Two pieces, and the first is the reason the second can be trusted. ps2.rs is the EE's FPU on raw u32 bit patterns. It is not f32: there are no denormals (exponent 0 *is* zero), no NaN and no infinity (exponent 255 is an ordinary value, so MAX reads back in Rust as NaN -- a test asserts exactly that, because it is the sharpest available statement of why this module exists), every result truncates toward zero, the adder discards the small operand's bits more than one below the large one's LSB and returns the large operand unchanged across a 25-bit exponent gap, and rsqrt is sqrt-then-divide with truncation between the steps rather than one rounded operation. The lighting pass accumulates all of these across every vertex of every patch, so this is a visible difference rather than a rounding curiosity. tfrag_light.rs is the pass itself: PEXT5 base colour, the select word picking one light set or blending two by bits 8..15 / 256, blended directions re-normalised where unblended ones are not, and base + A.rgb*max(dA, dA*wA) + B.rgb*max(dB, dB*wB). Lighting indexes positions, not vertex-info entries, since a common entry and a LOD entry can share a position. TfragLight gains a `select` field for the u16 at +6. It was briefly reconstructed with an unsafe pointer cast over the struct, which is exactly the sort of thing that breaks silently the moment a field is reordered; it is now a plainly parsed field. The pass does not run yet. The light bank framing the reference uses -- a u32 offset at +0x04, an i32 count there -- gives offset 0xa0d and a count of 698810368 on RAC2 level 0, so RAC2's gameplay extent is not laid out that way. The renderer now counts the vertices it actually lit and prints it, because falling back silently to the stored colours produces a plausible but wrong picture: lighting: 0 of 80274 vertices shaded by LightTfrags; the rest fall back to the tfrag's stored colours (no usable light bank) That line is the current honest state, and the frame has not changed as a result. Where RAC2 keeps its light bank is the open question.
478 lines
15 KiB
Rust
478 lines
15 KiB
Rust
//! A fly-camera over one level's terrain.
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//!
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//! The first thing in the project that puts the disc's own geometry on screen.
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//! It is deliberately crude: no GS emulation, no sky, no tie/moby, no fog, no
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//! lighting. Its job is to answer the one question parser tests cannot —
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//! whether everything decoded so far actually looks like a place.
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//!
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//! Run it against unpacked level data:
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//!
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//! ```text
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//! cargo run -p gc-engine -- <unpacked-dir> [level]
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//! ```
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//!
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//! Controls: `A`/`D` orbit, `W`/`S` dolly, `Q`/`E` change height, `R` reloads
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//! the level so LOD selection can be seen changing.
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use std::collections::BTreeMap;
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use std::path::PathBuf;
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use anyhow::{Context, Result};
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use bevy::asset::RenderAssetUsages;
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use bevy::image::{ImageFilterMode, ImageSampler, ImageSamplerDescriptor};
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use bevy::prelude::*;
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use bevy::render::mesh::{Indices, PrimitiveTopology};
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use bevy::render::render_resource::{Extent3d, TextureDimension, TextureFormat};
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use bevy::render::view::window::screenshot::{CapturedScreenshots, Screenshot};
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use bevy::window::WindowResolution;
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use gc_engine::level::{build_level, level_bounds, LevelGeometry, LevelSource, TriangleBatch};
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fn main() -> Result<()> {
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let args: Vec<String> = std::env::args().skip(1).collect();
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let (dir, level) = match args.len() {
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0 => {
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println!("usage: gc-engine <unpacked-dir> [level]");
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return Ok(());
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}
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1 => (PathBuf::from(&args[0]), 0usize),
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_ => (
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PathBuf::from(&args[0]),
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args[1].parse().context("level number")?,
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),
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};
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// Read the level once here rather than in a startup system: a resource
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// inserted through `Commands` is deferred to the end of the schedule, so
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// `setup` could not see a focus inserted that way.
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let (files, focus) = load_source(&dir, level)?;
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let geometry = build_level(&files.as_source(), [focus[0], focus[1] + 150.0, focus[2]])?;
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report(&geometry);
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let mut app = App::new();
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app.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: format!("Going Commando — level{level}"),
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resolution: WindowResolution::new(1280, 720),
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..default()
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}),
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..default()
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}))
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.add_systems(Startup, (first_load, setup).chain())
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.add_systems(Update, (orbit, reload, request_shot, save_shot))
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.insert_resource(Level(level))
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.insert_resource(LoadedDir(dir))
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.insert_resource(Focus(focus))
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.insert_resource(LoadedFiles(files))
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.init_resource::<Orbit>();
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if let Ok(path) = std::env::var("GC_ENGINE_SHOT") {
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app.insert_resource(Shot {
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path: PathBuf::from(path),
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frames: 20,
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});
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}
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app.run();
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Ok(())
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}
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#[derive(Resource)]
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struct LoadedDir(PathBuf);
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/// The level's bytes, loaded in `main` so every system sees the same data.
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#[derive(Resource)]
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struct LoadedFiles(LevelFiles);
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/// The middle of the level's terrain, which is what the camera orbits.
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#[derive(Resource)]
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struct Focus([f32; 3]);
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/// Set `GC_ENGINE_SHOT` to a path to capture one frame and exit.
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///
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/// Everything here can be verified by parsing, and the parse can be wrong in
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/// ways no assertion catches -- a mirrored axis, a UV in the wrong half of the
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/// texture, a hundredfold scale error all produce a well-formed frame. One
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/// look is worth more than any of them.
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#[derive(Resource)]
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struct Shot {
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path: std::path::PathBuf,
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frames: u32,
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}
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fn request_shot(
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mut commands: Commands,
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shot: Res<Shot>,
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mut frame: Local<u32>,
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mut done: Local<bool>,
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) {
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*frame += 1;
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if *done || *frame < shot.frames {
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return;
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}
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*done = true;
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commands.spawn(Screenshot::primary_window());
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}
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fn save_shot(
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captured: Res<CapturedScreenshots>,
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shot: Res<Shot>,
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mut exit: MessageWriter<AppExit>,
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) {
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let Ok((_entity, image)) = captured.0.lock().unwrap().try_recv() else {
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return;
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};
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let (w, h) = (image.width(), image.height());
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// Bevy hands back RGBA; PPM has no alpha, so composite over black rather
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// than pretending the level has an alpha channel.
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let Some(data) = image.data.as_ref() else {
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eprintln!("screenshot returned no pixels");
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let _ = exit.write(bevy::app::AppExit::error());
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return;
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};
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let mut out = format!("P6\n{w} {h}\n255\n").into_bytes();
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for px in data.chunks_exact(4) {
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out.extend_from_slice(&px[..3]);
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}
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if let Err(e) = std::fs::write(&shot.path, &out) {
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eprintln!("screenshot: {e}");
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} else {
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eprintln!("screenshot written to {}", shot.path.display());
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}
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let _ = exit.write(bevy::app::AppExit::Success);
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}
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#[derive(Resource)]
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struct Level(usize);
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#[derive(Resource)]
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struct Orbit {
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azimuth: f32,
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pitch: f32,
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distance: f32,
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height: f32,
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}
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impl Default for Orbit {
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fn default() -> Self {
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// Looking down at roughly 30 degrees from a few hundred units out.
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Orbit {
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azimuth: 0.6,
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pitch: 0.5,
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distance: 260.0,
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height: 40.0,
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}
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}
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}
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fn setup(mut commands: Commands, focus: Res<Focus>, orbit: Res<Orbit>) {
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// Start where `orbit` would put it. `orbit` only runs when a key changes
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// something, so a camera spawned anywhere else sits at its initial pose
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// until the first keypress -- and pointing at the world origin, which is
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// nowhere near the terrain, that is an empty screen.
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let target = Vec3::from_array(focus.0);
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let (sin_p, cos_p) = orbit.pitch.sin_cos();
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let (sin_a, cos_a) = orbit.azimuth.sin_cos();
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let offset = Vec3::new(
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cos_p * cos_a * orbit.distance,
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sin_p * orbit.distance,
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cos_p * sin_a * orbit.distance,
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);
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commands.spawn((
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Camera3d::default(),
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Transform::from_translation(target + offset).looking_at(target, Vec3::Y),
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// A long far plane: levels are hundreds of units across and the whole
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// level is drawn at once, so culling is the patch bounding spheres'
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// job, not the projection's.
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Projection::Perspective(PerspectiveProjection {
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far: 8000.0,
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..default()
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}),
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));
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// Ambient only. The game's lighting is a per-vertex light array that is
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// parsed but not yet reproduced, and a directional light would make the
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// terrain look lit when it is not.
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commands.spawn(AmbientLight {
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color: Color::WHITE,
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brightness: 1600.0,
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..default()
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});
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}
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/// Load the level once at startup. It is the same path `R` takes afterwards,
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/// so the first frame and a reload cannot disagree.
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/// Spawn the level `main` already loaded.
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fn first_load(
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mut commands: Commands,
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images: ResMut<Assets<Image>>,
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meshes: ResMut<Assets<Mesh>>,
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materials: ResMut<Assets<StandardMaterial>>,
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files: Res<LoadedFiles>,
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focus: Res<Focus>,
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) {
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let camera = [focus.0[0], focus.0[1] + 150.0, focus.0[2]];
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match build_level(&files.0.as_source(), camera) {
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Ok(g) => spawn_level(&mut commands, images, meshes, materials, &g),
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Err(e) => eprintln!("could not build level: {e:#}"),
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}
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}
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fn reload(
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keys: Res<ButtonInput<KeyCode>>,
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mut commands: Commands,
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images: ResMut<Assets<Image>>,
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meshes: ResMut<Assets<Mesh>>,
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materials: ResMut<Assets<StandardMaterial>>,
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level: Res<Level>,
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dir: Res<LoadedDir>,
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) {
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if !keys.just_pressed(KeyCode::KeyR) {
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return;
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}
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let src = match load(&dir.0, level.0) {
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Ok(s) => s,
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Err(e) => {
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eprintln!("reload failed: {e:#}");
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return;
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}
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};
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spawn_level(&mut commands, images, meshes, materials, &src);
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}
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/// Read a level's three files and find the middle of its terrain.
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fn load_source(dir: &std::path::Path, level: usize) -> Result<(LevelFiles, [f32; 3])> {
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let level_dir = dir.join(format!("level{level}"));
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let core_data = std::fs::read(level_dir.join("core_data.bin")).context("core_data.bin")?;
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let core_index = std::fs::read(level_dir.join("core_index.bin")).context("core_index.bin")?;
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let gs_ram = std::fs::read(level_dir.join("gs_ram.bin")).context("gs_ram.bin")?;
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let overlay = std::fs::read(level_dir.join("overlay.bin")).ok();
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let gameplay = std::fs::read(level_dir.join("gameplay.bin")).ok();
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let src = LevelSource {
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core_data: &core_data,
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core_index: &core_index,
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gs_ram: &gs_ram,
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overlay: overlay.as_deref(),
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gameplay: gameplay.as_deref(),
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};
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let (centre, _radius) = level_bounds(&src)?;
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Ok((
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LevelFiles {
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core_data,
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core_index,
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gs_ram,
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overlay,
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gameplay,
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},
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centre,
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))
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}
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/// The level's bytes, owned so a system can outlive the load call.
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struct LevelFiles {
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core_data: Vec<u8>,
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core_index: Vec<u8>,
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gs_ram: Vec<u8>,
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overlay: Option<Vec<u8>>,
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gameplay: Option<Vec<u8>>,
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}
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impl LevelFiles {
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fn as_source(&self) -> LevelSource<'_> {
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LevelSource {
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core_data: &self.core_data,
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core_index: &self.core_index,
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gs_ram: &self.gs_ram,
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overlay: self.overlay.as_deref(),
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gameplay: self.gameplay.as_deref(),
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}
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}
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}
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/// Load a level as seen from above the middle of its terrain.
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fn load(dir: &std::path::Path, level: usize) -> Result<LevelGeometry> {
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let (files, focus) = load_source(dir, level)?;
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build_level(&files.as_source(), [focus[0], focus[1] + 150.0, focus[2]])
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}
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fn spawn_level(
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commands: &mut Commands,
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mut images: ResMut<Assets<Image>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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g: &LevelGeometry,
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) {
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report(g);
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for (image, mesh) in to_gpu(g) {
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let texture = images.add(image);
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let material = materials.add(StandardMaterial {
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base_color_texture: Some(texture),
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// Double-sided: the strips as stored do not carry a consistent
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// winding, and the game relies on GS defaults rather than culling.
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cull_mode: None,
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..default()
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});
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commands.spawn((
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Mesh3d(meshes.add(mesh)),
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MeshMaterial3d(material),
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Transform::IDENTITY,
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));
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}
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}
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fn report(g: &LevelGeometry) {
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let s = &g.stats;
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eprintln!(
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"level: {} patches, {} drawn, {} unparsed | {tri} triangles, {v} vertices, {t} textures\n\
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LOD distances {d:?} (raw {r:?})",
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s.patches,
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s.drawn,
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s.skipped_unparsed,
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tri = s.triangles,
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v = s.vertices,
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t = g.textures.len(),
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d = g.lod_distances,
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r = g.lod_thresholds_raw,
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);
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let mut modes: BTreeMap<&str, usize> = BTreeMap::new();
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for p in &g.patches {
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*modes.entry(mode_name(p)).or_default() += 1;
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}
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for (m, n) in modes {
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eprintln!(" {m}: {n} patches");
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}
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// Say so when the level is not lit. Falling back silently to the tfrag's
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// stored colours produces a plausible but wrong picture.
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if s.lit_vertices < s.vertices {
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eprintln!(
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" lighting: {} of {} vertices shaded by LightTfrags; the rest fall back to the \
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tfrag's stored colours (no usable light bank)",
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s.lit_vertices, s.vertices
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);
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}
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}
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fn mode_name(p: &gc_engine::level::PatchBounds) -> &'static str {
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use gc_formats::tfrag::TfragDrawMode::*;
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match p.mode {
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Lod2 => "LOD2",
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Lod1Collapse => "LOD1 collapse",
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Lod1Morph => "LOD1 morph",
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Lod0Collapse => "LOD0 collapse",
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Lod0Morph => "LOD0 morph",
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Lod0 => "LOD0",
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}
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}
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fn to_gpu(g: &LevelGeometry) -> Vec<(Image, Mesh)> {
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let mut out = Vec::new();
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for (&tex, batch) in &g.batches {
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let Some(image) = g.textures.get(&tex) else {
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continue;
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};
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let Some(mesh) = mesh_of(batch) else { continue };
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out.push((image_of(image), mesh));
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}
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out
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}
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fn image_of(t: &gc_formats::texture::Texture) -> Image {
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let mut image = Image::new(
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Extent3d {
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width: t.width,
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height: t.height,
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depth_or_array_layers: 1,
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},
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TextureDimension::D2,
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t.rgba.clone(),
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TextureFormat::Rgba8UnormSrgb,
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RenderAssetUsages::default(),
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);
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// Only mip level 0 is decoded, so minification must clamp rather than
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// invent a level the disc does not have here.
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image.sampler = ImageSampler::Descriptor(ImageSamplerDescriptor {
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label: Some("tfrag texture".into()),
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mipmap_filter: ImageFilterMode::Linear,
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mag_filter: ImageFilterMode::Linear,
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..default()
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});
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image
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}
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fn mesh_of(b: &TriangleBatch) -> Option<Mesh> {
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if b.indices.is_empty() {
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return None;
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}
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let mut mesh = Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetUsages::default(),
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);
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mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, b.positions.clone());
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mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, b.uvs.clone());
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mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, b.colors.clone());
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mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, b.normals.clone());
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// No normals and no colours: lighting is the game's own per-vertex light
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// array, which is parsed but not yet reproduced. Inventing normals would
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// make unlit terrain look lit and hide that gap.
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mesh.insert_indices(Indices::U32(b.indices.clone()));
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Some(mesh)
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}
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|
|
fn orbit(
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|
keys: Res<ButtonInput<KeyCode>>,
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|
time: Res<Time>,
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mut cam: Query<&mut Transform, With<Camera3d>>,
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mut o: ResMut<Orbit>,
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|
focus: Res<Focus>,
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) {
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let dt = time.delta_secs();
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|
let mut changed = false;
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|
if keys.pressed(KeyCode::KeyA) {
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o.azimuth += dt;
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changed = true;
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|
}
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|
if keys.pressed(KeyCode::KeyD) {
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|
o.azimuth -= dt;
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|
changed = true;
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|
}
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|
if keys.pressed(KeyCode::KeyW) {
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o.distance = (o.distance - dt * 150.0).max(5.0);
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|
changed = true;
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|
}
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|
if keys.pressed(KeyCode::KeyS) {
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|
o.distance += dt * 150.0;
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changed = true;
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}
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|
if keys.pressed(KeyCode::KeyQ) {
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|
o.height += dt * 40.0;
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|
changed = true;
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|
}
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|
if keys.pressed(KeyCode::KeyE) {
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|
o.height -= dt * 40.0;
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|
changed = true;
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|
}
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|
if keys.pressed(KeyCode::ArrowUp) {
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|
o.pitch = (o.pitch + dt * 0.8).clamp(-1.5, 1.5);
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|
changed = true;
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}
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if keys.pressed(KeyCode::ArrowDown) {
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o.pitch = (o.pitch - dt * 0.8).clamp(-1.5, 1.5);
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changed = true;
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}
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if !changed {
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return;
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|
}
|
|
let (sin_p, cos_p) = o.pitch.sin_cos();
|
|
let (sin_a, cos_a) = o.azimuth.sin_cos();
|
|
let offset = Vec3::new(
|
|
cos_p * cos_a * o.distance,
|
|
sin_p * o.distance,
|
|
cos_p * sin_a * o.distance,
|
|
);
|
|
// Orbit the middle of the terrain rather than the world origin: level
|
|
// geometry is absolutely positioned and nowhere near the origin.
|
|
let target = Vec3::from_array(focus.0);
|
|
for mut t in &mut cam {
|
|
*t = Transform::from_translation(target + offset + Vec3::new(0.0, o.height, 0.0))
|
|
.looking_at(target, Vec3::Y);
|
|
}
|
|
}
|