Merge branch 'overclockx64/fluids' into 'master'

Fluids

See merge request veloren/veloren!436
This commit is contained in:
Joshua Barretto 2019-08-18 15:01:55 +00:00
commit 2828e40ef4
29 changed files with 668 additions and 158 deletions

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@ -31,7 +31,7 @@ void main() {
vec3 light = get_sun_diffuse(f_norm, time_of_day.x) + light_at(f_pos, f_norm);
vec3 surf_color = srgb_to_linear(model_col.rgb * f_col) * 4.0 * light;
float fog_level = fog(f_pos.xy, focus_pos.xy);
float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x);
vec3 color = mix(surf_color, fog_color, fog_level);

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@ -0,0 +1,58 @@
#version 330 core
#include <globals.glsl>
#include <random.glsl>
in vec3 f_pos;
flat in vec3 f_norm;
in vec3 f_col;
in float f_light;
layout (std140)
uniform u_locals {
vec3 model_offs;
};
out vec4 tgt_color;
#include <sky.glsl>
#include <light.glsl>
vec3 warp_normal(vec3 norm, vec3 pos, float time) {
return normalize(norm
+ smooth_rand(pos * 1.0, time * 1.0) * 0.05
+ smooth_rand(pos * 0.25, time * 0.25) * 0.1);
}
void main() {
/*
// Round the position to the nearest triangular grid cell
vec3 hex_pos = f_pos * 2.0;
hex_pos = hex_pos + vec3(hex_pos.y * 1.4 / 3.0, hex_pos.y * 0.1, 0);
if (fract(hex_pos.x) > fract(hex_pos.y)) {
hex_pos += vec3(1.0, 1.0, 0);
}
hex_pos = floor(hex_pos);
*/
vec3 norm = warp_normal(f_norm, f_pos, tick.x);
vec3 light = get_sun_diffuse(norm, time_of_day.x) * f_light + light_at(f_pos, norm);
vec3 surf_color = f_col * light;
float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x);
vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
vec3 reflect_ray_dir = reflect(cam_to_frag, norm);
// Hack to prevent the reflection ray dipping below the horizon and creating weird blue spots in the water
reflect_ray_dir.z = max(reflect_ray_dir.z, 0.05);
vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x) * f_light;
// 0 = 100% reflection, 1 = translucent water
float passthrough = pow(dot(faceforward(norm, norm, cam_to_frag), -cam_to_frag), 1.0);
vec4 color = mix(vec4(reflect_color, 1.0), vec4(surf_color, 0.5 / (1.0 + light * 2.0)), passthrough);
tgt_color = mix(color, vec4(fog_color, 0.0), fog_level);
}

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@ -0,0 +1,49 @@
#version 330 core
#include <globals.glsl>
in uint v_pos_norm;
in uint v_col_light;
layout (std140)
uniform u_locals {
vec3 model_offs;
};
out vec3 f_pos;
flat out vec3 f_norm;
out vec3 f_col;
out float f_light;
// First 3 normals are negative, next 3 are positive
vec3 normals[6] = vec3[]( vec3(-1,0,0), vec3(0,-1,0), vec3(0,0,-1), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1) );
void main() {
f_pos = vec3(
float((v_pos_norm >> 0) & 0x00FFu),
float((v_pos_norm >> 8) & 0x00FFu),
float((v_pos_norm >> 16) & 0x1FFFu)
) + model_offs;
// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
uint norm_axis = (v_pos_norm >> 30) & 0x3u;
// Increase array access by 3 to access positive values
uint norm_dir = ((v_pos_norm >> 29) & 0x1u) * 3u;
// Use an array to avoid conditional branching
f_norm = normals[norm_axis + norm_dir];
f_col = vec3(
float((v_col_light >> 8) & 0xFFu),
float((v_col_light >> 16) & 0xFFu),
float((v_col_light >> 24) & 0xFFu)
) / 200.0;
f_light = float(v_col_light & 0xFFu) / 255.0;
gl_Position =
proj_mat *
view_mat *
vec4(f_pos, 1);
}

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@ -9,4 +9,5 @@ uniform u_globals {
vec4 tick;
vec4 screen_res;
uvec4 light_count;
uvec4 medium;
};

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@ -0,0 +1,48 @@
float hash(vec4 p) {
p = fract( p*0.3183099+.1);
p *= 17.0;
return (fract(p.x*p.y*p.z*p.w*(p.x+p.y+p.z+p.w)) - 0.5) * 2.0;
}
float snoise(in vec4 x) {
vec4 p = floor(x);
vec4 f = fract(x);
f = f * f * (3.0 - 2.0 * f);
return mix(
mix(
mix(
mix(hash(p + vec4(0,0,0,0)), hash(p + vec4(1,0,0,0)), f.x),
mix(hash(p + vec4(0,1,0,0)), hash(p + vec4(1,1,0,0)), f.x),
f.y),
mix(
mix(hash(p + vec4(0,0,1,0)), hash(p + vec4(1,0,1,0)), f.x),
mix(hash(p + vec4(0,1,1,0)), hash(p + vec4(1,1,1,0)), f.x),
f.y),
f.z),
mix(
mix(
mix(hash(p + vec4(0,0,0,1)), hash(p + vec4(1,0,0,1)), f.x),
mix(hash(p + vec4(0,1,0,1)), hash(p + vec4(1,1,0,1)), f.x),
f.y),
mix(
mix(hash(p + vec4(0,0,1,1)), hash(p + vec4(1,0,1,1)), f.x),
mix(hash(p + vec4(0,1,1,1)), hash(p + vec4(1,1,1,1)), f.x),
f.y),
f.z),
f.w);
}
vec3 rand_perm_3(vec3 pos) {
return sin(pos * vec3(1473.7 * pos.z + 472.3, 8891.1 * pos.x + 723.1, 3813.3 * pos.y + 982.5));
}
vec4 rand_perm_4(vec4 pos) {
return sin(473.3 * pos * vec4(317.3 * pos.w + 917.7, 1473.7 * pos.z + 472.3, 8891.1 * pos.x + 723.1, 3813.3 * pos.y + 982.5) / pos.yxwz);
}
vec3 smooth_rand(vec3 pos, float lerp_axis) {
return vec3(snoise(vec4(pos, lerp_axis)), snoise(vec4(pos + 400.0, lerp_axis)), snoise(vec4(pos + 1000.0, lerp_axis)));
vec3 r0 = rand_perm_3(vec3(pos.x, pos.y, pos.z) + floor(lerp_axis));
vec3 r1 = rand_perm_3(vec3(pos.x, pos.y, pos.z) + floor(lerp_axis + 1.0));
return r0 + (r1 - r0) * fract(lerp_axis);
}

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@ -1,3 +1,5 @@
#include <random.glsl>
const float PI = 3.141592;
const vec3 SKY_DAY_TOP = vec3(0.1, 0.2, 0.9);
@ -54,10 +56,6 @@ vec3 get_sun_diffuse(vec3 norm, float time_of_day) {
return diffuse_light;
}
vec3 rand_offs(vec3 pos) {
return sin(pos * vec3(1473.7 * pos.z + 472.3, 8891.1 * pos.x + 723.1, 3813.3 * pos.y + 982.5));
}
// This has been extracted into a function to allow quick exit when detecting a star.
float is_star_at(vec3 dir) {
float star_scale = 30.0;
@ -69,7 +67,7 @@ float is_star_at(vec3 dir) {
vec3 pos = (floor(dir * star_scale) + vec3(i, j, k) - vec3(0.5)) / star_scale;
// Noisy offsets
pos += (3.0 / star_scale) * rand_offs(pos);
pos += (3.0 / star_scale) * rand_perm_3(pos);
// Find distance to fragment
float dist = length(normalize(pos) - dir);
@ -146,11 +144,20 @@ vec3 get_sky_color(vec3 dir, float time_of_day) {
return sky_color + sun_light;
}
float fog(vec2 f_pos, vec2 focus_pos) {
float dist = distance(f_pos, focus_pos) / view_distance.x;
const float min_fog = 0.5;
const float max_fog = 1.0;
const float diff_fog = 0.5; // max - min
float fog(vec3 f_pos, vec3 focus_pos, uint medium) {
float fog_radius = view_distance.x;
float mist_radius = 10000000.0;
return pow(clamp((dist - min_fog) / (diff_fog), 0.0, 1.0), 1.7);
float min_fog = 0.5;
float max_fog = 1.0;
if (medium == 1u) {
mist_radius = 32.0;
min_fog = 0.0;
}
float fog = distance(f_pos.xy, focus_pos.xy) / fog_radius;
float mist = distance(f_pos, focus_pos) / mist_radius;
return pow(clamp((max(fog, mist) - min_fog) / (max_fog - min_fog), 0.0, 1.0), 1.7);
}

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@ -21,7 +21,7 @@ void main() {
vec3 light = get_sun_diffuse(f_norm, time_of_day.x) * f_light + light_at(f_pos, f_norm);
vec3 surf_color = f_col * light;
float fog_level = fog(f_pos.xy, focus_pos.xy);
float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x);
vec3 color = mix(surf_color, fog_color, fog_level);

BIN
assets/world/structure/dungeon/meso_sewer_temple.vox (Stored with Git LFS) Normal file

Binary file not shown.

BIN
assets/world/structure/dungeon/ruins_maze.vox (Stored with Git LFS) Normal file

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@ -108,7 +108,7 @@ impl<'a> System<'a> for Sys {
if terrain
.get(block_pos)
.map(|vox| !vox.is_empty())
.map(|vox| vox.is_solid())
.unwrap_or(false)
{
let player_aabb = Aabb {
@ -183,7 +183,7 @@ impl<'a> System<'a> for Sys {
.filter(|(block_pos, _)| {
terrain
.get(*block_pos)
.map(|vox| !vox.is_empty())
.map(|vox| vox.is_solid())
.unwrap_or(false)
})
// Find the maximum of the minimum collision axes (this bit is weird, trust me that it works)

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@ -1,47 +1,105 @@
use crate::vol::Vox;
use serde_derive::{Deserialize, Serialize};
use std::ops::Deref;
use vek::*;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
#[repr(u8)]
pub enum BlockKind {
Air,
Normal,
Dense,
Water,
}
impl BlockKind {
pub fn is_air(&self) -> bool {
match self {
BlockKind::Air => true,
_ => false,
}
}
pub fn is_fluid(&self) -> bool {
match self {
BlockKind::Water => true,
_ => false,
}
}
pub fn is_opaque(&self) -> bool {
match self {
BlockKind::Air => false,
BlockKind::Water => false,
_ => true,
}
}
pub fn is_solid(&self) -> bool {
match self {
BlockKind::Air => false,
BlockKind::Water => false,
_ => true,
}
}
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
#[repr(packed)]
pub struct Block {
kind: u8,
kind: BlockKind,
color: [u8; 3],
}
impl Block {
pub fn new(kind: u8, color: Rgb<u8>) -> Self {
pub fn new(kind: BlockKind, color: Rgb<u8>) -> Self {
Self {
kind,
color: color.into_array(),
}
}
pub fn get_color(self) -> Option<Rgb<u8>> {
if self.is_empty() {
None
} else {
pub fn get_color(&self) -> Option<Rgb<u8>> {
if !self.is_air() {
Some(self.color.into())
} else {
None
}
}
pub fn get_opacity(self) -> Option<f32> {
match self.kind {
0 => None,
1 => Some(0.85),
_ => Some(3.0),
}
pub fn kind(&self) -> BlockKind {
self.kind
}
}
impl Deref for Block {
type Target = BlockKind;
fn deref(&self) -> &Self::Target {
&self.kind
}
}
impl Vox for Block {
fn empty() -> Self {
Self {
kind: 0,
kind: BlockKind::Air,
color: [0; 3],
}
}
fn is_empty(&self) -> bool {
self.kind == 0
self.is_air()
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn block_size() {
assert_eq!(std::mem::size_of::<BlockKind>(), 1);
assert_eq!(std::mem::size_of::<Block>(), 4);
}
}

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@ -4,7 +4,11 @@ pub mod chonk;
pub mod structure;
// Reexports
pub use self::{biome::BiomeKind, block::Block, structure::Structure};
pub use self::{
biome::BiomeKind,
block::{Block, BlockKind},
structure::Structure,
};
use crate::{vol::VolSize, volumes::vol_map_2d::VolMap2d};
use serde_derive::{Deserialize, Serialize};

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@ -1,4 +1,4 @@
use super::Block;
use super::{Block, BlockKind};
use crate::{
assets::{self, Asset},
vol::{BaseVol, ReadVol, SizedVol, Vox, WriteVol},
@ -11,23 +11,26 @@ use vek::*;
#[derive(Copy, Clone)]
pub enum StructureBlock {
None,
TemperateLeaves,
PineLeaves,
Acacia,
PalmLeaves,
Water,
GreenSludge,
Fruit,
Hollow,
Block(Block),
Normal(Rgb<u8>),
}
impl Vox for StructureBlock {
fn empty() -> Self {
StructureBlock::Block(Block::empty())
StructureBlock::None
}
fn is_empty(&self) -> bool {
match self {
StructureBlock::Block(block) => block.is_empty(),
StructureBlock::None => true,
_ => false,
}
}
@ -41,6 +44,7 @@ pub struct Structure {
center: Vec3<i32>,
vol: Dyna<StructureBlock, ()>,
empty: StructureBlock,
default_kind: BlockKind,
}
impl Structure {
@ -49,12 +53,21 @@ impl Structure {
self
}
pub fn with_default_kind(mut self, kind: BlockKind) -> Self {
self.default_kind = kind;
self
}
pub fn get_bounds(&self) -> Aabb<i32> {
Aabb {
min: -self.center,
max: self.vol.get_size().map(|e| e as i32) - self.center,
}
}
pub fn default_kind(&self) -> BlockKind {
self.default_kind
}
}
impl BaseVol for Structure {
@ -95,7 +108,9 @@ impl Asset for Structure {
0 => StructureBlock::TemperateLeaves,
1 => StructureBlock::PineLeaves,
2 => StructureBlock::PalmLeaves,
3 => StructureBlock::Water,
4 => StructureBlock::Acacia,
6 => StructureBlock::GreenSludge,
7 => StructureBlock::Fruit,
15 => StructureBlock::Hollow,
index => {
@ -103,7 +118,7 @@ impl Asset for Structure {
.get(index as usize)
.copied()
.unwrap_or_else(|| Rgb::broadcast(0));
StructureBlock::Block(Block::new(1, color))
StructureBlock::Normal(color)
}
};
@ -117,12 +132,14 @@ impl Asset for Structure {
center: Vec3::zero(),
vol,
empty: StructureBlock::empty(),
default_kind: BlockKind::Normal,
})
} else {
Ok(Self {
center: Vec3::zero(),
vol: Dyna::filled(Vec3::zero(), StructureBlock::empty(), ()),
empty: StructureBlock::empty(),
default_kind: BlockKind::Normal,
})
}
}

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@ -17,6 +17,7 @@ use client::Client;
use common::{
comp::{humanoid, Body},
state::DeltaTime,
terrain::BlockKind,
};
use log::error;
use vek::*;
@ -102,6 +103,7 @@ impl Scene {
client.state().get_time(),
renderer.get_resolution(),
0,
BlockKind::Air,
)],
) {
error!("Renderer failed to update: {:?}", err);

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@ -6,7 +6,12 @@ use crate::render::{self, Mesh};
pub trait Meshable {
type Pipeline: render::Pipeline;
type TranslucentPipeline: render::Pipeline;
type Supplement;
fn generate_mesh(&self, supp: Self::Supplement) -> Mesh<Self::Pipeline>;
// Generate meshes - one opaque, one translucent
fn generate_mesh(
&self,
supp: Self::Supplement,
) -> (Mesh<Self::Pipeline>, Mesh<Self::TranslucentPipeline>);
}

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@ -5,7 +5,7 @@ use crate::{
use common::{
figure::Segment,
util::{linear_to_srgb, srgb_to_linear},
vol::{ReadVol, SizedVol},
vol::{ReadVol, SizedVol, Vox},
};
use vek::*;
@ -13,9 +13,13 @@ type FigureVertex = <FigurePipeline as render::Pipeline>::Vertex;
impl Meshable for Segment {
type Pipeline = FigurePipeline;
type TranslucentPipeline = FigurePipeline;
type Supplement = Vec3<f32>;
fn generate_mesh(&self, offs: Self::Supplement) -> Mesh<Self::Pipeline> {
fn generate_mesh(
&self,
offs: Self::Supplement,
) -> (Mesh<Self::Pipeline>, Mesh<Self::TranslucentPipeline>) {
let mut mesh = Mesh::new();
for pos in self.iter_positions() {
@ -38,10 +42,12 @@ impl Meshable for Segment {
},
true,
&[[[1.0; 3]; 3]; 3],
|vox| vox.is_empty(),
|vox| !vox.is_empty(),
);
}
}
mesh
(mesh, Mesh::new())
}
}

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@ -1,9 +1,9 @@
use crate::{
mesh::{vol, Meshable},
render::{self, Mesh, TerrainPipeline},
render::{self, FluidPipeline, Mesh, TerrainPipeline},
};
use common::{
terrain::Block,
terrain::{Block, BlockKind},
vol::{BaseVol, ReadVol, VolSize},
volumes::vol_map_2d::VolMap2d,
};
@ -11,43 +11,28 @@ use std::fmt::Debug;
use vek::*;
type TerrainVertex = <TerrainPipeline as render::Pipeline>::Vertex;
type FluidVertex = <FluidPipeline as render::Pipeline>::Vertex;
/*
impl<M> Meshable for Dyna<Block, M> {
type Pipeline = TerrainPipeline;
type Supplement = ();
fn generate_mesh(&self, _: Self::Supplement) -> Mesh<Self::Pipeline> {
let mut mesh = Mesh::new();
for pos in self
.iter_positions()
.filter(|pos| pos.map(|e| e >= 1).reduce_and())
.filter(|pos| {
pos.map2(self.get_size(), |e, sz| e < sz as i32 - 1)
.reduce_and()
})
{
let offs = pos.map(|e| e as f32 - 1.0);
if let Some(col) = self.get(pos).ok().and_then(|vox| vox.get_color()) {
let col = col.map(|e| e as f32 / 255.0);
vol::push_vox_verts(&mut mesh, self, pos, offs, col, TerrainVertex::new, true);
}
}
mesh
fn block_shadow_density(kind: BlockKind) -> (f32, f32) {
match kind {
BlockKind::Air => (0.0, 0.0),
BlockKind::Normal => (0.085, 0.3),
BlockKind::Dense => (0.3, 0.0),
BlockKind::Water => (0.15, 0.0),
}
}
*/
impl<V: BaseVol<Vox = Block> + ReadVol + Debug, S: VolSize + Clone> Meshable for VolMap2d<V, S> {
type Pipeline = TerrainPipeline;
type TranslucentPipeline = FluidPipeline;
type Supplement = Aabb<i32>;
fn generate_mesh(&self, range: Self::Supplement) -> Mesh<Self::Pipeline> {
let mut mesh = Mesh::new();
fn generate_mesh(
&self,
range: Self::Supplement,
) -> (Mesh<Self::Pipeline>, Mesh<Self::TranslucentPipeline>) {
let mut opaque_mesh = Mesh::new();
let mut fluid_mesh = Mesh::new();
for x in range.min.x + 1..range.max.x - 1 {
for y in range.min.y + 1..range.max.y - 1 {
@ -55,16 +40,19 @@ impl<V: BaseVol<Vox = Block> + ReadVol + Debug, S: VolSize + Clone> Meshable for
for z in (range.min.z..range.max.z).rev() {
let pos = Vec3::new(x, y, z);
let offs = (pos - (range.min + 1) * Vec3::new(1, 1, 0)).map(|e| e as f32);
let block = self.get(pos).ok();
// Create mesh polygons
if let Some(col) = self.get(pos).ok().and_then(|vox| vox.get_color()) {
if let Some(col) = block
.filter(|vox| vox.is_opaque())
.and_then(|vox| vox.get_color())
{
let col = col.map(|e| e as f32 / 255.0);
let offs = (pos - range.min * Vec3::new(1, 1, 0)).map(|e| e as f32)
- Vec3::new(1.0, 1.0, 0.0);
vol::push_vox_verts(
&mut mesh,
&mut opaque_mesh,
self,
pos,
offs,
@ -74,6 +62,28 @@ impl<V: BaseVol<Vox = Block> + ReadVol + Debug, S: VolSize + Clone> Meshable for
},
false,
&neighbour_light,
|vox| !vox.is_opaque(),
|vox| vox.is_opaque(),
);
} else if let Some(col) = block
.filter(|vox| vox.is_fluid())
.and_then(|vox| vox.get_color())
{
let col = col.map(|e| e as f32 / 255.0);
vol::push_vox_verts(
&mut fluid_mesh,
self,
pos,
offs,
col,
|pos, norm, col, ao, light| {
FluidVertex::new(pos, norm, col, light * ao, 0.3)
},
false,
&neighbour_light,
|vox| vox.is_air(),
|vox| vox.is_opaque(),
);
}
@ -84,16 +94,14 @@ impl<V: BaseVol<Vox = Block> + ReadVol + Debug, S: VolSize + Clone> Meshable for
// Accumulate shade under opaque blocks
for i in 0..3 {
for j in 0..3 {
neighbour_light[0][i][j] = if let Some(opacity) = self
let (density, cap) = self
.get(pos + Vec3::new(i as i32 - 1, j as i32 - 1, -1))
.ok()
.and_then(|vox| vox.get_opacity())
{
(neighbour_light[0][i][j] * (1.0 - opacity * 0.1))
.max(1.0 - opacity)
} else {
(neighbour_light[0][i][j] * 1.025).min(1.0)
};
.map(|vox| block_shadow_density(vox.kind()))
.unwrap_or((0.0, 0.0));
neighbour_light[0][i][j] =
(neighbour_light[0][i][j] * (1.0 - density)).max(cap);
}
}
@ -108,7 +116,8 @@ impl<V: BaseVol<Vox = Block> + ReadVol + Debug, S: VolSize + Clone> Meshable for
}
}
}
mesh
(opaque_mesh, fluid_mesh)
}
}

View File

@ -1,6 +1,6 @@
use vek::*;
use common::vol::{ReadVol, Vox};
use common::vol::ReadVol;
use crate::render::{
mesh::{Mesh, Quad},
@ -16,15 +16,16 @@ fn get_ao_quad<V: ReadVol>(
shift: Vec3<i32>,
dirs: &[Vec3<i32>],
darknesses: &[[[f32; 3]; 3]; 3],
is_opaque: impl Fn(&V::Vox) -> bool,
) -> Vec4<(f32, f32)> {
dirs.windows(2)
.map(|offs| {
let (s1, s2) = (
vol.get(pos + shift + offs[0])
.map(|v| !v.is_empty())
.map(&is_opaque)
.unwrap_or(false),
vol.get(pos + shift + offs[1])
.map(|v| !v.is_empty())
.map(&is_opaque)
.unwrap_or(false),
);
@ -42,7 +43,7 @@ fn get_ao_quad<V: ReadVol>(
} else {
let corner = vol
.get(pos + shift + offs[0] + offs[1])
.map(|v| !v.is_empty())
.map(&is_opaque)
.unwrap_or(false);
// Map both 1 and 2 neighbors to 0.5 occlusion.
if s1 || s2 || corner {
@ -88,26 +89,24 @@ fn create_quad<P: Pipeline, F: Fn(Vec3<f32>, Vec3<f32>, Rgb<f32>, f32, f32) -> P
}
}
pub fn push_vox_verts<
V: ReadVol,
P: Pipeline,
F: Fn(Vec3<f32>, Vec3<f32>, Rgb<f32>, f32, f32) -> P::Vertex,
>(
pub fn push_vox_verts<V: ReadVol, P: Pipeline>(
mesh: &mut Mesh<P>,
vol: &V,
pos: Vec3<i32>,
offs: Vec3<f32>,
col: Rgb<f32>,
vcons: F,
vcons: impl Fn(Vec3<f32>, Vec3<f32>, Rgb<f32>, f32, f32) -> P::Vertex,
error_makes_face: bool,
darknesses: &[[[f32; 3]; 3]; 3],
should_add: impl Fn(&V::Vox) -> bool,
is_opaque: impl Fn(&V::Vox) -> bool,
) {
let (x, y, z) = (Vec3::unit_x(), Vec3::unit_y(), Vec3::unit_z());
// -x
if vol
.get(pos - Vec3::unit_x())
.map(|v| v.is_empty())
.map(|v| should_add(v))
.unwrap_or(error_makes_face)
{
mesh.push_quad(create_quad(
@ -116,14 +115,21 @@ pub fn push_vox_verts<
Vec3::unit_y(),
-Vec3::unit_x(),
col,
get_ao_quad(vol, pos, -Vec3::unit_x(), &[-z, -y, z, y, -z], darknesses),
get_ao_quad(
vol,
pos,
-Vec3::unit_x(),
&[-z, -y, z, y, -z],
darknesses,
&is_opaque,
),
&vcons,
));
}
// +x
if vol
.get(pos + Vec3::unit_x())
.map(|v| v.is_empty())
.map(|v| should_add(v))
.unwrap_or(error_makes_face)
{
mesh.push_quad(create_quad(
@ -132,14 +138,21 @@ pub fn push_vox_verts<
Vec3::unit_z(),
Vec3::unit_x(),
col,
get_ao_quad(vol, pos, Vec3::unit_x(), &[-y, -z, y, z, -y], darknesses),
get_ao_quad(
vol,
pos,
Vec3::unit_x(),
&[-y, -z, y, z, -y],
darknesses,
&is_opaque,
),
&vcons,
));
}
// -y
if vol
.get(pos - Vec3::unit_y())
.map(|v| v.is_empty())
.map(|v| should_add(v))
.unwrap_or(error_makes_face)
{
mesh.push_quad(create_quad(
@ -148,14 +161,21 @@ pub fn push_vox_verts<
Vec3::unit_z(),
-Vec3::unit_y(),
col,
get_ao_quad(vol, pos, -Vec3::unit_y(), &[-x, -z, x, z, -x], darknesses),
get_ao_quad(
vol,
pos,
-Vec3::unit_y(),
&[-x, -z, x, z, -x],
darknesses,
&is_opaque,
),
&vcons,
));
}
// +y
if vol
.get(pos + Vec3::unit_y())
.map(|v| v.is_empty())
.map(|v| should_add(v))
.unwrap_or(error_makes_face)
{
mesh.push_quad(create_quad(
@ -164,14 +184,21 @@ pub fn push_vox_verts<
Vec3::unit_x(),
Vec3::unit_y(),
col,
get_ao_quad(vol, pos, Vec3::unit_y(), &[-z, -x, z, x, -z], darknesses),
get_ao_quad(
vol,
pos,
Vec3::unit_y(),
&[-z, -x, z, x, -z],
darknesses,
&is_opaque,
),
&vcons,
));
}
// -z
if vol
.get(pos - Vec3::unit_z())
.map(|v| v.is_empty())
.map(|v| should_add(v))
.unwrap_or(error_makes_face)
{
mesh.push_quad(create_quad(
@ -180,14 +207,21 @@ pub fn push_vox_verts<
Vec3::unit_x(),
-Vec3::unit_z(),
col,
get_ao_quad(vol, pos, -Vec3::unit_z(), &[-y, -x, y, x, -y], darknesses),
get_ao_quad(
vol,
pos,
-Vec3::unit_z(),
&[-y, -x, y, x, -y],
darknesses,
&is_opaque,
),
&vcons,
));
}
// +z
if vol
.get(pos + Vec3::unit_z())
.map(|v| v.is_empty())
.map(|v| should_add(v))
.unwrap_or(error_makes_face)
{
mesh.push_quad(create_quad(
@ -196,7 +230,14 @@ pub fn push_vox_verts<
Vec3::unit_y(),
Vec3::unit_z(),
col,
get_ao_quad(vol, pos, Vec3::unit_z(), &[-x, -y, x, y, -x], darknesses),
get_ao_quad(
vol,
pos,
Vec3::unit_z(),
&[-x, -y, x, y, -x],
darknesses,
&is_opaque,
),
&vcons,
));
}

View File

@ -13,6 +13,7 @@ pub use self::{
model::{DynamicModel, Model},
pipelines::{
figure::{BoneData as FigureBoneData, FigurePipeline, Locals as FigureLocals},
fluid::FluidPipeline,
postprocess::{
create_mesh as create_pp_mesh, Locals as PostProcessLocals, PostProcessPipeline,
},

View File

@ -0,0 +1,66 @@
use super::{
super::{Pipeline, TerrainLocals, TgtColorFmt, TgtDepthFmt},
Globals, Light,
};
use gfx::{
self,
// Macros
gfx_defines,
gfx_impl_struct_meta,
gfx_pipeline,
gfx_pipeline_inner,
gfx_vertex_struct_meta,
state::ColorMask,
};
use std::ops::Mul;
use vek::*;
gfx_defines! {
vertex Vertex {
pos_norm: u32 = "v_pos_norm",
col_light: u32 = "v_col_light",
}
pipeline pipe {
vbuf: gfx::VertexBuffer<Vertex> = (),
locals: gfx::ConstantBuffer<TerrainLocals> = "u_locals",
globals: gfx::ConstantBuffer<Globals> = "u_globals",
lights: gfx::ConstantBuffer<Light> = "u_lights",
tgt_color: gfx::BlendTarget<TgtColorFmt> = ("tgt_color", ColorMask::all(), gfx::preset::blend::ALPHA),
tgt_depth: gfx::DepthTarget<TgtDepthFmt> = gfx::preset::depth::LESS_EQUAL_TEST,
}
}
impl Vertex {
pub fn new(pos: Vec3<f32>, norm: Vec3<f32>, col: Rgb<f32>, light: f32, _opac: f32) -> Self {
let (norm_axis, norm_dir) = norm
.as_slice()
.into_iter()
.enumerate()
.find(|(_i, e)| **e != 0.0)
.unwrap_or((0, &1.0));
let norm_bits = (norm_axis << 1) | if *norm_dir > 0.0 { 1 } else { 0 };
Self {
pos_norm: 0
| ((pos.x as u32) & 0x00FF) << 0
| ((pos.y as u32) & 0x00FF) << 8
| ((pos.z.max(0.0).min((1 << 13) as f32) as u32) & 0x1FFF) << 16
| ((norm_bits as u32) & 0x7) << 29,
col_light: 0
| ((col.r.mul(200.0) as u32) & 0xFF) << 8
| ((col.g.mul(200.0) as u32) & 0xFF) << 16
| ((col.b.mul(200.0) as u32) & 0xFF) << 24
| ((light.mul(255.0) as u32) & 0xFF) << 0,
//| ((opac.mul(0.4) as u32) & 0xFF) << 0,
}
}
}
pub struct FluidPipeline;
impl Pipeline for FluidPipeline {
type Vertex = Vertex;
}

View File

@ -1,10 +1,12 @@
pub mod figure;
pub mod fluid;
pub mod postprocess;
pub mod skybox;
pub mod terrain;
pub mod ui;
use super::util::arr_to_mat;
use common::terrain::BlockKind;
use gfx::{
self,
gfx_constant_struct_meta,
@ -26,6 +28,7 @@ gfx_defines! {
tick: [f32; 4] = "tick",
screen_res: [f32; 4] = "screen_res",
light_count: [u32; 4] = "light_count",
medium: [u32; 4] = "medium",
}
constant Light {
@ -46,6 +49,7 @@ impl Globals {
tick: f64,
screen_res: Vec2<u16>,
light_count: usize,
medium: BlockKind,
) -> Self {
Self {
view_mat: arr_to_mat(view_mat.into_col_array()),
@ -57,6 +61,7 @@ impl Globals {
tick: [tick as f32; 4],
screen_res: Vec4::from(screen_res.map(|e| e as f32)).into_array(),
light_count: [light_count as u32; 4],
medium: [if medium.is_fluid() { 1 } else { 0 }; 4],
}
}
}
@ -73,6 +78,7 @@ impl Default for Globals {
0.0,
Vec2::new(800, 500),
0,
BlockKind::Air,
)
}
}

View File

@ -3,7 +3,7 @@ use super::{
gfx_backend,
mesh::Mesh,
model::{DynamicModel, Model},
pipelines::{figure, postprocess, skybox, terrain, ui, Globals, Light},
pipelines::{figure, fluid, postprocess, skybox, terrain, ui, Globals, Light},
texture::Texture,
Pipeline, RenderError,
};
@ -64,6 +64,7 @@ pub struct Renderer {
skybox_pipeline: GfxPipeline<skybox::pipe::Init<'static>>,
figure_pipeline: GfxPipeline<figure::pipe::Init<'static>>,
terrain_pipeline: GfxPipeline<terrain::pipe::Init<'static>>,
fluid_pipeline: GfxPipeline<fluid::pipe::Init<'static>>,
ui_pipeline: GfxPipeline<ui::pipe::Init<'static>>,
postprocess_pipeline: GfxPipeline<postprocess::pipe::Init<'static>>,
@ -80,8 +81,14 @@ impl Renderer {
) -> Result<Self, RenderError> {
let mut shader_reload_indicator = ReloadIndicator::new();
let (skybox_pipeline, figure_pipeline, terrain_pipeline, ui_pipeline, postprocess_pipeline) =
create_pipelines(&mut factory, &mut shader_reload_indicator)?;
let (
skybox_pipeline,
figure_pipeline,
terrain_pipeline,
fluid_pipeline,
ui_pipeline,
postprocess_pipeline,
) = create_pipelines(&mut factory, &mut shader_reload_indicator)?;
let dims = win_color_view.get_dimensions();
let (tgt_color_view, tgt_depth_view, tgt_color_res) =
@ -106,6 +113,7 @@ impl Renderer {
skybox_pipeline,
figure_pipeline,
terrain_pipeline,
fluid_pipeline,
ui_pipeline,
postprocess_pipeline,
@ -191,13 +199,15 @@ impl Renderer {
Ok((
skybox_pipeline,
figure_pipeline,
terrain_pipline,
terrain_pipeline,
fluid_pipeline,
ui_pipeline,
postprocess_pipeline,
)) => {
self.skybox_pipeline = skybox_pipeline;
self.figure_pipeline = figure_pipeline;
self.terrain_pipeline = terrain_pipline;
self.terrain_pipeline = terrain_pipeline;
self.fluid_pipeline = fluid_pipeline;
self.ui_pipeline = ui_pipeline;
self.postprocess_pipeline = postprocess_pipeline;
}
@ -398,6 +408,28 @@ impl Renderer {
);
}
/// Queue the rendering of the provided terrain chunk model in the upcoming frame.
pub fn render_fluid_chunk(
&mut self,
model: &Model<fluid::FluidPipeline>,
globals: &Consts<Globals>,
locals: &Consts<terrain::Locals>,
lights: &Consts<Light>,
) {
self.encoder.draw(
&model.slice,
&self.fluid_pipeline.pso,
&fluid::pipe::Data {
vbuf: model.vbuf.clone(),
locals: locals.buf.clone(),
globals: globals.buf.clone(),
lights: lights.buf.clone(),
tgt_color: self.tgt_color_view.clone(),
tgt_depth: self.tgt_depth_view.clone(),
},
);
}
/// Queue the rendering of the provided UI element in the upcoming frame.
pub fn render_ui_element(
&mut self,
@ -462,6 +494,7 @@ fn create_pipelines(
GfxPipeline<skybox::pipe::Init<'static>>,
GfxPipeline<figure::pipe::Init<'static>>,
GfxPipeline<terrain::pipe::Init<'static>>,
GfxPipeline<fluid::pipe::Init<'static>>,
GfxPipeline<ui::pipe::Init<'static>>,
GfxPipeline<postprocess::pipe::Init<'static>>,
),
@ -479,12 +512,16 @@ fn create_pipelines(
let srgb =
assets::load_watched::<String>("voxygen.shaders.include.srgb", shader_reload_indicator)
.unwrap();
let random =
assets::load_watched::<String>("voxygen.shaders.include.random", shader_reload_indicator)
.unwrap();
let mut include_ctx = IncludeContext::new();
include_ctx.include("globals.glsl", &globals);
include_ctx.include("sky.glsl", &sky);
include_ctx.include("light.glsl", &light);
include_ctx.include("srgb.glsl", &srgb);
include_ctx.include("random.glsl", &random);
// Construct a pipeline for rendering skyboxes
let skybox_pipeline = create_pipeline(
@ -495,6 +532,7 @@ fn create_pipelines(
&assets::load_watched::<String>("voxygen.shaders.skybox-frag", shader_reload_indicator)
.unwrap(),
&include_ctx,
gfx::state::CullFace::Back,
)?;
// Construct a pipeline for rendering figures
@ -506,6 +544,7 @@ fn create_pipelines(
&assets::load_watched::<String>("voxygen.shaders.figure-frag", shader_reload_indicator)
.unwrap(),
&include_ctx,
gfx::state::CullFace::Back,
)?;
// Construct a pipeline for rendering terrain
@ -517,6 +556,19 @@ fn create_pipelines(
&assets::load_watched::<String>("voxygen.shaders.terrain-frag", shader_reload_indicator)
.unwrap(),
&include_ctx,
gfx::state::CullFace::Back,
)?;
// Construct a pipeline for rendering fluids
let fluid_pipeline = create_pipeline(
factory,
fluid::pipe::new(),
&assets::load_watched::<String>("voxygen.shaders.fluid-vert", shader_reload_indicator)
.unwrap(),
&assets::load_watched::<String>("voxygen.shaders.fluid-frag", shader_reload_indicator)
.unwrap(),
&include_ctx,
gfx::state::CullFace::Nothing,
)?;
// Construct a pipeline for rendering UI elements
@ -528,6 +580,7 @@ fn create_pipelines(
&assets::load_watched::<String>("voxygen.shaders.ui-frag", shader_reload_indicator)
.unwrap(),
&include_ctx,
gfx::state::CullFace::Back,
)?;
// Construct a pipeline for rendering our post-processing
@ -545,12 +598,14 @@ fn create_pipelines(
)
.unwrap(),
&include_ctx,
gfx::state::CullFace::Back,
)?;
Ok((
skybox_pipeline,
figure_pipeline,
terrain_pipeline,
fluid_pipeline,
ui_pipeline,
postprocess_pipeline,
))
@ -563,6 +618,7 @@ fn create_pipeline<'a, P: gfx::pso::PipelineInit>(
vs: &str,
fs: &str,
ctx: &IncludeContext,
cull_face: gfx::state::CullFace,
) -> Result<GfxPipeline<P>, RenderError> {
let vs = ctx.expand(vs).map_err(RenderError::IncludeError)?;
let fs = ctx.expand(fs).map_err(RenderError::IncludeError)?;
@ -578,7 +634,7 @@ fn create_pipeline<'a, P: gfx::pso::PipelineInit>(
gfx::Primitive::TriangleList,
gfx::state::Rasterizer {
front_face: gfx::state::FrontFace::CounterClockwise,
cull_face: gfx::state::CullFace::Back,
cull_face,
method: gfx::state::RasterMethod::Fill,
offset: None,
samples: Some(gfx::state::MultiSample),

View File

@ -165,6 +165,7 @@ impl FigureModelCache {
let full_specifier: String = ["voxygen.voxel.", mesh_name].concat();
Segment::from(assets::load_expect::<DotVoxData>(full_specifier.as_str()).as_ref())
.generate_mesh(position)
.0
}
fn load_head(race: humanoid::Race, body_type: humanoid::BodyType) -> Mesh<FigurePipeline> {

View File

@ -15,7 +15,7 @@ use crate::{
window::Event,
};
use client::Client;
use common::comp;
use common::{comp, terrain::BlockKind, vol::ReadVol};
use specs::Join;
use vek::*;
@ -194,6 +194,12 @@ impl Scene {
client.state().get_time(),
renderer.get_resolution(),
lights.len(),
client
.state()
.terrain()
.get(cam_pos.map(|e| e.floor() as i32))
.map(|b| b.kind())
.unwrap_or(BlockKind::Air),
)],
)
.expect("Failed to update global constants");
@ -221,9 +227,9 @@ impl Scene {
renderer.render_skybox(&self.skybox.model, &self.globals, &self.skybox.locals);
// Render terrain and figures.
self.terrain.render(renderer, &self.globals, &self.lights);
self.figure_mgr
.render(renderer, client, &self.globals, &self.lights, &self.camera);
self.terrain.render(renderer, &self.globals, &self.lights);
renderer.render_post_process(
&self.postprocess.model,

View File

@ -1,6 +1,9 @@
use crate::{
mesh::Meshable,
render::{Consts, Globals, Light, Mesh, Model, Renderer, TerrainLocals, TerrainPipeline},
render::{
Consts, FluidPipeline, Globals, Light, Mesh, Model, Renderer, TerrainLocals,
TerrainPipeline,
},
};
use client::Client;
use common::{
@ -16,7 +19,8 @@ use vek::*;
struct TerrainChunk {
// GPU data
model: Model<TerrainPipeline>,
opaque_model: Model<TerrainPipeline>,
fluid_model: Model<FluidPipeline>,
locals: Consts<TerrainLocals>,
visible: bool,
z_bounds: (f32, f32),
@ -32,7 +36,8 @@ struct ChunkMeshState {
struct MeshWorkerResponse {
pos: Vec2<i32>,
z_bounds: (f32, f32),
mesh: Mesh<TerrainPipeline>,
opaque_mesh: Mesh<TerrainPipeline>,
fluid_mesh: Mesh<FluidPipeline>,
started_tick: u64,
}
@ -44,10 +49,12 @@ fn mesh_worker(
volume: <TerrainMap as SampleVol<Aabr<i32>>>::Sample,
range: Aabb<i32>,
) -> MeshWorkerResponse {
let (opaque_mesh, fluid_mesh) = volume.generate_mesh(range);
MeshWorkerResponse {
pos,
z_bounds,
mesh: volume.generate_mesh(range),
opaque_mesh,
fluid_mesh,
started_tick,
}
}
@ -262,8 +269,11 @@ impl Terrain {
self.chunks.insert(
response.pos,
TerrainChunk {
model: renderer
.create_model(&response.mesh)
opaque_model: renderer
.create_model(&response.opaque_mesh)
.expect("Failed to upload chunk mesh to the GPU!"),
fluid_model: renderer
.create_model(&response.fluid_mesh)
.expect("Failed to upload chunk mesh to the GPU!"),
locals: renderer
.create_consts(&[TerrainLocals {
@ -334,9 +344,17 @@ impl Terrain {
globals: &Consts<Globals>,
lights: &Consts<Light>,
) {
// Opaque
for (_pos, chunk) in &self.chunks {
if chunk.visible {
renderer.render_terrain_chunk(&chunk.model, globals, &chunk.locals, lights);
renderer.render_terrain_chunk(&chunk.opaque_model, globals, &chunk.locals, lights);
}
}
// Translucent
for (_pos, chunk) in &self.chunks {
if chunk.visible {
renderer.render_fluid_chunk(&chunk.fluid_model, globals, &chunk.locals, lights);
}
}
}

View File

@ -8,7 +8,13 @@ use crate::{
};
use client::{self, Client};
use common::{
clock::Clock, comp, comp::Pos, comp::Vel, msg::ClientState, terrain::Block, vol::ReadVol,
clock::Clock,
comp,
comp::Pos,
comp::Vel,
msg::ClientState,
terrain::{Block, BlockKind},
vol::ReadVol,
};
use log::error;
use specs::Join;
@ -39,7 +45,7 @@ impl SessionState {
key_state: KeyState::new(),
controller: comp::Controller::default(),
hud: Hud::new(global_state),
selected_block: Block::new(1, Rgb::broadcast(255)),
selected_block: Block::new(BlockKind::Normal, Rgb::broadcast(255)),
}
}
}

View File

@ -6,7 +6,7 @@ use crate::{
World, CONFIG,
};
use common::{
terrain::{structure::StructureBlock, Block, Structure},
terrain::{structure::StructureBlock, Block, BlockKind, Structure},
util::saturate_srgb,
vol::{ReadVol, Vox},
};
@ -163,7 +163,7 @@ impl<'a> BlockGen<'a> {
let (definitely_underground, height, water_height) =
if (wposf.z as f32) < alt - 64.0 * chaos {
// Shortcut warping
(true, alt, water_level)
(true, alt, CONFIG.sea_level /*water_level*/)
} else {
// Apply warping
let warp = (world
@ -204,7 +204,11 @@ impl<'a> BlockGen<'a> {
(alt + warp).max(cliff_height)
};
(false, height, (water_level + warp).max(CONFIG.sea_level))
(
false,
height,
/*(water_level + warp).max(*/ CONFIG.sea_level, /*)*/
)
};
// Sample blocks
@ -221,8 +225,7 @@ impl<'a> BlockGen<'a> {
// let sand = Block::new(1, Rgb::new(180, 150, 50));
// let warm_stone = Block::new(1, Rgb::new(165, 165, 130));
//let water = Block::new(1, Rgb::new(100, 150, 255));
let water = Block::new(1, Rgb::new(0, 24, 255));
let water = Block::new(BlockKind::Water, Rgb::new(60, 90, 190));
let grass_depth = 1.5 + 2.0 * chaos;
let block = if (wposf.z as f32) < height - grass_depth {
@ -234,9 +237,9 @@ impl<'a> BlockGen<'a> {
// Underground
if (wposf.z as f32) > alt - 32.0 * chaos {
Some(Block::new(1, col))
Some(Block::new(BlockKind::Normal, col))
} else {
Some(Block::new(2, col))
Some(Block::new(BlockKind::Dense, col))
}
} else if (wposf.z as f32) < height {
let col = Lerp::lerp(
@ -248,12 +251,9 @@ impl<'a> BlockGen<'a> {
);
// Surface
Some(Block::new(
1,
BlockKind::Normal,
saturate_srgb(col, 0.45).map(|e| (e * 255.0) as u8),
))
} else if (wposf.z as f32) < water_height {
// Ocean
Some(water)
} else {
None
};
@ -284,7 +284,7 @@ impl<'a> BlockGen<'a> {
let field2 = RandomField::new(world.sim().seed + 2);
Some(Block::new(
1,
BlockKind::Normal,
stone_col
- Rgb::new(
field0.get(wpos) as u8 % 16,
@ -297,6 +297,16 @@ impl<'a> BlockGen<'a> {
}
});
// Water
let block = block.or_else(|| {
if (wposf.z as f32) < water_height {
// Ocean
Some(water)
} else {
None
}
});
let block = structures
.iter()
.find_map(|st| {
@ -415,7 +425,7 @@ impl StructureInfo {
.map(|e: i32| (e.abs() / 2) * 2)
.reduce_max()
{
Some(Block::new(2, Rgb::new(203, 170, 146)))
Some(Block::new(BlockKind::Dense, Rgb::new(203, 170, 146)))
} else {
None
}
@ -430,7 +440,14 @@ impl StructureInfo {
.get((block_pos * 128) / 128) // Scaling
.ok()
.and_then(|b| {
block_from_structure(*b, block_pos, self.pos.into(), self.seed, sample)
block_from_structure(
*b,
volume.default_kind(),
block_pos,
self.pos.into(),
self.seed,
sample,
)
})
}
}
@ -439,6 +456,7 @@ impl StructureInfo {
fn block_from_structure(
sblock: StructureBlock,
default_kind: BlockKind,
pos: Vec3<i32>,
structure_pos: Vec2<i32>,
structure_seed: u32,
@ -451,8 +469,9 @@ fn block_from_structure(
+ ((field.get(Vec3::from(pos)) % 256) as f32 / 256.0 - 0.5) * 0.15;
match sblock {
StructureBlock::None => None,
StructureBlock::TemperateLeaves => Some(Block::new(
1,
BlockKind::Normal,
Lerp::lerp(
Rgb::new(0.0, 132.0, 94.0),
Rgb::new(142.0, 181.0, 0.0),
@ -461,7 +480,12 @@ fn block_from_structure(
.map(|e| e as u8),
)),
StructureBlock::PineLeaves => Some(Block::new(
1,
BlockKind::Normal,
Lerp::lerp(Rgb::new(0.0, 60.0, 50.0), Rgb::new(30.0, 100.0, 10.0), lerp)
.map(|e| e as u8),
)),
StructureBlock::PalmLeaves => Some(Block::new(
BlockKind::Normal,
Lerp::lerp(
Rgb::new(0.0, 108.0, 113.0),
Rgb::new(30.0, 156.0, 10.0),
@ -469,26 +493,25 @@ fn block_from_structure(
)
.map(|e| e as u8),
)),
StructureBlock::PalmLeaves => Some(Block::new(
1,
StructureBlock::Water => Some(Block::new(BlockKind::Water, Rgb::new(100, 150, 255))),
StructureBlock::GreenSludge => Some(Block::new(BlockKind::Water, Rgb::new(30, 126, 23))),
StructureBlock::Acacia => Some(Block::new(
BlockKind::Normal,
Lerp::lerp(
Rgb::new(15.0, 156.0, 70.0),
Rgb::new(40.0, 222.0, 0.0),
Rgb::new(15.0, 126.0, 50.0),
Rgb::new(30.0, 180.0, 10.0),
lerp,
)
.map(|e| e as u8),
)),
StructureBlock::Acacia => Some(Block::new(
1,
Lerp::lerp(Rgb::new(35.0, 156.0, 0.0), Rgb::new(62.0, 208.0, 0.0), lerp)
.map(|e| e as u8),
)),
StructureBlock::Fruit => Some(Block::new(
1,
BlockKind::Normal,
Lerp::lerp(Rgb::new(237.0, 0.0, 0.0), Rgb::new(200.0, 237.0, 0.0), lerp)
.map(|e| e as u8),
)),
StructureBlock::Hollow => Some(Block::empty()),
StructureBlock::Block(block) => Some(block).filter(|block| !block.is_empty()),
StructureBlock::Normal(color) => {
Some(Block::new(default_kind, color)).filter(|block| !block.is_empty())
}
}
}

View File

@ -7,7 +7,7 @@ use crate::{
};
use common::{
assets,
terrain::{Structure, TerrainChunkSize},
terrain::{BlockKind, Structure, TerrainChunkSize},
vol::VolSize,
};
use lazy_static::lazy_static;
@ -29,13 +29,27 @@ static DUNGEON_RAND: RandomPerm = RandomPerm::new(0x42782335);
lazy_static! {
pub static ref DUNGEONS: Vec<Arc<Structure>> = vec![
assets::load_map("world.structure.dungeon.ruins", |s: Structure| s
.with_center(Vec3::new(57, 58, 61)))
.with_center(Vec3::new(57, 58, 61))
.with_default_kind(BlockKind::Dense))
.unwrap(),
assets::load_map("world.structure.dungeon.ruins_2", |s: Structure| s
.with_center(Vec3::new(53, 57, 60)))
.with_center(Vec3::new(53, 57, 60))
.with_default_kind(BlockKind::Dense))
.unwrap(),
assets::load_map("world.structure.dungeon.ruins_3", |s: Structure| s
.with_center(Vec3::new(58, 45, 72)))
.with_center(Vec3::new(58, 45, 72))
.with_default_kind(BlockKind::Dense))
.unwrap(),
assets::load_map(
"world.structure.dungeon.meso_sewer_temple",
|s: Structure| s
.with_center(Vec3::new(63, 62, 60))
.with_default_kind(BlockKind::Dense)
)
.unwrap(),
assets::load_map("world.structure.dungeon.ruins_maze", |s: Structure| s
.with_center(Vec3::new(60, 60, 116))
.with_default_kind(BlockKind::Dense))
.unwrap(),
];
}
@ -335,7 +349,9 @@ impl<'a> Sampler for ColumnGen<'a> {
/ 100.0,
),
// Beach
((alt - CONFIG.sea_level - 1.0) / 2.0).min(1.0 - river * 2.0),
((alt - CONFIG.sea_level - 1.0) / 2.0)
.min(1.0 - river * 2.0)
.max(0.0),
),
sub_surface_color: dirt,
tree_density,

View File

@ -16,7 +16,7 @@ use crate::{
util::{Sampler, SamplerMut},
};
use common::{
terrain::{Block, TerrainChunk, TerrainChunkMeta, TerrainChunkSize},
terrain::{Block, BlockKind, TerrainChunk, TerrainChunkMeta, TerrainChunkSize},
vol::{ReadVol, VolSize, Vox, WriteVol},
};
use rand::Rng;
@ -59,8 +59,8 @@ impl World {
pub fn generate_chunk(&self, chunk_pos: Vec2<i32>) -> (TerrainChunk, ChunkSupplement) {
let air = Block::empty();
let stone = Block::new(2, Rgb::new(200, 220, 255));
let water = Block::new(5, Rgb::new(100, 150, 255));
let stone = Block::new(BlockKind::Dense, Rgb::new(200, 220, 255));
let water = Block::new(BlockKind::Water, Rgb::new(60, 90, 190));
let chunk_size2d = Vec2::from(TerrainChunkSize::SIZE);
let (base_z, sim_chunk) = match self