veloren/world/examples/water.rs

382 lines
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Rust
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use common::{terrain::TerrainChunkSize, vol::RectVolSize};
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use rayon::prelude::*;
use std::{f64, io::Write, path::PathBuf, time::SystemTime};
use tracing::warn;
use tracing_subscriber;
use vek::*;
use veloren_world::{
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sim::{
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
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self, get_horizon_map, uniform_idx_as_vec2, vec2_as_uniform_idx, MapConfig, MapDebug,
MapSample, WorldOpts, WORLD_SIZE,
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},
util::Sampler,
World, CONFIG,
};
const W: usize = 1024;
const H: usize = 1024;
#[allow(clippy::needless_update)] // TODO: Pending review in #587
#[allow(clippy::unused_io_amount)] // TODO: Pending review in #587
fn main() {
tracing_subscriber::fmt::init();
// To load a map file of your choice, replace map_file with the name of your map
// (stored locally in the map directory of your Veloren root), and swap the
// sim::FileOpts::Save line below for the sim::FileOpts::Load one.
let map_file =
// "map_1575990726223.bin";
// "map_1575987666972.bin";
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// "map_1576046079066.bin";
"map_1579539133272.bin";
let mut _map_file = PathBuf::from("./maps");
_map_file.push(map_file);
let world = World::generate(5284, WorldOpts {
seed_elements: false,
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
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world_file: sim::FileOpts::LoadAsset(veloren_world::sim::DEFAULT_WORLD_MAP.into()),
// world_file: sim::FileOpts::Load(_map_file),
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// world_file: sim::FileOpts::Save,
..WorldOpts::default()
});
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log::info!("Sampling data...");
let sampler = world.sim();
let samples_data = {
let column_sample = world.sample_columns();
(0..WORLD_SIZE.product())
.into_par_iter()
.map(|posi| {
column_sample
.get(uniform_idx_as_vec2(posi) * TerrainChunkSize::RECT_SIZE.map(|e| e as i32))
})
.collect::<Vec<_>>()
.into_boxed_slice()
};
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
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let refresh_map_samples = |config: &MapConfig| {
(0..WORLD_SIZE.product())
.into_par_iter()
.map(|posi| config.sample_pos(sampler, uniform_idx_as_vec2(posi)))
.collect::<Vec<_>>()
.into_boxed_slice()
};
let get_map_sample = |map_samples: &[MapSample], pos: Vec2<i32>| {
if pos.reduce_partial_min() >= 0
&& pos.x < WORLD_SIZE.x as i32
&& pos.y < WORLD_SIZE.y as i32
{
map_samples[vec2_as_uniform_idx(pos)].clone()
} else {
MapSample {
alt: 0.0,
rgb: Rgb::new(0, 0, 0),
connections: None,
downhill_wpos: (pos + 1) * TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
}
}
};
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Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
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let refresh_horizons = |lgain, is_basement, is_water| {
get_horizon_map(
lgain,
Aabr {
min: Vec2::zero(),
max: WORLD_SIZE.map(|e| e as i32),
},
CONFIG.sea_level as f64,
(CONFIG.sea_level + sampler.max_height) as f64,
|posi| {
let sample = sampler.get(uniform_idx_as_vec2(posi)).unwrap();
if is_basement {
sample.alt as f64
} else {
sample.basement as f64
}
.max(if is_water {
sample.water_alt as f64
} else {
-f64::INFINITY
})
},
|a| a,
|h| h,
/* |[al, ar]| [al, ar],
* |[hl, hr]| [hl, hr], */
)
.ok()
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};
let mut win =
minifb::Window::new("World Viewer", W, H, minifb::WindowOptions::default()).unwrap();
let mut focus = Vec3::new(0.0, 0.0, CONFIG.sea_level as f64);
// Altitude is divided by gain and clamped to [0, 1]; thus, decreasing gain
// makes smaller differences in altitude appear larger.
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let mut gain = /*CONFIG.mountain_scale*/sampler.max_height;
// The Z component during normal calculations is multiplied by gain; thus,
let mut lgain = 1.0;
let mut scale = WORLD_SIZE.x as f64 / W as f64;
// Right-handed coordinate system: light is going left, down, and "backwards"
// (i.e. on the map, where we translate the y coordinate on the world map to
// z in the coordinate system, the light comes from -y on the map and points
// towards +y on the map). In a right handed coordinate system, the
// "camera" points towards -z, so positive z is backwards "into" the camera.
//
// "In world space the x-axis will be pointing east, the y-axis up and the
// z-axis will be pointing south"
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let mut light_direction = Vec3::new(-/*0.8*/1.3, -1.0, 0.3);
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let mut is_basement = false;
let mut is_water = true;
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let mut is_shaded = true;
let mut is_temperature = true;
let mut is_humidity = true;
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Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
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let mut horizons = refresh_horizons(lgain, is_basement, is_water);
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let mut samples = None;
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
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let mut samples_changed = true;
let mut map_samples: Box<[_]> = Box::new([]);
while win.is_open() {
let config = MapConfig {
dimensions: Vec2::new(W, H),
focus,
gain,
lgain,
scale,
light_direction,
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
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horizons: horizons.as_ref(), /* .map(|(a, b)| (&**a, &**b)) */
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samples,
is_basement,
is_water,
is_shaded,
is_temperature,
is_humidity,
is_debug: true,
};
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
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if samples_changed {
map_samples = refresh_map_samples(&config);
};
let mut buf = vec![0; W * H];
let MapDebug {
rivers,
lakes,
oceans,
quads,
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
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} = config.generate(
|pos| get_map_sample(&map_samples, pos),
|pos| config.sample_wpos(sampler, pos),
|pos, (r, g, b, a)| {
let i = pos.x;
let j = pos.y;
buf[j * W + i] = u32::from_le_bytes([b, g, r, a]);
},
);
if win.is_key_down(minifb::Key::F4) {
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
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// Feedback is important since on large maps it can be hard to tell if the
// keypress registered or not.
println!("Taking screenshot...");
if let Some(len) = (W * H)
.checked_mul(scale as usize)
.and_then(|acc| acc.checked_mul(scale as usize))
{
let x = (W as f64 * scale) as usize;
let y = (H as f64 * scale) as usize;
let config = sim::MapConfig {
dimensions: Vec2::new(x, y),
scale: 1.0,
..config
};
let mut buf = vec![0u8; 4 * len];
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
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config.generate(
|pos| get_map_sample(&map_samples, pos),
|pos| config.sample_wpos(sampler, pos),
|pos, (r, g, b, a)| {
let i = pos.x;
let j = pos.y;
(&mut buf[(j * x + i) * 4..]).write(&[r, g, b, a]).unwrap();
},
);
// TODO: Justify fits in u32.
let world_map = image::RgbaImage::from_raw(x as u32, y as u32, buf)
.expect("Image dimensions must be valid");
let mut path = PathBuf::from("./screenshots");
if !path.exists() {
if let Err(e) = std::fs::create_dir(&path) {
warn!(?e, ?path, "Couldn't create folder for screenshot");
}
}
path.push(format!(
"worldmap_{}.png",
SystemTime::now()
.duration_since(SystemTime::UNIX_EPOCH)
.map(|d| d.as_millis())
.unwrap_or(0)
));
if let Err(e) = world_map.save(&path) {
warn!(?e, ?path, "Couldn't save screenshot");
}
}
}
let spd = 32.0;
let lspd = 0.1;
if win.is_key_down(minifb::Key::P) {
println!(
"\
Gain / Shade gain: {:?} / {:?}\nScale / Focus: {:?} / {:?}\nLight: {:?}
Land(adjacent): (X = temp, Y = humidity): {:?}\nRivers: {:?}\nLakes: \
{:?}\nOceans: {:?}\nTotal water: {:?}\nTotal land(adjacent): {:?}",
gain,
lgain,
scale,
focus,
light_direction,
quads,
rivers,
lakes,
oceans,
rivers + lakes + oceans,
quads.iter().map(|x| x.iter().sum::<u32>()).sum::<u32>()
);
}
if win.get_mouse_down(minifb::MouseButton::Left) {
if let Some((mx, my)) = win.get_mouse_pos(minifb::MouseMode::Clamp) {
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let chunk_pos = (Vec2::<f64>::from(focus)
+ (Vec2::new(mx as f64, my as f64) * scale))
.map(|e| e as i32);
let block_pos = chunk_pos.map2(TerrainChunkSize::RECT_SIZE, |e, f| e * f as i32);
println!(
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"Block: ({}, {}), Chunk: ({}, {})",
block_pos.x, block_pos.y, chunk_pos.x, chunk_pos.y
);
if let Some(chunk) = sampler.get(chunk_pos) {
//println!("Chunk info: {:#?}", chunk);
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if let Some(id) = &chunk.place {
let place = world.civs().place(*id);
println!("Place {} info: {:#?}", id.id(), place);
if let Some(site) = world.civs().sites().find(|site| site.place == *id) {
println!("Site: {}", site);
}
}
}
}
}
let is_camera = win.is_key_down(minifb::Key::C);
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if win.is_key_down(minifb::Key::B) {
is_basement ^= true;
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
2020-04-02 00:46:36 +00:00
samples_changed = true;
horizons = horizons.and_then(|_| refresh_horizons(lgain, is_basement, is_water));
2019-11-19 18:34:52 +00:00
}
2019-11-20 03:39:17 +00:00
if win.is_key_down(minifb::Key::H) {
is_humidity ^= true;
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
2020-04-02 00:46:36 +00:00
samples_changed = true;
2019-11-20 03:39:17 +00:00
}
if win.is_key_down(minifb::Key::T) {
is_temperature ^= true;
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
2020-04-02 00:46:36 +00:00
samples_changed = true;
2019-11-20 03:39:17 +00:00
}
if win.is_key_down(minifb::Key::O) {
is_water ^= true;
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
2020-04-02 00:46:36 +00:00
samples_changed = true;
horizons = horizons.and_then(|_| refresh_horizons(lgain, is_basement, is_water));
}
2019-11-20 03:39:17 +00:00
if win.is_key_down(minifb::Key::L) {
2020-02-21 13:52:17 +00:00
if is_camera {
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
2020-04-02 00:46:36 +00:00
// TODO: implement removing horizon mapping.
horizons = if horizons.is_some() {
None
} else {
refresh_horizons(lgain, is_basement, is_water)
};
samples_changed = true;
2020-02-21 13:52:17 +00:00
} else {
is_shaded ^= true;
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
2020-04-02 00:46:36 +00:00
samples_changed = true;
2020-02-21 13:52:17 +00:00
}
}
if win.is_key_down(minifb::Key::M) {
samples = samples.xor(Some(&*samples_data));
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
2020-04-02 00:46:36 +00:00
samples_changed = true;
2019-11-20 03:39:17 +00:00
}
if win.is_key_down(minifb::Key::W) {
if is_camera {
light_direction.z -= lspd;
} else {
focus.y -= spd * scale;
}
}
if win.is_key_down(minifb::Key::A) {
if is_camera {
light_direction.x -= lspd;
} else {
focus.x -= spd * scale;
}
}
if win.is_key_down(minifb::Key::S) {
if is_camera {
light_direction.z += lspd;
} else {
focus.y += spd * scale;
}
}
if win.is_key_down(minifb::Key::D) {
if is_camera {
light_direction.x += lspd;
} else {
focus.x += spd * scale;
}
}
if win.is_key_down(minifb::Key::Q) {
if is_camera {
if (lgain * 2.0).is_normal() {
lgain *= 2.0;
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
2020-04-02 00:46:36 +00:00
horizons =
horizons.and_then(|_| refresh_horizons(lgain, is_basement, is_water));
}
} else {
gain += 64.0;
}
}
if win.is_key_down(minifb::Key::E) {
if is_camera {
if (lgain / 2.0).is_normal() {
lgain /= 2.0;
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
2020-04-02 00:46:36 +00:00
horizons =
horizons.and_then(|_| refresh_horizons(lgain, is_basement, is_water));
}
} else {
gain = (gain - 64.0).max(64.0);
}
}
if win.is_key_down(minifb::Key::R) {
if is_camera {
focus.z += spd * scale;
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
2020-04-02 00:46:36 +00:00
samples_changed = true;
} else {
if (scale * 2.0).is_normal() {
scale *= 2.0;
}
}
}
if win.is_key_down(minifb::Key::F) {
if is_camera {
focus.z -= spd * scale;
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
2020-04-02 00:46:36 +00:00
samples_changed = true;
} else {
if (scale / 2.0).is_normal() {
scale /= 2.0;
}
}
}
Horizon mapping and "layered" map generation. Horizon mapping is a method of shadow mapping specific to height maps. It can handle any angle between 0 and 90 degrees from the ground, as long as know the horizontal direction in advance, by remembering only a single angle (the "horizon angle" of the shadow map). More is explained in common/src/msg/server.rs. We also remember the approximate height of the largest occluder, to try to be able to generate soft shadows and create a vertical position where the shadows can't go higher. Additionally, map generation has been reworked. Instead of computing everything from explicit samples, we pass in sampling functions that return exactly what the map generator needs. This allows us to cleanly separate the way we sample things like altitudes and colors from the map generation process. We exploit this to generate maps *partially* on the server (with colors and rivers, but not shading). We can then send the partially completed map to the client, which can combine it with shadow information to generate the final map. This is useful for two reasons: first, it makes sure the client can apply shadow information by itself, and second, it lets us pass the unshaded map for use with level of detail functionality. For similar reasons, river generation is split out into its own layer, but for now we opt to still generate rivers on the server (since the river wire format is more complicated to compress and may require some extra work to make sure we have enough precision to draw rivers well enough for LoD). Finally, the mostly ad-hoc lighting we were performing has been (mostly) replaced with explicit Phong reflection shading (including specular highlights). Regularizing this seems useful and helps clarify the "meaning" of the various light intensities, and helps us keep a more physically plausible basis. However, its interaction with soft shadows is still imperfect, and it's not yet clear to me what we need to do to turn this into something useful for LoD.
2020-04-02 00:46:36 +00:00
win.update_with_buffer_size(&buf, W, H).unwrap();
}
}