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Gamma setting now works
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@ -16,6 +16,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Allow spawning individual pet species, not just generic body kinds.
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- Configurable fonts
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- Tanslation status tracking
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- Added gamma setting
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### Changed
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@ -208,6 +208,7 @@ Enjoy your stay in the World of Veloren."#,
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"hud.settings.view_distance": "View Distance",
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"hud.settings.maximum_fps": "Maximum FPS",
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"hud.settings.fov": "Field of View (deg)",
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"hud.settings.gamma": "Gamma",
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"hud.settings.antialiasing_mode": "AntiAliasing Mode",
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"hud.settings.cloud_rendering_mode": "Cloud Rendering Mode",
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"hud.settings.fluid_rendering_mode": "Fluid Rendering Mode",
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@ -12,4 +12,5 @@ uniform u_globals {
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uvec4 light_shadow_count;
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uvec4 medium;
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ivec4 select_pos;
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vec4 gamma;
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};
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@ -44,8 +44,6 @@ void main() {
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//hsva_color.z *= 0.85;
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//hsva_color.z = 1.0 - 1.0 / (1.0 * hsva_color.z + 1.0);
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//vec4 final_color = vec4(hsv2rgb(hsva_color.rgb), hsva_color.a);
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vec4 gamma = vec4(1.0);
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vec4 final_color = pow(aa_color, gamma);
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@ -1566,10 +1566,10 @@ impl<'a> Widget for SettingsWindow<'a> {
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.color(TEXT_COLOR)
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.set(state.ids.gamma_text, ui);
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if let Some(new_val) = ImageSlider::continuous(
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self.global_state.settings.graphics.gamma,
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0.5,
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2.0,
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if let Some(new_val) = ImageSlider::discrete(
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(self.global_state.settings.graphics.gamma.log2() * 8.0).round() as i32,
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8,
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-8,
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self.imgs.slider_indicator,
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self.imgs.slider,
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)
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@ -1580,7 +1580,7 @@ impl<'a> Widget for SettingsWindow<'a> {
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.pad_track((5.0, 5.0))
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.set(state.ids.gamma_slider, ui)
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{
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events.push(Event::AdjustGamma(new_val));
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events.push(Event::AdjustGamma(2.0f32.powf(new_val as f32 / 8.0)));
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}
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Text::new(&format!("{}", self.global_state.settings.graphics.gamma))
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@ -99,6 +99,7 @@ impl PlayState for CharSelectionState {
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global_state.window.renderer_mut(),
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&self.client.borrow(),
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humanoid_body.clone(),
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global_state.settings.graphics.gamma,
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);
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// Render the scene.
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@ -119,6 +119,7 @@ impl Scene {
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renderer: &mut Renderer,
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client: &Client,
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body: Option<humanoid::Body>,
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gamma: f32,
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) {
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self.camera.set_focus_pos(Vec3::unit_z() * 1.5);
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self.camera.update(client.state().get_time());
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@ -142,6 +143,7 @@ impl Scene {
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0,
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BlockKind::Air,
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None,
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gamma,
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)]) {
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error!("Renderer failed to update: {:?}", err);
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}
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@ -26,6 +26,7 @@ gfx_defines! {
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light_shadow_count: [u32; 4] = "light_shadow_count",
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medium: [u32; 4] = "medium",
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select_pos: [i32; 4] = "select_pos",
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gamma: [f32; 4] = "gamma",
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}
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constant Light {
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@ -53,6 +54,7 @@ impl Globals {
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shadow_count: usize,
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medium: BlockKind,
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select_pos: Option<Vec3<i32>>,
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gamma: f32,
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) -> Self {
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Self {
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view_mat: arr_to_mat(view_mat.into_col_array()),
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@ -70,6 +72,7 @@ impl Globals {
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.map(|sp| Vec4::from(sp) + Vec4::unit_w())
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.unwrap_or(Vec4::zero())
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.into_array(),
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gamma: [gamma; 4],
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}
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}
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}
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@ -89,6 +92,7 @@ impl Default for Globals {
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0,
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BlockKind::Air,
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None,
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1.0,
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)
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}
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}
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@ -149,6 +149,7 @@ impl Scene {
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renderer: &mut Renderer,
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audio: &mut AudioFrontend,
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client: &Client,
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gamma: f32,
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) {
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// Get player position.
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let player_pos = client
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@ -296,6 +297,7 @@ impl Scene {
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.map(|b| b.kind())
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.unwrap_or(BlockKind::Air),
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self.select_pos,
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gamma,
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)])
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.expect("Failed to update global constants");
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@ -614,6 +614,7 @@ impl PlayState for SessionState {
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global_state.window.renderer_mut(),
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&mut global_state.audio,
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&self.client.borrow(),
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global_state.settings.graphics.gamma,
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);
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// Render the session.
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