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Returned to normal world size
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@ -1,7 +1,7 @@
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float hash(vec4 p) {
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p = fract( p*0.3183099+.1);
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p = fract(p * 0.3183099 + 0.1);
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p *= 17.0;
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return (fract(p.x*p.y*p.z*p.w*(p.x+p.y+p.z+p.w)) - 0.5) * 2.0;
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return (fract(p.x * p.y * p.z * p.w * (p.x + p.y + p.z + p.w)) - 0.5) * 2.0;
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}
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float snoise(in vec4 x) {
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@ -49,7 +49,7 @@ void main() {
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diffuse_light *= f_light * ao;
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diffuse_light += point_light * ao;
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vec3 col = f_col + hash(vec4(floor(mod(f_chunk_pos, 100.0) * 3.0) * 10.0, 0)) * 0.02; // Small-scale noise
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vec3 col = f_col + hash(vec4(floor(f_chunk_pos * 3.0), 0)) * 0.02; // Small-scale noise
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vec3 surf_color = illuminate(srgb_to_linear(col), light, diffuse_light, ambient_light);
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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BIN
assets/world/map/veloren_0_5_0_0.bin
(Stored with Git LFS)
BIN
assets/world/map/veloren_0_5_0_0.bin
(Stored with Git LFS)
Binary file not shown.
@ -24,8 +24,8 @@ fn main() {
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let world = World::generate(5284, WorldOpts {
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seed_elements: false,
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world_file: sim::FileOpts::Load(map_path),
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//world_file: sim::FileOpts::Save,
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//world_file: sim::FileOpts::Load(map_path),
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world_file: sim::FileOpts::Save,
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..WorldOpts::default()
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});
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@ -221,7 +221,7 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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sim.gen_ctx.turb_x_nz.get((wposf.div(48.0)).into_array()) as f32,
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sim.gen_ctx.turb_y_nz.get((wposf.div(48.0)).into_array()) as f32,
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) * 12.0;
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let wposf_turb = wposf + turb.map(|e| e as f64);
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let wposf_turb = wposf;// + turb.map(|e| e as f64);
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let chaos = sim.get_interpolated(wpos, |chunk| chunk.chaos)?;
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let temp = sim.get_interpolated(wpos, |chunk| chunk.temp)?;
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@ -1197,7 +1197,7 @@ pub struct ColumnSample<'a> {
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pub spawn_rate: f32,
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pub stone_col: Rgb<u8>,
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pub water_dist: Option<f32>,
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pub path: Option<(f32, Vec2<i32>)>,
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pub path: Option<(f32, Vec2<f32>)>,
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pub chunk: &'a SimChunk,
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}
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@ -3,6 +3,7 @@ use vek::*;
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use common::{
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terrain::{Block, BlockKind},
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vol::{BaseVol, ReadVol, RectSizedVol, RectVolSize, Vox, WriteVol},
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spiral::Spiral2d,
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};
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use crate::{
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column::ColumnSample,
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@ -42,7 +43,8 @@ pub fn apply_paths_to<'a>(
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// Try to use the column at the centre of the path for sampling to make them
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// flatter
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let col = get_column(offs + path_nearest - wpos2d)
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let col_pos = offs + path_nearest.map(|e| e.floor() as i32) - wpos2d;
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let col = get_column(col_pos)
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.unwrap_or(col_sample);
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let (bridge_offset, depth) = if let Some(water_dist) = col.water_dist {
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(
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@ -70,8 +70,8 @@ use vek::*;
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// don't think we actually cast a chunk id to float, just coordinates... could
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// be wrong though!
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pub const WORLD_SIZE: Vec2<usize> = Vec2 {
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x: 512 * 1,
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y: 512 * 1,
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x: 1024 * 1,
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y: 1024 * 1,
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};
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/// A structure that holds cached noise values and cumulative distribution
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@ -1776,7 +1776,7 @@ impl WorldSim {
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Some(z0 + z1 + z2 + z3)
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}
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pub fn get_nearest_path(&self, wpos: Vec2<i32>) -> Option<(f32, Vec2<i32>)> {
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pub fn get_nearest_path(&self, wpos: Vec2<i32>) -> Option<(f32, Vec2<f32>)> {
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let chunk_pos = wpos.map2(Vec2::from(TerrainChunkSize::RECT_SIZE), |e, sz: u32| {
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e.div_euclid(sz as i32)
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});
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@ -1836,7 +1836,7 @@ impl WorldSim {
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.clamped(0.0, 1.0);
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let pos = bez.evaluate(nearest_interval);
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let dist_sqrd = pos.distance_squared(wpos.map(|e| e as f32));
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Some((dist_sqrd, pos.map(|e| e.floor() as i32)))
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Some((dist_sqrd, pos))
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}),
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)
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})
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@ -566,7 +566,7 @@ impl Settlement {
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Some(Plot::Water) => Some(Rgb::new(100, 150, 250)),
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Some(Plot::Town) => {
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if let Some((path_dist, path_nearest)) = col_sample.path {
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let path_dir = (path_nearest - wpos2d).map(|e| e as f32).rotated_z(f32::consts::PI / 2.0).normalized();
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let path_dir = (path_nearest - wpos2d.map(|e| e as f32)).rotated_z(f32::consts::PI / 2.0).normalized();
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let is_lamp = if path_dir.x.abs() > path_dir.y.abs() {
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wpos2d.x as f32 % 20.0 / path_dir.dot(Vec2::unit_y()).abs() <= 1.0
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} else {
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