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(super) struct SpriteRenderState {
443 pub sprite_data: HashMap<SpriteKind, FilteredSpriteData>,
450 pub missing_sprite_placeholder: SpriteData,
451 pub sprite_atlas_textures: AtlasTextures<pipelines::sprite::Locals, FigureSpriteAtlasData>,
452}
453
454#[derive(Clone)]
455pub struct SpriteRenderContext {
456 pub(super) state: Arc<SpriteRenderState>,
457 pub(super) sprite_verts_buffer: Arc<SpriteVerts>,
458}
459
460pub type SpriteRenderContextLazy = Box<dyn FnMut(&mut Renderer) -> SpriteRenderContext>;
461
462impl SpriteRenderContext {
463 pub fn new(renderer: &mut Renderer) -> SpriteRenderContextLazy {
464 let max_texture_size = renderer.max_texture_size();
465
466 struct SpriteWorkerResponse {
467 sprite_data: HashMap<SpriteKind, FilteredSpriteData>,
469 missing_sprite_placeholder: SpriteData,
470 sprite_atlas_texture_data: FigureSpriteAtlasData,
471 sprite_atlas_size: Vec2<u16>,
472 sprite_mesh: Mesh<SpriteVertex>,
473 }
474
475 let join_handle = std::thread::spawn(move || {
476 prof_span!("mesh all sprites");
477 let sprite_config =
479 Arc::<SpriteSpec>::load_expect("voxygen.voxel.sprite_manifest").cloned();
480
481 let max_size = Vec2::from(u16::try_from(max_texture_size).unwrap_or(u16::MAX));
482 let mut greedy = GreedyMesh::<FigureSpriteAtlasData, SpriteAtlasAllocator>::new(
483 max_size,
484 crate::mesh::greedy::sprite_config(),
485 );
486 let mut sprite_mesh = Mesh::new();
487
488 let mut config_to_data = |sprite_model_config: &_| {
489 let SpriteModelConfig {
490 model,
491 offset,
492 lod_axes,
493 } = sprite_model_config;
494 let scaled = [1.0, 0.8, 0.6, 0.4, 0.2];
495 let offset = Vec3::from(*offset);
496 let lod_axes = Vec3::from(*lod_axes);
497 let model = DotVoxAsset::load_expect(model);
498 let zero = Vec3::zero();
499 let model = &model.read().0;
500 let model_size = if let Some(model) = model.models.first() {
501 let dot_vox::Size { x, y, z } = model.size;
502 Vec3::new(x, y, z)
503 } else {
504 zero
505 };
506 let max_model_size = Vec3::new(31.0, 31.0, 63.0);
507 let model_scale = max_model_size.map2(model_size, |max_sz: f32, cur_sz| {
508 let scale = max_sz / max_sz.max(cur_sz as f32);
509 if scale < 1.0 && (cur_sz as f32 * scale).ceil() > max_sz {
510 scale - 0.001
511 } else {
512 scale
513 }
514 });
515 prof_span!(guard, "mesh sprite");
516 let lod_sprite_data = scaled.map(|lod_scale_orig| {
517 let lod_scale = model_scale
518 * if lod_scale_orig == 1.0 {
519 Vec3::broadcast(1.0)
520 } else {
521 lod_axes * lod_scale_orig
522 + lod_axes.map(|e| if e == 0.0 { 1.0 } else { 0.0 })
523 };
524
525 let start_page_num =
527 sprite_mesh.vertices().len() / SPRITE_VERT_PAGE_SIZE as usize;
528 generate_mesh_base_vol_sprite(
531 Segment::from_vox_model_index(model, 0).scaled_by(lod_scale),
532 (&mut greedy, &mut sprite_mesh, false),
533 offset.map(|e: f32| e.floor()) * lod_scale,
534 );
535 let end_page_num = sprite_mesh
537 .vertices()
538 .len()
539 .div_ceil(SPRITE_VERT_PAGE_SIZE as usize);
540 sprite_mesh.vertices_mut_vec().resize_with(
542 end_page_num * SPRITE_VERT_PAGE_SIZE as usize,
543 SpriteVertex::default,
544 );
545
546 let sprite_scale = Vec3::one() / lod_scale;
547
548 SpriteModelData {
549 vert_pages: start_page_num as u32..end_page_num as u32,
550 scale: sprite_scale,
551 offset: offset.map(|e| e.rem_euclid(1.0)),
552 }
553 });
554 drop(guard);
555
556 lod_sprite_data
557 };
558
559 let sprite_data = sprite_config.map_to_data(&mut config_to_data);
560
561 let missing_sprite_placeholder = SpriteData {
563 variations: vec![config_to_data(&SpriteModelConfig {
564 model: "voxygen.voxel.not_found".into(),
565 offset: (-5.5, -5.5, 0.0),
566 lod_axes: (1.0, 1.0, 1.0),
567 })]
568 .into(),
569 wind_sway: 1.0,
570 };
571
572 let (sprite_atlas_texture_data, sprite_atlas_size) = {
573 prof_span!("finalize");
574 greedy.finalize()
575 };
576
577 SpriteWorkerResponse {
578 sprite_data,
580 missing_sprite_placeholder,
581 sprite_atlas_texture_data,
582 sprite_atlas_size,
583 sprite_mesh,
584 }
585 });
586
587 let init = core::cell::OnceCell::new();
588 let mut join_handle = Some(join_handle);
589 let mut closure = move |renderer: &mut Renderer| {
590 let SpriteWorkerResponse {
595 sprite_data,
597 missing_sprite_placeholder,
598 sprite_atlas_texture_data,
599 sprite_atlas_size,
600 sprite_mesh,
601 } = join_handle
602 .take()
603 .expect(
604 "Closure should only be called once (in a `OnceCell::get_or_init`) in the \
605 absence of caught panics!",
606 )
607 .join()
608 .unwrap();
609
610 let [sprite_col_lights] =
611 sprite_atlas_texture_data.create_textures(renderer, sprite_atlas_size);
612 let sprite_atlas_textures = renderer.sprite_bind_atlas_textures(sprite_col_lights);
613
614 let sprite_verts_buffer = renderer.create_sprite_verts(sprite_mesh);
616
617 Self {
618 state: Arc::new(SpriteRenderState {
619 sprite_data,
622 missing_sprite_placeholder,
623 sprite_atlas_textures,
624 }),
625 sprite_verts_buffer: Arc::new(sprite_verts_buffer),
626 }
627 };
628 Box::new(move |renderer| init.get_or_init(|| closure(renderer)).clone())
629 }
630}
631
632impl<V: RectRasterableVol> Terrain<V> {
633 pub fn new(
634 renderer: &mut Renderer,
635 global_model: &GlobalModel,
636 lod_data: &LodData,
637 sprite_render_context: SpriteRenderContext,
638 ) -> Self {
639 let (send, recv) = channel::unbounded();
642
643 let (atlas, atlas_textures) =
644 Self::make_atlas(renderer).expect("Failed to create atlas texture");
645
646 Self {
647 atlas,
648 chunks: HashMap::default(),
649 shadow_chunks: Vec::default(),
650 mesh_send_tmp: send,
651 mesh_recv: recv,
652 mesh_todo: HashMap::default(),
653 mesh_todos_active: Arc::new(AtomicU64::new(0)),
654 mesh_recv_overflow: 0.0,
655 sprite_render_state: sprite_render_context.state,
656 sprite_globals: renderer.bind_sprite_globals(
657 global_model,
658 lod_data,
659 &sprite_render_context.sprite_verts_buffer,
660 ),
661 atlas_textures: Arc::new(atlas_textures),
662 phantom: PhantomData,
663 }
664 }
665
666 fn make_atlas(
667 renderer: &mut Renderer,
668 ) -> Result<
669 (
670 AtlasAllocator,
671 AtlasTextures<pipelines::terrain::Locals, TerrainAtlasData>,
672 ),
673 RenderError,
674 > {
675 span!(_guard, "make_atlas", "Terrain::make_atlas");
676 let max_texture_size = renderer.max_texture_size();
677 let atlas_size = guillotiere::Size::new(max_texture_size as i32, max_texture_size as i32);
678 let atlas = AtlasAllocator::with_options(atlas_size, &guillotiere::AllocatorOptions {
679 small_size_threshold: 128,
681 large_size_threshold: 1024,
682 ..guillotiere::AllocatorOptions::default()
683 });
684 let [col_lights, kinds] = [wgpu::TextureFormat::Rgba8Unorm, wgpu::TextureFormat::R8Uint]
685 .map(|fmt| {
686 renderer.create_texture_raw(
687 &wgpu::TextureDescriptor {
688 label: Some("Terrain atlas texture"),
689 size: wgpu::Extent3d {
690 width: max_texture_size,
691 height: max_texture_size,
692 depth_or_array_layers: 1,
693 },
694 mip_level_count: 1,
695 sample_count: 1,
696 dimension: wgpu::TextureDimension::D2,
697 format: fmt,
698 usage: wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::TEXTURE_BINDING,
699 view_formats: &[],
700 },
701 &wgpu::TextureViewDescriptor {
702 label: Some("Terrain atlas texture view"),
703 format: Some(fmt),
704 dimension: Some(wgpu::TextureViewDimension::D2),
705 aspect: wgpu::TextureAspect::All,
706 base_mip_level: 0,
707 mip_level_count: None,
708 base_array_layer: 0,
709 array_layer_count: None,
710 },
711 &wgpu::SamplerDescriptor {
712 label: Some("Terrain atlas sampler"),
713 address_mode_u: wgpu::AddressMode::ClampToEdge,
714 address_mode_v: wgpu::AddressMode::ClampToEdge,
715 address_mode_w: wgpu::AddressMode::ClampToEdge,
716 mag_filter: wgpu::FilterMode::Nearest,
717 min_filter: wgpu::FilterMode::Nearest,
718 mipmap_filter: wgpu::FilterMode::Nearest,
719 ..Default::default()
720 },
721 )
722 });
723 let textures = renderer.terrain_bind_atlas_textures(col_lights, kinds);
724 Ok((atlas, textures))
725 }
726
727 fn remove_chunk_meta(&mut self, _pos: Vec2<i32>, chunk: &TerrainChunkData) {
728 if let Some(atlas_alloc) = chunk.atlas_alloc {
731 self.atlas.deallocate(atlas_alloc);
732 }
733 }
737
738 fn insert_chunk(&mut self, pos: Vec2<i32>, chunk: TerrainChunkData) {
739 if let Some(old) = self.chunks.insert(pos, chunk) {
740 self.remove_chunk_meta(pos, &old);
741 }
742 }
746
747 fn remove_chunk(&mut self, pos: Vec2<i32>) {
748 if let Some(chunk) = self.chunks.remove(&pos) {
749 self.remove_chunk_meta(pos, &chunk);
750 self.shadow_chunks.push((pos, chunk));
752 }
753
754 if let Some(_todo) = self.mesh_todo.remove(&pos) {
755 }
757 }
758
759 pub fn light_at_wpos(&self, wpos: Vec3<i32>) -> f32 {
761 let chunk_pos = Vec2::from(wpos).map2(TerrainChunk::RECT_SIZE, |e: i32, sz| {
762 e.div_euclid(sz as i32)
763 });
764 self.chunks
765 .get(&chunk_pos)
766 .map(|c| (c.light_map)(wpos))
767 .unwrap_or(1.0)
768 }
769
770 fn skip_remesh(old_block: Block, new_block: Block) -> (bool, bool) {
780 let same_mesh =
781 new_block.is_liquid() == old_block.is_liquid() &&
784 new_block.is_opaque() == old_block.is_opaque();
785 let skip_lights = same_mesh &&
786 new_block.get_glow() == old_block.get_glow() &&
789 new_block.get_max_sunlight() == old_block.get_max_sunlight();
790 let skip_color = same_mesh &&
791 !new_block.has_color() && !old_block.has_color();
793 (skip_color, skip_lights)
794 }
795
796 pub fn glow_at_wpos(&self, wpos: Vec3<i32>) -> f32 {
798 let chunk_pos = Vec2::from(wpos).map2(TerrainChunk::RECT_SIZE, |e: i32, sz| {
799 e.div_euclid(sz as i32)
800 });
801 self.chunks
802 .get(&chunk_pos)
803 .map(|c| (c.glow_map)(wpos))
804 .unwrap_or(0.0)
805 }
806
807 pub fn glow_normal_at_wpos(&self, wpos: Vec3<f32>) -> (Vec3<f32>, f32) {
808 let wpos_chunk = wpos.xy().map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
809 (e as i32).div_euclid(sz as i32)
810 });
811
812 const AMBIANCE: f32 = 0.15; let (bias, total) = Spiral2d::new()
815 .take(9)
816 .flat_map(|rpos| {
817 let chunk_pos = wpos_chunk + rpos;
818 self.chunks
819 .get(&chunk_pos)
820 .into_iter()
821 .flat_map(|c| c.blocks_of_interest.lights.iter())
822 .filter_map(move |(lpos, level)| {
823 if (*lpos - wpos_chunk).map(|e| e.abs()).reduce_min() < SUNLIGHT as i32 + 2
824 {
825 Some((
826 Vec3::<i32>::from(
827 chunk_pos * TerrainChunk::RECT_SIZE.map(|e| e as i32),
828 ) + *lpos,
829 level,
830 ))
831 } else {
832 None
833 }
834 })
835 })
836 .fold(
837 (Vec3::broadcast(0.001), 0.0),
838 |(bias, total), (lpos, level)| {
839 let rpos = lpos.map(|e| e as f32 + 0.5) - wpos;
840 let level = (*level as f32 - rpos.magnitude()).max(0.0) * SUNLIGHT_INV;
841 (
842 bias + rpos.try_normalized().unwrap_or_else(Vec3::zero) * level,
843 total + level,
844 )
845 },
846 );
847
848 let bias_factor = bias.magnitude() * (1.0 - AMBIANCE) / total.max(0.001);
849
850 (
851 bias.try_normalized().unwrap_or_else(Vec3::zero) * bias_factor.powf(0.5),
852 self.glow_at_wpos(wpos.map(|e| e.floor() as i32)),
853 )
854 }
855
856 pub fn maintain(
862 &mut self,
863 renderer: &mut Renderer,
864 scene_data: &SceneData,
865 focus_pos: Vec3<f32>,
866 loaded_distance: f32,
867 camera: &Camera,
868 ) -> (
869 Aabb<f32>,
870 Vec<math::Vec3<f32>>,
871 math::Aabr<f32>,
872 Vec<math::Vec3<f32>>,
873 math::Aabr<f32>,
874 ) {
875 let camera::Dependents {
876 view_mat,
877 proj_mat_treeculler,
878 cam_pos,
879 ..
880 } = camera.dependents();
881
882 for &pos in &scene_data.state.terrain_changes().removed_chunks {
887 self.remove_chunk(pos);
888 for i in -1..2 {
890 for j in -1..2 {
891 if i != 0 || j != 0 {
892 self.mesh_todo.remove(&(pos + Vec2::new(i, j)));
893 }
894 }
895 }
896 }
897
898 span!(_guard, "maintain", "Terrain::maintain");
899 let current_tick = scene_data.tick;
900 let current_time = scene_data.state.get_time();
901 let mut visible_bounding_box: Option<Aabb<f32>> = None;
903
904 span!(guard, "Add new/modified chunks to mesh todo list");
907 for (modified, pos) in scene_data
908 .state
909 .terrain_changes()
910 .modified_chunks
911 .iter()
912 .map(|c| (true, c))
913 .chain(
914 scene_data
915 .state
916 .terrain_changes()
917 .new_chunks
918 .iter()
919 .map(|c| (false, c)),
920 )
921 {
922 for i in -1..2 {
927 for j in -1..2 {
928 let pos = pos + Vec2::new(i, j);
929
930 if !(self.chunks.contains_key(&pos) || self.mesh_todo.contains_key(&pos))
931 || modified
932 {
933 let mut neighbours = true;
934 for i in -1..2 {
935 for j in -1..2 {
936 neighbours &= scene_data
937 .state
938 .terrain()
939 .contains_key_real(pos + Vec2::new(i, j));
940 }
941 }
942
943 if neighbours {
944 self.mesh_todo.insert(pos, ChunkMeshState {
945 pos,
946 started_tick: current_tick,
947 is_worker_active: false,
948 skip_remesh: false,
949 });
950 }
951 }
952 }
953 }
954 }
955 drop(guard);
956
957 span!(guard, "Add chunks with modified blocks to mesh todo list");
960 for (&pos, &old_block) in scene_data.state.terrain_changes().modified_blocks.iter() {
962 let new_block = scene_data.state.get_block(pos);
966
967 let (skip_color, skip_lights) = if let Some(new_block) = new_block {
968 Self::skip_remesh(old_block, new_block)
969 } else {
970 warn!(
976 "Invariant violation: pos={:?} should be a valid block position. This is a \
977 bug; please contact the developers if you see this error message!",
978 pos
979 );
980 (false, false)
981 };
982
983 let skip_remesh = skip_color && skip_lights;
986
987 let block_effect_radius = crate::mesh::terrain::MAX_LIGHT_DIST;
1003
1004 for x in -1..2 {
1010 for y in -1..2 {
1011 let neighbour_pos = pos + Vec3::new(x, y, 0) * block_effect_radius;
1012 let neighbour_chunk_pos = scene_data.state.terrain().pos_key(neighbour_pos);
1013
1014 if skip_lights && !(x == 0 && y == 0) {
1015 continue;
1018 }
1019
1020 let mut neighbours = true;
1022 for i in -1..2 {
1023 for j in -1..2 {
1024 neighbours &= scene_data
1025 .state
1026 .terrain()
1027 .contains_key_real(neighbour_chunk_pos + Vec2::new(i, j));
1028 }
1029 }
1030 if neighbours {
1031 let todo =
1032 self.mesh_todo
1033 .entry(neighbour_chunk_pos)
1034 .or_insert(ChunkMeshState {
1035 pos: neighbour_chunk_pos,
1036 started_tick: current_tick,
1037 is_worker_active: false,
1038 skip_remesh,
1039 });
1040
1041 todo.skip_remesh &= skip_remesh;
1048 todo.is_worker_active = false;
1049 todo.started_tick = current_tick;
1050 }
1051 }
1052 }
1053 }
1054 drop(guard);
1055
1056 let max_texture_size = renderer.max_texture_size();
1058 let meshing_cores = match num_cpus::get() as u64 {
1059 n if n < 4 => 1,
1060 n if n < 8 => n - 3,
1061 n => n - 4,
1062 };
1063
1064 span!(guard, "Queue meshing from todo list");
1065 let mesh_focus_pos = focus_pos.map(|e| e.trunc()).xy().as_::<i64>();
1066 while let Some((todo, chunk)) = self
1069 .mesh_todo
1070 .values_mut()
1071 .filter(|todo| !todo.is_worker_active)
1072 .min_by_key(|todo| ((todo.pos.as_::<i64>() * TerrainChunk::RECT_SIZE.as_::<i64>()).distance_squared(mesh_focus_pos), todo.started_tick))
1073 .and_then(|todo| {
1075 let pos = todo.pos;
1076 Some((todo, scene_data.state
1077 .terrain()
1078 .get_key_arc(pos)
1079 .cloned()
1080 .or_else(|| {
1081 warn!("Invariant violation: a chunk whose neighbors have not been fetched was found in the todo list,
1082 which could halt meshing entirely.");
1083 None
1084 })?))
1085 })
1086 {
1087 if self.mesh_todos_active.load(Ordering::Relaxed) > meshing_cores {
1088 break;
1089 }
1090
1091 let aabr = Aabr {
1094 min: todo
1095 .pos
1096 .map2(VolGrid2d::<V>::chunk_size(), |e, sz| e * sz as i32 - 1),
1097 max: todo.pos.map2(VolGrid2d::<V>::chunk_size(), |e, sz| {
1098 (e + 1) * sz as i32 + 1
1099 }),
1100 };
1101
1102 let volume = match scene_data.state.terrain().sample(aabr) {
1106 Ok(sample) => sample, Err(VolGrid2dError::NoSuchChunk) => {
1111 continue;
1112 },
1113 _ => panic!("Unhandled edge case"),
1114 };
1115
1116 let min_z = volume
1118 .iter()
1119 .fold(i32::MAX, |min, (_, chunk)| chunk.get_min_z().min(min));
1120 let max_z = volume
1121 .iter()
1122 .fold(i32::MIN, |max, (_, chunk)| chunk.get_max_z().max(max));
1123
1124 let aabb = Aabb {
1125 min: Vec3::from(aabr.min) + Vec3::unit_z() * (min_z - 2),
1126 max: Vec3::from(aabr.max) + Vec3::unit_z() * (max_z + 2),
1127 };
1128
1129 let send = self.mesh_send_tmp.clone();
1131 let pos = todo.pos;
1132
1133 let chunks = &self.chunks;
1134 let skip_remesh = todo
1135 .skip_remesh
1136 .then_some(())
1137 .and_then(|_| chunks.get(&pos))
1138 .map(|chunk| (Arc::clone(&chunk.light_map), Arc::clone(&chunk.glow_map)));
1139
1140 let started_tick = todo.started_tick;
1142 let sprite_render_state = Arc::clone(&self.sprite_render_state);
1143 let cnt = Arc::clone(&self.mesh_todos_active);
1144 cnt.fetch_add(1, Ordering::Relaxed);
1145 scene_data
1146 .state
1147 .slow_job_pool()
1148 .spawn("TERRAIN_MESHING", move || {
1149 let _ = send.send(mesh_worker(
1150 pos,
1151 (min_z as f32, max_z as f32),
1152 skip_remesh,
1153 started_tick,
1154 volume,
1155 max_texture_size as u16,
1156 chunk,
1157 aabb,
1158 &sprite_render_state,
1159 ));
1160 cnt.fetch_sub(1, Ordering::Relaxed);
1161 });
1162 todo.is_worker_active = true;
1163 }
1164 drop(guard);
1165
1166 span!(guard, "Get/upload meshed chunk");
1170 const CHUNKS_PER_SECOND: f32 = 240.0;
1171 let recv_count =
1172 scene_data.state.get_delta_time() * CHUNKS_PER_SECOND + self.mesh_recv_overflow;
1173 self.mesh_recv_overflow = recv_count.fract();
1174 let incoming_chunks =
1175 std::iter::from_fn(|| self.mesh_recv.recv_timeout(Duration::new(0, 0)).ok())
1176 .take(recv_count.floor() as usize)
1177 .collect::<Vec<_>>(); for response in incoming_chunks {
1179 match self.mesh_todo.get(&response.pos) {
1180 Some(todo) if response.started_tick <= todo.started_tick => {
1183 let started_tick = todo.started_tick;
1184
1185 let sprite_instances =
1186 response.sprite_instances.map(|(instances, alt_indices)| {
1187 (renderer.create_instances(&instances), alt_indices)
1188 });
1189
1190 if let Some(mesh) = response.mesh {
1191 let load_time = self
1194 .chunks
1195 .get(&response.pos)
1196 .map(|chunk| chunk.load_time)
1197 .unwrap_or(current_time as f32);
1198 let atlas = &mut self.atlas;
1200 let chunks = &mut self.chunks;
1201 let atlas_textures = &mut self.atlas_textures;
1202 let alloc_size = guillotiere::Size::new(
1203 i32::from(mesh.atlas_size.x),
1204 i32::from(mesh.atlas_size.y),
1205 );
1206
1207 let allocation = atlas.allocate(alloc_size).unwrap_or_else(|| {
1208 let (new_atlas, new_atlas_textures) =
1210 Self::make_atlas(renderer).expect("Failed to create atlas texture");
1211
1212 chunks.iter_mut().for_each(|(_, chunk)| {
1221 chunk.atlas_alloc = None;
1222 });
1223 *atlas = new_atlas;
1224 *atlas_textures = Arc::new(new_atlas_textures);
1225
1226 atlas
1227 .allocate(alloc_size)
1228 .expect("Chunk data does not fit in a texture of maximum size.")
1229 });
1230
1231 let atlas_offs = Vec2::new(
1233 allocation.rectangle.min.x as u32,
1234 allocation.rectangle.min.y as u32,
1235 );
1236 renderer.update_texture(
1238 &atlas_textures.textures[0],
1239 atlas_offs.into_array(),
1240 mesh.atlas_size.as_().into_array(),
1241 &mesh.atlas_texture_data.col_lights,
1242 );
1243 renderer.update_texture(
1245 &atlas_textures.textures[1],
1246 atlas_offs.into_array(),
1247 mesh.atlas_size.as_().into_array(),
1248 &mesh.atlas_texture_data.kinds,
1249 );
1250
1251 self.insert_chunk(response.pos, TerrainChunkData {
1252 load_time,
1253 opaque_model: renderer.create_model(&mesh.opaque_mesh),
1254 fluid_model: renderer.create_model(&mesh.fluid_mesh),
1255 atlas_alloc: Some(allocation.id),
1256 atlas_textures: Arc::clone(&self.atlas_textures),
1257 light_map: mesh.light_map,
1258 glow_map: mesh.glow_map,
1259 sprite_instances,
1260 locals: renderer.create_terrain_bound_locals(&[TerrainLocals::new(
1261 Vec3::from(
1262 response.pos.map2(VolGrid2d::<V>::chunk_size(), |e, sz| {
1263 e as f32 * sz as f32
1264 }),
1265 ),
1266 Quaternion::identity(),
1267 atlas_offs,
1268 load_time,
1269 )]),
1270 visible: Visibility {
1271 in_range: false,
1272 in_frustum: false,
1273 },
1274 can_shadow_point: false,
1275 can_shadow_sun: false,
1276 blocks_of_interest: response.blocks_of_interest,
1277 z_bounds: mesh.z_bounds,
1278 sun_occluder_z_bounds: mesh.sun_occluder_z_bounds,
1279 frustum_last_plane_index: 0,
1280 alt_indices: mesh.alt_indices,
1281 });
1282 } else if let Some(chunk) = self.chunks.get_mut(&response.pos) {
1283 chunk.sprite_instances = sprite_instances;
1286 chunk.blocks_of_interest = response.blocks_of_interest;
1287 }
1288
1289 if response.started_tick == started_tick {
1290 self.mesh_todo.remove(&response.pos);
1291 }
1292 },
1293 Some(_todo) => {},
1296 None => {},
1297 }
1298 }
1299 drop(guard);
1300
1301 span!(guard, "Construct view frustum");
1303 let focus_off = focus_pos.map(|e| e.trunc());
1304 let frustum = Frustum::from_modelview_projection(
1305 (proj_mat_treeculler * view_mat * Mat4::translation_3d(-focus_off)).into_col_arrays(),
1306 );
1307 drop(guard);
1308
1309 span!(guard, "Update chunk visibility");
1311 let chunk_sz = V::RECT_SIZE.x as f32;
1312 for (pos, chunk) in &mut self.chunks {
1313 let chunk_pos = pos.as_::<f32>() * chunk_sz;
1314
1315 chunk.can_shadow_sun = false;
1316
1317 let nearest_in_chunk = Vec2::from(focus_pos).clamped(chunk_pos, chunk_pos + chunk_sz);
1320 let distance_2 = Vec2::<f32>::from(focus_pos).distance_squared(nearest_in_chunk);
1321 let in_range = distance_2 < loaded_distance.powi(2);
1322
1323 chunk.visible.in_range = in_range;
1324
1325 let chunk_min = [chunk_pos.x, chunk_pos.y, chunk.z_bounds.0];
1327 let chunk_max = [
1328 chunk_pos.x + chunk_sz,
1329 chunk_pos.y + chunk_sz,
1330 chunk.sun_occluder_z_bounds.1,
1331 ];
1332
1333 let (in_frustum, last_plane_index) = AABB::new(chunk_min, chunk_max)
1334 .coherent_test_against_frustum(&frustum, chunk.frustum_last_plane_index);
1335
1336 chunk.frustum_last_plane_index = last_plane_index;
1337 chunk.visible.in_frustum = in_frustum;
1338 let chunk_area = Aabr {
1339 min: chunk_pos,
1340 max: chunk_pos + chunk_sz,
1341 };
1342
1343 if in_frustum {
1344 let visible_box = Aabb {
1345 min: chunk_area.min.with_z(chunk.sun_occluder_z_bounds.0),
1346 max: chunk_area.max.with_z(chunk.sun_occluder_z_bounds.1),
1347 };
1348 visible_bounding_box = visible_bounding_box
1349 .map(|e| e.union(visible_box))
1350 .or(Some(visible_box));
1351 }
1352 chunk.can_shadow_point = distance_2 < (128.0 * 128.0);
1355 }
1356 drop(guard);
1357
1358 span!(guard, "Shadow magic");
1359 let visible_bounding_box = visible_bounding_box.unwrap_or(Aabb {
1361 min: focus_pos - 2.0,
1362 max: focus_pos + 2.0,
1363 });
1364 let inv_proj_view =
1365 math::Mat4::from_col_arrays((proj_mat_treeculler * view_mat).into_col_arrays())
1366 .as_::<f64>()
1367 .inverted();
1368
1369 let ray_direction = scene_data.get_sun_dir();
1371 let collides_with_aabr = |a: math::Aabb<f32>, b: math::Aabr<f32>| {
1372 let min = math::Vec4::new(a.min.x, a.min.y, b.min.x, b.min.y);
1373 let max = math::Vec4::new(b.max.x, b.max.y, a.max.x, a.max.y);
1374 #[cfg(feature = "simd")]
1375 return min.partial_cmple_simd(max).reduce_and();
1376 #[cfg(not(feature = "simd"))]
1377 return min.partial_cmple(&max).reduce_and();
1378 };
1379
1380 let (visible_light_volume, visible_psr_bounds) = if ray_direction.z < 0.0
1381 && renderer.pipeline_modes().shadow.is_map()
1382 {
1383 let visible_bounding_box = math::Aabb::<f32> {
1384 min: (visible_bounding_box.min - focus_off),
1385 max: (visible_bounding_box.max - focus_off),
1386 };
1387 let visible_bounds_fine = visible_bounding_box.as_::<f64>();
1388 let visible_light_volume = math::calc_focused_light_volume_points(
1392 inv_proj_view,
1393 ray_direction.as_::<f64>(),
1394 visible_bounds_fine,
1395 1e-6,
1396 )
1397 .map(|v| v.as_::<f32>())
1398 .collect::<Vec<_>>();
1399
1400 let up: math::Vec3<f32> = { math::Vec3::unit_y() };
1401 let ray_mat = math::Mat4::look_at_rh(cam_pos, cam_pos + ray_direction, up);
1402 let visible_bounds = math::Aabr::from(math::fit_psr(
1403 ray_mat,
1404 visible_light_volume.iter().copied(),
1405 |p| p,
1406 ));
1407 let ray_mat = ray_mat * math::Mat4::translation_3d(-focus_off);
1408
1409 let can_shadow_sun = |pos: Vec2<i32>, chunk: &TerrainChunkData| {
1410 let chunk_pos = pos.as_::<f32>() * chunk_sz;
1411
1412 let chunk_box = math::Aabb {
1414 min: math::Vec3::new(chunk_pos.x, chunk_pos.y, chunk.z_bounds.0),
1415 max: math::Vec3::new(
1416 chunk_pos.x + chunk_sz,
1417 chunk_pos.y + chunk_sz,
1418 chunk.z_bounds.1,
1419 ),
1420 };
1421
1422 let chunk_from_light = math::fit_psr(
1423 ray_mat,
1424 math::aabb_to_points(chunk_box).iter().copied(),
1425 |p| p,
1426 );
1427 collides_with_aabr(chunk_from_light, visible_bounds)
1428 };
1429
1430 self.chunks.iter_mut()
1433 .filter(|chunk| !chunk.1.visible.in_frustum)
1437 .for_each(|(&pos, chunk)| {
1438 chunk.can_shadow_sun = can_shadow_sun(pos, chunk);
1439 });
1440
1441 let chunks = &self.chunks;
1453 self.shadow_chunks
1454 .retain(|(pos, chunk)| !chunks.contains_key(pos) && can_shadow_sun(*pos, chunk));
1455
1456 (visible_light_volume, visible_bounds)
1457 } else {
1458 self.shadow_chunks.clear();
1461 (Vec::new(), math::Aabr {
1462 min: math::Vec2::zero(),
1463 max: math::Vec2::zero(),
1464 })
1465 };
1466 drop(guard);
1467 span!(guard, "Rain occlusion magic");
1468 let max_weather = scene_data
1470 .state
1471 .max_weather_near(focus_off.xy() + cam_pos.xy());
1472 let (visible_occlusion_volume, visible_por_bounds) = if max_weather.rain > RAIN_THRESHOLD {
1473 let visible_bounding_box = math::Aabb::<f32> {
1474 min: (visible_bounding_box.min - focus_off),
1475 max: (visible_bounding_box.max - focus_off),
1476 };
1477 let visible_bounds_fine = math::Aabb {
1478 min: visible_bounding_box.min.as_::<f64>(),
1479 max: visible_bounding_box.max.as_::<f64>(),
1480 };
1481 let weather = scene_data.client.weather_at_player();
1482 let ray_direction = weather.rain_vel().normalized();
1483
1484 let visible_volume = math::calc_focused_light_volume_points(
1488 inv_proj_view,
1489 ray_direction.as_::<f64>(),
1490 visible_bounds_fine,
1491 1e-6,
1492 )
1493 .map(|v| v.as_::<f32>())
1494 .collect::<Vec<_>>();
1495 let ray_mat =
1496 math::Mat4::look_at_rh(cam_pos, cam_pos + ray_direction, math::Vec3::unit_y());
1497 let visible_bounds = math::Aabr::from(math::fit_psr(
1498 ray_mat,
1499 visible_volume.iter().copied(),
1500 |p| p,
1501 ));
1502
1503 (visible_volume, visible_bounds)
1504 } else {
1505 (Vec::new(), math::Aabr::default())
1506 };
1507
1508 drop(guard);
1509 (
1510 visible_bounding_box,
1511 visible_light_volume,
1512 visible_psr_bounds,
1513 visible_occlusion_volume,
1514 visible_por_bounds,
1515 )
1516 }
1517
1518 pub fn get(&self, chunk_key: Vec2<i32>) -> Option<&TerrainChunkData> {
1519 self.chunks.get(&chunk_key)
1520 }
1521
1522 pub fn chunk_count(&self) -> usize { self.chunks.len() }
1523
1524 pub fn visible_chunk_count(&self) -> usize {
1525 self.chunks
1526 .iter()
1527 .filter(|(_, c)| c.visible.is_visible())
1528 .count()
1529 }
1530
1531 pub fn shadow_chunk_count(&self) -> usize { self.shadow_chunks.len() }
1532
1533 pub fn render_shadows<'a>(
1534 &'a self,
1535 drawer: &mut TerrainShadowDrawer<'_, 'a>,
1536 focus_pos: Vec3<f32>,
1537 culling_mode: CullingMode,
1538 ) {
1539 span!(_guard, "render_shadows", "Terrain::render_shadows");
1540 let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
1541 (e as i32).div_euclid(sz as i32)
1542 });
1543
1544 let chunk_iter = Spiral2d::new()
1545 .filter_map(|rpos| {
1546 let pos = focus_chunk + rpos;
1547 self.chunks.get(&pos)
1548 })
1549 .take(self.chunks.len());
1550
1551 chunk_iter
1557 .filter(|chunk| chunk.can_shadow_sun())
1558 .chain(self.shadow_chunks.iter().map(|(_, chunk)| chunk))
1559 .filter_map(|chunk| {
1560 Some((
1561 chunk.opaque_model.as_ref()?,
1562 &chunk.locals,
1563 &chunk.alt_indices,
1564 ))
1565 })
1566 .for_each(|(model, locals, alt_indices)| {
1567 drawer.draw(model, locals, alt_indices, culling_mode)
1568 });
1569 }
1570
1571 pub fn render_rain_occlusion<'a>(
1572 &'a self,
1573 drawer: &mut TerrainShadowDrawer<'_, 'a>,
1574 focus_pos: Vec3<f32>,
1575 ) {
1576 span!(_guard, "render_occlusion", "Terrain::render_occlusion");
1577 let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
1578 (e as i32).div_euclid(sz as i32)
1579 });
1580 let chunk_iter = Spiral2d::new()
1581 .filter_map(|rpos| {
1582 let pos = focus_chunk + rpos;
1583 self.chunks.get(&pos)
1584 })
1585 .take(self.chunks.len().min(RAIN_OCCLUSION_CHUNKS));
1586
1587 chunk_iter
1588 .filter_map(|chunk| Some((
1591 chunk
1592 .opaque_model
1593 .as_ref()?,
1594 &chunk.locals,
1595 &chunk.alt_indices,
1596 )))
1597 .for_each(|(model, locals, alt_indices)| drawer.draw(model, locals, alt_indices, CullingMode::None));
1598 }
1599
1600 pub fn chunks_for_point_shadows(
1601 &self,
1602 focus_pos: Vec3<f32>,
1603 ) -> impl Clone
1604 + Iterator<
1605 Item = (
1606 &Model<pipelines::terrain::Vertex>,
1607 &pipelines::terrain::BoundLocals,
1608 ),
1609 > {
1610 let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
1611 (e as i32).div_euclid(sz as i32)
1612 });
1613
1614 let chunk_iter = Spiral2d::new()
1615 .filter_map(move |rpos| {
1616 let pos = focus_chunk + rpos;
1617 self.chunks.get(&pos)
1618 })
1619 .take(self.chunks.len());
1620
1621 chunk_iter
1626 .filter(|chunk| chunk.can_shadow_point)
1627 .filter_map(|chunk| {
1628 chunk
1629 .opaque_model
1630 .as_ref()
1631 .map(|model| (model, &chunk.locals))
1632 })
1633 }
1634
1635 pub fn render<'a>(
1636 &'a self,
1637 drawer: &mut FirstPassDrawer<'a>,
1638 focus_pos: Vec3<f32>,
1639 culling_mode: CullingMode,
1640 ) {
1641 span!(_guard, "render", "Terrain::render");
1642 let mut drawer = drawer.draw_terrain();
1643
1644 let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
1645 (e as i32).div_euclid(sz as i32)
1646 });
1647
1648 Spiral2d::new()
1649 .filter_map(|rpos| {
1650 let pos = focus_chunk + rpos;
1651 Some((rpos, self.chunks.get(&pos)?))
1652 })
1653 .take(self.chunks.len())
1654 .filter(|(_, chunk)| chunk.visible.is_visible())
1655 .filter_map(|(rpos, chunk)| {
1656 Some((
1657 rpos,
1658 chunk.opaque_model.as_ref()?,
1659 &chunk.atlas_textures,
1660 &chunk.locals,
1661 &chunk.alt_indices,
1662 ))
1663 })
1664 .for_each(|(rpos, model, atlas_textures, locals, alt_indices)| {
1665 let culling_mode = if rpos.magnitude_squared() < NEVER_CULL_DIST.pow(2) {
1667 CullingMode::None
1668 } else {
1669 culling_mode
1670 };
1671 drawer.draw(model, atlas_textures, locals, alt_indices, culling_mode)
1672 });
1673 }
1674
1675 pub fn render_sprites<'a>(
1676 &'a self,
1677 sprite_drawer: &mut SpriteDrawer<'_, 'a>,
1678 focus_pos: Vec3<f32>,
1679 cam_pos: Vec3<f32>,
1680 sprite_render_distance: f32,
1681 culling_mode: CullingMode,
1682 ) {
1683 span!(_guard, "render_sprites", "Terrain::render_sprites");
1684
1685 let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
1686 (e as i32).div_euclid(sz as i32)
1687 });
1688
1689 let chunk_iter = Spiral2d::new()
1691 .filter_map(|rpos| {
1692 let pos = focus_chunk + rpos;
1693 Some((rpos, pos, self.chunks.get(&pos)?))
1694 })
1695 .take(self.chunks.len());
1696
1697 let chunk_size = V::RECT_SIZE.map(|e| e as f32);
1698
1699 let sprite_low_detail_distance = sprite_render_distance * 0.75;
1700 let sprite_mid_detail_distance = sprite_render_distance * 0.5;
1701 let sprite_hid_detail_distance = sprite_render_distance * 0.35;
1702 let sprite_high_detail_distance = sprite_render_distance * 0.15;
1703
1704 chunk_iter
1705 .clone()
1706 .filter(|(_, _, c)| c.visible.is_visible())
1707 .for_each(|(rpos, pos, chunk)| {
1708 if chunk.sprite_instances[0].0.count() == 0 {
1710 return;
1711 }
1712
1713 let chunk_center = pos.map2(chunk_size, |e, sz| (e as f32 + 0.5) * sz);
1714 let focus_dist_sqrd = Vec2::from(focus_pos).distance_squared(chunk_center);
1715 let dist_sqrd = Aabr {
1716 min: chunk_center - chunk_size * 0.5,
1717 max: chunk_center + chunk_size * 0.5,
1718 }
1719 .projected_point(cam_pos.xy())
1720 .distance_squared(cam_pos.xy());
1721
1722 if focus_dist_sqrd < sprite_render_distance.powi(2) {
1723 let lod_level = if dist_sqrd < sprite_high_detail_distance.powi(2) {
1724 0
1725 } else if dist_sqrd < sprite_hid_detail_distance.powi(2) {
1726 1
1727 } else if dist_sqrd < sprite_mid_detail_distance.powi(2) {
1728 2
1729 } else if dist_sqrd < sprite_low_detail_distance.powi(2) {
1730 3
1731 } else {
1732 4
1733 };
1734
1735 let culling_mode = if rpos.magnitude_squared() < NEVER_CULL_DIST.pow(2) {
1737 CullingMode::None
1738 } else {
1739 culling_mode
1740 };
1741
1742 sprite_drawer.draw(
1743 &chunk.locals,
1744 &chunk.sprite_instances[lod_level].0,
1745 &chunk.sprite_instances[lod_level].1,
1746 culling_mode,
1747 );
1748 }
1749 });
1750 }
1751
1752 pub fn render_translucent<'a>(
1753 &'a self,
1754 drawer: &mut FirstPassDrawer<'a>,
1755 focus_pos: Vec3<f32>,
1756 ) {
1757 span!(_guard, "render_translucent", "Terrain::render_translucent");
1758 let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
1759 (e as i32).div_euclid(sz as i32)
1760 });
1761
1762 let chunk_iter = Spiral2d::new()
1764 .filter_map(|rpos| {
1765 let pos = focus_chunk + rpos;
1766 self.chunks.get(&pos).map(|c| (pos, c))
1767 })
1768 .take(self.chunks.len());
1769
1770 span!(guard, "Fluid chunks");
1772 let mut fluid_drawer = drawer.draw_fluid();
1773 chunk_iter
1774 .filter(|(_, chunk)| chunk.visible.is_visible())
1775 .filter_map(|(_, chunk)| {
1776 chunk
1777 .fluid_model
1778 .as_ref()
1779 .map(|model| (model, &chunk.locals))
1780 })
1781 .collect::<Vec<_>>()
1782 .into_iter()
1783 .rev() .for_each(|(model, locals)| {
1785 fluid_drawer.draw(
1786 model,
1787 locals,
1788 )
1789 });
1790 drop(fluid_drawer);
1791 drop(guard);
1792 }
1793}