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https://gitlab.com/veloren/veloren.git
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Higher detail LOD.
This commit is contained in:
parent
add2cfae04
commit
2101113b46
@ -46,7 +46,7 @@ flat out uint f_pos_norm;
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// out float f_light;
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// out vec3 light_pos[2];
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const float EXTRA_NEG_Z = /*65536.0*/65536.1;
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const float EXTRA_NEG_Z = 65536.0/*65536.1*/;
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void main() {
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f_pos = vec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0x1FFFFu)) - vec3(0, 0, EXTRA_NEG_Z) + model_offs - focus_off.xyz;
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@ -68,4 +68,6 @@
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/*
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// When sets, shadow maps are used to cast shadows.
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#define HAS_SHADOW_MAPS
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// When set, "full" LOD terrain informatino is available (e.g. terrain colors).
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#define HAS_LOD_FULL_INFO
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*/
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@ -2,7 +2,7 @@
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#include <sky.glsl>
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#include <srgb.glsl>
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uniform sampler2D t_map;
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uniform sampler2D t_alt;
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uniform sampler2D t_horizon;
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const float MIN_SHADOW = 0.33;
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@ -11,7 +11,7 @@ vec2 pos_to_uv(sampler2D sampler, vec2 pos) {
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// Want: (pixel + 0.5) / W
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vec2 texSize = textureSize(sampler, 0);
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vec2 uv_pos = (focus_off.xy + pos + 16) / (32.0 * texSize);
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return vec2(uv_pos.x, 1.0 - uv_pos.y);
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return vec2(uv_pos.x, /*1.0 - */uv_pos.y);
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}
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vec2 pos_to_tex(vec2 pos) {
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@ -35,6 +35,7 @@ vec4 cubic(float v) {
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vec4 textureBicubic(sampler2D sampler, vec2 texCoords) {
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vec2 texSize = textureSize(sampler, 0);
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vec2 invTexSize = 1.0 / texSize;
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/* texCoords.y = texSize.y - texCoords.y; */
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texCoords = texCoords/* * texSize */ - 0.5;
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@ -52,8 +53,8 @@ vec4 textureBicubic(sampler2D sampler, vec2 texCoords) {
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vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;
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offset *= invTexSize.xxyy;
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// Correct for map rotaton.
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offset.zw = 1.0 - offset.zw;
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/* // Correct for map rotaton.
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offset.zw = 1.0 - offset.zw; */
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vec4 sample0 = texture(sampler, offset.xz);
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vec4 sample1 = texture(sampler, offset.yz);
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@ -73,7 +74,7 @@ vec4 textureBicubic(sampler2D sampler, vec2 texCoords) {
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}
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float alt_at(vec2 pos) {
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return (texture/*textureBicubic*/(t_map, pos_to_uv(t_map, pos)).a * (/*1300.0*//*1278.7266845703125*/view_distance.w) + /*140.0*/view_distance.z - focus_off.z);
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return (/*round*/(texture/*textureBicubic*/(t_alt, pos_to_uv(t_alt, pos)).r * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z);
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//+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0;
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// return 0.0
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@ -87,7 +88,7 @@ float alt_at_real(vec2 pos) {
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// #if (FLUID_MODE == FLUID_MODE_CHEAP)
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// return alt_at(pos);
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// #elif (FLUID_MODE == FLUID_MODE_SHINY)
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return (textureBicubic(t_map, pos_to_tex(pos)).a * (/*1300.0*//*1278.7266845703125*/view_distance.w) + /*140.0*/view_distance.z - focus_off.z);
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return (/*round*/(textureBicubic(t_alt, pos_to_tex(pos)).r * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z);
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// #endif
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//+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0;
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@ -201,14 +202,14 @@ vec2 splay(vec2 pos) {
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const float SQRT_2 = sqrt(2.0) / 2.0;
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// /const float CBRT_2 = cbrt(2.0) / 2.0;
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// vec2 splayed = pos * (view_distance.x * SQRT_2 + pow(len * 0.5, 3.0) * (SPLAY_MULT - view_distance.x));
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vec2 splayed = pos * (view_distance.x * SQRT_2 + pow(len/* * SQRT_2*//* * 0.5*/, 3.0) * (textureSize(t_map, 0) * 32.0 - view_distance.x));
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vec2 splayed = pos * (view_distance.x * SQRT_2 + pow(len/* * SQRT_2*//* * 0.5*/, 3.0) * (textureSize(t_alt, 0) * 32.0 - view_distance.x));
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return splayed;
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// Radial: pos.x = r - view_distance.x from focus_pos, pos.y = θ from cam_pos to focus_pos on xy plane.
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// const float PI_2 = 3.1415926535897932384626433832795;
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// float squared = pos.x * pos.x;
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// // // vec2 splayed2 = pos * vec2(squared * (SPLAY_MULT - view_distance.x), PI);
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// vec2 splayed2 = pos * vec2(squared * (textureSize(t_map, 0).x * 32.0 - view_distance.x), PI);
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// vec2 splayed2 = pos * vec2(squared * (textureSize(t_alt, 0).x * 32.0 - view_distance.x), PI);
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// float r = splayed2.x + view_distance.x;
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// vec2 theta = vec2(cos(splayed2.y), sin(splayed2.y));
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// return r * theta;
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@ -273,9 +274,14 @@ vec3 lod_pos(vec2 pos, vec2 focus_pos) {
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return vec3(hpos, alt_at_real(hpos));
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}
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#ifdef HAS_LOD_FULL_INFO
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uniform sampler2D t_map;
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vec3 lod_col(vec2 pos) {
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//return vec3(0, 0.5, 0);
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// return /*linear_to_srgb*/vec3(alt_at(pos), textureBicubic(t_map, pos_to_tex(pos)).gb);
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return /*linear_to_srgb*/(textureBicubic(t_map, pos_to_tex(pos)).rgb)
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;//+ (texture(t_noise, pos * 0.04 + texture(t_noise, pos * 0.005).xy * 2.0 + texture(t_noise, pos * 0.06).xy * 0.6).x - 0.5) * 0.1;
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//+ (texture(t_noise, pos * 0.04 + texture(t_noise, pos * 0.005).xy * 2.0 + texture(t_noise, pos * 0.06).xy * 0.6).x - 0.5) * 0.1;
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}
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#endif
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@ -17,6 +17,8 @@
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#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
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#define HAS_LOD_FULL_INFO
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#include <globals.glsl>
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#include <sky.glsl>
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#include <lod.glsl>
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@ -74,15 +74,18 @@ pub struct Client {
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client_state: ClientState,
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thread_pool: ThreadPool,
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pub server_info: ServerInfo,
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/// Just the "base" layer for LOD; currently includes colors and a 1-byte
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/// approximation for height. In the future we'll add more layers, like
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/// shadows, rivers, and probably foliage, cities, roads, and other
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/// structures.
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pub lod_base: Arc<DynamicImage>,
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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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pub lod_base: Vec<u32>,
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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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pub lod_alt: Vec<u32>,
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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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pub lod_horizon: Arc<DynamicImage>,
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pub lod_horizon: Vec<u32>,
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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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@ -92,7 +95,7 @@ pub struct Client {
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/// in chunks), and the third element holds the minimum height for any land
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/// chunk (i.e. the sea level) in its x coordinate, and the maximum land
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/// height above this height (i.e. the max height) in its y coordinate.
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pub world_map: (Arc<DynamicImage>, Vec2<u32>, Vec2<f32>),
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pub world_map: (Arc<DynamicImage>, Vec2<u16>, Vec2<f32>),
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pub player_list: HashMap<Uid, PlayerInfo>,
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pub character_list: CharacterList,
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pub active_character_id: Option<i32>,
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@ -144,7 +147,8 @@ impl Client {
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let mut stream = block_on(participant.open(10, PROMISES_ORDERED | PROMISES_CONSISTENCY))?;
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// Wait for initial sync
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let (state, entity, server_info, lod_base, lod_horizon, world_map) = block_on(async {
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let (state, entity, server_info, lod_base, lod_alt, lod_horizon, world_map) = block_on(
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async {
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loop {
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match stream.recv().await? {
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ServerMsg::InitialSync {
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@ -156,8 +160,8 @@ impl Client {
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// TODO: Display that versions don't match in Voxygen
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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 \
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be incompatible!",
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"Server is running {}[{}], you are running {}[{}], versions \
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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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@ -180,11 +184,23 @@ impl Client {
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let map_size = world_map.dimensions;
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let max_height = world_map.max_height;
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let rgba = world_map.rgba;
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assert_eq!(rgba.len(), (map_size.x * map_size.y) as usize);
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let alt = world_map.alt;
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let expected_size =
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(u32::from(map_size.x) * u32::from(map_size.y)) as usize;
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if rgba.len() != expected_size {
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return Err(Error::Other(
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"Server sent a bad world map image".into(),
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));
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}
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if alt.len() != expected_size {
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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 Alt / 255.0 * <Alt as FloatConst>::FRAC_PI_2()).tan();
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let scale_height = |h: u8| h as Alt / 255.0 * max_height as Alt;
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let scale_height_big =
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|h: u32| (h >> 3) as Alt / 8191.0 * max_height as Alt;
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debug!("Preparing image...");
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let unzip_horizons = |(angles, heights): &(Vec<_>, Vec<_>)| {
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@ -215,17 +231,19 @@ impl Client {
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};
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map_config.generate(
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|pos| {
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let (rgba, downhill_wpos) = if bounds_check(pos) {
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let (rgba, alt, downhill_wpos) = if bounds_check(pos) {
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let posi =
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pos.y as usize * map_size.x as usize + pos.x as usize;
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let [r, g, b, a] = rgba[posi].to_le_bytes();
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let alti = alt[posi];
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// Compute downhill.
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let downhill = {
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let mut best = -1;
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let mut besth = a;
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// TODO: Fix to work for dynamic WORLD_SIZE (i.e. map_size).
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let mut besth = alti;
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// TODO: Fix to work for dynamic WORLD_SIZE (i.e.
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// map_size).
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for nposi in neighbors(posi) {
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let nbh = rgba[nposi].to_le_bytes()[3];
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let nbh = alt[nposi];
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if nbh < besth {
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besth = nbh;
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best = nposi as isize;
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@ -238,20 +256,22 @@ impl Client {
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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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(downhill as usize % map_size.x as usize)
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as i32,
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(downhill as usize / map_size.x as usize)
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as i32,
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) * TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
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)
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};
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(Rgba::new(r, g, b, a), downhill_wpos)
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(Rgba::new(r, g, b, a), alti, downhill_wpos)
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} else {
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(Rgba::zero(), None)
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(Rgba::zero(), 0, None)
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};
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let wpos = pos * TerrainChunkSize::RECT_SIZE.map(|e| e as i32);
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let downhill_wpos = downhill_wpos.unwrap_or(
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wpos + TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
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);
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let alt = rescale_height(scale_height(rgba.a));
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let alt = rescale_height(scale_height_big(alt));
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world::sim::MapSample {
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rgb: Rgb::from(rgba),
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alt: alt as Alt,
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@ -265,7 +285,7 @@ impl Client {
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rescale_height(if bounds_check(pos) {
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let posi =
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pos.y as usize * map_size.x as usize + pos.x as usize;
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scale_height(rgba[posi].to_le_bytes()[3])
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scale_height_big(alt[posi])
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} else {
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0.0
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})
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@ -276,13 +296,14 @@ impl Client {
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},
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);
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let make_raw = |rgba| -> Result<_, Error> {
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let mut raw = vec![0u8; 4 * world_map.len()/*map_size.x * map_size.y*/];
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let mut raw =
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vec![0u8; 4 * world_map.len()/*map_size.x * map_size.y*/];
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LittleEndian::write_u32_into(rgba, &mut raw);
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Ok(Arc::new(
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image::DynamicImage::ImageRgba8({
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// Should not fail if the dimensions are correct.
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let map =
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image::ImageBuffer::from_raw(map_size.x, map_size.y, raw);
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image::ImageBuffer::from_raw(u32::from(map_size.x), u32::from(map_size.y), raw);
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map.ok_or(Error::Other("Server sent a bad world map image".into()))?
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})
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// Flip the image, since Voxygen uses an orientation where rotation from
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@ -290,13 +311,14 @@ impl Client {
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.flipv(),
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))
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};
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let lod_base = make_raw(&rgba)?;
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let lod_base = rgba; //make_raw(&rgba)?;
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let lod_alt = alt; //make_raw(&alt)?;
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let world_map = make_raw(&world_map)?;
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let horizons = (west.0, west.1, east.0, east.1)
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.into_par_iter()
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.map(|(wa, wh, ea, eh)| u32::from_le_bytes([wa, wh, ea, eh]))
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.collect::<Vec<_>>();
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let lod_horizon = make_raw(&horizons)?;
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let lod_horizon = horizons; //make_raw(&horizons)?;
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// TODO: Get sea_level from server.
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let map_bounds = Vec2::new(
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/* map_config.focus.z */ world::CONFIG.sea_level,
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@ -309,6 +331,7 @@ impl Client {
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entity,
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server_info,
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lod_base,
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lod_alt,
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lod_horizon,
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(world_map, map_size, map_bounds),
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));
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@ -319,7 +342,8 @@ impl Client {
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},
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}
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}
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})?;
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},
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)?;
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stream.send(ClientMsg::Ping)?;
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@ -335,6 +359,7 @@ impl Client {
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server_info,
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world_map,
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lod_base,
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lod_alt,
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lod_horizon,
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player_list: HashMap::new(),
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character_list: CharacterList::default(),
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@ -65,12 +65,17 @@ pub struct CharacterInfo {
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/// shadow maps intended for height maps.
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pub struct WorldMapMsg {
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/// World map dimensions (width × height)
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pub dimensions: Vec2<u32>,
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pub dimensions: Vec2<u16>,
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/// Max height (used to scale altitudes).
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pub max_height: f32,
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/// RGB+A; the alpha channel is currently a proxy for altitude.
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/// Entries are in the usual chunk order.
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/// RGB+A; the alpha channel is currently unused, but will be used in the
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/// future. Entries are in the usual chunk order.
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pub rgba: Vec<u32>,
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/// Altitudes: bits 2 to 0 are unused, then bits 15 to 3 are used for
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/// altitude. The remainder are currently unused, but we have plans to
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/// use 7 bits for water depth (using an integer f7 encoding), and we
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/// will find other uses for the remaining 12 bits.
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pub alt: Vec<u32>,
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/// Horizon mapping. This is a variant of shadow mapping that is
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/// specifically designed for height maps; it takes advantage of their
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/// regular structure (e.g. no holes) to compress all information needed
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@ -508,7 +508,7 @@ impl Hud {
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// Load world map
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let world_map = (
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ui.add_graphic_with_rotations(Graphic::Image(client.world_map.0.clone())),
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client.world_map.1,
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client.world_map.1.map(u32::from),
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);
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// Load images.
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let imgs = Imgs::load(&mut ui).expect("Failed to load images!");
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@ -36,8 +36,8 @@ pub use self::{
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Globals, Light, Shadow,
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},
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renderer::{
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ColLightFmt, ColLightInfo, LodColorFmt, LodTextureFmt, Renderer, ShadowDepthStencilFmt,
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TgtColorFmt, TgtDepthStencilFmt, WinColorFmt, WinDepthFmt,
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ColLightFmt, ColLightInfo, LodAltFmt, LodColorFmt, LodTextureFmt, Renderer,
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ShadowDepthStencilFmt, TgtColorFmt, TgtDepthStencilFmt, WinColorFmt, WinDepthFmt,
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},
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texture::Texture,
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};
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@ -50,7 +50,7 @@ gfx_defines! {
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point_shadow_maps: gfx::TextureSampler<f32> = "t_point_shadow_maps",
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directed_shadow_maps: gfx::TextureSampler<f32> = "t_directed_shadow_maps",
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map: gfx::TextureSampler<[f32; 4]> = "t_map",
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alt: gfx::TextureSampler<[f32; 2]> = "t_alt",
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horizon: gfx::TextureSampler<[f32; 4]> = "t_horizon",
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noise: gfx::TextureSampler<f32> = "t_noise",
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@ -25,7 +25,7 @@ gfx_defines! {
|
||||
point_shadow_maps: gfx::TextureSampler<f32> = "t_point_shadow_maps",
|
||||
directed_shadow_maps: gfx::TextureSampler<f32> = "t_directed_shadow_maps",
|
||||
|
||||
map: gfx::TextureSampler<[f32; 4]> = "t_map",
|
||||
alt: gfx::TextureSampler<[f32; 2]> = "t_alt",
|
||||
horizon: gfx::TextureSampler<[f32; 4]> = "t_horizon",
|
||||
|
||||
noise: gfx::TextureSampler<f32> = "t_noise",
|
||||
|
@ -23,6 +23,7 @@ gfx_defines! {
|
||||
locals: gfx::ConstantBuffer<Locals> = "u_locals",
|
||||
globals: gfx::ConstantBuffer<Globals> = "u_globals",
|
||||
map: gfx::TextureSampler<[f32; 4]> = "t_map",
|
||||
alt: gfx::TextureSampler<[f32; 2]> = "t_alt",
|
||||
horizon: gfx::TextureSampler<[f32; 4]> = "t_horizon",
|
||||
|
||||
noise: gfx::TextureSampler<f32> = "t_noise",
|
||||
|
@ -33,7 +33,7 @@ gfx_defines! {
|
||||
// lights: gfx::ConstantBuffer<Light> = "u_lights",
|
||||
// shadows: gfx::ConstantBuffer<Shadow> = "u_shadows",
|
||||
|
||||
// map: gfx::TextureSampler<[f32; 4]> = "t_map",
|
||||
// alt: gfx::TextureSampler<[f32; 2]> = "t_map",
|
||||
// horizon: gfx::TextureSampler<[f32; 4]> = "t_horizon",
|
||||
|
||||
// noise: gfx::TextureSampler<f32> = "t_noise",
|
||||
@ -58,7 +58,7 @@ gfx_defines! {
|
||||
// lights: gfx::ConstantBuffer<Light> = "u_lights",
|
||||
// shadows: gfx::ConstantBuffer<Shadow> = "u_shadows",
|
||||
|
||||
// map: gfx::TextureSampler<[f32; 4]> = "t_map",
|
||||
// alt: gfx::TextureSampler<[f32; 2]> = "t_map",
|
||||
// horizon: gfx::TextureSampler<[f32; 4]> = "t_horizon",
|
||||
|
||||
// noise: gfx::TextureSampler<f32> = "t_noise",
|
||||
|
@ -22,7 +22,7 @@ gfx_defines! {
|
||||
locals: gfx::ConstantBuffer<Locals> = "u_locals",
|
||||
globals: gfx::ConstantBuffer<Globals> = "u_globals",
|
||||
|
||||
map: gfx::TextureSampler<[f32; 4]> = "t_map",
|
||||
alt: gfx::TextureSampler<[f32; 2]> = "t_alt",
|
||||
horizon: gfx::TextureSampler<[f32; 4]> = "t_horizon",
|
||||
|
||||
noise: gfx::TextureSampler<f32> = "t_noise",
|
||||
|
@ -62,7 +62,7 @@ gfx_defines! {
|
||||
point_shadow_maps: gfx::TextureSampler<f32> = "t_point_shadow_maps",
|
||||
directed_shadow_maps: gfx::TextureSampler<f32> = "t_directed_shadow_maps",
|
||||
|
||||
map: gfx::TextureSampler<[f32; 4]> = "t_map",
|
||||
alt: gfx::TextureSampler<[f32; 2]> = "t_alt",
|
||||
horizon: gfx::TextureSampler<[f32; 4]> = "t_horizon",
|
||||
|
||||
noise: gfx::TextureSampler<f32> = "t_noise",
|
||||
|
@ -35,7 +35,7 @@ gfx_defines! {
|
||||
point_shadow_maps: gfx::TextureSampler<f32> = "t_point_shadow_maps",
|
||||
directed_shadow_maps: gfx::TextureSampler<f32> = "t_directed_shadow_maps",
|
||||
|
||||
map: gfx::TextureSampler<[f32; 4]> = "t_map",
|
||||
alt: gfx::TextureSampler<[f32; 2]> = "t_alt",
|
||||
horizon: gfx::TextureSampler<[f32; 4]> = "t_horizon",
|
||||
|
||||
noise: gfx::TextureSampler<f32> = "t_noise",
|
||||
|
@ -51,6 +51,9 @@ pub type WinDepthView = gfx::handle::DepthStencilView<gfx_backend::Resources, Wi
|
||||
/// Represents the format of LOD shadows.
|
||||
pub type LodTextureFmt = (gfx::format::R8_G8_B8_A8, gfx::format::Unorm); //[gfx::format::U8Norm; 4];
|
||||
|
||||
/// Represents the format of LOD altitudes.
|
||||
pub type LodAltFmt = (gfx::format::R16_G16, gfx::format::Unorm); //[gfx::format::U8Norm; 4];
|
||||
|
||||
/// Represents the format of LOD map colors.
|
||||
pub type LodColorFmt = (gfx::format::R8_G8_B8_A8, gfx::format::Srgb); //[gfx::format::U8Norm; 4];
|
||||
|
||||
@ -1081,7 +1084,7 @@ impl Renderer {
|
||||
model: &Model<skybox::SkyboxPipeline>,
|
||||
globals: &Consts<Globals>,
|
||||
locals: &Consts<skybox::Locals>,
|
||||
map: &Texture<LodColorFmt>,
|
||||
alt: &Texture<LodAltFmt>,
|
||||
horizon: &Texture<LodTextureFmt>,
|
||||
) {
|
||||
self.encoder.draw(
|
||||
@ -1098,7 +1101,7 @@ impl Renderer {
|
||||
locals: locals.buf.clone(),
|
||||
globals: globals.buf.clone(),
|
||||
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
||||
map: (map.srv.clone(), map.sampler.clone()),
|
||||
alt: (alt.srv.clone(), alt.sampler.clone()),
|
||||
horizon: (horizon.srv.clone(), horizon.sampler.clone()),
|
||||
tgt_color: self.tgt_color_view.clone(),
|
||||
tgt_depth_stencil: (self.tgt_depth_stencil_view.clone()/* , (1, 1) */),
|
||||
@ -1117,7 +1120,7 @@ impl Renderer {
|
||||
lights: &Consts<Light>,
|
||||
shadows: &Consts<Shadow>,
|
||||
light_shadows: &Consts<shadow::Locals>,
|
||||
map: &Texture<LodColorFmt>,
|
||||
alt: &Texture<LodAltFmt>,
|
||||
horizon: &Texture<LodTextureFmt>,
|
||||
) {
|
||||
// return;
|
||||
@ -1157,7 +1160,7 @@ impl Renderer {
|
||||
vbuf: model.vbuf.clone(),
|
||||
// abuf: atlas_model.vbuf.clone(),
|
||||
col_lights: (col_lights.srv.clone(), col_lights.sampler.clone()),
|
||||
// col_lights: (map.srv.clone(), map.sampler.clone()),
|
||||
// col_lights: (alt.srv.clone(), alt.sampler.clone()),
|
||||
locals: locals.buf.clone(),
|
||||
globals: globals.buf.clone(),
|
||||
bones: bones.buf.clone(),
|
||||
@ -1167,7 +1170,7 @@ impl Renderer {
|
||||
point_shadow_maps,
|
||||
directed_shadow_maps,
|
||||
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
||||
map: (map.srv.clone(), map.sampler.clone()),
|
||||
alt: (alt.srv.clone(), alt.sampler.clone()),
|
||||
horizon: (horizon.srv.clone(), horizon.sampler.clone()),
|
||||
tgt_color: self.tgt_color_view.clone(),
|
||||
tgt_depth_stencil: (self.tgt_depth_stencil_view.clone()/* , (1, 1) */),
|
||||
@ -1186,7 +1189,7 @@ impl Renderer {
|
||||
_lights: &Consts<Light>,
|
||||
_shadows: &Consts<Shadow>,
|
||||
_light_shadows: &Consts<shadow::Locals>,
|
||||
_map: &Texture<LodColorFmt>,
|
||||
_alt: &Texture<LodAltFmt>,
|
||||
_horizon: &Texture<LodTextureFmt>,
|
||||
) {
|
||||
return;
|
||||
@ -1226,7 +1229,7 @@ impl Renderer {
|
||||
vbuf: model.vbuf.clone(),
|
||||
// abuf: atlas_model.vbuf.clone(),
|
||||
col_lights: (col_lights.srv.clone(), col_lights.sampler.clone()),
|
||||
// col_lights: (map.srv.clone(), map.sampler.clone()),
|
||||
// col_lights: (alt.srv.clone(), alt.sampler.clone()),
|
||||
locals: locals.buf.clone(),
|
||||
globals: globals.buf.clone(),
|
||||
bones: bones.buf.clone(),
|
||||
@ -1236,7 +1239,7 @@ impl Renderer {
|
||||
point_shadow_maps,
|
||||
directed_shadow_maps,
|
||||
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
||||
map: (map.srv.clone(), map.sampler.clone()),
|
||||
alt: (alt.srv.clone(), alt.sampler.clone()),
|
||||
horizon: (horizon.srv.clone(), horizon.sampler.clone()),
|
||||
tgt_color: self.tgt_color_view.clone(),
|
||||
tgt_depth_stencil: (self.tgt_depth_stencil_view.clone()/* , (0, 0) */),
|
||||
@ -1255,7 +1258,7 @@ impl Renderer {
|
||||
lights: &Consts<Light>,
|
||||
shadows: &Consts<Shadow>,
|
||||
light_shadows: &Consts<shadow::Locals>,
|
||||
map: &Texture<LodColorFmt>,
|
||||
alt: &Texture<LodAltFmt>,
|
||||
horizon: &Texture<LodTextureFmt>,
|
||||
) {
|
||||
let (point_shadow_maps, directed_shadow_maps) =
|
||||
@ -1294,7 +1297,7 @@ impl Renderer {
|
||||
vbuf: model.vbuf.clone(),
|
||||
// abuf: atlas_model.vbuf.clone(),
|
||||
col_lights: (col_lights.srv.clone(), col_lights.sampler.clone()),
|
||||
// col_lights: (map.srv.clone(), map.sampler.clone()),
|
||||
// col_lights: (alt.srv.clone(), alt.sampler.clone()),
|
||||
locals: locals.buf.clone(),
|
||||
globals: globals.buf.clone(),
|
||||
bones: bones.buf.clone(),
|
||||
@ -1304,7 +1307,7 @@ impl Renderer {
|
||||
point_shadow_maps,
|
||||
directed_shadow_maps,
|
||||
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
||||
map: (map.srv.clone(), map.sampler.clone()),
|
||||
alt: (alt.srv.clone(), alt.sampler.clone()),
|
||||
horizon: (horizon.srv.clone(), horizon.sampler.clone()),
|
||||
tgt_color: self.tgt_color_view.clone(),
|
||||
tgt_depth_stencil: (self.tgt_depth_stencil_view.clone()/* , (1, 1) */),
|
||||
@ -1325,7 +1328,7 @@ impl Renderer {
|
||||
lights: &Consts<Light>,
|
||||
shadows: &Consts<Shadow>,
|
||||
light_shadows: &Consts<shadow::Locals>,
|
||||
map: &Texture<LodColorFmt>,
|
||||
alt: &Texture<LodAltFmt>,
|
||||
horizon: &Texture<LodTextureFmt>,
|
||||
) {
|
||||
let (point_shadow_maps, directed_shadow_maps) =
|
||||
@ -1362,7 +1365,7 @@ impl Renderer {
|
||||
// since we don't need it for things like shadows.
|
||||
// abuf: atlas_model.vbuf.clone(),
|
||||
col_lights: (col_lights.srv.clone(), col_lights.sampler.clone()),
|
||||
// col_lights: (map.srv.clone(), map.sampler.clone()),
|
||||
// col_lights: (alt.srv.clone(), alt.sampler.clone()),
|
||||
locals: locals.buf.clone(),
|
||||
globals: globals.buf.clone(),
|
||||
lights: lights.buf.clone(),
|
||||
@ -1371,7 +1374,7 @@ impl Renderer {
|
||||
point_shadow_maps,
|
||||
directed_shadow_maps,
|
||||
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
||||
map: (map.srv.clone(), map.sampler.clone()),
|
||||
alt: (alt.srv.clone(), alt.sampler.clone()),
|
||||
horizon: (horizon.srv.clone(), horizon.sampler.clone()),
|
||||
tgt_color: self.tgt_color_view.clone(),
|
||||
tgt_depth_stencil: (self.tgt_depth_stencil_view.clone()/* , (1, 1) */),
|
||||
@ -1390,7 +1393,7 @@ impl Renderer {
|
||||
locals: &Consts<shadow::Locals>,
|
||||
/* lights: &Consts<Light>,
|
||||
* shadows: &Consts<Shadow>,
|
||||
* map: &Texture<LodColorFmt>,
|
||||
* alt: &Texture<LodAltFmt>,
|
||||
* horizon: &Texture<LodTextureFmt>, */
|
||||
) {
|
||||
if !self.mode.shadow.is_map() {
|
||||
@ -1422,7 +1425,7 @@ impl Renderer {
|
||||
// lights: lights.buf.clone(),
|
||||
// shadows: shadows.buf.clone(),
|
||||
// noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
||||
// map: (map.srv.clone(), map.sampler.clone()),
|
||||
// alt: (alt.srv.clone(), alt.sampler.clone()),
|
||||
// horizon: (horizon.srv.clone(), horizon.sampler.clone()),
|
||||
|
||||
// Shadow stuff
|
||||
@ -1445,7 +1448,7 @@ impl Renderer {
|
||||
locals: &Consts<shadow::Locals>,
|
||||
/* lights: &Consts<Light>,
|
||||
* shadows: &Consts<Shadow>,
|
||||
* map: &Texture<LodColorFmt>,
|
||||
* alt: &Texture<LodAltFmt>,
|
||||
* horizon: &Texture<LodTextureFmt>, */
|
||||
) {
|
||||
if !self.mode.shadow.is_map() {
|
||||
@ -1477,7 +1480,7 @@ impl Renderer {
|
||||
// lights: lights.buf.clone(),
|
||||
// shadows: shadows.buf.clone(),
|
||||
// noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
||||
// map: (map.srv.clone(), map.sampler.clone()),
|
||||
// alt: (alt.srv.clone(), alt.sampler.clone()),
|
||||
// horizon: (horizon.srv.clone(), horizon.sampler.clone()),
|
||||
|
||||
// Shadow stuff
|
||||
@ -1501,7 +1504,7 @@ impl Renderer {
|
||||
locals: &Consts<shadow::Locals>,
|
||||
/* lights: &Consts<Light>,
|
||||
* shadows: &Consts<Shadow>,
|
||||
* map: &Texture<LodColorFmt>,
|
||||
* alt: &Texture<LodAltFmt>,
|
||||
* horizon: &Texture<LodTextureFmt>, */
|
||||
) {
|
||||
if !self.mode.shadow.is_map() {
|
||||
@ -1535,7 +1538,7 @@ impl Renderer {
|
||||
// lights: lights.buf.clone(),
|
||||
// shadows: shadows.buf.clone(),
|
||||
// noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
||||
// map: (map.srv.clone(), map.sampler.clone()),
|
||||
// alt: (alt.srv.clone(), alt.sampler.clone()),
|
||||
// horizon: (horizon.srv.clone(), horizon.sampler.clone()),
|
||||
|
||||
// Shadow stuff
|
||||
@ -1557,7 +1560,7 @@ impl Renderer {
|
||||
lights: &Consts<Light>,
|
||||
shadows: &Consts<Shadow>,
|
||||
light_shadows: &Consts<shadow::Locals>,
|
||||
map: &Texture<LodColorFmt>,
|
||||
alt: &Texture<LodAltFmt>,
|
||||
horizon: &Texture<LodTextureFmt>,
|
||||
waves: &Texture,
|
||||
) {
|
||||
@ -1598,7 +1601,7 @@ impl Renderer {
|
||||
light_shadows: light_shadows.buf.clone(),
|
||||
point_shadow_maps,
|
||||
directed_shadow_maps,
|
||||
map: (map.srv.clone(), map.sampler.clone()),
|
||||
alt: (alt.srv.clone(), alt.sampler.clone()),
|
||||
horizon: (horizon.srv.clone(), horizon.sampler.clone()),
|
||||
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
||||
waves: (waves.srv.clone(), waves.sampler.clone()),
|
||||
@ -1623,7 +1626,7 @@ impl Renderer {
|
||||
lights: &Consts<Light>,
|
||||
shadows: &Consts<Shadow>,
|
||||
light_shadows: &Consts<shadow::Locals>,
|
||||
map: &Texture<LodColorFmt>,
|
||||
alt: &Texture<LodAltFmt>,
|
||||
horizon: &Texture<LodTextureFmt>,
|
||||
) {
|
||||
let (point_shadow_maps, directed_shadow_maps) =
|
||||
@ -1668,7 +1671,7 @@ impl Renderer {
|
||||
point_shadow_maps,
|
||||
directed_shadow_maps,
|
||||
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
||||
map: (map.srv.clone(), map.sampler.clone()),
|
||||
alt: (alt.srv.clone(), alt.sampler.clone()),
|
||||
horizon: (horizon.srv.clone(), horizon.sampler.clone()),
|
||||
tgt_color: self.tgt_color_view.clone(),
|
||||
tgt_depth_stencil: (self.tgt_depth_stencil_view.clone()/* , (1, 1) */),
|
||||
@ -1684,6 +1687,7 @@ impl Renderer {
|
||||
globals: &Consts<Globals>,
|
||||
locals: &Consts<lod_terrain::Locals>,
|
||||
map: &Texture<LodColorFmt>,
|
||||
alt: &Texture<LodAltFmt>,
|
||||
horizon: &Texture<LodTextureFmt>,
|
||||
) {
|
||||
self.encoder.draw(
|
||||
@ -1701,6 +1705,7 @@ impl Renderer {
|
||||
globals: globals.buf.clone(),
|
||||
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
||||
map: (map.srv.clone(), map.sampler.clone()),
|
||||
alt: (alt.srv.clone(), alt.sampler.clone()),
|
||||
horizon: (horizon.srv.clone(), horizon.sampler.clone()),
|
||||
tgt_color: self.tgt_color_view.clone(),
|
||||
tgt_depth_stencil: (self.tgt_depth_stencil_view.clone()/* , (1, 1) */),
|
||||
|
@ -2013,7 +2013,7 @@ impl FigureMgr {
|
||||
lights,
|
||||
shadows,
|
||||
shadow_mats,
|
||||
&lod.map,
|
||||
&lod.alt,
|
||||
&lod.horizon,
|
||||
);
|
||||
}
|
||||
@ -2077,7 +2077,7 @@ impl FigureMgr {
|
||||
lights,
|
||||
shadows,
|
||||
shadow_mats,
|
||||
&lod.map,
|
||||
&lod.alt,
|
||||
&lod.horizon,
|
||||
);
|
||||
renderer.render_player_shadow(
|
||||
@ -2089,7 +2089,7 @@ impl FigureMgr {
|
||||
lights,
|
||||
shadows,
|
||||
shadow_mats,
|
||||
&lod.map,
|
||||
&lod.alt,
|
||||
&lod.horizon,
|
||||
);
|
||||
}
|
||||
|
@ -1,17 +1,19 @@
|
||||
use crate::{
|
||||
render::{
|
||||
pipelines::lod_terrain::{Locals, Vertex},
|
||||
Consts, FilterMethod, Globals, LodColorFmt, LodTerrainPipeline, LodTextureFmt, Mesh, Model,
|
||||
Quad, Renderer, Texture, WrapMode,
|
||||
Consts, Globals, LodAltFmt, LodColorFmt, LodTerrainPipeline, LodTextureFmt, Mesh, Model,
|
||||
Quad, Renderer, Texture,
|
||||
},
|
||||
settings::Settings,
|
||||
};
|
||||
use client::Client;
|
||||
use common::{spiral::Spiral2d, util::srgba_to_linear};
|
||||
use gfx::texture::SamplerInfo;
|
||||
use vek::*;
|
||||
|
||||
pub struct LodData {
|
||||
pub map: Texture<LodColorFmt>,
|
||||
pub alt: Texture<LodAltFmt>,
|
||||
pub horizon: Texture<LodTextureFmt>,
|
||||
pub tgt_detail: u32,
|
||||
}
|
||||
@ -25,28 +27,54 @@ pub struct Lod {
|
||||
impl LodData {
|
||||
pub fn new(
|
||||
renderer: &mut Renderer,
|
||||
lod_base: &image::DynamicImage,
|
||||
lod_horizon: &image::DynamicImage,
|
||||
map_size: Vec2<u16>,
|
||||
lod_base: &[u32],
|
||||
lod_alt: &[u32],
|
||||
lod_horizon: &[u32],
|
||||
tgt_detail: u32,
|
||||
border_color: gfx::texture::PackedColor,
|
||||
) -> Self {
|
||||
let kind = gfx::texture::Kind::D2(map_size.x, map_size.y, gfx::texture::AaMode::Single);
|
||||
let info = gfx::texture::SamplerInfo::new(
|
||||
gfx::texture::FilterMethod::Bilinear,
|
||||
gfx::texture::WrapMode::Border,
|
||||
);
|
||||
Self {
|
||||
map: renderer
|
||||
.create_texture(
|
||||
lod_base,
|
||||
Some(FilterMethod::Bilinear),
|
||||
Some(WrapMode::Border),
|
||||
Some(border_color),
|
||||
.create_texture_immutable_raw(
|
||||
kind,
|
||||
gfx::texture::Mipmap::Provided,
|
||||
&[gfx::memory::cast_slice(lod_base)],
|
||||
SamplerInfo {
|
||||
border: border_color,
|
||||
..info
|
||||
},
|
||||
)
|
||||
.expect("Failed to generate map texture"),
|
||||
alt: renderer
|
||||
.create_texture_immutable_raw(
|
||||
kind,
|
||||
gfx::texture::Mipmap::Provided,
|
||||
&[gfx::memory::cast_slice(lod_alt)],
|
||||
SamplerInfo {
|
||||
border: [0.0, 0.0, 0.0, 0.0].into(),
|
||||
..info
|
||||
},
|
||||
)
|
||||
.expect("Failed to generate alt texture"),
|
||||
horizon: renderer
|
||||
.create_texture(
|
||||
lod_horizon,
|
||||
Some(FilterMethod::Trilinear),
|
||||
Some(WrapMode::Border),
|
||||
Some([0.0, 1.0, 0.0, 1.0].into()),
|
||||
.create_texture_immutable_raw(
|
||||
kind,
|
||||
gfx::texture::Mipmap::Provided,
|
||||
&[gfx::memory::cast_slice(lod_horizon)],
|
||||
SamplerInfo {
|
||||
// filter: gfx::texture::FilterMethod::Nearest,
|
||||
// filter: gfx::texture::FilterMethod::TriLinear,
|
||||
border: [1.0, 0.0, 1.0, 0.0].into(),
|
||||
..info
|
||||
},
|
||||
)
|
||||
.expect("Failed to generate map texture"),
|
||||
.expect("Failed to generate horizon texture"),
|
||||
tgt_detail,
|
||||
}
|
||||
}
|
||||
@ -60,7 +88,9 @@ impl Lod {
|
||||
locals: renderer.create_consts(&[Locals::default()]).unwrap(),
|
||||
data: LodData::new(
|
||||
renderer,
|
||||
client.world_map.1,
|
||||
&client.lod_base,
|
||||
&client.lod_alt,
|
||||
&client.lod_horizon,
|
||||
settings.graphics.lod_detail.max(100).min(2500),
|
||||
[water_color.r, water_color.g, water_color.b, water_color.a].into(),
|
||||
@ -95,6 +125,7 @@ impl Lod {
|
||||
globals,
|
||||
&self.locals,
|
||||
&self.data.map,
|
||||
&self.data.alt,
|
||||
&self.data.horizon,
|
||||
);
|
||||
}
|
||||
|
@ -1512,7 +1512,7 @@ impl Scene {
|
||||
&self.skybox.model,
|
||||
&self.globals,
|
||||
&self.skybox.locals,
|
||||
&lod.map,
|
||||
&lod.alt,
|
||||
&lod.horizon,
|
||||
);
|
||||
|
||||
|
@ -105,16 +105,19 @@ impl Scene {
|
||||
|
||||
let map_bounds = Vec2::new(-65536.0, 131071.0);
|
||||
let map_border = [0.0, 0.0, 0.0, 0.0];
|
||||
let map_image = image::DynamicImage::ImageRgba8(image::RgbaImage::from_pixel(
|
||||
/* let map_image = image::DynamicImage::ImageRgba8(image::RgbaImage::from_pixel(
|
||||
1,
|
||||
1,
|
||||
image::Rgba([0, 0, 0, 0]),
|
||||
));
|
||||
let horizon_image = image::DynamicImage::ImageRgba8(image::RgbaImage::from_pixel(
|
||||
)); */
|
||||
let map_image = [0];
|
||||
let alt_image = [0];
|
||||
/* let horizon_image = image::DynamicImage::ImageRgba8(image::RgbaImage::from_pixel(
|
||||
1,
|
||||
1,
|
||||
image::Rgba([0, 1, 0, 1]),
|
||||
));
|
||||
)); */
|
||||
let horizon_image = [0x_00_01_00_01];
|
||||
|
||||
let mut camera = Camera::new(resolution.x / resolution.y, CameraMode::ThirdPerson);
|
||||
camera.set_focus_pos(Vec3::unit_z() * 1.5);
|
||||
@ -139,7 +142,7 @@ impl Scene {
|
||||
.create_consts(&[PostProcessLocals::default()])
|
||||
.unwrap(),
|
||||
},
|
||||
lod: LodData::new(renderer, &map_image, &horizon_image, 1, map_border.into()),// Lod::new(renderer, client, settings),
|
||||
lod: LodData::new(renderer, Vec2::new(1, 1), &map_image, &alt_image, &horizon_image, 1, map_border.into()),// Lod::new(renderer, client, settings),
|
||||
map_bounds,//: client.world_map.2,
|
||||
|
||||
figure_model_cache: FigureModelCache::new(),
|
||||
@ -333,7 +336,7 @@ impl Scene {
|
||||
&self.skybox.model,
|
||||
&self.globals,
|
||||
&self.skybox.locals,
|
||||
&self.lod.map,
|
||||
&self.lod.alt,
|
||||
&self.lod.horizon,
|
||||
);
|
||||
|
||||
@ -360,7 +363,7 @@ impl Scene {
|
||||
&self.lights,
|
||||
&self.shadows,
|
||||
&self.shadow_mats,
|
||||
&self.lod.map,
|
||||
&self.lod.alt,
|
||||
&self.lod.horizon,
|
||||
);
|
||||
}
|
||||
@ -375,7 +378,7 @@ impl Scene {
|
||||
&self.lights,
|
||||
&self.shadows,
|
||||
&self.shadow_mats,
|
||||
&self.lod.map,
|
||||
&self.lod.alt,
|
||||
&self.lod.horizon,
|
||||
);
|
||||
}
|
||||
|
@ -3126,7 +3126,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
shadow_mats,
|
||||
/* lights, */
|
||||
/* shadows,
|
||||
* &lod.map,
|
||||
* &lod.alt,
|
||||
* &lod.horizon, */
|
||||
);
|
||||
});
|
||||
@ -3148,7 +3148,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
shadow_mats,
|
||||
/* lights, */
|
||||
/* shadows,
|
||||
* &lod.map,
|
||||
* &lod.alt,
|
||||
* &lod.horizon, */
|
||||
);
|
||||
}
|
||||
@ -3210,7 +3210,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
shadow_mats,
|
||||
// lights,
|
||||
// shadows,
|
||||
// &lod.map,
|
||||
// &lod.alt,
|
||||
// &lod.horizon,
|
||||
);
|
||||
}
|
||||
@ -3229,7 +3229,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
shadow_mats,
|
||||
// lights,
|
||||
// shadows,
|
||||
// &lod.map,
|
||||
// &lod.alt,
|
||||
// &lod.horizon,
|
||||
);
|
||||
}
|
||||
@ -3258,7 +3258,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
lights,
|
||||
shadows,
|
||||
shadow_mats,
|
||||
&lod.map,
|
||||
&lod.alt,
|
||||
&lod.horizon,
|
||||
);
|
||||
}
|
||||
@ -3362,7 +3362,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
lights,
|
||||
shadows,
|
||||
shadow_mats,
|
||||
&lod.map,
|
||||
&lod.alt,
|
||||
&lod.horizon,
|
||||
);
|
||||
}
|
||||
@ -3391,7 +3391,7 @@ impl<V: RectRasterableVol> Terrain<V> {
|
||||
lights,
|
||||
shadows,
|
||||
shadow_mats,
|
||||
&lod.map,
|
||||
&lod.alt,
|
||||
&lod.horizon,
|
||||
&self.waves,
|
||||
)
|
||||
|
@ -1382,6 +1382,7 @@ impl WorldSim {
|
||||
.unwrap();
|
||||
|
||||
let mut v = vec![0u32; WORLD_SIZE.x * WORLD_SIZE.y];
|
||||
let mut alts = vec![0u32; WORLD_SIZE.x * WORLD_SIZE.y];
|
||||
// TODO: Parallelize again.
|
||||
let config = MapConfig {
|
||||
gain: self.max_height,
|
||||
@ -1400,15 +1401,18 @@ impl WorldSim {
|
||||
self,
|
||||
pos.map(|e| e as i32) * TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
|
||||
);
|
||||
let a = (alt.min(1.0).max(0.0) * 255.0) as u8;
|
||||
let a = 0; //(alt.min(1.0).max(0.0) * 255.0) as u8;
|
||||
|
||||
v[pos.y * WORLD_SIZE.x + pos.x] = u32::from_le_bytes([r, g, b, a]);
|
||||
let posi = pos.y * WORLD_SIZE.x + pos.x;
|
||||
v[posi] = u32::from_le_bytes([r, g, b, a]);
|
||||
alts[posi] = (((alt.min(1.0).max(0.0) * 8191.0) as u32) & 0x1FFF) << 3;
|
||||
},
|
||||
);
|
||||
WorldMapMsg {
|
||||
dimensions: WORLD_SIZE.map(|e| e as u32),
|
||||
dimensions: WORLD_SIZE.map(|e| e as u16),
|
||||
max_height: self.max_height,
|
||||
rgba: v,
|
||||
alt: alts,
|
||||
horizons,
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user