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Better docs, faster terrain meshing
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9910398917
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@ -44,9 +44,12 @@ const float UNDERWATER_MIST_DIST = 100.0;
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const float PERSISTENT_AMBIANCE = 1.0 / 32.0;// 1.0 / 80; // 1.0 / 512; // 0.00125 // 0.1;// 0.025; // 0.1;
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const float PERSISTENT_AMBIANCE = 1.0 / 32.0;// 1.0 / 80; // 1.0 / 512; // 0.00125 // 0.1;// 0.025; // 0.1;
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// Glow from static light sources
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// Allowed to be > 1 due to HDR
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// Allowed to be > 1 due to HDR
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const vec3 GLOW_COLOR = vec3(3.0, 0.9, 0.05);
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const vec3 GLOW_COLOR = vec3(3.0, 0.9, 0.05);
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// Calculate glow from static light sources, + some noise for flickering.
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// TODO: Optionally disable the flickering for performance?
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vec3 glow_light(vec3 pos) {
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vec3 glow_light(vec3 pos) {
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return GLOW_COLOR * (1.0 + (noise_3d(vec3(pos.xy * 0.005, tick.x * 0.5)) - 0.5) * 1.0);
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return GLOW_COLOR * (1.0 + (noise_3d(vec3(pos.xy * 0.005, tick.x * 0.5)) - 0.5) * 1.0);
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}
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}
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@ -381,13 +381,11 @@ impl<'a, V: RectRasterableVol<Vox = Block> + ReadVol + Debug + 'static>
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let draw_delta = Vec3::new(1, 1, z_start);
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let draw_delta = Vec3::new(1, 1, z_start);
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let get_light = |_: &mut (), pos: Vec3<i32>| {
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let get_light = |_: &mut (), pos: Vec3<i32>| {
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volume.get(range.min + pos).map_or(1.0, |b| {
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if flat_get(pos).is_opaque() {
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if b.is_opaque() {
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0.0
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0.0
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} else {
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} else {
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light(pos + range.min)
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light(pos + range.min)
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}
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}
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})
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};
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};
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let get_glow = |_: &mut (), pos: Vec3<i32>| glow(pos + range.min);
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let get_glow = |_: &mut (), pos: Vec3<i32>| glow(pos + range.min);
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let get_color =
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let get_color =
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@ -23,7 +23,7 @@ pub use self::{
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};
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};
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use crate::{
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use crate::{
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all::*,
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all::{Environment, ForestKind, TreeAttr},
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block::BlockGen,
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block::BlockGen,
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civ::Place,
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civ::Place,
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column::ColumnGen,
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column::ColumnGen,
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