2019-08-19 12:39:23 +00:00
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#![deny(unsafe_code)]
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2020-09-27 16:20:40 +00:00
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#![deny(clippy::clone_on_ref_ptr)]
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2021-03-12 11:10:42 +00:00
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#![feature(label_break_value, option_zip)]
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2019-03-05 18:39:18 +00:00
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2021-02-21 23:48:30 +00:00
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pub mod addr;
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2020-05-09 20:41:29 +00:00
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pub mod cmd;
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2019-03-03 22:02:38 +00:00
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pub mod error;
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// Reexports
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2019-05-22 20:53:24 +00:00
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pub use crate::error::Error;
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2020-01-04 10:21:59 +00:00
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pub use authc::AuthClientError;
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2021-04-22 17:27:38 +00:00
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pub use common_net::msg::ServerInfo;
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2019-12-31 08:10:51 +00:00
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pub use specs::{
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join::Join,
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saveload::{Marker, MarkerAllocator},
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2021-07-04 09:47:18 +00:00
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Builder, DispatcherBuilder, Entity as EcsEntity, ReadStorage, World, WorldExt,
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2019-12-31 08:10:51 +00:00
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};
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2019-03-03 22:02:38 +00:00
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2021-02-21 23:48:30 +00:00
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use crate::addr::ConnectionArgs;
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2020-01-11 19:25:48 +00:00
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use byteorder::{ByteOrder, LittleEndian};
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2019-03-03 22:02:38 +00:00
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use common::{
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2020-09-17 23:02:14 +00:00
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character::{CharacterId, CharacterItem},
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2020-03-11 10:30:59 +00:00
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comp::{
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2020-09-06 19:42:32 +00:00
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self,
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chat::{KillSource, KillType},
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2021-10-05 21:27:11 +00:00
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controller::CraftEvent,
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2021-02-13 23:32:55 +00:00
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group,
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invite::{InviteKind, InviteResponse},
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2020-12-29 16:28:17 +00:00
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skills::Skill,
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2021-10-06 02:08:03 +00:00
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slot::{InvSlotId, Slot},
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2021-10-05 00:15:58 +00:00
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CharacterState, ChatMode, ControlAction, ControlEvent, Controller, ControllerInputs,
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GroupManip, InputKind, InventoryAction, InventoryEvent, InventoryUpdateEvent,
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UtteranceKind,
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2020-03-11 10:30:59 +00:00
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},
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2020-08-23 20:10:58 +00:00
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event::{EventBus, LocalEvent},
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2020-11-25 14:59:28 +00:00
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grid::Grid,
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2020-08-06 16:41:43 +00:00
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outcome::Outcome,
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2020-07-14 20:11:39 +00:00
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recipe::RecipeBook,
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2021-04-28 21:26:09 +00:00
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resources::{PlayerEntity, TimeOfDay},
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2021-04-06 05:15:42 +00:00
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terrain::{
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2021-04-17 18:35:48 +00:00
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block::Block, map::MapConfig, neighbors, BiomeKind, SitesKind, SpriteKind, TerrainChunk,
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TerrainChunkSize,
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2021-04-06 05:15:42 +00:00
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},
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2021-03-25 04:35:33 +00:00
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trade::{PendingTrade, SitePrices, TradeAction, TradeId, TradeResult},
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2020-12-13 17:40:15 +00:00
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uid::{Uid, UidAllocator},
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common: Rework volume API
See the doc comments in `common/src/vol.rs` for more information on
the API itself.
The changes include:
* Consistent `Err`/`Error` naming.
* Types are named `...Error`.
* `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
to an upcoming change where a “map” in the game related sense will
be added.
* Add volume iterators. There are two types of them:
* _Position_ iterators obtained from the trait `IntoPosIterator`
using the method
`fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `Vec3<i32>`.
* _Volume_ iterators obtained from the trait `IntoVolIterator`
using the method
`fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
Those traits will usually be implemented by references to volume
types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
type which usually implements several volume traits, such as `Chunk`).
* _Position_ iterators iterate over the positions valid for that
volume.
* _Volume_ iterators do the same but return not only the position
but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
`Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
* `RasterableVol` represents a volume that is compile-time sized and has
its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
because such a volume can be used with `VolGrid3d`.
* `RectRasterableVol` represents a volume that is compile-time sized at
least in x and y direction and has its lower bound at `(0, 0, z)`.
There's no requirement on he lower bound or size in z direction.
The name `RectRasterableVol` was chosen because such a volume can be
used with `VolGrid2d`.
2019-09-03 22:23:29 +00:00
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vol::RectVolSize,
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2019-03-03 22:02:38 +00:00
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};
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2021-06-18 06:23:48 +00:00
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use common_base::{prof_span, span};
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2020-12-13 17:11:55 +00:00
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use common_net::{
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msg::{
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Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
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self, validate_chat_msg,
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2021-05-03 02:00:23 +00:00
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world_msg::{EconomyInfo, PoiInfo, SiteId, SiteInfo},
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Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
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ChatMsgValidationError, ClientGeneral, ClientMsg, ClientRegister, ClientType,
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DisconnectReason, InviteAnswer, Notification, PingMsg, PlayerInfo, PlayerListUpdate,
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2021-04-22 17:27:38 +00:00
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PresenceKind, RegisterError, ServerGeneral, ServerInit, ServerRegisterAnswer,
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Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
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MAX_BYTES_CHAT_MSG,
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2020-12-13 17:11:55 +00:00
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},
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sync::WorldSyncExt,
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};
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2021-04-06 15:47:03 +00:00
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use common_state::State;
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2021-03-29 02:35:13 +00:00
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use common_systems::add_local_systems;
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2020-10-19 03:00:35 +00:00
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use comp::BuffKind;
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2020-07-25 23:21:15 +00:00
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use hashbrown::{HashMap, HashSet};
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2019-10-16 11:39:41 +00:00
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use image::DynamicImage;
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2021-04-15 08:16:42 +00:00
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use network::{ConnectAddr, Network, Participant, Pid, Stream};
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(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
---
Pretty much a Veloren fork at this point. Here's a high level overview of the changes (will be added to CHANGELOG just before merge).
At a high level this MR incorporates roughly two groups of changes.
The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting
engine. This is "feature work" that (mostly) only adds new things to Veloren, and mostly shouldn't affect old stuff.
The second big group of changes are those addressing the fallout from all the new features. These include performance fixes of
various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel
models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions
(coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork
of `conrod`). Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably
changes (TODO: Fill in this section when it's complete).
The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a
handful of people, so I recommend that this code be reviewed particularly carefully.
---
At a high level (each will be described in more detail below):
- The world map has been refactored.
- The world size is no longer hardcoded (@zesterer).
- The map generation code was made generic to allow using it outside of the `world` crate (@zesterer).
- On world creation, we now compute *horizon maps* (@zesterer).
- The way we pass the world from the server to the client has been updated (@xMAC94x).
- Artifacts related to image rotation were fixed (@imbris).
- Multiflow rivers were enabled (@zesterer).
- In the process of making changes related to the world map, various incidental fixes and optimizations were required.
- The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest).
- A new LOD terrain rendering step was added to the pipeline.
- The LOD terrain quality was made configurable via a graphics setting.
- Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain.
- A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out).
- A semi-accurate index of refraction was assigned to our materials.
- A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF.
- We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure.
- We attempt to compute *realistic light attenuation* in water using its real material properties.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo)
- Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*.
- Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*.
- "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing.
- In the process of making changes related to shadow maps, various incidental fixes and optimizations were required.
The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other
changes happening in master. Therefore, a large number of performance improvements were also needed:
- The graphics options were made much more flexible and configurable, and shaders were optimize.
- New options were provided for how to render lights and shadows (@Pfauenauge, @zesterer).
- Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris).
- Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo).
- In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required.
- Voxel model creation was switched to use *greedy meshing.*
- A new voxel meshing method, greedy meshing, was added (@imbris).
- Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge).
- New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer).
- Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- Animation and terrain math were switched to use SIMD where possible.
- Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris).
- The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge).
- Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge).
- Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge).
- Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris).
- SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- The way we cache glyphs was completely refactored, fixed, and optimized.
- Our fork of `conrod` was optimized in various ways (@imbris).
- Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris).
- Our use of the glyph cache was rewritten for correctness (@imbris).
- A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris).
- Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge).
- In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required.
- Colors were changed to keep Veloren's look consistent with master.
- Some older tree models were brought back (@Pfauenauge).
- TODO(@Sharp): All hardcoded colors were extracted and made hotloadable.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style.
A detailed description of the involved changes follows.
---
- The world size is no longer hardcoded. All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`). Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`). Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always). See `world/src/sim/mod.rs` for these changes.
- The map generation code was made generic to allow using it outside of the `world` crate. The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`. The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction. This also means that colors are now passed in separately to the map generation function. See <https://veloren.net/devblog-78/> for more details.
- On world creation, we now compute *horizon maps*. See the function in `world/src/sim/util.rs`.
Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible). As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers). We can also use this for the moon, if we want, since the moon follows the same path. Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk.
Support for horizon maps has been merged into the map functionality in common as well.
- The way we pass the world from the server to the client has been updated. Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information. We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height). See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing.
- Artifacts related to image rotation were fixed. See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation. This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes. I reproduce the first two paragraphs of the MR description as well:
```
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
```
- Multiflow rivers were enabled.
This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it.
We already computed multiple outflows from each chunk for erosion purposes long before this MR.
However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers.
Now that
- In the process of making changes related to the world map, various incidental fixes and optimizations were required. Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular. Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing. These sorts of changes are spread all arond the code.
This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`.
The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping).
- Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer)
- Calls to power or trig functions were removed or replaced with multiplications, where possible.
- After some deliberation
- To properly handle sprite "waving" for nearby sprites,
We explicitly designed the greedy meshing system with figures and sprites in mind.
In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know
we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so
they can be packed into some specific subtexture).
For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as
possible into one giant tetxure atlas. However, in the future we might opt to pack them slightly less efficiently in exchange for
shrinking the sprite vertex size.
For figures, we pack all the textures for each *model* into the same atlas.
is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple
models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations.
This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the
model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an
exact fit. In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without
texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function
that, when called, will execute the rest of the computation. We push this continuation (which in Rust terms is a `FnOnce` closure
that takes the `ColLightsInfo` that it is supposed to write to as context) onto a
onto a vector
resizing. To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed. Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the
- Matrix multiplications in the shader were reduced for figure data (@zesterer).
- Vertex "waves" for fluid data were removed.
- Terrain "bending" near edges was removed.
- Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block. It was also changed to take ownership of its voxel data,
rather than sharing it, to let it be used with meshing.
- Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`.
- PositionedGlyph::standalone.
---
I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions]
where I needed features from elsewhere but I am particularly grateful for the following resources,
esepcially where they have accompanying source code. I linked all of them that are accessible to the public (those that are not were
obtained through legal means).
[^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419.
[^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina.
[^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152.
[^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017.
[^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>.
[^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>.
I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR.
---
Squashed commit of the following:
commit 300505e7305a2fdac722a808ee8538323f215f39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 18:46:25 2020 +0200
Fixing cargo doc and typo in CHANGELOG.
commit ec0aeb18e8499d7d84ef818331b4b65c3d76cea6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 15:38:50 2020 +0200
Hopefully final commit for the LOD branch.
commit 5e8ea0b1eaac02903a02feb2eb038d195de4872f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 10:14:26 2020 +0200
Falling back to power as stopgap.
commit e44a1cbf46504ee9931a01bdc9033e145500d557
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 09:25:41 2020 +0200
Address imbris feedback.
Temporarily disables shiny water, lowers max VD.
These restrictions will be lifted soon after merging.
commit 561e25778a108ac3712f5ec2ce3a51234c4430d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 08:31:13 2020 +0200
Tweaking shaders a bit.
commit 7d19259078ce0dd7b3742ad7d0cb3fab3ece3fdc
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:59:43 2020 +0200
Fix view example as well.
commit 051cd4934e0fad2c0b15db4380a4189fa318679f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:29:06 2020 +0200
Fix meshing benchmark.
commit c95e07db3b4dcca285678985e65e31b927cb1c61
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 05:46:22 2020 +0200
Address MR feedback, fix scene clouds.
commit 1bfb816cabdb3ffc1e507a009c2d98696b4b573a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:39:36 2020 +0200
Incorporating Pfau's figure color changes.
New eyes and new humanoid colors.
commit 3f9b89a3ac7b3356b1dba0d1a8f6541357f81469
Merge: e2f5162e4 62c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:29:41 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit e2f5162e4f96f4124aa43488f7245d341b3dcfd4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:28:38 2020 +0200
World colors are all hotloadable.
They live in assets/world/style/colors.ron.
Only a small handful of hardcoed colors remain in World; they are either
part of the map, or difficult to disentangle from the rest of the
computation. Comments are made where appropriate.
commit 62c53963abe1975009d34a8f9515a355bef24f31
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date: Wed Aug 19 15:59:00 2020 +0200
replace pretty_env_logger with tracing
commit 5b1625f99d9586fe80e2232f583ec5af9f953099
Merge: d71003acd 4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:15:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit d71003acdabeff970b3928e97c26af6847b5b78e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:14:34 2020 +0200
Hotloading colors, part 1: colors in common.
Currently, this just entails humanoid colors. There are only three
colors not handled; the light emitter colors in
common/src/comp/inventory/item/tool.rs. These don't seem important
enough to me to warrant making hotloadable, at least not right now, but
if it's needed later we can always add them to the file.
commit 63b5e0e553eb2ea49276f192a6fc7dd65254270d
Merge: c32b337a4 6d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 13:05:37 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c32b337a46e10d9de473d178a94a3ccd61c39bb3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:52:04 2020 +0200
Fixing LOD grid, for real.
commit a166ae0360395387e09fb35a1f84210c2ce5ec24
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:28:05 2020 +0200
Addressing imbris's initial feedback.
Fixes two minor bugs: explosion particles were no longer spawning
randomly, and LOD grids were not perfectly even.
commit 4cbad004f44060994252dd3d38647a14a589712f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:27:58 2020 +0200
Bumping nightly per request.
commit 548680276aac77c25d43d16b5622f847d474dbef
Merge: acc098604 8f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:26:06 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit acc0986040589a3492f88a740bc3c3fc693b26d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:28:32 2020 +0200
Lower resolution due to lying drivers.
commit d3b878de2a52c358d2944a6bbd0555dad7fbdb10
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:15:38 2020 +0200
Fix issues msh encountered with Intel 4600.
commit 10245e0c1b0cb6fae10d86409435364edc6102ef
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 21:15:02 2020 +0200
Merge more models into one mesh than we did previously.
commit 3155c31e663c52ae5c3a53d5fb5665892a1a498a
Merge: 7204cc8a7 3c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:35:22 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7204cc8a7a4f74a30306bd205d9834fee4bb944f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:34:43 2020 +0200
Fix not yet done NPC animations.
This forces them all to be the idle animation if not specified.
This fixes issues where you'd have giant NPCs in water.
commit bc83360f2a08918f19d417b5f772e1ff554dba08
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 19:36:37 2020 +0200
Try to fix some bugs:
- Z fighting with LOD terrain and water.
- Audio SFX not playing.
commit 1fd104aa603bf3781b6526a5cada46aeca3049dd
Merge: 862df3c99 7c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 12:02:31 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 862df3c9976c4da9bd7cfd784f1a85973127968a
Merge: 0a4218ed9 75c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 05:52:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0a4218ed9d541a2b34c133351bea38a99ddf4ea7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 22:27:14 2020 +0200
Fix particle depth.
commit f51dfdeb442d0dd5243dd2f344fa4be295bd0875
Merge: c6251a956 5e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:19:04 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit c6251a956ad376400dca5c23420cf8d213dc8fdf
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:15:46 2020 +0200
Cache figures more intelligently.
Cache figures for longer, and don't cache character states for the
player except where they actually affect the rendered model.
commit 0ed801d5404982c6fb63b1eaa4567d908b294c9d
Merge: c11b9bdf0 eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 16:32:24 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c11b9bdf0a53bf9884d2f5a48fec9b01d582df1a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 11:47:15 2020 +0200
Remove unneeded Clippy annotation.
commit 16aa9ef40af56d69289d00aafb3deadfb8bd4f35
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 8 00:53:02 2020 +0200
Fix hotloading and Clippy.
commit 3dc973e0be5b758da1e9805eb764ad401374cd0c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 23:50:27 2020 +0200
Major speedups with SIMD.
commit fba64a7d93d5a96077ce87287bbce6ab9b7fbcae
Merge: 76429d00e d1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:19 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 76429d00eea00d212fbd672a84ee91e75b19b938
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:10 2020 +0200
Add clippy.toml.
commit c79f512f84dbb83cb82b7954db68ff241dfd8e41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 11:55:20 2020 +0200
Fix all clippy issues, clean up Rust code.
commit 6f90e010b3fbefb53b0d632e819931350015b6b8
Merge: 77a8c7c26 5929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:30 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 77a8c7c267d3f44a1a62bd6b2274359973c5e4d4
Merge: b44e44232 44febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:10 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 5929cfa5c713aa392110bbb62407f76caf53c3df
Author: jshipsey <jshipsey18@gmail.com>
Date: Thu Aug 6 20:47:27 2020 -0400
fixed in-hand arrow bug
commit b44e442325d828f1cd564d66908f89d09e80474b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 6 13:40:35 2020 +0200
Miscellaneous performance improvements.
commit be37acf287c1360d8085862526ac3365ffd1d768
Merge: 125d7fc6c c11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 05:49:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 125d7fc6c4dcd8c8c5f27b8268a4d64f409f3644
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 04:55:31 2020 +0200
Abstract over simd vs. repr_c vectors.
Also some minor improvements to Event size.
commit d4d4956e9252e1241ce110b2aa85076c6b1e2a23
Merge: 5f3b7294a aced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:56:54 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 5f3b7294af1f8533edc2620b58863c248e2b07af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:43:52 2020 +0200
Fix formatting issues I missed before.
commit a428a3ebba70dcab63dd0f8cd983120c90617271
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:41:51 2020 +0200
Fix clippy warnings, part 1.
There aer still a bunch of type too complex and
function takes too many arguments warnings that I'll fix later
(or ignore, since in the one case I did fix a function takes too
many arguments warning I think it made the code *less* readable).
commit ba54307540ed8a937ac08209730284fc653af85b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 30 13:22:42 2020 +0200
Fix light animations so they are removed when the light turns off.
commit 7e0f4bcbf0f4717145d8beac40d52e3acebbe2aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 21:10:20 2020 +0200
Fix crash in edge case for pixel art.
commit 56da06f7a351e2b949e9b014a90b974d511a0924
Merge: cf74d55f2 9f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:56:52 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:29:52 2020 +0200
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
The first concern was addressed by fixing the dimensions of the map
images drawn from the UI (so that we always use a square source
rectangle, rather than a rectangular one according to the dimensions of
the map). We also fixed the way rotation was done in the fragment
shader for north-facing sources to make it properly handle aspect ratio
(this was already done for north-facing targets). Together, these fix
rendering issues peculiar to rectangular maps.
The second and third concerns were jointly addressed by adding an
optional border color to every 2D image drawn by the UI. This turns
out not to waste extra space even though we hold a full f32 color
(to avoid an extra dependency on gfx's PackedColor), since voxel
images already take up more space than Optiion<[f32; 4]> requires.
This is then implemented automatically using the "border color"
wrapping method in the attached sampler.
Since this is implemented in graphics hardware, it only works (at
least naively) if the actual image bounds match the texture bounds.
Therefore, we altered the way the graphics cache stores images
with a border color to guarantee that they are always in their own
texture, whose size exactly matches their extent. Since the easiest
currently exposed way to set a border color is to do so for an
immutable texture, we went a bit further and added a new "immutable"
texture storage type used for these cases; currently, it is always
and automatically used only when there is a specified border color,
but in theory there's no reason we couldn't provide immutable-only
images that use the default wrapping mdoe (though clamp to border
is admittedly not a great default).
To fix the maps case specifically, we set the border color to a
translucent version of the ocean border color. This may need
tweaking going forward, which shouldn't be hard.
As part of this process, we had to modify graphics replacement to
make sure immutable images are *removed* when invalidated, rather
than just having a validity flag unset (this is normally done by
the UI to try to reuse allocations in place if images are updated
in benign ways, since the texture atlases used for Ui do not
support deallocation; currently this is only used for item images,
so there should be no overlap with immutable image replacement,
so this was purely precautionary).
Since we were already touching the relevant code, we also updated
the image dependency to a newer version that provides more ways
to avoid allocations, and made a few other changes that should
hopefully eliminate redundant most of the intermediate buffer
allocations we were performing for what should be zero-cost
conversions. This may slightly improve performance in some
cases.
commit ad18ce939940a8c697270f6e9b94db9942fd8295
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 13:21:09 2020 +0200
Fix continent scale hack.
commit 36b1cb074f5b195aebd7dbbc3da7f0246a1a18ec
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 12:11:40 2020 +0200
Enable loading different sized maps without a recompile.
We may want to tweak the effects of the continent_scale_hack.
commit 13b6d4d534cc4814b7cb3294ca41bbfea0a6b186
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 10:55:48 2020 +0200
Removing WORLD_SIZE, part 1.
Erased almost every instance of WORLD_SIZE and replaced it with a local
power of two, map_size_lg (which respects certain invariants; see
common/src/terrain/map.rs for more details about MapSizeLg). This also
means we can avoid a dependency on the world crate from client, as
desired.
Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
next step is to arrange for maps to store their world size, and to use
that world size as a basis prior to loading the map (as well, probably,
as prior to configuring some of the noise functions).
commit 30b1d2c6428230a9eaa0d749cdcbbd6f1cbccd78
Merge: 7d56ba31b 1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:58 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 7d56ba31b445441461b28a07fc495d7d4f047c17
Merge: 2101113b4 598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 1377b369f6db2258e910d467a5740f31789e3ded
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sun Jul 19 23:25:38 2020 +0200
more saturated pumpkins
commit ae8d50527f93bb0616c2ad46ce4dacb63bc37c6d
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sat Jul 18 20:29:56 2020 +0200
acacia models
commit 2101113b467e691de787392d7f20f1745f5637bd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 18 18:55:25 2020 +0200
Higher detail LOD.
commit add2cfae04b4385fa5590e11e2bd5229d9dee0aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 16 01:57:39 2020 +0200
Revert some irrelevant stuff.
commit 2e2ab3dc1eaa59a4aef7f8d34a53d8aae4c8553a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 15 13:30:49 2020 +0200
Fixing various things about shadows.
* Correcting optimal LISPSM parameter.
* Figure shadows are cast when they're not visible.
* Chunk shadows stay cast until you look away.
* Seamless cubemaps for point lights.
* Etc.
commit 6c31e6b56217274285b597af297036691ea5d897
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 19:50:26 2020 +0200
Fix shadow creation.
commit 6332cbe006115ae205597529cd8bbccd146c2cca
Merge: be438657c 930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:47:00 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit be438657c33d7b5bfb0a9582c3ed3fd366637323
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:28:08 2020 +0200
Tweaks to shadows.
Added shadow map resolution configuration, added seamless cubemaps,
documented all existing rendering options, and fixed a few Clippy
errors.
commit 23b4058906013c7d2a40c286e20e32c5fbd897ed
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 10:11:19 2020 +0200
Fix moon, use nonlinear noise for terrain.
Note that the latter has a bit of performance cost.
commit 7fbe5cbfbb9dc29607957b8e62f432a4deed193d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:23:02 2020 +0200
Address lies about max texture size.
commit bcfc62b5e13a1cdd83f57535fde4694720bebfd9
Merge: 75e3626a7 18a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:22:08 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 75e3626a785919f43fdcf2127c2b10e3e4df2f9f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:21:52 2020 +0200
OpenGL 3.3 minimum.
commit 18a08e8fe2739f02af99a5d2cb4e7c38c49e858b
Author: Monty Marz <m.marzouq@gmx.de>
Date: Tue Jul 7 23:57:52 2020 +0200
settings localization
commit 90c5d1ca3620092bc3ae10b2211489eb1cf6f5e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 21:11:48 2020 +0200
Lower near distance.
commit 0e66f02b25aaddaa2dfddbbc89cd67de54a9a7b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 20:09:01 2020 +0200
All sprites sway in the wind now.
commit db1401a6910bf42dcf502462c90038752ff5fbdb
Merge: 69e508d8c e8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 19:34:17 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 69e508d8c94d8973033817ca86f357e466fc7c4d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 18:41:37 2020 +0200
Make it easy to switch to SIMD for math.
commit ffe0f5928c7a7e87d00cb5426b3b1d831d7e02fd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 21:21:12 2020 +0200
Fix some issues with underwater rendering.
commit bfda6da42f38fd02c31ee92c81ab785a3e50c2a0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 19:17:59 2020 +0200
Fix some minor display issues.
commit 0ed752e087968cf901301884aaeae698e32ef8a5
Merge: ccc6a06a8 518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:14:21 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit ccc6a06a8d4504d6b9f7af7905a414d2ee06ab76
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:04:34 2020 +0200
Some minor changes.
commit 4e020246702889269efe1a191788992164c508d6
Merge: 50a64d927 e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 16:17:40 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 50a64d927e6c4f4b0e4688e4cbfca694bc3f922a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 13:07:03 2020 +0200
Fix far plane.
commit 7dd06da34cae8f9ea3b6c889fe965181f3fd3949
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:25:35 2020 +0200
Add shadows.glsl.
commit 618a18c998778bf871b905a74657440fcc384c80
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:10:22 2020 +0200
Adding shadows, greedy meshing, and more.
commit eaea83fe6a5cb1cb0ba8beef888183c718258496
Merge: 267018495 2f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 22:47:07 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 2670184954a13e4a9e7a4e35ba79aac0c5fac2f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 21:20:01 2020 +0200
Make civsim and sites deterministic.
For anything in worldgen where you use a HashMap, *please* think
carefully about which hasher you are going to use! This is
especially true if (for some reason) you are depending on hashmap
iteration order remaining stable for some aspect of worldgen.
commit f8376fd5dc72b4a9c2f51a6b4570d59c8b8e9343
Merge: 654f7e049 cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 17:53:57 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 654f7e049258d9da27c09608bbe6a46ffa8787e5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed May 20 21:22:30 2020 +0200
Correct backface culling.
commit 560501df05ca725409b0f2e4eb31bdfdc15fd0c7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue May 19 17:22:06 2020 +0200
Greedy messhing for shadows.
commit a4d87e1875ca543436e6bbbeb20348facc5a52d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun May 17 05:59:00 2020 +0200
Shadow maps work for lantern.
commit 243d0837b8a3b08172c9a3c348d964d7ddc2a0a8
Merge: 04382dc28 71dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:53:13 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 04382dc28632b6c66e8821f6870c0daaa1c1901a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:22:17 2020 +0200
WIP: better graphics config, better LOD, shadow maps.
commit 22ddbad3eb32bfa70f0932176022208fe67ded81
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 18:54:09 2020 +0200
Minor shader fixes.
commit 746a10e8d01ac235f994b0cde78fa48998602a1f
Merge: 0f4a0e763 40ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 04:02:09 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0f4a0e763db3afbdc4fb0558611f38326ca87151
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 23:03:24 2020 +0200
Switch back to pop-in terrain.
commit dd74fa7e4a53667b38811d7aec58d7f6a68889bb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 22:58:55 2020 +0200
LOD shading closer to voxel shading.
commit ef67bd58ba0bdaf622b078892d768263b6cba268
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 28 20:49:03 2020 +0200
Experimental underwater lighting.
commit 2c5ad9d07605e80d5fd5679dd3a5d70c605b86a9
Merge: 748279835 303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 22:35:24 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7482798354eda18c8207950080fc24d443a369de
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 21:59:55 2020 +0200
Replace discard in figure-frag.
commit d83b4ae69be4912f69bf7835f509c68a1c7770a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:45:57 2020 +0200
Fix sprite lighting, HDR from focus_pos.
commit 0594238004f116274905fa0ed7c2b6c417ed1d29
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:14:10 2020 +0200
Proper HDR from point lights.
commit 48c93d2b41ce5743103d18e76cc228f5ac766492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 14:01:43 2020 +0200
Brighter ambiance, darker LOD shadows.
commit e0452e895ccfa8a43f368cae3b8b8aedc24dad93
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 13:13:23 2020 +0200
More proper HDR.
commit 4c6da3ed16cfeebb455e40da5f557b4af9a499d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 00:13:10 2020 +0200
Trying LOD noise.
commit 682a3d74c85df5503ffe1fc1cc891bce789df1ad
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 23:11:08 2020 +0200
Fix LOD heights in towns.
commit cc39e5734e8b18f9077bf42e66337c1319dd6b6e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 21:01:23 2020 +0200
More LOD fixes.
commit 8116b21c2e51c836e77894e309ac273caf2917b3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:54:43 2020 +0200
I like this coloring.
commit bc2560ea90b36f4b46190005344232d993043ac3
Merge: 14effdd5d e690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:48:33 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 14effdd5db8747fcf3eb34f03b46b7792e92d1c5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:24:35 2020 +0200
Re-saturate.
commit 48a643955d4435b78179acba0beb4a979905cc31
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:23:57 2020 +0200
Various fixes.
commit f7b497a0c25f4ad4682c71dd1ed6f608052feb9b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 03:22:49 2020 +0200
Render figures again.
commit 44e4aad48deba8266b9f8bdfd3db096b381f5327
Merge: e6f0a5a98 9ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 02:01:04 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit e6f0a5a981a82533ba188fff0a54ce98577bb152
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 24 16:12:20 2020 +0200
Add atmospheric scattering.
commit f2953087f691a8edbc001cb98ebf5059fc6f8ac0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 23 00:01:20 2020 +0200
Fix shadowing for specular reflections.
commit ddd4a67a9799b8d08c7dc0c2bec90621c2bed0e3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Apr 22 22:56:12 2020 +0200
HDR fixes.
commit 1015e60deef3c447381996277df7496707a63bd0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 21 18:25:19 2020 +0200
More lighting changes.
commit 80c264abd111fb237e57843efcb5c071d4f84613
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 13 00:29:59 2020 +0200
Lighting experiments.
commit 8414987e589dd5102bad89762a3adaccc0bfe957
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 9 02:38:40 2020 +0200
WIP -- lighting changes and soft shadows.
commit 9cd2b3fb0d6b49776c6dfe463e4169637250b11a
Merge: c7ea687eb 8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:29 2020 +0200
Merge branch 'sharp/new-lighting' into sharp/small-fixes
commit c7ea687ebbc5aace1b455f134a5bf49ce2c7434a
Merge: 476441531 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:02 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 8b149ad11ad4bb75018fcf9519baec27d1c95951
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:32:39 2020 +0200
Trying out a new lighting model.
commit b0ac9f36f755dd06f7c17c46150568064790864f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 07:56:11 2020 +0200
Use bicubic interpolation for terrain.
commit f6fc9307a121514b614bc50ef8eb055953e7da8a
Merge: 33140a295 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 05:01:41 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 4764415312aae6e9ac2d00e86e84577cb958f1ab
Merge: ed2d0111d 13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 04:54:48 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 13388ee6a42943f3f79a9cb488346cef18e272fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 20:30:08 2020 +0200
Various fixes (to coloring and to soft shadows).
commit fbd084a94a067082a87cd6d28b82054709bc9265
Merge: 5a089863b 4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 18:50:38 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
commit ed2d0111d994262ae836d84d1fe5a45e4de72a0b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 06:49:27 2020 +0200
Combining colors and LOD.
commit 88342640c6b835114d01c797b89fdede3b0a2108
Merge: 33140a295 5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:49:20 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 33140a2951b8212725f42c758b277aaec4d888f7
Merge: 4c65a5aed f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:36:21 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 5a089863beb01d4794bbe3580ada47b278715ea2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 03:17:49 2020 +0200
Making maps brighter.
This is probably not the right way to do it, but oh well!
commit 32b2c99109dd486aa922886081068f9c550c83f2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 02:46:36 2020 +0200
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.
commit f8926a5737ddc51f3d585c651a64c43677aae0f4
Merge: a1aee931e 875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Mar 13 13:32:42 2020 +0100
Merge remote-tracking branch 'origin/master' into sharp/map-colors
commit 4c65a5aed353b119aea65a2aaeb94549b67beb42
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date: Mon Feb 24 16:48:05 2020 +0000
Made LOD setting slider exponential
commit 2fa7b2d20d7233dc8bfd64f9f7f54617575248f1
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 17:49:53 2020 +0000
Added mist to LoD
commit aab059a450b5f635777129ff82cc15b662965c3c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 15:14:06 2020 +0000
Added LoD slider
commit 779c36b538121c5ade3633ae5cb67bb14c8c3877
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:54:55 2020 +0000
Reduced cost of vertex pushing
commit 9fea150473906b166365b738ebcea07c697daf3d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:38:53 2020 +0000
Fixed maths, improved LoD resolution
commit 5481df38fea5bf183ff376a3337179cfaa5233dc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 11:22:50 2020 +0000
Dynamically relocate LoD vertices to enhance details
commit a3e36a50ababd615da7db1b26158c7906a5def01
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 18:13:51 2020 +0000
Simpler terrain spiral rendering
commit 255f450ae9ac8763db4bede075fb409161ed57cc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:53:17 2020 +0000
Better LoD precision
commit 3d027aebe812a5b8658a4eb8123dc9f61b3776d2
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:04:03 2020 +0000
Better falloff
commit be775c9484b457b2c0b1a494aec03392d0c70e76
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 15:30:45 2020 +0000
Applied good ideas from experimental branch
commit 58587b68545a23c5c04ab4574a4b94b3bc982246
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 16:15:13 2020 +0000
Minor fixes to LoD merging
commit 7b42aebd709c14df2db766aad61d9280ad24d84d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 15:04:44 2020 +0000
Capped LoD dragging
commit 8aafc559f87124e1ea5ca6e3ddc2aa0c242d793c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:54:37 2020 +0000
Better blending between LoD and terrain border
commit edd3455d5161792d87ddc8eadc0ecbad5532b284
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:40:19 2020 +0000
Fixed LoD z depth, added sea level offset
commit b9b06744620114dd5556e73f64fa93c145503a7c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:27:43 2020 +0000
Better LoD smoothing
commit a1aee931e790431560cd2d953ad61d9497072afd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Feb 21 14:52:17 2020 +0100
Adding shadows.
commit 2400786c13dd891c131ed86d48d05df516a8a778
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 13:48:40 2020 +0000
Use world map as LoD source
commit dbf650f504a4c25fbbc2096ac3616c736bf52d23
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Jan 20 00:48:14 2020 +0000
Better clouds at distance
commit 5e6f81b86cdb9730b9b056877b19257075fd5fa8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Jan 19 23:59:02 2020 +0000
sync
commit 745e7540ddb000cc645f612767b337c2ddc3f7c0
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 12:40:48 2019 +0000
Improved cloud falloff mist, faster noise sampling
commit f6a200d0cb866196ba57697466755f9e0c7ea5d8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 10:09:00 2019 +0000
Improved long-range depth precision, removed unnecessary LoD polygons
commit 63d1b2bb2292898d59fb4f4e502201103dfeb86f
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 20:57:46 2019 +0000
Working LoD shader
commit f13d98ee3e58f881e8b978861a67663b59ed91ec
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 11:03:40 2019 +0000
LoD first attempt (stack overflow issue)
2020-08-20 18:34:59 +00:00
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use num::traits::FloatConst;
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use rayon::prelude::*;
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use specs::Component;
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use std::{
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collections::{BTreeMap, VecDeque},
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mem,
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sync::Arc,
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time::{Duration, Instant},
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};
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use tokio::runtime::Runtime;
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use tracing::{debug, error, trace, warn};
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use vek::*;
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#[cfg(feature = "tracy")]
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mod tracy_plots {
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use common_base::tracy_client::{create_plot, Plot};
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pub static TERRAIN_SENDS: Plot = create_plot!("terrain_sends");
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pub static TERRAIN_RECVS: Plot = create_plot!("terrain_recvs");
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pub static INGAME_SENDS: Plot = create_plot!("ingame_sends");
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pub static INGAME_RECVS: Plot = create_plot!("ingame_recvs");
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}
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#[cfg(feature = "tracy")] use tracy_plots::*;
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const PING_ROLLING_AVERAGE_SECS: usize = 10;
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#[derive(Debug)]
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pub enum Event {
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Chat(comp::ChatMsg),
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InviteComplete {
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target: Uid,
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answer: InviteAnswer,
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kind: InviteKind,
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},
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TradeComplete {
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result: TradeResult,
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trade: PendingTrade,
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},
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Disconnect,
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DisconnectionNotification(u64),
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InventoryUpdated(InventoryUpdateEvent),
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Kicked(String),
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Notification(Notification),
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SetViewDistance(u32),
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Outcome(Outcome),
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CharacterCreated(CharacterId),
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CharacterError(String),
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}
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pub struct WorldData {
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(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
---
Pretty much a Veloren fork at this point. Here's a high level overview of the changes (will be added to CHANGELOG just before merge).
At a high level this MR incorporates roughly two groups of changes.
The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting
engine. This is "feature work" that (mostly) only adds new things to Veloren, and mostly shouldn't affect old stuff.
The second big group of changes are those addressing the fallout from all the new features. These include performance fixes of
various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel
models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions
(coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork
of `conrod`). Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably
changes (TODO: Fill in this section when it's complete).
The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a
handful of people, so I recommend that this code be reviewed particularly carefully.
---
At a high level (each will be described in more detail below):
- The world map has been refactored.
- The world size is no longer hardcoded (@zesterer).
- The map generation code was made generic to allow using it outside of the `world` crate (@zesterer).
- On world creation, we now compute *horizon maps* (@zesterer).
- The way we pass the world from the server to the client has been updated (@xMAC94x).
- Artifacts related to image rotation were fixed (@imbris).
- Multiflow rivers were enabled (@zesterer).
- In the process of making changes related to the world map, various incidental fixes and optimizations were required.
- The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest).
- A new LOD terrain rendering step was added to the pipeline.
- The LOD terrain quality was made configurable via a graphics setting.
- Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain.
- A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out).
- A semi-accurate index of refraction was assigned to our materials.
- A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF.
- We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure.
- We attempt to compute *realistic light attenuation* in water using its real material properties.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo)
- Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*.
- Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*.
- "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing.
- In the process of making changes related to shadow maps, various incidental fixes and optimizations were required.
The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other
changes happening in master. Therefore, a large number of performance improvements were also needed:
- The graphics options were made much more flexible and configurable, and shaders were optimize.
- New options were provided for how to render lights and shadows (@Pfauenauge, @zesterer).
- Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris).
- Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo).
- In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required.
- Voxel model creation was switched to use *greedy meshing.*
- A new voxel meshing method, greedy meshing, was added (@imbris).
- Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge).
- New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer).
- Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- Animation and terrain math were switched to use SIMD where possible.
- Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris).
- The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge).
- Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge).
- Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge).
- Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris).
- SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- The way we cache glyphs was completely refactored, fixed, and optimized.
- Our fork of `conrod` was optimized in various ways (@imbris).
- Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris).
- Our use of the glyph cache was rewritten for correctness (@imbris).
- A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris).
- Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge).
- In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required.
- Colors were changed to keep Veloren's look consistent with master.
- Some older tree models were brought back (@Pfauenauge).
- TODO(@Sharp): All hardcoded colors were extracted and made hotloadable.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style.
A detailed description of the involved changes follows.
---
- The world size is no longer hardcoded. All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`). Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`). Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always). See `world/src/sim/mod.rs` for these changes.
- The map generation code was made generic to allow using it outside of the `world` crate. The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`. The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction. This also means that colors are now passed in separately to the map generation function. See <https://veloren.net/devblog-78/> for more details.
- On world creation, we now compute *horizon maps*. See the function in `world/src/sim/util.rs`.
Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible). As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers). We can also use this for the moon, if we want, since the moon follows the same path. Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk.
Support for horizon maps has been merged into the map functionality in common as well.
- The way we pass the world from the server to the client has been updated. Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information. We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height). See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing.
- Artifacts related to image rotation were fixed. See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation. This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes. I reproduce the first two paragraphs of the MR description as well:
```
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
```
- Multiflow rivers were enabled.
This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it.
We already computed multiple outflows from each chunk for erosion purposes long before this MR.
However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers.
Now that
- In the process of making changes related to the world map, various incidental fixes and optimizations were required. Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular. Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing. These sorts of changes are spread all arond the code.
This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`.
The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping).
- Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer)
- Calls to power or trig functions were removed or replaced with multiplications, where possible.
- After some deliberation
- To properly handle sprite "waving" for nearby sprites,
We explicitly designed the greedy meshing system with figures and sprites in mind.
In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know
we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so
they can be packed into some specific subtexture).
For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as
possible into one giant tetxure atlas. However, in the future we might opt to pack them slightly less efficiently in exchange for
shrinking the sprite vertex size.
For figures, we pack all the textures for each *model* into the same atlas.
is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple
models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations.
This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the
model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an
exact fit. In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without
texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function
that, when called, will execute the rest of the computation. We push this continuation (which in Rust terms is a `FnOnce` closure
that takes the `ColLightsInfo` that it is supposed to write to as context) onto a
onto a vector
resizing. To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed. Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the
- Matrix multiplications in the shader were reduced for figure data (@zesterer).
- Vertex "waves" for fluid data were removed.
- Terrain "bending" near edges was removed.
- Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block. It was also changed to take ownership of its voxel data,
rather than sharing it, to let it be used with meshing.
- Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`.
- PositionedGlyph::standalone.
---
I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions]
where I needed features from elsewhere but I am particularly grateful for the following resources,
esepcially where they have accompanying source code. I linked all of them that are accessible to the public (those that are not were
obtained through legal means).
[^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419.
[^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina.
[^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152.
[^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017.
[^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>.
[^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>.
I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR.
---
Squashed commit of the following:
commit 300505e7305a2fdac722a808ee8538323f215f39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 18:46:25 2020 +0200
Fixing cargo doc and typo in CHANGELOG.
commit ec0aeb18e8499d7d84ef818331b4b65c3d76cea6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 15:38:50 2020 +0200
Hopefully final commit for the LOD branch.
commit 5e8ea0b1eaac02903a02feb2eb038d195de4872f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 10:14:26 2020 +0200
Falling back to power as stopgap.
commit e44a1cbf46504ee9931a01bdc9033e145500d557
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 09:25:41 2020 +0200
Address imbris feedback.
Temporarily disables shiny water, lowers max VD.
These restrictions will be lifted soon after merging.
commit 561e25778a108ac3712f5ec2ce3a51234c4430d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 08:31:13 2020 +0200
Tweaking shaders a bit.
commit 7d19259078ce0dd7b3742ad7d0cb3fab3ece3fdc
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:59:43 2020 +0200
Fix view example as well.
commit 051cd4934e0fad2c0b15db4380a4189fa318679f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:29:06 2020 +0200
Fix meshing benchmark.
commit c95e07db3b4dcca285678985e65e31b927cb1c61
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 05:46:22 2020 +0200
Address MR feedback, fix scene clouds.
commit 1bfb816cabdb3ffc1e507a009c2d98696b4b573a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:39:36 2020 +0200
Incorporating Pfau's figure color changes.
New eyes and new humanoid colors.
commit 3f9b89a3ac7b3356b1dba0d1a8f6541357f81469
Merge: e2f5162e4 62c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:29:41 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit e2f5162e4f96f4124aa43488f7245d341b3dcfd4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:28:38 2020 +0200
World colors are all hotloadable.
They live in assets/world/style/colors.ron.
Only a small handful of hardcoed colors remain in World; they are either
part of the map, or difficult to disentangle from the rest of the
computation. Comments are made where appropriate.
commit 62c53963abe1975009d34a8f9515a355bef24f31
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date: Wed Aug 19 15:59:00 2020 +0200
replace pretty_env_logger with tracing
commit 5b1625f99d9586fe80e2232f583ec5af9f953099
Merge: d71003acd 4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:15:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit d71003acdabeff970b3928e97c26af6847b5b78e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:14:34 2020 +0200
Hotloading colors, part 1: colors in common.
Currently, this just entails humanoid colors. There are only three
colors not handled; the light emitter colors in
common/src/comp/inventory/item/tool.rs. These don't seem important
enough to me to warrant making hotloadable, at least not right now, but
if it's needed later we can always add them to the file.
commit 63b5e0e553eb2ea49276f192a6fc7dd65254270d
Merge: c32b337a4 6d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 13:05:37 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c32b337a46e10d9de473d178a94a3ccd61c39bb3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:52:04 2020 +0200
Fixing LOD grid, for real.
commit a166ae0360395387e09fb35a1f84210c2ce5ec24
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:28:05 2020 +0200
Addressing imbris's initial feedback.
Fixes two minor bugs: explosion particles were no longer spawning
randomly, and LOD grids were not perfectly even.
commit 4cbad004f44060994252dd3d38647a14a589712f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:27:58 2020 +0200
Bumping nightly per request.
commit 548680276aac77c25d43d16b5622f847d474dbef
Merge: acc098604 8f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:26:06 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit acc0986040589a3492f88a740bc3c3fc693b26d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:28:32 2020 +0200
Lower resolution due to lying drivers.
commit d3b878de2a52c358d2944a6bbd0555dad7fbdb10
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:15:38 2020 +0200
Fix issues msh encountered with Intel 4600.
commit 10245e0c1b0cb6fae10d86409435364edc6102ef
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 21:15:02 2020 +0200
Merge more models into one mesh than we did previously.
commit 3155c31e663c52ae5c3a53d5fb5665892a1a498a
Merge: 7204cc8a7 3c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:35:22 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7204cc8a7a4f74a30306bd205d9834fee4bb944f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:34:43 2020 +0200
Fix not yet done NPC animations.
This forces them all to be the idle animation if not specified.
This fixes issues where you'd have giant NPCs in water.
commit bc83360f2a08918f19d417b5f772e1ff554dba08
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 19:36:37 2020 +0200
Try to fix some bugs:
- Z fighting with LOD terrain and water.
- Audio SFX not playing.
commit 1fd104aa603bf3781b6526a5cada46aeca3049dd
Merge: 862df3c99 7c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 12:02:31 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 862df3c9976c4da9bd7cfd784f1a85973127968a
Merge: 0a4218ed9 75c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 05:52:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0a4218ed9d541a2b34c133351bea38a99ddf4ea7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 22:27:14 2020 +0200
Fix particle depth.
commit f51dfdeb442d0dd5243dd2f344fa4be295bd0875
Merge: c6251a956 5e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:19:04 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit c6251a956ad376400dca5c23420cf8d213dc8fdf
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:15:46 2020 +0200
Cache figures more intelligently.
Cache figures for longer, and don't cache character states for the
player except where they actually affect the rendered model.
commit 0ed801d5404982c6fb63b1eaa4567d908b294c9d
Merge: c11b9bdf0 eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 16:32:24 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c11b9bdf0a53bf9884d2f5a48fec9b01d582df1a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 11:47:15 2020 +0200
Remove unneeded Clippy annotation.
commit 16aa9ef40af56d69289d00aafb3deadfb8bd4f35
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 8 00:53:02 2020 +0200
Fix hotloading and Clippy.
commit 3dc973e0be5b758da1e9805eb764ad401374cd0c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 23:50:27 2020 +0200
Major speedups with SIMD.
commit fba64a7d93d5a96077ce87287bbce6ab9b7fbcae
Merge: 76429d00e d1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:19 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 76429d00eea00d212fbd672a84ee91e75b19b938
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:10 2020 +0200
Add clippy.toml.
commit c79f512f84dbb83cb82b7954db68ff241dfd8e41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 11:55:20 2020 +0200
Fix all clippy issues, clean up Rust code.
commit 6f90e010b3fbefb53b0d632e819931350015b6b8
Merge: 77a8c7c26 5929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:30 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 77a8c7c267d3f44a1a62bd6b2274359973c5e4d4
Merge: b44e44232 44febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:10 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 5929cfa5c713aa392110bbb62407f76caf53c3df
Author: jshipsey <jshipsey18@gmail.com>
Date: Thu Aug 6 20:47:27 2020 -0400
fixed in-hand arrow bug
commit b44e442325d828f1cd564d66908f89d09e80474b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 6 13:40:35 2020 +0200
Miscellaneous performance improvements.
commit be37acf287c1360d8085862526ac3365ffd1d768
Merge: 125d7fc6c c11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 05:49:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 125d7fc6c4dcd8c8c5f27b8268a4d64f409f3644
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 04:55:31 2020 +0200
Abstract over simd vs. repr_c vectors.
Also some minor improvements to Event size.
commit d4d4956e9252e1241ce110b2aa85076c6b1e2a23
Merge: 5f3b7294a aced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:56:54 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 5f3b7294af1f8533edc2620b58863c248e2b07af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:43:52 2020 +0200
Fix formatting issues I missed before.
commit a428a3ebba70dcab63dd0f8cd983120c90617271
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:41:51 2020 +0200
Fix clippy warnings, part 1.
There aer still a bunch of type too complex and
function takes too many arguments warnings that I'll fix later
(or ignore, since in the one case I did fix a function takes too
many arguments warning I think it made the code *less* readable).
commit ba54307540ed8a937ac08209730284fc653af85b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 30 13:22:42 2020 +0200
Fix light animations so they are removed when the light turns off.
commit 7e0f4bcbf0f4717145d8beac40d52e3acebbe2aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 21:10:20 2020 +0200
Fix crash in edge case for pixel art.
commit 56da06f7a351e2b949e9b014a90b974d511a0924
Merge: cf74d55f2 9f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:56:52 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:29:52 2020 +0200
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
The first concern was addressed by fixing the dimensions of the map
images drawn from the UI (so that we always use a square source
rectangle, rather than a rectangular one according to the dimensions of
the map). We also fixed the way rotation was done in the fragment
shader for north-facing sources to make it properly handle aspect ratio
(this was already done for north-facing targets). Together, these fix
rendering issues peculiar to rectangular maps.
The second and third concerns were jointly addressed by adding an
optional border color to every 2D image drawn by the UI. This turns
out not to waste extra space even though we hold a full f32 color
(to avoid an extra dependency on gfx's PackedColor), since voxel
images already take up more space than Optiion<[f32; 4]> requires.
This is then implemented automatically using the "border color"
wrapping method in the attached sampler.
Since this is implemented in graphics hardware, it only works (at
least naively) if the actual image bounds match the texture bounds.
Therefore, we altered the way the graphics cache stores images
with a border color to guarantee that they are always in their own
texture, whose size exactly matches their extent. Since the easiest
currently exposed way to set a border color is to do so for an
immutable texture, we went a bit further and added a new "immutable"
texture storage type used for these cases; currently, it is always
and automatically used only when there is a specified border color,
but in theory there's no reason we couldn't provide immutable-only
images that use the default wrapping mdoe (though clamp to border
is admittedly not a great default).
To fix the maps case specifically, we set the border color to a
translucent version of the ocean border color. This may need
tweaking going forward, which shouldn't be hard.
As part of this process, we had to modify graphics replacement to
make sure immutable images are *removed* when invalidated, rather
than just having a validity flag unset (this is normally done by
the UI to try to reuse allocations in place if images are updated
in benign ways, since the texture atlases used for Ui do not
support deallocation; currently this is only used for item images,
so there should be no overlap with immutable image replacement,
so this was purely precautionary).
Since we were already touching the relevant code, we also updated
the image dependency to a newer version that provides more ways
to avoid allocations, and made a few other changes that should
hopefully eliminate redundant most of the intermediate buffer
allocations we were performing for what should be zero-cost
conversions. This may slightly improve performance in some
cases.
commit ad18ce939940a8c697270f6e9b94db9942fd8295
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 13:21:09 2020 +0200
Fix continent scale hack.
commit 36b1cb074f5b195aebd7dbbc3da7f0246a1a18ec
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 12:11:40 2020 +0200
Enable loading different sized maps without a recompile.
We may want to tweak the effects of the continent_scale_hack.
commit 13b6d4d534cc4814b7cb3294ca41bbfea0a6b186
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 10:55:48 2020 +0200
Removing WORLD_SIZE, part 1.
Erased almost every instance of WORLD_SIZE and replaced it with a local
power of two, map_size_lg (which respects certain invariants; see
common/src/terrain/map.rs for more details about MapSizeLg). This also
means we can avoid a dependency on the world crate from client, as
desired.
Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
next step is to arrange for maps to store their world size, and to use
that world size as a basis prior to loading the map (as well, probably,
as prior to configuring some of the noise functions).
commit 30b1d2c6428230a9eaa0d749cdcbbd6f1cbccd78
Merge: 7d56ba31b 1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:58 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 7d56ba31b445441461b28a07fc495d7d4f047c17
Merge: 2101113b4 598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 1377b369f6db2258e910d467a5740f31789e3ded
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sun Jul 19 23:25:38 2020 +0200
more saturated pumpkins
commit ae8d50527f93bb0616c2ad46ce4dacb63bc37c6d
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sat Jul 18 20:29:56 2020 +0200
acacia models
commit 2101113b467e691de787392d7f20f1745f5637bd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 18 18:55:25 2020 +0200
Higher detail LOD.
commit add2cfae04b4385fa5590e11e2bd5229d9dee0aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 16 01:57:39 2020 +0200
Revert some irrelevant stuff.
commit 2e2ab3dc1eaa59a4aef7f8d34a53d8aae4c8553a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 15 13:30:49 2020 +0200
Fixing various things about shadows.
* Correcting optimal LISPSM parameter.
* Figure shadows are cast when they're not visible.
* Chunk shadows stay cast until you look away.
* Seamless cubemaps for point lights.
* Etc.
commit 6c31e6b56217274285b597af297036691ea5d897
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 19:50:26 2020 +0200
Fix shadow creation.
commit 6332cbe006115ae205597529cd8bbccd146c2cca
Merge: be438657c 930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:47:00 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit be438657c33d7b5bfb0a9582c3ed3fd366637323
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:28:08 2020 +0200
Tweaks to shadows.
Added shadow map resolution configuration, added seamless cubemaps,
documented all existing rendering options, and fixed a few Clippy
errors.
commit 23b4058906013c7d2a40c286e20e32c5fbd897ed
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 10:11:19 2020 +0200
Fix moon, use nonlinear noise for terrain.
Note that the latter has a bit of performance cost.
commit 7fbe5cbfbb9dc29607957b8e62f432a4deed193d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:23:02 2020 +0200
Address lies about max texture size.
commit bcfc62b5e13a1cdd83f57535fde4694720bebfd9
Merge: 75e3626a7 18a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:22:08 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 75e3626a785919f43fdcf2127c2b10e3e4df2f9f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:21:52 2020 +0200
OpenGL 3.3 minimum.
commit 18a08e8fe2739f02af99a5d2cb4e7c38c49e858b
Author: Monty Marz <m.marzouq@gmx.de>
Date: Tue Jul 7 23:57:52 2020 +0200
settings localization
commit 90c5d1ca3620092bc3ae10b2211489eb1cf6f5e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 21:11:48 2020 +0200
Lower near distance.
commit 0e66f02b25aaddaa2dfddbbc89cd67de54a9a7b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 20:09:01 2020 +0200
All sprites sway in the wind now.
commit db1401a6910bf42dcf502462c90038752ff5fbdb
Merge: 69e508d8c e8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 19:34:17 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 69e508d8c94d8973033817ca86f357e466fc7c4d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 18:41:37 2020 +0200
Make it easy to switch to SIMD for math.
commit ffe0f5928c7a7e87d00cb5426b3b1d831d7e02fd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 21:21:12 2020 +0200
Fix some issues with underwater rendering.
commit bfda6da42f38fd02c31ee92c81ab785a3e50c2a0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 19:17:59 2020 +0200
Fix some minor display issues.
commit 0ed752e087968cf901301884aaeae698e32ef8a5
Merge: ccc6a06a8 518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:14:21 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit ccc6a06a8d4504d6b9f7af7905a414d2ee06ab76
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:04:34 2020 +0200
Some minor changes.
commit 4e020246702889269efe1a191788992164c508d6
Merge: 50a64d927 e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 16:17:40 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 50a64d927e6c4f4b0e4688e4cbfca694bc3f922a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 13:07:03 2020 +0200
Fix far plane.
commit 7dd06da34cae8f9ea3b6c889fe965181f3fd3949
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:25:35 2020 +0200
Add shadows.glsl.
commit 618a18c998778bf871b905a74657440fcc384c80
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:10:22 2020 +0200
Adding shadows, greedy meshing, and more.
commit eaea83fe6a5cb1cb0ba8beef888183c718258496
Merge: 267018495 2f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 22:47:07 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 2670184954a13e4a9e7a4e35ba79aac0c5fac2f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 21:20:01 2020 +0200
Make civsim and sites deterministic.
For anything in worldgen where you use a HashMap, *please* think
carefully about which hasher you are going to use! This is
especially true if (for some reason) you are depending on hashmap
iteration order remaining stable for some aspect of worldgen.
commit f8376fd5dc72b4a9c2f51a6b4570d59c8b8e9343
Merge: 654f7e049 cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 17:53:57 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 654f7e049258d9da27c09608bbe6a46ffa8787e5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed May 20 21:22:30 2020 +0200
Correct backface culling.
commit 560501df05ca725409b0f2e4eb31bdfdc15fd0c7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue May 19 17:22:06 2020 +0200
Greedy messhing for shadows.
commit a4d87e1875ca543436e6bbbeb20348facc5a52d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun May 17 05:59:00 2020 +0200
Shadow maps work for lantern.
commit 243d0837b8a3b08172c9a3c348d964d7ddc2a0a8
Merge: 04382dc28 71dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:53:13 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 04382dc28632b6c66e8821f6870c0daaa1c1901a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:22:17 2020 +0200
WIP: better graphics config, better LOD, shadow maps.
commit 22ddbad3eb32bfa70f0932176022208fe67ded81
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 18:54:09 2020 +0200
Minor shader fixes.
commit 746a10e8d01ac235f994b0cde78fa48998602a1f
Merge: 0f4a0e763 40ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 04:02:09 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0f4a0e763db3afbdc4fb0558611f38326ca87151
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 23:03:24 2020 +0200
Switch back to pop-in terrain.
commit dd74fa7e4a53667b38811d7aec58d7f6a68889bb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 22:58:55 2020 +0200
LOD shading closer to voxel shading.
commit ef67bd58ba0bdaf622b078892d768263b6cba268
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 28 20:49:03 2020 +0200
Experimental underwater lighting.
commit 2c5ad9d07605e80d5fd5679dd3a5d70c605b86a9
Merge: 748279835 303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 22:35:24 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7482798354eda18c8207950080fc24d443a369de
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 21:59:55 2020 +0200
Replace discard in figure-frag.
commit d83b4ae69be4912f69bf7835f509c68a1c7770a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:45:57 2020 +0200
Fix sprite lighting, HDR from focus_pos.
commit 0594238004f116274905fa0ed7c2b6c417ed1d29
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:14:10 2020 +0200
Proper HDR from point lights.
commit 48c93d2b41ce5743103d18e76cc228f5ac766492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 14:01:43 2020 +0200
Brighter ambiance, darker LOD shadows.
commit e0452e895ccfa8a43f368cae3b8b8aedc24dad93
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 13:13:23 2020 +0200
More proper HDR.
commit 4c6da3ed16cfeebb455e40da5f557b4af9a499d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 00:13:10 2020 +0200
Trying LOD noise.
commit 682a3d74c85df5503ffe1fc1cc891bce789df1ad
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 23:11:08 2020 +0200
Fix LOD heights in towns.
commit cc39e5734e8b18f9077bf42e66337c1319dd6b6e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 21:01:23 2020 +0200
More LOD fixes.
commit 8116b21c2e51c836e77894e309ac273caf2917b3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:54:43 2020 +0200
I like this coloring.
commit bc2560ea90b36f4b46190005344232d993043ac3
Merge: 14effdd5d e690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:48:33 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 14effdd5db8747fcf3eb34f03b46b7792e92d1c5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:24:35 2020 +0200
Re-saturate.
commit 48a643955d4435b78179acba0beb4a979905cc31
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:23:57 2020 +0200
Various fixes.
commit f7b497a0c25f4ad4682c71dd1ed6f608052feb9b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 03:22:49 2020 +0200
Render figures again.
commit 44e4aad48deba8266b9f8bdfd3db096b381f5327
Merge: e6f0a5a98 9ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 02:01:04 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit e6f0a5a981a82533ba188fff0a54ce98577bb152
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 24 16:12:20 2020 +0200
Add atmospheric scattering.
commit f2953087f691a8edbc001cb98ebf5059fc6f8ac0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 23 00:01:20 2020 +0200
Fix shadowing for specular reflections.
commit ddd4a67a9799b8d08c7dc0c2bec90621c2bed0e3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Apr 22 22:56:12 2020 +0200
HDR fixes.
commit 1015e60deef3c447381996277df7496707a63bd0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 21 18:25:19 2020 +0200
More lighting changes.
commit 80c264abd111fb237e57843efcb5c071d4f84613
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 13 00:29:59 2020 +0200
Lighting experiments.
commit 8414987e589dd5102bad89762a3adaccc0bfe957
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 9 02:38:40 2020 +0200
WIP -- lighting changes and soft shadows.
commit 9cd2b3fb0d6b49776c6dfe463e4169637250b11a
Merge: c7ea687eb 8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:29 2020 +0200
Merge branch 'sharp/new-lighting' into sharp/small-fixes
commit c7ea687ebbc5aace1b455f134a5bf49ce2c7434a
Merge: 476441531 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:02 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 8b149ad11ad4bb75018fcf9519baec27d1c95951
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:32:39 2020 +0200
Trying out a new lighting model.
commit b0ac9f36f755dd06f7c17c46150568064790864f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 07:56:11 2020 +0200
Use bicubic interpolation for terrain.
commit f6fc9307a121514b614bc50ef8eb055953e7da8a
Merge: 33140a295 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 05:01:41 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 4764415312aae6e9ac2d00e86e84577cb958f1ab
Merge: ed2d0111d 13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 04:54:48 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 13388ee6a42943f3f79a9cb488346cef18e272fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 20:30:08 2020 +0200
Various fixes (to coloring and to soft shadows).
commit fbd084a94a067082a87cd6d28b82054709bc9265
Merge: 5a089863b 4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 18:50:38 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
commit ed2d0111d994262ae836d84d1fe5a45e4de72a0b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 06:49:27 2020 +0200
Combining colors and LOD.
commit 88342640c6b835114d01c797b89fdede3b0a2108
Merge: 33140a295 5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:49:20 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 33140a2951b8212725f42c758b277aaec4d888f7
Merge: 4c65a5aed f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:36:21 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 5a089863beb01d4794bbe3580ada47b278715ea2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 03:17:49 2020 +0200
Making maps brighter.
This is probably not the right way to do it, but oh well!
commit 32b2c99109dd486aa922886081068f9c550c83f2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 02:46:36 2020 +0200
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.
commit f8926a5737ddc51f3d585c651a64c43677aae0f4
Merge: a1aee931e 875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Mar 13 13:32:42 2020 +0100
Merge remote-tracking branch 'origin/master' into sharp/map-colors
commit 4c65a5aed353b119aea65a2aaeb94549b67beb42
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date: Mon Feb 24 16:48:05 2020 +0000
Made LOD setting slider exponential
commit 2fa7b2d20d7233dc8bfd64f9f7f54617575248f1
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 17:49:53 2020 +0000
Added mist to LoD
commit aab059a450b5f635777129ff82cc15b662965c3c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 15:14:06 2020 +0000
Added LoD slider
commit 779c36b538121c5ade3633ae5cb67bb14c8c3877
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:54:55 2020 +0000
Reduced cost of vertex pushing
commit 9fea150473906b166365b738ebcea07c697daf3d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:38:53 2020 +0000
Fixed maths, improved LoD resolution
commit 5481df38fea5bf183ff376a3337179cfaa5233dc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 11:22:50 2020 +0000
Dynamically relocate LoD vertices to enhance details
commit a3e36a50ababd615da7db1b26158c7906a5def01
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 18:13:51 2020 +0000
Simpler terrain spiral rendering
commit 255f450ae9ac8763db4bede075fb409161ed57cc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:53:17 2020 +0000
Better LoD precision
commit 3d027aebe812a5b8658a4eb8123dc9f61b3776d2
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:04:03 2020 +0000
Better falloff
commit be775c9484b457b2c0b1a494aec03392d0c70e76
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 15:30:45 2020 +0000
Applied good ideas from experimental branch
commit 58587b68545a23c5c04ab4574a4b94b3bc982246
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 16:15:13 2020 +0000
Minor fixes to LoD merging
commit 7b42aebd709c14df2db766aad61d9280ad24d84d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 15:04:44 2020 +0000
Capped LoD dragging
commit 8aafc559f87124e1ea5ca6e3ddc2aa0c242d793c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:54:37 2020 +0000
Better blending between LoD and terrain border
commit edd3455d5161792d87ddc8eadc0ecbad5532b284
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:40:19 2020 +0000
Fixed LoD z depth, added sea level offset
commit b9b06744620114dd5556e73f64fa93c145503a7c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:27:43 2020 +0000
Better LoD smoothing
commit a1aee931e790431560cd2d953ad61d9497072afd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Feb 21 14:52:17 2020 +0100
Adding shadows.
commit 2400786c13dd891c131ed86d48d05df516a8a778
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 13:48:40 2020 +0000
Use world map as LoD source
commit dbf650f504a4c25fbbc2096ac3616c736bf52d23
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Jan 20 00:48:14 2020 +0000
Better clouds at distance
commit 5e6f81b86cdb9730b9b056877b19257075fd5fa8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Jan 19 23:59:02 2020 +0000
sync
commit 745e7540ddb000cc645f612767b337c2ddc3f7c0
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 12:40:48 2019 +0000
Improved cloud falloff mist, faster noise sampling
commit f6a200d0cb866196ba57697466755f9e0c7ea5d8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 10:09:00 2019 +0000
Improved long-range depth precision, removed unnecessary LoD polygons
commit 63d1b2bb2292898d59fb4f4e502201103dfeb86f
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 20:57:46 2019 +0000
Working LoD shader
commit f13d98ee3e58f881e8b978861a67663b59ed91ec
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 11:03:40 2019 +0000
LoD first attempt (stack overflow issue)
2020-08-20 18:34:59 +00:00
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/// Just the "base" layer for LOD; currently includes colors and nothing
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/// else. In the future we'll add more layers, like shadows, rivers, and
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/// probably foliage, cities, roads, and other structures.
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2020-11-25 14:59:28 +00:00
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pub lod_base: Grid<u32>,
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(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
---
Pretty much a Veloren fork at this point. Here's a high level overview of the changes (will be added to CHANGELOG just before merge).
At a high level this MR incorporates roughly two groups of changes.
The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting
engine. This is "feature work" that (mostly) only adds new things to Veloren, and mostly shouldn't affect old stuff.
The second big group of changes are those addressing the fallout from all the new features. These include performance fixes of
various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel
models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions
(coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork
of `conrod`). Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably
changes (TODO: Fill in this section when it's complete).
The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a
handful of people, so I recommend that this code be reviewed particularly carefully.
---
At a high level (each will be described in more detail below):
- The world map has been refactored.
- The world size is no longer hardcoded (@zesterer).
- The map generation code was made generic to allow using it outside of the `world` crate (@zesterer).
- On world creation, we now compute *horizon maps* (@zesterer).
- The way we pass the world from the server to the client has been updated (@xMAC94x).
- Artifacts related to image rotation were fixed (@imbris).
- Multiflow rivers were enabled (@zesterer).
- In the process of making changes related to the world map, various incidental fixes and optimizations were required.
- The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest).
- A new LOD terrain rendering step was added to the pipeline.
- The LOD terrain quality was made configurable via a graphics setting.
- Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain.
- A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out).
- A semi-accurate index of refraction was assigned to our materials.
- A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF.
- We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure.
- We attempt to compute *realistic light attenuation* in water using its real material properties.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo)
- Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*.
- Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*.
- "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing.
- In the process of making changes related to shadow maps, various incidental fixes and optimizations were required.
The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other
changes happening in master. Therefore, a large number of performance improvements were also needed:
- The graphics options were made much more flexible and configurable, and shaders were optimize.
- New options were provided for how to render lights and shadows (@Pfauenauge, @zesterer).
- Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris).
- Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo).
- In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required.
- Voxel model creation was switched to use *greedy meshing.*
- A new voxel meshing method, greedy meshing, was added (@imbris).
- Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge).
- New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer).
- Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- Animation and terrain math were switched to use SIMD where possible.
- Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris).
- The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge).
- Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge).
- Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge).
- Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris).
- SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- The way we cache glyphs was completely refactored, fixed, and optimized.
- Our fork of `conrod` was optimized in various ways (@imbris).
- Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris).
- Our use of the glyph cache was rewritten for correctness (@imbris).
- A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris).
- Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge).
- In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required.
- Colors were changed to keep Veloren's look consistent with master.
- Some older tree models were brought back (@Pfauenauge).
- TODO(@Sharp): All hardcoded colors were extracted and made hotloadable.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style.
A detailed description of the involved changes follows.
---
- The world size is no longer hardcoded. All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`). Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`). Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always). See `world/src/sim/mod.rs` for these changes.
- The map generation code was made generic to allow using it outside of the `world` crate. The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`. The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction. This also means that colors are now passed in separately to the map generation function. See <https://veloren.net/devblog-78/> for more details.
- On world creation, we now compute *horizon maps*. See the function in `world/src/sim/util.rs`.
Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible). As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers). We can also use this for the moon, if we want, since the moon follows the same path. Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk.
Support for horizon maps has been merged into the map functionality in common as well.
- The way we pass the world from the server to the client has been updated. Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information. We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height). See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing.
- Artifacts related to image rotation were fixed. See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation. This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes. I reproduce the first two paragraphs of the MR description as well:
```
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
```
- Multiflow rivers were enabled.
This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it.
We already computed multiple outflows from each chunk for erosion purposes long before this MR.
However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers.
Now that
- In the process of making changes related to the world map, various incidental fixes and optimizations were required. Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular. Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing. These sorts of changes are spread all arond the code.
This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`.
The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping).
- Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer)
- Calls to power or trig functions were removed or replaced with multiplications, where possible.
- After some deliberation
- To properly handle sprite "waving" for nearby sprites,
We explicitly designed the greedy meshing system with figures and sprites in mind.
In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know
we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so
they can be packed into some specific subtexture).
For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as
possible into one giant tetxure atlas. However, in the future we might opt to pack them slightly less efficiently in exchange for
shrinking the sprite vertex size.
For figures, we pack all the textures for each *model* into the same atlas.
is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple
models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations.
This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the
model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an
exact fit. In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without
texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function
that, when called, will execute the rest of the computation. We push this continuation (which in Rust terms is a `FnOnce` closure
that takes the `ColLightsInfo` that it is supposed to write to as context) onto a
onto a vector
resizing. To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed. Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the
- Matrix multiplications in the shader were reduced for figure data (@zesterer).
- Vertex "waves" for fluid data were removed.
- Terrain "bending" near edges was removed.
- Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block. It was also changed to take ownership of its voxel data,
rather than sharing it, to let it be used with meshing.
- Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`.
- PositionedGlyph::standalone.
---
I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions]
where I needed features from elsewhere but I am particularly grateful for the following resources,
esepcially where they have accompanying source code. I linked all of them that are accessible to the public (those that are not were
obtained through legal means).
[^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419.
[^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina.
[^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152.
[^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017.
[^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>.
[^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>.
I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR.
---
Squashed commit of the following:
commit 300505e7305a2fdac722a808ee8538323f215f39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 18:46:25 2020 +0200
Fixing cargo doc and typo in CHANGELOG.
commit ec0aeb18e8499d7d84ef818331b4b65c3d76cea6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 15:38:50 2020 +0200
Hopefully final commit for the LOD branch.
commit 5e8ea0b1eaac02903a02feb2eb038d195de4872f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 10:14:26 2020 +0200
Falling back to power as stopgap.
commit e44a1cbf46504ee9931a01bdc9033e145500d557
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 09:25:41 2020 +0200
Address imbris feedback.
Temporarily disables shiny water, lowers max VD.
These restrictions will be lifted soon after merging.
commit 561e25778a108ac3712f5ec2ce3a51234c4430d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 08:31:13 2020 +0200
Tweaking shaders a bit.
commit 7d19259078ce0dd7b3742ad7d0cb3fab3ece3fdc
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:59:43 2020 +0200
Fix view example as well.
commit 051cd4934e0fad2c0b15db4380a4189fa318679f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:29:06 2020 +0200
Fix meshing benchmark.
commit c95e07db3b4dcca285678985e65e31b927cb1c61
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 05:46:22 2020 +0200
Address MR feedback, fix scene clouds.
commit 1bfb816cabdb3ffc1e507a009c2d98696b4b573a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:39:36 2020 +0200
Incorporating Pfau's figure color changes.
New eyes and new humanoid colors.
commit 3f9b89a3ac7b3356b1dba0d1a8f6541357f81469
Merge: e2f5162e4 62c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:29:41 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit e2f5162e4f96f4124aa43488f7245d341b3dcfd4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:28:38 2020 +0200
World colors are all hotloadable.
They live in assets/world/style/colors.ron.
Only a small handful of hardcoed colors remain in World; they are either
part of the map, or difficult to disentangle from the rest of the
computation. Comments are made where appropriate.
commit 62c53963abe1975009d34a8f9515a355bef24f31
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date: Wed Aug 19 15:59:00 2020 +0200
replace pretty_env_logger with tracing
commit 5b1625f99d9586fe80e2232f583ec5af9f953099
Merge: d71003acd 4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:15:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit d71003acdabeff970b3928e97c26af6847b5b78e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:14:34 2020 +0200
Hotloading colors, part 1: colors in common.
Currently, this just entails humanoid colors. There are only three
colors not handled; the light emitter colors in
common/src/comp/inventory/item/tool.rs. These don't seem important
enough to me to warrant making hotloadable, at least not right now, but
if it's needed later we can always add them to the file.
commit 63b5e0e553eb2ea49276f192a6fc7dd65254270d
Merge: c32b337a4 6d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 13:05:37 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c32b337a46e10d9de473d178a94a3ccd61c39bb3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:52:04 2020 +0200
Fixing LOD grid, for real.
commit a166ae0360395387e09fb35a1f84210c2ce5ec24
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:28:05 2020 +0200
Addressing imbris's initial feedback.
Fixes two minor bugs: explosion particles were no longer spawning
randomly, and LOD grids were not perfectly even.
commit 4cbad004f44060994252dd3d38647a14a589712f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:27:58 2020 +0200
Bumping nightly per request.
commit 548680276aac77c25d43d16b5622f847d474dbef
Merge: acc098604 8f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:26:06 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit acc0986040589a3492f88a740bc3c3fc693b26d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:28:32 2020 +0200
Lower resolution due to lying drivers.
commit d3b878de2a52c358d2944a6bbd0555dad7fbdb10
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:15:38 2020 +0200
Fix issues msh encountered with Intel 4600.
commit 10245e0c1b0cb6fae10d86409435364edc6102ef
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 21:15:02 2020 +0200
Merge more models into one mesh than we did previously.
commit 3155c31e663c52ae5c3a53d5fb5665892a1a498a
Merge: 7204cc8a7 3c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:35:22 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7204cc8a7a4f74a30306bd205d9834fee4bb944f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:34:43 2020 +0200
Fix not yet done NPC animations.
This forces them all to be the idle animation if not specified.
This fixes issues where you'd have giant NPCs in water.
commit bc83360f2a08918f19d417b5f772e1ff554dba08
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 19:36:37 2020 +0200
Try to fix some bugs:
- Z fighting with LOD terrain and water.
- Audio SFX not playing.
commit 1fd104aa603bf3781b6526a5cada46aeca3049dd
Merge: 862df3c99 7c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 12:02:31 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 862df3c9976c4da9bd7cfd784f1a85973127968a
Merge: 0a4218ed9 75c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 05:52:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0a4218ed9d541a2b34c133351bea38a99ddf4ea7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 22:27:14 2020 +0200
Fix particle depth.
commit f51dfdeb442d0dd5243dd2f344fa4be295bd0875
Merge: c6251a956 5e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:19:04 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit c6251a956ad376400dca5c23420cf8d213dc8fdf
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:15:46 2020 +0200
Cache figures more intelligently.
Cache figures for longer, and don't cache character states for the
player except where they actually affect the rendered model.
commit 0ed801d5404982c6fb63b1eaa4567d908b294c9d
Merge: c11b9bdf0 eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 16:32:24 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c11b9bdf0a53bf9884d2f5a48fec9b01d582df1a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 11:47:15 2020 +0200
Remove unneeded Clippy annotation.
commit 16aa9ef40af56d69289d00aafb3deadfb8bd4f35
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 8 00:53:02 2020 +0200
Fix hotloading and Clippy.
commit 3dc973e0be5b758da1e9805eb764ad401374cd0c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 23:50:27 2020 +0200
Major speedups with SIMD.
commit fba64a7d93d5a96077ce87287bbce6ab9b7fbcae
Merge: 76429d00e d1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:19 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 76429d00eea00d212fbd672a84ee91e75b19b938
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:10 2020 +0200
Add clippy.toml.
commit c79f512f84dbb83cb82b7954db68ff241dfd8e41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 11:55:20 2020 +0200
Fix all clippy issues, clean up Rust code.
commit 6f90e010b3fbefb53b0d632e819931350015b6b8
Merge: 77a8c7c26 5929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:30 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 77a8c7c267d3f44a1a62bd6b2274359973c5e4d4
Merge: b44e44232 44febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:10 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 5929cfa5c713aa392110bbb62407f76caf53c3df
Author: jshipsey <jshipsey18@gmail.com>
Date: Thu Aug 6 20:47:27 2020 -0400
fixed in-hand arrow bug
commit b44e442325d828f1cd564d66908f89d09e80474b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 6 13:40:35 2020 +0200
Miscellaneous performance improvements.
commit be37acf287c1360d8085862526ac3365ffd1d768
Merge: 125d7fc6c c11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 05:49:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 125d7fc6c4dcd8c8c5f27b8268a4d64f409f3644
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 04:55:31 2020 +0200
Abstract over simd vs. repr_c vectors.
Also some minor improvements to Event size.
commit d4d4956e9252e1241ce110b2aa85076c6b1e2a23
Merge: 5f3b7294a aced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:56:54 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 5f3b7294af1f8533edc2620b58863c248e2b07af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:43:52 2020 +0200
Fix formatting issues I missed before.
commit a428a3ebba70dcab63dd0f8cd983120c90617271
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:41:51 2020 +0200
Fix clippy warnings, part 1.
There aer still a bunch of type too complex and
function takes too many arguments warnings that I'll fix later
(or ignore, since in the one case I did fix a function takes too
many arguments warning I think it made the code *less* readable).
commit ba54307540ed8a937ac08209730284fc653af85b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 30 13:22:42 2020 +0200
Fix light animations so they are removed when the light turns off.
commit 7e0f4bcbf0f4717145d8beac40d52e3acebbe2aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 21:10:20 2020 +0200
Fix crash in edge case for pixel art.
commit 56da06f7a351e2b949e9b014a90b974d511a0924
Merge: cf74d55f2 9f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:56:52 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:29:52 2020 +0200
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
The first concern was addressed by fixing the dimensions of the map
images drawn from the UI (so that we always use a square source
rectangle, rather than a rectangular one according to the dimensions of
the map). We also fixed the way rotation was done in the fragment
shader for north-facing sources to make it properly handle aspect ratio
(this was already done for north-facing targets). Together, these fix
rendering issues peculiar to rectangular maps.
The second and third concerns were jointly addressed by adding an
optional border color to every 2D image drawn by the UI. This turns
out not to waste extra space even though we hold a full f32 color
(to avoid an extra dependency on gfx's PackedColor), since voxel
images already take up more space than Optiion<[f32; 4]> requires.
This is then implemented automatically using the "border color"
wrapping method in the attached sampler.
Since this is implemented in graphics hardware, it only works (at
least naively) if the actual image bounds match the texture bounds.
Therefore, we altered the way the graphics cache stores images
with a border color to guarantee that they are always in their own
texture, whose size exactly matches their extent. Since the easiest
currently exposed way to set a border color is to do so for an
immutable texture, we went a bit further and added a new "immutable"
texture storage type used for these cases; currently, it is always
and automatically used only when there is a specified border color,
but in theory there's no reason we couldn't provide immutable-only
images that use the default wrapping mdoe (though clamp to border
is admittedly not a great default).
To fix the maps case specifically, we set the border color to a
translucent version of the ocean border color. This may need
tweaking going forward, which shouldn't be hard.
As part of this process, we had to modify graphics replacement to
make sure immutable images are *removed* when invalidated, rather
than just having a validity flag unset (this is normally done by
the UI to try to reuse allocations in place if images are updated
in benign ways, since the texture atlases used for Ui do not
support deallocation; currently this is only used for item images,
so there should be no overlap with immutable image replacement,
so this was purely precautionary).
Since we were already touching the relevant code, we also updated
the image dependency to a newer version that provides more ways
to avoid allocations, and made a few other changes that should
hopefully eliminate redundant most of the intermediate buffer
allocations we were performing for what should be zero-cost
conversions. This may slightly improve performance in some
cases.
commit ad18ce939940a8c697270f6e9b94db9942fd8295
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 13:21:09 2020 +0200
Fix continent scale hack.
commit 36b1cb074f5b195aebd7dbbc3da7f0246a1a18ec
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 12:11:40 2020 +0200
Enable loading different sized maps without a recompile.
We may want to tweak the effects of the continent_scale_hack.
commit 13b6d4d534cc4814b7cb3294ca41bbfea0a6b186
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 10:55:48 2020 +0200
Removing WORLD_SIZE, part 1.
Erased almost every instance of WORLD_SIZE and replaced it with a local
power of two, map_size_lg (which respects certain invariants; see
common/src/terrain/map.rs for more details about MapSizeLg). This also
means we can avoid a dependency on the world crate from client, as
desired.
Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
next step is to arrange for maps to store their world size, and to use
that world size as a basis prior to loading the map (as well, probably,
as prior to configuring some of the noise functions).
commit 30b1d2c6428230a9eaa0d749cdcbbd6f1cbccd78
Merge: 7d56ba31b 1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:58 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 7d56ba31b445441461b28a07fc495d7d4f047c17
Merge: 2101113b4 598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 1377b369f6db2258e910d467a5740f31789e3ded
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sun Jul 19 23:25:38 2020 +0200
more saturated pumpkins
commit ae8d50527f93bb0616c2ad46ce4dacb63bc37c6d
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sat Jul 18 20:29:56 2020 +0200
acacia models
commit 2101113b467e691de787392d7f20f1745f5637bd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 18 18:55:25 2020 +0200
Higher detail LOD.
commit add2cfae04b4385fa5590e11e2bd5229d9dee0aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 16 01:57:39 2020 +0200
Revert some irrelevant stuff.
commit 2e2ab3dc1eaa59a4aef7f8d34a53d8aae4c8553a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 15 13:30:49 2020 +0200
Fixing various things about shadows.
* Correcting optimal LISPSM parameter.
* Figure shadows are cast when they're not visible.
* Chunk shadows stay cast until you look away.
* Seamless cubemaps for point lights.
* Etc.
commit 6c31e6b56217274285b597af297036691ea5d897
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 19:50:26 2020 +0200
Fix shadow creation.
commit 6332cbe006115ae205597529cd8bbccd146c2cca
Merge: be438657c 930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:47:00 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit be438657c33d7b5bfb0a9582c3ed3fd366637323
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:28:08 2020 +0200
Tweaks to shadows.
Added shadow map resolution configuration, added seamless cubemaps,
documented all existing rendering options, and fixed a few Clippy
errors.
commit 23b4058906013c7d2a40c286e20e32c5fbd897ed
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 10:11:19 2020 +0200
Fix moon, use nonlinear noise for terrain.
Note that the latter has a bit of performance cost.
commit 7fbe5cbfbb9dc29607957b8e62f432a4deed193d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:23:02 2020 +0200
Address lies about max texture size.
commit bcfc62b5e13a1cdd83f57535fde4694720bebfd9
Merge: 75e3626a7 18a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:22:08 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 75e3626a785919f43fdcf2127c2b10e3e4df2f9f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:21:52 2020 +0200
OpenGL 3.3 minimum.
commit 18a08e8fe2739f02af99a5d2cb4e7c38c49e858b
Author: Monty Marz <m.marzouq@gmx.de>
Date: Tue Jul 7 23:57:52 2020 +0200
settings localization
commit 90c5d1ca3620092bc3ae10b2211489eb1cf6f5e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 21:11:48 2020 +0200
Lower near distance.
commit 0e66f02b25aaddaa2dfddbbc89cd67de54a9a7b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 20:09:01 2020 +0200
All sprites sway in the wind now.
commit db1401a6910bf42dcf502462c90038752ff5fbdb
Merge: 69e508d8c e8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 19:34:17 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 69e508d8c94d8973033817ca86f357e466fc7c4d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 18:41:37 2020 +0200
Make it easy to switch to SIMD for math.
commit ffe0f5928c7a7e87d00cb5426b3b1d831d7e02fd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 21:21:12 2020 +0200
Fix some issues with underwater rendering.
commit bfda6da42f38fd02c31ee92c81ab785a3e50c2a0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 19:17:59 2020 +0200
Fix some minor display issues.
commit 0ed752e087968cf901301884aaeae698e32ef8a5
Merge: ccc6a06a8 518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:14:21 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit ccc6a06a8d4504d6b9f7af7905a414d2ee06ab76
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:04:34 2020 +0200
Some minor changes.
commit 4e020246702889269efe1a191788992164c508d6
Merge: 50a64d927 e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 16:17:40 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 50a64d927e6c4f4b0e4688e4cbfca694bc3f922a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 13:07:03 2020 +0200
Fix far plane.
commit 7dd06da34cae8f9ea3b6c889fe965181f3fd3949
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:25:35 2020 +0200
Add shadows.glsl.
commit 618a18c998778bf871b905a74657440fcc384c80
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:10:22 2020 +0200
Adding shadows, greedy meshing, and more.
commit eaea83fe6a5cb1cb0ba8beef888183c718258496
Merge: 267018495 2f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 22:47:07 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 2670184954a13e4a9e7a4e35ba79aac0c5fac2f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 21:20:01 2020 +0200
Make civsim and sites deterministic.
For anything in worldgen where you use a HashMap, *please* think
carefully about which hasher you are going to use! This is
especially true if (for some reason) you are depending on hashmap
iteration order remaining stable for some aspect of worldgen.
commit f8376fd5dc72b4a9c2f51a6b4570d59c8b8e9343
Merge: 654f7e049 cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 17:53:57 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 654f7e049258d9da27c09608bbe6a46ffa8787e5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed May 20 21:22:30 2020 +0200
Correct backface culling.
commit 560501df05ca725409b0f2e4eb31bdfdc15fd0c7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue May 19 17:22:06 2020 +0200
Greedy messhing for shadows.
commit a4d87e1875ca543436e6bbbeb20348facc5a52d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun May 17 05:59:00 2020 +0200
Shadow maps work for lantern.
commit 243d0837b8a3b08172c9a3c348d964d7ddc2a0a8
Merge: 04382dc28 71dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:53:13 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 04382dc28632b6c66e8821f6870c0daaa1c1901a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:22:17 2020 +0200
WIP: better graphics config, better LOD, shadow maps.
commit 22ddbad3eb32bfa70f0932176022208fe67ded81
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 18:54:09 2020 +0200
Minor shader fixes.
commit 746a10e8d01ac235f994b0cde78fa48998602a1f
Merge: 0f4a0e763 40ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 04:02:09 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0f4a0e763db3afbdc4fb0558611f38326ca87151
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 23:03:24 2020 +0200
Switch back to pop-in terrain.
commit dd74fa7e4a53667b38811d7aec58d7f6a68889bb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 22:58:55 2020 +0200
LOD shading closer to voxel shading.
commit ef67bd58ba0bdaf622b078892d768263b6cba268
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 28 20:49:03 2020 +0200
Experimental underwater lighting.
commit 2c5ad9d07605e80d5fd5679dd3a5d70c605b86a9
Merge: 748279835 303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 22:35:24 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7482798354eda18c8207950080fc24d443a369de
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 21:59:55 2020 +0200
Replace discard in figure-frag.
commit d83b4ae69be4912f69bf7835f509c68a1c7770a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:45:57 2020 +0200
Fix sprite lighting, HDR from focus_pos.
commit 0594238004f116274905fa0ed7c2b6c417ed1d29
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:14:10 2020 +0200
Proper HDR from point lights.
commit 48c93d2b41ce5743103d18e76cc228f5ac766492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 14:01:43 2020 +0200
Brighter ambiance, darker LOD shadows.
commit e0452e895ccfa8a43f368cae3b8b8aedc24dad93
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 13:13:23 2020 +0200
More proper HDR.
commit 4c6da3ed16cfeebb455e40da5f557b4af9a499d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 00:13:10 2020 +0200
Trying LOD noise.
commit 682a3d74c85df5503ffe1fc1cc891bce789df1ad
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 23:11:08 2020 +0200
Fix LOD heights in towns.
commit cc39e5734e8b18f9077bf42e66337c1319dd6b6e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 21:01:23 2020 +0200
More LOD fixes.
commit 8116b21c2e51c836e77894e309ac273caf2917b3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:54:43 2020 +0200
I like this coloring.
commit bc2560ea90b36f4b46190005344232d993043ac3
Merge: 14effdd5d e690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:48:33 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 14effdd5db8747fcf3eb34f03b46b7792e92d1c5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:24:35 2020 +0200
Re-saturate.
commit 48a643955d4435b78179acba0beb4a979905cc31
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:23:57 2020 +0200
Various fixes.
commit f7b497a0c25f4ad4682c71dd1ed6f608052feb9b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 03:22:49 2020 +0200
Render figures again.
commit 44e4aad48deba8266b9f8bdfd3db096b381f5327
Merge: e6f0a5a98 9ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 02:01:04 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit e6f0a5a981a82533ba188fff0a54ce98577bb152
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 24 16:12:20 2020 +0200
Add atmospheric scattering.
commit f2953087f691a8edbc001cb98ebf5059fc6f8ac0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 23 00:01:20 2020 +0200
Fix shadowing for specular reflections.
commit ddd4a67a9799b8d08c7dc0c2bec90621c2bed0e3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Apr 22 22:56:12 2020 +0200
HDR fixes.
commit 1015e60deef3c447381996277df7496707a63bd0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 21 18:25:19 2020 +0200
More lighting changes.
commit 80c264abd111fb237e57843efcb5c071d4f84613
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 13 00:29:59 2020 +0200
Lighting experiments.
commit 8414987e589dd5102bad89762a3adaccc0bfe957
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 9 02:38:40 2020 +0200
WIP -- lighting changes and soft shadows.
commit 9cd2b3fb0d6b49776c6dfe463e4169637250b11a
Merge: c7ea687eb 8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:29 2020 +0200
Merge branch 'sharp/new-lighting' into sharp/small-fixes
commit c7ea687ebbc5aace1b455f134a5bf49ce2c7434a
Merge: 476441531 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:02 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 8b149ad11ad4bb75018fcf9519baec27d1c95951
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:32:39 2020 +0200
Trying out a new lighting model.
commit b0ac9f36f755dd06f7c17c46150568064790864f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 07:56:11 2020 +0200
Use bicubic interpolation for terrain.
commit f6fc9307a121514b614bc50ef8eb055953e7da8a
Merge: 33140a295 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 05:01:41 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 4764415312aae6e9ac2d00e86e84577cb958f1ab
Merge: ed2d0111d 13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 04:54:48 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 13388ee6a42943f3f79a9cb488346cef18e272fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 20:30:08 2020 +0200
Various fixes (to coloring and to soft shadows).
commit fbd084a94a067082a87cd6d28b82054709bc9265
Merge: 5a089863b 4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 18:50:38 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
commit ed2d0111d994262ae836d84d1fe5a45e4de72a0b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 06:49:27 2020 +0200
Combining colors and LOD.
commit 88342640c6b835114d01c797b89fdede3b0a2108
Merge: 33140a295 5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:49:20 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 33140a2951b8212725f42c758b277aaec4d888f7
Merge: 4c65a5aed f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:36:21 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 5a089863beb01d4794bbe3580ada47b278715ea2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 03:17:49 2020 +0200
Making maps brighter.
This is probably not the right way to do it, but oh well!
commit 32b2c99109dd486aa922886081068f9c550c83f2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 02:46:36 2020 +0200
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.
commit f8926a5737ddc51f3d585c651a64c43677aae0f4
Merge: a1aee931e 875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Mar 13 13:32:42 2020 +0100
Merge remote-tracking branch 'origin/master' into sharp/map-colors
commit 4c65a5aed353b119aea65a2aaeb94549b67beb42
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date: Mon Feb 24 16:48:05 2020 +0000
Made LOD setting slider exponential
commit 2fa7b2d20d7233dc8bfd64f9f7f54617575248f1
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 17:49:53 2020 +0000
Added mist to LoD
commit aab059a450b5f635777129ff82cc15b662965c3c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 15:14:06 2020 +0000
Added LoD slider
commit 779c36b538121c5ade3633ae5cb67bb14c8c3877
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:54:55 2020 +0000
Reduced cost of vertex pushing
commit 9fea150473906b166365b738ebcea07c697daf3d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:38:53 2020 +0000
Fixed maths, improved LoD resolution
commit 5481df38fea5bf183ff376a3337179cfaa5233dc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 11:22:50 2020 +0000
Dynamically relocate LoD vertices to enhance details
commit a3e36a50ababd615da7db1b26158c7906a5def01
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 18:13:51 2020 +0000
Simpler terrain spiral rendering
commit 255f450ae9ac8763db4bede075fb409161ed57cc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:53:17 2020 +0000
Better LoD precision
commit 3d027aebe812a5b8658a4eb8123dc9f61b3776d2
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:04:03 2020 +0000
Better falloff
commit be775c9484b457b2c0b1a494aec03392d0c70e76
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 15:30:45 2020 +0000
Applied good ideas from experimental branch
commit 58587b68545a23c5c04ab4574a4b94b3bc982246
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 16:15:13 2020 +0000
Minor fixes to LoD merging
commit 7b42aebd709c14df2db766aad61d9280ad24d84d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 15:04:44 2020 +0000
Capped LoD dragging
commit 8aafc559f87124e1ea5ca6e3ddc2aa0c242d793c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:54:37 2020 +0000
Better blending between LoD and terrain border
commit edd3455d5161792d87ddc8eadc0ecbad5532b284
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:40:19 2020 +0000
Fixed LoD z depth, added sea level offset
commit b9b06744620114dd5556e73f64fa93c145503a7c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:27:43 2020 +0000
Better LoD smoothing
commit a1aee931e790431560cd2d953ad61d9497072afd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Feb 21 14:52:17 2020 +0100
Adding shadows.
commit 2400786c13dd891c131ed86d48d05df516a8a778
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 13:48:40 2020 +0000
Use world map as LoD source
commit dbf650f504a4c25fbbc2096ac3616c736bf52d23
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Jan 20 00:48:14 2020 +0000
Better clouds at distance
commit 5e6f81b86cdb9730b9b056877b19257075fd5fa8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Jan 19 23:59:02 2020 +0000
sync
commit 745e7540ddb000cc645f612767b337c2ddc3f7c0
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 12:40:48 2019 +0000
Improved cloud falloff mist, faster noise sampling
commit f6a200d0cb866196ba57697466755f9e0c7ea5d8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 10:09:00 2019 +0000
Improved long-range depth precision, removed unnecessary LoD polygons
commit 63d1b2bb2292898d59fb4f4e502201103dfeb86f
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 20:57:46 2019 +0000
Working LoD shader
commit f13d98ee3e58f881e8b978861a67663b59ed91ec
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 11:03:40 2019 +0000
LoD first attempt (stack overflow issue)
2020-08-20 18:34:59 +00:00
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/// The "height" layer for LOD; currently includes only land altitudes, but
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/// in the future should also water depth, and probably other
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/// information as well.
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2020-11-25 14:59:28 +00:00
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pub lod_alt: Grid<u32>,
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(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
---
Pretty much a Veloren fork at this point. Here's a high level overview of the changes (will be added to CHANGELOG just before merge).
At a high level this MR incorporates roughly two groups of changes.
The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting
engine. This is "feature work" that (mostly) only adds new things to Veloren, and mostly shouldn't affect old stuff.
The second big group of changes are those addressing the fallout from all the new features. These include performance fixes of
various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel
models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions
(coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork
of `conrod`). Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably
changes (TODO: Fill in this section when it's complete).
The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a
handful of people, so I recommend that this code be reviewed particularly carefully.
---
At a high level (each will be described in more detail below):
- The world map has been refactored.
- The world size is no longer hardcoded (@zesterer).
- The map generation code was made generic to allow using it outside of the `world` crate (@zesterer).
- On world creation, we now compute *horizon maps* (@zesterer).
- The way we pass the world from the server to the client has been updated (@xMAC94x).
- Artifacts related to image rotation were fixed (@imbris).
- Multiflow rivers were enabled (@zesterer).
- In the process of making changes related to the world map, various incidental fixes and optimizations were required.
- The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest).
- A new LOD terrain rendering step was added to the pipeline.
- The LOD terrain quality was made configurable via a graphics setting.
- Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain.
- A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out).
- A semi-accurate index of refraction was assigned to our materials.
- A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF.
- We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure.
- We attempt to compute *realistic light attenuation* in water using its real material properties.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo)
- Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*.
- Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*.
- "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing.
- In the process of making changes related to shadow maps, various incidental fixes and optimizations were required.
The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other
changes happening in master. Therefore, a large number of performance improvements were also needed:
- The graphics options were made much more flexible and configurable, and shaders were optimize.
- New options were provided for how to render lights and shadows (@Pfauenauge, @zesterer).
- Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris).
- Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo).
- In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required.
- Voxel model creation was switched to use *greedy meshing.*
- A new voxel meshing method, greedy meshing, was added (@imbris).
- Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge).
- New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer).
- Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- Animation and terrain math were switched to use SIMD where possible.
- Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris).
- The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge).
- Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge).
- Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge).
- Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris).
- SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- The way we cache glyphs was completely refactored, fixed, and optimized.
- Our fork of `conrod` was optimized in various ways (@imbris).
- Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris).
- Our use of the glyph cache was rewritten for correctness (@imbris).
- A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris).
- Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge).
- In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required.
- Colors were changed to keep Veloren's look consistent with master.
- Some older tree models were brought back (@Pfauenauge).
- TODO(@Sharp): All hardcoded colors were extracted and made hotloadable.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style.
A detailed description of the involved changes follows.
---
- The world size is no longer hardcoded. All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`). Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`). Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always). See `world/src/sim/mod.rs` for these changes.
- The map generation code was made generic to allow using it outside of the `world` crate. The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`. The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction. This also means that colors are now passed in separately to the map generation function. See <https://veloren.net/devblog-78/> for more details.
- On world creation, we now compute *horizon maps*. See the function in `world/src/sim/util.rs`.
Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible). As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers). We can also use this for the moon, if we want, since the moon follows the same path. Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk.
Support for horizon maps has been merged into the map functionality in common as well.
- The way we pass the world from the server to the client has been updated. Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information. We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height). See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing.
- Artifacts related to image rotation were fixed. See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation. This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes. I reproduce the first two paragraphs of the MR description as well:
```
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
```
- Multiflow rivers were enabled.
This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it.
We already computed multiple outflows from each chunk for erosion purposes long before this MR.
However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers.
Now that
- In the process of making changes related to the world map, various incidental fixes and optimizations were required. Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular. Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing. These sorts of changes are spread all arond the code.
This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`.
The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping).
- Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer)
- Calls to power or trig functions were removed or replaced with multiplications, where possible.
- After some deliberation
- To properly handle sprite "waving" for nearby sprites,
We explicitly designed the greedy meshing system with figures and sprites in mind.
In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know
we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so
they can be packed into some specific subtexture).
For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as
possible into one giant tetxure atlas. However, in the future we might opt to pack them slightly less efficiently in exchange for
shrinking the sprite vertex size.
For figures, we pack all the textures for each *model* into the same atlas.
is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple
models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations.
This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the
model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an
exact fit. In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without
texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function
that, when called, will execute the rest of the computation. We push this continuation (which in Rust terms is a `FnOnce` closure
that takes the `ColLightsInfo` that it is supposed to write to as context) onto a
onto a vector
resizing. To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed. Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the
- Matrix multiplications in the shader were reduced for figure data (@zesterer).
- Vertex "waves" for fluid data were removed.
- Terrain "bending" near edges was removed.
- Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block. It was also changed to take ownership of its voxel data,
rather than sharing it, to let it be used with meshing.
- Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`.
- PositionedGlyph::standalone.
---
I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions]
where I needed features from elsewhere but I am particularly grateful for the following resources,
esepcially where they have accompanying source code. I linked all of them that are accessible to the public (those that are not were
obtained through legal means).
[^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419.
[^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina.
[^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152.
[^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017.
[^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>.
[^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>.
I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR.
---
Squashed commit of the following:
commit 300505e7305a2fdac722a808ee8538323f215f39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 18:46:25 2020 +0200
Fixing cargo doc and typo in CHANGELOG.
commit ec0aeb18e8499d7d84ef818331b4b65c3d76cea6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 15:38:50 2020 +0200
Hopefully final commit for the LOD branch.
commit 5e8ea0b1eaac02903a02feb2eb038d195de4872f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 10:14:26 2020 +0200
Falling back to power as stopgap.
commit e44a1cbf46504ee9931a01bdc9033e145500d557
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 09:25:41 2020 +0200
Address imbris feedback.
Temporarily disables shiny water, lowers max VD.
These restrictions will be lifted soon after merging.
commit 561e25778a108ac3712f5ec2ce3a51234c4430d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 08:31:13 2020 +0200
Tweaking shaders a bit.
commit 7d19259078ce0dd7b3742ad7d0cb3fab3ece3fdc
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:59:43 2020 +0200
Fix view example as well.
commit 051cd4934e0fad2c0b15db4380a4189fa318679f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:29:06 2020 +0200
Fix meshing benchmark.
commit c95e07db3b4dcca285678985e65e31b927cb1c61
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 05:46:22 2020 +0200
Address MR feedback, fix scene clouds.
commit 1bfb816cabdb3ffc1e507a009c2d98696b4b573a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:39:36 2020 +0200
Incorporating Pfau's figure color changes.
New eyes and new humanoid colors.
commit 3f9b89a3ac7b3356b1dba0d1a8f6541357f81469
Merge: e2f5162e4 62c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:29:41 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit e2f5162e4f96f4124aa43488f7245d341b3dcfd4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:28:38 2020 +0200
World colors are all hotloadable.
They live in assets/world/style/colors.ron.
Only a small handful of hardcoed colors remain in World; they are either
part of the map, or difficult to disentangle from the rest of the
computation. Comments are made where appropriate.
commit 62c53963abe1975009d34a8f9515a355bef24f31
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date: Wed Aug 19 15:59:00 2020 +0200
replace pretty_env_logger with tracing
commit 5b1625f99d9586fe80e2232f583ec5af9f953099
Merge: d71003acd 4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:15:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit d71003acdabeff970b3928e97c26af6847b5b78e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:14:34 2020 +0200
Hotloading colors, part 1: colors in common.
Currently, this just entails humanoid colors. There are only three
colors not handled; the light emitter colors in
common/src/comp/inventory/item/tool.rs. These don't seem important
enough to me to warrant making hotloadable, at least not right now, but
if it's needed later we can always add them to the file.
commit 63b5e0e553eb2ea49276f192a6fc7dd65254270d
Merge: c32b337a4 6d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 13:05:37 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c32b337a46e10d9de473d178a94a3ccd61c39bb3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:52:04 2020 +0200
Fixing LOD grid, for real.
commit a166ae0360395387e09fb35a1f84210c2ce5ec24
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:28:05 2020 +0200
Addressing imbris's initial feedback.
Fixes two minor bugs: explosion particles were no longer spawning
randomly, and LOD grids were not perfectly even.
commit 4cbad004f44060994252dd3d38647a14a589712f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:27:58 2020 +0200
Bumping nightly per request.
commit 548680276aac77c25d43d16b5622f847d474dbef
Merge: acc098604 8f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:26:06 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit acc0986040589a3492f88a740bc3c3fc693b26d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:28:32 2020 +0200
Lower resolution due to lying drivers.
commit d3b878de2a52c358d2944a6bbd0555dad7fbdb10
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:15:38 2020 +0200
Fix issues msh encountered with Intel 4600.
commit 10245e0c1b0cb6fae10d86409435364edc6102ef
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 21:15:02 2020 +0200
Merge more models into one mesh than we did previously.
commit 3155c31e663c52ae5c3a53d5fb5665892a1a498a
Merge: 7204cc8a7 3c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:35:22 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7204cc8a7a4f74a30306bd205d9834fee4bb944f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:34:43 2020 +0200
Fix not yet done NPC animations.
This forces them all to be the idle animation if not specified.
This fixes issues where you'd have giant NPCs in water.
commit bc83360f2a08918f19d417b5f772e1ff554dba08
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 19:36:37 2020 +0200
Try to fix some bugs:
- Z fighting with LOD terrain and water.
- Audio SFX not playing.
commit 1fd104aa603bf3781b6526a5cada46aeca3049dd
Merge: 862df3c99 7c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 12:02:31 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 862df3c9976c4da9bd7cfd784f1a85973127968a
Merge: 0a4218ed9 75c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 05:52:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0a4218ed9d541a2b34c133351bea38a99ddf4ea7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 22:27:14 2020 +0200
Fix particle depth.
commit f51dfdeb442d0dd5243dd2f344fa4be295bd0875
Merge: c6251a956 5e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:19:04 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit c6251a956ad376400dca5c23420cf8d213dc8fdf
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:15:46 2020 +0200
Cache figures more intelligently.
Cache figures for longer, and don't cache character states for the
player except where they actually affect the rendered model.
commit 0ed801d5404982c6fb63b1eaa4567d908b294c9d
Merge: c11b9bdf0 eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 16:32:24 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c11b9bdf0a53bf9884d2f5a48fec9b01d582df1a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 11:47:15 2020 +0200
Remove unneeded Clippy annotation.
commit 16aa9ef40af56d69289d00aafb3deadfb8bd4f35
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 8 00:53:02 2020 +0200
Fix hotloading and Clippy.
commit 3dc973e0be5b758da1e9805eb764ad401374cd0c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 23:50:27 2020 +0200
Major speedups with SIMD.
commit fba64a7d93d5a96077ce87287bbce6ab9b7fbcae
Merge: 76429d00e d1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:19 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 76429d00eea00d212fbd672a84ee91e75b19b938
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:10 2020 +0200
Add clippy.toml.
commit c79f512f84dbb83cb82b7954db68ff241dfd8e41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 11:55:20 2020 +0200
Fix all clippy issues, clean up Rust code.
commit 6f90e010b3fbefb53b0d632e819931350015b6b8
Merge: 77a8c7c26 5929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:30 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 77a8c7c267d3f44a1a62bd6b2274359973c5e4d4
Merge: b44e44232 44febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:10 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 5929cfa5c713aa392110bbb62407f76caf53c3df
Author: jshipsey <jshipsey18@gmail.com>
Date: Thu Aug 6 20:47:27 2020 -0400
fixed in-hand arrow bug
commit b44e442325d828f1cd564d66908f89d09e80474b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 6 13:40:35 2020 +0200
Miscellaneous performance improvements.
commit be37acf287c1360d8085862526ac3365ffd1d768
Merge: 125d7fc6c c11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 05:49:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 125d7fc6c4dcd8c8c5f27b8268a4d64f409f3644
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 04:55:31 2020 +0200
Abstract over simd vs. repr_c vectors.
Also some minor improvements to Event size.
commit d4d4956e9252e1241ce110b2aa85076c6b1e2a23
Merge: 5f3b7294a aced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:56:54 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 5f3b7294af1f8533edc2620b58863c248e2b07af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:43:52 2020 +0200
Fix formatting issues I missed before.
commit a428a3ebba70dcab63dd0f8cd983120c90617271
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:41:51 2020 +0200
Fix clippy warnings, part 1.
There aer still a bunch of type too complex and
function takes too many arguments warnings that I'll fix later
(or ignore, since in the one case I did fix a function takes too
many arguments warning I think it made the code *less* readable).
commit ba54307540ed8a937ac08209730284fc653af85b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 30 13:22:42 2020 +0200
Fix light animations so they are removed when the light turns off.
commit 7e0f4bcbf0f4717145d8beac40d52e3acebbe2aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 21:10:20 2020 +0200
Fix crash in edge case for pixel art.
commit 56da06f7a351e2b949e9b014a90b974d511a0924
Merge: cf74d55f2 9f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:56:52 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:29:52 2020 +0200
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
The first concern was addressed by fixing the dimensions of the map
images drawn from the UI (so that we always use a square source
rectangle, rather than a rectangular one according to the dimensions of
the map). We also fixed the way rotation was done in the fragment
shader for north-facing sources to make it properly handle aspect ratio
(this was already done for north-facing targets). Together, these fix
rendering issues peculiar to rectangular maps.
The second and third concerns were jointly addressed by adding an
optional border color to every 2D image drawn by the UI. This turns
out not to waste extra space even though we hold a full f32 color
(to avoid an extra dependency on gfx's PackedColor), since voxel
images already take up more space than Optiion<[f32; 4]> requires.
This is then implemented automatically using the "border color"
wrapping method in the attached sampler.
Since this is implemented in graphics hardware, it only works (at
least naively) if the actual image bounds match the texture bounds.
Therefore, we altered the way the graphics cache stores images
with a border color to guarantee that they are always in their own
texture, whose size exactly matches their extent. Since the easiest
currently exposed way to set a border color is to do so for an
immutable texture, we went a bit further and added a new "immutable"
texture storage type used for these cases; currently, it is always
and automatically used only when there is a specified border color,
but in theory there's no reason we couldn't provide immutable-only
images that use the default wrapping mdoe (though clamp to border
is admittedly not a great default).
To fix the maps case specifically, we set the border color to a
translucent version of the ocean border color. This may need
tweaking going forward, which shouldn't be hard.
As part of this process, we had to modify graphics replacement to
make sure immutable images are *removed* when invalidated, rather
than just having a validity flag unset (this is normally done by
the UI to try to reuse allocations in place if images are updated
in benign ways, since the texture atlases used for Ui do not
support deallocation; currently this is only used for item images,
so there should be no overlap with immutable image replacement,
so this was purely precautionary).
Since we were already touching the relevant code, we also updated
the image dependency to a newer version that provides more ways
to avoid allocations, and made a few other changes that should
hopefully eliminate redundant most of the intermediate buffer
allocations we were performing for what should be zero-cost
conversions. This may slightly improve performance in some
cases.
commit ad18ce939940a8c697270f6e9b94db9942fd8295
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 13:21:09 2020 +0200
Fix continent scale hack.
commit 36b1cb074f5b195aebd7dbbc3da7f0246a1a18ec
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 12:11:40 2020 +0200
Enable loading different sized maps without a recompile.
We may want to tweak the effects of the continent_scale_hack.
commit 13b6d4d534cc4814b7cb3294ca41bbfea0a6b186
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 10:55:48 2020 +0200
Removing WORLD_SIZE, part 1.
Erased almost every instance of WORLD_SIZE and replaced it with a local
power of two, map_size_lg (which respects certain invariants; see
common/src/terrain/map.rs for more details about MapSizeLg). This also
means we can avoid a dependency on the world crate from client, as
desired.
Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
next step is to arrange for maps to store their world size, and to use
that world size as a basis prior to loading the map (as well, probably,
as prior to configuring some of the noise functions).
commit 30b1d2c6428230a9eaa0d749cdcbbd6f1cbccd78
Merge: 7d56ba31b 1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:58 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 7d56ba31b445441461b28a07fc495d7d4f047c17
Merge: 2101113b4 598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 1377b369f6db2258e910d467a5740f31789e3ded
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sun Jul 19 23:25:38 2020 +0200
more saturated pumpkins
commit ae8d50527f93bb0616c2ad46ce4dacb63bc37c6d
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sat Jul 18 20:29:56 2020 +0200
acacia models
commit 2101113b467e691de787392d7f20f1745f5637bd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 18 18:55:25 2020 +0200
Higher detail LOD.
commit add2cfae04b4385fa5590e11e2bd5229d9dee0aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 16 01:57:39 2020 +0200
Revert some irrelevant stuff.
commit 2e2ab3dc1eaa59a4aef7f8d34a53d8aae4c8553a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 15 13:30:49 2020 +0200
Fixing various things about shadows.
* Correcting optimal LISPSM parameter.
* Figure shadows are cast when they're not visible.
* Chunk shadows stay cast until you look away.
* Seamless cubemaps for point lights.
* Etc.
commit 6c31e6b56217274285b597af297036691ea5d897
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 19:50:26 2020 +0200
Fix shadow creation.
commit 6332cbe006115ae205597529cd8bbccd146c2cca
Merge: be438657c 930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:47:00 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit be438657c33d7b5bfb0a9582c3ed3fd366637323
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:28:08 2020 +0200
Tweaks to shadows.
Added shadow map resolution configuration, added seamless cubemaps,
documented all existing rendering options, and fixed a few Clippy
errors.
commit 23b4058906013c7d2a40c286e20e32c5fbd897ed
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 10:11:19 2020 +0200
Fix moon, use nonlinear noise for terrain.
Note that the latter has a bit of performance cost.
commit 7fbe5cbfbb9dc29607957b8e62f432a4deed193d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:23:02 2020 +0200
Address lies about max texture size.
commit bcfc62b5e13a1cdd83f57535fde4694720bebfd9
Merge: 75e3626a7 18a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:22:08 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 75e3626a785919f43fdcf2127c2b10e3e4df2f9f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:21:52 2020 +0200
OpenGL 3.3 minimum.
commit 18a08e8fe2739f02af99a5d2cb4e7c38c49e858b
Author: Monty Marz <m.marzouq@gmx.de>
Date: Tue Jul 7 23:57:52 2020 +0200
settings localization
commit 90c5d1ca3620092bc3ae10b2211489eb1cf6f5e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 21:11:48 2020 +0200
Lower near distance.
commit 0e66f02b25aaddaa2dfddbbc89cd67de54a9a7b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 20:09:01 2020 +0200
All sprites sway in the wind now.
commit db1401a6910bf42dcf502462c90038752ff5fbdb
Merge: 69e508d8c e8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 19:34:17 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 69e508d8c94d8973033817ca86f357e466fc7c4d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 18:41:37 2020 +0200
Make it easy to switch to SIMD for math.
commit ffe0f5928c7a7e87d00cb5426b3b1d831d7e02fd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 21:21:12 2020 +0200
Fix some issues with underwater rendering.
commit bfda6da42f38fd02c31ee92c81ab785a3e50c2a0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 19:17:59 2020 +0200
Fix some minor display issues.
commit 0ed752e087968cf901301884aaeae698e32ef8a5
Merge: ccc6a06a8 518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:14:21 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit ccc6a06a8d4504d6b9f7af7905a414d2ee06ab76
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:04:34 2020 +0200
Some minor changes.
commit 4e020246702889269efe1a191788992164c508d6
Merge: 50a64d927 e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 16:17:40 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 50a64d927e6c4f4b0e4688e4cbfca694bc3f922a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 13:07:03 2020 +0200
Fix far plane.
commit 7dd06da34cae8f9ea3b6c889fe965181f3fd3949
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:25:35 2020 +0200
Add shadows.glsl.
commit 618a18c998778bf871b905a74657440fcc384c80
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:10:22 2020 +0200
Adding shadows, greedy meshing, and more.
commit eaea83fe6a5cb1cb0ba8beef888183c718258496
Merge: 267018495 2f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 22:47:07 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 2670184954a13e4a9e7a4e35ba79aac0c5fac2f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 21:20:01 2020 +0200
Make civsim and sites deterministic.
For anything in worldgen where you use a HashMap, *please* think
carefully about which hasher you are going to use! This is
especially true if (for some reason) you are depending on hashmap
iteration order remaining stable for some aspect of worldgen.
commit f8376fd5dc72b4a9c2f51a6b4570d59c8b8e9343
Merge: 654f7e049 cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 17:53:57 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 654f7e049258d9da27c09608bbe6a46ffa8787e5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed May 20 21:22:30 2020 +0200
Correct backface culling.
commit 560501df05ca725409b0f2e4eb31bdfdc15fd0c7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue May 19 17:22:06 2020 +0200
Greedy messhing for shadows.
commit a4d87e1875ca543436e6bbbeb20348facc5a52d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun May 17 05:59:00 2020 +0200
Shadow maps work for lantern.
commit 243d0837b8a3b08172c9a3c348d964d7ddc2a0a8
Merge: 04382dc28 71dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:53:13 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 04382dc28632b6c66e8821f6870c0daaa1c1901a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:22:17 2020 +0200
WIP: better graphics config, better LOD, shadow maps.
commit 22ddbad3eb32bfa70f0932176022208fe67ded81
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 18:54:09 2020 +0200
Minor shader fixes.
commit 746a10e8d01ac235f994b0cde78fa48998602a1f
Merge: 0f4a0e763 40ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 04:02:09 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0f4a0e763db3afbdc4fb0558611f38326ca87151
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 23:03:24 2020 +0200
Switch back to pop-in terrain.
commit dd74fa7e4a53667b38811d7aec58d7f6a68889bb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 22:58:55 2020 +0200
LOD shading closer to voxel shading.
commit ef67bd58ba0bdaf622b078892d768263b6cba268
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 28 20:49:03 2020 +0200
Experimental underwater lighting.
commit 2c5ad9d07605e80d5fd5679dd3a5d70c605b86a9
Merge: 748279835 303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 22:35:24 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7482798354eda18c8207950080fc24d443a369de
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 21:59:55 2020 +0200
Replace discard in figure-frag.
commit d83b4ae69be4912f69bf7835f509c68a1c7770a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:45:57 2020 +0200
Fix sprite lighting, HDR from focus_pos.
commit 0594238004f116274905fa0ed7c2b6c417ed1d29
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:14:10 2020 +0200
Proper HDR from point lights.
commit 48c93d2b41ce5743103d18e76cc228f5ac766492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 14:01:43 2020 +0200
Brighter ambiance, darker LOD shadows.
commit e0452e895ccfa8a43f368cae3b8b8aedc24dad93
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 13:13:23 2020 +0200
More proper HDR.
commit 4c6da3ed16cfeebb455e40da5f557b4af9a499d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 00:13:10 2020 +0200
Trying LOD noise.
commit 682a3d74c85df5503ffe1fc1cc891bce789df1ad
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 23:11:08 2020 +0200
Fix LOD heights in towns.
commit cc39e5734e8b18f9077bf42e66337c1319dd6b6e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 21:01:23 2020 +0200
More LOD fixes.
commit 8116b21c2e51c836e77894e309ac273caf2917b3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:54:43 2020 +0200
I like this coloring.
commit bc2560ea90b36f4b46190005344232d993043ac3
Merge: 14effdd5d e690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:48:33 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 14effdd5db8747fcf3eb34f03b46b7792e92d1c5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:24:35 2020 +0200
Re-saturate.
commit 48a643955d4435b78179acba0beb4a979905cc31
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:23:57 2020 +0200
Various fixes.
commit f7b497a0c25f4ad4682c71dd1ed6f608052feb9b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 03:22:49 2020 +0200
Render figures again.
commit 44e4aad48deba8266b9f8bdfd3db096b381f5327
Merge: e6f0a5a98 9ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 02:01:04 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit e6f0a5a981a82533ba188fff0a54ce98577bb152
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 24 16:12:20 2020 +0200
Add atmospheric scattering.
commit f2953087f691a8edbc001cb98ebf5059fc6f8ac0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 23 00:01:20 2020 +0200
Fix shadowing for specular reflections.
commit ddd4a67a9799b8d08c7dc0c2bec90621c2bed0e3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Apr 22 22:56:12 2020 +0200
HDR fixes.
commit 1015e60deef3c447381996277df7496707a63bd0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 21 18:25:19 2020 +0200
More lighting changes.
commit 80c264abd111fb237e57843efcb5c071d4f84613
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 13 00:29:59 2020 +0200
Lighting experiments.
commit 8414987e589dd5102bad89762a3adaccc0bfe957
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 9 02:38:40 2020 +0200
WIP -- lighting changes and soft shadows.
commit 9cd2b3fb0d6b49776c6dfe463e4169637250b11a
Merge: c7ea687eb 8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:29 2020 +0200
Merge branch 'sharp/new-lighting' into sharp/small-fixes
commit c7ea687ebbc5aace1b455f134a5bf49ce2c7434a
Merge: 476441531 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:02 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 8b149ad11ad4bb75018fcf9519baec27d1c95951
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:32:39 2020 +0200
Trying out a new lighting model.
commit b0ac9f36f755dd06f7c17c46150568064790864f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 07:56:11 2020 +0200
Use bicubic interpolation for terrain.
commit f6fc9307a121514b614bc50ef8eb055953e7da8a
Merge: 33140a295 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 05:01:41 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 4764415312aae6e9ac2d00e86e84577cb958f1ab
Merge: ed2d0111d 13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 04:54:48 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 13388ee6a42943f3f79a9cb488346cef18e272fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 20:30:08 2020 +0200
Various fixes (to coloring and to soft shadows).
commit fbd084a94a067082a87cd6d28b82054709bc9265
Merge: 5a089863b 4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 18:50:38 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
commit ed2d0111d994262ae836d84d1fe5a45e4de72a0b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 06:49:27 2020 +0200
Combining colors and LOD.
commit 88342640c6b835114d01c797b89fdede3b0a2108
Merge: 33140a295 5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:49:20 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 33140a2951b8212725f42c758b277aaec4d888f7
Merge: 4c65a5aed f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:36:21 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 5a089863beb01d4794bbe3580ada47b278715ea2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 03:17:49 2020 +0200
Making maps brighter.
This is probably not the right way to do it, but oh well!
commit 32b2c99109dd486aa922886081068f9c550c83f2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 02:46:36 2020 +0200
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.
commit f8926a5737ddc51f3d585c651a64c43677aae0f4
Merge: a1aee931e 875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Mar 13 13:32:42 2020 +0100
Merge remote-tracking branch 'origin/master' into sharp/map-colors
commit 4c65a5aed353b119aea65a2aaeb94549b67beb42
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date: Mon Feb 24 16:48:05 2020 +0000
Made LOD setting slider exponential
commit 2fa7b2d20d7233dc8bfd64f9f7f54617575248f1
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 17:49:53 2020 +0000
Added mist to LoD
commit aab059a450b5f635777129ff82cc15b662965c3c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 15:14:06 2020 +0000
Added LoD slider
commit 779c36b538121c5ade3633ae5cb67bb14c8c3877
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:54:55 2020 +0000
Reduced cost of vertex pushing
commit 9fea150473906b166365b738ebcea07c697daf3d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:38:53 2020 +0000
Fixed maths, improved LoD resolution
commit 5481df38fea5bf183ff376a3337179cfaa5233dc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 11:22:50 2020 +0000
Dynamically relocate LoD vertices to enhance details
commit a3e36a50ababd615da7db1b26158c7906a5def01
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 18:13:51 2020 +0000
Simpler terrain spiral rendering
commit 255f450ae9ac8763db4bede075fb409161ed57cc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:53:17 2020 +0000
Better LoD precision
commit 3d027aebe812a5b8658a4eb8123dc9f61b3776d2
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:04:03 2020 +0000
Better falloff
commit be775c9484b457b2c0b1a494aec03392d0c70e76
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 15:30:45 2020 +0000
Applied good ideas from experimental branch
commit 58587b68545a23c5c04ab4574a4b94b3bc982246
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 16:15:13 2020 +0000
Minor fixes to LoD merging
commit 7b42aebd709c14df2db766aad61d9280ad24d84d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 15:04:44 2020 +0000
Capped LoD dragging
commit 8aafc559f87124e1ea5ca6e3ddc2aa0c242d793c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:54:37 2020 +0000
Better blending between LoD and terrain border
commit edd3455d5161792d87ddc8eadc0ecbad5532b284
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:40:19 2020 +0000
Fixed LoD z depth, added sea level offset
commit b9b06744620114dd5556e73f64fa93c145503a7c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:27:43 2020 +0000
Better LoD smoothing
commit a1aee931e790431560cd2d953ad61d9497072afd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Feb 21 14:52:17 2020 +0100
Adding shadows.
commit 2400786c13dd891c131ed86d48d05df516a8a778
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 13:48:40 2020 +0000
Use world map as LoD source
commit dbf650f504a4c25fbbc2096ac3616c736bf52d23
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Jan 20 00:48:14 2020 +0000
Better clouds at distance
commit 5e6f81b86cdb9730b9b056877b19257075fd5fa8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Jan 19 23:59:02 2020 +0000
sync
commit 745e7540ddb000cc645f612767b337c2ddc3f7c0
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 12:40:48 2019 +0000
Improved cloud falloff mist, faster noise sampling
commit f6a200d0cb866196ba57697466755f9e0c7ea5d8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 10:09:00 2019 +0000
Improved long-range depth precision, removed unnecessary LoD polygons
commit 63d1b2bb2292898d59fb4f4e502201103dfeb86f
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 20:57:46 2019 +0000
Working LoD shader
commit f13d98ee3e58f881e8b978861a67663b59ed91ec
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 11:03:40 2019 +0000
LoD first attempt (stack overflow issue)
2020-08-20 18:34:59 +00:00
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/// The "shadow" layer for LOD. Includes east and west horizon angles and
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/// an approximate max occluder height, which we use to try to
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/// approximate soft and volumetric shadows.
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2020-11-25 14:59:28 +00:00
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pub lod_horizon: Grid<u32>,
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(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
---
Pretty much a Veloren fork at this point. Here's a high level overview of the changes (will be added to CHANGELOG just before merge).
At a high level this MR incorporates roughly two groups of changes.
The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting
engine. This is "feature work" that (mostly) only adds new things to Veloren, and mostly shouldn't affect old stuff.
The second big group of changes are those addressing the fallout from all the new features. These include performance fixes of
various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel
models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions
(coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork
of `conrod`). Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably
changes (TODO: Fill in this section when it's complete).
The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a
handful of people, so I recommend that this code be reviewed particularly carefully.
---
At a high level (each will be described in more detail below):
- The world map has been refactored.
- The world size is no longer hardcoded (@zesterer).
- The map generation code was made generic to allow using it outside of the `world` crate (@zesterer).
- On world creation, we now compute *horizon maps* (@zesterer).
- The way we pass the world from the server to the client has been updated (@xMAC94x).
- Artifacts related to image rotation were fixed (@imbris).
- Multiflow rivers were enabled (@zesterer).
- In the process of making changes related to the world map, various incidental fixes and optimizations were required.
- The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest).
- A new LOD terrain rendering step was added to the pipeline.
- The LOD terrain quality was made configurable via a graphics setting.
- Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain.
- A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out).
- A semi-accurate index of refraction was assigned to our materials.
- A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF.
- We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure.
- We attempt to compute *realistic light attenuation* in water using its real material properties.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo)
- Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*.
- Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*.
- "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing.
- In the process of making changes related to shadow maps, various incidental fixes and optimizations were required.
The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other
changes happening in master. Therefore, a large number of performance improvements were also needed:
- The graphics options were made much more flexible and configurable, and shaders were optimize.
- New options were provided for how to render lights and shadows (@Pfauenauge, @zesterer).
- Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris).
- Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo).
- In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required.
- Voxel model creation was switched to use *greedy meshing.*
- A new voxel meshing method, greedy meshing, was added (@imbris).
- Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge).
- New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer).
- Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- Animation and terrain math were switched to use SIMD where possible.
- Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris).
- The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge).
- Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge).
- Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge).
- Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris).
- SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- The way we cache glyphs was completely refactored, fixed, and optimized.
- Our fork of `conrod` was optimized in various ways (@imbris).
- Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris).
- Our use of the glyph cache was rewritten for correctness (@imbris).
- A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris).
- Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge).
- In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required.
- Colors were changed to keep Veloren's look consistent with master.
- Some older tree models were brought back (@Pfauenauge).
- TODO(@Sharp): All hardcoded colors were extracted and made hotloadable.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style.
A detailed description of the involved changes follows.
---
- The world size is no longer hardcoded. All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`). Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`). Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always). See `world/src/sim/mod.rs` for these changes.
- The map generation code was made generic to allow using it outside of the `world` crate. The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`. The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction. This also means that colors are now passed in separately to the map generation function. See <https://veloren.net/devblog-78/> for more details.
- On world creation, we now compute *horizon maps*. See the function in `world/src/sim/util.rs`.
Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible). As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers). We can also use this for the moon, if we want, since the moon follows the same path. Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk.
Support for horizon maps has been merged into the map functionality in common as well.
- The way we pass the world from the server to the client has been updated. Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information. We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height). See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing.
- Artifacts related to image rotation were fixed. See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation. This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes. I reproduce the first two paragraphs of the MR description as well:
```
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
```
- Multiflow rivers were enabled.
This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it.
We already computed multiple outflows from each chunk for erosion purposes long before this MR.
However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers.
Now that
- In the process of making changes related to the world map, various incidental fixes and optimizations were required. Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular. Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing. These sorts of changes are spread all arond the code.
This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`.
The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping).
- Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer)
- Calls to power or trig functions were removed or replaced with multiplications, where possible.
- After some deliberation
- To properly handle sprite "waving" for nearby sprites,
We explicitly designed the greedy meshing system with figures and sprites in mind.
In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know
we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so
they can be packed into some specific subtexture).
For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as
possible into one giant tetxure atlas. However, in the future we might opt to pack them slightly less efficiently in exchange for
shrinking the sprite vertex size.
For figures, we pack all the textures for each *model* into the same atlas.
is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple
models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations.
This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the
model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an
exact fit. In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without
texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function
that, when called, will execute the rest of the computation. We push this continuation (which in Rust terms is a `FnOnce` closure
that takes the `ColLightsInfo` that it is supposed to write to as context) onto a
onto a vector
resizing. To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed. Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the
- Matrix multiplications in the shader were reduced for figure data (@zesterer).
- Vertex "waves" for fluid data were removed.
- Terrain "bending" near edges was removed.
- Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block. It was also changed to take ownership of its voxel data,
rather than sharing it, to let it be used with meshing.
- Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`.
- PositionedGlyph::standalone.
---
I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions]
where I needed features from elsewhere but I am particularly grateful for the following resources,
esepcially where they have accompanying source code. I linked all of them that are accessible to the public (those that are not were
obtained through legal means).
[^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419.
[^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina.
[^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152.
[^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017.
[^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>.
[^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>.
I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR.
---
Squashed commit of the following:
commit 300505e7305a2fdac722a808ee8538323f215f39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 18:46:25 2020 +0200
Fixing cargo doc and typo in CHANGELOG.
commit ec0aeb18e8499d7d84ef818331b4b65c3d76cea6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 15:38:50 2020 +0200
Hopefully final commit for the LOD branch.
commit 5e8ea0b1eaac02903a02feb2eb038d195de4872f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 10:14:26 2020 +0200
Falling back to power as stopgap.
commit e44a1cbf46504ee9931a01bdc9033e145500d557
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 09:25:41 2020 +0200
Address imbris feedback.
Temporarily disables shiny water, lowers max VD.
These restrictions will be lifted soon after merging.
commit 561e25778a108ac3712f5ec2ce3a51234c4430d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 08:31:13 2020 +0200
Tweaking shaders a bit.
commit 7d19259078ce0dd7b3742ad7d0cb3fab3ece3fdc
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:59:43 2020 +0200
Fix view example as well.
commit 051cd4934e0fad2c0b15db4380a4189fa318679f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:29:06 2020 +0200
Fix meshing benchmark.
commit c95e07db3b4dcca285678985e65e31b927cb1c61
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 05:46:22 2020 +0200
Address MR feedback, fix scene clouds.
commit 1bfb816cabdb3ffc1e507a009c2d98696b4b573a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:39:36 2020 +0200
Incorporating Pfau's figure color changes.
New eyes and new humanoid colors.
commit 3f9b89a3ac7b3356b1dba0d1a8f6541357f81469
Merge: e2f5162e4 62c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:29:41 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit e2f5162e4f96f4124aa43488f7245d341b3dcfd4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:28:38 2020 +0200
World colors are all hotloadable.
They live in assets/world/style/colors.ron.
Only a small handful of hardcoed colors remain in World; they are either
part of the map, or difficult to disentangle from the rest of the
computation. Comments are made where appropriate.
commit 62c53963abe1975009d34a8f9515a355bef24f31
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date: Wed Aug 19 15:59:00 2020 +0200
replace pretty_env_logger with tracing
commit 5b1625f99d9586fe80e2232f583ec5af9f953099
Merge: d71003acd 4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:15:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit d71003acdabeff970b3928e97c26af6847b5b78e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:14:34 2020 +0200
Hotloading colors, part 1: colors in common.
Currently, this just entails humanoid colors. There are only three
colors not handled; the light emitter colors in
common/src/comp/inventory/item/tool.rs. These don't seem important
enough to me to warrant making hotloadable, at least not right now, but
if it's needed later we can always add them to the file.
commit 63b5e0e553eb2ea49276f192a6fc7dd65254270d
Merge: c32b337a4 6d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 13:05:37 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c32b337a46e10d9de473d178a94a3ccd61c39bb3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:52:04 2020 +0200
Fixing LOD grid, for real.
commit a166ae0360395387e09fb35a1f84210c2ce5ec24
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:28:05 2020 +0200
Addressing imbris's initial feedback.
Fixes two minor bugs: explosion particles were no longer spawning
randomly, and LOD grids were not perfectly even.
commit 4cbad004f44060994252dd3d38647a14a589712f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:27:58 2020 +0200
Bumping nightly per request.
commit 548680276aac77c25d43d16b5622f847d474dbef
Merge: acc098604 8f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:26:06 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit acc0986040589a3492f88a740bc3c3fc693b26d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:28:32 2020 +0200
Lower resolution due to lying drivers.
commit d3b878de2a52c358d2944a6bbd0555dad7fbdb10
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:15:38 2020 +0200
Fix issues msh encountered with Intel 4600.
commit 10245e0c1b0cb6fae10d86409435364edc6102ef
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 21:15:02 2020 +0200
Merge more models into one mesh than we did previously.
commit 3155c31e663c52ae5c3a53d5fb5665892a1a498a
Merge: 7204cc8a7 3c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:35:22 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7204cc8a7a4f74a30306bd205d9834fee4bb944f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:34:43 2020 +0200
Fix not yet done NPC animations.
This forces them all to be the idle animation if not specified.
This fixes issues where you'd have giant NPCs in water.
commit bc83360f2a08918f19d417b5f772e1ff554dba08
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 19:36:37 2020 +0200
Try to fix some bugs:
- Z fighting with LOD terrain and water.
- Audio SFX not playing.
commit 1fd104aa603bf3781b6526a5cada46aeca3049dd
Merge: 862df3c99 7c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 12:02:31 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 862df3c9976c4da9bd7cfd784f1a85973127968a
Merge: 0a4218ed9 75c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 05:52:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0a4218ed9d541a2b34c133351bea38a99ddf4ea7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 22:27:14 2020 +0200
Fix particle depth.
commit f51dfdeb442d0dd5243dd2f344fa4be295bd0875
Merge: c6251a956 5e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:19:04 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit c6251a956ad376400dca5c23420cf8d213dc8fdf
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:15:46 2020 +0200
Cache figures more intelligently.
Cache figures for longer, and don't cache character states for the
player except where they actually affect the rendered model.
commit 0ed801d5404982c6fb63b1eaa4567d908b294c9d
Merge: c11b9bdf0 eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 16:32:24 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c11b9bdf0a53bf9884d2f5a48fec9b01d582df1a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 11:47:15 2020 +0200
Remove unneeded Clippy annotation.
commit 16aa9ef40af56d69289d00aafb3deadfb8bd4f35
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 8 00:53:02 2020 +0200
Fix hotloading and Clippy.
commit 3dc973e0be5b758da1e9805eb764ad401374cd0c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 23:50:27 2020 +0200
Major speedups with SIMD.
commit fba64a7d93d5a96077ce87287bbce6ab9b7fbcae
Merge: 76429d00e d1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:19 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 76429d00eea00d212fbd672a84ee91e75b19b938
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:10 2020 +0200
Add clippy.toml.
commit c79f512f84dbb83cb82b7954db68ff241dfd8e41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 11:55:20 2020 +0200
Fix all clippy issues, clean up Rust code.
commit 6f90e010b3fbefb53b0d632e819931350015b6b8
Merge: 77a8c7c26 5929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:30 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 77a8c7c267d3f44a1a62bd6b2274359973c5e4d4
Merge: b44e44232 44febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:10 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 5929cfa5c713aa392110bbb62407f76caf53c3df
Author: jshipsey <jshipsey18@gmail.com>
Date: Thu Aug 6 20:47:27 2020 -0400
fixed in-hand arrow bug
commit b44e442325d828f1cd564d66908f89d09e80474b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 6 13:40:35 2020 +0200
Miscellaneous performance improvements.
commit be37acf287c1360d8085862526ac3365ffd1d768
Merge: 125d7fc6c c11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 05:49:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 125d7fc6c4dcd8c8c5f27b8268a4d64f409f3644
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 04:55:31 2020 +0200
Abstract over simd vs. repr_c vectors.
Also some minor improvements to Event size.
commit d4d4956e9252e1241ce110b2aa85076c6b1e2a23
Merge: 5f3b7294a aced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:56:54 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 5f3b7294af1f8533edc2620b58863c248e2b07af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:43:52 2020 +0200
Fix formatting issues I missed before.
commit a428a3ebba70dcab63dd0f8cd983120c90617271
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:41:51 2020 +0200
Fix clippy warnings, part 1.
There aer still a bunch of type too complex and
function takes too many arguments warnings that I'll fix later
(or ignore, since in the one case I did fix a function takes too
many arguments warning I think it made the code *less* readable).
commit ba54307540ed8a937ac08209730284fc653af85b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 30 13:22:42 2020 +0200
Fix light animations so they are removed when the light turns off.
commit 7e0f4bcbf0f4717145d8beac40d52e3acebbe2aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 21:10:20 2020 +0200
Fix crash in edge case for pixel art.
commit 56da06f7a351e2b949e9b014a90b974d511a0924
Merge: cf74d55f2 9f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:56:52 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:29:52 2020 +0200
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
The first concern was addressed by fixing the dimensions of the map
images drawn from the UI (so that we always use a square source
rectangle, rather than a rectangular one according to the dimensions of
the map). We also fixed the way rotation was done in the fragment
shader for north-facing sources to make it properly handle aspect ratio
(this was already done for north-facing targets). Together, these fix
rendering issues peculiar to rectangular maps.
The second and third concerns were jointly addressed by adding an
optional border color to every 2D image drawn by the UI. This turns
out not to waste extra space even though we hold a full f32 color
(to avoid an extra dependency on gfx's PackedColor), since voxel
images already take up more space than Optiion<[f32; 4]> requires.
This is then implemented automatically using the "border color"
wrapping method in the attached sampler.
Since this is implemented in graphics hardware, it only works (at
least naively) if the actual image bounds match the texture bounds.
Therefore, we altered the way the graphics cache stores images
with a border color to guarantee that they are always in their own
texture, whose size exactly matches their extent. Since the easiest
currently exposed way to set a border color is to do so for an
immutable texture, we went a bit further and added a new "immutable"
texture storage type used for these cases; currently, it is always
and automatically used only when there is a specified border color,
but in theory there's no reason we couldn't provide immutable-only
images that use the default wrapping mdoe (though clamp to border
is admittedly not a great default).
To fix the maps case specifically, we set the border color to a
translucent version of the ocean border color. This may need
tweaking going forward, which shouldn't be hard.
As part of this process, we had to modify graphics replacement to
make sure immutable images are *removed* when invalidated, rather
than just having a validity flag unset (this is normally done by
the UI to try to reuse allocations in place if images are updated
in benign ways, since the texture atlases used for Ui do not
support deallocation; currently this is only used for item images,
so there should be no overlap with immutable image replacement,
so this was purely precautionary).
Since we were already touching the relevant code, we also updated
the image dependency to a newer version that provides more ways
to avoid allocations, and made a few other changes that should
hopefully eliminate redundant most of the intermediate buffer
allocations we were performing for what should be zero-cost
conversions. This may slightly improve performance in some
cases.
commit ad18ce939940a8c697270f6e9b94db9942fd8295
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 13:21:09 2020 +0200
Fix continent scale hack.
commit 36b1cb074f5b195aebd7dbbc3da7f0246a1a18ec
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 12:11:40 2020 +0200
Enable loading different sized maps without a recompile.
We may want to tweak the effects of the continent_scale_hack.
commit 13b6d4d534cc4814b7cb3294ca41bbfea0a6b186
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 10:55:48 2020 +0200
Removing WORLD_SIZE, part 1.
Erased almost every instance of WORLD_SIZE and replaced it with a local
power of two, map_size_lg (which respects certain invariants; see
common/src/terrain/map.rs for more details about MapSizeLg). This also
means we can avoid a dependency on the world crate from client, as
desired.
Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
next step is to arrange for maps to store their world size, and to use
that world size as a basis prior to loading the map (as well, probably,
as prior to configuring some of the noise functions).
commit 30b1d2c6428230a9eaa0d749cdcbbd6f1cbccd78
Merge: 7d56ba31b 1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:58 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 7d56ba31b445441461b28a07fc495d7d4f047c17
Merge: 2101113b4 598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 1377b369f6db2258e910d467a5740f31789e3ded
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sun Jul 19 23:25:38 2020 +0200
more saturated pumpkins
commit ae8d50527f93bb0616c2ad46ce4dacb63bc37c6d
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sat Jul 18 20:29:56 2020 +0200
acacia models
commit 2101113b467e691de787392d7f20f1745f5637bd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 18 18:55:25 2020 +0200
Higher detail LOD.
commit add2cfae04b4385fa5590e11e2bd5229d9dee0aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 16 01:57:39 2020 +0200
Revert some irrelevant stuff.
commit 2e2ab3dc1eaa59a4aef7f8d34a53d8aae4c8553a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 15 13:30:49 2020 +0200
Fixing various things about shadows.
* Correcting optimal LISPSM parameter.
* Figure shadows are cast when they're not visible.
* Chunk shadows stay cast until you look away.
* Seamless cubemaps for point lights.
* Etc.
commit 6c31e6b56217274285b597af297036691ea5d897
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 19:50:26 2020 +0200
Fix shadow creation.
commit 6332cbe006115ae205597529cd8bbccd146c2cca
Merge: be438657c 930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:47:00 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit be438657c33d7b5bfb0a9582c3ed3fd366637323
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:28:08 2020 +0200
Tweaks to shadows.
Added shadow map resolution configuration, added seamless cubemaps,
documented all existing rendering options, and fixed a few Clippy
errors.
commit 23b4058906013c7d2a40c286e20e32c5fbd897ed
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 10:11:19 2020 +0200
Fix moon, use nonlinear noise for terrain.
Note that the latter has a bit of performance cost.
commit 7fbe5cbfbb9dc29607957b8e62f432a4deed193d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:23:02 2020 +0200
Address lies about max texture size.
commit bcfc62b5e13a1cdd83f57535fde4694720bebfd9
Merge: 75e3626a7 18a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:22:08 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 75e3626a785919f43fdcf2127c2b10e3e4df2f9f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:21:52 2020 +0200
OpenGL 3.3 minimum.
commit 18a08e8fe2739f02af99a5d2cb4e7c38c49e858b
Author: Monty Marz <m.marzouq@gmx.de>
Date: Tue Jul 7 23:57:52 2020 +0200
settings localization
commit 90c5d1ca3620092bc3ae10b2211489eb1cf6f5e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 21:11:48 2020 +0200
Lower near distance.
commit 0e66f02b25aaddaa2dfddbbc89cd67de54a9a7b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 20:09:01 2020 +0200
All sprites sway in the wind now.
commit db1401a6910bf42dcf502462c90038752ff5fbdb
Merge: 69e508d8c e8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 19:34:17 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 69e508d8c94d8973033817ca86f357e466fc7c4d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 18:41:37 2020 +0200
Make it easy to switch to SIMD for math.
commit ffe0f5928c7a7e87d00cb5426b3b1d831d7e02fd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 21:21:12 2020 +0200
Fix some issues with underwater rendering.
commit bfda6da42f38fd02c31ee92c81ab785a3e50c2a0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 19:17:59 2020 +0200
Fix some minor display issues.
commit 0ed752e087968cf901301884aaeae698e32ef8a5
Merge: ccc6a06a8 518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:14:21 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit ccc6a06a8d4504d6b9f7af7905a414d2ee06ab76
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:04:34 2020 +0200
Some minor changes.
commit 4e020246702889269efe1a191788992164c508d6
Merge: 50a64d927 e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 16:17:40 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 50a64d927e6c4f4b0e4688e4cbfca694bc3f922a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 13:07:03 2020 +0200
Fix far plane.
commit 7dd06da34cae8f9ea3b6c889fe965181f3fd3949
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:25:35 2020 +0200
Add shadows.glsl.
commit 618a18c998778bf871b905a74657440fcc384c80
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:10:22 2020 +0200
Adding shadows, greedy meshing, and more.
commit eaea83fe6a5cb1cb0ba8beef888183c718258496
Merge: 267018495 2f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 22:47:07 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 2670184954a13e4a9e7a4e35ba79aac0c5fac2f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 21:20:01 2020 +0200
Make civsim and sites deterministic.
For anything in worldgen where you use a HashMap, *please* think
carefully about which hasher you are going to use! This is
especially true if (for some reason) you are depending on hashmap
iteration order remaining stable for some aspect of worldgen.
commit f8376fd5dc72b4a9c2f51a6b4570d59c8b8e9343
Merge: 654f7e049 cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 17:53:57 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 654f7e049258d9da27c09608bbe6a46ffa8787e5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed May 20 21:22:30 2020 +0200
Correct backface culling.
commit 560501df05ca725409b0f2e4eb31bdfdc15fd0c7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue May 19 17:22:06 2020 +0200
Greedy messhing for shadows.
commit a4d87e1875ca543436e6bbbeb20348facc5a52d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun May 17 05:59:00 2020 +0200
Shadow maps work for lantern.
commit 243d0837b8a3b08172c9a3c348d964d7ddc2a0a8
Merge: 04382dc28 71dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:53:13 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 04382dc28632b6c66e8821f6870c0daaa1c1901a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:22:17 2020 +0200
WIP: better graphics config, better LOD, shadow maps.
commit 22ddbad3eb32bfa70f0932176022208fe67ded81
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 18:54:09 2020 +0200
Minor shader fixes.
commit 746a10e8d01ac235f994b0cde78fa48998602a1f
Merge: 0f4a0e763 40ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 04:02:09 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0f4a0e763db3afbdc4fb0558611f38326ca87151
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 23:03:24 2020 +0200
Switch back to pop-in terrain.
commit dd74fa7e4a53667b38811d7aec58d7f6a68889bb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 22:58:55 2020 +0200
LOD shading closer to voxel shading.
commit ef67bd58ba0bdaf622b078892d768263b6cba268
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 28 20:49:03 2020 +0200
Experimental underwater lighting.
commit 2c5ad9d07605e80d5fd5679dd3a5d70c605b86a9
Merge: 748279835 303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 22:35:24 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7482798354eda18c8207950080fc24d443a369de
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 21:59:55 2020 +0200
Replace discard in figure-frag.
commit d83b4ae69be4912f69bf7835f509c68a1c7770a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:45:57 2020 +0200
Fix sprite lighting, HDR from focus_pos.
commit 0594238004f116274905fa0ed7c2b6c417ed1d29
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:14:10 2020 +0200
Proper HDR from point lights.
commit 48c93d2b41ce5743103d18e76cc228f5ac766492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 14:01:43 2020 +0200
Brighter ambiance, darker LOD shadows.
commit e0452e895ccfa8a43f368cae3b8b8aedc24dad93
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 13:13:23 2020 +0200
More proper HDR.
commit 4c6da3ed16cfeebb455e40da5f557b4af9a499d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 00:13:10 2020 +0200
Trying LOD noise.
commit 682a3d74c85df5503ffe1fc1cc891bce789df1ad
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 23:11:08 2020 +0200
Fix LOD heights in towns.
commit cc39e5734e8b18f9077bf42e66337c1319dd6b6e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 21:01:23 2020 +0200
More LOD fixes.
commit 8116b21c2e51c836e77894e309ac273caf2917b3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:54:43 2020 +0200
I like this coloring.
commit bc2560ea90b36f4b46190005344232d993043ac3
Merge: 14effdd5d e690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:48:33 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 14effdd5db8747fcf3eb34f03b46b7792e92d1c5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:24:35 2020 +0200
Re-saturate.
commit 48a643955d4435b78179acba0beb4a979905cc31
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:23:57 2020 +0200
Various fixes.
commit f7b497a0c25f4ad4682c71dd1ed6f608052feb9b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 03:22:49 2020 +0200
Render figures again.
commit 44e4aad48deba8266b9f8bdfd3db096b381f5327
Merge: e6f0a5a98 9ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 02:01:04 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit e6f0a5a981a82533ba188fff0a54ce98577bb152
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 24 16:12:20 2020 +0200
Add atmospheric scattering.
commit f2953087f691a8edbc001cb98ebf5059fc6f8ac0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 23 00:01:20 2020 +0200
Fix shadowing for specular reflections.
commit ddd4a67a9799b8d08c7dc0c2bec90621c2bed0e3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Apr 22 22:56:12 2020 +0200
HDR fixes.
commit 1015e60deef3c447381996277df7496707a63bd0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 21 18:25:19 2020 +0200
More lighting changes.
commit 80c264abd111fb237e57843efcb5c071d4f84613
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 13 00:29:59 2020 +0200
Lighting experiments.
commit 8414987e589dd5102bad89762a3adaccc0bfe957
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 9 02:38:40 2020 +0200
WIP -- lighting changes and soft shadows.
commit 9cd2b3fb0d6b49776c6dfe463e4169637250b11a
Merge: c7ea687eb 8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:29 2020 +0200
Merge branch 'sharp/new-lighting' into sharp/small-fixes
commit c7ea687ebbc5aace1b455f134a5bf49ce2c7434a
Merge: 476441531 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:02 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 8b149ad11ad4bb75018fcf9519baec27d1c95951
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:32:39 2020 +0200
Trying out a new lighting model.
commit b0ac9f36f755dd06f7c17c46150568064790864f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 07:56:11 2020 +0200
Use bicubic interpolation for terrain.
commit f6fc9307a121514b614bc50ef8eb055953e7da8a
Merge: 33140a295 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 05:01:41 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 4764415312aae6e9ac2d00e86e84577cb958f1ab
Merge: ed2d0111d 13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 04:54:48 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 13388ee6a42943f3f79a9cb488346cef18e272fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 20:30:08 2020 +0200
Various fixes (to coloring and to soft shadows).
commit fbd084a94a067082a87cd6d28b82054709bc9265
Merge: 5a089863b 4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 18:50:38 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
commit ed2d0111d994262ae836d84d1fe5a45e4de72a0b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 06:49:27 2020 +0200
Combining colors and LOD.
commit 88342640c6b835114d01c797b89fdede3b0a2108
Merge: 33140a295 5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:49:20 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 33140a2951b8212725f42c758b277aaec4d888f7
Merge: 4c65a5aed f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:36:21 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 5a089863beb01d4794bbe3580ada47b278715ea2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 03:17:49 2020 +0200
Making maps brighter.
This is probably not the right way to do it, but oh well!
commit 32b2c99109dd486aa922886081068f9c550c83f2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 02:46:36 2020 +0200
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.
commit f8926a5737ddc51f3d585c651a64c43677aae0f4
Merge: a1aee931e 875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Mar 13 13:32:42 2020 +0100
Merge remote-tracking branch 'origin/master' into sharp/map-colors
commit 4c65a5aed353b119aea65a2aaeb94549b67beb42
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date: Mon Feb 24 16:48:05 2020 +0000
Made LOD setting slider exponential
commit 2fa7b2d20d7233dc8bfd64f9f7f54617575248f1
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 17:49:53 2020 +0000
Added mist to LoD
commit aab059a450b5f635777129ff82cc15b662965c3c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 15:14:06 2020 +0000
Added LoD slider
commit 779c36b538121c5ade3633ae5cb67bb14c8c3877
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:54:55 2020 +0000
Reduced cost of vertex pushing
commit 9fea150473906b166365b738ebcea07c697daf3d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:38:53 2020 +0000
Fixed maths, improved LoD resolution
commit 5481df38fea5bf183ff376a3337179cfaa5233dc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 11:22:50 2020 +0000
Dynamically relocate LoD vertices to enhance details
commit a3e36a50ababd615da7db1b26158c7906a5def01
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 18:13:51 2020 +0000
Simpler terrain spiral rendering
commit 255f450ae9ac8763db4bede075fb409161ed57cc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:53:17 2020 +0000
Better LoD precision
commit 3d027aebe812a5b8658a4eb8123dc9f61b3776d2
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:04:03 2020 +0000
Better falloff
commit be775c9484b457b2c0b1a494aec03392d0c70e76
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 15:30:45 2020 +0000
Applied good ideas from experimental branch
commit 58587b68545a23c5c04ab4574a4b94b3bc982246
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 16:15:13 2020 +0000
Minor fixes to LoD merging
commit 7b42aebd709c14df2db766aad61d9280ad24d84d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 15:04:44 2020 +0000
Capped LoD dragging
commit 8aafc559f87124e1ea5ca6e3ddc2aa0c242d793c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:54:37 2020 +0000
Better blending between LoD and terrain border
commit edd3455d5161792d87ddc8eadc0ecbad5532b284
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:40:19 2020 +0000
Fixed LoD z depth, added sea level offset
commit b9b06744620114dd5556e73f64fa93c145503a7c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:27:43 2020 +0000
Better LoD smoothing
commit a1aee931e790431560cd2d953ad61d9497072afd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Feb 21 14:52:17 2020 +0100
Adding shadows.
commit 2400786c13dd891c131ed86d48d05df516a8a778
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 13:48:40 2020 +0000
Use world map as LoD source
commit dbf650f504a4c25fbbc2096ac3616c736bf52d23
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Jan 20 00:48:14 2020 +0000
Better clouds at distance
commit 5e6f81b86cdb9730b9b056877b19257075fd5fa8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Jan 19 23:59:02 2020 +0000
sync
commit 745e7540ddb000cc645f612767b337c2ddc3f7c0
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 12:40:48 2019 +0000
Improved cloud falloff mist, faster noise sampling
commit f6a200d0cb866196ba57697466755f9e0c7ea5d8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 10:09:00 2019 +0000
Improved long-range depth precision, removed unnecessary LoD polygons
commit 63d1b2bb2292898d59fb4f4e502201103dfeb86f
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 20:57:46 2019 +0000
Working LoD shader
commit f13d98ee3e58f881e8b978861a67663b59ed91ec
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 11:03:40 2019 +0000
LoD first attempt (stack overflow issue)
2020-08-20 18:34:59 +00:00
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/// A fully rendered map image for use with the map and minimap; note that
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/// this can be constructed dynamically by combining the layers of world
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/// map data (e.g. with shadow map data or river data), but at present
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/// we opt not to do this.
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///
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2021-04-03 02:00:37 +00:00
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/// The first two elements of the tuple are the regular and topographic maps
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/// respectively. The third element of the tuple is the world size (as a 2D
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/// grid, in chunks), and the fourth element holds the minimum height for
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/// any land chunk (i.e. the sea level) in its x coordinate, and the maximum
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/// land height above this height (i.e. the max height) in its y coordinate.
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2021-04-03 23:27:51 +00:00
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map: (Vec<Arc<DynamicImage>>, Vec2<u16>, Vec2<f32>),
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2020-11-25 17:13:59 +00:00
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}
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impl WorldData {
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2021-04-03 23:27:51 +00:00
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pub fn chunk_size(&self) -> Vec2<u16> { self.map.1 }
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2020-11-25 17:13:59 +00:00
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2021-04-03 23:27:51 +00:00
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pub fn map_layers(&self) -> &Vec<Arc<DynamicImage>> { &self.map.0 }
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2020-11-25 17:13:59 +00:00
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2021-04-03 23:27:51 +00:00
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pub fn map_image(&self) -> &Arc<DynamicImage> { &self.map.0[0] }
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2020-11-25 17:13:59 +00:00
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2021-04-03 23:27:51 +00:00
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pub fn min_chunk_alt(&self) -> f32 { self.map.2.x }
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pub fn max_chunk_alt(&self) -> f32 { self.map.2.y }
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2020-11-25 17:13:59 +00:00
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}
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Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
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pub struct SiteInfoRich {
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pub site: SiteInfo,
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pub economy: Option<EconomyInfo>,
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}
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2020-11-25 17:13:59 +00:00
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pub struct Client {
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registered: bool,
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presence: Option<PresenceKind>,
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2021-01-13 13:16:22 +00:00
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runtime: Arc<Runtime>,
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2020-11-25 17:13:59 +00:00
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server_info: ServerInfo,
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world_data: WorldData,
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player_list: HashMap<Uid, PlayerInfo>,
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character_list: CharacterList,
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Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
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sites: HashMap<SiteId, SiteInfoRich>,
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2021-05-03 02:00:23 +00:00
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pois: Vec<PoiInfo>,
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2021-02-10 19:42:59 +00:00
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pub chat_mode: ChatMode,
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2020-07-14 20:11:39 +00:00
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recipe_book: RecipeBook,
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2021-04-17 14:58:43 +00:00
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available_recipes: HashMap<String, Option<SpriteKind>>,
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2019-01-02 17:23:31 +00:00
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2020-08-07 01:59:28 +00:00
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max_group_size: u32,
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// Client has received an invite (inviter uid, time out instant)
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2021-02-13 23:32:55 +00:00
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invite: Option<(Uid, std::time::Instant, std::time::Duration, InviteKind)>,
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2020-04-26 17:03:19 +00:00
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group_leader: Option<Uid>,
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2020-08-07 01:59:28 +00:00
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// Note: potentially representable as a client only component
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2020-07-19 21:49:18 +00:00
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group_members: HashMap<Uid, group::Role>,
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2020-08-07 01:59:28 +00:00
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// Pending invites that this client has sent out
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pending_invites: HashSet<Uid>,
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2021-02-11 19:35:36 +00:00
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// The pending trade the client is involved in, and it's id
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2021-03-25 04:35:33 +00:00
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pending_trade: Option<(TradeId, PendingTrade, Option<SitePrices>)>,
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2020-04-26 17:03:19 +00:00
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2021-04-14 14:17:06 +00:00
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network: Option<Network>,
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2020-07-09 07:58:21 +00:00
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participant: Option<Participant>,
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2020-10-06 11:15:20 +00:00
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general_stream: Stream,
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Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
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ping_stream: Stream,
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register_stream: Stream,
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2020-10-06 11:15:20 +00:00
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character_screen_stream: Stream,
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Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
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in_game_stream: Stream,
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2021-03-11 12:07:03 +00:00
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terrain_stream: Stream,
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2019-03-03 22:02:38 +00:00
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2020-09-06 19:24:52 +00:00
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client_timeout: Duration,
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2020-03-01 22:18:22 +00:00
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last_server_ping: f64,
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last_server_pong: f64,
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2019-05-23 08:18:25 +00:00
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last_ping_delta: f64,
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2020-07-10 20:25:45 +00:00
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ping_deltas: VecDeque<f64>,
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2019-05-23 08:18:25 +00:00
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2019-01-23 20:01:58 +00:00
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tick: u64,
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state: State,
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2019-06-23 19:49:15 +00:00
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2019-05-19 00:45:02 +00:00
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view_distance: Option<u32>,
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2020-01-19 20:48:57 +00:00
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// TODO: move into voxygen
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2020-01-12 11:09:37 +00:00
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loaded_distance: f32,
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2019-04-11 22:26:43 +00:00
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2019-05-17 17:44:30 +00:00
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pending_chunks: HashMap<Vec2<i32>, Instant>,
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2021-04-28 21:26:09 +00:00
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target_time_of_day: Option<TimeOfDay>,
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2019-01-02 17:23:31 +00:00
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}
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2020-05-09 15:41:25 +00:00
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/// Holds data related to the current players characters, as well as some
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/// additional state to handle UI.
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2021-03-10 18:32:45 +00:00
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#[derive(Debug, Default)]
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2020-05-09 15:41:25 +00:00
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pub struct CharacterList {
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pub characters: Vec<CharacterItem>,
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pub loading: bool,
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}
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2019-01-02 17:23:31 +00:00
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impl Client {
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2021-02-21 23:48:30 +00:00
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pub async fn new(
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2021-02-22 17:47:05 +00:00
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addr: ConnectionArgs,
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2021-01-15 13:04:32 +00:00
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runtime: Arc<Runtime>,
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2021-04-22 17:27:38 +00:00
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// TODO: refactor to avoid needing to use this out parameter
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mismatched_server_info: &mut Option<ServerInfo>,
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2021-01-15 13:04:32 +00:00
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) -> Result<Self, Error> {
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2021-03-03 09:39:21 +00:00
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let network = Network::new(Pid::new(), &runtime);
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2020-07-01 07:30:38 +00:00
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2021-02-21 23:48:30 +00:00
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let participant = match addr {
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2021-05-17 17:32:26 +00:00
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ConnectionArgs::Tcp {
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hostname,
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prefer_ipv6,
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} => addr::try_connect(&network, &hostname, prefer_ipv6, ConnectAddr::Tcp).await?,
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ConnectionArgs::Quic {
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hostname,
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prefer_ipv6,
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} => {
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2021-05-19 23:59:30 +00:00
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warn!(
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"QUIC is enabled. This is experimental and you won't be able to connect to \
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TCP servers unless deactivated"
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);
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let config = quinn::ClientConfigBuilder::default().build();
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2021-05-17 17:32:26 +00:00
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addr::try_connect(&network, &hostname, prefer_ipv6, |a| {
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ConnectAddr::Quic(a, config.clone(), hostname.clone())
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})
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.await?
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2021-02-21 23:48:30 +00:00
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},
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2021-04-15 08:16:42 +00:00
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ConnectionArgs::Mpsc(id) => network.connect(ConnectAddr::Mpsc(id)).await?,
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2021-02-21 23:48:30 +00:00
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};
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2021-02-18 00:01:57 +00:00
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let stream = participant.opened().await?;
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let mut ping_stream = participant.opened().await?;
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let mut register_stream = participant.opened().await?;
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let character_screen_stream = participant.opened().await?;
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let in_game_stream = participant.opened().await?;
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2021-03-11 12:07:03 +00:00
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let terrain_stream = participant.opened().await?;
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
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register_stream.send(ClientType::Game)?;
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2021-02-18 00:01:57 +00:00
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let server_info: ServerInfo = register_stream.recv().await?;
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
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|
if server_info.git_hash != *common::util::GIT_HASH {
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warn!(
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"Server is running {}[{}], you are running {}[{}], versions might be incompatible!",
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server_info.git_hash,
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server_info.git_date,
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common::util::GIT_HASH.to_string(),
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common::util::GIT_DATE.to_string(),
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);
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2021-04-22 17:27:38 +00:00
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// Pass the server info back to the caller to ensure they can access it even
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// if this function errors.
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mem::swap(mismatched_server_info, &mut Some(server_info.clone()));
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
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|
}
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debug!("Auth Server: {:?}", server_info.auth_provider);
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ping_stream.send(PingMsg::Ping)?;
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2019-03-03 22:02:38 +00:00
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2019-04-19 19:32:47 +00:00
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// Wait for initial sync
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2021-03-14 17:11:44 +00:00
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let mut ping_interval = tokio::time::interval(core::time::Duration::from_secs(1));
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(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
---
Pretty much a Veloren fork at this point. Here's a high level overview of the changes (will be added to CHANGELOG just before merge).
At a high level this MR incorporates roughly two groups of changes.
The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting
engine. This is "feature work" that (mostly) only adds new things to Veloren, and mostly shouldn't affect old stuff.
The second big group of changes are those addressing the fallout from all the new features. These include performance fixes of
various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel
models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions
(coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork
of `conrod`). Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably
changes (TODO: Fill in this section when it's complete).
The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a
handful of people, so I recommend that this code be reviewed particularly carefully.
---
At a high level (each will be described in more detail below):
- The world map has been refactored.
- The world size is no longer hardcoded (@zesterer).
- The map generation code was made generic to allow using it outside of the `world` crate (@zesterer).
- On world creation, we now compute *horizon maps* (@zesterer).
- The way we pass the world from the server to the client has been updated (@xMAC94x).
- Artifacts related to image rotation were fixed (@imbris).
- Multiflow rivers were enabled (@zesterer).
- In the process of making changes related to the world map, various incidental fixes and optimizations were required.
- The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest).
- A new LOD terrain rendering step was added to the pipeline.
- The LOD terrain quality was made configurable via a graphics setting.
- Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain.
- A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out).
- A semi-accurate index of refraction was assigned to our materials.
- A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF.
- We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure.
- We attempt to compute *realistic light attenuation* in water using its real material properties.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo)
- Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*.
- Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*.
- "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing.
- In the process of making changes related to shadow maps, various incidental fixes and optimizations were required.
The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other
changes happening in master. Therefore, a large number of performance improvements were also needed:
- The graphics options were made much more flexible and configurable, and shaders were optimize.
- New options were provided for how to render lights and shadows (@Pfauenauge, @zesterer).
- Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris).
- Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo).
- In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required.
- Voxel model creation was switched to use *greedy meshing.*
- A new voxel meshing method, greedy meshing, was added (@imbris).
- Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge).
- New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer).
- Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- Animation and terrain math were switched to use SIMD where possible.
- Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris).
- The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge).
- Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge).
- Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge).
- Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris).
- SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- The way we cache glyphs was completely refactored, fixed, and optimized.
- Our fork of `conrod` was optimized in various ways (@imbris).
- Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris).
- Our use of the glyph cache was rewritten for correctness (@imbris).
- A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris).
- Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge).
- In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required.
- Colors were changed to keep Veloren's look consistent with master.
- Some older tree models were brought back (@Pfauenauge).
- TODO(@Sharp): All hardcoded colors were extracted and made hotloadable.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style.
A detailed description of the involved changes follows.
---
- The world size is no longer hardcoded. All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`). Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`). Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always). See `world/src/sim/mod.rs` for these changes.
- The map generation code was made generic to allow using it outside of the `world` crate. The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`. The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction. This also means that colors are now passed in separately to the map generation function. See <https://veloren.net/devblog-78/> for more details.
- On world creation, we now compute *horizon maps*. See the function in `world/src/sim/util.rs`.
Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible). As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers). We can also use this for the moon, if we want, since the moon follows the same path. Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk.
Support for horizon maps has been merged into the map functionality in common as well.
- The way we pass the world from the server to the client has been updated. Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information. We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height). See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing.
- Artifacts related to image rotation were fixed. See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation. This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes. I reproduce the first two paragraphs of the MR description as well:
```
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
```
- Multiflow rivers were enabled.
This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it.
We already computed multiple outflows from each chunk for erosion purposes long before this MR.
However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers.
Now that
- In the process of making changes related to the world map, various incidental fixes and optimizations were required. Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular. Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing. These sorts of changes are spread all arond the code.
This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`.
The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping).
- Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer)
- Calls to power or trig functions were removed or replaced with multiplications, where possible.
- After some deliberation
- To properly handle sprite "waving" for nearby sprites,
We explicitly designed the greedy meshing system with figures and sprites in mind.
In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know
we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so
they can be packed into some specific subtexture).
For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as
possible into one giant tetxure atlas. However, in the future we might opt to pack them slightly less efficiently in exchange for
shrinking the sprite vertex size.
For figures, we pack all the textures for each *model* into the same atlas.
is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple
models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations.
This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the
model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an
exact fit. In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without
texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function
that, when called, will execute the rest of the computation. We push this continuation (which in Rust terms is a `FnOnce` closure
that takes the `ColLightsInfo` that it is supposed to write to as context) onto a
onto a vector
resizing. To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed. Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the
- Matrix multiplications in the shader were reduced for figure data (@zesterer).
- Vertex "waves" for fluid data were removed.
- Terrain "bending" near edges was removed.
- Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block. It was also changed to take ownership of its voxel data,
rather than sharing it, to let it be used with meshing.
- Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`.
- PositionedGlyph::standalone.
---
I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions]
where I needed features from elsewhere but I am particularly grateful for the following resources,
esepcially where they have accompanying source code. I linked all of them that are accessible to the public (those that are not were
obtained through legal means).
[^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419.
[^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina.
[^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152.
[^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017.
[^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>.
[^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>.
I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR.
---
Squashed commit of the following:
commit 300505e7305a2fdac722a808ee8538323f215f39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 18:46:25 2020 +0200
Fixing cargo doc and typo in CHANGELOG.
commit ec0aeb18e8499d7d84ef818331b4b65c3d76cea6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 15:38:50 2020 +0200
Hopefully final commit for the LOD branch.
commit 5e8ea0b1eaac02903a02feb2eb038d195de4872f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 10:14:26 2020 +0200
Falling back to power as stopgap.
commit e44a1cbf46504ee9931a01bdc9033e145500d557
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 09:25:41 2020 +0200
Address imbris feedback.
Temporarily disables shiny water, lowers max VD.
These restrictions will be lifted soon after merging.
commit 561e25778a108ac3712f5ec2ce3a51234c4430d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 08:31:13 2020 +0200
Tweaking shaders a bit.
commit 7d19259078ce0dd7b3742ad7d0cb3fab3ece3fdc
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:59:43 2020 +0200
Fix view example as well.
commit 051cd4934e0fad2c0b15db4380a4189fa318679f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:29:06 2020 +0200
Fix meshing benchmark.
commit c95e07db3b4dcca285678985e65e31b927cb1c61
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 05:46:22 2020 +0200
Address MR feedback, fix scene clouds.
commit 1bfb816cabdb3ffc1e507a009c2d98696b4b573a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:39:36 2020 +0200
Incorporating Pfau's figure color changes.
New eyes and new humanoid colors.
commit 3f9b89a3ac7b3356b1dba0d1a8f6541357f81469
Merge: e2f5162e4 62c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:29:41 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit e2f5162e4f96f4124aa43488f7245d341b3dcfd4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:28:38 2020 +0200
World colors are all hotloadable.
They live in assets/world/style/colors.ron.
Only a small handful of hardcoed colors remain in World; they are either
part of the map, or difficult to disentangle from the rest of the
computation. Comments are made where appropriate.
commit 62c53963abe1975009d34a8f9515a355bef24f31
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date: Wed Aug 19 15:59:00 2020 +0200
replace pretty_env_logger with tracing
commit 5b1625f99d9586fe80e2232f583ec5af9f953099
Merge: d71003acd 4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:15:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit d71003acdabeff970b3928e97c26af6847b5b78e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:14:34 2020 +0200
Hotloading colors, part 1: colors in common.
Currently, this just entails humanoid colors. There are only three
colors not handled; the light emitter colors in
common/src/comp/inventory/item/tool.rs. These don't seem important
enough to me to warrant making hotloadable, at least not right now, but
if it's needed later we can always add them to the file.
commit 63b5e0e553eb2ea49276f192a6fc7dd65254270d
Merge: c32b337a4 6d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 13:05:37 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c32b337a46e10d9de473d178a94a3ccd61c39bb3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:52:04 2020 +0200
Fixing LOD grid, for real.
commit a166ae0360395387e09fb35a1f84210c2ce5ec24
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:28:05 2020 +0200
Addressing imbris's initial feedback.
Fixes two minor bugs: explosion particles were no longer spawning
randomly, and LOD grids were not perfectly even.
commit 4cbad004f44060994252dd3d38647a14a589712f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:27:58 2020 +0200
Bumping nightly per request.
commit 548680276aac77c25d43d16b5622f847d474dbef
Merge: acc098604 8f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:26:06 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit acc0986040589a3492f88a740bc3c3fc693b26d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:28:32 2020 +0200
Lower resolution due to lying drivers.
commit d3b878de2a52c358d2944a6bbd0555dad7fbdb10
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:15:38 2020 +0200
Fix issues msh encountered with Intel 4600.
commit 10245e0c1b0cb6fae10d86409435364edc6102ef
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 21:15:02 2020 +0200
Merge more models into one mesh than we did previously.
commit 3155c31e663c52ae5c3a53d5fb5665892a1a498a
Merge: 7204cc8a7 3c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:35:22 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7204cc8a7a4f74a30306bd205d9834fee4bb944f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:34:43 2020 +0200
Fix not yet done NPC animations.
This forces them all to be the idle animation if not specified.
This fixes issues where you'd have giant NPCs in water.
commit bc83360f2a08918f19d417b5f772e1ff554dba08
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 19:36:37 2020 +0200
Try to fix some bugs:
- Z fighting with LOD terrain and water.
- Audio SFX not playing.
commit 1fd104aa603bf3781b6526a5cada46aeca3049dd
Merge: 862df3c99 7c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 12:02:31 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 862df3c9976c4da9bd7cfd784f1a85973127968a
Merge: 0a4218ed9 75c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 05:52:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0a4218ed9d541a2b34c133351bea38a99ddf4ea7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 22:27:14 2020 +0200
Fix particle depth.
commit f51dfdeb442d0dd5243dd2f344fa4be295bd0875
Merge: c6251a956 5e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:19:04 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit c6251a956ad376400dca5c23420cf8d213dc8fdf
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:15:46 2020 +0200
Cache figures more intelligently.
Cache figures for longer, and don't cache character states for the
player except where they actually affect the rendered model.
commit 0ed801d5404982c6fb63b1eaa4567d908b294c9d
Merge: c11b9bdf0 eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 16:32:24 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c11b9bdf0a53bf9884d2f5a48fec9b01d582df1a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 11:47:15 2020 +0200
Remove unneeded Clippy annotation.
commit 16aa9ef40af56d69289d00aafb3deadfb8bd4f35
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 8 00:53:02 2020 +0200
Fix hotloading and Clippy.
commit 3dc973e0be5b758da1e9805eb764ad401374cd0c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 23:50:27 2020 +0200
Major speedups with SIMD.
commit fba64a7d93d5a96077ce87287bbce6ab9b7fbcae
Merge: 76429d00e d1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:19 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 76429d00eea00d212fbd672a84ee91e75b19b938
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:10 2020 +0200
Add clippy.toml.
commit c79f512f84dbb83cb82b7954db68ff241dfd8e41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 11:55:20 2020 +0200
Fix all clippy issues, clean up Rust code.
commit 6f90e010b3fbefb53b0d632e819931350015b6b8
Merge: 77a8c7c26 5929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:30 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 77a8c7c267d3f44a1a62bd6b2274359973c5e4d4
Merge: b44e44232 44febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:10 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 5929cfa5c713aa392110bbb62407f76caf53c3df
Author: jshipsey <jshipsey18@gmail.com>
Date: Thu Aug 6 20:47:27 2020 -0400
fixed in-hand arrow bug
commit b44e442325d828f1cd564d66908f89d09e80474b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 6 13:40:35 2020 +0200
Miscellaneous performance improvements.
commit be37acf287c1360d8085862526ac3365ffd1d768
Merge: 125d7fc6c c11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 05:49:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 125d7fc6c4dcd8c8c5f27b8268a4d64f409f3644
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 04:55:31 2020 +0200
Abstract over simd vs. repr_c vectors.
Also some minor improvements to Event size.
commit d4d4956e9252e1241ce110b2aa85076c6b1e2a23
Merge: 5f3b7294a aced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:56:54 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 5f3b7294af1f8533edc2620b58863c248e2b07af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:43:52 2020 +0200
Fix formatting issues I missed before.
commit a428a3ebba70dcab63dd0f8cd983120c90617271
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:41:51 2020 +0200
Fix clippy warnings, part 1.
There aer still a bunch of type too complex and
function takes too many arguments warnings that I'll fix later
(or ignore, since in the one case I did fix a function takes too
many arguments warning I think it made the code *less* readable).
commit ba54307540ed8a937ac08209730284fc653af85b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 30 13:22:42 2020 +0200
Fix light animations so they are removed when the light turns off.
commit 7e0f4bcbf0f4717145d8beac40d52e3acebbe2aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 21:10:20 2020 +0200
Fix crash in edge case for pixel art.
commit 56da06f7a351e2b949e9b014a90b974d511a0924
Merge: cf74d55f2 9f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:56:52 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:29:52 2020 +0200
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
The first concern was addressed by fixing the dimensions of the map
images drawn from the UI (so that we always use a square source
rectangle, rather than a rectangular one according to the dimensions of
the map). We also fixed the way rotation was done in the fragment
shader for north-facing sources to make it properly handle aspect ratio
(this was already done for north-facing targets). Together, these fix
rendering issues peculiar to rectangular maps.
The second and third concerns were jointly addressed by adding an
optional border color to every 2D image drawn by the UI. This turns
out not to waste extra space even though we hold a full f32 color
(to avoid an extra dependency on gfx's PackedColor), since voxel
images already take up more space than Optiion<[f32; 4]> requires.
This is then implemented automatically using the "border color"
wrapping method in the attached sampler.
Since this is implemented in graphics hardware, it only works (at
least naively) if the actual image bounds match the texture bounds.
Therefore, we altered the way the graphics cache stores images
with a border color to guarantee that they are always in their own
texture, whose size exactly matches their extent. Since the easiest
currently exposed way to set a border color is to do so for an
immutable texture, we went a bit further and added a new "immutable"
texture storage type used for these cases; currently, it is always
and automatically used only when there is a specified border color,
but in theory there's no reason we couldn't provide immutable-only
images that use the default wrapping mdoe (though clamp to border
is admittedly not a great default).
To fix the maps case specifically, we set the border color to a
translucent version of the ocean border color. This may need
tweaking going forward, which shouldn't be hard.
As part of this process, we had to modify graphics replacement to
make sure immutable images are *removed* when invalidated, rather
than just having a validity flag unset (this is normally done by
the UI to try to reuse allocations in place if images are updated
in benign ways, since the texture atlases used for Ui do not
support deallocation; currently this is only used for item images,
so there should be no overlap with immutable image replacement,
so this was purely precautionary).
Since we were already touching the relevant code, we also updated
the image dependency to a newer version that provides more ways
to avoid allocations, and made a few other changes that should
hopefully eliminate redundant most of the intermediate buffer
allocations we were performing for what should be zero-cost
conversions. This may slightly improve performance in some
cases.
commit ad18ce939940a8c697270f6e9b94db9942fd8295
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 13:21:09 2020 +0200
Fix continent scale hack.
commit 36b1cb074f5b195aebd7dbbc3da7f0246a1a18ec
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 12:11:40 2020 +0200
Enable loading different sized maps without a recompile.
We may want to tweak the effects of the continent_scale_hack.
commit 13b6d4d534cc4814b7cb3294ca41bbfea0a6b186
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 10:55:48 2020 +0200
Removing WORLD_SIZE, part 1.
Erased almost every instance of WORLD_SIZE and replaced it with a local
power of two, map_size_lg (which respects certain invariants; see
common/src/terrain/map.rs for more details about MapSizeLg). This also
means we can avoid a dependency on the world crate from client, as
desired.
Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
next step is to arrange for maps to store their world size, and to use
that world size as a basis prior to loading the map (as well, probably,
as prior to configuring some of the noise functions).
commit 30b1d2c6428230a9eaa0d749cdcbbd6f1cbccd78
Merge: 7d56ba31b 1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:58 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 7d56ba31b445441461b28a07fc495d7d4f047c17
Merge: 2101113b4 598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 1377b369f6db2258e910d467a5740f31789e3ded
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sun Jul 19 23:25:38 2020 +0200
more saturated pumpkins
commit ae8d50527f93bb0616c2ad46ce4dacb63bc37c6d
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sat Jul 18 20:29:56 2020 +0200
acacia models
commit 2101113b467e691de787392d7f20f1745f5637bd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 18 18:55:25 2020 +0200
Higher detail LOD.
commit add2cfae04b4385fa5590e11e2bd5229d9dee0aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 16 01:57:39 2020 +0200
Revert some irrelevant stuff.
commit 2e2ab3dc1eaa59a4aef7f8d34a53d8aae4c8553a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 15 13:30:49 2020 +0200
Fixing various things about shadows.
* Correcting optimal LISPSM parameter.
* Figure shadows are cast when they're not visible.
* Chunk shadows stay cast until you look away.
* Seamless cubemaps for point lights.
* Etc.
commit 6c31e6b56217274285b597af297036691ea5d897
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 19:50:26 2020 +0200
Fix shadow creation.
commit 6332cbe006115ae205597529cd8bbccd146c2cca
Merge: be438657c 930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:47:00 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit be438657c33d7b5bfb0a9582c3ed3fd366637323
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:28:08 2020 +0200
Tweaks to shadows.
Added shadow map resolution configuration, added seamless cubemaps,
documented all existing rendering options, and fixed a few Clippy
errors.
commit 23b4058906013c7d2a40c286e20e32c5fbd897ed
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 10:11:19 2020 +0200
Fix moon, use nonlinear noise for terrain.
Note that the latter has a bit of performance cost.
commit 7fbe5cbfbb9dc29607957b8e62f432a4deed193d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:23:02 2020 +0200
Address lies about max texture size.
commit bcfc62b5e13a1cdd83f57535fde4694720bebfd9
Merge: 75e3626a7 18a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:22:08 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 75e3626a785919f43fdcf2127c2b10e3e4df2f9f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:21:52 2020 +0200
OpenGL 3.3 minimum.
commit 18a08e8fe2739f02af99a5d2cb4e7c38c49e858b
Author: Monty Marz <m.marzouq@gmx.de>
Date: Tue Jul 7 23:57:52 2020 +0200
settings localization
commit 90c5d1ca3620092bc3ae10b2211489eb1cf6f5e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 21:11:48 2020 +0200
Lower near distance.
commit 0e66f02b25aaddaa2dfddbbc89cd67de54a9a7b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 20:09:01 2020 +0200
All sprites sway in the wind now.
commit db1401a6910bf42dcf502462c90038752ff5fbdb
Merge: 69e508d8c e8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 19:34:17 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 69e508d8c94d8973033817ca86f357e466fc7c4d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 18:41:37 2020 +0200
Make it easy to switch to SIMD for math.
commit ffe0f5928c7a7e87d00cb5426b3b1d831d7e02fd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 21:21:12 2020 +0200
Fix some issues with underwater rendering.
commit bfda6da42f38fd02c31ee92c81ab785a3e50c2a0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 19:17:59 2020 +0200
Fix some minor display issues.
commit 0ed752e087968cf901301884aaeae698e32ef8a5
Merge: ccc6a06a8 518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:14:21 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit ccc6a06a8d4504d6b9f7af7905a414d2ee06ab76
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:04:34 2020 +0200
Some minor changes.
commit 4e020246702889269efe1a191788992164c508d6
Merge: 50a64d927 e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 16:17:40 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 50a64d927e6c4f4b0e4688e4cbfca694bc3f922a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 13:07:03 2020 +0200
Fix far plane.
commit 7dd06da34cae8f9ea3b6c889fe965181f3fd3949
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:25:35 2020 +0200
Add shadows.glsl.
commit 618a18c998778bf871b905a74657440fcc384c80
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:10:22 2020 +0200
Adding shadows, greedy meshing, and more.
commit eaea83fe6a5cb1cb0ba8beef888183c718258496
Merge: 267018495 2f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 22:47:07 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 2670184954a13e4a9e7a4e35ba79aac0c5fac2f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 21:20:01 2020 +0200
Make civsim and sites deterministic.
For anything in worldgen where you use a HashMap, *please* think
carefully about which hasher you are going to use! This is
especially true if (for some reason) you are depending on hashmap
iteration order remaining stable for some aspect of worldgen.
commit f8376fd5dc72b4a9c2f51a6b4570d59c8b8e9343
Merge: 654f7e049 cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 17:53:57 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 654f7e049258d9da27c09608bbe6a46ffa8787e5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed May 20 21:22:30 2020 +0200
Correct backface culling.
commit 560501df05ca725409b0f2e4eb31bdfdc15fd0c7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue May 19 17:22:06 2020 +0200
Greedy messhing for shadows.
commit a4d87e1875ca543436e6bbbeb20348facc5a52d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun May 17 05:59:00 2020 +0200
Shadow maps work for lantern.
commit 243d0837b8a3b08172c9a3c348d964d7ddc2a0a8
Merge: 04382dc28 71dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:53:13 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 04382dc28632b6c66e8821f6870c0daaa1c1901a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:22:17 2020 +0200
WIP: better graphics config, better LOD, shadow maps.
commit 22ddbad3eb32bfa70f0932176022208fe67ded81
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 18:54:09 2020 +0200
Minor shader fixes.
commit 746a10e8d01ac235f994b0cde78fa48998602a1f
Merge: 0f4a0e763 40ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 04:02:09 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0f4a0e763db3afbdc4fb0558611f38326ca87151
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 23:03:24 2020 +0200
Switch back to pop-in terrain.
commit dd74fa7e4a53667b38811d7aec58d7f6a68889bb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 22:58:55 2020 +0200
LOD shading closer to voxel shading.
commit ef67bd58ba0bdaf622b078892d768263b6cba268
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 28 20:49:03 2020 +0200
Experimental underwater lighting.
commit 2c5ad9d07605e80d5fd5679dd3a5d70c605b86a9
Merge: 748279835 303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 22:35:24 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7482798354eda18c8207950080fc24d443a369de
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 21:59:55 2020 +0200
Replace discard in figure-frag.
commit d83b4ae69be4912f69bf7835f509c68a1c7770a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:45:57 2020 +0200
Fix sprite lighting, HDR from focus_pos.
commit 0594238004f116274905fa0ed7c2b6c417ed1d29
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:14:10 2020 +0200
Proper HDR from point lights.
commit 48c93d2b41ce5743103d18e76cc228f5ac766492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 14:01:43 2020 +0200
Brighter ambiance, darker LOD shadows.
commit e0452e895ccfa8a43f368cae3b8b8aedc24dad93
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 13:13:23 2020 +0200
More proper HDR.
commit 4c6da3ed16cfeebb455e40da5f557b4af9a499d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 00:13:10 2020 +0200
Trying LOD noise.
commit 682a3d74c85df5503ffe1fc1cc891bce789df1ad
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 23:11:08 2020 +0200
Fix LOD heights in towns.
commit cc39e5734e8b18f9077bf42e66337c1319dd6b6e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 21:01:23 2020 +0200
More LOD fixes.
commit 8116b21c2e51c836e77894e309ac273caf2917b3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:54:43 2020 +0200
I like this coloring.
commit bc2560ea90b36f4b46190005344232d993043ac3
Merge: 14effdd5d e690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:48:33 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 14effdd5db8747fcf3eb34f03b46b7792e92d1c5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:24:35 2020 +0200
Re-saturate.
commit 48a643955d4435b78179acba0beb4a979905cc31
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:23:57 2020 +0200
Various fixes.
commit f7b497a0c25f4ad4682c71dd1ed6f608052feb9b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 03:22:49 2020 +0200
Render figures again.
commit 44e4aad48deba8266b9f8bdfd3db096b381f5327
Merge: e6f0a5a98 9ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 02:01:04 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit e6f0a5a981a82533ba188fff0a54ce98577bb152
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 24 16:12:20 2020 +0200
Add atmospheric scattering.
commit f2953087f691a8edbc001cb98ebf5059fc6f8ac0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 23 00:01:20 2020 +0200
Fix shadowing for specular reflections.
commit ddd4a67a9799b8d08c7dc0c2bec90621c2bed0e3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Apr 22 22:56:12 2020 +0200
HDR fixes.
commit 1015e60deef3c447381996277df7496707a63bd0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 21 18:25:19 2020 +0200
More lighting changes.
commit 80c264abd111fb237e57843efcb5c071d4f84613
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 13 00:29:59 2020 +0200
Lighting experiments.
commit 8414987e589dd5102bad89762a3adaccc0bfe957
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 9 02:38:40 2020 +0200
WIP -- lighting changes and soft shadows.
commit 9cd2b3fb0d6b49776c6dfe463e4169637250b11a
Merge: c7ea687eb 8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:29 2020 +0200
Merge branch 'sharp/new-lighting' into sharp/small-fixes
commit c7ea687ebbc5aace1b455f134a5bf49ce2c7434a
Merge: 476441531 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:02 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 8b149ad11ad4bb75018fcf9519baec27d1c95951
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:32:39 2020 +0200
Trying out a new lighting model.
commit b0ac9f36f755dd06f7c17c46150568064790864f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 07:56:11 2020 +0200
Use bicubic interpolation for terrain.
commit f6fc9307a121514b614bc50ef8eb055953e7da8a
Merge: 33140a295 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 05:01:41 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 4764415312aae6e9ac2d00e86e84577cb958f1ab
Merge: ed2d0111d 13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 04:54:48 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 13388ee6a42943f3f79a9cb488346cef18e272fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 20:30:08 2020 +0200
Various fixes (to coloring and to soft shadows).
commit fbd084a94a067082a87cd6d28b82054709bc9265
Merge: 5a089863b 4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 18:50:38 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
commit ed2d0111d994262ae836d84d1fe5a45e4de72a0b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 06:49:27 2020 +0200
Combining colors and LOD.
commit 88342640c6b835114d01c797b89fdede3b0a2108
Merge: 33140a295 5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:49:20 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 33140a2951b8212725f42c758b277aaec4d888f7
Merge: 4c65a5aed f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:36:21 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 5a089863beb01d4794bbe3580ada47b278715ea2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 03:17:49 2020 +0200
Making maps brighter.
This is probably not the right way to do it, but oh well!
commit 32b2c99109dd486aa922886081068f9c550c83f2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 02:46:36 2020 +0200
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.
commit f8926a5737ddc51f3d585c651a64c43677aae0f4
Merge: a1aee931e 875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Mar 13 13:32:42 2020 +0100
Merge remote-tracking branch 'origin/master' into sharp/map-colors
commit 4c65a5aed353b119aea65a2aaeb94549b67beb42
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date: Mon Feb 24 16:48:05 2020 +0000
Made LOD setting slider exponential
commit 2fa7b2d20d7233dc8bfd64f9f7f54617575248f1
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 17:49:53 2020 +0000
Added mist to LoD
commit aab059a450b5f635777129ff82cc15b662965c3c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 15:14:06 2020 +0000
Added LoD slider
commit 779c36b538121c5ade3633ae5cb67bb14c8c3877
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:54:55 2020 +0000
Reduced cost of vertex pushing
commit 9fea150473906b166365b738ebcea07c697daf3d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:38:53 2020 +0000
Fixed maths, improved LoD resolution
commit 5481df38fea5bf183ff376a3337179cfaa5233dc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 11:22:50 2020 +0000
Dynamically relocate LoD vertices to enhance details
commit a3e36a50ababd615da7db1b26158c7906a5def01
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 18:13:51 2020 +0000
Simpler terrain spiral rendering
commit 255f450ae9ac8763db4bede075fb409161ed57cc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:53:17 2020 +0000
Better LoD precision
commit 3d027aebe812a5b8658a4eb8123dc9f61b3776d2
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:04:03 2020 +0000
Better falloff
commit be775c9484b457b2c0b1a494aec03392d0c70e76
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 15:30:45 2020 +0000
Applied good ideas from experimental branch
commit 58587b68545a23c5c04ab4574a4b94b3bc982246
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 16:15:13 2020 +0000
Minor fixes to LoD merging
commit 7b42aebd709c14df2db766aad61d9280ad24d84d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 15:04:44 2020 +0000
Capped LoD dragging
commit 8aafc559f87124e1ea5ca6e3ddc2aa0c242d793c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:54:37 2020 +0000
Better blending between LoD and terrain border
commit edd3455d5161792d87ddc8eadc0ecbad5532b284
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:40:19 2020 +0000
Fixed LoD z depth, added sea level offset
commit b9b06744620114dd5556e73f64fa93c145503a7c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:27:43 2020 +0000
Better LoD smoothing
commit a1aee931e790431560cd2d953ad61d9497072afd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Feb 21 14:52:17 2020 +0100
Adding shadows.
commit 2400786c13dd891c131ed86d48d05df516a8a778
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 13:48:40 2020 +0000
Use world map as LoD source
commit dbf650f504a4c25fbbc2096ac3616c736bf52d23
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Jan 20 00:48:14 2020 +0000
Better clouds at distance
commit 5e6f81b86cdb9730b9b056877b19257075fd5fa8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Jan 19 23:59:02 2020 +0000
sync
commit 745e7540ddb000cc645f612767b337c2ddc3f7c0
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 12:40:48 2019 +0000
Improved cloud falloff mist, faster noise sampling
commit f6a200d0cb866196ba57697466755f9e0c7ea5d8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 10:09:00 2019 +0000
Improved long-range depth precision, removed unnecessary LoD polygons
commit 63d1b2bb2292898d59fb4f4e502201103dfeb86f
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 20:57:46 2019 +0000
Working LoD shader
commit f13d98ee3e58f881e8b978861a67663b59ed91ec
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 11:03:40 2019 +0000
LoD first attempt (stack overflow issue)
2020-08-20 18:34:59 +00:00
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let (
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state,
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lod_base,
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lod_alt,
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lod_horizon,
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world_map,
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2020-11-14 01:12:47 +00:00
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sites,
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2021-05-03 02:00:23 +00:00
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pois,
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(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
---
Pretty much a Veloren fork at this point. Here's a high level overview of the changes (will be added to CHANGELOG just before merge).
At a high level this MR incorporates roughly two groups of changes.
The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting
engine. This is "feature work" that (mostly) only adds new things to Veloren, and mostly shouldn't affect old stuff.
The second big group of changes are those addressing the fallout from all the new features. These include performance fixes of
various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel
models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions
(coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork
of `conrod`). Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably
changes (TODO: Fill in this section when it's complete).
The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a
handful of people, so I recommend that this code be reviewed particularly carefully.
---
At a high level (each will be described in more detail below):
- The world map has been refactored.
- The world size is no longer hardcoded (@zesterer).
- The map generation code was made generic to allow using it outside of the `world` crate (@zesterer).
- On world creation, we now compute *horizon maps* (@zesterer).
- The way we pass the world from the server to the client has been updated (@xMAC94x).
- Artifacts related to image rotation were fixed (@imbris).
- Multiflow rivers were enabled (@zesterer).
- In the process of making changes related to the world map, various incidental fixes and optimizations were required.
- The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest).
- A new LOD terrain rendering step was added to the pipeline.
- The LOD terrain quality was made configurable via a graphics setting.
- Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain.
- A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out).
- A semi-accurate index of refraction was assigned to our materials.
- A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF.
- We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure.
- We attempt to compute *realistic light attenuation* in water using its real material properties.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo)
- Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*.
- Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*.
- "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing.
- In the process of making changes related to shadow maps, various incidental fixes and optimizations were required.
The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other
changes happening in master. Therefore, a large number of performance improvements were also needed:
- The graphics options were made much more flexible and configurable, and shaders were optimize.
- New options were provided for how to render lights and shadows (@Pfauenauge, @zesterer).
- Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris).
- Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo).
- In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required.
- Voxel model creation was switched to use *greedy meshing.*
- A new voxel meshing method, greedy meshing, was added (@imbris).
- Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge).
- New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer).
- Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- Animation and terrain math were switched to use SIMD where possible.
- Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris).
- The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge).
- Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge).
- Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge).
- Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris).
- SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- The way we cache glyphs was completely refactored, fixed, and optimized.
- Our fork of `conrod` was optimized in various ways (@imbris).
- Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris).
- Our use of the glyph cache was rewritten for correctness (@imbris).
- A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris).
- Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge).
- In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required.
- Colors were changed to keep Veloren's look consistent with master.
- Some older tree models were brought back (@Pfauenauge).
- TODO(@Sharp): All hardcoded colors were extracted and made hotloadable.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style.
A detailed description of the involved changes follows.
---
- The world size is no longer hardcoded. All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`). Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`). Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always). See `world/src/sim/mod.rs` for these changes.
- The map generation code was made generic to allow using it outside of the `world` crate. The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`. The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction. This also means that colors are now passed in separately to the map generation function. See <https://veloren.net/devblog-78/> for more details.
- On world creation, we now compute *horizon maps*. See the function in `world/src/sim/util.rs`.
Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible). As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers). We can also use this for the moon, if we want, since the moon follows the same path. Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk.
Support for horizon maps has been merged into the map functionality in common as well.
- The way we pass the world from the server to the client has been updated. Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information. We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height). See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing.
- Artifacts related to image rotation were fixed. See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation. This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes. I reproduce the first two paragraphs of the MR description as well:
```
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
```
- Multiflow rivers were enabled.
This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it.
We already computed multiple outflows from each chunk for erosion purposes long before this MR.
However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers.
Now that
- In the process of making changes related to the world map, various incidental fixes and optimizations were required. Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular. Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing. These sorts of changes are spread all arond the code.
This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`.
The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping).
- Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer)
- Calls to power or trig functions were removed or replaced with multiplications, where possible.
- After some deliberation
- To properly handle sprite "waving" for nearby sprites,
We explicitly designed the greedy meshing system with figures and sprites in mind.
In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know
we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so
they can be packed into some specific subtexture).
For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as
possible into one giant tetxure atlas. However, in the future we might opt to pack them slightly less efficiently in exchange for
shrinking the sprite vertex size.
For figures, we pack all the textures for each *model* into the same atlas.
is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple
models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations.
This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the
model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an
exact fit. In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without
texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function
that, when called, will execute the rest of the computation. We push this continuation (which in Rust terms is a `FnOnce` closure
that takes the `ColLightsInfo` that it is supposed to write to as context) onto a
onto a vector
resizing. To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed. Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the
- Matrix multiplications in the shader were reduced for figure data (@zesterer).
- Vertex "waves" for fluid data were removed.
- Terrain "bending" near edges was removed.
- Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block. It was also changed to take ownership of its voxel data,
rather than sharing it, to let it be used with meshing.
- Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`.
- PositionedGlyph::standalone.
---
I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions]
where I needed features from elsewhere but I am particularly grateful for the following resources,
esepcially where they have accompanying source code. I linked all of them that are accessible to the public (those that are not were
obtained through legal means).
[^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419.
[^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina.
[^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152.
[^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017.
[^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>.
[^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>.
I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR.
---
Squashed commit of the following:
commit 300505e7305a2fdac722a808ee8538323f215f39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 18:46:25 2020 +0200
Fixing cargo doc and typo in CHANGELOG.
commit ec0aeb18e8499d7d84ef818331b4b65c3d76cea6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 15:38:50 2020 +0200
Hopefully final commit for the LOD branch.
commit 5e8ea0b1eaac02903a02feb2eb038d195de4872f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 10:14:26 2020 +0200
Falling back to power as stopgap.
commit e44a1cbf46504ee9931a01bdc9033e145500d557
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 09:25:41 2020 +0200
Address imbris feedback.
Temporarily disables shiny water, lowers max VD.
These restrictions will be lifted soon after merging.
commit 561e25778a108ac3712f5ec2ce3a51234c4430d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 08:31:13 2020 +0200
Tweaking shaders a bit.
commit 7d19259078ce0dd7b3742ad7d0cb3fab3ece3fdc
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:59:43 2020 +0200
Fix view example as well.
commit 051cd4934e0fad2c0b15db4380a4189fa318679f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:29:06 2020 +0200
Fix meshing benchmark.
commit c95e07db3b4dcca285678985e65e31b927cb1c61
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 05:46:22 2020 +0200
Address MR feedback, fix scene clouds.
commit 1bfb816cabdb3ffc1e507a009c2d98696b4b573a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:39:36 2020 +0200
Incorporating Pfau's figure color changes.
New eyes and new humanoid colors.
commit 3f9b89a3ac7b3356b1dba0d1a8f6541357f81469
Merge: e2f5162e4 62c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:29:41 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit e2f5162e4f96f4124aa43488f7245d341b3dcfd4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:28:38 2020 +0200
World colors are all hotloadable.
They live in assets/world/style/colors.ron.
Only a small handful of hardcoed colors remain in World; they are either
part of the map, or difficult to disentangle from the rest of the
computation. Comments are made where appropriate.
commit 62c53963abe1975009d34a8f9515a355bef24f31
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date: Wed Aug 19 15:59:00 2020 +0200
replace pretty_env_logger with tracing
commit 5b1625f99d9586fe80e2232f583ec5af9f953099
Merge: d71003acd 4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:15:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit d71003acdabeff970b3928e97c26af6847b5b78e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:14:34 2020 +0200
Hotloading colors, part 1: colors in common.
Currently, this just entails humanoid colors. There are only three
colors not handled; the light emitter colors in
common/src/comp/inventory/item/tool.rs. These don't seem important
enough to me to warrant making hotloadable, at least not right now, but
if it's needed later we can always add them to the file.
commit 63b5e0e553eb2ea49276f192a6fc7dd65254270d
Merge: c32b337a4 6d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 13:05:37 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c32b337a46e10d9de473d178a94a3ccd61c39bb3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:52:04 2020 +0200
Fixing LOD grid, for real.
commit a166ae0360395387e09fb35a1f84210c2ce5ec24
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:28:05 2020 +0200
Addressing imbris's initial feedback.
Fixes two minor bugs: explosion particles were no longer spawning
randomly, and LOD grids were not perfectly even.
commit 4cbad004f44060994252dd3d38647a14a589712f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:27:58 2020 +0200
Bumping nightly per request.
commit 548680276aac77c25d43d16b5622f847d474dbef
Merge: acc098604 8f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:26:06 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit acc0986040589a3492f88a740bc3c3fc693b26d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:28:32 2020 +0200
Lower resolution due to lying drivers.
commit d3b878de2a52c358d2944a6bbd0555dad7fbdb10
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:15:38 2020 +0200
Fix issues msh encountered with Intel 4600.
commit 10245e0c1b0cb6fae10d86409435364edc6102ef
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 21:15:02 2020 +0200
Merge more models into one mesh than we did previously.
commit 3155c31e663c52ae5c3a53d5fb5665892a1a498a
Merge: 7204cc8a7 3c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:35:22 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7204cc8a7a4f74a30306bd205d9834fee4bb944f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:34:43 2020 +0200
Fix not yet done NPC animations.
This forces them all to be the idle animation if not specified.
This fixes issues where you'd have giant NPCs in water.
commit bc83360f2a08918f19d417b5f772e1ff554dba08
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 19:36:37 2020 +0200
Try to fix some bugs:
- Z fighting with LOD terrain and water.
- Audio SFX not playing.
commit 1fd104aa603bf3781b6526a5cada46aeca3049dd
Merge: 862df3c99 7c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 12:02:31 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 862df3c9976c4da9bd7cfd784f1a85973127968a
Merge: 0a4218ed9 75c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 05:52:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0a4218ed9d541a2b34c133351bea38a99ddf4ea7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 22:27:14 2020 +0200
Fix particle depth.
commit f51dfdeb442d0dd5243dd2f344fa4be295bd0875
Merge: c6251a956 5e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:19:04 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit c6251a956ad376400dca5c23420cf8d213dc8fdf
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:15:46 2020 +0200
Cache figures more intelligently.
Cache figures for longer, and don't cache character states for the
player except where they actually affect the rendered model.
commit 0ed801d5404982c6fb63b1eaa4567d908b294c9d
Merge: c11b9bdf0 eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 16:32:24 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c11b9bdf0a53bf9884d2f5a48fec9b01d582df1a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 11:47:15 2020 +0200
Remove unneeded Clippy annotation.
commit 16aa9ef40af56d69289d00aafb3deadfb8bd4f35
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 8 00:53:02 2020 +0200
Fix hotloading and Clippy.
commit 3dc973e0be5b758da1e9805eb764ad401374cd0c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 23:50:27 2020 +0200
Major speedups with SIMD.
commit fba64a7d93d5a96077ce87287bbce6ab9b7fbcae
Merge: 76429d00e d1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:19 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 76429d00eea00d212fbd672a84ee91e75b19b938
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:10 2020 +0200
Add clippy.toml.
commit c79f512f84dbb83cb82b7954db68ff241dfd8e41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 11:55:20 2020 +0200
Fix all clippy issues, clean up Rust code.
commit 6f90e010b3fbefb53b0d632e819931350015b6b8
Merge: 77a8c7c26 5929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:30 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 77a8c7c267d3f44a1a62bd6b2274359973c5e4d4
Merge: b44e44232 44febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:10 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 5929cfa5c713aa392110bbb62407f76caf53c3df
Author: jshipsey <jshipsey18@gmail.com>
Date: Thu Aug 6 20:47:27 2020 -0400
fixed in-hand arrow bug
commit b44e442325d828f1cd564d66908f89d09e80474b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 6 13:40:35 2020 +0200
Miscellaneous performance improvements.
commit be37acf287c1360d8085862526ac3365ffd1d768
Merge: 125d7fc6c c11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 05:49:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 125d7fc6c4dcd8c8c5f27b8268a4d64f409f3644
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 04:55:31 2020 +0200
Abstract over simd vs. repr_c vectors.
Also some minor improvements to Event size.
commit d4d4956e9252e1241ce110b2aa85076c6b1e2a23
Merge: 5f3b7294a aced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:56:54 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 5f3b7294af1f8533edc2620b58863c248e2b07af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:43:52 2020 +0200
Fix formatting issues I missed before.
commit a428a3ebba70dcab63dd0f8cd983120c90617271
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:41:51 2020 +0200
Fix clippy warnings, part 1.
There aer still a bunch of type too complex and
function takes too many arguments warnings that I'll fix later
(or ignore, since in the one case I did fix a function takes too
many arguments warning I think it made the code *less* readable).
commit ba54307540ed8a937ac08209730284fc653af85b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 30 13:22:42 2020 +0200
Fix light animations so they are removed when the light turns off.
commit 7e0f4bcbf0f4717145d8beac40d52e3acebbe2aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 21:10:20 2020 +0200
Fix crash in edge case for pixel art.
commit 56da06f7a351e2b949e9b014a90b974d511a0924
Merge: cf74d55f2 9f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:56:52 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:29:52 2020 +0200
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
The first concern was addressed by fixing the dimensions of the map
images drawn from the UI (so that we always use a square source
rectangle, rather than a rectangular one according to the dimensions of
the map). We also fixed the way rotation was done in the fragment
shader for north-facing sources to make it properly handle aspect ratio
(this was already done for north-facing targets). Together, these fix
rendering issues peculiar to rectangular maps.
The second and third concerns were jointly addressed by adding an
optional border color to every 2D image drawn by the UI. This turns
out not to waste extra space even though we hold a full f32 color
(to avoid an extra dependency on gfx's PackedColor), since voxel
images already take up more space than Optiion<[f32; 4]> requires.
This is then implemented automatically using the "border color"
wrapping method in the attached sampler.
Since this is implemented in graphics hardware, it only works (at
least naively) if the actual image bounds match the texture bounds.
Therefore, we altered the way the graphics cache stores images
with a border color to guarantee that they are always in their own
texture, whose size exactly matches their extent. Since the easiest
currently exposed way to set a border color is to do so for an
immutable texture, we went a bit further and added a new "immutable"
texture storage type used for these cases; currently, it is always
and automatically used only when there is a specified border color,
but in theory there's no reason we couldn't provide immutable-only
images that use the default wrapping mdoe (though clamp to border
is admittedly not a great default).
To fix the maps case specifically, we set the border color to a
translucent version of the ocean border color. This may need
tweaking going forward, which shouldn't be hard.
As part of this process, we had to modify graphics replacement to
make sure immutable images are *removed* when invalidated, rather
than just having a validity flag unset (this is normally done by
the UI to try to reuse allocations in place if images are updated
in benign ways, since the texture atlases used for Ui do not
support deallocation; currently this is only used for item images,
so there should be no overlap with immutable image replacement,
so this was purely precautionary).
Since we were already touching the relevant code, we also updated
the image dependency to a newer version that provides more ways
to avoid allocations, and made a few other changes that should
hopefully eliminate redundant most of the intermediate buffer
allocations we were performing for what should be zero-cost
conversions. This may slightly improve performance in some
cases.
commit ad18ce939940a8c697270f6e9b94db9942fd8295
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 13:21:09 2020 +0200
Fix continent scale hack.
commit 36b1cb074f5b195aebd7dbbc3da7f0246a1a18ec
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 12:11:40 2020 +0200
Enable loading different sized maps without a recompile.
We may want to tweak the effects of the continent_scale_hack.
commit 13b6d4d534cc4814b7cb3294ca41bbfea0a6b186
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 10:55:48 2020 +0200
Removing WORLD_SIZE, part 1.
Erased almost every instance of WORLD_SIZE and replaced it with a local
power of two, map_size_lg (which respects certain invariants; see
common/src/terrain/map.rs for more details about MapSizeLg). This also
means we can avoid a dependency on the world crate from client, as
desired.
Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
next step is to arrange for maps to store their world size, and to use
that world size as a basis prior to loading the map (as well, probably,
as prior to configuring some of the noise functions).
commit 30b1d2c6428230a9eaa0d749cdcbbd6f1cbccd78
Merge: 7d56ba31b 1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:58 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 7d56ba31b445441461b28a07fc495d7d4f047c17
Merge: 2101113b4 598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 1377b369f6db2258e910d467a5740f31789e3ded
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sun Jul 19 23:25:38 2020 +0200
more saturated pumpkins
commit ae8d50527f93bb0616c2ad46ce4dacb63bc37c6d
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sat Jul 18 20:29:56 2020 +0200
acacia models
commit 2101113b467e691de787392d7f20f1745f5637bd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 18 18:55:25 2020 +0200
Higher detail LOD.
commit add2cfae04b4385fa5590e11e2bd5229d9dee0aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 16 01:57:39 2020 +0200
Revert some irrelevant stuff.
commit 2e2ab3dc1eaa59a4aef7f8d34a53d8aae4c8553a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 15 13:30:49 2020 +0200
Fixing various things about shadows.
* Correcting optimal LISPSM parameter.
* Figure shadows are cast when they're not visible.
* Chunk shadows stay cast until you look away.
* Seamless cubemaps for point lights.
* Etc.
commit 6c31e6b56217274285b597af297036691ea5d897
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 19:50:26 2020 +0200
Fix shadow creation.
commit 6332cbe006115ae205597529cd8bbccd146c2cca
Merge: be438657c 930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:47:00 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit be438657c33d7b5bfb0a9582c3ed3fd366637323
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:28:08 2020 +0200
Tweaks to shadows.
Added shadow map resolution configuration, added seamless cubemaps,
documented all existing rendering options, and fixed a few Clippy
errors.
commit 23b4058906013c7d2a40c286e20e32c5fbd897ed
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 10:11:19 2020 +0200
Fix moon, use nonlinear noise for terrain.
Note that the latter has a bit of performance cost.
commit 7fbe5cbfbb9dc29607957b8e62f432a4deed193d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:23:02 2020 +0200
Address lies about max texture size.
commit bcfc62b5e13a1cdd83f57535fde4694720bebfd9
Merge: 75e3626a7 18a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:22:08 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 75e3626a785919f43fdcf2127c2b10e3e4df2f9f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:21:52 2020 +0200
OpenGL 3.3 minimum.
commit 18a08e8fe2739f02af99a5d2cb4e7c38c49e858b
Author: Monty Marz <m.marzouq@gmx.de>
Date: Tue Jul 7 23:57:52 2020 +0200
settings localization
commit 90c5d1ca3620092bc3ae10b2211489eb1cf6f5e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 21:11:48 2020 +0200
Lower near distance.
commit 0e66f02b25aaddaa2dfddbbc89cd67de54a9a7b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 20:09:01 2020 +0200
All sprites sway in the wind now.
commit db1401a6910bf42dcf502462c90038752ff5fbdb
Merge: 69e508d8c e8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 19:34:17 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 69e508d8c94d8973033817ca86f357e466fc7c4d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 18:41:37 2020 +0200
Make it easy to switch to SIMD for math.
commit ffe0f5928c7a7e87d00cb5426b3b1d831d7e02fd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 21:21:12 2020 +0200
Fix some issues with underwater rendering.
commit bfda6da42f38fd02c31ee92c81ab785a3e50c2a0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 19:17:59 2020 +0200
Fix some minor display issues.
commit 0ed752e087968cf901301884aaeae698e32ef8a5
Merge: ccc6a06a8 518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:14:21 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit ccc6a06a8d4504d6b9f7af7905a414d2ee06ab76
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:04:34 2020 +0200
Some minor changes.
commit 4e020246702889269efe1a191788992164c508d6
Merge: 50a64d927 e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 16:17:40 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 50a64d927e6c4f4b0e4688e4cbfca694bc3f922a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 13:07:03 2020 +0200
Fix far plane.
commit 7dd06da34cae8f9ea3b6c889fe965181f3fd3949
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:25:35 2020 +0200
Add shadows.glsl.
commit 618a18c998778bf871b905a74657440fcc384c80
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:10:22 2020 +0200
Adding shadows, greedy meshing, and more.
commit eaea83fe6a5cb1cb0ba8beef888183c718258496
Merge: 267018495 2f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 22:47:07 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 2670184954a13e4a9e7a4e35ba79aac0c5fac2f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 21:20:01 2020 +0200
Make civsim and sites deterministic.
For anything in worldgen where you use a HashMap, *please* think
carefully about which hasher you are going to use! This is
especially true if (for some reason) you are depending on hashmap
iteration order remaining stable for some aspect of worldgen.
commit f8376fd5dc72b4a9c2f51a6b4570d59c8b8e9343
Merge: 654f7e049 cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 17:53:57 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 654f7e049258d9da27c09608bbe6a46ffa8787e5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed May 20 21:22:30 2020 +0200
Correct backface culling.
commit 560501df05ca725409b0f2e4eb31bdfdc15fd0c7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue May 19 17:22:06 2020 +0200
Greedy messhing for shadows.
commit a4d87e1875ca543436e6bbbeb20348facc5a52d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun May 17 05:59:00 2020 +0200
Shadow maps work for lantern.
commit 243d0837b8a3b08172c9a3c348d964d7ddc2a0a8
Merge: 04382dc28 71dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:53:13 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 04382dc28632b6c66e8821f6870c0daaa1c1901a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:22:17 2020 +0200
WIP: better graphics config, better LOD, shadow maps.
commit 22ddbad3eb32bfa70f0932176022208fe67ded81
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 18:54:09 2020 +0200
Minor shader fixes.
commit 746a10e8d01ac235f994b0cde78fa48998602a1f
Merge: 0f4a0e763 40ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 04:02:09 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0f4a0e763db3afbdc4fb0558611f38326ca87151
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 23:03:24 2020 +0200
Switch back to pop-in terrain.
commit dd74fa7e4a53667b38811d7aec58d7f6a68889bb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 22:58:55 2020 +0200
LOD shading closer to voxel shading.
commit ef67bd58ba0bdaf622b078892d768263b6cba268
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 28 20:49:03 2020 +0200
Experimental underwater lighting.
commit 2c5ad9d07605e80d5fd5679dd3a5d70c605b86a9
Merge: 748279835 303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 22:35:24 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7482798354eda18c8207950080fc24d443a369de
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 21:59:55 2020 +0200
Replace discard in figure-frag.
commit d83b4ae69be4912f69bf7835f509c68a1c7770a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:45:57 2020 +0200
Fix sprite lighting, HDR from focus_pos.
commit 0594238004f116274905fa0ed7c2b6c417ed1d29
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:14:10 2020 +0200
Proper HDR from point lights.
commit 48c93d2b41ce5743103d18e76cc228f5ac766492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 14:01:43 2020 +0200
Brighter ambiance, darker LOD shadows.
commit e0452e895ccfa8a43f368cae3b8b8aedc24dad93
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 13:13:23 2020 +0200
More proper HDR.
commit 4c6da3ed16cfeebb455e40da5f557b4af9a499d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 00:13:10 2020 +0200
Trying LOD noise.
commit 682a3d74c85df5503ffe1fc1cc891bce789df1ad
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 23:11:08 2020 +0200
Fix LOD heights in towns.
commit cc39e5734e8b18f9077bf42e66337c1319dd6b6e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 21:01:23 2020 +0200
More LOD fixes.
commit 8116b21c2e51c836e77894e309ac273caf2917b3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:54:43 2020 +0200
I like this coloring.
commit bc2560ea90b36f4b46190005344232d993043ac3
Merge: 14effdd5d e690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:48:33 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 14effdd5db8747fcf3eb34f03b46b7792e92d1c5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:24:35 2020 +0200
Re-saturate.
commit 48a643955d4435b78179acba0beb4a979905cc31
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:23:57 2020 +0200
Various fixes.
commit f7b497a0c25f4ad4682c71dd1ed6f608052feb9b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 03:22:49 2020 +0200
Render figures again.
commit 44e4aad48deba8266b9f8bdfd3db096b381f5327
Merge: e6f0a5a98 9ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 02:01:04 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit e6f0a5a981a82533ba188fff0a54ce98577bb152
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 24 16:12:20 2020 +0200
Add atmospheric scattering.
commit f2953087f691a8edbc001cb98ebf5059fc6f8ac0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 23 00:01:20 2020 +0200
Fix shadowing for specular reflections.
commit ddd4a67a9799b8d08c7dc0c2bec90621c2bed0e3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Apr 22 22:56:12 2020 +0200
HDR fixes.
commit 1015e60deef3c447381996277df7496707a63bd0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 21 18:25:19 2020 +0200
More lighting changes.
commit 80c264abd111fb237e57843efcb5c071d4f84613
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 13 00:29:59 2020 +0200
Lighting experiments.
commit 8414987e589dd5102bad89762a3adaccc0bfe957
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 9 02:38:40 2020 +0200
WIP -- lighting changes and soft shadows.
commit 9cd2b3fb0d6b49776c6dfe463e4169637250b11a
Merge: c7ea687eb 8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:29 2020 +0200
Merge branch 'sharp/new-lighting' into sharp/small-fixes
commit c7ea687ebbc5aace1b455f134a5bf49ce2c7434a
Merge: 476441531 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:02 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 8b149ad11ad4bb75018fcf9519baec27d1c95951
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:32:39 2020 +0200
Trying out a new lighting model.
commit b0ac9f36f755dd06f7c17c46150568064790864f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 07:56:11 2020 +0200
Use bicubic interpolation for terrain.
commit f6fc9307a121514b614bc50ef8eb055953e7da8a
Merge: 33140a295 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 05:01:41 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 4764415312aae6e9ac2d00e86e84577cb958f1ab
Merge: ed2d0111d 13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 04:54:48 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 13388ee6a42943f3f79a9cb488346cef18e272fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 20:30:08 2020 +0200
Various fixes (to coloring and to soft shadows).
commit fbd084a94a067082a87cd6d28b82054709bc9265
Merge: 5a089863b 4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 18:50:38 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
commit ed2d0111d994262ae836d84d1fe5a45e4de72a0b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 06:49:27 2020 +0200
Combining colors and LOD.
commit 88342640c6b835114d01c797b89fdede3b0a2108
Merge: 33140a295 5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:49:20 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 33140a2951b8212725f42c758b277aaec4d888f7
Merge: 4c65a5aed f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:36:21 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 5a089863beb01d4794bbe3580ada47b278715ea2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 03:17:49 2020 +0200
Making maps brighter.
This is probably not the right way to do it, but oh well!
commit 32b2c99109dd486aa922886081068f9c550c83f2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 02:46:36 2020 +0200
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.
commit f8926a5737ddc51f3d585c651a64c43677aae0f4
Merge: a1aee931e 875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Mar 13 13:32:42 2020 +0100
Merge remote-tracking branch 'origin/master' into sharp/map-colors
commit 4c65a5aed353b119aea65a2aaeb94549b67beb42
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date: Mon Feb 24 16:48:05 2020 +0000
Made LOD setting slider exponential
commit 2fa7b2d20d7233dc8bfd64f9f7f54617575248f1
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 17:49:53 2020 +0000
Added mist to LoD
commit aab059a450b5f635777129ff82cc15b662965c3c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 15:14:06 2020 +0000
Added LoD slider
commit 779c36b538121c5ade3633ae5cb67bb14c8c3877
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:54:55 2020 +0000
Reduced cost of vertex pushing
commit 9fea150473906b166365b738ebcea07c697daf3d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:38:53 2020 +0000
Fixed maths, improved LoD resolution
commit 5481df38fea5bf183ff376a3337179cfaa5233dc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 11:22:50 2020 +0000
Dynamically relocate LoD vertices to enhance details
commit a3e36a50ababd615da7db1b26158c7906a5def01
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 18:13:51 2020 +0000
Simpler terrain spiral rendering
commit 255f450ae9ac8763db4bede075fb409161ed57cc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:53:17 2020 +0000
Better LoD precision
commit 3d027aebe812a5b8658a4eb8123dc9f61b3776d2
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:04:03 2020 +0000
Better falloff
commit be775c9484b457b2c0b1a494aec03392d0c70e76
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 15:30:45 2020 +0000
Applied good ideas from experimental branch
commit 58587b68545a23c5c04ab4574a4b94b3bc982246
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 16:15:13 2020 +0000
Minor fixes to LoD merging
commit 7b42aebd709c14df2db766aad61d9280ad24d84d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 15:04:44 2020 +0000
Capped LoD dragging
commit 8aafc559f87124e1ea5ca6e3ddc2aa0c242d793c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:54:37 2020 +0000
Better blending between LoD and terrain border
commit edd3455d5161792d87ddc8eadc0ecbad5532b284
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:40:19 2020 +0000
Fixed LoD z depth, added sea level offset
commit b9b06744620114dd5556e73f64fa93c145503a7c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:27:43 2020 +0000
Better LoD smoothing
commit a1aee931e790431560cd2d953ad61d9497072afd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Feb 21 14:52:17 2020 +0100
Adding shadows.
commit 2400786c13dd891c131ed86d48d05df516a8a778
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 13:48:40 2020 +0000
Use world map as LoD source
commit dbf650f504a4c25fbbc2096ac3616c736bf52d23
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Jan 20 00:48:14 2020 +0000
Better clouds at distance
commit 5e6f81b86cdb9730b9b056877b19257075fd5fa8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Jan 19 23:59:02 2020 +0000
sync
commit 745e7540ddb000cc645f612767b337c2ddc3f7c0
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 12:40:48 2019 +0000
Improved cloud falloff mist, faster noise sampling
commit f6a200d0cb866196ba57697466755f9e0c7ea5d8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 10:09:00 2019 +0000
Improved long-range depth precision, removed unnecessary LoD polygons
commit 63d1b2bb2292898d59fb4f4e502201103dfeb86f
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 20:57:46 2019 +0000
Working LoD shader
commit f13d98ee3e58f881e8b978861a67663b59ed91ec
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 11:03:40 2019 +0000
LoD first attempt (stack overflow issue)
2020-08-20 18:34:59 +00:00
|
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recipe_book,
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max_group_size,
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2020-09-06 19:24:52 +00:00
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client_timeout,
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2021-03-14 17:11:44 +00:00
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) = match loop {
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tokio::select! {
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res = register_stream.recv() => break res?,
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_ = ping_interval.tick() => ping_stream.send(PingMsg::Ping)?,
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}
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} {
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2020-10-07 10:31:49 +00:00
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ServerInit::GameSync {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
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entity_package,
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time_of_day,
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max_group_size,
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client_timeout,
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world_map,
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recipe_book,
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2021-02-23 20:29:27 +00:00
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material_stats,
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2020-11-14 21:07:07 +00:00
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ability_map,
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
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} => {
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// Initialize `State`
|
2020-12-13 12:27:48 +00:00
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let mut state = State::client();
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
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// Client-only components
|
2021-10-05 00:15:58 +00:00
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state.ecs_mut().register::<comp::Last<CharacterState>>();
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Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
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let entity = state.ecs_mut().apply_entity_package(entity_package);
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*state.ecs_mut().write_resource() = time_of_day;
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2021-03-13 22:15:19 +00:00
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*state.ecs_mut().write_resource() = PlayerEntity(Some(entity));
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2021-02-28 03:42:11 +00:00
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state.ecs_mut().insert(material_stats);
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2020-11-14 21:07:07 +00:00
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state.ecs_mut().insert(ability_map);
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Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
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let map_size_lg = common::terrain::MapSizeLg::new(world_map.dimensions_lg)
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.map_err(|_| {
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Error::Other(format!(
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"Server sent bad world map dimensions: {:?}",
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world_map.dimensions_lg,
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))
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})?;
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let map_size = map_size_lg.chunks();
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let max_height = world_map.max_height;
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let sea_level = world_map.sea_level;
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let rgba = world_map.rgba;
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let alt = world_map.alt;
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2020-11-25 14:59:28 +00:00
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if rgba.size() != map_size.map(|e| e as i32) {
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Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
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return Err(Error::Other("Server sent a bad world map image".into()));
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}
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2020-12-05 18:30:07 +00:00
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if alt.size() != map_size.map(|e| e as i32) {
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Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
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return Err(Error::Other("Server sent a bad altitude map.".into()));
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}
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let [west, east] = world_map.horizons;
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let scale_angle =
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|a: u8| (a as f32 / 255.0 * <f32 as FloatConst>::FRAC_PI_2()).tan();
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let scale_height = |h: u8| h as f32 / 255.0 * max_height;
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let scale_height_big = |h: u32| (h >> 3) as f32 / 8191.0 * max_height;
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ping_stream.send(PingMsg::Ping)?;
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debug!("Preparing image...");
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let unzip_horizons = |(angles, heights): &(Vec<_>, Vec<_>)| {
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(
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angles.iter().copied().map(scale_angle).collect::<Vec<_>>(),
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heights
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.iter()
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.copied()
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.map(scale_height)
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.collect::<Vec<_>>(),
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)
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};
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let horizons = [unzip_horizons(&west), unzip_horizons(&east)];
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(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
---
Pretty much a Veloren fork at this point. Here's a high level overview of the changes (will be added to CHANGELOG just before merge).
At a high level this MR incorporates roughly two groups of changes.
The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting
engine. This is "feature work" that (mostly) only adds new things to Veloren, and mostly shouldn't affect old stuff.
The second big group of changes are those addressing the fallout from all the new features. These include performance fixes of
various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel
models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions
(coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork
of `conrod`). Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably
changes (TODO: Fill in this section when it's complete).
The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a
handful of people, so I recommend that this code be reviewed particularly carefully.
---
At a high level (each will be described in more detail below):
- The world map has been refactored.
- The world size is no longer hardcoded (@zesterer).
- The map generation code was made generic to allow using it outside of the `world` crate (@zesterer).
- On world creation, we now compute *horizon maps* (@zesterer).
- The way we pass the world from the server to the client has been updated (@xMAC94x).
- Artifacts related to image rotation were fixed (@imbris).
- Multiflow rivers were enabled (@zesterer).
- In the process of making changes related to the world map, various incidental fixes and optimizations were required.
- The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest).
- A new LOD terrain rendering step was added to the pipeline.
- The LOD terrain quality was made configurable via a graphics setting.
- Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain.
- A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out).
- A semi-accurate index of refraction was assigned to our materials.
- A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF.
- We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure.
- We attempt to compute *realistic light attenuation* in water using its real material properties.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo)
- Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*.
- Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*.
- "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing.
- In the process of making changes related to shadow maps, various incidental fixes and optimizations were required.
The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other
changes happening in master. Therefore, a large number of performance improvements were also needed:
- The graphics options were made much more flexible and configurable, and shaders were optimize.
- New options were provided for how to render lights and shadows (@Pfauenauge, @zesterer).
- Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris).
- Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo).
- In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required.
- Voxel model creation was switched to use *greedy meshing.*
- A new voxel meshing method, greedy meshing, was added (@imbris).
- Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge).
- New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer).
- Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- Animation and terrain math were switched to use SIMD where possible.
- Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris).
- The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge).
- Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge).
- Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge).
- Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris).
- SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- The way we cache glyphs was completely refactored, fixed, and optimized.
- Our fork of `conrod` was optimized in various ways (@imbris).
- Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris).
- Our use of the glyph cache was rewritten for correctness (@imbris).
- A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris).
- Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge).
- In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required.
- Colors were changed to keep Veloren's look consistent with master.
- Some older tree models were brought back (@Pfauenauge).
- TODO(@Sharp): All hardcoded colors were extracted and made hotloadable.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style.
A detailed description of the involved changes follows.
---
- The world size is no longer hardcoded. All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`). Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`). Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always). See `world/src/sim/mod.rs` for these changes.
- The map generation code was made generic to allow using it outside of the `world` crate. The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`. The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction. This also means that colors are now passed in separately to the map generation function. See <https://veloren.net/devblog-78/> for more details.
- On world creation, we now compute *horizon maps*. See the function in `world/src/sim/util.rs`.
Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible). As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers). We can also use this for the moon, if we want, since the moon follows the same path. Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk.
Support for horizon maps has been merged into the map functionality in common as well.
- The way we pass the world from the server to the client has been updated. Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information. We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height). See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing.
- Artifacts related to image rotation were fixed. See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation. This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes. I reproduce the first two paragraphs of the MR description as well:
```
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
```
- Multiflow rivers were enabled.
This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it.
We already computed multiple outflows from each chunk for erosion purposes long before this MR.
However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers.
Now that
- In the process of making changes related to the world map, various incidental fixes and optimizations were required. Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular. Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing. These sorts of changes are spread all arond the code.
This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`.
The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping).
- Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer)
- Calls to power or trig functions were removed or replaced with multiplications, where possible.
- After some deliberation
- To properly handle sprite "waving" for nearby sprites,
We explicitly designed the greedy meshing system with figures and sprites in mind.
In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know
we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so
they can be packed into some specific subtexture).
For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as
possible into one giant tetxure atlas. However, in the future we might opt to pack them slightly less efficiently in exchange for
shrinking the sprite vertex size.
For figures, we pack all the textures for each *model* into the same atlas.
is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple
models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations.
This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the
model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an
exact fit. In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without
texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function
that, when called, will execute the rest of the computation. We push this continuation (which in Rust terms is a `FnOnce` closure
that takes the `ColLightsInfo` that it is supposed to write to as context) onto a
onto a vector
resizing. To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed. Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the
- Matrix multiplications in the shader were reduced for figure data (@zesterer).
- Vertex "waves" for fluid data were removed.
- Terrain "bending" near edges was removed.
- Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block. It was also changed to take ownership of its voxel data,
rather than sharing it, to let it be used with meshing.
- Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`.
- PositionedGlyph::standalone.
---
I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions]
where I needed features from elsewhere but I am particularly grateful for the following resources,
esepcially where they have accompanying source code. I linked all of them that are accessible to the public (those that are not were
obtained through legal means).
[^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419.
[^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina.
[^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152.
[^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017.
[^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>.
[^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>.
I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR.
---
Squashed commit of the following:
commit 300505e7305a2fdac722a808ee8538323f215f39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 18:46:25 2020 +0200
Fixing cargo doc and typo in CHANGELOG.
commit ec0aeb18e8499d7d84ef818331b4b65c3d76cea6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 15:38:50 2020 +0200
Hopefully final commit for the LOD branch.
commit 5e8ea0b1eaac02903a02feb2eb038d195de4872f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 10:14:26 2020 +0200
Falling back to power as stopgap.
commit e44a1cbf46504ee9931a01bdc9033e145500d557
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 09:25:41 2020 +0200
Address imbris feedback.
Temporarily disables shiny water, lowers max VD.
These restrictions will be lifted soon after merging.
commit 561e25778a108ac3712f5ec2ce3a51234c4430d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 08:31:13 2020 +0200
Tweaking shaders a bit.
commit 7d19259078ce0dd7b3742ad7d0cb3fab3ece3fdc
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:59:43 2020 +0200
Fix view example as well.
commit 051cd4934e0fad2c0b15db4380a4189fa318679f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:29:06 2020 +0200
Fix meshing benchmark.
commit c95e07db3b4dcca285678985e65e31b927cb1c61
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 05:46:22 2020 +0200
Address MR feedback, fix scene clouds.
commit 1bfb816cabdb3ffc1e507a009c2d98696b4b573a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:39:36 2020 +0200
Incorporating Pfau's figure color changes.
New eyes and new humanoid colors.
commit 3f9b89a3ac7b3356b1dba0d1a8f6541357f81469
Merge: e2f5162e4 62c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:29:41 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit e2f5162e4f96f4124aa43488f7245d341b3dcfd4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:28:38 2020 +0200
World colors are all hotloadable.
They live in assets/world/style/colors.ron.
Only a small handful of hardcoed colors remain in World; they are either
part of the map, or difficult to disentangle from the rest of the
computation. Comments are made where appropriate.
commit 62c53963abe1975009d34a8f9515a355bef24f31
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date: Wed Aug 19 15:59:00 2020 +0200
replace pretty_env_logger with tracing
commit 5b1625f99d9586fe80e2232f583ec5af9f953099
Merge: d71003acd 4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:15:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit d71003acdabeff970b3928e97c26af6847b5b78e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:14:34 2020 +0200
Hotloading colors, part 1: colors in common.
Currently, this just entails humanoid colors. There are only three
colors not handled; the light emitter colors in
common/src/comp/inventory/item/tool.rs. These don't seem important
enough to me to warrant making hotloadable, at least not right now, but
if it's needed later we can always add them to the file.
commit 63b5e0e553eb2ea49276f192a6fc7dd65254270d
Merge: c32b337a4 6d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 13:05:37 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c32b337a46e10d9de473d178a94a3ccd61c39bb3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:52:04 2020 +0200
Fixing LOD grid, for real.
commit a166ae0360395387e09fb35a1f84210c2ce5ec24
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:28:05 2020 +0200
Addressing imbris's initial feedback.
Fixes two minor bugs: explosion particles were no longer spawning
randomly, and LOD grids were not perfectly even.
commit 4cbad004f44060994252dd3d38647a14a589712f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:27:58 2020 +0200
Bumping nightly per request.
commit 548680276aac77c25d43d16b5622f847d474dbef
Merge: acc098604 8f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:26:06 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit acc0986040589a3492f88a740bc3c3fc693b26d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:28:32 2020 +0200
Lower resolution due to lying drivers.
commit d3b878de2a52c358d2944a6bbd0555dad7fbdb10
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:15:38 2020 +0200
Fix issues msh encountered with Intel 4600.
commit 10245e0c1b0cb6fae10d86409435364edc6102ef
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 21:15:02 2020 +0200
Merge more models into one mesh than we did previously.
commit 3155c31e663c52ae5c3a53d5fb5665892a1a498a
Merge: 7204cc8a7 3c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:35:22 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7204cc8a7a4f74a30306bd205d9834fee4bb944f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:34:43 2020 +0200
Fix not yet done NPC animations.
This forces them all to be the idle animation if not specified.
This fixes issues where you'd have giant NPCs in water.
commit bc83360f2a08918f19d417b5f772e1ff554dba08
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 19:36:37 2020 +0200
Try to fix some bugs:
- Z fighting with LOD terrain and water.
- Audio SFX not playing.
commit 1fd104aa603bf3781b6526a5cada46aeca3049dd
Merge: 862df3c99 7c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 12:02:31 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 862df3c9976c4da9bd7cfd784f1a85973127968a
Merge: 0a4218ed9 75c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 05:52:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0a4218ed9d541a2b34c133351bea38a99ddf4ea7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 22:27:14 2020 +0200
Fix particle depth.
commit f51dfdeb442d0dd5243dd2f344fa4be295bd0875
Merge: c6251a956 5e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:19:04 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit c6251a956ad376400dca5c23420cf8d213dc8fdf
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:15:46 2020 +0200
Cache figures more intelligently.
Cache figures for longer, and don't cache character states for the
player except where they actually affect the rendered model.
commit 0ed801d5404982c6fb63b1eaa4567d908b294c9d
Merge: c11b9bdf0 eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 16:32:24 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c11b9bdf0a53bf9884d2f5a48fec9b01d582df1a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 11:47:15 2020 +0200
Remove unneeded Clippy annotation.
commit 16aa9ef40af56d69289d00aafb3deadfb8bd4f35
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 8 00:53:02 2020 +0200
Fix hotloading and Clippy.
commit 3dc973e0be5b758da1e9805eb764ad401374cd0c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 23:50:27 2020 +0200
Major speedups with SIMD.
commit fba64a7d93d5a96077ce87287bbce6ab9b7fbcae
Merge: 76429d00e d1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:19 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 76429d00eea00d212fbd672a84ee91e75b19b938
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:10 2020 +0200
Add clippy.toml.
commit c79f512f84dbb83cb82b7954db68ff241dfd8e41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 11:55:20 2020 +0200
Fix all clippy issues, clean up Rust code.
commit 6f90e010b3fbefb53b0d632e819931350015b6b8
Merge: 77a8c7c26 5929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:30 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 77a8c7c267d3f44a1a62bd6b2274359973c5e4d4
Merge: b44e44232 44febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:10 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 5929cfa5c713aa392110bbb62407f76caf53c3df
Author: jshipsey <jshipsey18@gmail.com>
Date: Thu Aug 6 20:47:27 2020 -0400
fixed in-hand arrow bug
commit b44e442325d828f1cd564d66908f89d09e80474b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 6 13:40:35 2020 +0200
Miscellaneous performance improvements.
commit be37acf287c1360d8085862526ac3365ffd1d768
Merge: 125d7fc6c c11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 05:49:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 125d7fc6c4dcd8c8c5f27b8268a4d64f409f3644
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 04:55:31 2020 +0200
Abstract over simd vs. repr_c vectors.
Also some minor improvements to Event size.
commit d4d4956e9252e1241ce110b2aa85076c6b1e2a23
Merge: 5f3b7294a aced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:56:54 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 5f3b7294af1f8533edc2620b58863c248e2b07af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:43:52 2020 +0200
Fix formatting issues I missed before.
commit a428a3ebba70dcab63dd0f8cd983120c90617271
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:41:51 2020 +0200
Fix clippy warnings, part 1.
There aer still a bunch of type too complex and
function takes too many arguments warnings that I'll fix later
(or ignore, since in the one case I did fix a function takes too
many arguments warning I think it made the code *less* readable).
commit ba54307540ed8a937ac08209730284fc653af85b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 30 13:22:42 2020 +0200
Fix light animations so they are removed when the light turns off.
commit 7e0f4bcbf0f4717145d8beac40d52e3acebbe2aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 21:10:20 2020 +0200
Fix crash in edge case for pixel art.
commit 56da06f7a351e2b949e9b014a90b974d511a0924
Merge: cf74d55f2 9f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:56:52 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:29:52 2020 +0200
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
The first concern was addressed by fixing the dimensions of the map
images drawn from the UI (so that we always use a square source
rectangle, rather than a rectangular one according to the dimensions of
the map). We also fixed the way rotation was done in the fragment
shader for north-facing sources to make it properly handle aspect ratio
(this was already done for north-facing targets). Together, these fix
rendering issues peculiar to rectangular maps.
The second and third concerns were jointly addressed by adding an
optional border color to every 2D image drawn by the UI. This turns
out not to waste extra space even though we hold a full f32 color
(to avoid an extra dependency on gfx's PackedColor), since voxel
images already take up more space than Optiion<[f32; 4]> requires.
This is then implemented automatically using the "border color"
wrapping method in the attached sampler.
Since this is implemented in graphics hardware, it only works (at
least naively) if the actual image bounds match the texture bounds.
Therefore, we altered the way the graphics cache stores images
with a border color to guarantee that they are always in their own
texture, whose size exactly matches their extent. Since the easiest
currently exposed way to set a border color is to do so for an
immutable texture, we went a bit further and added a new "immutable"
texture storage type used for these cases; currently, it is always
and automatically used only when there is a specified border color,
but in theory there's no reason we couldn't provide immutable-only
images that use the default wrapping mdoe (though clamp to border
is admittedly not a great default).
To fix the maps case specifically, we set the border color to a
translucent version of the ocean border color. This may need
tweaking going forward, which shouldn't be hard.
As part of this process, we had to modify graphics replacement to
make sure immutable images are *removed* when invalidated, rather
than just having a validity flag unset (this is normally done by
the UI to try to reuse allocations in place if images are updated
in benign ways, since the texture atlases used for Ui do not
support deallocation; currently this is only used for item images,
so there should be no overlap with immutable image replacement,
so this was purely precautionary).
Since we were already touching the relevant code, we also updated
the image dependency to a newer version that provides more ways
to avoid allocations, and made a few other changes that should
hopefully eliminate redundant most of the intermediate buffer
allocations we were performing for what should be zero-cost
conversions. This may slightly improve performance in some
cases.
commit ad18ce939940a8c697270f6e9b94db9942fd8295
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 13:21:09 2020 +0200
Fix continent scale hack.
commit 36b1cb074f5b195aebd7dbbc3da7f0246a1a18ec
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 12:11:40 2020 +0200
Enable loading different sized maps without a recompile.
We may want to tweak the effects of the continent_scale_hack.
commit 13b6d4d534cc4814b7cb3294ca41bbfea0a6b186
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 10:55:48 2020 +0200
Removing WORLD_SIZE, part 1.
Erased almost every instance of WORLD_SIZE and replaced it with a local
power of two, map_size_lg (which respects certain invariants; see
common/src/terrain/map.rs for more details about MapSizeLg). This also
means we can avoid a dependency on the world crate from client, as
desired.
Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
next step is to arrange for maps to store their world size, and to use
that world size as a basis prior to loading the map (as well, probably,
as prior to configuring some of the noise functions).
commit 30b1d2c6428230a9eaa0d749cdcbbd6f1cbccd78
Merge: 7d56ba31b 1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:58 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 7d56ba31b445441461b28a07fc495d7d4f047c17
Merge: 2101113b4 598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 1377b369f6db2258e910d467a5740f31789e3ded
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sun Jul 19 23:25:38 2020 +0200
more saturated pumpkins
commit ae8d50527f93bb0616c2ad46ce4dacb63bc37c6d
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sat Jul 18 20:29:56 2020 +0200
acacia models
commit 2101113b467e691de787392d7f20f1745f5637bd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 18 18:55:25 2020 +0200
Higher detail LOD.
commit add2cfae04b4385fa5590e11e2bd5229d9dee0aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 16 01:57:39 2020 +0200
Revert some irrelevant stuff.
commit 2e2ab3dc1eaa59a4aef7f8d34a53d8aae4c8553a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 15 13:30:49 2020 +0200
Fixing various things about shadows.
* Correcting optimal LISPSM parameter.
* Figure shadows are cast when they're not visible.
* Chunk shadows stay cast until you look away.
* Seamless cubemaps for point lights.
* Etc.
commit 6c31e6b56217274285b597af297036691ea5d897
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 19:50:26 2020 +0200
Fix shadow creation.
commit 6332cbe006115ae205597529cd8bbccd146c2cca
Merge: be438657c 930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:47:00 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit be438657c33d7b5bfb0a9582c3ed3fd366637323
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:28:08 2020 +0200
Tweaks to shadows.
Added shadow map resolution configuration, added seamless cubemaps,
documented all existing rendering options, and fixed a few Clippy
errors.
commit 23b4058906013c7d2a40c286e20e32c5fbd897ed
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 10:11:19 2020 +0200
Fix moon, use nonlinear noise for terrain.
Note that the latter has a bit of performance cost.
commit 7fbe5cbfbb9dc29607957b8e62f432a4deed193d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:23:02 2020 +0200
Address lies about max texture size.
commit bcfc62b5e13a1cdd83f57535fde4694720bebfd9
Merge: 75e3626a7 18a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:22:08 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 75e3626a785919f43fdcf2127c2b10e3e4df2f9f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:21:52 2020 +0200
OpenGL 3.3 minimum.
commit 18a08e8fe2739f02af99a5d2cb4e7c38c49e858b
Author: Monty Marz <m.marzouq@gmx.de>
Date: Tue Jul 7 23:57:52 2020 +0200
settings localization
commit 90c5d1ca3620092bc3ae10b2211489eb1cf6f5e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 21:11:48 2020 +0200
Lower near distance.
commit 0e66f02b25aaddaa2dfddbbc89cd67de54a9a7b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 20:09:01 2020 +0200
All sprites sway in the wind now.
commit db1401a6910bf42dcf502462c90038752ff5fbdb
Merge: 69e508d8c e8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 19:34:17 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 69e508d8c94d8973033817ca86f357e466fc7c4d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 18:41:37 2020 +0200
Make it easy to switch to SIMD for math.
commit ffe0f5928c7a7e87d00cb5426b3b1d831d7e02fd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 21:21:12 2020 +0200
Fix some issues with underwater rendering.
commit bfda6da42f38fd02c31ee92c81ab785a3e50c2a0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 19:17:59 2020 +0200
Fix some minor display issues.
commit 0ed752e087968cf901301884aaeae698e32ef8a5
Merge: ccc6a06a8 518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:14:21 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit ccc6a06a8d4504d6b9f7af7905a414d2ee06ab76
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:04:34 2020 +0200
Some minor changes.
commit 4e020246702889269efe1a191788992164c508d6
Merge: 50a64d927 e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 16:17:40 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 50a64d927e6c4f4b0e4688e4cbfca694bc3f922a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 13:07:03 2020 +0200
Fix far plane.
commit 7dd06da34cae8f9ea3b6c889fe965181f3fd3949
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:25:35 2020 +0200
Add shadows.glsl.
commit 618a18c998778bf871b905a74657440fcc384c80
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:10:22 2020 +0200
Adding shadows, greedy meshing, and more.
commit eaea83fe6a5cb1cb0ba8beef888183c718258496
Merge: 267018495 2f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 22:47:07 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 2670184954a13e4a9e7a4e35ba79aac0c5fac2f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 21:20:01 2020 +0200
Make civsim and sites deterministic.
For anything in worldgen where you use a HashMap, *please* think
carefully about which hasher you are going to use! This is
especially true if (for some reason) you are depending on hashmap
iteration order remaining stable for some aspect of worldgen.
commit f8376fd5dc72b4a9c2f51a6b4570d59c8b8e9343
Merge: 654f7e049 cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 17:53:57 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 654f7e049258d9da27c09608bbe6a46ffa8787e5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed May 20 21:22:30 2020 +0200
Correct backface culling.
commit 560501df05ca725409b0f2e4eb31bdfdc15fd0c7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue May 19 17:22:06 2020 +0200
Greedy messhing for shadows.
commit a4d87e1875ca543436e6bbbeb20348facc5a52d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun May 17 05:59:00 2020 +0200
Shadow maps work for lantern.
commit 243d0837b8a3b08172c9a3c348d964d7ddc2a0a8
Merge: 04382dc28 71dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:53:13 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 04382dc28632b6c66e8821f6870c0daaa1c1901a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:22:17 2020 +0200
WIP: better graphics config, better LOD, shadow maps.
commit 22ddbad3eb32bfa70f0932176022208fe67ded81
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 18:54:09 2020 +0200
Minor shader fixes.
commit 746a10e8d01ac235f994b0cde78fa48998602a1f
Merge: 0f4a0e763 40ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 04:02:09 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0f4a0e763db3afbdc4fb0558611f38326ca87151
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 23:03:24 2020 +0200
Switch back to pop-in terrain.
commit dd74fa7e4a53667b38811d7aec58d7f6a68889bb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 22:58:55 2020 +0200
LOD shading closer to voxel shading.
commit ef67bd58ba0bdaf622b078892d768263b6cba268
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 28 20:49:03 2020 +0200
Experimental underwater lighting.
commit 2c5ad9d07605e80d5fd5679dd3a5d70c605b86a9
Merge: 748279835 303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 22:35:24 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7482798354eda18c8207950080fc24d443a369de
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 21:59:55 2020 +0200
Replace discard in figure-frag.
commit d83b4ae69be4912f69bf7835f509c68a1c7770a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:45:57 2020 +0200
Fix sprite lighting, HDR from focus_pos.
commit 0594238004f116274905fa0ed7c2b6c417ed1d29
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:14:10 2020 +0200
Proper HDR from point lights.
commit 48c93d2b41ce5743103d18e76cc228f5ac766492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 14:01:43 2020 +0200
Brighter ambiance, darker LOD shadows.
commit e0452e895ccfa8a43f368cae3b8b8aedc24dad93
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 13:13:23 2020 +0200
More proper HDR.
commit 4c6da3ed16cfeebb455e40da5f557b4af9a499d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 00:13:10 2020 +0200
Trying LOD noise.
commit 682a3d74c85df5503ffe1fc1cc891bce789df1ad
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 23:11:08 2020 +0200
Fix LOD heights in towns.
commit cc39e5734e8b18f9077bf42e66337c1319dd6b6e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 21:01:23 2020 +0200
More LOD fixes.
commit 8116b21c2e51c836e77894e309ac273caf2917b3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:54:43 2020 +0200
I like this coloring.
commit bc2560ea90b36f4b46190005344232d993043ac3
Merge: 14effdd5d e690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:48:33 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 14effdd5db8747fcf3eb34f03b46b7792e92d1c5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:24:35 2020 +0200
Re-saturate.
commit 48a643955d4435b78179acba0beb4a979905cc31
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:23:57 2020 +0200
Various fixes.
commit f7b497a0c25f4ad4682c71dd1ed6f608052feb9b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 03:22:49 2020 +0200
Render figures again.
commit 44e4aad48deba8266b9f8bdfd3db096b381f5327
Merge: e6f0a5a98 9ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 02:01:04 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit e6f0a5a981a82533ba188fff0a54ce98577bb152
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 24 16:12:20 2020 +0200
Add atmospheric scattering.
commit f2953087f691a8edbc001cb98ebf5059fc6f8ac0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 23 00:01:20 2020 +0200
Fix shadowing for specular reflections.
commit ddd4a67a9799b8d08c7dc0c2bec90621c2bed0e3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Apr 22 22:56:12 2020 +0200
HDR fixes.
commit 1015e60deef3c447381996277df7496707a63bd0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 21 18:25:19 2020 +0200
More lighting changes.
commit 80c264abd111fb237e57843efcb5c071d4f84613
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 13 00:29:59 2020 +0200
Lighting experiments.
commit 8414987e589dd5102bad89762a3adaccc0bfe957
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 9 02:38:40 2020 +0200
WIP -- lighting changes and soft shadows.
commit 9cd2b3fb0d6b49776c6dfe463e4169637250b11a
Merge: c7ea687eb 8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:29 2020 +0200
Merge branch 'sharp/new-lighting' into sharp/small-fixes
commit c7ea687ebbc5aace1b455f134a5bf49ce2c7434a
Merge: 476441531 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:02 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 8b149ad11ad4bb75018fcf9519baec27d1c95951
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:32:39 2020 +0200
Trying out a new lighting model.
commit b0ac9f36f755dd06f7c17c46150568064790864f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 07:56:11 2020 +0200
Use bicubic interpolation for terrain.
commit f6fc9307a121514b614bc50ef8eb055953e7da8a
Merge: 33140a295 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 05:01:41 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 4764415312aae6e9ac2d00e86e84577cb958f1ab
Merge: ed2d0111d 13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 04:54:48 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 13388ee6a42943f3f79a9cb488346cef18e272fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 20:30:08 2020 +0200
Various fixes (to coloring and to soft shadows).
commit fbd084a94a067082a87cd6d28b82054709bc9265
Merge: 5a089863b 4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 18:50:38 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
commit ed2d0111d994262ae836d84d1fe5a45e4de72a0b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 06:49:27 2020 +0200
Combining colors and LOD.
commit 88342640c6b835114d01c797b89fdede3b0a2108
Merge: 33140a295 5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:49:20 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 33140a2951b8212725f42c758b277aaec4d888f7
Merge: 4c65a5aed f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:36:21 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 5a089863beb01d4794bbe3580ada47b278715ea2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 03:17:49 2020 +0200
Making maps brighter.
This is probably not the right way to do it, but oh well!
commit 32b2c99109dd486aa922886081068f9c550c83f2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 02:46:36 2020 +0200
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.
commit f8926a5737ddc51f3d585c651a64c43677aae0f4
Merge: a1aee931e 875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Mar 13 13:32:42 2020 +0100
Merge remote-tracking branch 'origin/master' into sharp/map-colors
commit 4c65a5aed353b119aea65a2aaeb94549b67beb42
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date: Mon Feb 24 16:48:05 2020 +0000
Made LOD setting slider exponential
commit 2fa7b2d20d7233dc8bfd64f9f7f54617575248f1
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 17:49:53 2020 +0000
Added mist to LoD
commit aab059a450b5f635777129ff82cc15b662965c3c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 15:14:06 2020 +0000
Added LoD slider
commit 779c36b538121c5ade3633ae5cb67bb14c8c3877
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:54:55 2020 +0000
Reduced cost of vertex pushing
commit 9fea150473906b166365b738ebcea07c697daf3d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:38:53 2020 +0000
Fixed maths, improved LoD resolution
commit 5481df38fea5bf183ff376a3337179cfaa5233dc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 11:22:50 2020 +0000
Dynamically relocate LoD vertices to enhance details
commit a3e36a50ababd615da7db1b26158c7906a5def01
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 18:13:51 2020 +0000
Simpler terrain spiral rendering
commit 255f450ae9ac8763db4bede075fb409161ed57cc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:53:17 2020 +0000
Better LoD precision
commit 3d027aebe812a5b8658a4eb8123dc9f61b3776d2
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:04:03 2020 +0000
Better falloff
commit be775c9484b457b2c0b1a494aec03392d0c70e76
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 15:30:45 2020 +0000
Applied good ideas from experimental branch
commit 58587b68545a23c5c04ab4574a4b94b3bc982246
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 16:15:13 2020 +0000
Minor fixes to LoD merging
commit 7b42aebd709c14df2db766aad61d9280ad24d84d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 15:04:44 2020 +0000
Capped LoD dragging
commit 8aafc559f87124e1ea5ca6e3ddc2aa0c242d793c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:54:37 2020 +0000
Better blending between LoD and terrain border
commit edd3455d5161792d87ddc8eadc0ecbad5532b284
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:40:19 2020 +0000
Fixed LoD z depth, added sea level offset
commit b9b06744620114dd5556e73f64fa93c145503a7c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:27:43 2020 +0000
Better LoD smoothing
commit a1aee931e790431560cd2d953ad61d9497072afd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Feb 21 14:52:17 2020 +0100
Adding shadows.
commit 2400786c13dd891c131ed86d48d05df516a8a778
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 13:48:40 2020 +0000
Use world map as LoD source
commit dbf650f504a4c25fbbc2096ac3616c736bf52d23
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Jan 20 00:48:14 2020 +0000
Better clouds at distance
commit 5e6f81b86cdb9730b9b056877b19257075fd5fa8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Jan 19 23:59:02 2020 +0000
sync
commit 745e7540ddb000cc645f612767b337c2ddc3f7c0
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 12:40:48 2019 +0000
Improved cloud falloff mist, faster noise sampling
commit f6a200d0cb866196ba57697466755f9e0c7ea5d8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 10:09:00 2019 +0000
Improved long-range depth precision, removed unnecessary LoD polygons
commit 63d1b2bb2292898d59fb4f4e502201103dfeb86f
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 20:57:46 2019 +0000
Working LoD shader
commit f13d98ee3e58f881e8b978861a67663b59ed91ec
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 11:03:40 2019 +0000
LoD first attempt (stack overflow issue)
2020-08-20 18:34:59 +00:00
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Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
// Redraw map (with shadows this time).
|
2020-11-25 14:59:28 +00:00
|
|
|
let mut world_map_rgba = vec![0u32; rgba.size().product() as usize];
|
2021-04-03 02:00:37 +00:00
|
|
|
let mut world_map_topo = vec![0u32; rgba.size().product() as usize];
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
let mut map_config = common::terrain::map::MapConfig::orthographic(
|
|
|
|
map_size_lg,
|
|
|
|
core::ops::RangeInclusive::new(0.0, max_height),
|
|
|
|
);
|
|
|
|
map_config.horizons = Some(&horizons);
|
|
|
|
let rescale_height = |h: f32| h / max_height;
|
|
|
|
let bounds_check = |pos: Vec2<i32>| {
|
|
|
|
pos.reduce_partial_min() >= 0
|
|
|
|
&& pos.x < map_size.x as i32
|
|
|
|
&& pos.y < map_size.y as i32
|
|
|
|
};
|
|
|
|
ping_stream.send(PingMsg::Ping)?;
|
2021-04-06 05:15:42 +00:00
|
|
|
fn sample_pos(
|
|
|
|
map_config: &MapConfig,
|
|
|
|
pos: Vec2<i32>,
|
|
|
|
alt: &Grid<u32>,
|
|
|
|
rgba: &Grid<u32>,
|
|
|
|
map_size: &Vec2<u16>,
|
|
|
|
map_size_lg: &common::terrain::MapSizeLg,
|
|
|
|
max_height: f32,
|
|
|
|
) -> common::terrain::map::MapSample {
|
|
|
|
let rescale_height = |h: f32| h / max_height;
|
|
|
|
let scale_height_big = |h: u32| (h >> 3) as f32 / 8191.0 * max_height;
|
|
|
|
let bounds_check = |pos: Vec2<i32>| {
|
|
|
|
pos.reduce_partial_min() >= 0
|
|
|
|
&& pos.x < map_size.x as i32
|
|
|
|
&& pos.y < map_size.y as i32
|
|
|
|
};
|
|
|
|
let MapConfig {
|
|
|
|
gain,
|
|
|
|
is_contours,
|
|
|
|
is_height_map,
|
2021-07-25 02:31:31 +00:00
|
|
|
is_stylized_topo,
|
2021-04-06 05:15:42 +00:00
|
|
|
..
|
|
|
|
} = *map_config;
|
|
|
|
let mut is_contour_line = false;
|
|
|
|
let mut is_border = false;
|
2021-07-25 02:31:31 +00:00
|
|
|
let (rgb, alt, downhill_wpos) = if bounds_check(pos) {
|
2021-04-06 05:15:42 +00:00
|
|
|
let posi = pos.y as usize * map_size.x as usize + pos.x as usize;
|
2021-07-25 02:31:31 +00:00
|
|
|
let [r, g, b, _a] = rgba[pos].to_le_bytes();
|
2021-04-06 05:15:42 +00:00
|
|
|
let is_water = r == 0 && b > 102 && g < 77;
|
|
|
|
let alti = alt[pos];
|
|
|
|
// Compute contours (chunks are assigned in the river code below)
|
|
|
|
let altj = rescale_height(scale_height_big(alti));
|
|
|
|
let contour_interval = 150.0;
|
|
|
|
let chunk_contour = (altj * gain / contour_interval) as u32;
|
|
|
|
|
|
|
|
// Compute downhill.
|
|
|
|
let downhill = {
|
|
|
|
let mut best = -1;
|
|
|
|
let mut besth = alti;
|
|
|
|
for nposi in neighbors(*map_size_lg, posi) {
|
|
|
|
let nbh = alt.raw()[nposi];
|
|
|
|
let nalt = rescale_height(scale_height_big(nbh));
|
|
|
|
let nchunk_contour = (nalt * gain / contour_interval) as u32;
|
|
|
|
if !is_contour_line && chunk_contour > nchunk_contour {
|
|
|
|
is_contour_line = true;
|
|
|
|
}
|
|
|
|
let [nr, ng, nb, _na] = rgba.raw()[nposi].to_le_bytes();
|
|
|
|
let n_is_water = nr == 0 && nb > 102 && ng < 77;
|
|
|
|
|
2021-07-25 02:31:31 +00:00
|
|
|
if !is_border && is_water && !n_is_water {
|
2021-04-06 05:15:42 +00:00
|
|
|
is_border = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if nbh < besth {
|
|
|
|
besth = nbh;
|
|
|
|
best = nposi as isize;
|
(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
---
Pretty much a Veloren fork at this point. Here's a high level overview of the changes (will be added to CHANGELOG just before merge).
At a high level this MR incorporates roughly two groups of changes.
The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting
engine. This is "feature work" that (mostly) only adds new things to Veloren, and mostly shouldn't affect old stuff.
The second big group of changes are those addressing the fallout from all the new features. These include performance fixes of
various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel
models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions
(coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork
of `conrod`). Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably
changes (TODO: Fill in this section when it's complete).
The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a
handful of people, so I recommend that this code be reviewed particularly carefully.
---
At a high level (each will be described in more detail below):
- The world map has been refactored.
- The world size is no longer hardcoded (@zesterer).
- The map generation code was made generic to allow using it outside of the `world` crate (@zesterer).
- On world creation, we now compute *horizon maps* (@zesterer).
- The way we pass the world from the server to the client has been updated (@xMAC94x).
- Artifacts related to image rotation were fixed (@imbris).
- Multiflow rivers were enabled (@zesterer).
- In the process of making changes related to the world map, various incidental fixes and optimizations were required.
- The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest).
- A new LOD terrain rendering step was added to the pipeline.
- The LOD terrain quality was made configurable via a graphics setting.
- Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain.
- A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out).
- A semi-accurate index of refraction was assigned to our materials.
- A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF.
- We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure.
- We attempt to compute *realistic light attenuation* in water using its real material properties.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo)
- Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*.
- Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*.
- "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing.
- In the process of making changes related to shadow maps, various incidental fixes and optimizations were required.
The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other
changes happening in master. Therefore, a large number of performance improvements were also needed:
- The graphics options were made much more flexible and configurable, and shaders were optimize.
- New options were provided for how to render lights and shadows (@Pfauenauge, @zesterer).
- Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris).
- Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo).
- In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required.
- Voxel model creation was switched to use *greedy meshing.*
- A new voxel meshing method, greedy meshing, was added (@imbris).
- Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge).
- New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer).
- Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- Animation and terrain math were switched to use SIMD where possible.
- Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris).
- The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge).
- Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge).
- Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge).
- Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris).
- SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- The way we cache glyphs was completely refactored, fixed, and optimized.
- Our fork of `conrod` was optimized in various ways (@imbris).
- Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris).
- Our use of the glyph cache was rewritten for correctness (@imbris).
- A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris).
- Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge).
- In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required.
- Colors were changed to keep Veloren's look consistent with master.
- Some older tree models were brought back (@Pfauenauge).
- TODO(@Sharp): All hardcoded colors were extracted and made hotloadable.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style.
A detailed description of the involved changes follows.
---
- The world size is no longer hardcoded. All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`). Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`). Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always). See `world/src/sim/mod.rs` for these changes.
- The map generation code was made generic to allow using it outside of the `world` crate. The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`. The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction. This also means that colors are now passed in separately to the map generation function. See <https://veloren.net/devblog-78/> for more details.
- On world creation, we now compute *horizon maps*. See the function in `world/src/sim/util.rs`.
Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible). As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers). We can also use this for the moon, if we want, since the moon follows the same path. Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk.
Support for horizon maps has been merged into the map functionality in common as well.
- The way we pass the world from the server to the client has been updated. Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information. We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height). See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing.
- Artifacts related to image rotation were fixed. See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation. This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes. I reproduce the first two paragraphs of the MR description as well:
```
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
```
- Multiflow rivers were enabled.
This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it.
We already computed multiple outflows from each chunk for erosion purposes long before this MR.
However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers.
Now that
- In the process of making changes related to the world map, various incidental fixes and optimizations were required. Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular. Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing. These sorts of changes are spread all arond the code.
This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`.
The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping).
- Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer)
- Calls to power or trig functions were removed or replaced with multiplications, where possible.
- After some deliberation
- To properly handle sprite "waving" for nearby sprites,
We explicitly designed the greedy meshing system with figures and sprites in mind.
In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know
we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so
they can be packed into some specific subtexture).
For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as
possible into one giant tetxure atlas. However, in the future we might opt to pack them slightly less efficiently in exchange for
shrinking the sprite vertex size.
For figures, we pack all the textures for each *model* into the same atlas.
is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple
models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations.
This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the
model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an
exact fit. In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without
texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function
that, when called, will execute the rest of the computation. We push this continuation (which in Rust terms is a `FnOnce` closure
that takes the `ColLightsInfo` that it is supposed to write to as context) onto a
onto a vector
resizing. To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed. Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the
- Matrix multiplications in the shader were reduced for figure data (@zesterer).
- Vertex "waves" for fluid data were removed.
- Terrain "bending" near edges was removed.
- Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block. It was also changed to take ownership of its voxel data,
rather than sharing it, to let it be used with meshing.
- Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`.
- PositionedGlyph::standalone.
---
I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions]
where I needed features from elsewhere but I am particularly grateful for the following resources,
esepcially where they have accompanying source code. I linked all of them that are accessible to the public (those that are not were
obtained through legal means).
[^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419.
[^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina.
[^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152.
[^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017.
[^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>.
[^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>.
I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR.
---
Squashed commit of the following:
commit 300505e7305a2fdac722a808ee8538323f215f39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 18:46:25 2020 +0200
Fixing cargo doc and typo in CHANGELOG.
commit ec0aeb18e8499d7d84ef818331b4b65c3d76cea6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 15:38:50 2020 +0200
Hopefully final commit for the LOD branch.
commit 5e8ea0b1eaac02903a02feb2eb038d195de4872f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 10:14:26 2020 +0200
Falling back to power as stopgap.
commit e44a1cbf46504ee9931a01bdc9033e145500d557
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 09:25:41 2020 +0200
Address imbris feedback.
Temporarily disables shiny water, lowers max VD.
These restrictions will be lifted soon after merging.
commit 561e25778a108ac3712f5ec2ce3a51234c4430d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 08:31:13 2020 +0200
Tweaking shaders a bit.
commit 7d19259078ce0dd7b3742ad7d0cb3fab3ece3fdc
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:59:43 2020 +0200
Fix view example as well.
commit 051cd4934e0fad2c0b15db4380a4189fa318679f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:29:06 2020 +0200
Fix meshing benchmark.
commit c95e07db3b4dcca285678985e65e31b927cb1c61
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 05:46:22 2020 +0200
Address MR feedback, fix scene clouds.
commit 1bfb816cabdb3ffc1e507a009c2d98696b4b573a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:39:36 2020 +0200
Incorporating Pfau's figure color changes.
New eyes and new humanoid colors.
commit 3f9b89a3ac7b3356b1dba0d1a8f6541357f81469
Merge: e2f5162e4 62c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:29:41 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit e2f5162e4f96f4124aa43488f7245d341b3dcfd4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:28:38 2020 +0200
World colors are all hotloadable.
They live in assets/world/style/colors.ron.
Only a small handful of hardcoed colors remain in World; they are either
part of the map, or difficult to disentangle from the rest of the
computation. Comments are made where appropriate.
commit 62c53963abe1975009d34a8f9515a355bef24f31
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date: Wed Aug 19 15:59:00 2020 +0200
replace pretty_env_logger with tracing
commit 5b1625f99d9586fe80e2232f583ec5af9f953099
Merge: d71003acd 4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:15:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit d71003acdabeff970b3928e97c26af6847b5b78e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:14:34 2020 +0200
Hotloading colors, part 1: colors in common.
Currently, this just entails humanoid colors. There are only three
colors not handled; the light emitter colors in
common/src/comp/inventory/item/tool.rs. These don't seem important
enough to me to warrant making hotloadable, at least not right now, but
if it's needed later we can always add them to the file.
commit 63b5e0e553eb2ea49276f192a6fc7dd65254270d
Merge: c32b337a4 6d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 13:05:37 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c32b337a46e10d9de473d178a94a3ccd61c39bb3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:52:04 2020 +0200
Fixing LOD grid, for real.
commit a166ae0360395387e09fb35a1f84210c2ce5ec24
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:28:05 2020 +0200
Addressing imbris's initial feedback.
Fixes two minor bugs: explosion particles were no longer spawning
randomly, and LOD grids were not perfectly even.
commit 4cbad004f44060994252dd3d38647a14a589712f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:27:58 2020 +0200
Bumping nightly per request.
commit 548680276aac77c25d43d16b5622f847d474dbef
Merge: acc098604 8f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:26:06 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit acc0986040589a3492f88a740bc3c3fc693b26d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:28:32 2020 +0200
Lower resolution due to lying drivers.
commit d3b878de2a52c358d2944a6bbd0555dad7fbdb10
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:15:38 2020 +0200
Fix issues msh encountered with Intel 4600.
commit 10245e0c1b0cb6fae10d86409435364edc6102ef
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 21:15:02 2020 +0200
Merge more models into one mesh than we did previously.
commit 3155c31e663c52ae5c3a53d5fb5665892a1a498a
Merge: 7204cc8a7 3c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:35:22 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7204cc8a7a4f74a30306bd205d9834fee4bb944f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:34:43 2020 +0200
Fix not yet done NPC animations.
This forces them all to be the idle animation if not specified.
This fixes issues where you'd have giant NPCs in water.
commit bc83360f2a08918f19d417b5f772e1ff554dba08
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 19:36:37 2020 +0200
Try to fix some bugs:
- Z fighting with LOD terrain and water.
- Audio SFX not playing.
commit 1fd104aa603bf3781b6526a5cada46aeca3049dd
Merge: 862df3c99 7c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 12:02:31 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 862df3c9976c4da9bd7cfd784f1a85973127968a
Merge: 0a4218ed9 75c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 05:52:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0a4218ed9d541a2b34c133351bea38a99ddf4ea7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 22:27:14 2020 +0200
Fix particle depth.
commit f51dfdeb442d0dd5243dd2f344fa4be295bd0875
Merge: c6251a956 5e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:19:04 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit c6251a956ad376400dca5c23420cf8d213dc8fdf
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:15:46 2020 +0200
Cache figures more intelligently.
Cache figures for longer, and don't cache character states for the
player except where they actually affect the rendered model.
commit 0ed801d5404982c6fb63b1eaa4567d908b294c9d
Merge: c11b9bdf0 eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 16:32:24 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c11b9bdf0a53bf9884d2f5a48fec9b01d582df1a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 11:47:15 2020 +0200
Remove unneeded Clippy annotation.
commit 16aa9ef40af56d69289d00aafb3deadfb8bd4f35
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 8 00:53:02 2020 +0200
Fix hotloading and Clippy.
commit 3dc973e0be5b758da1e9805eb764ad401374cd0c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 23:50:27 2020 +0200
Major speedups with SIMD.
commit fba64a7d93d5a96077ce87287bbce6ab9b7fbcae
Merge: 76429d00e d1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:19 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 76429d00eea00d212fbd672a84ee91e75b19b938
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:10 2020 +0200
Add clippy.toml.
commit c79f512f84dbb83cb82b7954db68ff241dfd8e41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 11:55:20 2020 +0200
Fix all clippy issues, clean up Rust code.
commit 6f90e010b3fbefb53b0d632e819931350015b6b8
Merge: 77a8c7c26 5929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:30 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 77a8c7c267d3f44a1a62bd6b2274359973c5e4d4
Merge: b44e44232 44febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:10 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 5929cfa5c713aa392110bbb62407f76caf53c3df
Author: jshipsey <jshipsey18@gmail.com>
Date: Thu Aug 6 20:47:27 2020 -0400
fixed in-hand arrow bug
commit b44e442325d828f1cd564d66908f89d09e80474b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 6 13:40:35 2020 +0200
Miscellaneous performance improvements.
commit be37acf287c1360d8085862526ac3365ffd1d768
Merge: 125d7fc6c c11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 05:49:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 125d7fc6c4dcd8c8c5f27b8268a4d64f409f3644
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 04:55:31 2020 +0200
Abstract over simd vs. repr_c vectors.
Also some minor improvements to Event size.
commit d4d4956e9252e1241ce110b2aa85076c6b1e2a23
Merge: 5f3b7294a aced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:56:54 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 5f3b7294af1f8533edc2620b58863c248e2b07af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:43:52 2020 +0200
Fix formatting issues I missed before.
commit a428a3ebba70dcab63dd0f8cd983120c90617271
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:41:51 2020 +0200
Fix clippy warnings, part 1.
There aer still a bunch of type too complex and
function takes too many arguments warnings that I'll fix later
(or ignore, since in the one case I did fix a function takes too
many arguments warning I think it made the code *less* readable).
commit ba54307540ed8a937ac08209730284fc653af85b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 30 13:22:42 2020 +0200
Fix light animations so they are removed when the light turns off.
commit 7e0f4bcbf0f4717145d8beac40d52e3acebbe2aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 21:10:20 2020 +0200
Fix crash in edge case for pixel art.
commit 56da06f7a351e2b949e9b014a90b974d511a0924
Merge: cf74d55f2 9f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:56:52 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:29:52 2020 +0200
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
The first concern was addressed by fixing the dimensions of the map
images drawn from the UI (so that we always use a square source
rectangle, rather than a rectangular one according to the dimensions of
the map). We also fixed the way rotation was done in the fragment
shader for north-facing sources to make it properly handle aspect ratio
(this was already done for north-facing targets). Together, these fix
rendering issues peculiar to rectangular maps.
The second and third concerns were jointly addressed by adding an
optional border color to every 2D image drawn by the UI. This turns
out not to waste extra space even though we hold a full f32 color
(to avoid an extra dependency on gfx's PackedColor), since voxel
images already take up more space than Optiion<[f32; 4]> requires.
This is then implemented automatically using the "border color"
wrapping method in the attached sampler.
Since this is implemented in graphics hardware, it only works (at
least naively) if the actual image bounds match the texture bounds.
Therefore, we altered the way the graphics cache stores images
with a border color to guarantee that they are always in their own
texture, whose size exactly matches their extent. Since the easiest
currently exposed way to set a border color is to do so for an
immutable texture, we went a bit further and added a new "immutable"
texture storage type used for these cases; currently, it is always
and automatically used only when there is a specified border color,
but in theory there's no reason we couldn't provide immutable-only
images that use the default wrapping mdoe (though clamp to border
is admittedly not a great default).
To fix the maps case specifically, we set the border color to a
translucent version of the ocean border color. This may need
tweaking going forward, which shouldn't be hard.
As part of this process, we had to modify graphics replacement to
make sure immutable images are *removed* when invalidated, rather
than just having a validity flag unset (this is normally done by
the UI to try to reuse allocations in place if images are updated
in benign ways, since the texture atlases used for Ui do not
support deallocation; currently this is only used for item images,
so there should be no overlap with immutable image replacement,
so this was purely precautionary).
Since we were already touching the relevant code, we also updated
the image dependency to a newer version that provides more ways
to avoid allocations, and made a few other changes that should
hopefully eliminate redundant most of the intermediate buffer
allocations we were performing for what should be zero-cost
conversions. This may slightly improve performance in some
cases.
commit ad18ce939940a8c697270f6e9b94db9942fd8295
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 13:21:09 2020 +0200
Fix continent scale hack.
commit 36b1cb074f5b195aebd7dbbc3da7f0246a1a18ec
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 12:11:40 2020 +0200
Enable loading different sized maps without a recompile.
We may want to tweak the effects of the continent_scale_hack.
commit 13b6d4d534cc4814b7cb3294ca41bbfea0a6b186
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 10:55:48 2020 +0200
Removing WORLD_SIZE, part 1.
Erased almost every instance of WORLD_SIZE and replaced it with a local
power of two, map_size_lg (which respects certain invariants; see
common/src/terrain/map.rs for more details about MapSizeLg). This also
means we can avoid a dependency on the world crate from client, as
desired.
Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
next step is to arrange for maps to store their world size, and to use
that world size as a basis prior to loading the map (as well, probably,
as prior to configuring some of the noise functions).
commit 30b1d2c6428230a9eaa0d749cdcbbd6f1cbccd78
Merge: 7d56ba31b 1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:58 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 7d56ba31b445441461b28a07fc495d7d4f047c17
Merge: 2101113b4 598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 1377b369f6db2258e910d467a5740f31789e3ded
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sun Jul 19 23:25:38 2020 +0200
more saturated pumpkins
commit ae8d50527f93bb0616c2ad46ce4dacb63bc37c6d
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sat Jul 18 20:29:56 2020 +0200
acacia models
commit 2101113b467e691de787392d7f20f1745f5637bd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 18 18:55:25 2020 +0200
Higher detail LOD.
commit add2cfae04b4385fa5590e11e2bd5229d9dee0aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 16 01:57:39 2020 +0200
Revert some irrelevant stuff.
commit 2e2ab3dc1eaa59a4aef7f8d34a53d8aae4c8553a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 15 13:30:49 2020 +0200
Fixing various things about shadows.
* Correcting optimal LISPSM parameter.
* Figure shadows are cast when they're not visible.
* Chunk shadows stay cast until you look away.
* Seamless cubemaps for point lights.
* Etc.
commit 6c31e6b56217274285b597af297036691ea5d897
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 19:50:26 2020 +0200
Fix shadow creation.
commit 6332cbe006115ae205597529cd8bbccd146c2cca
Merge: be438657c 930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:47:00 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit be438657c33d7b5bfb0a9582c3ed3fd366637323
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:28:08 2020 +0200
Tweaks to shadows.
Added shadow map resolution configuration, added seamless cubemaps,
documented all existing rendering options, and fixed a few Clippy
errors.
commit 23b4058906013c7d2a40c286e20e32c5fbd897ed
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 10:11:19 2020 +0200
Fix moon, use nonlinear noise for terrain.
Note that the latter has a bit of performance cost.
commit 7fbe5cbfbb9dc29607957b8e62f432a4deed193d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:23:02 2020 +0200
Address lies about max texture size.
commit bcfc62b5e13a1cdd83f57535fde4694720bebfd9
Merge: 75e3626a7 18a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:22:08 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 75e3626a785919f43fdcf2127c2b10e3e4df2f9f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:21:52 2020 +0200
OpenGL 3.3 minimum.
commit 18a08e8fe2739f02af99a5d2cb4e7c38c49e858b
Author: Monty Marz <m.marzouq@gmx.de>
Date: Tue Jul 7 23:57:52 2020 +0200
settings localization
commit 90c5d1ca3620092bc3ae10b2211489eb1cf6f5e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 21:11:48 2020 +0200
Lower near distance.
commit 0e66f02b25aaddaa2dfddbbc89cd67de54a9a7b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 20:09:01 2020 +0200
All sprites sway in the wind now.
commit db1401a6910bf42dcf502462c90038752ff5fbdb
Merge: 69e508d8c e8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 19:34:17 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 69e508d8c94d8973033817ca86f357e466fc7c4d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 18:41:37 2020 +0200
Make it easy to switch to SIMD for math.
commit ffe0f5928c7a7e87d00cb5426b3b1d831d7e02fd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 21:21:12 2020 +0200
Fix some issues with underwater rendering.
commit bfda6da42f38fd02c31ee92c81ab785a3e50c2a0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 19:17:59 2020 +0200
Fix some minor display issues.
commit 0ed752e087968cf901301884aaeae698e32ef8a5
Merge: ccc6a06a8 518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:14:21 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit ccc6a06a8d4504d6b9f7af7905a414d2ee06ab76
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:04:34 2020 +0200
Some minor changes.
commit 4e020246702889269efe1a191788992164c508d6
Merge: 50a64d927 e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 16:17:40 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 50a64d927e6c4f4b0e4688e4cbfca694bc3f922a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 13:07:03 2020 +0200
Fix far plane.
commit 7dd06da34cae8f9ea3b6c889fe965181f3fd3949
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:25:35 2020 +0200
Add shadows.glsl.
commit 618a18c998778bf871b905a74657440fcc384c80
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:10:22 2020 +0200
Adding shadows, greedy meshing, and more.
commit eaea83fe6a5cb1cb0ba8beef888183c718258496
Merge: 267018495 2f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 22:47:07 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 2670184954a13e4a9e7a4e35ba79aac0c5fac2f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 21:20:01 2020 +0200
Make civsim and sites deterministic.
For anything in worldgen where you use a HashMap, *please* think
carefully about which hasher you are going to use! This is
especially true if (for some reason) you are depending on hashmap
iteration order remaining stable for some aspect of worldgen.
commit f8376fd5dc72b4a9c2f51a6b4570d59c8b8e9343
Merge: 654f7e049 cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 17:53:57 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 654f7e049258d9da27c09608bbe6a46ffa8787e5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed May 20 21:22:30 2020 +0200
Correct backface culling.
commit 560501df05ca725409b0f2e4eb31bdfdc15fd0c7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue May 19 17:22:06 2020 +0200
Greedy messhing for shadows.
commit a4d87e1875ca543436e6bbbeb20348facc5a52d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun May 17 05:59:00 2020 +0200
Shadow maps work for lantern.
commit 243d0837b8a3b08172c9a3c348d964d7ddc2a0a8
Merge: 04382dc28 71dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:53:13 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 04382dc28632b6c66e8821f6870c0daaa1c1901a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:22:17 2020 +0200
WIP: better graphics config, better LOD, shadow maps.
commit 22ddbad3eb32bfa70f0932176022208fe67ded81
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 18:54:09 2020 +0200
Minor shader fixes.
commit 746a10e8d01ac235f994b0cde78fa48998602a1f
Merge: 0f4a0e763 40ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 04:02:09 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0f4a0e763db3afbdc4fb0558611f38326ca87151
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 23:03:24 2020 +0200
Switch back to pop-in terrain.
commit dd74fa7e4a53667b38811d7aec58d7f6a68889bb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 22:58:55 2020 +0200
LOD shading closer to voxel shading.
commit ef67bd58ba0bdaf622b078892d768263b6cba268
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 28 20:49:03 2020 +0200
Experimental underwater lighting.
commit 2c5ad9d07605e80d5fd5679dd3a5d70c605b86a9
Merge: 748279835 303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 22:35:24 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7482798354eda18c8207950080fc24d443a369de
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 21:59:55 2020 +0200
Replace discard in figure-frag.
commit d83b4ae69be4912f69bf7835f509c68a1c7770a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:45:57 2020 +0200
Fix sprite lighting, HDR from focus_pos.
commit 0594238004f116274905fa0ed7c2b6c417ed1d29
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:14:10 2020 +0200
Proper HDR from point lights.
commit 48c93d2b41ce5743103d18e76cc228f5ac766492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 14:01:43 2020 +0200
Brighter ambiance, darker LOD shadows.
commit e0452e895ccfa8a43f368cae3b8b8aedc24dad93
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 13:13:23 2020 +0200
More proper HDR.
commit 4c6da3ed16cfeebb455e40da5f557b4af9a499d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 00:13:10 2020 +0200
Trying LOD noise.
commit 682a3d74c85df5503ffe1fc1cc891bce789df1ad
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 23:11:08 2020 +0200
Fix LOD heights in towns.
commit cc39e5734e8b18f9077bf42e66337c1319dd6b6e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 21:01:23 2020 +0200
More LOD fixes.
commit 8116b21c2e51c836e77894e309ac273caf2917b3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:54:43 2020 +0200
I like this coloring.
commit bc2560ea90b36f4b46190005344232d993043ac3
Merge: 14effdd5d e690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:48:33 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 14effdd5db8747fcf3eb34f03b46b7792e92d1c5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:24:35 2020 +0200
Re-saturate.
commit 48a643955d4435b78179acba0beb4a979905cc31
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:23:57 2020 +0200
Various fixes.
commit f7b497a0c25f4ad4682c71dd1ed6f608052feb9b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 03:22:49 2020 +0200
Render figures again.
commit 44e4aad48deba8266b9f8bdfd3db096b381f5327
Merge: e6f0a5a98 9ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 02:01:04 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit e6f0a5a981a82533ba188fff0a54ce98577bb152
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 24 16:12:20 2020 +0200
Add atmospheric scattering.
commit f2953087f691a8edbc001cb98ebf5059fc6f8ac0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 23 00:01:20 2020 +0200
Fix shadowing for specular reflections.
commit ddd4a67a9799b8d08c7dc0c2bec90621c2bed0e3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Apr 22 22:56:12 2020 +0200
HDR fixes.
commit 1015e60deef3c447381996277df7496707a63bd0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 21 18:25:19 2020 +0200
More lighting changes.
commit 80c264abd111fb237e57843efcb5c071d4f84613
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 13 00:29:59 2020 +0200
Lighting experiments.
commit 8414987e589dd5102bad89762a3adaccc0bfe957
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 9 02:38:40 2020 +0200
WIP -- lighting changes and soft shadows.
commit 9cd2b3fb0d6b49776c6dfe463e4169637250b11a
Merge: c7ea687eb 8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:29 2020 +0200
Merge branch 'sharp/new-lighting' into sharp/small-fixes
commit c7ea687ebbc5aace1b455f134a5bf49ce2c7434a
Merge: 476441531 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:02 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 8b149ad11ad4bb75018fcf9519baec27d1c95951
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:32:39 2020 +0200
Trying out a new lighting model.
commit b0ac9f36f755dd06f7c17c46150568064790864f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 07:56:11 2020 +0200
Use bicubic interpolation for terrain.
commit f6fc9307a121514b614bc50ef8eb055953e7da8a
Merge: 33140a295 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 05:01:41 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 4764415312aae6e9ac2d00e86e84577cb958f1ab
Merge: ed2d0111d 13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 04:54:48 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 13388ee6a42943f3f79a9cb488346cef18e272fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 20:30:08 2020 +0200
Various fixes (to coloring and to soft shadows).
commit fbd084a94a067082a87cd6d28b82054709bc9265
Merge: 5a089863b 4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 18:50:38 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
commit ed2d0111d994262ae836d84d1fe5a45e4de72a0b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 06:49:27 2020 +0200
Combining colors and LOD.
commit 88342640c6b835114d01c797b89fdede3b0a2108
Merge: 33140a295 5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:49:20 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 33140a2951b8212725f42c758b277aaec4d888f7
Merge: 4c65a5aed f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:36:21 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 5a089863beb01d4794bbe3580ada47b278715ea2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 03:17:49 2020 +0200
Making maps brighter.
This is probably not the right way to do it, but oh well!
commit 32b2c99109dd486aa922886081068f9c550c83f2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 02:46:36 2020 +0200
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.
commit f8926a5737ddc51f3d585c651a64c43677aae0f4
Merge: a1aee931e 875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Mar 13 13:32:42 2020 +0100
Merge remote-tracking branch 'origin/master' into sharp/map-colors
commit 4c65a5aed353b119aea65a2aaeb94549b67beb42
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date: Mon Feb 24 16:48:05 2020 +0000
Made LOD setting slider exponential
commit 2fa7b2d20d7233dc8bfd64f9f7f54617575248f1
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 17:49:53 2020 +0000
Added mist to LoD
commit aab059a450b5f635777129ff82cc15b662965c3c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 15:14:06 2020 +0000
Added LoD slider
commit 779c36b538121c5ade3633ae5cb67bb14c8c3877
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:54:55 2020 +0000
Reduced cost of vertex pushing
commit 9fea150473906b166365b738ebcea07c697daf3d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:38:53 2020 +0000
Fixed maths, improved LoD resolution
commit 5481df38fea5bf183ff376a3337179cfaa5233dc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 11:22:50 2020 +0000
Dynamically relocate LoD vertices to enhance details
commit a3e36a50ababd615da7db1b26158c7906a5def01
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 18:13:51 2020 +0000
Simpler terrain spiral rendering
commit 255f450ae9ac8763db4bede075fb409161ed57cc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:53:17 2020 +0000
Better LoD precision
commit 3d027aebe812a5b8658a4eb8123dc9f61b3776d2
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:04:03 2020 +0000
Better falloff
commit be775c9484b457b2c0b1a494aec03392d0c70e76
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 15:30:45 2020 +0000
Applied good ideas from experimental branch
commit 58587b68545a23c5c04ab4574a4b94b3bc982246
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 16:15:13 2020 +0000
Minor fixes to LoD merging
commit 7b42aebd709c14df2db766aad61d9280ad24d84d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 15:04:44 2020 +0000
Capped LoD dragging
commit 8aafc559f87124e1ea5ca6e3ddc2aa0c242d793c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:54:37 2020 +0000
Better blending between LoD and terrain border
commit edd3455d5161792d87ddc8eadc0ecbad5532b284
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:40:19 2020 +0000
Fixed LoD z depth, added sea level offset
commit b9b06744620114dd5556e73f64fa93c145503a7c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:27:43 2020 +0000
Better LoD smoothing
commit a1aee931e790431560cd2d953ad61d9497072afd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Feb 21 14:52:17 2020 +0100
Adding shadows.
commit 2400786c13dd891c131ed86d48d05df516a8a778
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 13:48:40 2020 +0000
Use world map as LoD source
commit dbf650f504a4c25fbbc2096ac3616c736bf52d23
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Jan 20 00:48:14 2020 +0000
Better clouds at distance
commit 5e6f81b86cdb9730b9b056877b19257075fd5fa8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Jan 19 23:59:02 2020 +0000
sync
commit 745e7540ddb000cc645f612767b337c2ddc3f7c0
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 12:40:48 2019 +0000
Improved cloud falloff mist, faster noise sampling
commit f6a200d0cb866196ba57697466755f9e0c7ea5d8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 10:09:00 2019 +0000
Improved long-range depth precision, removed unnecessary LoD polygons
commit 63d1b2bb2292898d59fb4f4e502201103dfeb86f
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 20:57:46 2019 +0000
Working LoD shader
commit f13d98ee3e58f881e8b978861a67663b59ed91ec
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 11:03:40 2019 +0000
LoD first attempt (stack overflow issue)
2020-08-20 18:34:59 +00:00
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}
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2021-04-06 05:15:42 +00:00
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}
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best
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};
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let downhill_wpos = if downhill < 0 {
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None
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Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
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} else {
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Some(
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Vec2::new(
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(downhill as usize % map_size.x as usize) as i32,
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(downhill as usize / map_size.x as usize) as i32,
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) * TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
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)
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(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
---
Pretty much a Veloren fork at this point. Here's a high level overview of the changes (will be added to CHANGELOG just before merge).
At a high level this MR incorporates roughly two groups of changes.
The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting
engine. This is "feature work" that (mostly) only adds new things to Veloren, and mostly shouldn't affect old stuff.
The second big group of changes are those addressing the fallout from all the new features. These include performance fixes of
various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel
models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions
(coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork
of `conrod`). Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably
changes (TODO: Fill in this section when it's complete).
The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a
handful of people, so I recommend that this code be reviewed particularly carefully.
---
At a high level (each will be described in more detail below):
- The world map has been refactored.
- The world size is no longer hardcoded (@zesterer).
- The map generation code was made generic to allow using it outside of the `world` crate (@zesterer).
- On world creation, we now compute *horizon maps* (@zesterer).
- The way we pass the world from the server to the client has been updated (@xMAC94x).
- Artifacts related to image rotation were fixed (@imbris).
- Multiflow rivers were enabled (@zesterer).
- In the process of making changes related to the world map, various incidental fixes and optimizations were required.
- The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest).
- A new LOD terrain rendering step was added to the pipeline.
- The LOD terrain quality was made configurable via a graphics setting.
- Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain.
- A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out).
- A semi-accurate index of refraction was assigned to our materials.
- A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF.
- We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure.
- We attempt to compute *realistic light attenuation* in water using its real material properties.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo)
- Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*.
- Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*.
- "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing.
- In the process of making changes related to shadow maps, various incidental fixes and optimizations were required.
The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other
changes happening in master. Therefore, a large number of performance improvements were also needed:
- The graphics options were made much more flexible and configurable, and shaders were optimize.
- New options were provided for how to render lights and shadows (@Pfauenauge, @zesterer).
- Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris).
- Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo).
- In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required.
- Voxel model creation was switched to use *greedy meshing.*
- A new voxel meshing method, greedy meshing, was added (@imbris).
- Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge).
- New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer).
- Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- Animation and terrain math were switched to use SIMD where possible.
- Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris).
- The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge).
- Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge).
- Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge).
- Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris).
- SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- The way we cache glyphs was completely refactored, fixed, and optimized.
- Our fork of `conrod` was optimized in various ways (@imbris).
- Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris).
- Our use of the glyph cache was rewritten for correctness (@imbris).
- A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris).
- Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge).
- In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required.
- Colors were changed to keep Veloren's look consistent with master.
- Some older tree models were brought back (@Pfauenauge).
- TODO(@Sharp): All hardcoded colors were extracted and made hotloadable.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style.
A detailed description of the involved changes follows.
---
- The world size is no longer hardcoded. All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`). Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`). Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always). See `world/src/sim/mod.rs` for these changes.
- The map generation code was made generic to allow using it outside of the `world` crate. The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`. The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction. This also means that colors are now passed in separately to the map generation function. See <https://veloren.net/devblog-78/> for more details.
- On world creation, we now compute *horizon maps*. See the function in `world/src/sim/util.rs`.
Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible). As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers). We can also use this for the moon, if we want, since the moon follows the same path. Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk.
Support for horizon maps has been merged into the map functionality in common as well.
- The way we pass the world from the server to the client has been updated. Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information. We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height). See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing.
- Artifacts related to image rotation were fixed. See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation. This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes. I reproduce the first two paragraphs of the MR description as well:
```
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
```
- Multiflow rivers were enabled.
This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it.
We already computed multiple outflows from each chunk for erosion purposes long before this MR.
However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers.
Now that
- In the process of making changes related to the world map, various incidental fixes and optimizations were required. Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular. Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing. These sorts of changes are spread all arond the code.
This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`.
The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping).
- Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer)
- Calls to power or trig functions were removed or replaced with multiplications, where possible.
- After some deliberation
- To properly handle sprite "waving" for nearby sprites,
We explicitly designed the greedy meshing system with figures and sprites in mind.
In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know
we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so
they can be packed into some specific subtexture).
For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as
possible into one giant tetxure atlas. However, in the future we might opt to pack them slightly less efficiently in exchange for
shrinking the sprite vertex size.
For figures, we pack all the textures for each *model* into the same atlas.
is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple
models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations.
This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the
model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an
exact fit. In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without
texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function
that, when called, will execute the rest of the computation. We push this continuation (which in Rust terms is a `FnOnce` closure
that takes the `ColLightsInfo` that it is supposed to write to as context) onto a
onto a vector
resizing. To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed. Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the
- Matrix multiplications in the shader were reduced for figure data (@zesterer).
- Vertex "waves" for fluid data were removed.
- Terrain "bending" near edges was removed.
- Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block. It was also changed to take ownership of its voxel data,
rather than sharing it, to let it be used with meshing.
- Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`.
- PositionedGlyph::standalone.
---
I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions]
where I needed features from elsewhere but I am particularly grateful for the following resources,
esepcially where they have accompanying source code. I linked all of them that are accessible to the public (those that are not were
obtained through legal means).
[^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419.
[^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina.
[^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152.
[^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017.
[^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>.
[^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>.
I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR.
---
Squashed commit of the following:
commit 300505e7305a2fdac722a808ee8538323f215f39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 18:46:25 2020 +0200
Fixing cargo doc and typo in CHANGELOG.
commit ec0aeb18e8499d7d84ef818331b4b65c3d76cea6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 15:38:50 2020 +0200
Hopefully final commit for the LOD branch.
commit 5e8ea0b1eaac02903a02feb2eb038d195de4872f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 10:14:26 2020 +0200
Falling back to power as stopgap.
commit e44a1cbf46504ee9931a01bdc9033e145500d557
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 09:25:41 2020 +0200
Address imbris feedback.
Temporarily disables shiny water, lowers max VD.
These restrictions will be lifted soon after merging.
commit 561e25778a108ac3712f5ec2ce3a51234c4430d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 08:31:13 2020 +0200
Tweaking shaders a bit.
commit 7d19259078ce0dd7b3742ad7d0cb3fab3ece3fdc
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:59:43 2020 +0200
Fix view example as well.
commit 051cd4934e0fad2c0b15db4380a4189fa318679f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:29:06 2020 +0200
Fix meshing benchmark.
commit c95e07db3b4dcca285678985e65e31b927cb1c61
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 05:46:22 2020 +0200
Address MR feedback, fix scene clouds.
commit 1bfb816cabdb3ffc1e507a009c2d98696b4b573a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:39:36 2020 +0200
Incorporating Pfau's figure color changes.
New eyes and new humanoid colors.
commit 3f9b89a3ac7b3356b1dba0d1a8f6541357f81469
Merge: e2f5162e4 62c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:29:41 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit e2f5162e4f96f4124aa43488f7245d341b3dcfd4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:28:38 2020 +0200
World colors are all hotloadable.
They live in assets/world/style/colors.ron.
Only a small handful of hardcoed colors remain in World; they are either
part of the map, or difficult to disentangle from the rest of the
computation. Comments are made where appropriate.
commit 62c53963abe1975009d34a8f9515a355bef24f31
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date: Wed Aug 19 15:59:00 2020 +0200
replace pretty_env_logger with tracing
commit 5b1625f99d9586fe80e2232f583ec5af9f953099
Merge: d71003acd 4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:15:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit d71003acdabeff970b3928e97c26af6847b5b78e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:14:34 2020 +0200
Hotloading colors, part 1: colors in common.
Currently, this just entails humanoid colors. There are only three
colors not handled; the light emitter colors in
common/src/comp/inventory/item/tool.rs. These don't seem important
enough to me to warrant making hotloadable, at least not right now, but
if it's needed later we can always add them to the file.
commit 63b5e0e553eb2ea49276f192a6fc7dd65254270d
Merge: c32b337a4 6d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 13:05:37 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c32b337a46e10d9de473d178a94a3ccd61c39bb3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:52:04 2020 +0200
Fixing LOD grid, for real.
commit a166ae0360395387e09fb35a1f84210c2ce5ec24
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:28:05 2020 +0200
Addressing imbris's initial feedback.
Fixes two minor bugs: explosion particles were no longer spawning
randomly, and LOD grids were not perfectly even.
commit 4cbad004f44060994252dd3d38647a14a589712f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:27:58 2020 +0200
Bumping nightly per request.
commit 548680276aac77c25d43d16b5622f847d474dbef
Merge: acc098604 8f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:26:06 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit acc0986040589a3492f88a740bc3c3fc693b26d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:28:32 2020 +0200
Lower resolution due to lying drivers.
commit d3b878de2a52c358d2944a6bbd0555dad7fbdb10
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:15:38 2020 +0200
Fix issues msh encountered with Intel 4600.
commit 10245e0c1b0cb6fae10d86409435364edc6102ef
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 21:15:02 2020 +0200
Merge more models into one mesh than we did previously.
commit 3155c31e663c52ae5c3a53d5fb5665892a1a498a
Merge: 7204cc8a7 3c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:35:22 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7204cc8a7a4f74a30306bd205d9834fee4bb944f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:34:43 2020 +0200
Fix not yet done NPC animations.
This forces them all to be the idle animation if not specified.
This fixes issues where you'd have giant NPCs in water.
commit bc83360f2a08918f19d417b5f772e1ff554dba08
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 19:36:37 2020 +0200
Try to fix some bugs:
- Z fighting with LOD terrain and water.
- Audio SFX not playing.
commit 1fd104aa603bf3781b6526a5cada46aeca3049dd
Merge: 862df3c99 7c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 12:02:31 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 862df3c9976c4da9bd7cfd784f1a85973127968a
Merge: 0a4218ed9 75c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 05:52:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0a4218ed9d541a2b34c133351bea38a99ddf4ea7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 22:27:14 2020 +0200
Fix particle depth.
commit f51dfdeb442d0dd5243dd2f344fa4be295bd0875
Merge: c6251a956 5e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:19:04 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit c6251a956ad376400dca5c23420cf8d213dc8fdf
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:15:46 2020 +0200
Cache figures more intelligently.
Cache figures for longer, and don't cache character states for the
player except where they actually affect the rendered model.
commit 0ed801d5404982c6fb63b1eaa4567d908b294c9d
Merge: c11b9bdf0 eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 16:32:24 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c11b9bdf0a53bf9884d2f5a48fec9b01d582df1a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 11:47:15 2020 +0200
Remove unneeded Clippy annotation.
commit 16aa9ef40af56d69289d00aafb3deadfb8bd4f35
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 8 00:53:02 2020 +0200
Fix hotloading and Clippy.
commit 3dc973e0be5b758da1e9805eb764ad401374cd0c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 23:50:27 2020 +0200
Major speedups with SIMD.
commit fba64a7d93d5a96077ce87287bbce6ab9b7fbcae
Merge: 76429d00e d1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:19 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 76429d00eea00d212fbd672a84ee91e75b19b938
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:10 2020 +0200
Add clippy.toml.
commit c79f512f84dbb83cb82b7954db68ff241dfd8e41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 11:55:20 2020 +0200
Fix all clippy issues, clean up Rust code.
commit 6f90e010b3fbefb53b0d632e819931350015b6b8
Merge: 77a8c7c26 5929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:30 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 77a8c7c267d3f44a1a62bd6b2274359973c5e4d4
Merge: b44e44232 44febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:10 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 5929cfa5c713aa392110bbb62407f76caf53c3df
Author: jshipsey <jshipsey18@gmail.com>
Date: Thu Aug 6 20:47:27 2020 -0400
fixed in-hand arrow bug
commit b44e442325d828f1cd564d66908f89d09e80474b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 6 13:40:35 2020 +0200
Miscellaneous performance improvements.
commit be37acf287c1360d8085862526ac3365ffd1d768
Merge: 125d7fc6c c11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 05:49:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 125d7fc6c4dcd8c8c5f27b8268a4d64f409f3644
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 04:55:31 2020 +0200
Abstract over simd vs. repr_c vectors.
Also some minor improvements to Event size.
commit d4d4956e9252e1241ce110b2aa85076c6b1e2a23
Merge: 5f3b7294a aced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:56:54 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 5f3b7294af1f8533edc2620b58863c248e2b07af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:43:52 2020 +0200
Fix formatting issues I missed before.
commit a428a3ebba70dcab63dd0f8cd983120c90617271
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:41:51 2020 +0200
Fix clippy warnings, part 1.
There aer still a bunch of type too complex and
function takes too many arguments warnings that I'll fix later
(or ignore, since in the one case I did fix a function takes too
many arguments warning I think it made the code *less* readable).
commit ba54307540ed8a937ac08209730284fc653af85b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 30 13:22:42 2020 +0200
Fix light animations so they are removed when the light turns off.
commit 7e0f4bcbf0f4717145d8beac40d52e3acebbe2aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 21:10:20 2020 +0200
Fix crash in edge case for pixel art.
commit 56da06f7a351e2b949e9b014a90b974d511a0924
Merge: cf74d55f2 9f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:56:52 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:29:52 2020 +0200
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
The first concern was addressed by fixing the dimensions of the map
images drawn from the UI (so that we always use a square source
rectangle, rather than a rectangular one according to the dimensions of
the map). We also fixed the way rotation was done in the fragment
shader for north-facing sources to make it properly handle aspect ratio
(this was already done for north-facing targets). Together, these fix
rendering issues peculiar to rectangular maps.
The second and third concerns were jointly addressed by adding an
optional border color to every 2D image drawn by the UI. This turns
out not to waste extra space even though we hold a full f32 color
(to avoid an extra dependency on gfx's PackedColor), since voxel
images already take up more space than Optiion<[f32; 4]> requires.
This is then implemented automatically using the "border color"
wrapping method in the attached sampler.
Since this is implemented in graphics hardware, it only works (at
least naively) if the actual image bounds match the texture bounds.
Therefore, we altered the way the graphics cache stores images
with a border color to guarantee that they are always in their own
texture, whose size exactly matches their extent. Since the easiest
currently exposed way to set a border color is to do so for an
immutable texture, we went a bit further and added a new "immutable"
texture storage type used for these cases; currently, it is always
and automatically used only when there is a specified border color,
but in theory there's no reason we couldn't provide immutable-only
images that use the default wrapping mdoe (though clamp to border
is admittedly not a great default).
To fix the maps case specifically, we set the border color to a
translucent version of the ocean border color. This may need
tweaking going forward, which shouldn't be hard.
As part of this process, we had to modify graphics replacement to
make sure immutable images are *removed* when invalidated, rather
than just having a validity flag unset (this is normally done by
the UI to try to reuse allocations in place if images are updated
in benign ways, since the texture atlases used for Ui do not
support deallocation; currently this is only used for item images,
so there should be no overlap with immutable image replacement,
so this was purely precautionary).
Since we were already touching the relevant code, we also updated
the image dependency to a newer version that provides more ways
to avoid allocations, and made a few other changes that should
hopefully eliminate redundant most of the intermediate buffer
allocations we were performing for what should be zero-cost
conversions. This may slightly improve performance in some
cases.
commit ad18ce939940a8c697270f6e9b94db9942fd8295
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 13:21:09 2020 +0200
Fix continent scale hack.
commit 36b1cb074f5b195aebd7dbbc3da7f0246a1a18ec
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 12:11:40 2020 +0200
Enable loading different sized maps without a recompile.
We may want to tweak the effects of the continent_scale_hack.
commit 13b6d4d534cc4814b7cb3294ca41bbfea0a6b186
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 10:55:48 2020 +0200
Removing WORLD_SIZE, part 1.
Erased almost every instance of WORLD_SIZE and replaced it with a local
power of two, map_size_lg (which respects certain invariants; see
common/src/terrain/map.rs for more details about MapSizeLg). This also
means we can avoid a dependency on the world crate from client, as
desired.
Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
next step is to arrange for maps to store their world size, and to use
that world size as a basis prior to loading the map (as well, probably,
as prior to configuring some of the noise functions).
commit 30b1d2c6428230a9eaa0d749cdcbbd6f1cbccd78
Merge: 7d56ba31b 1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:58 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 7d56ba31b445441461b28a07fc495d7d4f047c17
Merge: 2101113b4 598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 1377b369f6db2258e910d467a5740f31789e3ded
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sun Jul 19 23:25:38 2020 +0200
more saturated pumpkins
commit ae8d50527f93bb0616c2ad46ce4dacb63bc37c6d
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sat Jul 18 20:29:56 2020 +0200
acacia models
commit 2101113b467e691de787392d7f20f1745f5637bd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 18 18:55:25 2020 +0200
Higher detail LOD.
commit add2cfae04b4385fa5590e11e2bd5229d9dee0aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 16 01:57:39 2020 +0200
Revert some irrelevant stuff.
commit 2e2ab3dc1eaa59a4aef7f8d34a53d8aae4c8553a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 15 13:30:49 2020 +0200
Fixing various things about shadows.
* Correcting optimal LISPSM parameter.
* Figure shadows are cast when they're not visible.
* Chunk shadows stay cast until you look away.
* Seamless cubemaps for point lights.
* Etc.
commit 6c31e6b56217274285b597af297036691ea5d897
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 19:50:26 2020 +0200
Fix shadow creation.
commit 6332cbe006115ae205597529cd8bbccd146c2cca
Merge: be438657c 930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:47:00 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit be438657c33d7b5bfb0a9582c3ed3fd366637323
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:28:08 2020 +0200
Tweaks to shadows.
Added shadow map resolution configuration, added seamless cubemaps,
documented all existing rendering options, and fixed a few Clippy
errors.
commit 23b4058906013c7d2a40c286e20e32c5fbd897ed
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 10:11:19 2020 +0200
Fix moon, use nonlinear noise for terrain.
Note that the latter has a bit of performance cost.
commit 7fbe5cbfbb9dc29607957b8e62f432a4deed193d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:23:02 2020 +0200
Address lies about max texture size.
commit bcfc62b5e13a1cdd83f57535fde4694720bebfd9
Merge: 75e3626a7 18a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:22:08 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 75e3626a785919f43fdcf2127c2b10e3e4df2f9f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:21:52 2020 +0200
OpenGL 3.3 minimum.
commit 18a08e8fe2739f02af99a5d2cb4e7c38c49e858b
Author: Monty Marz <m.marzouq@gmx.de>
Date: Tue Jul 7 23:57:52 2020 +0200
settings localization
commit 90c5d1ca3620092bc3ae10b2211489eb1cf6f5e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 21:11:48 2020 +0200
Lower near distance.
commit 0e66f02b25aaddaa2dfddbbc89cd67de54a9a7b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 20:09:01 2020 +0200
All sprites sway in the wind now.
commit db1401a6910bf42dcf502462c90038752ff5fbdb
Merge: 69e508d8c e8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 19:34:17 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 69e508d8c94d8973033817ca86f357e466fc7c4d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 18:41:37 2020 +0200
Make it easy to switch to SIMD for math.
commit ffe0f5928c7a7e87d00cb5426b3b1d831d7e02fd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 21:21:12 2020 +0200
Fix some issues with underwater rendering.
commit bfda6da42f38fd02c31ee92c81ab785a3e50c2a0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 19:17:59 2020 +0200
Fix some minor display issues.
commit 0ed752e087968cf901301884aaeae698e32ef8a5
Merge: ccc6a06a8 518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:14:21 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit ccc6a06a8d4504d6b9f7af7905a414d2ee06ab76
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:04:34 2020 +0200
Some minor changes.
commit 4e020246702889269efe1a191788992164c508d6
Merge: 50a64d927 e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 16:17:40 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 50a64d927e6c4f4b0e4688e4cbfca694bc3f922a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 13:07:03 2020 +0200
Fix far plane.
commit 7dd06da34cae8f9ea3b6c889fe965181f3fd3949
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:25:35 2020 +0200
Add shadows.glsl.
commit 618a18c998778bf871b905a74657440fcc384c80
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:10:22 2020 +0200
Adding shadows, greedy meshing, and more.
commit eaea83fe6a5cb1cb0ba8beef888183c718258496
Merge: 267018495 2f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 22:47:07 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 2670184954a13e4a9e7a4e35ba79aac0c5fac2f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 21:20:01 2020 +0200
Make civsim and sites deterministic.
For anything in worldgen where you use a HashMap, *please* think
carefully about which hasher you are going to use! This is
especially true if (for some reason) you are depending on hashmap
iteration order remaining stable for some aspect of worldgen.
commit f8376fd5dc72b4a9c2f51a6b4570d59c8b8e9343
Merge: 654f7e049 cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 17:53:57 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 654f7e049258d9da27c09608bbe6a46ffa8787e5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed May 20 21:22:30 2020 +0200
Correct backface culling.
commit 560501df05ca725409b0f2e4eb31bdfdc15fd0c7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue May 19 17:22:06 2020 +0200
Greedy messhing for shadows.
commit a4d87e1875ca543436e6bbbeb20348facc5a52d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun May 17 05:59:00 2020 +0200
Shadow maps work for lantern.
commit 243d0837b8a3b08172c9a3c348d964d7ddc2a0a8
Merge: 04382dc28 71dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:53:13 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 04382dc28632b6c66e8821f6870c0daaa1c1901a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:22:17 2020 +0200
WIP: better graphics config, better LOD, shadow maps.
commit 22ddbad3eb32bfa70f0932176022208fe67ded81
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 18:54:09 2020 +0200
Minor shader fixes.
commit 746a10e8d01ac235f994b0cde78fa48998602a1f
Merge: 0f4a0e763 40ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 04:02:09 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0f4a0e763db3afbdc4fb0558611f38326ca87151
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 23:03:24 2020 +0200
Switch back to pop-in terrain.
commit dd74fa7e4a53667b38811d7aec58d7f6a68889bb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 22:58:55 2020 +0200
LOD shading closer to voxel shading.
commit ef67bd58ba0bdaf622b078892d768263b6cba268
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 28 20:49:03 2020 +0200
Experimental underwater lighting.
commit 2c5ad9d07605e80d5fd5679dd3a5d70c605b86a9
Merge: 748279835 303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 22:35:24 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7482798354eda18c8207950080fc24d443a369de
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 21:59:55 2020 +0200
Replace discard in figure-frag.
commit d83b4ae69be4912f69bf7835f509c68a1c7770a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:45:57 2020 +0200
Fix sprite lighting, HDR from focus_pos.
commit 0594238004f116274905fa0ed7c2b6c417ed1d29
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:14:10 2020 +0200
Proper HDR from point lights.
commit 48c93d2b41ce5743103d18e76cc228f5ac766492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 14:01:43 2020 +0200
Brighter ambiance, darker LOD shadows.
commit e0452e895ccfa8a43f368cae3b8b8aedc24dad93
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 13:13:23 2020 +0200
More proper HDR.
commit 4c6da3ed16cfeebb455e40da5f557b4af9a499d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 00:13:10 2020 +0200
Trying LOD noise.
commit 682a3d74c85df5503ffe1fc1cc891bce789df1ad
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 23:11:08 2020 +0200
Fix LOD heights in towns.
commit cc39e5734e8b18f9077bf42e66337c1319dd6b6e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 21:01:23 2020 +0200
More LOD fixes.
commit 8116b21c2e51c836e77894e309ac273caf2917b3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:54:43 2020 +0200
I like this coloring.
commit bc2560ea90b36f4b46190005344232d993043ac3
Merge: 14effdd5d e690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:48:33 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 14effdd5db8747fcf3eb34f03b46b7792e92d1c5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:24:35 2020 +0200
Re-saturate.
commit 48a643955d4435b78179acba0beb4a979905cc31
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:23:57 2020 +0200
Various fixes.
commit f7b497a0c25f4ad4682c71dd1ed6f608052feb9b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 03:22:49 2020 +0200
Render figures again.
commit 44e4aad48deba8266b9f8bdfd3db096b381f5327
Merge: e6f0a5a98 9ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 02:01:04 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit e6f0a5a981a82533ba188fff0a54ce98577bb152
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 24 16:12:20 2020 +0200
Add atmospheric scattering.
commit f2953087f691a8edbc001cb98ebf5059fc6f8ac0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 23 00:01:20 2020 +0200
Fix shadowing for specular reflections.
commit ddd4a67a9799b8d08c7dc0c2bec90621c2bed0e3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Apr 22 22:56:12 2020 +0200
HDR fixes.
commit 1015e60deef3c447381996277df7496707a63bd0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 21 18:25:19 2020 +0200
More lighting changes.
commit 80c264abd111fb237e57843efcb5c071d4f84613
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 13 00:29:59 2020 +0200
Lighting experiments.
commit 8414987e589dd5102bad89762a3adaccc0bfe957
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 9 02:38:40 2020 +0200
WIP -- lighting changes and soft shadows.
commit 9cd2b3fb0d6b49776c6dfe463e4169637250b11a
Merge: c7ea687eb 8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:29 2020 +0200
Merge branch 'sharp/new-lighting' into sharp/small-fixes
commit c7ea687ebbc5aace1b455f134a5bf49ce2c7434a
Merge: 476441531 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:02 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 8b149ad11ad4bb75018fcf9519baec27d1c95951
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:32:39 2020 +0200
Trying out a new lighting model.
commit b0ac9f36f755dd06f7c17c46150568064790864f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 07:56:11 2020 +0200
Use bicubic interpolation for terrain.
commit f6fc9307a121514b614bc50ef8eb055953e7da8a
Merge: 33140a295 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 05:01:41 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 4764415312aae6e9ac2d00e86e84577cb958f1ab
Merge: ed2d0111d 13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 04:54:48 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 13388ee6a42943f3f79a9cb488346cef18e272fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 20:30:08 2020 +0200
Various fixes (to coloring and to soft shadows).
commit fbd084a94a067082a87cd6d28b82054709bc9265
Merge: 5a089863b 4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 18:50:38 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
commit ed2d0111d994262ae836d84d1fe5a45e4de72a0b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 06:49:27 2020 +0200
Combining colors and LOD.
commit 88342640c6b835114d01c797b89fdede3b0a2108
Merge: 33140a295 5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:49:20 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 33140a2951b8212725f42c758b277aaec4d888f7
Merge: 4c65a5aed f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:36:21 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 5a089863beb01d4794bbe3580ada47b278715ea2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 03:17:49 2020 +0200
Making maps brighter.
This is probably not the right way to do it, but oh well!
commit 32b2c99109dd486aa922886081068f9c550c83f2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 02:46:36 2020 +0200
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.
commit f8926a5737ddc51f3d585c651a64c43677aae0f4
Merge: a1aee931e 875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Mar 13 13:32:42 2020 +0100
Merge remote-tracking branch 'origin/master' into sharp/map-colors
commit 4c65a5aed353b119aea65a2aaeb94549b67beb42
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date: Mon Feb 24 16:48:05 2020 +0000
Made LOD setting slider exponential
commit 2fa7b2d20d7233dc8bfd64f9f7f54617575248f1
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 17:49:53 2020 +0000
Added mist to LoD
commit aab059a450b5f635777129ff82cc15b662965c3c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 15:14:06 2020 +0000
Added LoD slider
commit 779c36b538121c5ade3633ae5cb67bb14c8c3877
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:54:55 2020 +0000
Reduced cost of vertex pushing
commit 9fea150473906b166365b738ebcea07c697daf3d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:38:53 2020 +0000
Fixed maths, improved LoD resolution
commit 5481df38fea5bf183ff376a3337179cfaa5233dc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 11:22:50 2020 +0000
Dynamically relocate LoD vertices to enhance details
commit a3e36a50ababd615da7db1b26158c7906a5def01
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 18:13:51 2020 +0000
Simpler terrain spiral rendering
commit 255f450ae9ac8763db4bede075fb409161ed57cc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:53:17 2020 +0000
Better LoD precision
commit 3d027aebe812a5b8658a4eb8123dc9f61b3776d2
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:04:03 2020 +0000
Better falloff
commit be775c9484b457b2c0b1a494aec03392d0c70e76
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 15:30:45 2020 +0000
Applied good ideas from experimental branch
commit 58587b68545a23c5c04ab4574a4b94b3bc982246
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 16:15:13 2020 +0000
Minor fixes to LoD merging
commit 7b42aebd709c14df2db766aad61d9280ad24d84d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 15:04:44 2020 +0000
Capped LoD dragging
commit 8aafc559f87124e1ea5ca6e3ddc2aa0c242d793c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:54:37 2020 +0000
Better blending between LoD and terrain border
commit edd3455d5161792d87ddc8eadc0ecbad5532b284
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:40:19 2020 +0000
Fixed LoD z depth, added sea level offset
commit b9b06744620114dd5556e73f64fa93c145503a7c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:27:43 2020 +0000
Better LoD smoothing
commit a1aee931e790431560cd2d953ad61d9497072afd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Feb 21 14:52:17 2020 +0100
Adding shadows.
commit 2400786c13dd891c131ed86d48d05df516a8a778
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 13:48:40 2020 +0000
Use world map as LoD source
commit dbf650f504a4c25fbbc2096ac3616c736bf52d23
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Jan 20 00:48:14 2020 +0000
Better clouds at distance
commit 5e6f81b86cdb9730b9b056877b19257075fd5fa8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Jan 19 23:59:02 2020 +0000
sync
commit 745e7540ddb000cc645f612767b337c2ddc3f7c0
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 12:40:48 2019 +0000
Improved cloud falloff mist, faster noise sampling
commit f6a200d0cb866196ba57697466755f9e0c7ea5d8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 10:09:00 2019 +0000
Improved long-range depth precision, removed unnecessary LoD polygons
commit 63d1b2bb2292898d59fb4f4e502201103dfeb86f
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 20:57:46 2019 +0000
Working LoD shader
commit f13d98ee3e58f881e8b978861a67663b59ed91ec
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 11:03:40 2019 +0000
LoD first attempt (stack overflow issue)
2020-08-20 18:34:59 +00:00
|
|
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};
|
2021-07-25 02:31:31 +00:00
|
|
|
(Rgb::new(r, g, b), alti, downhill_wpos)
|
2021-04-06 05:15:42 +00:00
|
|
|
} else {
|
2021-07-25 02:31:31 +00:00
|
|
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(Rgb::zero(), 0, None)
|
2021-04-06 05:15:42 +00:00
|
|
|
};
|
|
|
|
let alt = f64::from(rescale_height(scale_height_big(alt)));
|
|
|
|
let wpos = pos * TerrainChunkSize::RECT_SIZE.map(|e| e as i32);
|
|
|
|
let downhill_wpos = downhill_wpos
|
|
|
|
.unwrap_or(wpos + TerrainChunkSize::RECT_SIZE.map(|e| e as i32));
|
2021-07-25 02:31:31 +00:00
|
|
|
let is_path = rgb.r == 0x37 && rgb.g == 0x29 && rgb.b == 0x23;
|
|
|
|
let rgb = rgb.map(|e: u8| e as f64 / 255.0);
|
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|
|
let is_water = rgb.r == 0.0 && rgb.b > 0.4 && rgb.g < 0.3;
|
|
|
|
|
|
|
|
let rgb = if is_height_map {
|
2021-04-06 05:15:42 +00:00
|
|
|
if is_path {
|
|
|
|
// Path color is Rgb::new(0x37, 0x29, 0x23)
|
2021-07-25 02:31:31 +00:00
|
|
|
Rgb::new(0.9, 0.9, 0.63)
|
|
|
|
} else if is_water {
|
|
|
|
Rgb::new(0.23, 0.47, 0.53)
|
2021-04-04 06:01:40 +00:00
|
|
|
} else if is_contours && is_contour_line {
|
2021-04-06 05:15:42 +00:00
|
|
|
// Color contour lines
|
2021-07-25 02:31:31 +00:00
|
|
|
Rgb::new(0.15, 0.15, 0.15)
|
2021-04-03 02:00:37 +00:00
|
|
|
} else {
|
2021-04-06 05:15:42 +00:00
|
|
|
// Color hill shading
|
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|
|
let lightness = (alt + 0.2).min(1.0) as f64;
|
2021-07-25 02:31:31 +00:00
|
|
|
Rgb::new(lightness, 0.9 * lightness, 0.5 * lightness)
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
}
|
2021-07-25 02:31:31 +00:00
|
|
|
} else if is_stylized_topo {
|
2021-04-06 05:15:42 +00:00
|
|
|
if is_path {
|
2021-07-25 02:31:31 +00:00
|
|
|
Rgb::new(0.9, 0.9, 0.63)
|
|
|
|
} else if is_water {
|
|
|
|
if is_border {
|
|
|
|
Rgb::new(0.10, 0.34, 0.50)
|
|
|
|
} else {
|
|
|
|
Rgb::new(0.23, 0.47, 0.63)
|
|
|
|
}
|
|
|
|
} else if is_contour_line {
|
|
|
|
Rgb::new(0.25, 0.25, 0.25)
|
2021-04-06 05:15:42 +00:00
|
|
|
} else {
|
2021-07-25 02:31:31 +00:00
|
|
|
// Stylized colors
|
|
|
|
Rgb::new(
|
|
|
|
(rgb.r + 0.25).min(1.0),
|
|
|
|
(rgb.g + 0.23).min(1.0),
|
|
|
|
(rgb.b + 0.10).min(1.0),
|
|
|
|
)
|
2021-04-06 05:15:42 +00:00
|
|
|
}
|
|
|
|
} else {
|
2021-07-25 02:31:31 +00:00
|
|
|
Rgb::new(rgb.r, rgb.g, rgb.b)
|
2021-04-06 05:15:42 +00:00
|
|
|
}
|
|
|
|
.map(|e| (e * 255.0) as u8);
|
|
|
|
common::terrain::map::MapSample {
|
2021-07-25 02:31:31 +00:00
|
|
|
rgb,
|
2021-04-06 05:15:42 +00:00
|
|
|
alt,
|
|
|
|
downhill_wpos,
|
|
|
|
connections: None,
|
|
|
|
}
|
2021-04-03 02:00:37 +00:00
|
|
|
}
|
2021-07-25 02:31:31 +00:00
|
|
|
// Generate standard shaded map
|
2021-04-03 23:27:51 +00:00
|
|
|
map_config.is_shaded = true;
|
2021-04-06 05:15:42 +00:00
|
|
|
map_config.generate(
|
|
|
|
|pos| {
|
|
|
|
sample_pos(
|
|
|
|
&map_config,
|
|
|
|
pos,
|
|
|
|
&alt,
|
|
|
|
&rgba,
|
|
|
|
&map_size,
|
|
|
|
&map_size_lg,
|
|
|
|
max_height,
|
|
|
|
)
|
|
|
|
},
|
|
|
|
|wpos| {
|
|
|
|
let pos = wpos.map2(TerrainChunkSize::RECT_SIZE, |e, f| e / f as i32);
|
|
|
|
rescale_height(if bounds_check(pos) {
|
|
|
|
scale_height_big(alt[pos])
|
|
|
|
} else {
|
|
|
|
0.0
|
|
|
|
})
|
|
|
|
},
|
|
|
|
|pos, (r, g, b, a)| {
|
|
|
|
world_map_rgba[pos.y * map_size.x as usize + pos.x] =
|
|
|
|
u32::from_le_bytes([r, g, b, a]);
|
|
|
|
},
|
|
|
|
);
|
2021-07-25 02:31:31 +00:00
|
|
|
// Generate map with topographical lines and stylized colors
|
2021-04-03 02:00:37 +00:00
|
|
|
map_config.is_contours = true;
|
2021-07-25 02:31:31 +00:00
|
|
|
map_config.is_stylized_topo = true;
|
2021-04-03 02:00:37 +00:00
|
|
|
map_config.generate(
|
2021-04-06 05:15:42 +00:00
|
|
|
|pos| {
|
|
|
|
sample_pos(
|
|
|
|
&map_config,
|
|
|
|
pos,
|
|
|
|
&alt,
|
|
|
|
&rgba,
|
|
|
|
&map_size,
|
|
|
|
&map_size_lg,
|
|
|
|
max_height,
|
|
|
|
)
|
|
|
|
},
|
2021-04-03 02:00:37 +00:00
|
|
|
|wpos| {
|
|
|
|
let pos = wpos.map2(TerrainChunkSize::RECT_SIZE, |e, f| e / f as i32);
|
|
|
|
rescale_height(if bounds_check(pos) {
|
|
|
|
scale_height_big(alt[pos])
|
|
|
|
} else {
|
|
|
|
0.0
|
|
|
|
})
|
|
|
|
},
|
|
|
|
|pos, (r, g, b, a)| {
|
|
|
|
world_map_topo[pos.y * map_size.x as usize + pos.x] =
|
|
|
|
u32::from_le_bytes([r, g, b, a]);
|
|
|
|
},
|
|
|
|
);
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
ping_stream.send(PingMsg::Ping)?;
|
2021-07-25 02:31:31 +00:00
|
|
|
let make_raw = |rgb| -> Result<_, Error> {
|
2020-11-14 01:12:47 +00:00
|
|
|
let mut raw = vec![0u8; 4 * world_map_rgba.len()];
|
2021-07-25 02:31:31 +00:00
|
|
|
LittleEndian::write_u32_into(rgb, &mut raw);
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
Ok(Arc::new(
|
|
|
|
image::DynamicImage::ImageRgba8({
|
|
|
|
// Should not fail if the dimensions are correct.
|
|
|
|
let map =
|
|
|
|
image::ImageBuffer::from_raw(u32::from(map_size.x), u32::from(map_size.y), raw);
|
|
|
|
map.ok_or_else(|| Error::Other("Server sent a bad world map image".into()))?
|
|
|
|
})
|
|
|
|
// Flip the image, since Voxygen uses an orientation where rotation from
|
|
|
|
// positive x axis to positive y axis is counterclockwise around the z axis.
|
|
|
|
.flipv(),
|
|
|
|
))
|
|
|
|
};
|
|
|
|
ping_stream.send(PingMsg::Ping)?;
|
|
|
|
let lod_base = rgba;
|
|
|
|
let lod_alt = alt;
|
2021-07-25 02:31:31 +00:00
|
|
|
let world_map_rgb_img = make_raw(&world_map_rgba)?;
|
2021-04-06 05:15:42 +00:00
|
|
|
let world_map_topo_img = make_raw(&world_map_topo)?;
|
2021-07-25 02:31:31 +00:00
|
|
|
let world_map_layers = vec![world_map_rgb_img, world_map_topo_img];
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
let horizons = (west.0, west.1, east.0, east.1)
|
|
|
|
.into_par_iter()
|
|
|
|
.map(|(wa, wh, ea, eh)| u32::from_le_bytes([wa, wh, ea, eh]))
|
|
|
|
.collect::<Vec<_>>();
|
|
|
|
let lod_horizon = horizons;
|
|
|
|
let map_bounds = Vec2::new(sea_level, max_height);
|
|
|
|
debug!("Done preparing image...");
|
|
|
|
|
|
|
|
Ok((
|
|
|
|
state,
|
|
|
|
lod_base,
|
|
|
|
lod_alt,
|
2020-11-25 14:59:28 +00:00
|
|
|
Grid::from_raw(map_size.map(|e| e as i32), lod_horizon),
|
2021-04-03 23:27:51 +00:00
|
|
|
(world_map_layers, map_size, map_bounds),
|
2020-11-14 01:12:47 +00:00
|
|
|
world_map.sites,
|
2021-05-03 02:00:23 +00:00
|
|
|
world_map.pois,
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
recipe_book,
|
|
|
|
max_group_size,
|
|
|
|
client_timeout,
|
|
|
|
))
|
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
ServerInit::TooManyPlayers => Err(Error::TooManyPlayers),
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
}?;
|
|
|
|
ping_stream.send(PingMsg::Ping)?;
|
2019-04-24 07:59:42 +00:00
|
|
|
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
debug!("Initial sync done");
|
|
|
|
|
2019-03-03 22:02:38 +00:00
|
|
|
Ok(Self {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
registered: false,
|
2020-10-30 16:39:53 +00:00
|
|
|
presence: None,
|
2021-01-13 13:16:22 +00:00
|
|
|
runtime,
|
2019-05-08 16:22:52 +00:00
|
|
|
server_info,
|
2020-11-25 17:13:59 +00:00
|
|
|
world_data: WorldData {
|
|
|
|
lod_base,
|
|
|
|
lod_alt,
|
|
|
|
lod_horizon,
|
|
|
|
map: world_map,
|
|
|
|
},
|
2019-12-23 06:02:00 +00:00
|
|
|
player_list: HashMap::new(),
|
2020-05-09 15:41:25 +00:00
|
|
|
character_list: CharacterList::default(),
|
Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
|
|
|
sites: sites
|
|
|
|
.iter()
|
|
|
|
.map(|s| {
|
|
|
|
(s.id, SiteInfoRich {
|
|
|
|
site: s.clone(),
|
|
|
|
economy: None,
|
|
|
|
})
|
|
|
|
})
|
|
|
|
.collect(),
|
2021-05-03 02:00:23 +00:00
|
|
|
pois,
|
2020-07-14 20:11:39 +00:00
|
|
|
recipe_book,
|
2021-04-17 14:58:43 +00:00
|
|
|
available_recipes: HashMap::default(),
|
2021-02-10 19:42:59 +00:00
|
|
|
chat_mode: ChatMode::default(),
|
2019-01-15 15:13:11 +00:00
|
|
|
|
2020-08-07 01:59:28 +00:00
|
|
|
max_group_size,
|
2021-02-13 23:32:55 +00:00
|
|
|
invite: None,
|
2020-04-26 17:03:19 +00:00
|
|
|
group_leader: None,
|
2020-08-07 01:59:28 +00:00
|
|
|
group_members: HashMap::new(),
|
|
|
|
pending_invites: HashSet::new(),
|
2021-02-11 19:35:36 +00:00
|
|
|
pending_trade: None,
|
2020-04-26 17:03:19 +00:00
|
|
|
|
2021-04-14 14:17:06 +00:00
|
|
|
network: Some(network),
|
2020-07-09 07:58:21 +00:00
|
|
|
participant: Some(participant),
|
2020-10-06 11:15:20 +00:00
|
|
|
general_stream: stream,
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
ping_stream,
|
|
|
|
register_stream,
|
2020-10-06 11:15:20 +00:00
|
|
|
character_screen_stream,
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
in_game_stream,
|
2021-03-11 12:07:03 +00:00
|
|
|
terrain_stream,
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
|
2020-09-06 19:24:52 +00:00
|
|
|
client_timeout,
|
2019-03-03 22:02:38 +00:00
|
|
|
|
2020-03-01 22:18:22 +00:00
|
|
|
last_server_ping: 0.0,
|
|
|
|
last_server_pong: 0.0,
|
2019-05-23 08:18:25 +00:00
|
|
|
last_ping_delta: 0.0,
|
2020-07-10 20:25:45 +00:00
|
|
|
ping_deltas: VecDeque::new(),
|
2019-05-23 08:18:25 +00:00
|
|
|
|
2019-01-23 20:01:58 +00:00
|
|
|
tick: 0,
|
2019-03-03 22:02:38 +00:00
|
|
|
state,
|
2021-05-17 17:32:26 +00:00
|
|
|
view_distance: None,
|
2020-01-12 11:09:37 +00:00
|
|
|
loaded_distance: 0.0,
|
2019-04-11 22:26:43 +00:00
|
|
|
|
2019-05-16 20:18:48 +00:00
|
|
|
pending_chunks: HashMap::new(),
|
2021-04-28 21:26:09 +00:00
|
|
|
target_time_of_day: None,
|
2019-03-03 22:02:38 +00:00
|
|
|
})
|
2019-01-02 17:23:31 +00:00
|
|
|
}
|
|
|
|
|
2019-05-25 21:13:38 +00:00
|
|
|
/// Request a state transition to `ClientState::Registered`.
|
2021-02-18 00:01:57 +00:00
|
|
|
pub async fn register(
|
2020-01-02 08:43:45 +00:00
|
|
|
&mut self,
|
2020-01-11 21:04:49 +00:00
|
|
|
username: String,
|
2020-01-02 08:43:45 +00:00
|
|
|
password: String,
|
|
|
|
mut auth_trusted: impl FnMut(&str) -> bool,
|
|
|
|
) -> Result<(), Error> {
|
|
|
|
// Authentication
|
2021-03-11 00:08:12 +00:00
|
|
|
let token_or_username = match &self.server_info.auth_provider {
|
|
|
|
Some(addr) => {
|
2020-01-02 08:43:45 +00:00
|
|
|
// Query whether this is a trusted auth server
|
2021-07-11 18:41:52 +00:00
|
|
|
if auth_trusted(addr) {
|
2021-03-11 15:57:50 +00:00
|
|
|
let (scheme, authority) = match addr.split_once("://") {
|
|
|
|
Some((s, a)) => (s, a),
|
|
|
|
None => return Err(Error::AuthServerUrlInvalid(addr.to_string())),
|
|
|
|
};
|
|
|
|
|
|
|
|
let scheme = match scheme.parse::<authc::Scheme>() {
|
|
|
|
Ok(s) => s,
|
|
|
|
Err(_) => return Err(Error::AuthServerUrlInvalid(addr.to_string())),
|
|
|
|
};
|
|
|
|
|
|
|
|
let authority = match authority.parse::<authc::Authority>() {
|
|
|
|
Ok(a) => a,
|
|
|
|
Err(_) => return Err(Error::AuthServerUrlInvalid(addr.to_string())),
|
|
|
|
};
|
|
|
|
|
|
|
|
Ok(authc::AuthClient::new(scheme, authority)?
|
|
|
|
.sign_in(&username, &password)
|
|
|
|
.await?
|
|
|
|
.serialize())
|
2020-01-02 08:43:45 +00:00
|
|
|
} else {
|
2020-01-11 21:04:49 +00:00
|
|
|
Err(Error::AuthServerNotTrusted)
|
2020-01-02 08:43:45 +00:00
|
|
|
}
|
2021-03-11 00:08:12 +00:00
|
|
|
},
|
|
|
|
None => Ok(username),
|
|
|
|
}?;
|
2020-01-02 08:43:45 +00:00
|
|
|
|
2020-10-07 10:31:49 +00:00
|
|
|
self.send_msg_err(ClientRegister { token_or_username })?;
|
2020-01-02 08:43:45 +00:00
|
|
|
|
2021-02-18 00:01:57 +00:00
|
|
|
match self.register_stream.recv::<ServerRegisterAnswer>().await? {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
Err(RegisterError::AuthError(err)) => Err(Error::AuthErr(err)),
|
|
|
|
Err(RegisterError::InvalidCharacter) => Err(Error::InvalidCharacter),
|
|
|
|
Err(RegisterError::NotOnWhitelist) => Err(Error::NotOnWhitelist),
|
2021-03-01 20:29:18 +00:00
|
|
|
Err(RegisterError::Kicked(err)) => Err(Error::Kicked(err)),
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
Err(RegisterError::Banned(reason)) => Err(Error::Banned(reason)),
|
2020-10-04 23:11:02 +00:00
|
|
|
Ok(()) => {
|
|
|
|
self.registered = true;
|
|
|
|
Ok(())
|
|
|
|
},
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
}
|
2019-04-21 18:12:29 +00:00
|
|
|
}
|
|
|
|
|
2020-10-07 10:31:49 +00:00
|
|
|
fn send_msg_err<S>(&mut self, msg: S) -> Result<(), network::StreamError>
|
|
|
|
where
|
|
|
|
S: Into<ClientMsg>,
|
|
|
|
{
|
2021-06-18 06:23:48 +00:00
|
|
|
prof_span!("send_msg_err");
|
2020-10-07 10:31:49 +00:00
|
|
|
let msg: ClientMsg = msg.into();
|
|
|
|
#[cfg(debug_assertions)]
|
|
|
|
{
|
2020-10-12 08:18:28 +00:00
|
|
|
const C_TYPE: ClientType = ClientType::Game;
|
2020-10-30 16:39:53 +00:00
|
|
|
let verified = msg.verify(C_TYPE, self.registered, self.presence);
|
2020-12-30 14:50:17 +00:00
|
|
|
|
|
|
|
// Due to the fact that character loading is performed asynchronously after
|
|
|
|
// initial connect it is possible to receive messages after a character load
|
|
|
|
// error while in the wrong state.
|
|
|
|
if !verified {
|
|
|
|
warn!(
|
|
|
|
"Received ClientType::Game message when not in game (Registered: {} Presence: \
|
|
|
|
{:?}), dropping message: {:?} ",
|
|
|
|
self.registered, self.presence, msg
|
|
|
|
);
|
|
|
|
return Ok(());
|
|
|
|
}
|
2020-10-07 10:31:49 +00:00
|
|
|
}
|
|
|
|
match msg {
|
|
|
|
ClientMsg::Type(msg) => self.register_stream.send(msg),
|
|
|
|
ClientMsg::Register(msg) => self.register_stream.send(msg),
|
2020-10-12 08:18:28 +00:00
|
|
|
ClientMsg::General(msg) => {
|
2021-06-27 00:10:58 +00:00
|
|
|
#[cfg(feature = "tracy")]
|
|
|
|
let (mut ingame, mut terrain) = (0.0, 0.0);
|
2020-10-12 08:18:28 +00:00
|
|
|
let stream = match msg {
|
|
|
|
ClientGeneral::RequestCharacterList
|
|
|
|
| ClientGeneral::CreateCharacter { .. }
|
|
|
|
| ClientGeneral::DeleteCharacter(_)
|
|
|
|
| ClientGeneral::Character(_)
|
|
|
|
| ClientGeneral::Spectate => &mut self.character_screen_stream,
|
|
|
|
//Only in game
|
|
|
|
ClientGeneral::ControllerInputs(_)
|
|
|
|
| ClientGeneral::ControlEvent(_)
|
|
|
|
| ClientGeneral::ControlAction(_)
|
|
|
|
| ClientGeneral::SetViewDistance(_)
|
|
|
|
| ClientGeneral::BreakBlock(_)
|
|
|
|
| ClientGeneral::PlaceBlock(_, _)
|
|
|
|
| ClientGeneral::ExitInGame
|
|
|
|
| ClientGeneral::PlayerPhysics { .. }
|
|
|
|
| ClientGeneral::UnlockSkill(_)
|
|
|
|
| ClientGeneral::RefundSkill(_)
|
Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
|
|
|
| ClientGeneral::RequestSiteInfo(_)
|
2021-04-14 19:51:03 +00:00
|
|
|
| ClientGeneral::UnlockSkillGroup(_)
|
2021-05-01 18:28:20 +00:00
|
|
|
| ClientGeneral::RequestPlayerPhysics { .. }
|
2021-11-11 22:55:14 +00:00
|
|
|
| ClientGeneral::RequestLossyTerrainCompression { .. } => {
|
2021-06-27 00:10:58 +00:00
|
|
|
#[cfg(feature = "tracy")]
|
|
|
|
{
|
|
|
|
ingame = 1.0;
|
|
|
|
}
|
2021-05-01 18:28:20 +00:00
|
|
|
&mut self.in_game_stream
|
|
|
|
},
|
2021-03-11 12:07:03 +00:00
|
|
|
//Only in game, terrain
|
2021-06-27 00:10:58 +00:00
|
|
|
ClientGeneral::TerrainChunkRequest { .. } => {
|
|
|
|
#[cfg(feature = "tracy")]
|
|
|
|
{
|
|
|
|
terrain = 1.0;
|
|
|
|
}
|
|
|
|
&mut self.terrain_stream
|
|
|
|
},
|
2020-10-12 08:18:28 +00:00
|
|
|
//Always possible
|
2021-06-17 18:55:21 +00:00
|
|
|
ClientGeneral::ChatMsg(_)
|
|
|
|
| ClientGeneral::Command(_, _)
|
|
|
|
| ClientGeneral::Terminate => &mut self.general_stream,
|
2020-10-12 08:18:28 +00:00
|
|
|
};
|
2021-06-27 00:10:58 +00:00
|
|
|
#[cfg(feature = "tracy")]
|
|
|
|
{
|
|
|
|
INGAME_SENDS.point(ingame);
|
|
|
|
TERRAIN_SENDS.point(terrain);
|
|
|
|
}
|
2020-10-12 08:18:28 +00:00
|
|
|
stream.send(msg)
|
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
ClientMsg::Ping(msg) => self.ping_stream.send(msg),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-04-14 19:51:03 +00:00
|
|
|
pub fn request_player_physics(&mut self, server_authoritative: bool) {
|
|
|
|
self.send_msg(ClientGeneral::RequestPlayerPhysics {
|
|
|
|
server_authoritative,
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
2021-05-01 18:28:20 +00:00
|
|
|
pub fn request_lossy_terrain_compression(&mut self, lossy_terrain_compression: bool) {
|
|
|
|
self.send_msg(ClientGeneral::RequestLossyTerrainCompression {
|
|
|
|
lossy_terrain_compression,
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
2020-10-07 10:31:49 +00:00
|
|
|
fn send_msg<S>(&mut self, msg: S)
|
|
|
|
where
|
|
|
|
S: Into<ClientMsg>,
|
|
|
|
{
|
|
|
|
let res = self.send_msg_err(msg);
|
|
|
|
if let Err(e) = res {
|
|
|
|
warn!(
|
|
|
|
?e,
|
|
|
|
"connection to server no longer possible, couldn't send msg"
|
|
|
|
);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-05-25 21:13:38 +00:00
|
|
|
/// Request a state transition to `ClientState::Character`.
|
2020-09-17 23:02:14 +00:00
|
|
|
pub fn request_character(&mut self, character_id: CharacterId) {
|
2020-10-12 08:18:28 +00:00
|
|
|
self.send_msg(ClientGeneral::Character(character_id));
|
2020-06-16 01:00:32 +00:00
|
|
|
|
2020-10-04 23:11:02 +00:00
|
|
|
//Assume we are in_game unless server tells us otherwise
|
2020-10-30 16:39:53 +00:00
|
|
|
self.presence = Some(PresenceKind::Character(character_id));
|
2019-05-17 20:47:58 +00:00
|
|
|
}
|
|
|
|
|
2020-05-09 15:41:25 +00:00
|
|
|
/// Load the current players character list
|
2020-05-11 10:06:53 +00:00
|
|
|
pub fn load_character_list(&mut self) {
|
2020-05-09 15:41:25 +00:00
|
|
|
self.character_list.loading = true;
|
2020-10-12 08:18:28 +00:00
|
|
|
self.send_msg(ClientGeneral::RequestCharacterList);
|
2020-05-09 15:41:25 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/// New character creation
|
2021-07-29 22:38:35 +00:00
|
|
|
pub fn create_character(
|
|
|
|
&mut self,
|
|
|
|
alias: String,
|
|
|
|
mainhand: Option<String>,
|
|
|
|
offhand: Option<String>,
|
|
|
|
body: comp::Body,
|
|
|
|
) {
|
2020-05-09 15:41:25 +00:00
|
|
|
self.character_list.loading = true;
|
2021-07-29 22:38:35 +00:00
|
|
|
self.send_msg(ClientGeneral::CreateCharacter {
|
|
|
|
alias,
|
|
|
|
mainhand,
|
|
|
|
offhand,
|
|
|
|
body,
|
|
|
|
});
|
2020-05-09 15:41:25 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/// Character deletion
|
2020-09-17 23:02:14 +00:00
|
|
|
pub fn delete_character(&mut self, character_id: CharacterId) {
|
2020-05-09 15:41:25 +00:00
|
|
|
self.character_list.loading = true;
|
2020-10-12 08:18:28 +00:00
|
|
|
self.send_msg(ClientGeneral::DeleteCharacter(character_id));
|
2020-05-09 15:41:25 +00:00
|
|
|
}
|
|
|
|
|
2019-12-31 08:10:51 +00:00
|
|
|
/// Send disconnect message to the server
|
2020-10-22 23:45:19 +00:00
|
|
|
pub fn logout(&mut self) {
|
|
|
|
debug!("Sending logout from server");
|
|
|
|
self.send_msg(ClientGeneral::Terminate);
|
|
|
|
self.registered = false;
|
2020-10-30 16:39:53 +00:00
|
|
|
self.presence = None;
|
2020-07-01 09:51:37 +00:00
|
|
|
}
|
2019-06-02 02:17:36 +00:00
|
|
|
|
2020-02-01 20:39:39 +00:00
|
|
|
/// Request a state transition to `ClientState::Registered` from an ingame
|
|
|
|
/// state.
|
2020-10-12 08:18:28 +00:00
|
|
|
pub fn request_remove_character(&mut self) { self.send_msg(ClientGeneral::ExitInGame); }
|
2019-06-02 02:17:36 +00:00
|
|
|
|
2019-05-19 00:45:02 +00:00
|
|
|
pub fn set_view_distance(&mut self, view_distance: u32) {
|
2021-04-09 07:34:58 +00:00
|
|
|
let view_distance = view_distance.max(1).min(65);
|
|
|
|
self.view_distance = Some(view_distance);
|
|
|
|
self.send_msg(ClientGeneral::SetViewDistance(view_distance));
|
2019-05-19 00:45:02 +00:00
|
|
|
}
|
|
|
|
|
2021-02-08 17:31:17 +00:00
|
|
|
pub fn use_slot(&mut self, slot: Slot) {
|
2021-03-01 22:40:42 +00:00
|
|
|
self.control_action(ControlAction::InventoryAction(InventoryAction::Use(slot)))
|
2019-08-28 20:47:52 +00:00
|
|
|
}
|
|
|
|
|
2021-02-08 17:31:17 +00:00
|
|
|
pub fn swap_slots(&mut self, a: Slot, b: Slot) {
|
|
|
|
match (a, b) {
|
2021-03-01 22:40:42 +00:00
|
|
|
(Slot::Equip(equip), slot) | (slot, Slot::Equip(equip)) => self.control_action(
|
|
|
|
ControlAction::InventoryAction(InventoryAction::Swap(equip, slot)),
|
|
|
|
),
|
2021-02-08 18:55:50 +00:00
|
|
|
(Slot::Inventory(inv1), Slot::Inventory(inv2)) => {
|
2021-03-01 22:40:42 +00:00
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryEvent(
|
|
|
|
InventoryEvent::Swap(inv1, inv2),
|
2021-02-08 18:55:50 +00:00
|
|
|
)))
|
|
|
|
},
|
2021-02-08 17:31:17 +00:00
|
|
|
}
|
2019-07-25 22:52:28 +00:00
|
|
|
}
|
|
|
|
|
2021-02-08 17:31:17 +00:00
|
|
|
pub fn drop_slot(&mut self, slot: Slot) {
|
|
|
|
match slot {
|
|
|
|
Slot::Equip(equip) => {
|
2021-03-01 22:40:42 +00:00
|
|
|
self.control_action(ControlAction::InventoryAction(InventoryAction::Drop(equip)))
|
2021-02-08 17:31:17 +00:00
|
|
|
},
|
2021-02-08 18:55:50 +00:00
|
|
|
Slot::Inventory(inv) => self.send_msg(ClientGeneral::ControlEvent(
|
2021-03-01 22:40:42 +00:00
|
|
|
ControlEvent::InventoryEvent(InventoryEvent::Drop(inv)),
|
2021-02-08 18:55:50 +00:00
|
|
|
)),
|
2021-02-08 17:31:17 +00:00
|
|
|
}
|
2019-07-26 17:08:40 +00:00
|
|
|
}
|
|
|
|
|
2021-04-17 16:24:33 +00:00
|
|
|
pub fn sort_inventory(&mut self) {
|
|
|
|
self.control_action(ControlAction::InventoryAction(InventoryAction::Sort));
|
|
|
|
}
|
|
|
|
|
2021-02-13 23:32:55 +00:00
|
|
|
pub fn perform_trade_action(&mut self, action: TradeAction) {
|
2021-03-25 04:35:33 +00:00
|
|
|
if let Some((id, _, _)) = self.pending_trade {
|
2021-02-13 23:32:55 +00:00
|
|
|
if let TradeAction::Decline = action {
|
2021-02-12 10:51:32 +00:00
|
|
|
self.pending_trade.take();
|
|
|
|
}
|
2021-02-13 23:32:55 +00:00
|
|
|
self.send_msg(ClientGeneral::ControlEvent(
|
|
|
|
ControlEvent::PerformTradeAction(id, action),
|
|
|
|
));
|
2021-02-12 02:53:25 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-02-12 23:09:18 +00:00
|
|
|
pub fn is_dead(&self) -> bool { self.current::<comp::Health>().map_or(false, |h| h.is_dead) }
|
2021-02-11 00:59:14 +00:00
|
|
|
|
2021-05-20 08:31:37 +00:00
|
|
|
pub fn is_gliding(&self) -> bool {
|
2021-10-05 00:15:58 +00:00
|
|
|
self.current::<CharacterState>()
|
|
|
|
.map_or(false, |cs| matches!(cs, CharacterState::Glide(_)))
|
2021-05-20 08:31:37 +00:00
|
|
|
}
|
|
|
|
|
2021-03-02 00:08:46 +00:00
|
|
|
pub fn split_swap_slots(&mut self, a: comp::slot::Slot, b: comp::slot::Slot) {
|
|
|
|
match (a, b) {
|
2021-03-01 22:40:42 +00:00
|
|
|
(Slot::Equip(equip), slot) | (slot, Slot::Equip(equip)) => self.control_action(
|
|
|
|
ControlAction::InventoryAction(InventoryAction::Swap(equip, slot)),
|
|
|
|
),
|
2021-03-02 00:08:46 +00:00
|
|
|
(Slot::Inventory(inv1), Slot::Inventory(inv2)) => {
|
2021-03-01 22:40:42 +00:00
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryEvent(
|
|
|
|
InventoryEvent::SplitSwap(inv1, inv2),
|
2021-03-02 00:08:46 +00:00
|
|
|
)))
|
|
|
|
},
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn split_drop_slot(&mut self, slot: comp::slot::Slot) {
|
|
|
|
match slot {
|
|
|
|
Slot::Equip(equip) => {
|
2021-03-01 22:40:42 +00:00
|
|
|
self.control_action(ControlAction::InventoryAction(InventoryAction::Drop(equip)))
|
2021-03-02 00:08:46 +00:00
|
|
|
},
|
|
|
|
Slot::Inventory(inv) => self.send_msg(ClientGeneral::ControlEvent(
|
2021-03-01 22:40:42 +00:00
|
|
|
ControlEvent::InventoryEvent(InventoryEvent::SplitDrop(inv)),
|
2021-03-02 00:08:46 +00:00
|
|
|
)),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-07-29 16:19:08 +00:00
|
|
|
pub fn pick_up(&mut self, entity: EcsEntity) {
|
2020-10-31 22:34:08 +00:00
|
|
|
// Get the health component from the entity
|
2020-10-27 03:23:29 +00:00
|
|
|
|
2020-08-23 20:29:40 +00:00
|
|
|
if let Some(uid) = self.state.read_component_copied(entity) {
|
2020-10-27 03:23:29 +00:00
|
|
|
// If we're dead, exit before sending the message
|
2021-02-11 00:59:14 +00:00
|
|
|
if self.is_dead() {
|
2020-10-27 03:23:29 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2021-03-01 22:40:42 +00:00
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryEvent(
|
|
|
|
InventoryEvent::Pickup(uid),
|
2020-10-07 10:31:49 +00:00
|
|
|
)));
|
2019-07-29 16:19:08 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-01-31 20:29:50 +00:00
|
|
|
pub fn npc_interact(&mut self, npc_entity: EcsEntity) {
|
|
|
|
// If we're dead, exit before sending message
|
2021-02-11 00:59:14 +00:00
|
|
|
if self.is_dead() {
|
2021-01-31 20:29:50 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if let Some(uid) = self.state.read_component_copied(npc_entity) {
|
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::Interact(uid)));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-11-25 17:13:59 +00:00
|
|
|
pub fn player_list(&self) -> &HashMap<Uid, PlayerInfo> { &self.player_list }
|
|
|
|
|
|
|
|
pub fn character_list(&self) -> &CharacterList { &self.character_list }
|
|
|
|
|
|
|
|
pub fn server_info(&self) -> &ServerInfo { &self.server_info }
|
|
|
|
|
|
|
|
pub fn world_data(&self) -> &WorldData { &self.world_data }
|
|
|
|
|
2020-07-14 20:11:39 +00:00
|
|
|
pub fn recipe_book(&self) -> &RecipeBook { &self.recipe_book }
|
|
|
|
|
2021-04-17 18:35:48 +00:00
|
|
|
pub fn available_recipes(&self) -> &HashMap<String, Option<SpriteKind>> {
|
|
|
|
&self.available_recipes
|
|
|
|
}
|
2020-07-14 20:11:39 +00:00
|
|
|
|
2021-04-20 11:33:22 +00:00
|
|
|
/// Returns whether the specified recipe can be crafted and the sprite, if
|
|
|
|
/// any, that is required to do so.
|
|
|
|
pub fn can_craft_recipe(&self, recipe: &str) -> (bool, Option<SpriteKind>) {
|
2020-07-14 20:11:39 +00:00
|
|
|
self.recipe_book
|
|
|
|
.get(recipe)
|
2021-03-19 23:53:17 +00:00
|
|
|
.zip(self.inventories().get(self.entity()))
|
2021-04-17 18:35:48 +00:00
|
|
|
.map(|(recipe, inv)| {
|
2021-04-20 11:33:22 +00:00
|
|
|
(
|
2021-10-06 22:18:12 +00:00
|
|
|
recipe.inventory_contains_ingredients(inv).is_ok(),
|
2021-04-20 11:33:22 +00:00
|
|
|
recipe.craft_sprite,
|
|
|
|
)
|
2021-04-17 14:58:43 +00:00
|
|
|
})
|
2021-04-20 11:33:22 +00:00
|
|
|
.unwrap_or((false, None))
|
2020-07-14 20:11:39 +00:00
|
|
|
}
|
|
|
|
|
2021-04-17 18:35:48 +00:00
|
|
|
pub fn craft_recipe(
|
|
|
|
&mut self,
|
|
|
|
recipe: &str,
|
2021-10-25 19:34:39 +00:00
|
|
|
slots: Vec<(u32, InvSlotId)>,
|
2021-04-17 18:35:48 +00:00
|
|
|
craft_sprite: Option<(Vec3<i32>, SpriteKind)>,
|
|
|
|
) -> bool {
|
2021-04-20 11:33:22 +00:00
|
|
|
let (can_craft, required_sprite) = self.can_craft_recipe(recipe);
|
|
|
|
let has_sprite = required_sprite.map_or(true, |s| Some(s) == craft_sprite.map(|(_, s)| s));
|
|
|
|
if can_craft && has_sprite {
|
2021-03-01 22:40:42 +00:00
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryEvent(
|
2021-04-17 14:58:43 +00:00
|
|
|
InventoryEvent::CraftRecipe {
|
2021-10-06 22:18:12 +00:00
|
|
|
craft_event: CraftEvent::Simple {
|
|
|
|
recipe: recipe.to_string(),
|
|
|
|
slots,
|
|
|
|
},
|
2021-04-17 14:58:43 +00:00
|
|
|
craft_sprite: craft_sprite.map(|(pos, _)| pos),
|
2021-04-17 18:35:48 +00:00
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
)));
|
2020-07-14 20:11:39 +00:00
|
|
|
true
|
|
|
|
} else {
|
|
|
|
false
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-10-25 19:34:39 +00:00
|
|
|
/// Checks if the item in the given slot can be salvaged.
|
2021-10-06 02:08:03 +00:00
|
|
|
pub fn can_salvage_item(&self, slot: InvSlotId) -> bool {
|
|
|
|
self.inventories()
|
|
|
|
.get(self.entity())
|
|
|
|
.and_then(|inv| inv.get(slot))
|
|
|
|
.map_or(false, |item| item.is_salvageable())
|
|
|
|
}
|
|
|
|
|
2021-10-25 19:34:39 +00:00
|
|
|
/// Salvage the item in the given inventory slot. `salvage_pos` should be
|
|
|
|
/// the location of a relevant crafting station within range of the player.
|
2021-10-12 23:47:14 +00:00
|
|
|
pub fn salvage_item(&mut self, slot: InvSlotId, salvage_pos: Vec3<i32>) -> bool {
|
2021-10-06 02:08:03 +00:00
|
|
|
let is_salvageable = self.can_salvage_item(slot);
|
|
|
|
if is_salvageable {
|
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryEvent(
|
|
|
|
InventoryEvent::CraftRecipe {
|
|
|
|
craft_event: CraftEvent::Salvage(slot),
|
2021-10-12 23:47:14 +00:00
|
|
|
craft_sprite: Some(salvage_pos),
|
2021-10-06 02:08:03 +00:00
|
|
|
},
|
|
|
|
)));
|
|
|
|
}
|
|
|
|
is_salvageable
|
|
|
|
}
|
|
|
|
|
2020-07-14 20:11:39 +00:00
|
|
|
fn update_available_recipes(&mut self) {
|
|
|
|
self.available_recipes = self
|
|
|
|
.recipe_book
|
|
|
|
.iter()
|
|
|
|
.map(|(name, _)| name.clone())
|
2021-04-17 14:58:43 +00:00
|
|
|
.filter_map(|name| {
|
2021-04-20 11:33:22 +00:00
|
|
|
let (can_craft, required_sprite) = self.can_craft_recipe(&name);
|
|
|
|
if can_craft {
|
|
|
|
Some((name, required_sprite))
|
|
|
|
} else {
|
|
|
|
None
|
|
|
|
}
|
2021-04-17 14:58:43 +00:00
|
|
|
})
|
2020-07-14 20:11:39 +00:00
|
|
|
.collect();
|
|
|
|
}
|
|
|
|
|
2020-11-14 01:12:47 +00:00
|
|
|
/// Unstable, likely to be removed in a future release
|
Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
|
|
|
pub fn sites(&self) -> &HashMap<SiteId, SiteInfoRich> { &self.sites }
|
|
|
|
|
2021-05-03 02:00:23 +00:00
|
|
|
/// Unstable, likely to be removed in a future release
|
|
|
|
pub fn pois(&self) -> &Vec<PoiInfo> { &self.pois }
|
|
|
|
|
Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
|
|
|
pub fn sites_mut(&mut self) -> &mut HashMap<SiteId, SiteInfoRich> { &mut self.sites }
|
2020-11-14 01:12:47 +00:00
|
|
|
|
2020-10-07 02:23:20 +00:00
|
|
|
pub fn enable_lantern(&mut self) {
|
2020-10-12 08:18:28 +00:00
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::EnableLantern));
|
2020-10-07 02:23:20 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
pub fn disable_lantern(&mut self) {
|
2020-10-12 08:18:28 +00:00
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::DisableLantern));
|
2020-05-04 15:15:31 +00:00
|
|
|
}
|
|
|
|
|
2020-10-19 03:00:35 +00:00
|
|
|
pub fn remove_buff(&mut self, buff_id: BuffKind) {
|
2020-10-16 06:08:45 +00:00
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::RemoveBuff(
|
|
|
|
buff_id,
|
|
|
|
)));
|
|
|
|
}
|
|
|
|
|
2020-12-29 16:28:17 +00:00
|
|
|
pub fn unlock_skill(&mut self, skill: Skill) {
|
|
|
|
self.send_msg(ClientGeneral::UnlockSkill(skill));
|
|
|
|
}
|
|
|
|
|
2020-08-07 01:59:28 +00:00
|
|
|
pub fn max_group_size(&self) -> u32 { self.max_group_size }
|
|
|
|
|
2021-02-13 23:32:55 +00:00
|
|
|
pub fn invite(&self) -> Option<(Uid, std::time::Instant, std::time::Duration, InviteKind)> {
|
|
|
|
self.invite
|
2020-08-07 05:00:09 +00:00
|
|
|
}
|
2020-04-26 17:03:19 +00:00
|
|
|
|
2020-08-02 23:53:02 +00:00
|
|
|
pub fn group_info(&self) -> Option<(String, Uid)> {
|
|
|
|
self.group_leader.map(|l| ("Group".into(), l)) // TODO
|
|
|
|
}
|
2020-07-19 21:49:18 +00:00
|
|
|
|
|
|
|
pub fn group_members(&self) -> &HashMap<Uid, group::Role> { &self.group_members }
|
2020-04-26 17:03:19 +00:00
|
|
|
|
2020-08-07 01:59:28 +00:00
|
|
|
pub fn pending_invites(&self) -> &HashSet<Uid> { &self.pending_invites }
|
|
|
|
|
2021-03-25 04:35:33 +00:00
|
|
|
pub fn pending_trade(&self) -> &Option<(TradeId, PendingTrade, Option<SitePrices>)> {
|
|
|
|
&self.pending_trade
|
|
|
|
}
|
2021-02-11 19:35:36 +00:00
|
|
|
|
2021-02-13 23:32:55 +00:00
|
|
|
pub fn send_invite(&mut self, invitee: Uid, kind: InviteKind) {
|
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InitiateInvite(
|
|
|
|
invitee, kind,
|
2020-10-07 10:31:49 +00:00
|
|
|
)))
|
2020-07-12 00:39:50 +00:00
|
|
|
}
|
|
|
|
|
2021-02-13 23:32:55 +00:00
|
|
|
pub fn accept_invite(&mut self) {
|
2020-04-26 17:03:19 +00:00
|
|
|
// Clear invite
|
2021-02-13 23:32:55 +00:00
|
|
|
self.invite.take();
|
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InviteResponse(
|
|
|
|
InviteResponse::Accept,
|
2020-10-07 10:31:49 +00:00
|
|
|
)));
|
2020-04-26 17:03:19 +00:00
|
|
|
}
|
|
|
|
|
2021-02-13 23:32:55 +00:00
|
|
|
pub fn decline_invite(&mut self) {
|
2020-04-26 17:03:19 +00:00
|
|
|
// Clear invite
|
2021-02-13 23:32:55 +00:00
|
|
|
self.invite.take();
|
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InviteResponse(
|
|
|
|
InviteResponse::Decline,
|
2020-10-07 10:31:49 +00:00
|
|
|
)));
|
2020-04-26 17:03:19 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
pub fn leave_group(&mut self) {
|
2020-10-12 08:18:28 +00:00
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::GroupManip(
|
2020-10-07 10:31:49 +00:00
|
|
|
GroupManip::Leave,
|
|
|
|
)));
|
2020-04-26 17:03:19 +00:00
|
|
|
}
|
|
|
|
|
2020-07-12 00:39:50 +00:00
|
|
|
pub fn kick_from_group(&mut self, uid: Uid) {
|
2020-10-12 08:18:28 +00:00
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::GroupManip(
|
2020-10-07 10:31:49 +00:00
|
|
|
GroupManip::Kick(uid),
|
|
|
|
)));
|
2020-04-26 17:03:19 +00:00
|
|
|
}
|
|
|
|
|
2020-07-12 00:39:50 +00:00
|
|
|
pub fn assign_group_leader(&mut self, uid: Uid) {
|
2020-10-12 08:18:28 +00:00
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::GroupManip(
|
2020-10-07 10:31:49 +00:00
|
|
|
GroupManip::AssignLeader(uid),
|
|
|
|
)));
|
2020-04-26 17:03:19 +00:00
|
|
|
}
|
|
|
|
|
2019-09-09 19:11:40 +00:00
|
|
|
pub fn is_mounted(&self) -> bool {
|
|
|
|
self.state
|
|
|
|
.ecs()
|
|
|
|
.read_storage::<comp::Mounting>()
|
2021-03-19 23:53:17 +00:00
|
|
|
.get(self.entity())
|
2019-09-09 19:11:40 +00:00
|
|
|
.is_some()
|
|
|
|
}
|
|
|
|
|
2020-10-07 02:23:20 +00:00
|
|
|
pub fn is_lantern_enabled(&self) -> bool {
|
|
|
|
self.state
|
|
|
|
.ecs()
|
|
|
|
.read_storage::<comp::LightEmitter>()
|
2021-03-19 23:53:17 +00:00
|
|
|
.get(self.entity())
|
2020-10-07 02:23:20 +00:00
|
|
|
.is_some()
|
|
|
|
}
|
|
|
|
|
2019-10-15 04:06:14 +00:00
|
|
|
pub fn mount(&mut self, entity: EcsEntity) {
|
2020-08-23 20:29:40 +00:00
|
|
|
if let Some(uid) = self.state.read_component_copied(entity) {
|
2020-10-12 08:18:28 +00:00
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::Mount(uid)));
|
2019-10-15 04:06:14 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-10-12 08:18:28 +00:00
|
|
|
pub fn unmount(&mut self) { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::Unmount)); }
|
2019-10-15 04:06:14 +00:00
|
|
|
|
2020-03-24 07:38:16 +00:00
|
|
|
pub fn respawn(&mut self) {
|
|
|
|
if self
|
|
|
|
.state
|
|
|
|
.ecs()
|
2020-10-31 22:34:08 +00:00
|
|
|
.read_storage::<comp::Health>()
|
2021-03-19 23:53:17 +00:00
|
|
|
.get(self.entity())
|
2020-10-31 22:34:08 +00:00
|
|
|
.map_or(false, |h| h.is_dead)
|
2020-03-24 07:38:16 +00:00
|
|
|
{
|
2020-10-12 08:18:28 +00:00
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::Respawn));
|
2020-03-24 07:38:16 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-04-01 14:30:18 +00:00
|
|
|
/// Checks whether a player can swap their weapon+ability `Loadout` settings
|
|
|
|
/// and sends the `ControlAction` event that signals to do the swap.
|
2021-02-08 17:31:17 +00:00
|
|
|
pub fn swap_loadout(&mut self) { self.control_action(ControlAction::SwapEquippedWeapons) }
|
2020-03-24 07:38:16 +00:00
|
|
|
|
2021-03-21 16:09:16 +00:00
|
|
|
/// Determine whether the player is wielding, if they're even capable of
|
|
|
|
/// being in a wield state.
|
|
|
|
pub fn is_wielding(&self) -> Option<bool> {
|
|
|
|
self.state
|
2020-03-26 15:05:17 +00:00
|
|
|
.ecs()
|
2021-10-05 00:15:58 +00:00
|
|
|
.read_storage::<CharacterState>()
|
2021-03-19 23:53:17 +00:00
|
|
|
.get(self.entity())
|
2021-03-21 16:09:16 +00:00
|
|
|
.map(|cs| cs.is_wield())
|
|
|
|
}
|
2020-03-24 07:38:16 +00:00
|
|
|
|
2021-03-21 16:09:16 +00:00
|
|
|
pub fn toggle_wield(&mut self) {
|
|
|
|
match self.is_wielding() {
|
2020-03-26 15:05:17 +00:00
|
|
|
Some(true) => self.control_action(ControlAction::Unwield),
|
|
|
|
Some(false) => self.control_action(ControlAction::Wield),
|
|
|
|
None => warn!("Can't toggle wield, client entity doesn't have a `CharacterState`"),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn toggle_sit(&mut self) {
|
|
|
|
let is_sitting = self
|
|
|
|
.state
|
|
|
|
.ecs()
|
2021-10-05 00:15:58 +00:00
|
|
|
.read_storage::<CharacterState>()
|
2021-03-19 23:53:17 +00:00
|
|
|
.get(self.entity())
|
2021-10-05 00:15:58 +00:00
|
|
|
.map(|cs| matches!(cs, CharacterState::Sit));
|
2020-03-26 15:05:17 +00:00
|
|
|
|
|
|
|
match is_sitting {
|
|
|
|
Some(true) => self.control_action(ControlAction::Stand),
|
|
|
|
Some(false) => self.control_action(ControlAction::Sit),
|
|
|
|
None => warn!("Can't toggle sit, client entity doesn't have a `CharacterState`"),
|
|
|
|
}
|
|
|
|
}
|
2020-03-24 07:38:16 +00:00
|
|
|
|
2020-05-27 06:41:55 +00:00
|
|
|
pub fn toggle_dance(&mut self) {
|
|
|
|
let is_dancing = self
|
|
|
|
.state
|
|
|
|
.ecs()
|
2021-10-05 00:15:58 +00:00
|
|
|
.read_storage::<CharacterState>()
|
2021-03-19 23:53:17 +00:00
|
|
|
.get(self.entity())
|
2021-10-05 00:15:58 +00:00
|
|
|
.map(|cs| matches!(cs, CharacterState::Dance));
|
2020-05-27 06:41:55 +00:00
|
|
|
|
|
|
|
match is_dancing {
|
|
|
|
Some(true) => self.control_action(ControlAction::Stand),
|
|
|
|
Some(false) => self.control_action(ControlAction::Dance),
|
|
|
|
None => warn!("Can't toggle dance, client entity doesn't have a `CharacterState`"),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-06-16 16:16:05 +00:00
|
|
|
pub fn utter(&mut self, kind: UtteranceKind) {
|
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::Utterance(kind)));
|
|
|
|
}
|
|
|
|
|
2020-08-02 05:09:11 +00:00
|
|
|
pub fn toggle_sneak(&mut self) {
|
|
|
|
let is_sneaking = self
|
|
|
|
.state
|
|
|
|
.ecs()
|
2021-10-05 00:15:58 +00:00
|
|
|
.read_storage::<CharacterState>()
|
2021-03-19 23:53:17 +00:00
|
|
|
.get(self.entity())
|
2021-10-05 00:15:58 +00:00
|
|
|
.map(CharacterState::is_stealthy);
|
2020-08-02 05:09:11 +00:00
|
|
|
|
|
|
|
match is_sneaking {
|
|
|
|
Some(true) => self.control_action(ControlAction::Stand),
|
|
|
|
Some(false) => self.control_action(ControlAction::Sneak),
|
|
|
|
None => warn!("Can't toggle sneak, client entity doesn't have a `CharacterState`"),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-06-16 21:32:39 +00:00
|
|
|
pub fn toggle_glide(&mut self) {
|
2021-05-20 08:31:37 +00:00
|
|
|
let using_glider = self
|
2020-06-16 21:32:39 +00:00
|
|
|
.state
|
|
|
|
.ecs()
|
2021-10-05 00:15:58 +00:00
|
|
|
.read_storage::<CharacterState>()
|
2021-03-19 23:53:17 +00:00
|
|
|
.get(self.entity())
|
2021-10-05 00:15:58 +00:00
|
|
|
.map(|cs| matches!(cs, CharacterState::GlideWield(_) | CharacterState::Glide(_)));
|
2020-06-16 21:32:39 +00:00
|
|
|
|
2021-05-20 08:31:37 +00:00
|
|
|
match using_glider {
|
2020-06-16 21:32:39 +00:00
|
|
|
Some(true) => self.control_action(ControlAction::Unwield),
|
|
|
|
Some(false) => self.control_action(ControlAction::GlideWield),
|
|
|
|
None => warn!("Can't toggle glide, client entity doesn't have a `CharacterState`"),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-03-21 03:28:13 +00:00
|
|
|
pub fn handle_input(
|
|
|
|
&mut self,
|
|
|
|
input: InputKind,
|
|
|
|
pressed: bool,
|
|
|
|
select_pos: Option<Vec3<f32>>,
|
|
|
|
target_entity: Option<EcsEntity>,
|
|
|
|
) {
|
2021-03-05 06:09:56 +00:00
|
|
|
if pressed {
|
|
|
|
self.control_action(ControlAction::StartInput {
|
2021-03-12 21:01:30 +00:00
|
|
|
input,
|
2021-03-21 03:28:13 +00:00
|
|
|
target_entity: target_entity.and_then(|e| self.state.read_component_copied(e)),
|
2021-03-21 16:09:16 +00:00
|
|
|
select_pos,
|
2021-03-05 06:09:56 +00:00
|
|
|
});
|
|
|
|
} else {
|
2021-03-12 04:53:25 +00:00
|
|
|
self.control_action(ControlAction::CancelInput(input));
|
2021-03-05 06:09:56 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-03-24 07:38:16 +00:00
|
|
|
fn control_action(&mut self, control_action: ControlAction) {
|
|
|
|
if let Some(controller) = self
|
|
|
|
.state
|
|
|
|
.ecs()
|
|
|
|
.write_storage::<Controller>()
|
2021-03-19 23:53:17 +00:00
|
|
|
.get_mut(self.entity())
|
2020-03-24 07:38:16 +00:00
|
|
|
{
|
2021-02-07 16:57:41 +00:00
|
|
|
controller.actions.push(control_action);
|
2020-03-24 07:38:16 +00:00
|
|
|
}
|
2020-10-12 08:18:28 +00:00
|
|
|
self.send_msg(ClientGeneral::ControlAction(control_action));
|
2020-03-24 07:38:16 +00:00
|
|
|
}
|
|
|
|
|
2020-02-01 20:39:39 +00:00
|
|
|
pub fn view_distance(&self) -> Option<u32> { self.view_distance }
|
2019-05-27 17:01:00 +00:00
|
|
|
|
2020-02-01 20:39:39 +00:00
|
|
|
pub fn loaded_distance(&self) -> f32 { self.loaded_distance }
|
2019-06-05 16:32:33 +00:00
|
|
|
|
2021-03-28 23:29:48 +00:00
|
|
|
pub fn position(&self) -> Option<Vec3<f32>> {
|
|
|
|
self.state
|
|
|
|
.read_storage::<comp::Pos>()
|
|
|
|
.get(self.entity())
|
|
|
|
.map(|v| v.0)
|
|
|
|
}
|
|
|
|
|
2019-06-11 18:39:25 +00:00
|
|
|
pub fn current_chunk(&self) -> Option<Arc<TerrainChunk>> {
|
2021-03-28 23:29:48 +00:00
|
|
|
let chunk_pos = Vec2::from(self.position()?)
|
|
|
|
.map2(TerrainChunkSize::RECT_SIZE, |e: f32, sz| {
|
|
|
|
(e as u32).div_euclid(sz) as i32
|
|
|
|
});
|
2019-06-11 18:39:25 +00:00
|
|
|
|
|
|
|
self.state.terrain().get_key_arc(chunk_pos).cloned()
|
|
|
|
}
|
|
|
|
|
2020-11-16 23:32:23 +00:00
|
|
|
pub fn current<C: Component>(&self) -> Option<C>
|
|
|
|
where
|
|
|
|
C: Clone,
|
|
|
|
{
|
2021-03-12 11:10:42 +00:00
|
|
|
self.state.read_storage::<C>().get(self.entity()).cloned()
|
2020-11-02 07:19:28 +00:00
|
|
|
}
|
|
|
|
|
2020-11-14 06:52:20 +00:00
|
|
|
pub fn current_biome(&self) -> BiomeKind {
|
|
|
|
match self.current_chunk() {
|
|
|
|
Some(chunk) => chunk.meta().biome(),
|
|
|
|
_ => BiomeKind::Void,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
pub fn current_site(&self) -> SitesKind {
|
|
|
|
let mut player_alt = 0.0;
|
|
|
|
if let Some(position) = self.current::<comp::Pos>() {
|
|
|
|
player_alt = position.0.z;
|
|
|
|
}
|
|
|
|
let mut contains_cave = false;
|
|
|
|
let mut terrain_alt = 0.0;
|
2021-04-28 05:07:59 +00:00
|
|
|
let mut contains_dungeon = false;
|
|
|
|
let mut contains_settlement = false;
|
2020-11-14 06:52:20 +00:00
|
|
|
if let Some(chunk) = self.current_chunk() {
|
|
|
|
terrain_alt = chunk.meta().alt();
|
|
|
|
contains_cave = chunk.meta().contains_cave();
|
2021-04-28 05:07:59 +00:00
|
|
|
contains_dungeon = chunk.meta().contains_dungeon();
|
|
|
|
contains_settlement = chunk.meta().contains_settlement();
|
2020-11-14 06:52:20 +00:00
|
|
|
}
|
2021-01-29 11:37:10 +00:00
|
|
|
if player_alt < (terrain_alt - 25.0) && contains_cave {
|
2020-11-14 06:52:20 +00:00
|
|
|
SitesKind::Cave
|
2021-04-28 05:07:59 +00:00
|
|
|
} else if player_alt < (terrain_alt - 25.0) && contains_dungeon {
|
2020-11-14 06:52:20 +00:00
|
|
|
SitesKind::Dungeon
|
2021-04-28 05:07:59 +00:00
|
|
|
} else if contains_settlement {
|
|
|
|
SitesKind::Settlement
|
2020-11-14 06:52:20 +00:00
|
|
|
} else {
|
|
|
|
SitesKind::Void
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
|
|
|
pub fn request_site_economy(&mut self, id: SiteId) {
|
|
|
|
self.send_msg(ClientGeneral::RequestSiteInfo(id))
|
|
|
|
}
|
|
|
|
|
2020-02-01 20:39:39 +00:00
|
|
|
pub fn inventories(&self) -> ReadStorage<comp::Inventory> { self.state.read_storage() }
|
2019-07-25 17:41:06 +00:00
|
|
|
|
2019-05-25 21:13:38 +00:00
|
|
|
/// Send a chat message to the server.
|
2019-12-31 08:10:51 +00:00
|
|
|
pub fn send_chat(&mut self, message: String) {
|
|
|
|
match validate_chat_msg(&message) {
|
2021-01-10 01:05:13 +00:00
|
|
|
Ok(()) => self.send_msg(ClientGeneral::ChatMsg(message)),
|
2020-06-02 02:42:26 +00:00
|
|
|
Err(ChatMsgValidationError::TooLong) => tracing::warn!(
|
2019-08-14 04:38:54 +00:00
|
|
|
"Attempted to send a message that's too long (Over {} bytes)",
|
|
|
|
MAX_BYTES_CHAT_MSG
|
|
|
|
),
|
|
|
|
}
|
2019-05-20 19:24:47 +00:00
|
|
|
}
|
|
|
|
|
2021-06-17 18:55:21 +00:00
|
|
|
/// Send a command to the server.
|
|
|
|
pub fn send_command(&mut self, name: String, args: Vec<String>) {
|
|
|
|
self.send_msg(ClientGeneral::Command(name, args));
|
|
|
|
}
|
|
|
|
|
2019-05-25 21:13:38 +00:00
|
|
|
/// Remove all cached terrain
|
|
|
|
pub fn clear_terrain(&mut self) {
|
|
|
|
self.state.clear_terrain();
|
|
|
|
self.pending_chunks.clear();
|
2019-05-23 08:18:25 +00:00
|
|
|
}
|
|
|
|
|
2019-07-02 18:19:16 +00:00
|
|
|
pub fn place_block(&mut self, pos: Vec3<i32>, block: Block) {
|
2020-10-12 08:18:28 +00:00
|
|
|
self.send_msg(ClientGeneral::PlaceBlock(pos, block));
|
2019-07-02 18:19:16 +00:00
|
|
|
}
|
|
|
|
|
2020-10-12 08:18:28 +00:00
|
|
|
pub fn remove_block(&mut self, pos: Vec3<i32>) {
|
|
|
|
self.send_msg(ClientGeneral::BreakBlock(pos));
|
|
|
|
}
|
2019-07-02 18:19:16 +00:00
|
|
|
|
2019-09-25 21:17:43 +00:00
|
|
|
pub fn collect_block(&mut self, pos: Vec3<i32>) {
|
2021-08-20 04:23:39 +00:00
|
|
|
self.control_action(ControlAction::InventoryAction(InventoryAction::Collect(
|
|
|
|
pos,
|
2020-10-07 10:31:49 +00:00
|
|
|
)));
|
2019-09-25 21:17:43 +00:00
|
|
|
}
|
|
|
|
|
2021-11-11 22:55:14 +00:00
|
|
|
pub fn change_ability(&mut self, slot: usize, new_ability: comp::ability::AuxiliaryAbility) {
|
|
|
|
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::ChangeAbility {
|
|
|
|
slot,
|
|
|
|
new_ability,
|
|
|
|
}))
|
2021-11-11 03:24:08 +00:00
|
|
|
}
|
|
|
|
|
2020-02-01 20:39:39 +00:00
|
|
|
/// Execute a single client tick, handle input and update the game state by
|
|
|
|
/// the given duration.
|
2020-01-10 00:33:38 +00:00
|
|
|
pub fn tick(
|
|
|
|
&mut self,
|
|
|
|
inputs: ControllerInputs,
|
|
|
|
dt: Duration,
|
|
|
|
add_foreign_systems: impl Fn(&mut DispatcherBuilder),
|
|
|
|
) -> Result<Vec<Event>, Error> {
|
2020-11-22 08:50:25 +00:00
|
|
|
span!(_guard, "tick", "Client::tick");
|
2020-02-01 20:39:39 +00:00
|
|
|
// This tick function is the centre of the Veloren universe. Most client-side
|
|
|
|
// things are managed from here, and as such it's important that it
|
|
|
|
// stays organised. Please consult the core developers before making
|
|
|
|
// significant changes to this code. Here is the approximate order of
|
|
|
|
// things. Please update it as this code changes.
|
2019-01-02 17:23:31 +00:00
|
|
|
//
|
2020-01-27 16:48:42 +00:00
|
|
|
// 1) Collect input from the frontend, apply input effects to the state
|
|
|
|
// of the game
|
2019-05-17 20:47:58 +00:00
|
|
|
// 2) Handle messages from the server
|
2020-01-27 16:48:42 +00:00
|
|
|
// 3) Go through any events (timer-driven or otherwise) that need handling
|
|
|
|
// and apply them to the state of the game
|
|
|
|
// 4) Perform a single LocalState tick (i.e: update the world and entities
|
|
|
|
// in the world)
|
|
|
|
// 5) Go through the terrain update queue and apply all changes
|
|
|
|
// to the terrain
|
2019-05-17 20:47:58 +00:00
|
|
|
// 6) Sync information to the server
|
2020-01-27 16:48:42 +00:00
|
|
|
// 7) Finish the tick, passing actions of the main thread back
|
|
|
|
// to the frontend
|
2019-05-17 20:47:58 +00:00
|
|
|
|
|
|
|
// 1) Handle input from frontend.
|
2019-05-22 20:53:24 +00:00
|
|
|
// Pass character actions from frontend input to the player's entity.
|
2020-10-30 16:39:53 +00:00
|
|
|
if self.presence.is_some() {
|
2021-06-18 06:23:48 +00:00
|
|
|
prof_span!("handle and send inputs");
|
2020-06-21 21:47:49 +00:00
|
|
|
if let Err(e) = self
|
2020-03-24 07:38:16 +00:00
|
|
|
.state
|
|
|
|
.ecs()
|
|
|
|
.write_storage::<Controller>()
|
2021-03-19 23:53:17 +00:00
|
|
|
.entry(self.entity())
|
2020-03-24 07:38:16 +00:00
|
|
|
.map(|entry| {
|
|
|
|
entry
|
|
|
|
.or_insert_with(|| Controller {
|
|
|
|
inputs: inputs.clone(),
|
2021-03-21 16:09:16 +00:00
|
|
|
queued_inputs: BTreeMap::new(),
|
2020-03-24 07:38:16 +00:00
|
|
|
events: Vec::new(),
|
|
|
|
actions: Vec::new(),
|
|
|
|
})
|
|
|
|
.inputs = inputs.clone();
|
|
|
|
})
|
|
|
|
{
|
2021-03-19 23:53:17 +00:00
|
|
|
let entry = self.entity();
|
2020-03-24 07:38:16 +00:00
|
|
|
error!(
|
2020-06-21 21:47:49 +00:00
|
|
|
?e,
|
|
|
|
?entry,
|
|
|
|
"Couldn't access controller component on client entity"
|
2020-03-24 07:38:16 +00:00
|
|
|
);
|
|
|
|
}
|
2021-02-19 23:45:48 +00:00
|
|
|
self.send_msg_err(ClientGeneral::ControllerInputs(Box::new(inputs)))?;
|
2019-06-17 17:52:06 +00:00
|
|
|
}
|
2019-03-02 03:48:30 +00:00
|
|
|
|
2019-05-17 20:47:58 +00:00
|
|
|
// 2) Build up a list of events for this frame, to be passed to the frontend.
|
|
|
|
let mut frontend_events = Vec::new();
|
2019-01-02 17:23:31 +00:00
|
|
|
|
2019-08-28 13:55:35 +00:00
|
|
|
// Prepare for new events
|
2019-08-25 22:22:43 +00:00
|
|
|
{
|
2021-06-18 06:23:48 +00:00
|
|
|
prof_span!("Last<CharacterState> comps update");
|
2019-10-15 04:06:14 +00:00
|
|
|
let ecs = self.state.ecs();
|
2021-10-05 00:15:58 +00:00
|
|
|
let mut last_character_states = ecs.write_storage::<comp::Last<CharacterState>>();
|
2021-06-18 06:23:48 +00:00
|
|
|
for (entity, _, character_state) in (
|
|
|
|
&ecs.entities(),
|
|
|
|
&ecs.read_storage::<comp::Body>(),
|
2021-10-05 00:15:58 +00:00
|
|
|
&ecs.read_storage::<CharacterState>(),
|
2021-06-18 06:23:48 +00:00
|
|
|
)
|
|
|
|
.join()
|
|
|
|
{
|
|
|
|
if let Some(l) = last_character_states
|
|
|
|
.entry(entity)
|
|
|
|
.ok()
|
|
|
|
.map(|l| l.or_insert_with(|| comp::Last(character_state.clone())))
|
|
|
|
// TODO: since this just updates when the variant changes we should
|
|
|
|
// just store the variant to avoid the clone overhead
|
|
|
|
.filter(|l| !character_state.same_variant(&l.0))
|
2019-08-25 22:22:43 +00:00
|
|
|
{
|
2021-06-18 06:23:48 +00:00
|
|
|
*l = comp::Last(character_state.clone());
|
2019-08-25 22:22:43 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-03-04 10:09:48 +00:00
|
|
|
|
2019-08-28 13:55:35 +00:00
|
|
|
// Handle new messages from the server.
|
|
|
|
frontend_events.append(&mut self.handle_new_messages()?);
|
|
|
|
|
|
|
|
// 3) Update client local data
|
2021-02-13 23:32:55 +00:00
|
|
|
// Check if the invite has timed out and remove if so
|
2020-08-07 05:00:09 +00:00
|
|
|
if self
|
2021-02-13 23:32:55 +00:00
|
|
|
.invite
|
2021-02-11 00:59:14 +00:00
|
|
|
.map_or(false, |(_, timeout, dur, _)| timeout.elapsed() > dur)
|
2020-08-07 05:00:09 +00:00
|
|
|
{
|
2021-02-13 23:32:55 +00:00
|
|
|
self.invite = None;
|
2020-08-07 01:59:28 +00:00
|
|
|
}
|
2019-05-17 20:47:58 +00:00
|
|
|
|
2021-04-28 21:26:09 +00:00
|
|
|
// Lerp towards the target time of day - this ensures a smooth transition for
|
|
|
|
// large jumps in TimeOfDay such as when using /time
|
|
|
|
if let Some(target_tod) = self.target_time_of_day {
|
|
|
|
let mut tod = self.state.ecs_mut().write_resource::<TimeOfDay>();
|
|
|
|
tod.0 = Lerp::lerp(tod.0, target_tod.0, dt.as_secs_f64());
|
|
|
|
if tod.0 >= target_tod.0 {
|
|
|
|
self.target_time_of_day = None;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-05-17 20:47:58 +00:00
|
|
|
// 4) Tick the client's LocalState
|
2021-04-19 23:49:45 +00:00
|
|
|
self.state.tick(
|
|
|
|
dt,
|
|
|
|
|dispatch_builder| {
|
|
|
|
add_local_systems(dispatch_builder);
|
|
|
|
add_foreign_systems(dispatch_builder);
|
|
|
|
},
|
|
|
|
true,
|
|
|
|
);
|
2020-10-19 03:00:35 +00:00
|
|
|
// TODO: avoid emitting these in the first place
|
|
|
|
self.state
|
|
|
|
.ecs()
|
|
|
|
.fetch::<EventBus<common::event::ServerEvent>>()
|
|
|
|
.recv_all();
|
2019-04-16 14:29:44 +00:00
|
|
|
|
2019-05-17 20:47:58 +00:00
|
|
|
// 5) Terrain
|
2019-04-25 19:08:26 +00:00
|
|
|
let pos = self
|
2019-04-23 09:53:45 +00:00
|
|
|
.state
|
2019-06-14 15:27:05 +00:00
|
|
|
.read_storage::<comp::Pos>()
|
2021-03-19 23:53:17 +00:00
|
|
|
.get(self.entity())
|
2019-04-25 19:08:26 +00:00
|
|
|
.cloned();
|
2019-05-19 00:45:02 +00:00
|
|
|
if let (Some(pos), Some(view_distance)) = (pos, self.view_distance) {
|
2021-06-18 06:23:48 +00:00
|
|
|
prof_span!("terrain");
|
2019-04-14 20:30:27 +00:00
|
|
|
let chunk_pos = self.state.terrain().pos_key(pos.0.map(|e| e as i32));
|
|
|
|
|
2019-05-17 09:22:32 +00:00
|
|
|
// Remove chunks that are too far from the player.
|
2019-04-25 19:08:26 +00:00
|
|
|
let mut chunks_to_remove = Vec::new();
|
2019-04-25 19:25:22 +00:00
|
|
|
self.state.terrain().iter().for_each(|(key, _)| {
|
2019-12-23 06:02:00 +00:00
|
|
|
// Subtract 2 from the offset before computing squared magnitude
|
|
|
|
// 1 for the chunks needed bordering other chunks for meshing
|
|
|
|
// 1 as a buffer so that if the player moves back in that direction the chunks
|
|
|
|
// don't need to be reloaded
|
2019-07-02 19:00:57 +00:00
|
|
|
if (chunk_pos - key)
|
2020-06-30 14:56:49 +00:00
|
|
|
.map(|e: i32| (e.abs() as u32).saturating_sub(2))
|
2019-06-23 19:49:15 +00:00
|
|
|
.magnitude_squared()
|
|
|
|
> view_distance.pow(2)
|
2019-05-09 17:58:16 +00:00
|
|
|
{
|
2019-04-25 19:25:22 +00:00
|
|
|
chunks_to_remove.push(key);
|
2019-04-25 19:08:26 +00:00
|
|
|
}
|
|
|
|
});
|
|
|
|
for key in chunks_to_remove {
|
|
|
|
self.state.remove_chunk(key);
|
|
|
|
}
|
|
|
|
|
2019-05-17 09:22:32 +00:00
|
|
|
// Request chunks from the server.
|
2020-01-12 11:09:37 +00:00
|
|
|
self.loaded_distance = ((view_distance * TerrainChunkSize::RECT_SIZE.x) as f32).powi(2);
|
|
|
|
// +1 so we can find a chunk that's outside the vd for better fog
|
|
|
|
for dist in 0..view_distance as i32 + 1 {
|
2019-06-23 19:49:15 +00:00
|
|
|
// Only iterate through chunks that need to be loaded for circular vd
|
|
|
|
// The (dist - 2) explained:
|
|
|
|
// -0.5 because a chunk is visible if its corner is within the view distance
|
|
|
|
// -0.5 for being able to move to the corner of the current chunk
|
|
|
|
// -1 because chunks are not meshed if they don't have all their neighbors
|
|
|
|
// (notice also that view_distance is decreased by 1)
|
2020-08-25 12:21:25 +00:00
|
|
|
// (this subtraction on vd is omitted elsewhere in order to provide
|
2020-01-27 16:48:42 +00:00
|
|
|
// a buffer layer of loaded chunks)
|
2019-06-23 19:49:15 +00:00
|
|
|
let top = if 2 * (dist - 2).max(0).pow(2) > (view_distance - 1).pow(2) as i32 {
|
|
|
|
((view_distance - 1).pow(2) as f32 - (dist - 2).pow(2) as f32)
|
|
|
|
.sqrt()
|
|
|
|
.round() as i32
|
|
|
|
+ 1
|
|
|
|
} else {
|
|
|
|
dist
|
|
|
|
};
|
|
|
|
|
2020-01-12 11:09:37 +00:00
|
|
|
let mut skip_mode = false;
|
2020-01-12 14:45:20 +00:00
|
|
|
for i in -top..top + 1 {
|
2019-06-23 19:49:15 +00:00
|
|
|
let keys = [
|
|
|
|
chunk_pos + Vec2::new(dist, i),
|
|
|
|
chunk_pos + Vec2::new(i, dist),
|
|
|
|
chunk_pos + Vec2::new(-dist, i),
|
|
|
|
chunk_pos + Vec2::new(i, -dist),
|
|
|
|
];
|
|
|
|
|
|
|
|
for key in keys.iter() {
|
|
|
|
if self.state.terrain().get_key(*key).is_none() {
|
2020-01-12 11:09:37 +00:00
|
|
|
if !skip_mode && !self.pending_chunks.contains_key(key) {
|
2019-06-05 16:32:33 +00:00
|
|
|
if self.pending_chunks.len() < 4 {
|
2020-10-12 08:18:28 +00:00
|
|
|
self.send_msg_err(ClientGeneral::TerrainChunkRequest {
|
2020-10-07 10:31:49 +00:00
|
|
|
key: *key,
|
|
|
|
})?;
|
2019-06-23 19:49:15 +00:00
|
|
|
self.pending_chunks.insert(*key, Instant::now());
|
2019-06-05 16:32:33 +00:00
|
|
|
} else {
|
2020-01-12 11:09:37 +00:00
|
|
|
skip_mode = true;
|
2019-06-05 16:32:33 +00:00
|
|
|
}
|
2019-05-13 12:08:17 +00:00
|
|
|
}
|
2019-06-05 16:32:33 +00:00
|
|
|
|
2020-01-12 11:09:37 +00:00
|
|
|
let dist_to_player =
|
|
|
|
(self.state.terrain().key_pos(*key).map(|x| x as f32)
|
|
|
|
+ TerrainChunkSize::RECT_SIZE.map(|x| x as f32) / 2.0)
|
|
|
|
.distance_squared(pos.0.into());
|
|
|
|
|
|
|
|
if dist_to_player < self.loaded_distance {
|
|
|
|
self.loaded_distance = dist_to_player;
|
|
|
|
}
|
2019-04-11 22:26:43 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-01-12 11:09:37 +00:00
|
|
|
self.loaded_distance = self.loaded_distance.sqrt()
|
|
|
|
- ((TerrainChunkSize::RECT_SIZE.x as f32 / 2.0).powi(2)
|
|
|
|
+ (TerrainChunkSize::RECT_SIZE.y as f32 / 2.0).powi(2))
|
|
|
|
.sqrt();
|
2019-05-16 20:18:48 +00:00
|
|
|
|
2019-05-17 09:22:32 +00:00
|
|
|
// If chunks are taking too long, assume they're no longer pending.
|
2019-05-16 20:18:48 +00:00
|
|
|
let now = Instant::now();
|
2019-05-16 21:04:16 +00:00
|
|
|
self.pending_chunks
|
2019-06-05 18:00:17 +00:00
|
|
|
.retain(|_, created| now.duration_since(*created) < Duration::from_secs(3));
|
2019-04-11 22:26:43 +00:00
|
|
|
}
|
|
|
|
|
2019-05-17 20:47:58 +00:00
|
|
|
// Send a ping to the server once every second
|
2020-03-01 22:18:22 +00:00
|
|
|
if self.state.get_time() - self.last_server_ping > 1. {
|
2020-10-07 10:31:49 +00:00
|
|
|
self.send_msg_err(PingMsg::Ping)?;
|
2020-03-01 22:18:22 +00:00
|
|
|
self.last_server_ping = self.state.get_time();
|
2019-05-23 08:18:25 +00:00
|
|
|
}
|
|
|
|
|
2019-05-17 20:47:58 +00:00
|
|
|
// 6) Update the server about the player's physics attributes.
|
2020-10-30 16:39:53 +00:00
|
|
|
if self.presence.is_some() {
|
2019-07-02 19:00:57 +00:00
|
|
|
if let (Some(pos), Some(vel), Some(ori)) = (
|
2021-03-19 23:53:17 +00:00
|
|
|
self.state.read_storage().get(self.entity()).cloned(),
|
|
|
|
self.state.read_storage().get(self.entity()).cloned(),
|
|
|
|
self.state.read_storage().get(self.entity()).cloned(),
|
2019-06-29 20:40:40 +00:00
|
|
|
) {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
self.in_game_stream
|
2020-10-12 08:18:28 +00:00
|
|
|
.send(ClientGeneral::PlayerPhysics { pos, vel, ori })?;
|
2019-05-17 20:47:58 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-09-06 13:23:38 +00:00
|
|
|
/*
|
2019-06-04 12:45:41 +00:00
|
|
|
// Output debug metrics
|
2020-06-21 14:26:06 +00:00
|
|
|
if log_enabled!(Level::Info) && self.tick % 600 == 0 {
|
2019-06-04 12:49:57 +00:00
|
|
|
let metrics = self
|
|
|
|
.state
|
2019-06-04 12:45:41 +00:00
|
|
|
.terrain()
|
|
|
|
.iter()
|
|
|
|
.fold(ChonkMetrics::default(), |a, (_, c)| a + c.get_metrics());
|
|
|
|
info!("{:?}", metrics);
|
|
|
|
}
|
2019-09-06 13:23:38 +00:00
|
|
|
*/
|
2019-06-04 12:45:41 +00:00
|
|
|
|
2019-05-17 20:47:58 +00:00
|
|
|
// 7) Finish the tick, pass control back to the frontend.
|
2019-01-23 20:01:58 +00:00
|
|
|
self.tick += 1;
|
2019-03-03 22:02:38 +00:00
|
|
|
Ok(frontend_events)
|
2019-01-02 17:23:31 +00:00
|
|
|
}
|
2019-01-23 20:01:58 +00:00
|
|
|
|
2019-05-17 09:22:32 +00:00
|
|
|
/// Clean up the client after a tick.
|
2019-01-23 20:01:58 +00:00
|
|
|
pub fn cleanup(&mut self) {
|
|
|
|
// Cleanup the local state
|
|
|
|
self.state.cleanup();
|
|
|
|
}
|
2019-03-03 22:02:38 +00:00
|
|
|
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
fn handle_server_msg(
|
2020-07-01 09:51:37 +00:00
|
|
|
&mut self,
|
|
|
|
frontend_events: &mut Vec<Event>,
|
2020-10-07 10:31:49 +00:00
|
|
|
msg: ServerGeneral,
|
2020-07-01 09:51:37 +00:00
|
|
|
) -> Result<(), Error> {
|
2021-06-18 06:23:48 +00:00
|
|
|
prof_span!("handle_server_msg");
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
match msg {
|
2020-10-07 10:31:49 +00:00
|
|
|
ServerGeneral::Disconnect(reason) => match reason {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
DisconnectReason::Shutdown => return Err(Error::ServerShutdown),
|
|
|
|
DisconnectReason::Kicked(reason) => {
|
|
|
|
debug!("sending ClientMsg::Terminate because we got kicked");
|
2020-10-05 10:44:33 +00:00
|
|
|
frontend_events.push(Event::Kicked(reason));
|
2020-10-07 10:31:49 +00:00
|
|
|
self.send_msg_err(ClientGeneral::Terminate)?;
|
2020-07-01 09:45:39 +00:00
|
|
|
},
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
ServerGeneral::PlayerListUpdate(PlayerListUpdate::Init(list)) => {
|
2020-10-05 10:44:33 +00:00
|
|
|
self.player_list = list
|
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
ServerGeneral::PlayerListUpdate(PlayerListUpdate::Add(uid, player_info)) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
if let Some(old_player_info) = self.player_list.insert(uid, player_info.clone()) {
|
|
|
|
warn!(
|
|
|
|
"Received msg to insert {} with uid {} into the player list but there was \
|
|
|
|
already an entry for {} with the same uid that was overwritten!",
|
|
|
|
player_info.player_alias, uid, old_player_info.player_alias
|
|
|
|
);
|
|
|
|
}
|
|
|
|
},
|
Added non-admin moderators and timed bans.
The security model has been updated to reflect this change (for example,
moderators cannot revert a ban by an administrator). Ban history is
also now recorded in the ban file, and much more information about the
ban is stored (whitelists and administrators also have extra
information).
To support the new information without losing important information,
this commit also introduces a new migration path for editable settings
(both from legacy to the new format, and between versions). Examples
of how to do this correctly, and migrate to new versions of a settings
file, are in the settings/ subdirectory.
As part of this effort, editable settings have been revamped to
guarantee atomic saves (due to the increased amount of information in
each file), some latent bugs in networking were fixed, and server-cli
has been updated to go through StructOpt for both calls through TUI
and argv, greatly simplifying parsing logic.
2021-05-08 18:22:21 +00:00
|
|
|
ServerGeneral::PlayerListUpdate(PlayerListUpdate::Moderator(uid, moderator)) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
if let Some(player_info) = self.player_list.get_mut(&uid) {
|
Added non-admin moderators and timed bans.
The security model has been updated to reflect this change (for example,
moderators cannot revert a ban by an administrator). Ban history is
also now recorded in the ban file, and much more information about the
ban is stored (whitelists and administrators also have extra
information).
To support the new information without losing important information,
this commit also introduces a new migration path for editable settings
(both from legacy to the new format, and between versions). Examples
of how to do this correctly, and migrate to new versions of a settings
file, are in the settings/ subdirectory.
As part of this effort, editable settings have been revamped to
guarantee atomic saves (due to the increased amount of information in
each file), some latent bugs in networking were fixed, and server-cli
has been updated to go through StructOpt for both calls through TUI
and argv, greatly simplifying parsing logic.
2021-05-08 18:22:21 +00:00
|
|
|
player_info.is_moderator = moderator;
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
} else {
|
|
|
|
warn!(
|
|
|
|
"Received msg to update admin status of uid {}, but they were not in the \
|
|
|
|
list.",
|
|
|
|
uid
|
|
|
|
);
|
|
|
|
}
|
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
ServerGeneral::PlayerListUpdate(PlayerListUpdate::SelectedCharacter(
|
2020-10-05 10:44:33 +00:00
|
|
|
uid,
|
|
|
|
char_info,
|
|
|
|
)) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
if let Some(player_info) = self.player_list.get_mut(&uid) {
|
|
|
|
player_info.character = Some(char_info);
|
|
|
|
} else {
|
|
|
|
warn!(
|
|
|
|
"Received msg to update character info for uid {}, but they were not in \
|
|
|
|
the list.",
|
|
|
|
uid
|
|
|
|
);
|
|
|
|
}
|
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
ServerGeneral::PlayerListUpdate(PlayerListUpdate::LevelChange(uid, next_level)) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
if let Some(player_info) = self.player_list.get_mut(&uid) {
|
|
|
|
player_info.character = match &player_info.character {
|
2020-12-13 17:11:55 +00:00
|
|
|
Some(character) => Some(msg::CharacterInfo {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
name: character.name.to_string(),
|
|
|
|
}),
|
|
|
|
None => {
|
|
|
|
warn!(
|
|
|
|
"Received msg to update character level info to {} for uid {}, \
|
|
|
|
but this player's character is None.",
|
|
|
|
next_level, uid
|
|
|
|
);
|
|
|
|
|
|
|
|
None
|
|
|
|
},
|
|
|
|
};
|
|
|
|
}
|
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
ServerGeneral::PlayerListUpdate(PlayerListUpdate::Remove(uid)) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
// Instead of removing players, mark them as offline because we need to
|
|
|
|
// remember the names of disconnected players in chat.
|
|
|
|
//
|
2021-06-06 22:36:25 +00:00
|
|
|
// TODO: consider alternatives since this leads to an ever growing list as
|
|
|
|
// players log out and in. Keep in mind we might only want to
|
|
|
|
// keep only so many messages in chat the history. We could
|
|
|
|
// potentially use an ID that's more persistent than the Uid.
|
|
|
|
// One of the reasons we don't just store the string of the player name
|
|
|
|
// into the message is to make alias changes reflected in older messages.
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
|
|
|
|
if let Some(player_info) = self.player_list.get_mut(&uid) {
|
|
|
|
if player_info.is_online {
|
|
|
|
player_info.is_online = false;
|
2020-07-01 09:45:39 +00:00
|
|
|
} else {
|
|
|
|
warn!(
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
"Received msg to remove uid {} from the player list by they were \
|
|
|
|
already marked offline",
|
2020-07-01 09:45:39 +00:00
|
|
|
uid
|
|
|
|
);
|
|
|
|
}
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
} else {
|
|
|
|
warn!(
|
|
|
|
"Received msg to remove uid {} from the player list by they weren't in \
|
|
|
|
the list!",
|
|
|
|
uid
|
|
|
|
);
|
|
|
|
}
|
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
ServerGeneral::PlayerListUpdate(PlayerListUpdate::Alias(uid, new_name)) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
if let Some(player_info) = self.player_list.get_mut(&uid) {
|
|
|
|
player_info.player_alias = new_name;
|
|
|
|
} else {
|
|
|
|
warn!(
|
|
|
|
"Received msg to alias player with uid {} to {} but this uid is not in \
|
|
|
|
the player list",
|
|
|
|
uid, new_name
|
|
|
|
);
|
|
|
|
}
|
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
ServerGeneral::ChatMsg(m) => frontend_events.push(Event::Chat(m)),
|
2021-02-10 19:42:59 +00:00
|
|
|
ServerGeneral::ChatMode(m) => {
|
|
|
|
self.chat_mode = m;
|
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
ServerGeneral::SetPlayerEntity(uid) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
if let Some(entity) = self.state.ecs().entity_from_uid(uid.0) {
|
2021-03-15 00:07:54 +00:00
|
|
|
*self.state.ecs_mut().write_resource() = PlayerEntity(Some(entity));
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
} else {
|
|
|
|
return Err(Error::Other("Failed to find entity from uid.".to_owned()));
|
|
|
|
}
|
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
ServerGeneral::TimeOfDay(time_of_day) => {
|
2021-04-28 21:26:09 +00:00
|
|
|
self.target_time_of_day = Some(time_of_day);
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
ServerGeneral::EntitySync(entity_sync_package) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
self.state
|
|
|
|
.ecs_mut()
|
|
|
|
.apply_entity_sync_package(entity_sync_package);
|
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
ServerGeneral::CompSync(comp_sync_package) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
self.state
|
|
|
|
.ecs_mut()
|
|
|
|
.apply_comp_sync_package(comp_sync_package);
|
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
ServerGeneral::CreateEntity(entity_package) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
self.state.ecs_mut().apply_entity_package(entity_package);
|
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
ServerGeneral::DeleteEntity(entity) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
if self.uid() != Some(entity) {
|
|
|
|
self.state
|
|
|
|
.ecs_mut()
|
|
|
|
.delete_entity_and_clear_from_uid_allocator(entity.0);
|
|
|
|
}
|
|
|
|
},
|
2020-10-07 10:31:49 +00:00
|
|
|
ServerGeneral::Notification(n) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
frontend_events.push(Event::Notification(n));
|
|
|
|
},
|
2020-10-12 08:18:28 +00:00
|
|
|
_ => unreachable!("Not a general msg"),
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
}
|
|
|
|
Ok(())
|
|
|
|
}
|
2020-07-01 09:45:39 +00:00
|
|
|
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
fn handle_server_in_game_msg(
|
|
|
|
&mut self,
|
|
|
|
frontend_events: &mut Vec<Event>,
|
2020-10-12 08:18:28 +00:00
|
|
|
msg: ServerGeneral,
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
) -> Result<(), Error> {
|
2021-06-18 06:23:48 +00:00
|
|
|
prof_span!("handle_server_in_game_msg");
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
match msg {
|
2020-10-12 08:18:28 +00:00
|
|
|
ServerGeneral::GroupUpdate(change_notification) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
use comp::group::ChangeNotification::*;
|
|
|
|
// Note: we use a hashmap since this would not work with entities outside
|
|
|
|
// the view distance
|
|
|
|
match change_notification {
|
|
|
|
Added(uid, role) => {
|
|
|
|
// Check if this is a newly formed group by looking for absence of
|
|
|
|
// other non pet group members
|
|
|
|
if !matches!(role, group::Role::Pet)
|
|
|
|
&& !self
|
|
|
|
.group_members
|
|
|
|
.values()
|
|
|
|
.any(|r| !matches!(r, group::Role::Pet))
|
|
|
|
{
|
|
|
|
frontend_events
|
|
|
|
.push(Event::Chat(comp::ChatType::Meta.chat_msg(
|
|
|
|
"Type /g or /group to chat with your group members",
|
|
|
|
)));
|
|
|
|
}
|
|
|
|
if let Some(player_info) = self.player_list.get(&uid) {
|
|
|
|
frontend_events.push(Event::Chat(
|
|
|
|
comp::ChatType::GroupMeta("Group".into()).chat_msg(format!(
|
|
|
|
"[{}] joined group",
|
|
|
|
self.personalize_alias(uid, player_info.player_alias.clone())
|
|
|
|
)),
|
|
|
|
));
|
|
|
|
}
|
|
|
|
if self.group_members.insert(uid, role) == Some(role) {
|
2020-07-01 09:45:39 +00:00
|
|
|
warn!(
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
"Received msg to add uid {} to the group members but they were \
|
|
|
|
already there",
|
2020-07-01 09:45:39 +00:00
|
|
|
uid
|
|
|
|
);
|
|
|
|
}
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
},
|
|
|
|
Removed(uid) => {
|
|
|
|
if let Some(player_info) = self.player_list.get(&uid) {
|
|
|
|
frontend_events.push(Event::Chat(
|
|
|
|
comp::ChatType::GroupMeta("Group".into()).chat_msg(format!(
|
|
|
|
"[{}] left group",
|
|
|
|
self.personalize_alias(uid, player_info.player_alias.clone())
|
|
|
|
)),
|
|
|
|
));
|
|
|
|
}
|
|
|
|
if self.group_members.remove(&uid).is_none() {
|
|
|
|
warn!(
|
|
|
|
"Received msg to remove uid {} from group members but by they \
|
|
|
|
weren't in there!",
|
|
|
|
uid
|
|
|
|
);
|
|
|
|
}
|
|
|
|
},
|
|
|
|
NewLeader(leader) => {
|
|
|
|
self.group_leader = Some(leader);
|
|
|
|
},
|
|
|
|
NewGroup { leader, members } => {
|
|
|
|
self.group_leader = Some(leader);
|
|
|
|
self.group_members = members.into_iter().collect();
|
|
|
|
// Currently add/remove messages treat client as an implicit member
|
|
|
|
// of the group whereas this message explicitly includes them so to
|
|
|
|
// be consistent for now we will remove the client from the
|
|
|
|
// received hashset
|
|
|
|
if let Some(uid) = self.uid() {
|
|
|
|
self.group_members.remove(&uid);
|
|
|
|
}
|
|
|
|
},
|
|
|
|
NoGroup => {
|
|
|
|
self.group_leader = None;
|
|
|
|
self.group_members = HashMap::new();
|
|
|
|
},
|
|
|
|
}
|
|
|
|
},
|
2021-02-12 23:09:18 +00:00
|
|
|
ServerGeneral::Invite {
|
2021-02-11 04:54:31 +00:00
|
|
|
inviter,
|
|
|
|
timeout,
|
|
|
|
kind,
|
|
|
|
} => {
|
2021-02-13 23:32:55 +00:00
|
|
|
self.invite = Some((inviter, std::time::Instant::now(), timeout, kind));
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
},
|
2020-10-12 08:18:28 +00:00
|
|
|
ServerGeneral::InvitePending(uid) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
if !self.pending_invites.insert(uid) {
|
|
|
|
warn!("Received message about pending invite that was already pending");
|
|
|
|
}
|
|
|
|
},
|
2021-02-11 04:54:31 +00:00
|
|
|
ServerGeneral::InviteComplete {
|
|
|
|
target,
|
|
|
|
answer,
|
|
|
|
kind,
|
|
|
|
} => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
if !self.pending_invites.remove(&target) {
|
|
|
|
warn!(
|
|
|
|
"Received completed invite message for invite that was not in the list of \
|
|
|
|
pending invites"
|
|
|
|
)
|
|
|
|
}
|
2021-02-11 04:54:31 +00:00
|
|
|
frontend_events.push(Event::InviteComplete {
|
|
|
|
target,
|
|
|
|
answer,
|
|
|
|
kind,
|
|
|
|
});
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
},
|
2020-10-30 16:39:53 +00:00
|
|
|
// Cleanup for when the client goes back to the `presence = None`
|
2020-10-12 08:18:28 +00:00
|
|
|
ServerGeneral::ExitInGameSuccess => {
|
2020-10-30 16:39:53 +00:00
|
|
|
self.presence = None;
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
self.clean_state();
|
|
|
|
},
|
2021-01-08 19:12:09 +00:00
|
|
|
ServerGeneral::InventoryUpdate(inventory, event) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
match event {
|
2021-05-22 20:47:08 +00:00
|
|
|
InventoryUpdateEvent::BlockCollectFailed(_) => {},
|
|
|
|
InventoryUpdateEvent::EntityCollectFailed(_) => {},
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
_ => {
|
|
|
|
// Push the updated inventory component to the client
|
2021-04-09 07:34:58 +00:00
|
|
|
// FIXME: Figure out whether this error can happen under normal gameplay,
|
|
|
|
// if not find a better way to handle it, if so maybe consider kicking the
|
|
|
|
// client back to login?
|
|
|
|
let entity = self.entity();
|
|
|
|
if let Err(e) = self
|
|
|
|
.state
|
|
|
|
.ecs_mut()
|
|
|
|
.write_storage()
|
|
|
|
.insert(entity, inventory)
|
|
|
|
{
|
|
|
|
warn!(
|
|
|
|
?e,
|
|
|
|
"Received an inventory update event for client entity, but this \
|
|
|
|
entity was not found... this may be a bug."
|
|
|
|
);
|
|
|
|
}
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
},
|
|
|
|
}
|
2020-07-01 09:45:39 +00:00
|
|
|
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
self.update_available_recipes();
|
2020-07-14 20:11:39 +00:00
|
|
|
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
frontend_events.push(Event::InventoryUpdated(event));
|
|
|
|
},
|
2020-10-12 08:18:28 +00:00
|
|
|
ServerGeneral::SetViewDistance(vd) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
self.view_distance = Some(vd);
|
|
|
|
frontend_events.push(Event::SetViewDistance(vd));
|
|
|
|
},
|
2020-10-12 08:18:28 +00:00
|
|
|
ServerGeneral::Outcomes(outcomes) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
frontend_events.extend(outcomes.into_iter().map(Event::Outcome))
|
|
|
|
},
|
2020-10-12 08:18:28 +00:00
|
|
|
ServerGeneral::Knockback(impulse) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
self.state
|
|
|
|
.ecs()
|
|
|
|
.read_resource::<EventBus<LocalEvent>>()
|
|
|
|
.emit_now(LocalEvent::ApplyImpulse {
|
2021-03-19 23:53:17 +00:00
|
|
|
entity: self.entity(),
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
impulse,
|
2020-07-01 09:45:39 +00:00
|
|
|
});
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
},
|
2021-03-25 04:35:33 +00:00
|
|
|
ServerGeneral::UpdatePendingTrade(id, trade, pricing) => {
|
2021-02-13 23:32:55 +00:00
|
|
|
tracing::trace!("UpdatePendingTrade {:?} {:?}", id, trade);
|
2021-03-25 04:35:33 +00:00
|
|
|
self.pending_trade = Some((id, trade, pricing));
|
2021-02-11 19:35:36 +00:00
|
|
|
},
|
2021-02-12 20:47:45 +00:00
|
|
|
ServerGeneral::FinishedTrade(result) => {
|
2021-03-25 04:35:33 +00:00
|
|
|
if let Some((_, trade, _)) = self.pending_trade.take() {
|
2021-03-15 01:41:47 +00:00
|
|
|
self.update_available_recipes();
|
2021-02-12 20:47:45 +00:00
|
|
|
frontend_events.push(Event::TradeComplete { result, trade })
|
|
|
|
}
|
2021-02-11 19:35:36 +00:00
|
|
|
},
|
Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
|
|
|
ServerGeneral::SiteEconomy(economy) => {
|
|
|
|
if let Some(rich) = self.sites_mut().get_mut(&economy.id) {
|
|
|
|
rich.economy = Some(economy);
|
|
|
|
}
|
|
|
|
},
|
2020-10-12 08:18:28 +00:00
|
|
|
_ => unreachable!("Not a in_game message"),
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
}
|
|
|
|
Ok(())
|
|
|
|
}
|
|
|
|
|
2021-03-11 12:07:03 +00:00
|
|
|
fn handle_server_terrain_msg(&mut self, msg: ServerGeneral) -> Result<(), Error> {
|
2021-06-18 06:23:48 +00:00
|
|
|
prof_span!("handle_server_terrain_mgs");
|
2021-03-11 12:07:03 +00:00
|
|
|
match msg {
|
|
|
|
ServerGeneral::TerrainChunkUpdate { key, chunk } => {
|
2021-04-24 00:18:06 +00:00
|
|
|
if let Some(chunk) = chunk.ok().and_then(|c| c.to_chunk()) {
|
2021-04-21 03:27:43 +00:00
|
|
|
self.state.insert_chunk(key, Arc::new(chunk));
|
2021-03-11 12:07:03 +00:00
|
|
|
}
|
|
|
|
self.pending_chunks.remove(&key);
|
|
|
|
},
|
2021-04-20 23:33:42 +00:00
|
|
|
ServerGeneral::TerrainBlockUpdates(blocks) => {
|
|
|
|
if let Some(mut blocks) = blocks.decompress() {
|
|
|
|
blocks.drain().for_each(|(pos, block)| {
|
|
|
|
self.state.set_block(pos, block);
|
|
|
|
});
|
|
|
|
}
|
2021-03-11 12:07:03 +00:00
|
|
|
},
|
|
|
|
_ => unreachable!("Not a terrain message"),
|
|
|
|
}
|
|
|
|
Ok(())
|
|
|
|
}
|
|
|
|
|
2020-11-14 19:32:39 +00:00
|
|
|
fn handle_server_character_screen_msg(
|
|
|
|
&mut self,
|
|
|
|
events: &mut Vec<Event>,
|
|
|
|
msg: ServerGeneral,
|
|
|
|
) -> Result<(), Error> {
|
2021-06-18 07:17:55 +00:00
|
|
|
prof_span!("handle_server_character_screen_msg");
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
match msg {
|
2020-10-12 08:18:28 +00:00
|
|
|
ServerGeneral::CharacterListUpdate(character_list) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
self.character_list.characters = character_list;
|
|
|
|
self.character_list.loading = false;
|
|
|
|
},
|
2020-10-12 08:18:28 +00:00
|
|
|
ServerGeneral::CharacterActionError(error) => {
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
warn!("CharacterActionError: {:?}.", error);
|
2020-11-25 17:13:59 +00:00
|
|
|
events.push(Event::CharacterError(error));
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
},
|
2020-10-12 08:18:28 +00:00
|
|
|
ServerGeneral::CharacterDataLoadError(error) => {
|
2020-10-04 23:11:02 +00:00
|
|
|
trace!("Handling join error by server");
|
2020-10-30 16:39:53 +00:00
|
|
|
self.presence = None;
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
self.clean_state();
|
2020-11-25 17:13:59 +00:00
|
|
|
events.push(Event::CharacterError(error));
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
},
|
2020-11-14 19:32:39 +00:00
|
|
|
ServerGeneral::CharacterCreated(character_id) => {
|
|
|
|
events.push(Event::CharacterCreated(character_id));
|
|
|
|
},
|
2020-10-12 08:18:28 +00:00
|
|
|
ServerGeneral::CharacterSuccess => {
|
2020-10-04 23:11:02 +00:00
|
|
|
debug!("client is now in ingame state on server");
|
2020-10-05 10:44:33 +00:00
|
|
|
if let Some(vd) = self.view_distance {
|
|
|
|
self.set_view_distance(vd);
|
|
|
|
}
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
},
|
2020-10-12 08:18:28 +00:00
|
|
|
_ => unreachable!("Not a character_screen msg"),
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
}
|
|
|
|
Ok(())
|
|
|
|
}
|
|
|
|
|
|
|
|
fn handle_ping_msg(&mut self, msg: PingMsg) -> Result<(), Error> {
|
2021-06-18 06:23:48 +00:00
|
|
|
prof_span!("handle_ping_msg");
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
match msg {
|
|
|
|
PingMsg::Ping => {
|
2020-10-07 10:31:49 +00:00
|
|
|
self.send_msg_err(PingMsg::Pong)?;
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
},
|
|
|
|
PingMsg::Pong => {
|
|
|
|
self.last_server_pong = self.state.get_time();
|
|
|
|
self.last_ping_delta = self.state.get_time() - self.last_server_ping;
|
|
|
|
|
|
|
|
// Maintain the correct number of deltas for calculating the rolling average
|
|
|
|
// ping. The client sends a ping to the server every second so we should be
|
|
|
|
// receiving a pong reply roughly every second.
|
|
|
|
while self.ping_deltas.len() > PING_ROLLING_AVERAGE_SECS - 1 {
|
|
|
|
self.ping_deltas.pop_front();
|
|
|
|
}
|
|
|
|
self.ping_deltas.push_back(self.last_ping_delta);
|
|
|
|
},
|
|
|
|
}
|
|
|
|
Ok(())
|
|
|
|
}
|
|
|
|
|
2021-06-19 05:04:05 +00:00
|
|
|
fn handle_messages(&mut self, frontend_events: &mut Vec<Event>) -> Result<u64, Error> {
|
2021-06-18 07:17:55 +00:00
|
|
|
let mut cnt = 0;
|
2021-06-27 00:10:58 +00:00
|
|
|
#[cfg(feature = "tracy")]
|
|
|
|
let (mut terrain_cnt, mut ingame_cnt) = (0, 0);
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
loop {
|
2021-06-18 07:17:55 +00:00
|
|
|
let cnt_start = cnt;
|
|
|
|
|
|
|
|
while let Some(msg) = self.general_stream.try_recv()? {
|
|
|
|
cnt += 1;
|
|
|
|
self.handle_server_msg(frontend_events, msg)?;
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
}
|
2021-06-18 07:17:55 +00:00
|
|
|
while let Some(msg) = self.ping_stream.try_recv()? {
|
|
|
|
cnt += 1;
|
|
|
|
self.handle_ping_msg(msg)?;
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
}
|
2021-06-18 07:17:55 +00:00
|
|
|
while let Some(msg) = self.character_screen_stream.try_recv()? {
|
|
|
|
cnt += 1;
|
|
|
|
self.handle_server_character_screen_msg(frontend_events, msg)?;
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
}
|
2021-06-18 07:17:55 +00:00
|
|
|
while let Some(msg) = self.in_game_stream.try_recv()? {
|
|
|
|
cnt += 1;
|
2021-06-27 00:10:58 +00:00
|
|
|
#[cfg(feature = "tracy")]
|
|
|
|
{
|
|
|
|
ingame_cnt += 1;
|
|
|
|
}
|
2021-06-18 07:17:55 +00:00
|
|
|
self.handle_server_in_game_msg(frontend_events, msg)?;
|
2020-07-01 09:45:39 +00:00
|
|
|
}
|
2021-06-18 07:17:55 +00:00
|
|
|
while let Some(msg) = self.terrain_stream.try_recv()? {
|
|
|
|
cnt += 1;
|
2021-06-27 00:10:58 +00:00
|
|
|
#[cfg(feature = "tracy")]
|
|
|
|
{
|
2021-06-27 02:38:52 +00:00
|
|
|
if let ServerGeneral::TerrainChunkUpdate { chunk, .. } = &msg {
|
|
|
|
terrain_cnt += chunk.as_ref().map(|x| x.approx_len()).unwrap_or(0);
|
|
|
|
}
|
2021-06-27 00:10:58 +00:00
|
|
|
}
|
2021-06-18 07:17:55 +00:00
|
|
|
self.handle_server_terrain_msg(msg)?;
|
|
|
|
}
|
|
|
|
|
|
|
|
if cnt_start == cnt {
|
2021-06-27 00:10:58 +00:00
|
|
|
#[cfg(feature = "tracy")]
|
|
|
|
{
|
|
|
|
TERRAIN_RECVS.point(terrain_cnt as f64);
|
|
|
|
INGAME_RECVS.point(ingame_cnt as f64);
|
|
|
|
}
|
2021-06-18 07:17:55 +00:00
|
|
|
return Ok(cnt);
|
2021-03-11 12:07:03 +00:00
|
|
|
}
|
2020-07-01 09:45:39 +00:00
|
|
|
}
|
|
|
|
}
|
2020-06-11 17:06:11 +00:00
|
|
|
|
2020-07-01 09:51:37 +00:00
|
|
|
/// Handle new server messages.
|
2019-03-03 22:02:38 +00:00
|
|
|
fn handle_new_messages(&mut self) -> Result<Vec<Event>, Error> {
|
2021-06-18 06:23:48 +00:00
|
|
|
prof_span!("handle_new_messages");
|
2019-03-03 22:02:38 +00:00
|
|
|
let mut frontend_events = Vec::new();
|
|
|
|
|
2019-10-17 04:09:01 +00:00
|
|
|
// Check that we have an valid connection.
|
2020-02-01 20:39:39 +00:00
|
|
|
// Use the last ping time as a 1s rate limiter, we only notify the user once per
|
|
|
|
// second
|
2020-03-01 22:18:22 +00:00
|
|
|
if self.state.get_time() - self.last_server_ping > 1. {
|
|
|
|
let duration_since_last_pong = self.state.get_time() - self.last_server_pong;
|
2019-10-17 04:09:01 +00:00
|
|
|
|
|
|
|
// Dispatch a notification to the HUD warning they will be kicked in {n} seconds
|
2020-09-06 19:24:52 +00:00
|
|
|
const KICK_WARNING_AFTER_REL_TO_TIMEOUT_FRACTION: f64 = 0.75;
|
|
|
|
if duration_since_last_pong
|
|
|
|
>= (self.client_timeout.as_secs() as f64
|
|
|
|
* KICK_WARNING_AFTER_REL_TO_TIMEOUT_FRACTION)
|
2020-06-11 17:06:11 +00:00
|
|
|
&& self.state.get_time() - duration_since_last_pong > 0.
|
|
|
|
{
|
|
|
|
frontend_events.push(Event::DisconnectionNotification(
|
|
|
|
(self.state.get_time() - duration_since_last_pong).round() as u64,
|
|
|
|
));
|
2019-10-17 04:09:01 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-06-18 07:17:55 +00:00
|
|
|
let msg_count = self.handle_messages(&mut frontend_events)?;
|
2020-06-28 15:21:12 +00:00
|
|
|
|
2021-06-18 07:17:55 +00:00
|
|
|
if msg_count == 0
|
2020-09-06 19:24:52 +00:00
|
|
|
&& self.state.get_time() - self.last_server_pong > self.client_timeout.as_secs() as f64
|
|
|
|
{
|
2019-03-05 18:39:18 +00:00
|
|
|
return Err(Error::ServerTimeout);
|
2019-03-03 22:02:38 +00:00
|
|
|
}
|
2020-07-01 09:45:39 +00:00
|
|
|
|
2019-03-03 22:02:38 +00:00
|
|
|
Ok(frontend_events)
|
|
|
|
}
|
2019-05-25 21:13:38 +00:00
|
|
|
|
2021-03-19 23:02:39 +00:00
|
|
|
pub fn entity(&self) -> EcsEntity {
|
2021-03-19 23:53:17 +00:00
|
|
|
self.state
|
|
|
|
.ecs()
|
|
|
|
.read_resource::<PlayerEntity>()
|
|
|
|
.0
|
|
|
|
.expect("Client::entity should always have PlayerEntity be Some")
|
2021-03-19 23:02:39 +00:00
|
|
|
}
|
2019-05-25 21:13:38 +00:00
|
|
|
|
2021-03-19 23:53:17 +00:00
|
|
|
pub fn uid(&self) -> Option<Uid> { self.state.read_component_copied(self.entity()) }
|
2020-07-12 00:39:50 +00:00
|
|
|
|
2020-10-30 16:39:53 +00:00
|
|
|
pub fn presence(&self) -> Option<PresenceKind> { self.presence }
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
|
2020-10-11 22:14:04 +00:00
|
|
|
pub fn registered(&self) -> bool { self.registered }
|
Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-04 18:20:18 +00:00
|
|
|
|
2020-02-01 20:39:39 +00:00
|
|
|
pub fn get_tick(&self) -> u64 { self.tick }
|
2019-05-25 21:13:38 +00:00
|
|
|
|
2020-02-01 20:39:39 +00:00
|
|
|
pub fn get_ping_ms(&self) -> f64 { self.last_ping_delta * 1000.0 }
|
2019-05-25 21:13:38 +00:00
|
|
|
|
2020-07-10 20:25:45 +00:00
|
|
|
pub fn get_ping_ms_rolling_avg(&self) -> f64 {
|
|
|
|
let mut total_weight = 0.;
|
|
|
|
let pings = self.ping_deltas.len() as f64;
|
|
|
|
(self
|
|
|
|
.ping_deltas
|
|
|
|
.iter()
|
|
|
|
.enumerate()
|
|
|
|
.fold(0., |acc, (i, ping)| {
|
|
|
|
let weight = i as f64 + 1. / pings;
|
|
|
|
total_weight += weight;
|
|
|
|
acc + (weight * ping)
|
|
|
|
})
|
|
|
|
/ total_weight)
|
|
|
|
* 1000.0
|
|
|
|
}
|
|
|
|
|
2021-02-18 00:01:57 +00:00
|
|
|
/// Get a reference to the client's runtime thread pool. This pool should be
|
2020-02-01 20:39:39 +00:00
|
|
|
/// used for any computationally expensive operations that run outside
|
|
|
|
/// of the main thread (i.e., threads that block on I/O operations are
|
|
|
|
/// exempt).
|
2021-01-13 13:16:22 +00:00
|
|
|
pub fn runtime(&self) -> &Arc<Runtime> { &self.runtime }
|
|
|
|
|
2019-05-25 21:13:38 +00:00
|
|
|
/// Get a reference to the client's game state.
|
2020-02-01 20:39:39 +00:00
|
|
|
pub fn state(&self) -> &State { &self.state }
|
2019-05-25 21:13:38 +00:00
|
|
|
|
|
|
|
/// Get a mutable reference to the client's game state.
|
2020-02-01 20:39:39 +00:00
|
|
|
pub fn state_mut(&mut self) -> &mut State { &mut self.state }
|
2019-04-24 07:59:42 +00:00
|
|
|
|
|
|
|
/// Get a vector of all the players on the server
|
2019-06-02 14:35:21 +00:00
|
|
|
pub fn get_players(&mut self) -> Vec<comp::Player> {
|
|
|
|
// TODO: Don't clone players.
|
|
|
|
self.state
|
|
|
|
.ecs()
|
|
|
|
.read_storage::<comp::Player>()
|
2019-04-24 07:59:42 +00:00
|
|
|
.join()
|
2019-07-02 19:00:57 +00:00
|
|
|
.cloned()
|
2019-04-24 07:59:42 +00:00
|
|
|
.collect()
|
|
|
|
}
|
2020-06-16 01:00:32 +00:00
|
|
|
|
Added non-admin moderators and timed bans.
The security model has been updated to reflect this change (for example,
moderators cannot revert a ban by an administrator). Ban history is
also now recorded in the ban file, and much more information about the
ban is stored (whitelists and administrators also have extra
information).
To support the new information without losing important information,
this commit also introduces a new migration path for editable settings
(both from legacy to the new format, and between versions). Examples
of how to do this correctly, and migrate to new versions of a settings
file, are in the settings/ subdirectory.
As part of this effort, editable settings have been revamped to
guarantee atomic saves (due to the increased amount of information in
each file), some latent bugs in networking were fixed, and server-cli
has been updated to go through StructOpt for both calls through TUI
and argv, greatly simplifying parsing logic.
2021-05-08 18:22:21 +00:00
|
|
|
/// Return true if this client is a moderator on the server
|
|
|
|
pub fn is_moderator(&self) -> bool {
|
2020-07-09 21:01:48 +00:00
|
|
|
let client_uid = self
|
|
|
|
.state
|
2021-03-19 23:53:17 +00:00
|
|
|
.read_component_copied::<Uid>(self.entity())
|
2020-07-09 21:01:48 +00:00
|
|
|
.expect("Client doesn't have a Uid!!!");
|
|
|
|
|
|
|
|
self.player_list
|
|
|
|
.get(&client_uid)
|
Added non-admin moderators and timed bans.
The security model has been updated to reflect this change (for example,
moderators cannot revert a ban by an administrator). Ban history is
also now recorded in the ban file, and much more information about the
ban is stored (whitelists and administrators also have extra
information).
To support the new information without losing important information,
this commit also introduces a new migration path for editable settings
(both from legacy to the new format, and between versions). Examples
of how to do this correctly, and migrate to new versions of a settings
file, are in the settings/ subdirectory.
As part of this effort, editable settings have been revamped to
guarantee atomic saves (due to the increased amount of information in
each file), some latent bugs in networking were fixed, and server-cli
has been updated to go through StructOpt for both calls through TUI
and argv, greatly simplifying parsing logic.
2021-05-08 18:22:21 +00:00
|
|
|
.map_or(false, |info| info.is_moderator)
|
2020-07-09 21:01:48 +00:00
|
|
|
}
|
|
|
|
|
2020-06-16 01:00:32 +00:00
|
|
|
/// Clean client ECS state
|
|
|
|
fn clean_state(&mut self) {
|
|
|
|
let client_uid = self
|
2020-07-12 00:39:50 +00:00
|
|
|
.uid()
|
2020-06-16 01:00:32 +00:00
|
|
|
.map(|u| u.into())
|
|
|
|
.expect("Client doesn't have a Uid!!!");
|
|
|
|
|
|
|
|
// Clear ecs of all entities
|
|
|
|
self.state.ecs_mut().delete_all();
|
|
|
|
self.state.ecs_mut().maintain();
|
|
|
|
self.state.ecs_mut().insert(UidAllocator::default());
|
|
|
|
|
|
|
|
// Recreate client entity with Uid
|
|
|
|
let entity_builder = self.state.ecs_mut().create_entity();
|
|
|
|
let uid = entity_builder
|
|
|
|
.world
|
|
|
|
.write_resource::<UidAllocator>()
|
|
|
|
.allocate(entity_builder.entity, Some(client_uid));
|
|
|
|
|
2021-03-19 23:53:17 +00:00
|
|
|
let entity = entity_builder.with(uid).build();
|
|
|
|
self.state.ecs().write_resource::<PlayerEntity>().0 = Some(entity);
|
2020-06-16 01:00:32 +00:00
|
|
|
}
|
2020-06-27 23:12:12 +00:00
|
|
|
|
2020-09-06 19:42:32 +00:00
|
|
|
/// Change player alias to "You" if client belongs to matching player
|
|
|
|
fn personalize_alias(&self, uid: Uid, alias: String) -> String {
|
|
|
|
let client_uid = self.uid().expect("Client doesn't have a Uid!!!");
|
|
|
|
if client_uid == uid {
|
|
|
|
"You".to_string() // TODO: Localize
|
|
|
|
} else {
|
|
|
|
alias
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-06-10 04:21:56 +00:00
|
|
|
/// Format a message for the client (voxygen chat box or chat-cli)
|
2020-06-24 05:46:29 +00:00
|
|
|
pub fn format_message(&self, msg: &comp::ChatMsg, character_name: bool) -> String {
|
2020-09-06 19:42:32 +00:00
|
|
|
let comp::ChatMsg {
|
|
|
|
chat_type, message, ..
|
|
|
|
} = &msg;
|
2021-05-11 17:26:22 +00:00
|
|
|
let name_of_uid = |uid| {
|
|
|
|
let ecs = self.state.ecs();
|
|
|
|
(
|
|
|
|
&ecs.read_storage::<comp::Stats>(),
|
|
|
|
&ecs.read_storage::<Uid>(),
|
|
|
|
)
|
|
|
|
.join()
|
|
|
|
.find(|(_, u)| u == &uid)
|
|
|
|
.map(|(c, _)| c.name.clone())
|
|
|
|
};
|
2020-06-10 04:21:56 +00:00
|
|
|
let alias_of_uid = |uid| {
|
2021-05-11 17:26:22 +00:00
|
|
|
self.player_list.get(uid).map_or(
|
|
|
|
name_of_uid(uid).unwrap_or_else(|| "<?>".to_string()),
|
|
|
|
|player_info| {
|
Added non-admin moderators and timed bans.
The security model has been updated to reflect this change (for example,
moderators cannot revert a ban by an administrator). Ban history is
also now recorded in the ban file, and much more information about the
ban is stored (whitelists and administrators also have extra
information).
To support the new information without losing important information,
this commit also introduces a new migration path for editable settings
(both from legacy to the new format, and between versions). Examples
of how to do this correctly, and migrate to new versions of a settings
file, are in the settings/ subdirectory.
As part of this effort, editable settings have been revamped to
guarantee atomic saves (due to the increased amount of information in
each file), some latent bugs in networking were fixed, and server-cli
has been updated to go through StructOpt for both calls through TUI
and argv, greatly simplifying parsing logic.
2021-05-08 18:22:21 +00:00
|
|
|
if player_info.is_moderator {
|
2020-09-06 19:42:32 +00:00
|
|
|
format!(
|
Added non-admin moderators and timed bans.
The security model has been updated to reflect this change (for example,
moderators cannot revert a ban by an administrator). Ban history is
also now recorded in the ban file, and much more information about the
ban is stored (whitelists and administrators also have extra
information).
To support the new information without losing important information,
this commit also introduces a new migration path for editable settings
(both from legacy to the new format, and between versions). Examples
of how to do this correctly, and migrate to new versions of a settings
file, are in the settings/ subdirectory.
As part of this effort, editable settings have been revamped to
guarantee atomic saves (due to the increased amount of information in
each file), some latent bugs in networking were fixed, and server-cli
has been updated to go through StructOpt for both calls through TUI
and argv, greatly simplifying parsing logic.
2021-05-08 18:22:21 +00:00
|
|
|
"MOD - {}",
|
2020-09-06 19:42:32 +00:00
|
|
|
self.personalize_alias(*uid, player_info.player_alias.clone())
|
|
|
|
)
|
2020-06-10 04:21:56 +00:00
|
|
|
} else {
|
2020-09-06 19:42:32 +00:00
|
|
|
self.personalize_alias(*uid, player_info.player_alias.clone())
|
2020-06-10 04:21:56 +00:00
|
|
|
}
|
2021-05-11 17:26:22 +00:00
|
|
|
},
|
2020-06-24 06:29:39 +00:00
|
|
|
)
|
2020-06-24 05:46:29 +00:00
|
|
|
};
|
2020-06-10 04:21:56 +00:00
|
|
|
let message_format = |uid, message, group| {
|
2020-06-24 05:46:29 +00:00
|
|
|
let alias = alias_of_uid(uid);
|
2020-06-24 06:29:39 +00:00
|
|
|
let name = if character_name {
|
|
|
|
name_of_uid(uid)
|
|
|
|
} else {
|
|
|
|
None
|
|
|
|
};
|
2020-06-24 05:46:29 +00:00
|
|
|
match (group, name) {
|
|
|
|
(Some(group), None) => format!("({}) [{}]: {}", group, alias, message),
|
|
|
|
(None, None) => format!("[{}]: {}", alias, message),
|
2020-06-24 06:29:39 +00:00
|
|
|
(Some(group), Some(name)) => {
|
|
|
|
format!("({}) [{}] {}: {}", group, alias, name, message)
|
|
|
|
},
|
2020-06-24 05:46:29 +00:00
|
|
|
(None, Some(name)) => format!("[{}] {}: {}", alias, name, message),
|
2020-06-10 04:21:56 +00:00
|
|
|
}
|
|
|
|
};
|
|
|
|
match chat_type {
|
2020-09-09 20:26:20 +00:00
|
|
|
// For ChatType::{Online, Offline, Kill} these message strings are localized
|
|
|
|
// in voxygen/src/hud/chat.rs before being formatted here.
|
|
|
|
// Kill messages are generated in server/src/events/entity_manipulation.rs
|
|
|
|
// fn handle_destroy
|
2020-09-09 22:50:45 +00:00
|
|
|
comp::ChatType::Online(uid) => {
|
|
|
|
// Default message formats if no localized message string is set by hud
|
|
|
|
// Needed for cli clients that don't set localization info
|
2020-12-10 11:50:48 +00:00
|
|
|
if message.is_empty() {
|
2020-09-09 22:50:45 +00:00
|
|
|
format!("[{}] came online", alias_of_uid(uid))
|
|
|
|
} else {
|
|
|
|
message.replace("{name}", &alias_of_uid(uid))
|
|
|
|
}
|
|
|
|
},
|
|
|
|
comp::ChatType::Offline(uid) => {
|
|
|
|
// Default message formats if no localized message string is set by hud
|
|
|
|
// Needed for cli clients that don't set localization info
|
2020-12-10 11:50:48 +00:00
|
|
|
if message.is_empty() {
|
2020-09-09 22:50:45 +00:00
|
|
|
format!("[{}] went offline", alias_of_uid(uid))
|
|
|
|
} else {
|
|
|
|
message.replace("{name}", &alias_of_uid(uid))
|
|
|
|
}
|
|
|
|
},
|
2020-06-12 07:43:20 +00:00
|
|
|
comp::ChatType::CommandError => message.to_string(),
|
|
|
|
comp::ChatType::CommandInfo => message.to_string(),
|
2020-06-12 17:44:29 +00:00
|
|
|
comp::ChatType::FactionMeta(_) => message.to_string(),
|
|
|
|
comp::ChatType::GroupMeta(_) => message.to_string(),
|
2020-09-09 22:50:45 +00:00
|
|
|
comp::ChatType::Kill(kill_source, victim) => {
|
|
|
|
// Default message formats if no localized message string is set by hud
|
|
|
|
// Needed for cli clients that don't set localization info
|
2020-12-10 11:50:48 +00:00
|
|
|
if message.is_empty() {
|
2020-09-09 22:50:45 +00:00
|
|
|
match kill_source {
|
2021-01-18 05:46:53 +00:00
|
|
|
KillSource::Player(attacker_uid, KillType::Buff(buff_kind)) => format!(
|
|
|
|
"[{}] died of {} caused by [{}]",
|
|
|
|
alias_of_uid(victim),
|
|
|
|
format!("{:?}", buff_kind).to_lowercase().as_str(),
|
|
|
|
alias_of_uid(attacker_uid)
|
|
|
|
),
|
2020-09-09 22:50:45 +00:00
|
|
|
KillSource::Player(attacker_uid, KillType::Melee) => format!(
|
|
|
|
"[{}] killed [{}]",
|
|
|
|
alias_of_uid(attacker_uid),
|
|
|
|
alias_of_uid(victim)
|
|
|
|
),
|
|
|
|
KillSource::Player(attacker_uid, KillType::Projectile) => format!(
|
|
|
|
"[{}] shot [{}]",
|
|
|
|
alias_of_uid(attacker_uid),
|
|
|
|
alias_of_uid(victim)
|
|
|
|
),
|
|
|
|
KillSource::Player(attacker_uid, KillType::Explosion) => format!(
|
|
|
|
"[{}] blew up [{}]",
|
|
|
|
alias_of_uid(attacker_uid),
|
|
|
|
alias_of_uid(victim)
|
|
|
|
),
|
2020-09-13 05:32:50 +00:00
|
|
|
KillSource::Player(attacker_uid, KillType::Energy) => format!(
|
|
|
|
"[{}] used magic to kill [{}]",
|
|
|
|
alias_of_uid(attacker_uid),
|
|
|
|
alias_of_uid(victim)
|
|
|
|
),
|
2020-11-05 01:21:42 +00:00
|
|
|
KillSource::Player(attacker_uid, KillType::Other) => format!(
|
2020-10-03 18:48:56 +00:00
|
|
|
"[{}] killed [{}]",
|
|
|
|
alias_of_uid(attacker_uid),
|
|
|
|
alias_of_uid(victim)
|
|
|
|
),
|
2021-01-18 05:46:53 +00:00
|
|
|
KillSource::NonExistent(KillType::Buff(buff_kind)) => format!(
|
|
|
|
"[{}] died of {}",
|
|
|
|
alias_of_uid(victim),
|
|
|
|
format!("{:?}", buff_kind).to_lowercase().as_str()
|
|
|
|
),
|
|
|
|
KillSource::NonPlayer(attacker_name, KillType::Buff(buff_kind)) => format!(
|
2021-02-17 02:15:45 +00:00
|
|
|
"[{}] died of {} caused by {}",
|
2021-01-18 05:46:53 +00:00
|
|
|
alias_of_uid(victim),
|
|
|
|
format!("{:?}", buff_kind).to_lowercase().as_str(),
|
|
|
|
attacker_name
|
|
|
|
),
|
2020-09-09 22:50:45 +00:00
|
|
|
KillSource::NonPlayer(attacker_name, KillType::Melee) => {
|
|
|
|
format!("{} killed [{}]", attacker_name, alias_of_uid(victim))
|
|
|
|
},
|
|
|
|
KillSource::NonPlayer(attacker_name, KillType::Projectile) => {
|
|
|
|
format!("{} shot [{}]", attacker_name, alias_of_uid(victim))
|
|
|
|
},
|
|
|
|
KillSource::NonPlayer(attacker_name, KillType::Explosion) => {
|
|
|
|
format!("{} blew up [{}]", attacker_name, alias_of_uid(victim))
|
|
|
|
},
|
2020-09-13 05:32:50 +00:00
|
|
|
KillSource::NonPlayer(attacker_name, KillType::Energy) => format!(
|
|
|
|
"{} used magic to kill [{}]",
|
|
|
|
attacker_name,
|
|
|
|
alias_of_uid(victim)
|
|
|
|
),
|
2020-11-05 01:21:42 +00:00
|
|
|
KillSource::NonPlayer(attacker_name, KillType::Other) => {
|
2020-10-03 18:48:56 +00:00
|
|
|
format!("{} killed [{}]", attacker_name, alias_of_uid(victim))
|
|
|
|
},
|
2020-09-09 22:50:45 +00:00
|
|
|
KillSource::Environment(environment) => {
|
|
|
|
format!("[{}] died in {}", alias_of_uid(victim), environment)
|
|
|
|
},
|
|
|
|
KillSource::FallDamage => {
|
|
|
|
format!("[{}] died from fall damage", alias_of_uid(victim))
|
|
|
|
},
|
|
|
|
KillSource::Suicide => {
|
|
|
|
format!("[{}] died from self-inflicted wounds", alias_of_uid(victim))
|
|
|
|
},
|
2021-01-18 05:46:53 +00:00
|
|
|
KillSource::NonExistent(_) => format!("[{}] died", alias_of_uid(victim)),
|
2020-09-09 22:50:45 +00:00
|
|
|
KillSource::Other => format!("[{}] died", alias_of_uid(victim)),
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
match kill_source {
|
2021-05-03 23:02:59 +00:00
|
|
|
KillSource::Player(attacker_uid, _) => message
|
2021-01-18 05:46:53 +00:00
|
|
|
.replace("{attacker}", &alias_of_uid(attacker_uid))
|
|
|
|
.replace("{victim}", &alias_of_uid(victim)),
|
2021-05-03 23:02:59 +00:00
|
|
|
KillSource::NonExistent(KillType::Buff(_)) => {
|
|
|
|
message.replace("{victim}", &alias_of_uid(victim))
|
|
|
|
},
|
|
|
|
KillSource::NonPlayer(attacker_name, _) => message
|
2020-10-03 18:48:56 +00:00
|
|
|
.replace("{attacker}", attacker_name)
|
|
|
|
.replace("{victim}", &alias_of_uid(victim)),
|
2020-09-09 22:50:45 +00:00
|
|
|
KillSource::Environment(environment) => message
|
|
|
|
.replace("{name}", &alias_of_uid(victim))
|
|
|
|
.replace("{environment}", environment),
|
|
|
|
KillSource::FallDamage => message.replace("{name}", &alias_of_uid(victim)),
|
|
|
|
KillSource::Suicide => message.replace("{name}", &alias_of_uid(victim)),
|
2021-01-18 05:46:53 +00:00
|
|
|
KillSource::NonExistent(_) => {
|
|
|
|
message.replace("{name}", &alias_of_uid(victim))
|
|
|
|
},
|
2020-09-09 22:50:45 +00:00
|
|
|
KillSource::Other => message.replace("{name}", &alias_of_uid(victim)),
|
|
|
|
}
|
|
|
|
}
|
2020-09-06 19:42:32 +00:00
|
|
|
},
|
2020-06-10 04:21:56 +00:00
|
|
|
comp::ChatType::Tell(from, to) => {
|
|
|
|
let from_alias = alias_of_uid(from);
|
|
|
|
let to_alias = alias_of_uid(to);
|
2020-07-12 00:39:50 +00:00
|
|
|
if Some(*from) == self.uid() {
|
2020-06-10 04:21:56 +00:00
|
|
|
format!("To [{}]: {}", to_alias, message)
|
|
|
|
} else {
|
|
|
|
format!("From [{}]: {}", from_alias, message)
|
|
|
|
}
|
|
|
|
},
|
|
|
|
comp::ChatType::Say(uid) => message_format(uid, message, None),
|
|
|
|
comp::ChatType::Group(uid, s) => message_format(uid, message, Some(s)),
|
|
|
|
comp::ChatType::Faction(uid, s) => message_format(uid, message, Some(s)),
|
|
|
|
comp::ChatType::Region(uid) => message_format(uid, message, None),
|
|
|
|
comp::ChatType::World(uid) => message_format(uid, message, None),
|
|
|
|
// NPCs can't talk. Should be filtered by hud/mod.rs for voxygen and should be filtered
|
2020-06-12 07:43:20 +00:00
|
|
|
// by server (due to not having a Pos) for chat-cli
|
2020-06-10 04:21:56 +00:00
|
|
|
comp::ChatType::Npc(_uid, _r) => "".to_string(),
|
2021-03-16 01:30:35 +00:00
|
|
|
comp::ChatType::NpcSay(uid, _r) => message_format(uid, message, None),
|
2021-05-11 17:26:22 +00:00
|
|
|
comp::ChatType::NpcTell(from, to, _r) => {
|
|
|
|
let from_alias = alias_of_uid(from);
|
|
|
|
let to_alias = alias_of_uid(to);
|
|
|
|
if Some(*from) == self.uid() {
|
|
|
|
format!("To [{}]: {}", to_alias, message)
|
|
|
|
} else {
|
|
|
|
format!("From [{}]: {}", from_alias, message)
|
|
|
|
}
|
|
|
|
},
|
2020-06-28 17:10:01 +00:00
|
|
|
comp::ChatType::Meta => message.to_string(),
|
2020-06-10 04:21:56 +00:00
|
|
|
}
|
|
|
|
}
|
2019-03-03 22:02:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
impl Drop for Client {
|
2020-07-01 09:51:37 +00:00
|
|
|
fn drop(&mut self) {
|
2020-07-05 23:29:28 +00:00
|
|
|
trace!("Dropping client");
|
2020-10-07 10:31:49 +00:00
|
|
|
if self.registered {
|
2020-10-22 23:45:19 +00:00
|
|
|
if let Err(e) = self.send_msg_err(ClientGeneral::Terminate) {
|
2020-10-07 10:31:49 +00:00
|
|
|
warn!(
|
|
|
|
?e,
|
|
|
|
"Error during drop of client, couldn't send disconnect package, is the \
|
|
|
|
connection already closed?",
|
|
|
|
);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
trace!("no disconnect msg necessary as client wasn't registered")
|
2020-07-01 09:51:37 +00:00
|
|
|
}
|
2021-02-21 23:48:30 +00:00
|
|
|
|
2021-04-14 14:17:06 +00:00
|
|
|
tokio::task::block_in_place(|| {
|
|
|
|
if let Err(e) = self
|
|
|
|
.runtime
|
|
|
|
.block_on(self.participant.take().unwrap().disconnect())
|
|
|
|
{
|
|
|
|
warn!(?e, "error when disconnecting, couldn't send all data");
|
|
|
|
}
|
|
|
|
});
|
|
|
|
//explicitly drop the network here while the runtime is still existing
|
|
|
|
drop(self.network.take());
|
2020-07-01 09:51:37 +00:00
|
|
|
}
|
2019-01-02 17:23:31 +00:00
|
|
|
}
|
2021-01-23 19:48:29 +00:00
|
|
|
|
|
|
|
#[cfg(test)]
|
|
|
|
mod tests {
|
|
|
|
use super::*;
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
/// THIS TEST VERIFIES THE CONSTANT API.
|
|
|
|
/// CHANGING IT WILL BREAK 3rd PARTY APPLICATIONS (please extend) which
|
|
|
|
/// needs to be informed (or fixed)
|
|
|
|
/// - torvus: https://gitlab.com/veloren/torvus
|
|
|
|
/// CONTACT @Core Developer BEFORE MERGING CHANGES TO THIS TEST
|
|
|
|
fn constant_api_test() {
|
|
|
|
use common::clock::Clock;
|
|
|
|
|
|
|
|
const SPT: f64 = 1.0 / 60.0;
|
|
|
|
|
2021-02-14 17:45:12 +00:00
|
|
|
let runtime = Arc::new(Runtime::new().unwrap());
|
2021-02-18 00:01:57 +00:00
|
|
|
let runtime2 = Arc::clone(&runtime);
|
2021-02-21 23:48:30 +00:00
|
|
|
let veloren_client: Result<Client, Error> = runtime.block_on(Client::new(
|
2021-05-17 17:32:26 +00:00
|
|
|
ConnectionArgs::Tcp {
|
|
|
|
hostname: "127.0.0.1:9000".to_owned(),
|
|
|
|
prefer_ipv6: false,
|
|
|
|
},
|
2021-02-21 23:48:30 +00:00
|
|
|
runtime2,
|
2021-04-22 17:27:38 +00:00
|
|
|
&mut None,
|
2021-02-21 23:48:30 +00:00
|
|
|
));
|
2021-01-23 19:48:29 +00:00
|
|
|
|
|
|
|
let _ = veloren_client.map(|mut client| {
|
|
|
|
//register
|
|
|
|
let username: String = "Foo".to_string();
|
|
|
|
let password: String = "Bar".to_string();
|
|
|
|
let auth_server: String = "auth.veloren.net".to_string();
|
|
|
|
let _result: Result<(), Error> =
|
2021-02-18 00:01:57 +00:00
|
|
|
runtime.block_on(client.register(username, password, |suggestion: &str| {
|
2021-01-23 19:48:29 +00:00
|
|
|
suggestion == auth_server
|
2021-02-18 00:01:57 +00:00
|
|
|
}));
|
2021-01-23 19:48:29 +00:00
|
|
|
|
|
|
|
//clock
|
|
|
|
let mut clock = Clock::new(Duration::from_secs_f64(SPT));
|
|
|
|
|
|
|
|
//tick
|
|
|
|
let events_result: Result<Vec<Event>, Error> =
|
|
|
|
client.tick(comp::ControllerInputs::default(), clock.dt(), |_| {});
|
|
|
|
|
|
|
|
//chat functionality
|
|
|
|
client.send_chat("foobar".to_string());
|
|
|
|
|
|
|
|
let _ = events_result.map(|mut events| {
|
|
|
|
// event handling
|
|
|
|
if let Some(event) = events.pop() {
|
|
|
|
match event {
|
|
|
|
Event::Chat(msg) => {
|
|
|
|
let msg: comp::ChatMsg = msg;
|
|
|
|
let _s: String = client.format_message(&msg, true);
|
|
|
|
},
|
|
|
|
Event::Disconnect => {},
|
|
|
|
Event::DisconnectionNotification(_) => {
|
|
|
|
tracing::debug!("Will be disconnected soon! :/")
|
|
|
|
},
|
|
|
|
Event::Notification(notification) => {
|
|
|
|
let notification: Notification = notification;
|
|
|
|
tracing::debug!("Notification: {:?}", notification);
|
|
|
|
},
|
|
|
|
_ => {},
|
|
|
|
}
|
|
|
|
};
|
|
|
|
});
|
|
|
|
|
|
|
|
client.cleanup();
|
|
|
|
clock.tick();
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|