Adjusted worldgen colours for new lighting model

This commit is contained in:
Joshua Barretto 2020-08-23 14:24:58 +01:00
parent 79ec8c9e22
commit 89a6a06a7b
11 changed files with 44 additions and 41 deletions

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@ -17,13 +17,13 @@
Water: None,
GreenSludge: None,
// Leaves all actually get interpolated.
TemperateLeaves: (start: (0, 132, 94), end: (142, 181, 0)),
PineLeaves: (start: (0, 60, 50), end: (30, 100, 10)),
TemperateLeaves: (start: (0, 70, 45), end: (120, 185, 0)),
PineLeaves: (start: (0, 60, 50), end: (30, 80, 10)),
PalmLeavesInner: (start: (61, 166, 43), end: (29, 130, 32)),
PalmLeavesOuter: (start: (62, 171, 38), end: (45, 171, 65)),
Acacia: (start: (15, 126, 50), end: (30, 180, 10)),
Acacia: (start: (30, 80, 0), end: (90, 110, 20)),
Liana: (start: (0, 125, 107), end: (0, 155, 129)),
Mangrove: (start: (32, 56, 22), end: (57, 69, 27)),
Mangrove: (start: (15, 60, 10), end: (20, 100, 47)),
)
// Water blocks ignore color now so this isn't used, but just in case this color was worth
@ -31,34 +31,35 @@
// green_sludge: (30.0, 126.0, 23.0)
),
column: (
cold_grass: (0.0, 0.5, 0.25),
warm_grass: (0.4, 0.8, 0.0),
cold_grass: (-0.2, 0.3, 0.1),
warm_grass: (0.3, 0.25, -0.8),
dark_grass: (0.15, 0.4, 0.1),
wet_grass: (0.1, 0.8, 0.2),
cold_stone: (0.57, 0.67, 0.8),
hot_stone: (0.07, 0.07, 0.06),
warm_stone: (0.77, 0.77, 0.64),
cold_stone: (0.4, 0.67, 0.8),
hot_stone: (0.05, 0.05, 0.04),
warm_stone: (0.30, 0.2, 0.15),
beach_sand: (0.8, 0.75, 0.5),
desert_sand: (0.7, 0.4, 0.25),
snow: (0.8, 0.85, 1.0),
snow: (0.75, 0.8, 1.8),
snow_moss: (0.35, 0.55, 0.7),
stone_col: (195, 187, 201),
stone_col: (100, 100, 170),
dirt_low: (0.075, 0.07, 0.3),
dirt_high: (0.75, 0.55, 0.1),
snow_high: (0.01, 0.3, 0.0),
warm_stone_high: (0.3, 0.12, 0.2),
warm_stone_high: (0.25, 0.22, 0.3),
grass_high: (0.15, 0.2, 0.15),
tropical_high: (0.87, 0.62, 0.56),
tropical_high: (0.95, 0.55, 0.50),
),
// NOTE: I think (but am not sure) that this is the color of stuff below the bottom-most
// ground. I'm not sure how easy it is to see.
deep_stone_color: (125, 120, 130),
layer: (
bridge: (80, 80, 100),
stalagtite: (200, 200, 200),
stalagtite: (140, 110, 250),
),
site: (
castle: (),
@ -74,24 +75,25 @@
pole: (90, 70, 50),
flag: (
Evil: (80, 10, 130),
Good: (200, 80, 40),
Good: (150, 20, 0),
),
stone: (
Evil: (65, 60, 55),
Good: (100, 100, 110),
Good: (70, 75, 80),
),
),
house: (
foundation: (100, 100, 100),
foundation: (70, 70, 70),
floor: (100, 75, 50),
roof: (
Roof1: (0x99, 0x5E, 0x54),
Roof2: (0x43, 0x63, 0x64),
Roof3: (0x76, 0x6D, 0x68),
Roof4: (0x7B, 0x41, 0x61),
Roof4: (0x65, 0x01, 0x41),
Roof5: (0x52, 0x20, 0x20),
Roof6: (0x1A, 0x4A, 0x59),
Roof7: (0xCC, 0x76, 0x4E),
Roof6: (0x05, 0x3A, 0x40),
Roof7: (0xCC, 0x56, 0x3E),
Roof8: (0x05, 0x48, 0x40),
// (0x1D, 0x4D, 0x45),
// (0xB3, 0x7D, 0x60),
// (0xAC, 0x5D, 0x26),
@ -122,18 +124,18 @@
Wall9: (0xAE, 0x8D, 0x9C),
),
support: (
Support1: (60, 45, 30),
Support2: (0x65, 0x55, 0x56),
Support1: (65, 30, 0),
Support2: (0x35, 0x25, 0x26),
Support3: (0x53, 0x33, 0x13),
Support4: (0x58, 0x42, 0x33),
Support4: (0x65, 0x30, 0),
),
),
),
),
plot_town_path: (100, 95, 65),
plot_town_path: (90, 70, 45),
plot_field_dirt: (80, 55, 35),
plot_field_mound: (70, 80, 30),
plot_field_dirt: (70, 25, 15),
plot_field_mound: (40, 60, 10),
wall_low: (130, 100, 0),
wall_high :(90, 70, 50),

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@ -361,12 +361,11 @@ impl<'a> BlockGen<'a> {
Some(Block::new(
BlockKind::Rock,
stone_col
- Rgb::new(
stone_col.map2(Rgb::new(
field0.get(wpos) as u8 % 16,
field1.get(wpos) as u8 % 16,
field2.get(wpos) as u8 % 16,
),
), |stone, x| stone.saturating_sub(x)),
))
} else {
None

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@ -38,6 +38,7 @@ pub struct Colors {
pub beach_sand: (f32, f32, f32),
pub desert_sand: (f32, f32, f32),
pub snow: (f32, f32, f32),
pub snow_moss: (f32, f32, f32),
pub stone_col: (u8, u8, u8),
@ -802,6 +803,7 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
beach_sand,
desert_sand,
snow,
snow_moss,
stone_col,
dirt_low,
dirt_high,
@ -839,7 +841,7 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
warm_grass,
marble.sub(0.5).add(1.0.sub(humidity).mul(0.5)).powf(1.5),
);
let snow_moss = Rgb::lerp(snow, cold_grass, 0.4 + marble.powf(1.5) * 0.6);
let snow_moss = Rgb::lerp(snow_moss.into(), cold_grass, 0.4 + marble.powf(1.5) * 0.6);
let moss = Rgb::lerp(dark_grass, cold_grass, marble.powf(1.5));
let rainforest = Rgb::lerp(wet_grass, warm_grass, marble.powf(1.5));
let sand = Rgb::lerp(beach_sand, desert_sand, marble);