diff --git a/voxygen/shaders/include/sky.glsl b/voxygen/shaders/include/sky.glsl index 48b926ab1d..42346f26b3 100644 --- a/voxygen/shaders/include/sky.glsl +++ b/voxygen/shaders/include/sky.glsl @@ -3,7 +3,7 @@ const float PI = 3.141592; const vec3 SKY_DAY_TOP = vec3(0.2, 0.3, 0.9); const vec3 SKY_DAY_MID = vec3(0.15, 0.2, 0.8); const vec3 SKY_DAY_BOT = vec3(0.02, 0.1, 0.3); -const vec3 DAY_LIGHT = vec3(0.5, 0.5, 0.8); +const vec3 DAY_LIGHT = vec3(0.5, 0.5, 1.0); const vec3 SKY_DUSK_TOP = vec3(0.1, 0.15, 0.3); const vec3 SKY_DUSK_MID = vec3(0.9, 0.3, 0.2); @@ -25,7 +25,7 @@ vec3 get_sun_dir(float time_of_day) { } float get_sun_brightness(vec3 sun_dir) { - return max(-sun_dir.z + 0.6, 0.0) * 0.8; + return max(-sun_dir.z + 0.6, 0.0); } const float PERSISTENT_AMBIANCE = 0.008; diff --git a/voxygen/src/scene/terrain.rs b/voxygen/src/scene/terrain.rs index 463884ac47..ed6544eb8c 100644 --- a/voxygen/src/scene/terrain.rs +++ b/voxygen/src/scene/terrain.rs @@ -50,8 +50,6 @@ fn mesh_worker( } } -const MAX_WORKERS_QUEUED: usize = 32; - pub struct Terrain { chunks: HashMap, TerrainChunk>, @@ -60,7 +58,6 @@ pub struct Terrain { mesh_send_tmp: mpsc::Sender, mesh_recv: mpsc::Receiver, mesh_todo: HashMap, ChunkMeshState>, - workers_queued: usize, } impl Terrain { @@ -75,7 +72,6 @@ impl Terrain { mesh_send_tmp: send, mesh_recv: recv, mesh_todo: HashMap::new(), - workers_queued: 0, } } @@ -153,10 +149,6 @@ impl Terrain { // Only spawn workers for meshing jobs without an active worker already. .filter(|todo| !todo.active_worker) { - if self.workers_queued >= MAX_WORKERS_QUEUED { - break; - } - // Find the area of the terrain we want. Because meshing needs to compute things like // ambient occlusion and edge elision, we also need the borders of the chunk's // neighbours too (hence the `- 1` and `+ 1`). @@ -207,7 +199,6 @@ impl Terrain { )); }); todo.active_worker = true; - self.workers_queued += 1; } // Receive a chunk mesh from a worker thread and upload it to the GPU, then store it. @@ -245,8 +236,6 @@ impl Terrain { // since it's either out of date or no longer needed. _ => {} } - - self.workers_queued -= 1; } // Construct view frustum diff --git a/world/src/column/mod.rs b/world/src/column/mod.rs index d34ee14ef5..44836c72cb 100644 --- a/world/src/column/mod.rs +++ b/world/src/column/mod.rs @@ -165,7 +165,6 @@ impl<'a> Sampler for ColumnGen<'a> { // Cities // TODO: In a later MR - /* let building = match &sim_chunk.location { Some(loc) => { let loc = &sim.locations[loc.loc_idx]; @@ -184,7 +183,6 @@ impl<'a> Sampler for ColumnGen<'a> { }; let alt = alt + building; - */ // Caves let cave_at = |wposf: Vec2| { diff --git a/world/src/sim/mod.rs b/world/src/sim/mod.rs index fac42e2ff5..6014db6726 100644 --- a/world/src/sim/mod.rs +++ b/world/src/sim/mod.rs @@ -120,9 +120,9 @@ impl WorldSim { pub fn seed_elements(&mut self) { let mut rng = self.rng.clone(); - let cell_size = 32; + let cell_size = 16; let grid_size = WORLD_SIZE / cell_size; - let loc_count = 250; + let loc_count = 100; let mut loc_grid = vec![None; grid_size.product()]; let mut locations = Vec::new();