mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
AO improvements, day/night cycle
This commit is contained in:
parent
d10ef37528
commit
5e96e29ff1
@ -32,13 +32,8 @@ void main() {
|
||||
vec4(f_norm, 0.0)
|
||||
).xyz;
|
||||
|
||||
float ambient = 0.5;
|
||||
|
||||
vec3 sun_dir = normalize(vec3(1.3, 1.7, 1.1));
|
||||
|
||||
float sun_diffuse = dot(sun_dir, world_norm) * 0.5;
|
||||
|
||||
vec3 surf_color = model_col.rgb * f_col * (ambient + sun_diffuse);
|
||||
float light = get_sun_diffuse(world_norm, time_of_day.x);
|
||||
vec3 surf_color = model_col.rgb * f_col * 2.0 * light;
|
||||
|
||||
float fog_level = fog(f_pos.xy, focus_pos.xy);
|
||||
vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x);
|
||||
|
@ -26,41 +26,73 @@ float noise(vec3 p){
|
||||
return o4.y * d.y + o4.x * (1.0 - d.y);
|
||||
}
|
||||
|
||||
vec3 get_sun_dir(float time_of_day) {
|
||||
const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0);
|
||||
|
||||
float sun_angle_rad = time_of_day * TIME_FACTOR;
|
||||
vec3 sun_dir = vec3(sin(sun_angle_rad), 0.0, cos(sun_angle_rad));
|
||||
|
||||
return sun_dir;
|
||||
}
|
||||
|
||||
float get_sun_brightness(vec3 sun_dir) {
|
||||
return max(-sun_dir.z, 0.0);
|
||||
}
|
||||
|
||||
const float PERSISTENT_AMBIANCE = 0.015;
|
||||
|
||||
float get_sun_diffuse(vec3 norm, float time_of_day) {
|
||||
const float SUN_AMBIANCE = 0.2;
|
||||
|
||||
vec3 sun_dir = get_sun_dir(time_of_day);
|
||||
|
||||
float sun_light = get_sun_brightness(sun_dir);
|
||||
|
||||
return (SUN_AMBIANCE + max(dot(-norm, sun_dir), 0.0)) * sun_light + PERSISTENT_AMBIANCE;
|
||||
}
|
||||
|
||||
vec3 get_sky_color(vec3 dir, float time_of_day) {
|
||||
bool objects = true;
|
||||
|
||||
const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0);
|
||||
|
||||
vec2 pos2d = dir.xy / dir.z;
|
||||
|
||||
const vec3 SKY_TOP = vec3(0.2, 0.3, 0.9);
|
||||
const vec3 SKY_MIDDLE = vec3(0.1, 0.15, 0.7);
|
||||
const vec3 SKY_BOTTOM = vec3(0.025, 0.15, 0.35);
|
||||
|
||||
const vec3 SUN_HALO_COLOR = vec3(1.0, 0.7, 0.5) * 0.5;
|
||||
const vec3 SUN_HALO_COLOR = vec3(1.0, 0.4, 0.3) * 0.5;
|
||||
const vec3 SUN_SURF_COLOR = vec3(1.0, 0.9, 0.35) * 200.0;
|
||||
|
||||
float sun_angle_rad = time_of_day * TIME_FACTOR;
|
||||
vec3 sun_dir = vec3(sin(sun_angle_rad), 0.0, cos(sun_angle_rad));
|
||||
vec3 sun_dir = get_sun_dir(time_of_day);
|
||||
float sky_brightness = get_sun_brightness(sun_dir);
|
||||
|
||||
vec3 sun_halo = pow(max(dot(dir, sun_dir), 0.0), 8.0) * SUN_HALO_COLOR;
|
||||
vec3 sun_surf = pow(max(dot(dir, sun_dir) - 0.0045, 0.0), 1000.0) * SUN_SURF_COLOR;
|
||||
vec3 sun_halo = pow(max(dot(dir, -sun_dir) + 0.1, 0.0), 8.0) * SUN_HALO_COLOR;
|
||||
vec3 sun_surf = pow(max(dot(dir, -sun_dir) - 0.0045, 0.0), 1000.0) * SUN_SURF_COLOR;
|
||||
vec3 sun_light = sun_halo + sun_surf;
|
||||
|
||||
vec3 sky_top;
|
||||
float brightess = (sky_brightness + PERSISTENT_AMBIANCE);
|
||||
|
||||
vec3 sky_top = SKY_TOP * brightess;
|
||||
if (objects) {
|
||||
vec3 p = vec3(pos2d + time_of_day * 0.0002, time_of_day * 0.0001);
|
||||
sky_top = mix(SKY_TOP, vec3(1), pow(noise(p) * 0.8 + noise(p * 3.0) * 0.2, 2.5) * 3.0);
|
||||
} else {
|
||||
sky_top = SKY_TOP;
|
||||
// Clouds
|
||||
// vec3 p = vec3(pos2d + time_of_day * 0.0002, time_of_day * 0.00003);
|
||||
// sky_top = mix(sky_top, vec3(1) * brightess, pow(noise(p) * 0.8 + noise(p * 3.0) * 0.2, 2.5) * 3.0);
|
||||
}
|
||||
|
||||
vec3 sky_color = mix(mix(SKY_MIDDLE, sky_top, clamp(dir.z, 0, 1)), SKY_BOTTOM, clamp(-dir.z * 5.0, 0, 1));
|
||||
|
||||
if (objects) {
|
||||
sky_color += sun_light;
|
||||
sky_top += sun_light;
|
||||
}
|
||||
|
||||
vec3 sky_color = mix(
|
||||
mix(
|
||||
SKY_MIDDLE * brightess,
|
||||
sky_top,
|
||||
clamp(dir.z * 3.0, 0, 1)
|
||||
),
|
||||
SKY_BOTTOM * brightess,
|
||||
clamp(-dir.z * 3.0, 0, 1)
|
||||
);
|
||||
|
||||
return sky_color;
|
||||
}
|
||||
|
||||
|
@ -28,19 +28,7 @@ void main() {
|
||||
f_norm = vec3(0.0, 0.0, 1.0) * norm_dir;
|
||||
}
|
||||
|
||||
float glob_ambience = 0.0005;
|
||||
|
||||
float sun_ambience = 0.3;
|
||||
|
||||
vec3 sun_dir = normalize(vec3(0.7, 1.3, 2.1));
|
||||
|
||||
float sun_diffuse = max(dot(sun_dir, f_norm), 0.0);
|
||||
float sun_light = sun_ambience + sun_diffuse;
|
||||
|
||||
float static_light = glob_ambience + min(sun_light, f_light);
|
||||
|
||||
vec3 light = vec3(static_light);
|
||||
|
||||
float light = get_sun_diffuse(f_norm, time_of_day.x) * f_light;
|
||||
vec3 surf_color = f_col * light;
|
||||
|
||||
float fog_level = fog(f_pos.xy, focus_pos.xy);
|
||||
|
@ -56,6 +56,35 @@ 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);
|
||||
|
||||
// Create mesh polygons
|
||||
if let Some(col) = self.get(pos).ok().and_then(|vox| vox.get_color()) {
|
||||
let avg_light = neighbour_light
|
||||
.iter()
|
||||
.map(|row| row.iter())
|
||||
.flatten()
|
||||
.map(|col| col.iter())
|
||||
.flatten()
|
||||
.fold(0.0, |a, x| a + x)
|
||||
/ 27.0;
|
||||
let light = avg_light;
|
||||
|
||||
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,
|
||||
self,
|
||||
pos,
|
||||
offs,
|
||||
col,
|
||||
|pos, norm, col, ao, light| TerrainVertex::new(pos, norm, Lerp::lerp(Rgb::zero(), col, ao), light),
|
||||
false,
|
||||
&neighbour_light,
|
||||
);
|
||||
}
|
||||
|
||||
// Shift lighting
|
||||
neighbour_light[2] = neighbour_light[1];
|
||||
neighbour_light[1] = neighbour_light[0];
|
||||
@ -82,35 +111,6 @@ impl<V: BaseVol<Vox = Block> + ReadVol + Debug, S: VolSize + Clone> Meshable for
|
||||
.flatten()
|
||||
.copied()
|
||||
.fold(0.0, |a, x| a + x) / 9.0; 3]; 3];
|
||||
|
||||
// Create mesh polygons
|
||||
if let Some(col) = self.get(pos).ok().and_then(|vox| vox.get_color()) {
|
||||
let avg_light = neighbour_light
|
||||
.iter()
|
||||
.map(|row| row.iter())
|
||||
.flatten()
|
||||
.map(|col| col.iter())
|
||||
.flatten()
|
||||
.fold(0.0, |a, x| a + x)
|
||||
/ 27.0;
|
||||
let light = avg_light;
|
||||
|
||||
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,
|
||||
self,
|
||||
pos,
|
||||
offs,
|
||||
col,
|
||||
|pos, norm, col, ao, light| TerrainVertex::new(pos, norm, col * ao, light),
|
||||
false,
|
||||
&neighbour_light,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -66,7 +66,7 @@ fn create_quad<P: Pipeline, F: Fn(Vec3<f32>, Vec3<f32>, Rgb<f32>, f32, f32) -> P
|
||||
let darkness = darkness_ao.map(|e| e.0);
|
||||
let ao = darkness_ao.map(|e| e.1);
|
||||
|
||||
let ao_map = ao;//ao.map(|e| 0.2 + e.powf(1.0) * 0.8);
|
||||
let ao_map = ao.map(|e| 0.05 + e.powf(1.6) * 0.95);
|
||||
|
||||
if ao[0].min(ao[2]) < ao[1].min(ao[3]) {
|
||||
Quad::new(
|
||||
|
@ -55,12 +55,12 @@ fn generate_name<R: Rng>(rng: &mut R) -> String {
|
||||
];
|
||||
|
||||
let mut name = String::new();
|
||||
for i in 0..rand::random::<u32>() % 2 {
|
||||
name += rand::thread_rng().choose(&consts).unwrap();
|
||||
name += rand::thread_rng().choose(&vowels).unwrap();
|
||||
for i in 0..rng.gen::<u32>() % 2 {
|
||||
name += rng.choose(&consts).unwrap();
|
||||
name += rng.choose(&vowels).unwrap();
|
||||
}
|
||||
name += rand::thread_rng().choose(&consts).unwrap();
|
||||
name += rand::thread_rng().choose(&tails).unwrap();
|
||||
name += rng.choose(&consts).unwrap();
|
||||
name += rng.choose(&tails).unwrap();
|
||||
|
||||
name
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user