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Voxelise trees
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.gitattributes
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.gitattributes
vendored
@ -7,6 +7,8 @@
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*.ogg filter=lfs diff=lfs merge=lfs -text
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*.ico filter=lfs diff=lfs merge=lfs -text
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*.tar filter=lfs diff=lfs merge=lfs -text
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*.obj filter=lfs diff=lfs merge=lfs -text
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*.blend filter=lfs diff=lfs merge=lfs -text
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assets/world/map/*.bin filter=lfs diff=lfs merge=lfs -text
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*.ron gitlab-language=rust
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BIN
assets/voxygen/lod/pine.blend
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BIN
assets/voxygen/lod/pine.blend
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Binary file not shown.
@ -1,4 +1,4 @@
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# Blender v3.0.0 OBJ File: ''
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# Blender v3.0.0 OBJ File: 'pine.blend'
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# www.blender.org
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o Cube.007
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v -2.819197 -0.013505 -2.712447
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@ -69,6 +69,32 @@ void main() {
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vec3 k_d = vec3(1.0);
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vec3 k_s = vec3(R_s);
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vec3 my_norm = vec3(f_norm.xy, abs(f_norm.z));
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vec3 voxel_norm;
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float my_alt = f_pos.z + focus_off.z;
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float f_ao = 1.0;
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const float VOXELIZE_DIST = 2000;
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float voxelize_factor = clamp(1.0 - (distance(focus_pos.xy, f_pos.xy) - view_distance.x) / VOXELIZE_DIST, 0, 0.75);
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vec3 cam_dir = normalize(cam_pos.xyz - f_pos.xyz);
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vec3 side_norm = normalize(vec3(my_norm.xy, 0));
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vec3 top_norm = vec3(0, 0, 1);
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float side_factor = 1.0 - my_norm.z;
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// min(dot(vec3(0, -sign(cam_dir.y), 0), -cam_dir), dot(vec3(-sign(cam_dir.x), 0, 0), -cam_dir))
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if (max(abs(my_norm.x), abs(my_norm.y)) < 0.01 || fract(my_alt) * clamp(dot(normalize(vec3(cam_dir.xy, 0)), side_norm), 0, 1) < cam_dir.z / my_norm.z) {
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f_ao *= mix(1.0, clamp(fract(my_alt) / length(my_norm.xy) + clamp(dot(side_norm, -cam_dir), 0, 1), 0, 1), voxelize_factor);
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voxel_norm = top_norm;
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} else {
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f_ao *= mix(1.0, clamp(pow(fract(my_alt), 0.5), 0, 1), voxelize_factor);
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if (fract(f_pos.x) * abs(my_norm.y / cam_dir.x) < fract(f_pos.y) * abs(my_norm.x / cam_dir.y)) {
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voxel_norm = vec3(sign(cam_dir.x), 0, 0);
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} else {
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voxel_norm = vec3(0, sign(cam_dir.y), 0);
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}
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}
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f_ao = min(f_ao, max(f_norm.z * 0.5 + 0.5, 0.0));
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voxel_norm = mix(my_norm, voxel_norm == vec3(0.0) ? f_norm : voxel_norm, voxelize_factor);
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vec3 emitted_light, reflected_light;
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// This is a bit of a hack. Because we can't find the volumetric lighting of each particle (they don't talk to the
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@ -90,9 +116,12 @@ void main() {
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// : compute_attenuation_point(f_pos, -view_dir, vec3(0), fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz);
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//#endif
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max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light);
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max_light += get_sun_diffuse2(sun_info, moon_info, voxel_norm, view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, voxel_norm, 1.0, emitted_light, reflected_light);
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//max_light += lights_at(f_pos, f_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light);
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emitted_light *= f_ao;
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reflected_light *= f_ao;
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//max_light += lights_at(f_pos, voxel_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, voxel_norm, 1.0, emitted_light, reflected_light);
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surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light);
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@ -37,7 +37,7 @@ void main() {
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f_pos.z -= pull_down;
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f_norm = v_norm;
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f_col = vec4(vec3(0.01, 0.04, 0.0) * 1, 1.0);//vec4(v_col, 1.0);
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f_col = vec4(vec3(0.02, 0.1, 0.01) * (sin(inst_pos.xyy) * 0.33 + 0.66), 1.0);//vec4(v_col, 1.0);
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if ((inst_flags & FLAG_SNOW_COVERED) > 0u) {
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f_col.rgb = mix(f_col.rgb, vec3(1), pow(max(f_norm.z, 0.0), 0.5));
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@ -11,6 +11,7 @@ assets_manager = {version = "0.7", features = ["bincode", "ron", "json"]}
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ron = { version = "0.7", default-features = false }
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dot_vox = "4.0"
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wavefront = "0.2"
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#wavefront = { path = "../../../../wavefront" }
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image = { version = "0.23.12", default-features = false, features = ["png"] }
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tracing = "0.1"
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@ -40,5 +40,5 @@ pub fn to_wpos(wpos: i32) -> i32 {
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}
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pub fn from_wpos(zone_pos: i32) -> i32 {
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zone_pos / (TerrainChunkSize::RECT_SIZE.x * ZONE_SIZE) as i32
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zone_pos.div_euclid((TerrainChunkSize::RECT_SIZE.x * ZONE_SIZE) as i32)
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}
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@ -166,6 +166,7 @@ fn make_lod_object(
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v.position().into(),
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v.normal().unwrap_or([0.0, 0.0, 1.0]).into(),
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Vec3::broadcast(1.0),
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//v.color().unwrap_or([1.0; 3]).into(),
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));
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Tri::new(a, b, c)
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})
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