More lighting changes.

This commit is contained in:
Joshua Yanovski 2020-04-21 18:25:19 +02:00
parent 80c264abd1
commit 1015e60dee
25 changed files with 342 additions and 97 deletions

View File

@ -52,20 +52,23 @@ void main() {
float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac; float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac;
vec3 surf_color = /*srgb_to_linear*/(model_col.rgb * f_col); vec3 surf_color = /*srgb_to_linear*/(model_col.rgb * f_col);
float alpha = 1.0;
const float n2 = 1.01;
const float R_s = pow((1.0 - n2) / (1.0 + n2), 2);
vec3 k_a = vec3(1.0); vec3 k_a = vec3(1.0);
vec3 k_d = vec3(0.5); vec3 k_d = vec3(1.0);
vec3 k_s = vec3(0.5); vec3 k_s = vec3(R_s);
float alpha = 2.0;
vec3 emitted_light, reflected_light; vec3 emitted_light, reflected_light;
float point_shadow = shadow_at(f_pos, f_norm); float point_shadow = shadow_at(f_pos, f_norm);
vec3 light_frac = /*vec3(1.0);*//*vec3(max(dot(-f_norm, sun_dir) * 0.5 + 0.5, 0.0));*/light_reflection_factor(f_norm, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(1.0), alpha); vec3 light_frac = /*vec3(1.0);*//*vec3(max(dot(f_norm, -sun_dir) * 0.5 + 0.5, 0.0));*/light_reflection_factor(f_norm, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha);
// vec3 point_light = light_at(f_pos, f_norm); // vec3 point_light = light_at(f_pos, f_norm);
// vec3 light, diffuse_light, ambient_light; // vec3 light, diffuse_light, ambient_light;
//get_sun_diffuse(f_norm, time_of_day.x, view_dir, k_a * point_shadow * (shade_frac * 0.5 + light_frac * 0.5), k_d * point_shadow * shade_frac, k_s * point_shadow * shade_frac, alpha, emitted_light, reflected_light); //get_sun_diffuse(f_norm, time_of_day.x, view_dir, k_a * point_shadow * (shade_frac * 0.5 + light_frac * 0.5), k_d * point_shadow * shade_frac, k_s * point_shadow * shade_frac, alpha, emitted_light, reflected_light);
get_sun_diffuse2(f_norm, sun_dir, moon_dir, view_dir, k_a * point_shadow * (shade_frac * 0.5 + light_frac * 0.5), k_d * point_shadow * shade_frac, k_s * point_shadow * shade_frac, alpha, emitted_light, reflected_light); get_sun_diffuse2(f_norm, sun_dir, moon_dir, view_dir, k_a * (shade_frac * 0.5 + light_frac * 0.5), k_d * point_shadow * shade_frac, k_s * point_shadow * shade_frac, alpha, emitted_light, reflected_light);
emitted_light *= point_shadow;
lights_at(f_pos, f_norm, view_dir, k_a, k_d, k_s, alpha, emitted_light, reflected_light); lights_at(f_pos, f_norm, view_dir, k_a, k_d, k_s, alpha, emitted_light, reflected_light);
/* vec3 point_light = light_at(f_pos, f_norm); /* vec3 point_light = light_at(f_pos, f_norm);

View File

@ -37,7 +37,7 @@ void main() {
combined_mat * combined_mat *
vec4(v_pos, 1)).xyz; vec4(v_pos, 1)).xyz;
f_col = v_col; f_col = srgb_to_linear(v_col);
// Calculate normal here rather than for each pixel in the fragment shader // Calculate normal here rather than for each pixel in the fragment shader
f_norm = normalize(( f_norm = normalize((

View File

@ -38,7 +38,7 @@ void main() {
// vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/); // vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/);
vec3 view_dir = -cam_to_frag; vec3 view_dir = -cam_to_frag;
// vec3 surf_color = /*srgb_to_linear*/(vec3(0.4, 0.7, 2.0)); // vec3 surf_color = /*srgb_to_linear*/(vec3(0.4, 0.7, 2.0));
vec3 surf_color = /*srgb_to_linear*/(vec3(0.2, 0.5, 1.0)); /*const */vec3 water_color = srgb_to_linear(vec3(0.2, 0.5, 1.0));
vec3 sun_dir = get_sun_dir(time_of_day.x); vec3 sun_dir = get_sun_dir(time_of_day.x);
vec3 moon_dir = get_moon_dir(time_of_day.x); vec3 moon_dir = get_moon_dir(time_of_day.x);
@ -46,10 +46,13 @@ void main() {
float moon_shade_frac = horizon_at(/*f_shadow, f_pos.z, */f_pos, moon_dir); float moon_shade_frac = horizon_at(/*f_shadow, f_pos.z, */f_pos, moon_dir);
float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac; float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac;
vec3 k_a = vec3(0.5); const float alpha = 0.255 / 4.0 / sqrt(2.0);
vec3 k_d = vec3(0.5) * surf_color; const float n2 = 1.3325;
vec3 k_s = vec3(0.5) * surf_color; const float R_s = pow((1.0 - n2) / (1.0 + n2), 2);
float alpha = 0.255;
vec3 k_a = vec3(1.0);
vec3 k_d = vec3(1.0) * water_color;
vec3 k_s = vec3(R_s) * water_color;
vec3 emitted_light, reflected_light; vec3 emitted_light, reflected_light;
@ -59,10 +62,11 @@ void main() {
// vec3 light, diffuse_light, ambient_light; // vec3 light, diffuse_light, ambient_light;
float point_shadow = shadow_at(f_pos,f_norm); float point_shadow = shadow_at(f_pos,f_norm);
// float vert_light = f_light; // float vert_light = f_light;
vec3 light_frac = /*vec3(1.0);*/light_reflection_factor(f_norm/*vec3(0, 0, 1.0)*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(1.0), alpha); vec3 light_frac = /*vec3(1.0);*/light_reflection_factor(f_norm/*vec3(0, 0, 1.0)*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha);
// vec3 surf_color = /*srgb_to_linear*/(vec3(0.4, 0.7, 2.0)); // vec3 surf_color = /*srgb_to_linear*/(vec3(0.4, 0.7, 2.0));
get_sun_diffuse(f_norm, time_of_day.x, /*-cam_to_frag*/view_dir, k_a * f_light * point_shadow * (shade_frac * 0.5 + light_frac * 0.5), vec3(0.0), k_s * f_light * point_shadow * shade_frac, alpha, emitted_light, reflected_light); get_sun_diffuse2(f_norm, /*time_of_day.x*/sun_dir, moon_dir, /*-cam_to_frag*/view_dir, k_a * (shade_frac * 0.5 + light_frac * 0.5), vec3(0.0), k_s * f_light * point_shadow * shade_frac, alpha, emitted_light, reflected_light);
emitted_light *= f_light * point_shadow;
// get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 0.0); // get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 0.0);
// diffuse_light *= f_light * point_shadow; // diffuse_light *= f_light * point_shadow;
// ambient_light *= f_light, point_shadow; // ambient_light *= f_light, point_shadow;
@ -93,7 +97,7 @@ void main() {
float passthrough = pow(dot(faceforward(f_norm, f_norm, cam_to_frag/*view_dir*/), -cam_to_frag/*view_dir*/), 0.5); float passthrough = pow(dot(faceforward(f_norm, f_norm, cam_to_frag/*view_dir*/), -cam_to_frag/*view_dir*/), 0.5);
surf_color = illuminate(surf_color * emitted_light, /*surf_color * */reflected_light); vec3 surf_color = illuminate(water_color * emitted_light, /*surf_color * */reflected_light);
vec4 color = mix(vec4(surf_color, 1.0), vec4(surf_color, 1.0 / (1.0 + /*diffuse_light*//*(f_light * point_shadow + point_light)*/reflected_light_point/* * 0.25*/)), passthrough); vec4 color = mix(vec4(surf_color, 1.0), vec4(surf_color, 1.0 / (1.0 + /*diffuse_light*//*(f_light * point_shadow + point_light)*/reflected_light_point/* * 0.25*/)), passthrough);
tgt_color = mix(mix(color, vec4(fog_color, 0.0), fog_level), vec4(clouds.rgb, 0.0), clouds.a); tgt_color = mix(mix(color, vec4(fog_color, 0.0), fog_level), vec4(clouds.rgb, 0.0), clouds.a);

View File

@ -106,7 +106,7 @@ void main() {
reflect_ray_dir = normalize(vec3(reflect_ray_dir4) / reflect_ray_dir4.w); */ reflect_ray_dir = normalize(vec3(reflect_ray_dir4) / reflect_ray_dir4.w); */
// vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); // vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.25, false, _clouds) * f_light; vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.25, false, _clouds) * f_light;
vec3 surf_color = /*srgb_to_linear*/(vec3(0.2, 0.5, 1.0)); /*const */vec3 water_color = srgb_to_linear(vec3(0.2, 0.5, 1.0));
vec3 sun_dir = get_sun_dir(time_of_day.x); vec3 sun_dir = get_sun_dir(time_of_day.x);
vec3 moon_dir = get_moon_dir(time_of_day.x); vec3 moon_dir = get_moon_dir(time_of_day.x);
@ -114,22 +114,26 @@ void main() {
float moon_shade_frac = horizon_at(/*f_shadow, f_pos.z, */f_pos, moon_dir); float moon_shade_frac = horizon_at(/*f_shadow, f_pos.z, */f_pos, moon_dir);
float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac; float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac;
vec3 k_a = vec3(0.5); const float alpha = 0.255/* / 4.0 / sqrt(2.0)*/;
vec3 k_d = 0.5 * surf_color; const float n2 = 1.3325;
vec3 k_s = 2.0 * reflect_color; const float R_s = pow((1.0 - n2) / (1.0 + n2), 2);
float alpha = 0.255;
vec3 k_a = vec3(1.0);
vec3 k_d = 1.0 * water_color;
vec3 k_s = R_s * reflect_color;//2.0 * reflect_color;
vec3 emitted_light, reflected_light; vec3 emitted_light, reflected_light;
// vec3 light, diffuse_light, ambient_light; // vec3 light, diffuse_light, ambient_light;
float point_shadow = shadow_at(f_pos, f_norm); float point_shadow = shadow_at(f_pos, f_norm);
vec3 light_frac = /*vec3(1.0);*/light_reflection_factor(f_norm/*vec3(0, 0, 1.0)*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(1.0), alpha); vec3 light_frac = /*vec3(1.0);*/light_reflection_factor(f_norm/*vec3(0, 0, 1.0)*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha);
// 0 = 100% reflection, 1 = translucent water // 0 = 100% reflection, 1 = translucent water
float passthrough = pow(dot(faceforward(f_norm, f_norm, cam_to_frag/*view_dir*/), -cam_to_frag/*view_dir*/), 0.5); float passthrough = pow(dot(faceforward(f_norm, f_norm, cam_to_frag/*view_dir*/), -cam_to_frag/*view_dir*/), 0.5);
get_sun_diffuse(norm, time_of_day.x, view_dir, k_a * f_light * point_shadow * (shade_frac * 0.5 + light_frac * 0.5), vec3(0.0), /*vec3(f_light * point_shadow)*//*reflect_color*/k_s * f_light * point_shadow * shade_frac, alpha, emitted_light, reflected_light); get_sun_diffuse2(norm, /*time_of_day.x*/sun_dir, moon_dir, view_dir, k_a * (shade_frac * 0.5 + light_frac * 0.5), vec3(0.0), /*vec3(f_light * point_shadow)*//*reflect_color*/k_s * f_light * point_shadow * shade_frac, alpha, emitted_light, reflected_light);
emitted_light *= f_light * point_shadow;
vec3 diffuse_light_point = vec3(0.0); vec3 diffuse_light_point = vec3(0.0);
lights_at(f_pos, norm, view_dir, k_a, vec3(1.0), vec3(0.0), alpha, emitted_light, diffuse_light_point); lights_at(f_pos, norm, view_dir, k_a, vec3(1.0), /*vec3(0.0)*/k_s, alpha, emitted_light, diffuse_light_point);
vec3 dump_light = vec3(0.0); vec3 dump_light = vec3(0.0);
vec3 specular_light_point = vec3(0.0); vec3 specular_light_point = vec3(0.0);
@ -149,7 +153,7 @@ void main() {
// diffuse_light += point_light; // diffuse_light += point_light;
// reflected_light += point_light; // reflected_light += point_light;
// vec3 surf_color = srgb_to_linear(vec3(0.2, 0.5, 1.0)) * light * diffuse_light * ambient_light; // vec3 surf_color = srgb_to_linear(vec3(0.2, 0.5, 1.0)) * light * diffuse_light * ambient_light;
surf_color = illuminate(surf_color * emitted_light, reflected_light); vec3 surf_color = illuminate(water_color * emitted_light, reflected_light);
float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x); float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
vec4 clouds; vec4 clouds;

View File

@ -1,8 +1,8 @@
#include <random.glsl> #include <random.glsl>
const float CLOUD_AVG_HEIGHT = 1025.0; // float CLOUD_AVG_HEIGHT = /*1025.0*/view_distance.z + 0.7 + view_distance.w;
const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 50.0; // float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 50.0;
const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 50.0; // float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 50.0;
const float CLOUD_THRESHOLD = 0.25; const float CLOUD_THRESHOLD = 0.25;
const float CLOUD_SCALE = 5.0; const float CLOUD_SCALE = 5.0;
const float CLOUD_DENSITY = 100.0; const float CLOUD_DENSITY = 100.0;
@ -11,7 +11,15 @@ float vsum(vec3 v) {
return v.x + v.y + v.z; return v.x + v.y + v.z;
} }
vec3 get_cloud_heights() {
float CLOUD_AVG_HEIGHT = /*1025.0*/view_distance.z + 0.7 * view_distance.w;
float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 50.0;
float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 50.0;
return vec3(CLOUD_AVG_HEIGHT, CLOUD_HEIGHT_MIN, CLOUD_HEIGHT_MAX);
}
vec2 cloud_at(vec3 pos) { vec2 cloud_at(vec3 pos) {
vec3 max_heights = get_cloud_heights();
vec2 scaled_pos = pos.xy / CLOUD_SCALE; vec2 scaled_pos = pos.xy / CLOUD_SCALE;
float tick_offs = 0.0 float tick_offs = 0.0
@ -32,10 +40,10 @@ vec2 cloud_at(vec3 pos) {
+ texture(t_noise, scaled_pos * 0.02 + tick_offs + time_of_day.x * 0.0004).x * 0.15 + texture(t_noise, scaled_pos * 0.02 + tick_offs + time_of_day.x * 0.0004).x * 0.15
) * value; ) * value;
float density = max((value - CLOUD_THRESHOLD) - abs(pos.z - CLOUD_AVG_HEIGHT) / 400.0, 0.0) * CLOUD_DENSITY; float density = max((value - CLOUD_THRESHOLD) - abs(pos.z - max_heights.x) / 400.0, 0.0) * CLOUD_DENSITY;
const float SHADE_GRADIENT = 1.5 / (CLOUD_AVG_HEIGHT - CLOUD_HEIGHT_MIN); float SHADE_GRADIENT = 1.5 / (max_heights.x - max_heights.y);
float shade = ((pos.z - CLOUD_AVG_HEIGHT) / (CLOUD_HEIGHT_MAX - CLOUD_HEIGHT_MIN)) * 2.5 + 0.7; float shade = ((pos.z - max_heights.x) / (max_heights.z - max_heights.y)) * 2.5 + 0.7;
return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 5000)); return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 5000));
} }
@ -44,8 +52,9 @@ vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, f
const int ITERS = 12; const int ITERS = 12;
const float INCR = 1.0 / ITERS; const float INCR = 1.0 / ITERS;
float mind = (CLOUD_HEIGHT_MIN - origin.z) / dir.z; vec3 max_heights = get_cloud_heights();
float maxd = (CLOUD_HEIGHT_MAX - origin.z) / dir.z; float mind = (max_heights.y - origin.z) / dir.z;
float maxd = (max_heights.z - origin.z) / dir.z;
float start = max(min(mind, maxd), 0.0); float start = max(min(mind, maxd), 0.0);
float delta = min(abs(mind - maxd), max_dist); float delta = min(abs(mind - maxd), max_dist);

View File

@ -71,7 +71,8 @@ float shadow_at(vec3 wpos, vec3 wnorm) {
return min(shadow, 1.0); return min(shadow, 1.0);
} }
void lights_at(vec3 wpos, vec3 wnorm, vec3 cam_to_frag, vec3 k_a, vec3 k_d, vec3 k_s, float alpha, inout vec3 emitted_light, inout vec3 reflected_light/*, out float shadow*/) { // Returns computed maximum intensity.
float lights_at(vec3 wpos, vec3 wnorm, vec3 cam_to_frag, vec3 k_a, vec3 k_d, vec3 k_s, float alpha, inout vec3 emitted_light, inout vec3 reflected_light/*, out float shadow*/) {
// shadow = 0.0; // shadow = 0.0;
vec3 ambient_light = vec3(0.0); vec3 ambient_light = vec3(0.0);
@ -122,4 +123,5 @@ void lights_at(vec3 wpos, vec3 wnorm, vec3 cam_to_frag, vec3 k_a, vec3 k_d, vec3
// shadow = shadow_at(wpos, wnorm); // shadow = shadow_at(wpos, wnorm);
// float shadow = shadow_at(wpos, wnorm); // float shadow = shadow_at(wpos, wnorm);
emitted_light += k_a * ambient_light/* * shadow*/;// min(shadow, 1.0); emitted_light += k_a * ambient_light/* * shadow*/;// min(shadow, 1.0);
return 1.0;//ambient_light;
} }

View File

@ -55,7 +55,7 @@ vec4 textureBicubic(sampler2D sampler, vec2 texCoords) {
} }
float alt_at(vec2 pos) { float alt_at(vec2 pos) {
return texture/*textureBicubic*/(t_map, pos_to_uv(pos)).a * (/*1300.0*/1278.7266845703125) + 140.0; return texture/*textureBicubic*/(t_map, pos_to_uv(pos)).a * (/*1300.0*//*1278.7266845703125*/view_distance.w) + /*140.0*/view_distance.z;
//+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0; //+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0;
return 0.0 return 0.0
@ -67,7 +67,7 @@ float alt_at(vec2 pos) {
float horizon_at2(vec4 f_horizons, float alt, vec3 pos, /*float time_of_day*/vec3 light_dir) { float horizon_at2(vec4 f_horizons, float alt, vec3 pos, /*float time_of_day*/vec3 light_dir) {
// vec3 sun_dir = get_sun_dir(time_of_day); // vec3 sun_dir = get_sun_dir(time_of_day);
const float PI_2 = 3.1415926535897932384626433832795 / 2.0; const float PI_2 = 3.1415926535897932384626433832795 / 2.0;
const float MIN_LIGHT = 0.115/*0.0*/; const float MIN_LIGHT = 0.0;//0.115/*0.0*/;
// return 1.0; // return 1.0;
/* /*
@ -116,8 +116,14 @@ float horizon_at2(vec4 f_horizons, float alt, vec3 pos, /*float time_of_day*/vec
vec2 f_horizon = mix(f_horizons.rg, f_horizons.ba, bvec2(light_dir.x < 0.0)); vec2 f_horizon = mix(f_horizons.rg, f_horizons.ba, bvec2(light_dir.x < 0.0));
// vec2 f_horizon = mix(f_horizons.ba, f_horizons.rg, clamp(light_dir.x * 10000.0, 0.0, 1.0)); // vec2 f_horizon = mix(f_horizons.ba, f_horizons.rg, clamp(light_dir.x * 10000.0, 0.0, 1.0));
// f_horizon = mix(f_horizons.ba, f_horizons.rg, bvec2(lessThan(light_dir.xx, vec2(0.0)))); // f_horizon = mix(f_horizons.ba, f_horizons.rg, bvec2(lessThan(light_dir.xx, vec2(0.0))));
/* if (f_horizon.x <= 0) {
return 1.0;
} */
float angle = tan(f_horizon.x * PI_2); float angle = tan(f_horizon.x * PI_2);
float height = f_horizon.y * /*1300.0*/1278.7266845703125 + 140.0; /* if (angle <= 0.0001) {
return 1.0;
} */
float height = f_horizon.y * /*1300.0*//*1278.7266845703125*/view_distance.w + view_distance.z;
const float w = 0.1; const float w = 0.1;
float deltah = height - alt; float deltah = height - alt;
//if (deltah < 0.0001/* || angle < 0.0001 || abs(light_dir.x) < 0.0001*/) { //if (deltah < 0.0001/* || angle < 0.0001 || abs(light_dir.x) < 0.0001*/) {
@ -125,11 +131,11 @@ float horizon_at2(vec4 f_horizons, float alt, vec3 pos, /*float time_of_day*/vec
/*} else */{ /*} else */{
float lighta = /*max*/(-light_dir.z/*, 0.0*/) / max(abs(light_dir.x), 0.0001); float lighta = /*max*/(-light_dir.z/*, 0.0*/) / max(abs(light_dir.x), 0.0001);
// NOTE: Ideally, deltah <= 0.0 is a sign we have an oblique horizon angle. // NOTE: Ideally, deltah <= 0.0 is a sign we have an oblique horizon angle.
float deltax = max(deltah, 0.0) / max(angle, 0.0001); float deltax = deltah / max(angle, 0.0001)/*angle*/;
float lighty = lighta * deltax; float lighty = lighta * deltax;
float deltay = lighty - deltah + max(pos.z - alt, 0.0); float deltay = lighty - deltah + max(pos.z - alt, 0.0);
// NOTE: the "real" deltah should always be >= 0, so we know we're only handling the 0 case with max. // NOTE: the "real" deltah should always be >= 0, so we know we're only handling the 0 case with max.
float s = max(min(max(deltay, 0.0) / max(deltax, 0.0001) / w, 1.0), 0.0); float s = mix(max(min(max(deltay, 0.0) / max(deltax, 0.0001) / w, 1.0), 0.0), 1.0, deltah <= 0);
return max(/*0.2 + 0.8 * */(s * s * (3.0 - 2.0 * s)), MIN_LIGHT); return max(/*0.2 + 0.8 * */(s * s * (3.0 - 2.0 * s)), MIN_LIGHT);
/* if (lighta >= angle) { /* if (lighta >= angle) {
return 1.0; return 1.0;

View File

@ -7,7 +7,7 @@ const float PI = 3.141592;
const vec3 SKY_DAY_TOP = vec3(0.1, 0.2, 0.9); const vec3 SKY_DAY_TOP = vec3(0.1, 0.2, 0.9);
const vec3 SKY_DAY_MID = vec3(0.02, 0.08, 0.8); const vec3 SKY_DAY_MID = vec3(0.02, 0.08, 0.8);
const vec3 SKY_DAY_BOT = vec3(0.1, 0.2, 0.3); const vec3 SKY_DAY_BOT = vec3(0.1, 0.2, 0.3);
const vec3 DAY_LIGHT = vec3(1.2, 1.0, 1.0); const vec3 DAY_LIGHT = vec3(1.2, 1.0, 1.0) * 3.0;
const vec3 SUN_HALO_DAY = vec3(0.35, 0.35, 0.0); const vec3 SUN_HALO_DAY = vec3(0.35, 0.35, 0.0);
const vec3 SKY_DUSK_TOP = vec3(0.06, 0.1, 0.20); const vec3 SKY_DUSK_TOP = vec3(0.06, 0.1, 0.20);
@ -96,6 +96,7 @@ void get_sun_diffuse(vec3 norm, float time_of_day, vec3 dir, vec3 k_a, vec3 k_d,
// Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence). // Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence).
// Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing). // Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing).
float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-norm, sun_dir)) * mix(0.0, 1.0, abs(sun_dir.z) * 10000.0) * 10000.0), 0.0, 0.5); float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-norm, sun_dir)) * mix(0.0, 1.0, abs(sun_dir.z) * 10000.0) * 10000.0), 0.0, 0.5);
// float ambient_sides = 0.5 - 0.5 * abs(dot(-norm, sun_dir));
emitted_light = k_a * (ambient_sides + vec3(SUN_AMBIANCE * sun_light + moon_light)) + PERSISTENT_AMBIANCE; emitted_light = k_a * (ambient_sides + vec3(SUN_AMBIANCE * sun_light + moon_light)) + PERSISTENT_AMBIANCE;
// TODO: Add shadows. // TODO: Add shadows.
@ -111,7 +112,8 @@ void get_sun_diffuse(vec3 norm, float time_of_day, vec3 dir, vec3 k_a, vec3 k_d,
ambient_light = vec3(SUN_AMBIANCE * sun_light + moon_light); */ ambient_light = vec3(SUN_AMBIANCE * sun_light + moon_light); */
} }
void get_sun_diffuse2(vec3 norm, vec3 sun_dir, vec3 moon_dir, vec3 dir, vec3 k_a, vec3 k_d, vec3 k_s, float alpha, out vec3 emitted_light, out vec3 reflected_light) { // Returns computed maximum intensity.
float get_sun_diffuse2(vec3 norm, vec3 sun_dir, vec3 moon_dir, vec3 dir, vec3 k_a, vec3 k_d, vec3 k_s, float alpha, out vec3 emitted_light, out vec3 reflected_light) {
const float SUN_AMBIANCE = 0.1; const float SUN_AMBIANCE = 0.1;
float sun_light = get_sun_brightness(sun_dir); float sun_light = get_sun_brightness(sun_dir);
@ -129,7 +131,10 @@ void get_sun_diffuse2(vec3 norm, vec3 sun_dir, vec3 moon_dir, vec3 dir, vec3 k_a
// Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence). // Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence).
// Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing). // Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing).
float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-norm, sun_dir)) * mix(0.0, 1.0, abs(sun_dir.z) * 10000.0) * 10000.0), 0.0, 0.5); float ambient_sides = 0.0;
// float ambient_sides = 0.5 - 0.5 * min(abs(dot(-norm, sun_dir)), abs(dot(-norm, moon_dir)));
// float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-norm, sun_dir)) * mix(0.0, 1.0, abs(sun_dir.z) * 10000.0) * 10000.0), 0.0, 0.5);
// float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-norm, sun_dir)) * mix(0.0, 1.0, abs(sun_dir.z) * 10000.0) * 10000.0), 0.0, 0.5);
emitted_light = k_a * (ambient_sides + vec3(SUN_AMBIANCE * sun_light + moon_light)) + PERSISTENT_AMBIANCE; emitted_light = k_a * (ambient_sides + vec3(SUN_AMBIANCE * sun_light + moon_light)) + PERSISTENT_AMBIANCE;
// TODO: Add shadows. // TODO: Add shadows.
@ -143,6 +148,7 @@ void get_sun_diffuse2(vec3 norm, vec3 sun_dir, vec3 moon_dir, vec3 dir, vec3 k_a
moon_chroma * mix(1.0, pow(dot(-norm, moon_dir) * 2.0, 2.0), diffusion) + moon_chroma * mix(1.0, pow(dot(-norm, moon_dir) * 2.0, 2.0), diffusion) +
PERSISTENT_AMBIANCE; PERSISTENT_AMBIANCE;
ambient_light = vec3(SUN_AMBIANCE * sun_light + moon_light); */ ambient_light = vec3(SUN_AMBIANCE * sun_light + moon_light); */
return 1.0;//sun_chroma + moon_chroma + PERSISTENT_AMBIANCE;
} }
@ -276,12 +282,28 @@ float fog(vec3 f_pos, vec3 focus_pos, uint medium) {
return pow(clamp((max(fog, mist) - min_fog) / (max_fog - min_fog), 0.0, 1.0), 1.7); return pow(clamp((max(fog, mist) - min_fog) / (max_fog - min_fog), 0.0, 1.0), 1.7);
} }
float rel_luminance(vec3 rgb)
{
// https://en.wikipedia.org/wiki/Relative_luminance
const vec3 W = vec3(0.2126, 0.7152, 0.0722);
return dot(rgb, W);
}
/* vec3 illuminate(vec3 color, vec3 light, vec3 diffuse, vec3 ambience) { /* vec3 illuminate(vec3 color, vec3 light, vec3 diffuse, vec3 ambience) {
float avg_col = (color.r + color.g + color.b) / 3.0; float avg_col = (color.r + color.g + color.b) / 3.0;
return ((color - avg_col) * light + (diffuse + ambience) * avg_col) * (diffuse + ambience); return ((color - avg_col) * light + (diffuse + ambience) * avg_col) * (diffuse + ambience);
} */ } */
vec3 illuminate(vec3 emitted, vec3 reflected) { vec3 illuminate(/*vec3 max_light, */vec3 emitted, vec3 reflected) {
const float gamma = /*0.5*/1.0;//1.0; const float gamma = /*0.5*/1.0;//1.0;
/* float light = length(emitted + reflected);
float color = srgb_to_linear(emitted + reflected);
float avg_col = (color.r + color.g + color.b) / 3.0;
return ((color - avg_col) * light + reflected * avg_col) * (emitted + reflected); */
// float max_intensity = vec3(1.0);
vec3 color = emitted + reflected; vec3 color = emitted + reflected;
return srgb_to_linear(/*0.5*//*0.125 * */vec3(pow(color.x, gamma), pow(color.y, gamma), pow(color.z, gamma))); float lum = rel_luminance(color);
return color;//normalize(color) * lum / (1.0 + lum);
// float sum_col = color.r + color.g + color.b;
// return /*srgb_to_linear*/(/*0.5*//*0.125 * */vec3(pow(color.x, gamma), pow(color.y, gamma), pow(color.z, gamma)));
} }

View File

@ -8,6 +8,8 @@ vec3 srgb_to_linear(vec3 srgb) {
} }
vec3 linear_to_srgb(vec3 col) { vec3 linear_to_srgb(vec3 col) {
// bvec3 cutoff = lessThan(col, vec3(0.0060));
// return mix(11.500726 * col, , cutoff);
vec3 s1 = vec3(sqrt(col.r), sqrt(col.g), sqrt(col.b)); vec3 s1 = vec3(sqrt(col.r), sqrt(col.g), sqrt(col.b));
vec3 s2 = vec3(sqrt(s1.r), sqrt(s1.g), sqrt(s1.b)); vec3 s2 = vec3(sqrt(s1.r), sqrt(s1.g), sqrt(s1.b));
vec3 s3 = vec3(sqrt(s2.r), sqrt(s2.g), sqrt(s2.b)); vec3 s3 = vec3(sqrt(s2.r), sqrt(s2.g), sqrt(s2.b));
@ -18,15 +20,140 @@ vec3 linear_to_srgb(vec3 col) {
); );
} }
float pow5(float x) {
float x2 = x * x;
return x2 * x2 * x;
}
// Schlick approximation
vec3 schlick_fresnel(vec3 Rs, float cosTheta) {
// auto pow5 = [](Float v) { return (v * v) * (v * v) * v; };
// return Rs + pow5(1 - cosTheta) * (Spectrum(1.) - Rs);
return Rs + pow5(1.0 - cosTheta) * (1.0 - Rs);
}
// Beckmann Distribution
float BeckmannDistribution_D(float NdotH, float alpha) {
const float PI = 3.1415926535897932384626433832795;
float NdotH2 = NdotH * NdotH;
float NdotH2m2 = NdotH2 * alpha * alpha;
float k_spec = exp((NdotH2 - 1) / NdotH2m2) / (PI * NdotH2m2 * NdotH2);
return mix(k_spec, 0.0, NdotH == 0.0);
}
float BeckmannDistribution_Lambda(vec3 norm, vec3 dir, float alpha) {
float CosTheta = /*max(dot(norm, dir), 0.0);*/dot(norm, dir);
/* if (CosTheta == 0.0) {
return 0.0;
}
float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
float TanTheta = SinTheta / CosTheta;
float absTanTheta = abs(TanTheta); */
// vec3 w = normalize(dir - dot(dir, norm) * (norm));
// float CosTheta = w.z;
float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
float TanTheta = SinTheta / CosTheta;
float absTanTheta = abs(TanTheta);
/* if (isinf(absTanTheta)) {
return 0.0;
} */
/* float CosPhi = mix(clamp(projDirNorm.x / sinTheta, -1.0, 1.0), 0.0, sinTheta == 0.0);
float SinPhi = mix(clamp(projDirNorm.y / sinTheta, -1.0, 1.0), 0.0, sinTheta == 0.0);
float alpha = sqrt(CosPhi * CosPhi * alphax * alphax + SinPhi * SinPhi * alphay * alphay); */
// Float absTanTheta = std::abs(TanTheta(w));
// if (std::isinf(absTanTheta)) return 0.;
// <<Compute alpha for direction w>>
// Float alpha = std::sqrt(Cos2Phi(w) * alphax * alphax +
// Sin2Phi(w) * alphay * alphay);
float a = 1.0 / (alpha * absTanTheta);
/* if (a >= 1.6) {
return 0.0;
}
return (1.0 - 1.259 * a + 0.396 * a * a) / (3.535 * a + 2.181 * a * a); */
return mix(max(0.0, (1.0 - 1.259 * a + 0.396 * a * a) / (3.535 * a + 2.181 * a * a)), 0.0, isinf(absTanTheta) || a >= 1.6);
// Float a = 1 / (alpha * absTanTheta);
// if (a >= 1.6f)
// return 0;
// return (1 - 1.259f * a + 0.396f * a * a) /
// (3.535f * a + 2.181f * a * a);
// return 1 / (1 + Lambda(wo) + Lambda(wi));
}
float BeckmannDistribution_G(vec3 norm, vec3 dir, vec3 light_dir, float alpha) {
// return 1 / (1 + Lambda(wo) + Lambda(wi));
return 1.0 / (1.0 + BeckmannDistribution_Lambda(norm, dir, alpha) + BeckmannDistribution_Lambda(norm, -light_dir, alpha));
}
// Fresnel blending
//
// http://www.pbr-book.org/3ed-2018/Reflection_Models/Microfacet_Models.html#fragment-MicrofacetDistributionPublicMethods-2
// and
// http://www.pbr-book.org/3ed-2018/Reflection_Models/Fresnel_Incidence_Effects.html
vec3 FresnelBlend_f(vec3 norm, vec3 dir, vec3 light_dir, vec3 R_d, vec3 R_s, float alpha) {
const float PI = 3.1415926535897932384626433832795;
alpha = alpha * sqrt(2.0);
float cos_wi = max(dot(-light_dir, norm), 0.0);
float cos_wo = max(dot(dir, norm), 0.0);
vec3 diffuse = (28.0 / (23.0 * PI)) * R_d *
(1.0 - R_s) *
(1.0 - pow5(1.0 - 0.5 * abs(cos_wi))) *
(1.0 - pow5(1.0 - 0.5 * abs(cos_wo)));
/* Spectrum diffuse = (28.f/(23.f*Pi)) * Rd *
(Spectrum(1.f) - Rs) *
(1 - pow5(1 - .5f * AbsCosTheta(wi))) *
(1 - pow5(1 - .5f * AbsCosTheta(wo))); */
// Vector3f wh = wi + wo;
vec3 wh = -light_dir + dir;
if (cos_wi == 0.0 || cos_wo == 0.0) {
return vec3(0.0);
}
/* if (cos_wi == 0.0 || cos_wo == 0.0) {
return vec3(0.0);
} */
/* if (wh.x == 0 && wh.y == 0 && wh.z == 0) {
return vec3(0.0);
// return Spectrum(0);
} */
wh = normalize(wh);//mix(normalize(wh), vec3(0.0), equal(light_dir, dir));
float dot_wi_wh = dot(-light_dir, wh);
vec3 specular = BeckmannDistribution_D(dot(wh, norm), alpha) /
(4 * abs(dot_wi_wh)) *
max(/*abs*/(cos_wi), /*abs*/(cos_wo)) *
schlick_fresnel(R_s, dot_wi_wh);
// Spectrum specular = distribution->D(wh) /
// (4 * AbsDot(wi, wh) *
// std::max(AbsCosTheta(wi), AbsCosTheta(wo))) *
// SchlickFresnel(Dot(wi, wh));
return mix(diffuse + specular, vec3(0.0), bvec3(all(equal(light_dir, dir))));
}
// Phong reflection. // Phong reflection.
// //
// Note: norm, dir, light_dir must all be normalizd. // Note: norm, dir, light_dir must all be normalizd.
vec3 light_reflection_factor(vec3 norm, vec3 dir, vec3 light_dir, vec3 k_d, vec3 k_s, float alpha) { vec3 light_reflection_factor(vec3 norm, vec3 dir, vec3 light_dir, vec3 k_d, vec3 k_s, float alpha) {
float ndotL = max(dot(norm, -light_dir), 0.0); // Basis: plane norm = norm = (0, 0, 1), x vector = any orthgonal vector on the plane.
//if (ndotL > 0.0/* && dot(s_norm, -light_dir) > 0.0*/) { // vec3 w_i =
vec3 H = normalize(-light_dir + dir); // vec3 w_i = vec3(view_mat * vec4(-light_dir, 1.0));
// (k_d * (L ⋅ N) + k_s * (R ⋅ V)^α) // vec3 w_o = vec3(view_mat * vec4(light_dir, 1.0));
return k_d * ndotL + mix(k_s * pow(max(dot(norm, H), 0.0), alpha * 4.0), vec3(0.0), bvec3(ndotL == 0.0)); float g = 1.0;// BeckmannDistribution_G(norm, dir, light_dir, alpha);
// } return FresnelBlend_f(norm, dir, light_dir, k_d/* * max(dot(norm, -light_dir), 0.0)*/, k_s * g, alpha);
// return vec3(0.0); // const float PI = 3.141592;
// alpha = alpha * sqrt(2.0);
// float ndotL = /*max*/(dot(norm, -light_dir)/*, 0.0*/);
// //if (ndotL > 0.0/* && dot(s_norm, -light_dir) > 0.0*/) {
// vec3 H = normalize(-light_dir + dir);
// float NdotH = dot(norm, H);
// float NdotH2 = NdotH * NdotH;
// float NdotH2m2 = NdotH2 * alpha * alpha;
// float k_spec = exp((NdotH2 - 1) / NdotH2m2) / (PI * NdotH2m2 * NdotH2);
// return mix(k_s * k_spec, vec3(0.0), bvec3(ndotL <= 0.0 || NdotH == 0.0));
// //
// // (k_d * (L ⋅ N) + k_s * (R ⋅ V)^α)
// // return k_d * ndotL + mix(k_s * pow(max(dot(norm, H), 0.0), alpha * 4.0), vec3(0.0), bvec3(ndotL == 0.0));
// // }
// // return vec3(0.0);
} }

View File

@ -67,15 +67,17 @@ void main() {
float shade_frac = sun_shade_frac + moon_shade_frac; float shade_frac = sun_shade_frac + moon_shade_frac;
// float brightness_denominator = (ambient_sides + vec3(SUN_AMBIANCE * sun_light + moon_light); // float brightness_denominator = (ambient_sides + vec3(SUN_AMBIANCE * sun_light + moon_light);
float alpha = 2.0; float alpha = 1.0;//sqrt(2.0);
const float n2 = 1.01;
const float R_s = pow((1.0 - n2) / (1.0 + n2), 2);
vec3 emitted_light, reflected_light; vec3 emitted_light, reflected_light;
// Use f_norm here for better shadows. // Use f_norm here for better shadows.
vec3 light_frac = light_reflection_factor(f_norm/*l_norm*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(1.0), alpha); vec3 light_frac = light_reflection_factor(f_norm/*l_norm*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(/*1.0*/R_s), alpha);
// vec3 light, diffuse_light, ambient_light; // vec3 light, diffuse_light, ambient_light;
// get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, (0.25 * shade_frac + 0.25 * light_frac) * f_col, 0.5 * shade_frac * f_col, 0.5 * shade_frac * /*vec3(1.0)*/f_col, 2.0, emitted_light, reflected_light); // get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, (0.25 * shade_frac + 0.25 * light_frac) * f_col, 0.5 * shade_frac * f_col, 0.5 * shade_frac * /*vec3(1.0)*/f_col, 2.0, emitted_light, reflected_light);
get_sun_diffuse2(f_norm/*l_norm*/, sun_dir, moon_dir, view_dir, 1.0 * (0.5 * light_frac + vec3(0.5 * shade_frac)), vec3(shade_frac * 0.5), /*0.5 * shade_frac * *//*vec3(1.0)*//*f_col*/vec3(shade_frac * 0.5), alpha, emitted_light, reflected_light); get_sun_diffuse2(f_norm/*l_norm*/, sun_dir, moon_dir, view_dir, 1.0 * (0.5 * light_frac + vec3(0.5 * shade_frac)), vec3(shade_frac * 1.0), /*0.5 * shade_frac * *//*vec3(1.0)*//*f_col*/vec3(shade_frac * R_s), alpha, emitted_light, reflected_light);
// emitted_light = vec3(1.0); // emitted_light = vec3(1.0);
// reflected_light = vec3(0.0); // reflected_light = vec3(0.0);
@ -96,9 +98,9 @@ void main() {
vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a); vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
// vec3 color = surf_color; // vec3 color = surf_color;
float mist_factor = max(1 - (f_pos.z + (texture(t_noise, f_pos.xy * 0.0005 + time_of_day.x * 0.0003).x - 0.5) * 128.0) / 400.0, 0.0); // float mist_factor = max(1 - (f_pos.z + (texture(t_noise, f_pos.xy * 0.0005 + time_of_day.x * 0.0003).x - 0.5) * 128.0) / 400.0, 0.0);
//float mist_factor = f_norm.z * 2.0; // //float mist_factor = f_norm.z * 2.0;
color = mix(color, vec3(1.0) * /*diffuse_light*/reflected_light, clamp(mist_factor * 0.00005 * distance(f_pos.xy, focus_pos.xy), 0, 0.3)); // color = mix(color, vec3(1.0) * /*diffuse_light*/reflected_light, clamp(mist_factor * 0.00005 * distance(f_pos.xy, focus_pos.xy), 0, 0.3));
// color = surf_color; // color = surf_color;
tgt_color = vec4(color, 1.0); tgt_color = vec4(color, 1.0);

View File

@ -37,17 +37,19 @@ void main() {
float shade_frac = sun_shade_frac + moon_shade_frac; float shade_frac = sun_shade_frac + moon_shade_frac;
vec3 surf_color = /*srgb_to_linear*//*linear_to_srgb*/(f_col); vec3 surf_color = /*srgb_to_linear*//*linear_to_srgb*/(f_col);
float alpha = 1.0;
const float n2 = 1.01;
const float R_s = pow((1.0 - n2) / (1.0 + n2), 2);
vec3 k_a = vec3(1.0); vec3 k_a = vec3(1.0);
vec3 k_d = vec3(0.5); vec3 k_d = vec3(1.0);
vec3 k_s = vec3(0.5); vec3 k_s = vec3(R_s);
float alpha = 2.0;
vec3 emitted_light, reflected_light; vec3 emitted_light, reflected_light;
float point_shadow = shadow_at(f_pos, f_norm); float point_shadow = shadow_at(f_pos, f_norm);
float vert_light = f_light; float vert_light = f_light;
vec3 light_frac = light_reflection_factor(/*f_norm*/vec3(0, 0, 1.0), view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(1.0), alpha); vec3 light_frac = light_reflection_factor(f_norm/*vec3(0, 0, 1.0)*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha);
/* light_frac += light_reflection_factor(f_norm, view_dir, vec3(1.0, 0, 0.0), vec3(1.0), vec3(1.0), 2.0); /* light_frac += light_reflection_factor(f_norm, view_dir, vec3(1.0, 0, 0.0), vec3(1.0), vec3(1.0), 2.0);
light_frac += light_reflection_factor(f_norm, view_dir, vec3(-1.0, 0, 0.0), vec3(1.0), vec3(1.0), 2.0); light_frac += light_reflection_factor(f_norm, view_dir, vec3(-1.0, 0, 0.0), vec3(1.0), vec3(1.0), 2.0);
light_frac += light_reflection_factor(f_norm, view_dir, vec3(0.0, -1.0, 0.0), vec3(1.0), vec3(1.0), 2.0); light_frac += light_reflection_factor(f_norm, view_dir, vec3(0.0, -1.0, 0.0), vec3(1.0), vec3(1.0), 2.0);
@ -59,7 +61,8 @@ void main() {
// vec3 point_light = light_at(f_pos, f_norm); // vec3 point_light = light_at(f_pos, f_norm);
// vec3 surf_color = srgb_to_linear(vec3(0.2, 0.5, 1.0)); // vec3 surf_color = srgb_to_linear(vec3(0.2, 0.5, 1.0));
// vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); // vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
get_sun_diffuse(f_norm, time_of_day.x, /*cam_to_frag*/view_dir, k_a * vert_light * point_shadow * (shade_frac * 0.5 + light_frac * 0.5), k_d * vert_light * point_shadow * shade_frac, k_s * vert_light * point_shadow * shade_frac, 2.0, emitted_light, reflected_light); get_sun_diffuse2(f_norm, /*time_of_day.x, */sun_dir, moon_dir, /*cam_to_frag*/view_dir, k_a * (shade_frac * 0.5 + light_frac * 0.5), k_d * vert_light * point_shadow * shade_frac, k_s * vert_light * point_shadow * shade_frac, 2.0, emitted_light, reflected_light);
emitted_light *= vert_light * point_shadow;
// get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0); // get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0);
// float point_shadow = shadow_at(f_pos, f_norm); // float point_shadow = shadow_at(f_pos, f_norm);
// diffuse_light *= f_light * point_shadow; // diffuse_light *= f_light * point_shadow;

View File

@ -49,18 +49,23 @@ void main() {
float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac; float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac;
vec3 surf_color = /*srgb_to_linear*/(f_col); vec3 surf_color = /*srgb_to_linear*/(f_col);
float alpha = 1.0;
const float n2 = 1.01;
const float R_s = pow((1.0 - n2) / (1.0 + n2), 2);
vec3 k_a = vec3(1.0); vec3 k_a = vec3(1.0);
vec3 k_d = vec3(0.5); vec3 k_d = vec3(1.0);
vec3 k_s = vec3(0.5); vec3 k_s = vec3(R_s);
float alpha = 2.0; float max_light = 0.0;
vec3 emitted_light, reflected_light; vec3 emitted_light, reflected_light;
float point_shadow = shadow_at(f_pos, f_norm); float point_shadow = shadow_at(f_pos, f_norm);
vec3 light_frac = light_reflection_factor(f_norm, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(1.0), alpha); vec3 light_frac = /*vec3(1.0)*/light_reflection_factor(f_norm, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha);
get_sun_diffuse(f_norm, time_of_day.x, view_dir, k_a * f_light * point_shadow * (shade_frac * 0.5 + light_frac * 0.5), k_d * f_light * point_shadow * shade_frac, k_s * f_light * point_shadow * shade_frac, alpha, emitted_light, reflected_light); max_light += get_sun_diffuse2(f_norm, /*time_of_day.x, */sun_dir, moon_dir, view_dir, k_a * (shade_frac * 0.5 + light_frac * 0.5), k_d * f_light * point_shadow * shade_frac, k_s * f_light * point_shadow * shade_frac, alpha, emitted_light, reflected_light);
lights_at(f_pos, f_norm, view_dir, k_a, k_d, k_s, alpha, emitted_light, reflected_light); emitted_light *= f_light * point_shadow;
max_light += lights_at(f_pos, f_norm, view_dir, k_a, k_d, k_s, alpha, emitted_light, reflected_light);
/* vec3 point_light = light_at(f_pos, f_norm); /* vec3 point_light = light_at(f_pos, f_norm);
emitted_light += point_light; emitted_light += point_light;
reflected_light += point_light; */ reflected_light += point_light; */

View File

@ -26,7 +26,7 @@ void main() {
f_pos.z *= min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0); f_pos.z *= min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0);
f_pos.z -= min(32.0, pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0)); f_pos.z -= min(32.0, pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0));
f_col = vec3((uvec3(v_col_light) >> uvec3(8, 16, 24)) & uvec3(0xFFu)) / 255.0; f_col = srgb_to_linear(vec3((uvec3(v_col_light) >> uvec3(8, 16, 24)) & uvec3(0xFFu)) / 255.0);
f_light = float(v_col_light & 0xFFu) / 255.0; f_light = float(v_col_light & 0xFFu) / 255.0;

View File

@ -81,7 +81,12 @@ pub struct Client {
/// this can be constructed dynamically by combining the layers of world /// this can be constructed dynamically by combining the layers of world
/// map data (e.g. with shadow map data or river data), but at present /// map data (e.g. with shadow map data or river data), but at present
/// we opt not to do this. /// we opt not to do this.
pub world_map: (Arc<DynamicImage>, Vec2<u32>), ///
/// The second element of the tuple is the world size (as a 2D grid,
/// in chunks), and the third element holds the minimum height for any land
/// chunk (i.e. the sea level) in its x coordinate, and the maximum land
/// height above this height (i.e. the max height) in its y coordinate.
pub world_map: (Arc<DynamicImage>, Vec2<u32>, Vec2<f32>),
pub player_list: HashMap<u64, String>, pub player_list: HashMap<u64, String>,
postbox: PostBox<ClientMsg, ServerMsg>, postbox: PostBox<ClientMsg, ServerMsg>,
@ -256,6 +261,11 @@ impl Client {
.map(|(wa, wh, ea, eh)| u32::from_le_bytes([wa, wh, ea, eh])) .map(|(wa, wh, ea, eh)| u32::from_le_bytes([wa, wh, ea, eh]))
.collect::<Vec<_>>(); .collect::<Vec<_>>();
let lod_horizon = make_raw(&horizons)?; let lod_horizon = make_raw(&horizons)?;
// TODO: Get sea_level from server.
let map_bounds = Vec2::new(
/* map_config.focus.z */ world::CONFIG.sea_level,
/* map_config.gain */ max_height,
);
log::debug!("Done preparing image..."); log::debug!("Done preparing image...");
( (
@ -264,7 +274,7 @@ impl Client {
server_info, server_info,
lod_base, lod_base,
lod_horizon, lod_horizon,
(world_map, map_size), (world_map, map_size, map_bounds),
) )
}, },
ServerMsg::TooManyPlayers => return Err(Error::TooManyPlayers), ServerMsg::TooManyPlayers => return Err(Error::TooManyPlayers),

View File

@ -31,7 +31,9 @@ pub use self::{
}, },
Globals, Light, Shadow, Globals, Light, Shadow,
}, },
renderer::{LodColorFmt, Renderer, TgtColorFmt, TgtDepthFmt, WinColorFmt, WinDepthFmt}, renderer::{
LodColorFmt, LodTextureFmt, Renderer, TgtColorFmt, TgtDepthFmt, WinColorFmt, WinDepthFmt,
},
texture::Texture, texture::Texture,
}; };
pub use gfx::texture::{FilterMethod, WrapMode}; pub use gfx::texture::{FilterMethod, WrapMode};

View File

@ -19,7 +19,14 @@ gfx_defines! {
all_mat: [[f32; 4]; 4] = "all_mat", all_mat: [[f32; 4]; 4] = "all_mat",
cam_pos: [f32; 4] = "cam_pos", cam_pos: [f32; 4] = "cam_pos",
focus_pos: [f32; 4] = "focus_pos", focus_pos: [f32; 4] = "focus_pos",
// TODO: Fix whatever alignment issue requires these uniforms to be aligned. /// NOTE: max_intensity is computed as the ratio between the brightest and least bright
/// intensities among all lights in the scene.
// hdr_ratio: [f32; 4] = "max_intensity",
/// NOTE: view_distance.x is the horizontal view distance, view_distance.z is the
/// minimum height over any land chunk (i.e. the sea level), and view_distance.w is the
/// maximum height over this minimum height.
///
/// TODO: Fix whatever alignment issue requires these uniforms to be aligned.
view_distance: [f32; 4] = "view_distance", view_distance: [f32; 4] = "view_distance",
time_of_day: [f32; 4] = "time_of_day", // TODO: Make this f64. time_of_day: [f32; 4] = "time_of_day", // TODO: Make this f64.
tick: [f32; 4] = "tick", tick: [f32; 4] = "tick",
@ -48,6 +55,7 @@ impl Globals {
cam_pos: Vec3<f32>, cam_pos: Vec3<f32>,
focus_pos: Vec3<f32>, focus_pos: Vec3<f32>,
view_distance: f32, view_distance: f32,
map_bounds: Vec2<f32>,
time_of_day: f64, time_of_day: f64,
tick: f64, tick: f64,
screen_res: Vec2<u16>, screen_res: Vec2<u16>,
@ -63,7 +71,7 @@ impl Globals {
all_mat: arr_to_mat((proj_mat * view_mat).into_col_array()), all_mat: arr_to_mat((proj_mat * view_mat).into_col_array()),
cam_pos: Vec4::from(cam_pos).into_array(), cam_pos: Vec4::from(cam_pos).into_array(),
focus_pos: Vec4::from(focus_pos).into_array(), focus_pos: Vec4::from(focus_pos).into_array(),
view_distance: [view_distance; 4], view_distance: [view_distance, 0.0, map_bounds.x, map_bounds.y],
time_of_day: [time_of_day as f32; 4], time_of_day: [time_of_day as f32; 4],
tick: [tick as f32; 4], tick: [tick as f32; 4],
screen_res: Vec4::from(screen_res.map(|e| e as f32)).into_array(), screen_res: Vec4::from(screen_res.map(|e| e as f32)).into_array(),
@ -86,6 +94,7 @@ impl Default for Globals {
Vec3::zero(), Vec3::zero(),
Vec3::zero(), Vec3::zero(),
0.0, 0.0,
Vec2::new(140.0, 2048.0),
0.0, 0.0,
0.0, 0.0,
Vec2::new(800, 500), Vec2::new(800, 500),

View File

@ -41,8 +41,11 @@ pub type WinColorView = gfx::handle::RenderTargetView<gfx_backend::Resources, Wi
/// A handle to a window depth target. /// A handle to a window depth target.
pub type WinDepthView = gfx::handle::DepthStencilView<gfx_backend::Resources, WinDepthFmt>; pub type WinDepthView = gfx::handle::DepthStencilView<gfx_backend::Resources, WinDepthFmt>;
/// Represents the formt of LOD map color targets. /// Represents the format of LOD shadow targets.
pub type LodColorFmt = (gfx::format::R8_G8_B8_A8, gfx::format::Unorm); //[gfx::format::U8Norm; 4]; pub type LodTextureFmt = (gfx::format::R8_G8_B8_A8, gfx::format::Unorm); //[gfx::format::U8Norm; 4];
/// Represents the format of LOD map color targets.
pub type LodColorFmt = (gfx::format::R8_G8_B8_A8, gfx::format::Srgb); //[gfx::format::U8Norm; 4];
/// A handle to a render color target as a resource. /// A handle to a render color target as a resource.
pub type TgtColorRes = gfx::handle::ShaderResourceView< pub type TgtColorRes = gfx::handle::ShaderResourceView<
@ -129,6 +132,7 @@ impl Renderer {
&assets::load_expect("voxygen.texture.noise"), &assets::load_expect("voxygen.texture.noise"),
Some(gfx::texture::FilterMethod::Bilinear), Some(gfx::texture::FilterMethod::Bilinear),
Some(gfx::texture::WrapMode::Tile), Some(gfx::texture::WrapMode::Tile),
None,
)?; )?;
Ok(Self { Ok(Self {
@ -424,13 +428,14 @@ impl Renderer {
image: &image::DynamicImage, image: &image::DynamicImage,
filter_method: Option<FilterMethod>, filter_method: Option<FilterMethod>,
wrap_mode: Option<WrapMode>, wrap_mode: Option<WrapMode>,
border: Option<gfx::texture::PackedColor>,
) -> Result<Texture<F>, RenderError> ) -> Result<Texture<F>, RenderError>
where where
F::Surface: gfx::format::TextureSurface, F::Surface: gfx::format::TextureSurface,
F::Channel: gfx::format::TextureChannel, F::Channel: gfx::format::TextureChannel,
<F::Surface as gfx::format::SurfaceTyped>::DataType: Copy, <F::Surface as gfx::format::SurfaceTyped>::DataType: Copy,
{ {
Texture::new(&mut self.factory, image, filter_method, wrap_mode) Texture::new(&mut self.factory, image, filter_method, wrap_mode, border)
} }
/// Create a new dynamic texture (gfx::memory::Usage::Dynamic) with the /// Create a new dynamic texture (gfx::memory::Usage::Dynamic) with the
@ -533,7 +538,7 @@ impl Renderer {
lights: &Consts<Light>, lights: &Consts<Light>,
shadows: &Consts<Shadow>, shadows: &Consts<Shadow>,
map: &Texture<LodColorFmt>, map: &Texture<LodColorFmt>,
horizon: &Texture<LodColorFmt>, horizon: &Texture<LodTextureFmt>,
) { ) {
self.encoder.draw( self.encoder.draw(
&gfx::Slice { &gfx::Slice {
@ -570,7 +575,7 @@ impl Renderer {
lights: &Consts<Light>, lights: &Consts<Light>,
shadows: &Consts<Shadow>, shadows: &Consts<Shadow>,
map: &Texture<LodColorFmt>, map: &Texture<LodColorFmt>,
horizon: &Texture<LodColorFmt>, horizon: &Texture<LodTextureFmt>,
) { ) {
self.encoder.draw( self.encoder.draw(
&gfx::Slice { &gfx::Slice {
@ -606,7 +611,7 @@ impl Renderer {
lights: &Consts<Light>, lights: &Consts<Light>,
shadows: &Consts<Shadow>, shadows: &Consts<Shadow>,
map: &Texture<LodColorFmt>, map: &Texture<LodColorFmt>,
horizon: &Texture<LodColorFmt>, horizon: &Texture<LodTextureFmt>,
waves: &Texture, waves: &Texture,
) { ) {
self.encoder.draw( self.encoder.draw(
@ -644,7 +649,7 @@ impl Renderer {
lights: &Consts<Light>, lights: &Consts<Light>,
shadows: &Consts<Shadow>, shadows: &Consts<Shadow>,
map: &Texture<LodColorFmt>, map: &Texture<LodColorFmt>,
horizon: &Texture<LodColorFmt>, horizon: &Texture<LodTextureFmt>,
) { ) {
self.encoder.draw( self.encoder.draw(
&gfx::Slice { &gfx::Slice {
@ -678,7 +683,7 @@ impl Renderer {
globals: &Consts<Globals>, globals: &Consts<Globals>,
locals: &Consts<lod_terrain::Locals>, locals: &Consts<lod_terrain::Locals>,
map: &Texture<LodColorFmt>, map: &Texture<LodColorFmt>,
horizon: &Texture<LodColorFmt>, horizon: &Texture<LodTextureFmt>,
) { ) {
self.encoder.draw( self.encoder.draw(
&gfx::Slice { &gfx::Slice {

View File

@ -31,6 +31,7 @@ where
image: &DynamicImage, image: &DynamicImage,
filter_method: Option<gfx::texture::FilterMethod>, filter_method: Option<gfx::texture::FilterMethod>,
wrap_mode: Option<gfx::texture::WrapMode>, wrap_mode: Option<gfx::texture::WrapMode>,
border: Option<gfx::texture::PackedColor>,
) -> Result<Self, RenderError> { ) -> Result<Self, RenderError> {
let (tex, srv) = factory let (tex, srv) = factory
.create_texture_immutable_u8::<F>( .create_texture_immutable_u8::<F>(
@ -44,13 +45,15 @@ where
) )
.map_err(|err| RenderError::CombinedError(err))?; .map_err(|err| RenderError::CombinedError(err))?;
let mut sampler_info = gfx::texture::SamplerInfo::new(
filter_method.unwrap_or(gfx::texture::FilterMethod::Scale),
wrap_mode.unwrap_or(gfx::texture::WrapMode::Clamp),
);
sampler_info.border = border.unwrap_or([0.0, 0.0, 0.0, 1.0].into());
Ok(Self { Ok(Self {
tex, tex,
srv, srv,
sampler: factory.create_sampler(gfx::texture::SamplerInfo::new( sampler: factory.create_sampler(sampler_info),
filter_method.unwrap_or(gfx::texture::FilterMethod::Scale),
wrap_mode.unwrap_or(gfx::texture::WrapMode::Clamp),
)),
}) })
} }

View File

@ -70,7 +70,7 @@ impl Camera {
/// and position of the camera. /// and position of the camera.
pub fn compute_dependents(&mut self, terrain: &impl ReadVol) { pub fn compute_dependents(&mut self, terrain: &impl ReadVol) {
let dist = { let dist = {
/* let (start, end) = ( /*let (start, end) = (
self.focus self.focus
+ (Vec3::new( + (Vec3::new(
-f32::sin(self.ori.x) * f32::cos(self.ori.y), -f32::sin(self.ori.x) * f32::cos(self.ori.y),

View File

@ -1,34 +1,45 @@
use crate::{ use crate::{
render::{ render::{
pipelines::lod_terrain::{Locals, Vertex}, pipelines::lod_terrain::{Locals, Vertex},
Consts, FilterMethod, Globals, LodColorFmt, LodTerrainPipeline, Mesh, Model, Quad, Consts, FilterMethod, Globals, LodColorFmt, LodTerrainPipeline, LodTextureFmt, Mesh, Model,
Renderer, Texture, Quad, Renderer, Texture, WrapMode,
}, },
settings::Settings, settings::Settings,
}; };
use client::Client; use client::Client;
use common::spiral::Spiral2d; use common::{spiral::Spiral2d, util::srgba_to_linear};
use vek::*; use vek::*;
pub struct Lod { pub struct Lod {
model: Option<(u32, Model<LodTerrainPipeline>)>, model: Option<(u32, Model<LodTerrainPipeline>)>,
locals: Consts<Locals>, locals: Consts<Locals>,
pub map: Texture<LodColorFmt>, pub map: Texture<LodColorFmt>,
pub horizon: Texture<LodColorFmt>, pub horizon: Texture<LodTextureFmt>,
tgt_detail: u32, tgt_detail: u32,
} }
impl Lod { impl Lod {
pub fn new(renderer: &mut Renderer, client: &Client, settings: &Settings) -> Self { pub fn new(renderer: &mut Renderer, client: &Client, settings: &Settings) -> Self {
let water_color = /*Rgba::new(0.2, 0.5, 1.0, 0.0)*/srgba_to_linear(Rgba::new(0.0, 0.25, 0.5, 0.0)/* * 0.5*/);
Self { Self {
model: None, model: None,
locals: renderer.create_consts(&[Locals::default()]).unwrap(), locals: renderer.create_consts(&[Locals::default()]).unwrap(),
map: renderer map: renderer
.create_texture(&client.lod_base, Some(FilterMethod::Bilinear), None) .create_texture(
&client.lod_base,
Some(FilterMethod::Bilinear),
Some(WrapMode::Border),
Some([water_color.r, water_color.g, water_color.b, water_color.a].into()),
)
.expect("Failed to generate map texture"), .expect("Failed to generate map texture"),
horizon: renderer horizon: renderer
.create_texture(&client.lod_horizon, Some(FilterMethod::Trilinear), None) .create_texture(
.expect("Failed to generate horizon texture"), &client.lod_horizon,
Some(FilterMethod::Trilinear),
Some(WrapMode::Border),
Some([0.0, 1.0, 0.0, 1.0].into()),
)
.expect("Failed to generate map texture"),
tgt_detail: settings.graphics.lod_detail.max(100).min(2500), tgt_detail: settings.graphics.lod_detail.max(100).min(2500),
} }
} }

View File

@ -65,6 +65,10 @@ pub struct Scene {
terrain: Terrain<TerrainChunk>, terrain: Terrain<TerrainChunk>,
pub lod: Lod, pub lod: Lod,
loaded_distance: f32, loaded_distance: f32,
/// x coordinate is sea level (minimum height for any land chunk), and y
/// coordinate is the maximum height above the mnimimum for any land
/// chunk.
map_bounds: Vec2<f32>,
select_pos: Option<Vec3<i32>>, select_pos: Option<Vec3<i32>>,
figure_mgr: FigureMgr, figure_mgr: FigureMgr,
@ -110,6 +114,7 @@ impl Scene {
terrain: Terrain::new(renderer), terrain: Terrain::new(renderer),
lod: Lod::new(renderer, client, settings), lod: Lod::new(renderer, client, settings),
loaded_distance: 0.0, loaded_distance: 0.0,
map_bounds: client.world_map.2,
select_pos: None, select_pos: None,
figure_mgr: FigureMgr::new(), figure_mgr: FigureMgr::new(),
@ -340,6 +345,7 @@ impl Scene {
cam_pos, cam_pos,
self.camera.get_focus_pos(), self.camera.get_focus_pos(),
self.loaded_distance, self.loaded_distance,
self.map_bounds,
scene_data.state.get_time_of_day(), scene_data.state.get_time_of_day(),
scene_data.state.get_time(), scene_data.state.get_time(),
renderer.get_resolution(), renderer.get_resolution(),

View File

@ -62,6 +62,7 @@ pub struct Scene {
skybox: Skybox, skybox: Skybox,
postprocess: PostProcess, postprocess: PostProcess,
lod: Lod, lod: Lod,
map_bounds: Vec2<f32>,
backdrop: Option<(Model<FigurePipeline>, FigureState<FixtureSkeleton>)>, backdrop: Option<(Model<FigurePipeline>, FigureState<FixtureSkeleton>)>,
figure_model_cache: FigureModelCache, figure_model_cache: FigureModelCache,
@ -110,6 +111,7 @@ impl Scene {
.unwrap(), .unwrap(),
}, },
lod: Lod::new(renderer, client, settings), lod: Lod::new(renderer, client, settings),
map_bounds: client.world_map.2,
figure_model_cache: FigureModelCache::new(), figure_model_cache: FigureModelCache::new(),
figure_state: FigureState::new(renderer, CharacterSkeleton::new()), figure_state: FigureState::new(renderer, CharacterSkeleton::new()),
@ -166,6 +168,7 @@ impl Scene {
cam_pos, cam_pos,
} = self.camera.dependents(); } = self.camera.dependents();
const VD: f32 = 115.0; // View Distance const VD: f32 = 115.0; // View Distance
// const MAP_BOUNDS: Vec2<f32> = Vec2::new(140.0, 2048.0);
const TIME: f64 = 43200.0; // 12 hours*3600 seconds const TIME: f64 = 43200.0; // 12 hours*3600 seconds
if let Err(err) = renderer.update_consts(&mut self.globals, &[Globals::new( if let Err(err) = renderer.update_consts(&mut self.globals, &[Globals::new(
view_mat, view_mat,
@ -173,6 +176,7 @@ impl Scene {
cam_pos, cam_pos,
self.camera.get_focus_pos(), self.camera.get_focus_pos(),
VD, VD,
self.map_bounds, //MAP_BOUNDS,
TIME, TIME,
scene_data.time, scene_data.time,
renderer.get_resolution(), renderer.get_resolution(),

View File

@ -1074,6 +1074,7 @@ impl<V: RectRasterableVol> Terrain<V> {
&assets::load_expect("voxygen.texture.waves"), &assets::load_expect("voxygen.texture.waves"),
Some(gfx::texture::FilterMethod::Trilinear), Some(gfx::texture::FilterMethod::Trilinear),
Some(gfx::texture::WrapMode::Tile), Some(gfx::texture::WrapMode::Tile),
None,
) )
.expect("Failed to create wave texture"), .expect("Failed to create wave texture"),
phantom: PhantomData, phantom: PhantomData,

View File

@ -1312,10 +1312,16 @@ impl WorldSim {
let mut map_config = MapConfig::default(); let mut map_config = MapConfig::default();
map_config.lgain = 1.0; map_config.lgain = 1.0;
// Build a horizon map. // Build a horizon map.
let scale_angle = let scale_angle = |angle: Alt| {
|angle: Alt| (angle.atan() * <Alt as FloatConst>::FRAC_2_PI() * 255.0).floor() as u8; (/* 0.0.max( */angle /* ) */
let scale_height = .atan()
|height: Alt| (height as Alt * 255.0 / self.max_height as Alt).floor() as u8; * <Alt as FloatConst>::FRAC_2_PI()
* 255.0)
.floor() as u8
};
let scale_height = |height: Alt| {
(/* 0.0.max( */height/*)*/ as Alt * 255.0 / self.max_height as Alt).floor() as u8
};
let samples_data = { let samples_data = {
let column_sample = ColumnGen::new(self); let column_sample = ColumnGen::new(self);
@ -1340,6 +1346,7 @@ impl WorldSim {
32.0, 32.0,
)); ));
sample.basement += sample.alt - alt; sample.basement += sample.alt - alt;
// sample.water_level = CONFIG.sea_level.max(sample.water_level);
Some(sample) Some(sample)
}, },

View File

@ -416,7 +416,7 @@ pub fn get_horizon_map<F: Float + Sync, A: Send, H: Send>(
let wposi = let wposi =
bounds.min + Vec2::new((posi % map_size.x) as i32, (posi / map_size.x) as i32); bounds.min + Vec2::new((posi % map_size.x) as i32, (posi / map_size.x) as i32);
if wposi.reduce_partial_min() < 0 if wposi.reduce_partial_min() < 0
|| wposi.y as usize >= WORLD_SIZE.x || wposi.x as usize >= WORLD_SIZE.x
|| wposi.y as usize >= WORLD_SIZE.y || wposi.y as usize >= WORLD_SIZE.y
{ {
return (to_angle(F::zero()), to_height(F::zero())); return (to_angle(F::zero()), to_height(F::zero()));