec3<i32>) -> f32 {
800 let chunk_pos = Vec2::from(wpos).map2(TerrainChunk::RECT_SIZE, |e: i32, sz| {
801 e.div_euclid(sz as i32)
802 });
803 self.chunks
804 .get(&chunk_pos)
805 .map(|c| (c.glow_map)(wpos))
806 .unwrap_or(0.0)
807 }
808
809 pub fn glow_normal_at_wpos(&self, wpos: Vec3<f32>) -> (Vec3<f32>, f32) {
810 let wpos_chunk = wpos.xy().map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
811 (e as i32).div_euclid(sz as i32)
812 });
813
814 const AMBIANCE: f32 = 0.15; let (bias, total) = Spiral2d::new()
817 .take(9)
818 .flat_map(|rpos| {
819 let chunk_pos = wpos_chunk + rpos;
820 self.chunks
821 .get(&chunk_pos)
822 .into_iter()
823 .flat_map(|c| c.blocks_of_interest.lights.iter())
824 .filter_map(move |(lpos, level)| {
825 if (*lpos - wpos_chunk).map(|e| e.abs()).reduce_min() < SUNLIGHT as i32 + 2
826 {
827 Some((
828 Vec3::<i32>::from(
829 chunk_pos * TerrainChunk::RECT_SIZE.map(|e| e as i32),
830 ) + *lpos,
831 level,
832 ))
833 } else {
834 None
835 }
836 })
837 })
838 .fold(
839 (Vec3::broadcast(0.001), 0.0),
840 |(bias, total), (lpos, level)| {
841 let rpos = lpos.map(|e| e as f32 + 0.5) - wpos;
842 let level = (*level as f32 - rpos.magnitude()).max(0.0) * SUNLIGHT_INV;
843 (
844 bias + rpos.try_normalized().unwrap_or_else(Vec3::zero) * level,
845 total + level,
846 )
847 },
848 );
849
850 let bias_factor = bias.magnitude() * (1.0 - AMBIANCE) / total.max(0.001);
851
852 (
853 bias.try_normalized().unwrap_or_else(Vec3::zero) * bias_factor.powf(0.5),
854 self.glow_at_wpos(wpos.map(|e| e.floor() as i32)),
855 )
856 }
857
858 pub fn maintain(
864 &mut self,
865 renderer: &mut Renderer,
866 scene_data: &SceneData,
867 focus_pos: Vec3<f32>,
868 loaded_distance: f32,
869 camera: &Camera,
870 ) -> (
871 Aabb<f32>,
872 Vec<math::Vec3<f32>>,
873 math::Aabr<f32>,
874 Vec<math::Vec3<f32>>,
875 math::Aabr<f32>,
876 ) {
877 let camera::Dependents {
878 view_mat,
879 proj_mat_treeculler,
880 cam_pos,
881 ..
882 } = camera.dependents();
883
884 for &pos in &scene_data.state.terrain_changes().removed_chunks {
889 self.remove_chunk(pos);
890 for i in -1..2 {
892 for j in -1..2 {
893 if i != 0 || j != 0 {
894 self.mesh_todo.remove(&(pos + Vec2::new(i, j)));
895 }
896 }
897 }
898 }
899
900 span!(_guard, "maintain", "Terrain::maintain");
901 let current_tick = scene_data.tick;
902 let current_time = scene_data.state.get_time();
903 let mut visible_bounding_box: Option<Aabb<f32>> = None;
905
906 span!(guard, "Add new/modified chunks to mesh todo list");
909 for (modified, pos) in scene_data
910 .state
911 .terrain_changes()
912 .modified_chunks
913 .iter()
914 .map(|c| (true, c))
915 .chain(
916 scene_data
917 .state
918 .terrain_changes()
919 .new_chunks
920 .iter()
921 .map(|c| (false, c)),
922 )
923 {
924 for i in -1..2 {
929 for j in -1..2 {
930 let pos = pos + Vec2::new(i, j);
931
932 if !(self.chunks.contains_key(&pos) || self.mesh_todo.contains_key(&pos))
933 || modified
934 {
935 let mut neighbours = true;
936 for i in -1..2 {
937 for j in -1..2 {
938 neighbours &= scene_data
939 .state
940 .terrain()
941 .contains_key_real(pos + Vec2::new(i, j));
942 }
943 }
944
945 if neighbours {
946 self.mesh_todo.insert(pos, ChunkMeshState {
947 pos,
948 started_tick: current_tick,
949 is_worker_active: false,
950 skip_remesh: false,
951 });
952 }
953 }
954 }
955 }
956 }
957 drop(guard);
958
959 span!(guard, "Add chunks with modified blocks to mesh todo list");
962 for (&pos, &old_block) in scene_data.state.terrain_changes().modified_blocks.iter() {
964 let new_block = scene_data.state.get_block(pos);
968
969 let (skip_color, skip_lights) = if let Some(new_block) = new_block {
970 Self::skip_remesh(old_block, new_block)
971 } else {
972 warn!(
978 "Invariant violation: pos={:?} should be a valid block position. This is a \
979 bug; please contact the developers if you see this error message!",
980 pos
981 );
982 (false, false)
983 };
984
985 let skip_remesh = skip_color && skip_lights;
988
989 let block_effect_radius = crate::mesh::terrain::MAX_LIGHT_DIST;
1005
1006 for x in -1..2 {
1012 for y in -1..2 {
1013 let neighbour_pos = pos + Vec3::new(x, y, 0) * block_effect_radius;
1014 let neighbour_chunk_pos = scene_data.state.terrain().pos_key(neighbour_pos);
1015
1016 if skip_lights && !(x == 0 && y == 0) {
1017 continue;
1020 }
1021
1022 let mut neighbours = true;
1024 for i in -1..2 {
1025 for j in -1..2 {
1026 neighbours &= scene_data
1027 .state
1028 .terrain()
1029 .contains_key_real(neighbour_chunk_pos + Vec2::new(i, j));
1030 }
1031 }
1032 if neighbours {
1033 let todo =
1034 self.mesh_todo
1035 .entry(neighbour_chunk_pos)
1036 .or_insert(ChunkMeshState {
1037 pos: neighbour_chunk_pos,
1038 started_tick: current_tick,
1039 is_worker_active: false,
1040 skip_remesh,
1041 });
1042
1043 todo.skip_remesh &= skip_remesh;
1050 todo.is_worker_active = false;
1051 todo.started_tick = current_tick;
1052 }
1053 }
1054 }
1055 }
1056 drop(guard);
1057
1058 let max_texture_size = renderer.max_texture_size();
1060 let meshing_cores = match num_cpus::get() as u64 {
1061 n if n < 4 => 1,
1062 n if n < 8 => n - 3,
1063 n => n - 4,
1064 };
1065
1066 span!(guard, "Queue meshing from todo list");
1067 let mesh_focus_pos = focus_pos.map(|e| e.trunc()).xy().as_::<i64>();
1068 while let Some((todo, chunk)) = self
1071 .mesh_todo
1072 .values_mut()
1073 .filter(|todo| !todo.is_worker_active)
1074 .min_by_key(|todo| ((todo.pos.as_::<i64>() * TerrainChunk::RECT_SIZE.as_::<i64>()).distance_squared(mesh_focus_pos), todo.started_tick))
1075 .and_then(|todo| {
1077 let pos = todo.pos;
1078 Some((todo, scene_data.state
1079 .terrain()
1080 .get_key_arc(pos)
1081 .cloned()
1082 .or_else(|| {
1083 warn!("Invariant violation: a chunk whose neighbors have not been fetched was found in the todo list,
1084 which could halt meshing entirely.");
1085 None
1086 })?))
1087 })
1088 {
1089 if self.mesh_todos_active.load(Ordering::Relaxed) > meshing_cores {
1090 break;
1091 }
1092
1093 let aabr = Aabr {
1096 min: todo
1097 .pos
1098 .map2(VolGrid2d::<V>::chunk_size(), |e, sz| e * sz as i32 - 1),
1099 max: todo.pos.map2(VolGrid2d::<V>::chunk_size(), |e, sz| {
1100 (e + 1) * sz as i32 + 1
1101 }),
1102 };
1103
1104 let volume = match scene_data.state.terrain().sample(aabr) {
1108 Ok(sample) => sample, Err(VolGrid2dError::NoSuchChunk) => {
1113 continue;
1114 },
1115 _ => panic!("Unhandled edge case"),
1116 };
1117
1118 let min_z = volume
1120 .iter()
1121 .fold(i32::MAX, |min, (_, chunk)| chunk.get_min_z().min(min));
1122 let max_z = volume
1123 .iter()
1124 .fold(i32::MIN, |max, (_, chunk)| chunk.get_max_z().max(max));
1125
1126 let aabb = Aabb {
1127 min: Vec3::from(aabr.min) + Vec3::unit_z() * (min_z - 2),
1128 max: Vec3::from(aabr.max) + Vec3::unit_z() * (max_z + 2),
1129 };
1130
1131 let send = self.mesh_send_tmp.clone();
1133 let pos = todo.pos;
1134
1135 let chunks = &self.chunks;
1136 let skip_remesh = todo
1137 .skip_remesh
1138 .then_some(())
1139 .and_then(|_| chunks.get(&pos))
1140 .map(|chunk| (Arc::clone(&chunk.light_map), Arc::clone(&chunk.glow_map)));
1141
1142 let started_tick = todo.started_tick;
1144 let sprite_render_state = Arc::clone(&self.sprite_render_state);
1145 let cnt = Arc::clone(&self.mesh_todos_active);
1146 cnt.fetch_add(1, Ordering::Relaxed);
1147 scene_data
1148 .state
1149 .slow_job_pool()
1150 .spawn("TERRAIN_MESHING", move || {
1151 let _ = send.send(mesh_worker(
1152 pos,
1153 (min_z as f32, max_z as f32),
1154 skip_remesh,
1155 started_tick,
1156 volume,
1157 max_texture_size as u16,
1158 chunk,
1159 aabb,
1160 &sprite_render_state,
1161 ));
1162 cnt.fetch_sub(1, Ordering::Relaxed);
1163 });
1164 todo.is_worker_active = true;
1165 }
1166 drop(guard);
1167
1168 span!(guard, "Get/upload meshed chunk");
1172 const CHUNKS_PER_SECOND: f32 = 240.0;
1173 let recv_count =
1174 scene_data.state.get_delta_time() * CHUNKS_PER_SECOND + self.mesh_recv_overflow;
1175 self.mesh_recv_overflow = recv_count.fract();
1176 let incoming_chunks =
1177 std::iter::from_fn(|| self.mesh_recv.recv_timeout(Duration::new(0, 0)).ok())
1178 .take(recv_count.floor() as usize)
1179 .collect::<Vec<_>>(); for response in incoming_chunks {
1181 match self.mesh_todo.get(&response.pos) {
1182 Some(todo) if response.started_tick <= todo.started_tick => {
1185 let started_tick = todo.started_tick;
1186
1187 let sprite_instances =
1188 response.sprite_instances.map(|(instances, alt_indices)| {
1189 (renderer.create_instances(&instances), alt_indices)
1190 });
1191
1192 if let Some(mesh) = response.mesh {
1193 let load_time = self
1196 .chunks
1197 .get(&response.pos)
1198 .map(|chunk| chunk.load_time)
1199 .unwrap_or(current_time as f32);
1200 let atlas = &mut self.atlas;
1202 let chunks = &mut self.chunks;
1203 let atlas_textures = &mut self.atlas_textures;
1204 let alloc_size = guillotiere::Size::new(
1205 i32::from(mesh.atlas_size.x),
1206 i32::from(mesh.atlas_size.y),
1207 );
1208
1209 let allocation = atlas.allocate(alloc_size).unwrap_or_else(|| {
1210 let (new_atlas, new_atlas_textures) =
1212 Self::make_atlas(renderer).expect("Failed to create atlas texture");
1213
1214 chunks.iter_mut().for_each(|(_, chunk)| {
1223 chunk.atlas_alloc = None;
1224 });
1225 *atlas = new_atlas;
1226 *atlas_textures = Arc::new(new_atlas_textures);
1227
1228 atlas
1229 .allocate(alloc_size)
1230 .expect("Chunk data does not fit in a texture of maximum size.")
1231 });
1232
1233 let atlas_offs = Vec2::new(
1235 allocation.rectangle.min.x as u32,
1236 allocation.rectangle.min.y as u32,
1237 );
1238 renderer.update_texture(
1240 &atlas_textures.textures[0],
1241 atlas_offs.into_array(),
1242 mesh.atlas_size.as_().into_array(),
1243 &mesh.atlas_texture_data.col_lights,
1244 );
1245 renderer.update_texture(
1247 &atlas_textures.textures[1],
1248 atlas_offs.into_array(),
1249 mesh.atlas_size.as_().into_array(),
1250 &mesh.atlas_texture_data.kinds,
1251 );
1252
1253 self.insert_chunk(response.pos, TerrainChunkData {
1254 load_time,
1255 opaque_model: renderer.create_model(&mesh.opaque_mesh),
1256 fluid_model: renderer.create_model(&mesh.fluid_mesh),
1257 atlas_alloc: Some(allocation.id),
1258 atlas_textures: Arc::clone(&self.atlas_textures),
1259 light_map: mesh.light_map,
1260 glow_map: mesh.glow_map,
1261 sprite_instances,
1262 locals: renderer.create_terrain_bound_locals(&[TerrainLocals::new(
1263 Vec3::from(
1264 response.pos.map2(VolGrid2d::<V>::chunk_size(), |e, sz| {
1265 e as f32 * sz as f32
1266 }),
1267 ),
1268 Quaternion::identity(),
1269 atlas_offs,
1270 load_time,
1271 )]),
1272 visible: Visibility {
1273 in_range: false,
1274 in_frustum: false,
1275 },
1276 can_shadow_point: false,
1277 can_shadow_sun: false,
1278 blocks_of_interest: response.blocks_of_interest,
1279 z_bounds: mesh.z_bounds,
1280 sun_occluder_z_bounds: mesh.sun_occluder_z_bounds,
1281 frustum_last_plane_index: 0,
1282 alt_indices: mesh.alt_indices,
1283 });
1284 } else if let Some(chunk) = self.chunks.get_mut(&response.pos) {
1285 chunk.sprite_instances = sprite_instances;
1288 chunk.blocks_of_interest = response.blocks_of_interest;
1289 }
1290
1291 if response.started_tick == started_tick {
1292 self.mesh_todo.remove(&response.pos);
1293 }
1294 },
1295 Some(_todo) => {},
1298 None => {},
1299 }
1300 }
1301 drop(guard);
1302
1303 span!(guard, "Construct view frustum");
1305 let focus_off = focus_pos.map(|e| e.trunc());
1306 let frustum = Frustum::from_modelview_projection(
1307 (proj_mat_treeculler * view_mat * Mat4::translation_3d(-focus_off)).into_col_arrays(),
1308 );
1309 drop(guard);
1310
1311 span!(guard, "Update chunk visibility");
1313 let chunk_sz = V::RECT_SIZE.x as f32;
1314 for (pos, chunk) in &mut self.chunks {
1315 let chunk_pos = pos.as_::<f32>() * chunk_sz;
1316
1317 chunk.can_shadow_sun = false;
1318
1319 let nearest_in_chunk = Vec2::from(focus_pos).clamped(chunk_pos, chunk_pos + chunk_sz);
1322 let distance_2 = Vec2::<f32>::from(focus_pos).distance_squared(nearest_in_chunk);
1323 let in_range = distance_2 < loaded_distance.powi(2);
1324
1325 chunk.visible.in_range = in_range;
1326
1327 let chunk_min = [chunk_pos.x, chunk_pos.y, chunk.z_bounds.0];
1329 let chunk_max = [
1330 chunk_pos.x + chunk_sz,
1331 chunk_pos.y + chunk_sz,
1332 chunk.sun_occluder_z_bounds.1,
1333 ];
1334
1335 let (in_frustum, last_plane_index) = AABB::new(chunk_min, chunk_max)
1336 .coherent_test_against_frustum(&frustum, chunk.frustum_last_plane_index);
1337
1338 chunk.frustum_last_plane_index = last_plane_index;
1339 chunk.visible.in_frustum = in_frustum;
1340 let chunk_area = Aabr {
1341 min: chunk_pos,
1342 max: chunk_pos + chunk_sz,
1343 };
1344
1345 if in_frustum {
1346 let visible_box = Aabb {
1347 min: chunk_area.min.with_z(chunk.sun_occluder_z_bounds.0),
1348 max: chunk_area.max.with_z(chunk.sun_occluder_z_bounds.1),
1349 };
1350 visible_bounding_box = visible_bounding_box
1351 .map(|e| e.union(visible_box))
1352 .or(Some(visible_box));
1353 }
1354 chunk.can_shadow_point = distance_2 < (128.0 * 128.0);
1357 }
1358 drop(guard);
1359
1360 span!(guard, "Shadow magic");
1361 let visible_bounding_box = visible_bounding_box.unwrap_or(Aabb {
1363 min: focus_pos - 2.0,
1364 max: focus_pos + 2.0,
1365 });
1366 let inv_proj_view =
1367 math::Mat4::from_col_arrays((proj_mat_treeculler * view_mat).into_col_arrays())
1368 .as_::<f64>()
1369 .inverted();
1370
1371 let ray_direction = scene_data.get_sun_dir();
1373 let collides_with_aabr = |a: math::Aabb<f32>, b: math::Aabr<f32>| {
1374 let min = math::Vec4::new(a.min.x, a.min.y, b.min.x, b.min.y);
1375 let max = math::Vec4::new(b.max.x, b.max.y, a.max.x, a.max.y);
1376 #[cfg(feature = "simd")]
1377 return min.partial_cmple_simd(max).reduce_and();
1378 #[cfg(not(feature = "simd"))]
1379 return min.partial_cmple(&max).reduce_and();
1380 };
1381
1382 let (visible_light_volume, visible_psr_bounds) = if ray_direction.z < 0.0
1383 && renderer.pipeline_modes().shadow.is_map()
1384 {
1385 let visible_bounding_box = math::Aabb::<f32> {
1386 min: (visible_bounding_box.min - focus_off),
1387 max: (visible_bounding_box.max - focus_off),
1388 };
1389 let visible_bounds_fine = visible_bounding_box.as_::<f64>();
1390 let visible_light_volume = math::calc_focused_light_volume_points(
1394 inv_proj_view,
1395 ray_direction.as_::<f64>(),
1396 visible_bounds_fine,
1397 1e-6,
1398 )
1399 .map(|v| v.as_::<f32>())
1400 .collect::<Vec<_>>();
1401
1402 let up: math::Vec3<f32> = { math::Vec3::unit_y() };
1403 let ray_mat = math::Mat4::look_at_rh(cam_pos, cam_pos + ray_direction, up);
1404 let visible_bounds = math::Aabr::from(math::fit_psr(
1405 ray_mat,
1406 visible_light_volume.iter().copied(),
1407 |p| p,
1408 ));
1409 let ray_mat = ray_mat * math::Mat4::translation_3d(-focus_off);
1410
1411 let can_shadow_sun = |pos: Vec2<i32>, chunk: &TerrainChunkData| {
1412 let chunk_pos = pos.as_::<f32>() * chunk_sz;
1413
1414 let chunk_box = math::Aabb {
1416 min: math::Vec3::new(chunk_pos.x, chunk_pos.y, chunk.z_bounds.0),
1417 max: math::Vec3::new(
1418 chunk_pos.x + chunk_sz,
1419 chunk_pos.y + chunk_sz,
1420 chunk.z_bounds.1,
1421 ),
1422 };
1423
1424 let chunk_from_light = math::fit_psr(
1425 ray_mat,
1426 math::aabb_to_points(chunk_box).iter().copied(),
1427 |p| p,
1428 );
1429 collides_with_aabr(chunk_from_light, visible_bounds)
1430 };
1431
1432 self.chunks.iter_mut()
1435 .filter(|chunk| !chunk.1.visible.in_frustum)
1439 .for_each(|(&pos, chunk)| {
1440 chunk.can_shadow_sun = can_shadow_sun(pos, chunk);
1441 });
1442
1443 let chunks = &self.chunks;
1455 self.shadow_chunks
1456 .retain(|(pos, chunk)| !chunks.contains_key(pos) && can_shadow_sun(*pos, chunk));
1457
1458 (visible_light_volume, visible_bounds)
1459 } else {
1460 self.shadow_chunks.clear();
1463 (Vec::new(), math::Aabr {
1464 min: math::Vec2::zero(),
1465 max: math::Vec2::zero(),
1466 })
1467 };
1468 drop(guard);
1469 span!(guard, "Rain occlusion magic");
1470 let max_weather = scene_data
1472 .state
1473 .max_weather_near(focus_off.xy() + cam_pos.xy());
1474 let (visible_occlusion_volume, visible_por_bounds) = if max_weather.rain > RAIN_THRESHOLD {
1475 let visible_bounding_box = math::Aabb::<f32> {
1476 min: (visible_bounding_box.min - focus_off),
1477 max: (visible_bounding_box.max - focus_off),
1478 };
1479 let visible_bounds_fine = math::Aabb {
1480 min: visible_bounding_box.min.as_::<f64>(),
1481 max: visible_bounding_box.max.as_::<f64>(),
1482 };
1483 let weather = scene_data.client.weather_at_player();
1484 let ray_direction = weather.rain_vel().normalized();
1485
1486 let visible_volume = math::calc_focused_light_volume_points(
1490 inv_proj_view,
1491 ray_direction.as_::<f64>(),
1492 visible_bounds_fine,
1493 1e-6,
1494 )
1495 .map(|v| v.as_::<f32>())
1496 .collect::<Vec<_>>();
1497 let ray_mat =
1498 math::Mat4::look_at_rh(cam_pos, cam_pos + ray_direction, math::Vec3::unit_y());
1499 let visible_bounds = math::Aabr::from(math::fit_psr(
1500 ray_mat,
1501 visible_volume.iter().copied(),
1502 |p| p,
1503 ));
1504
1505 (visible_volume, visible_bounds)
1506 } else {
1507 (Vec::new(), math::Aabr::default())
1508 };
1509
1510 drop(guard);
1511 (
1512 visible_bounding_box,
1513 visible_light_volume,
1514 visible_psr_bounds,
1515 visible_occlusion_volume,
1516 visible_por_bounds,
1517 )
1518 }
1519
1520 pub fn get(&self, chunk_key: Vec2<i32>) -> Option<&TerrainChunkData> {
1521 self.chunks.get(&chunk_key)
1522 }
1523
1524 pub fn chunk_count(&self) -> usize { self.chunks.len() }
1525
1526 pub fn visible_chunk_count(&self) -> usize {
1527 self.chunks
1528 .iter()
1529 .filter(|(_, c)| c.visible.is_visible())
1530 .count()
1531 }
1532
1533 pub fn shadow_chunk_count(&self) -> usize { self.shadow_chunks.len() }
1534
1535 pub fn render_shadows<'a>(
1536 &'a self,
1537 drawer: &mut TerrainShadowDrawer<'_, 'a>,
1538 focus_pos: Vec3<f32>,
1539 culling_mode: CullingMode,
1540 ) {
1541 span!(_guard, "render_shadows", "Terrain::render_shadows");
1542 let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
1543 (e as i32).div_euclid(sz as i32)
1544 });
1545
1546 let chunk_iter = Spiral2d::new()
1547 .filter_map(|rpos| {
1548 let pos = focus_chunk + rpos;
1549 self.chunks.get(&pos)
1550 })
1551 .take(self.chunks.len());
1552
1553 chunk_iter
1559 .filter(|chunk| chunk.can_shadow_sun())
1560 .chain(self.shadow_chunks.iter().map(|(_, chunk)| chunk))
1561 .filter_map(|chunk| {
1562 Some((
1563 chunk.opaque_model.as_ref()?,
1564 &chunk.locals,
1565 &chunk.alt_indices,
1566 ))
1567 })
1568 .for_each(|(model, locals, alt_indices)| {
1569 drawer.draw(model, locals, alt_indices, culling_mode)
1570 });
1571 }
1572
1573 pub fn render_rain_occlusion<'a>(
1574 &'a self,
1575 drawer: &mut TerrainShadowDrawer<'_, 'a>,
1576 focus_pos: Vec3<f32>,
1577 ) {
1578 span!(_guard, "render_occlusion", "Terrain::render_occlusion");
1579 let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
1580 (e as i32).div_euclid(sz as i32)
1581 });
1582 let chunk_iter = Spiral2d::new()
1583 .filter_map(|rpos| {
1584 let pos = focus_chunk + rpos;
1585 self.chunks.get(&pos)
1586 })
1587 .take(self.chunks.len().min(RAIN_OCCLUSION_CHUNKS));
1588
1589 chunk_iter
1590 .filter_map(|chunk| Some((
1593 chunk
1594 .opaque_model
1595 .as_ref()?,
1596 &chunk.locals,
1597 &chunk.alt_indices,
1598 )))
1599 .for_each(|(model, locals, alt_indices)| drawer.draw(model, locals, alt_indices, CullingMode::None));
1600 }
1601
1602 pub fn chunks_for_point_shadows(
1603 &self,
1604 focus_pos: Vec3<f32>,
1605 ) -> impl Clone
1606 + Iterator<
1607 Item = (
1608 &Model<pipelines::terrain::Vertex>,
1609 &pipelines::terrain::BoundLocals,
1610 ),
1611 > {
1612 let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
1613 (e as i32).div_euclid(sz as i32)
1614 });
1615
1616 let chunk_iter = Spiral2d::new()
1617 .filter_map(move |rpos| {
1618 let pos = focus_chunk + rpos;
1619 self.chunks.get(&pos)
1620 })
1621 .take(self.chunks.len());
1622
1623 chunk_iter
1628 .filter(|chunk| chunk.can_shadow_point)
1629 .filter_map(|chunk| {
1630 chunk
1631 .opaque_model
1632 .as_ref()
1633 .map(|model| (model, &chunk.locals))
1634 })
1635 }
1636
1637 pub fn render<'a>(
1638 &'a self,
1639 drawer: &mut FirstPassDrawer<'a>,
1640 focus_pos: Vec3<f32>,
1641 culling_mode: CullingMode,
1642 ) {
1643 span!(_guard, "render", "Terrain::render");
1644 let mut drawer = drawer.draw_terrain();
1645
1646 let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
1647 (e as i32).div_euclid(sz as i32)
1648 });
1649
1650 Spiral2d::new()
1651 .filter_map(|rpos| {
1652 let pos = focus_chunk + rpos;
1653 Some((rpos, self.chunks.get(&pos)?))
1654 })
1655 .take(self.chunks.len())
1656 .filter(|(_, chunk)| chunk.visible.is_visible())
1657 .filter_map(|(rpos, chunk)| {
1658 Some((
1659 rpos,
1660 chunk.opaque_model.as_ref()?,
1661 &chunk.atlas_textures,
1662 &chunk.locals,
1663 &chunk.alt_indices,
1664 ))
1665 })
1666 .for_each(|(rpos, model, atlas_textures, locals, alt_indices)| {
1667 let culling_mode = if rpos.magnitude_squared() < NEVER_CULL_DIST.pow(2) {
1669 CullingMode::None
1670 } else {
1671 culling_mode
1672 };
1673 drawer.draw(model, atlas_textures, locals, alt_indices, culling_mode)
1674 });
1675 }
1676
1677 pub fn render_sprites<'a>(
1678 &'a self,
1679 sprite_drawer: &mut SpriteDrawer<'_, 'a>,
1680 focus_pos: Vec3<f32>,
1681 cam_pos: Vec3<f32>,
1682 sprite_render_distance: f32,
1683 culling_mode: CullingMode,
1684 ) {
1685 span!(_guard, "render_sprites", "Terrain::render_sprites");
1686
1687 let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
1688 (e as i32).div_euclid(sz as i32)
1689 });
1690
1691 let chunk_iter = Spiral2d::new()
1693 .filter_map(|rpos| {
1694 let pos = focus_chunk + rpos;
1695 Some((rpos, pos, self.chunks.get(&pos)?))
1696 })
1697 .take(self.chunks.len());
1698
1699 let chunk_size = V::RECT_SIZE.map(|e| e as f32);
1700
1701 let sprite_low_detail_distance = sprite_render_distance * 0.75;
1702 let sprite_mid_detail_distance = sprite_render_distance * 0.5;
1703 let sprite_hid_detail_distance = sprite_render_distance * 0.35;
1704 let sprite_high_detail_distance = sprite_render_distance * 0.15;
1705
1706 chunk_iter
1707 .clone()
1708 .filter(|(_, _, c)| c.visible.is_visible())
1709 .for_each(|(rpos, pos, chunk)| {
1710 if chunk.sprite_instances[0].0.count() == 0 {
1712 return;
1713 }
1714
1715 let chunk_center = pos.map2(chunk_size, |e, sz| (e as f32 + 0.5) * sz);
1716 let focus_dist_sqrd = Vec2::from(focus_pos).distance_squared(chunk_center);
1717 let dist_sqrd = Aabr {
1718 min: chunk_center - chunk_size * 0.5,
1719 max: chunk_center + chunk_size * 0.5,
1720 }
1721 .projected_point(cam_pos.xy())
1722 .distance_squared(cam_pos.xy());
1723
1724 if focus_dist_sqrd < sprite_render_distance.powi(2) {
1725 let lod_level = if dist_sqrd < sprite_high_detail_distance.powi(2) {
1726 0
1727 } else if dist_sqrd < sprite_hid_detail_distance.powi(2) {
1728 1
1729 } else if dist_sqrd < sprite_mid_detail_distance.powi(2) {
1730 2
1731 } else if dist_sqrd < sprite_low_detail_distance.powi(2) {
1732 3
1733 } else {
1734 4
1735 };
1736
1737 let culling_mode = if rpos.magnitude_squared() < NEVER_CULL_DIST.pow(2) {
1739 CullingMode::None
1740 } else {
1741 culling_mode
1742 };
1743
1744 sprite_drawer.draw(
1745 &chunk.locals,
1746 &chunk.sprite_instances[lod_level].0,
1747 &chunk.sprite_instances[lod_level].1,
1748 culling_mode,
1749 );
1750 }
1751 });
1752 }
1753
1754 pub fn render_translucent<'a>(
1755 &'a self,
1756 drawer: &mut FirstPassDrawer<'a>,
1757 focus_pos: Vec3<f32>,
1758 ) {
1759 span!(_guard, "render_translucent", "Terrain::render_translucent");
1760 let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
1761 (e as i32).div_euclid(sz as i32)
1762 });
1763
1764 let chunk_iter = Spiral2d::new()
1766 .filter_map(|rpos| {
1767 let pos = focus_chunk + rpos;
1768 self.chunks.get(&pos).map(|c| (pos, c))
1769 })
1770 .take(self.chunks.len());
1771
1772 span!(guard, "Fluid chunks");
1774 let mut fluid_drawer = drawer.draw_fluid();
1775 chunk_iter
1776 .filter(|(_, chunk)| chunk.visible.is_visible())
1777 .filter_map(|(_, chunk)| {
1778 chunk
1779 .fluid_model
1780 .as_ref()
1781 .map(|model| (model, &chunk.locals))
1782 })
1783 .collect::<Vec<_>>()
1784 .into_iter()
1785 .rev() .for_each(|(model, locals)| {
1787 fluid_drawer.draw(
1788 model,
1789 locals,
1790 )
1791 });
1792 drop(fluid_drawer);
1793 drop(guard);
1794 }
1795}