Merge branch 'imbris/srgb' into 'master'

Handle srgb values more accurately, Load shaders at runtime + hotloading

Closes #79

See merge request veloren/veloren!412
This commit is contained in:
Imbris 2019-08-16 22:44:14 +00:00
commit f12821db35
34 changed files with 890 additions and 373 deletions

View File

@ -138,7 +138,6 @@ commit:linux-debug:
- cp target/debug/veloren-server-cli commit-build - cp target/debug/veloren-server-cli commit-build
- cp target/debug/veloren-voxygen commit-build - cp target/debug/veloren-voxygen commit-build
- cp -r assets commit-build/ - cp -r assets commit-build/
- cp -r voxygen/shaders commit-build/
- tar -cvjSf bin/commit-linux-debug.tar.bz2 commit-build - tar -cvjSf bin/commit-linux-debug.tar.bz2 commit-build
- cp bin/commit-linux-debug.tar.bz2 $CI_PROJECT_DIR - cp bin/commit-linux-debug.tar.bz2 $CI_PROJECT_DIR
artifacts: artifacts:
@ -156,7 +155,6 @@ commit:windows-debug:
- cp target/x86_64-pc-windows-gnu/debug/veloren-server-cli.exe commit-build - cp target/x86_64-pc-windows-gnu/debug/veloren-server-cli.exe commit-build
- cp target/x86_64-pc-windows-gnu/debug/veloren-voxygen.exe commit-build - cp target/x86_64-pc-windows-gnu/debug/veloren-voxygen.exe commit-build
- cp -r assets commit-build/ - cp -r assets commit-build/
- cp -r voxygen/shaders commit-build/
- zip -r bin/commit-windows-debug.zip commit-build - zip -r bin/commit-windows-debug.zip commit-build
- cp bin/commit-windows-debug.zip $CI_PROJECT_DIR - cp bin/commit-windows-debug.zip $CI_PROJECT_DIR
artifacts: artifacts:
@ -187,7 +185,6 @@ optional:linux-debug:
- cp target/debug/veloren-server-cli optional-build - cp target/debug/veloren-server-cli optional-build
- cp target/debug/veloren-voxygen optional-build - cp target/debug/veloren-voxygen optional-build
- cp -r assets optional-build/ - cp -r assets optional-build/
- cp -r voxygen/shaders optional-build/
- tar -cvjSf bin/optional-linux-debug.tar.bz2 optional-build - tar -cvjSf bin/optional-linux-debug.tar.bz2 optional-build
- cp bin/optional-linux-debug.tar.bz2 $CI_PROJECT_DIR - cp bin/optional-linux-debug.tar.bz2 $CI_PROJECT_DIR
artifacts: artifacts:
@ -205,7 +202,6 @@ optional:windows-debug:
- cp target/x86_64-pc-windows-gnu/debug/veloren-server-cli.exe optional-build - cp target/x86_64-pc-windows-gnu/debug/veloren-server-cli.exe optional-build
- cp target/x86_64-pc-windows-gnu/debug/veloren-voxygen.exe optional-build - cp target/x86_64-pc-windows-gnu/debug/veloren-voxygen.exe optional-build
- cp -r assets optional-build/ - cp -r assets optional-build/
- cp -r voxygen/shaders optional-build/
- zip -r bin/optional-windows-debug.zip optional-build - zip -r bin/optional-windows-debug.zip optional-build
- cp bin/optional-windows-debug.zip $CI_PROJECT_DIR - cp bin/optional-windows-debug.zip $CI_PROJECT_DIR
artifacts: artifacts:
@ -236,7 +232,6 @@ optional-release:linux-debug:
- cp target/debug/veloren-server-cli optional-release-build - cp target/debug/veloren-server-cli optional-release-build
- cp target/debug/veloren-voxygen optional-release-build - cp target/debug/veloren-voxygen optional-release-build
- cp -r assets optional-release-build/ - cp -r assets optional-release-build/
- cp -r voxygen/shaders optional-release-build/
- tar -cvjSf bin/optional-release-linux-debug.tar.bz2 optional-release-build - tar -cvjSf bin/optional-release-linux-debug.tar.bz2 optional-release-build
- cp bin/optional-release-linux-debug.tar.bz2 $CI_PROJECT_DIR - cp bin/optional-release-linux-debug.tar.bz2 $CI_PROJECT_DIR
artifacts: artifacts:
@ -254,7 +249,6 @@ optional-release:windows-debug:
- cp target/x86_64-pc-windows-gnu/debug/veloren-server-cli.exe optional-release-build - cp target/x86_64-pc-windows-gnu/debug/veloren-server-cli.exe optional-release-build
- cp target/x86_64-pc-windows-gnu/debug/veloren-voxygen.exe optional-release-build - cp target/x86_64-pc-windows-gnu/debug/veloren-voxygen.exe optional-release-build
- cp -r assets optional-release-build/ - cp -r assets optional-release-build/
- cp -r voxygen/shaders optional-release-build/
- zip -r bin/optional-release-windows-debug.zip optional-release-build - zip -r bin/optional-release-windows-debug.zip optional-release-build
- cp bin/optional-release-windows-debug.zip $CI_PROJECT_DIR - cp bin/optional-release-windows-debug.zip $CI_PROJECT_DIR
artifacts: artifacts:
@ -284,7 +278,6 @@ nightly:linux-optimized:
- cp target/release/veloren-server-cli nightly-build - cp target/release/veloren-server-cli nightly-build
- cp target/release/veloren-voxygen nightly-build - cp target/release/veloren-voxygen nightly-build
- cp -r assets nightly-build/ - cp -r assets nightly-build/
- cp -r voxygen/shaders nightly-build/
- tar -cvjSf bin/nightly-linux-optimized.tar.bz2 nightly-build - tar -cvjSf bin/nightly-linux-optimized.tar.bz2 nightly-build
- cp bin/nightly-linux-optimized.tar.bz2 $CI_PROJECT_DIR - cp bin/nightly-linux-optimized.tar.bz2 $CI_PROJECT_DIR
artifacts: artifacts:
@ -302,7 +295,6 @@ nightly:windows-optimized:
- cp target/x86_64-pc-windows-gnu/release/veloren-server-cli.exe nightly-build - cp target/x86_64-pc-windows-gnu/release/veloren-server-cli.exe nightly-build
- cp target/x86_64-pc-windows-gnu/release/veloren-voxygen.exe nightly-build - cp target/x86_64-pc-windows-gnu/release/veloren-voxygen.exe nightly-build
- cp -r assets nightly-build/ - cp -r assets nightly-build/
- cp -r voxygen/shaders nightly-build/
- zip -r bin/nightly-windows-optimized.zip nightly-build - zip -r bin/nightly-windows-optimized.zip nightly-build
- cp bin/nightly-windows-optimized.zip $CI_PROJECT_DIR - cp bin/nightly-windows-optimized.zip $CI_PROJECT_DIR
artifacts: artifacts:

444
Cargo.lock generated

File diff suppressed because it is too large Load Diff

Binary file not shown.

BIN
assets/voxygen/element/slider/track.png (Stored with Git LFS)

Binary file not shown.

View File

@ -23,12 +23,13 @@ uniform u_bones {
#include <sky.glsl> #include <sky.glsl>
#include <light.glsl> #include <light.glsl>
#include <srgb.glsl>
out vec4 tgt_color; out vec4 tgt_color;
void main() { void main() {
vec3 light = get_sun_diffuse(f_norm, time_of_day.x) + light_at(f_pos, f_norm); vec3 light = get_sun_diffuse(f_norm, time_of_day.x) + light_at(f_pos, f_norm);
vec3 surf_color = model_col.rgb * f_col * 2.0 * light; vec3 surf_color = srgb_to_linear(model_col.rgb * f_col) * 4.0 * light;
float fog_level = fog(f_pos.xy, focus_pos.xy); 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); vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x);

View File

@ -8,6 +8,8 @@ uniform u_lights {
Light lights[32]; Light lights[32];
}; };
#include <srgb.glsl>
float attenuation_strength(vec3 rpos) { float attenuation_strength(vec3 rpos) {
return 1.0 / (rpos.x * rpos.x + rpos.y * rpos.y + rpos.z * rpos.z); return 1.0 / (rpos.x * rpos.x + rpos.y * rpos.y + rpos.z * rpos.z);
} }
@ -30,7 +32,7 @@ vec3 light_at(vec3 wpos, vec3 wnorm) {
float strength = attenuation_strength(difference); float strength = attenuation_strength(difference);
// Multiply the vec3 only once // Multiply the vec3 only once
vec3 color = L.light_col.rgb * (strength * L.light_col.a); vec3 color = srgb_to_linear(L.light_col.rgb) * (strength * L.light_col.a);
// This is commented out to avoid conditional branching. See here: https://community.khronos.org/t/glsl-float-multiply-by-zero/104391 // This is commented out to avoid conditional branching. See here: https://community.khronos.org/t/glsl-float-multiply-by-zero/104391
// if (max(max(color.r, color.g), color.b) < 0.002) { // if (max(max(color.r, color.g), color.b) < 0.002) {

View File

@ -1,14 +1,14 @@
const float PI = 3.141592; const float PI = 3.141592;
const vec3 SKY_DAY_TOP = vec3(0.35, 0.45, 0.9); const vec3 SKY_DAY_TOP = vec3(0.1, 0.2, 0.9);
const vec3 SKY_DAY_MID = vec3(0.25, 0.35, 0.8); const vec3 SKY_DAY_MID = vec3(0.02, 0.08, 0.8);
const vec3 SKY_DAY_BOT = vec3(0.02, 0.1, 0.3); const vec3 SKY_DAY_BOT = vec3(0.02, 0.01, 0.3);
const vec3 DAY_LIGHT = vec3(0.5, 0.5, 1.0); const vec3 DAY_LIGHT = vec3(0.75, 0.75, 1.0);
const vec3 SKY_DUSK_TOP = vec3(0.1, 0.15, 0.3); const vec3 SKY_DUSK_TOP = vec3(0.21, 0.28, 0.50);
const vec3 SKY_DUSK_MID = vec3(0.8, 0.25, 0.2); const vec3 SKY_DUSK_MID = vec3(0.68, 0.03, 0.0);
const vec3 SKY_DUSK_BOT = vec3(0.01, 0.05, 0.15); const vec3 SKY_DUSK_BOT = vec3(0.0, 0.0, 0.13);
const vec3 DUSK_LIGHT = vec3(0.9, 0.4, 0.3); const vec3 DUSK_LIGHT = vec3(0.95, 0.6, 0.4);
const vec3 SKY_NIGHT_TOP = vec3(0.001, 0.001, 0.0025); const vec3 SKY_NIGHT_TOP = vec3(0.001, 0.001, 0.0025);
const vec3 SKY_NIGHT_MID = vec3(0.001, 0.005, 0.02); const vec3 SKY_NIGHT_MID = vec3(0.001, 0.005, 0.02);

View File

@ -0,0 +1,8 @@
//https://gamedev.stackexchange.com/questions/92015/optimized-linear-to-srgb-glsl
vec3 srgb_to_linear(vec3 srgb) {
bvec3 cutoff = lessThan(srgb, vec3(0.04045));
vec3 higher = pow((srgb + vec3(0.055))/vec3(1.055), vec3(2.4));
vec3 lower = srgb/vec3(12.92);
return mix(higher, lower, cutoff);
}

View File

@ -170,7 +170,8 @@ void main() {
hsva_color.y *= 1.45; hsva_color.y *= 1.45;
hsva_color.z *= 0.85; hsva_color.z *= 0.85;
//hsva_color.z = 1.0 - 1.0 / (1.0 * hsva_color.z + 1.0); //hsva_color.z = 1.0 - 1.0 / (1.0 * hsva_color.z + 1.0);
vec4 final_color = vec4(hsv2rgb(hsva_color.rgb), hsva_color.a); vec4 final_color = fxaa_color;
//vec4 final_color = vec4(hsv2rgb(hsva_color.rgb), hsva_color.a);
tgt_color = vec4(final_color.rgb, 1); tgt_color = vec4(final_color.rgb, 1);
} }

View File

@ -1,6 +1,7 @@
#version 330 core #version 330 core
#include <globals.glsl> #include <globals.glsl>
#include <srgb.glsl>
in uint v_pos_norm; in uint v_pos_norm;
in uint v_col_light; in uint v_col_light;
@ -34,11 +35,11 @@ void main() {
// Use an array to avoid conditional branching // Use an array to avoid conditional branching
f_norm = normals[norm_axis + norm_dir]; f_norm = normals[norm_axis + norm_dir];
f_col = vec3( f_col = srgb_to_linear(vec3(
float((v_col_light >> 8) & 0xFFu), float((v_col_light >> 8) & 0xFFu),
float((v_col_light >> 16) & 0xFFu), float((v_col_light >> 16) & 0xFFu),
float((v_col_light >> 24) & 0xFFu) float((v_col_light >> 24) & 0xFFu)
) / 200.0; ) / 255.0);
f_light = float(v_col_light & 0xFFu) / 255.0; f_light = float(v_col_light & 0xFFu) / 255.0;

View File

@ -1,7 +1,7 @@
[package] [package]
name = "veloren-common" name = "veloren-common"
version = "0.3.0" version = "0.3.0"
authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>", "Maciej Ćwięka <mckol363@gmail.com>"] authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>", "Maciej Ćwięka <mckol363@gmail.com>", "Imbris <imbrisf@gmail.com>"]
edition = "2018" edition = "2018"
[dependencies] [dependencies]
@ -27,3 +27,4 @@ hashbrown = { version = "0.5.0", features = ["serde", "nightly"] }
find_folder = "0.3.0" find_folder = "0.3.0"
parking_lot = "0.9.0" parking_lot = "0.9.0"
crossbeam = "0.7.2" crossbeam = "0.7.2"
notify = "5.0.0-pre.1"

View File

@ -1,9 +1,11 @@
//! Load assets (images or voxel data) from files //! Load assets (images or voxel data) from files
pub mod watch;
use dot_vox::DotVoxData; use dot_vox::DotVoxData;
use hashbrown::HashMap; use hashbrown::HashMap;
use image::DynamicImage; use image::DynamicImage;
use lazy_static::lazy_static; use lazy_static::lazy_static;
use log::error;
use serde_json::Value; use serde_json::Value;
use std::{ use std::{
any::Any, any::Any,
@ -60,7 +62,7 @@ pub fn load_map<A: Asset + 'static, F: FnOnce(A) -> A>(
f: F, f: F,
) -> Result<Arc<A>, Error> { ) -> Result<Arc<A>, Error> {
let mut assets_write = ASSETS.write().unwrap(); let mut assets_write = ASSETS.write().unwrap();
match assets_write.get(&(specifier.to_owned() + A::ENDINGS[0])) { match assets_write.get(specifier) {
Some(asset) => Ok(Arc::clone(asset).downcast()?), Some(asset) => Ok(Arc::clone(asset).downcast()?),
None => { None => {
let asset = Arc::new(f(A::parse(load_file(specifier, A::ENDINGS)?)?)); let asset = Arc::new(f(A::parse(load_file(specifier, A::ENDINGS)?)?));
@ -95,8 +97,56 @@ pub fn load_expect<A: Asset + 'static>(specifier: &str) -> Arc<A> {
load(specifier).unwrap_or_else(|_| panic!("Failed loading essential asset: {}", specifier)) load(specifier).unwrap_or_else(|_| panic!("Failed loading essential asset: {}", specifier))
} }
/// Load an asset while registering it to be watched and reloaded when it changes
pub fn load_watched<A: Asset + 'static>(
specifier: &str,
indicator: &mut watch::ReloadIndicator,
) -> Result<Arc<A>, Error> {
let asset = load(specifier)?;
// Determine path to watch
let path = unpack_specifier(specifier);
let mut path_with_extension = None;
for ending in A::ENDINGS {
let mut path = path.clone();
path.set_extension(ending);
if path.exists() {
path_with_extension = Some(path);
break;
}
}
let owned_specifier = specifier.to_string();
indicator.add(
path_with_extension.ok_or_else(|| Error::NotFound(path.to_string_lossy().into_owned()))?,
move || {
if let Err(err) = reload::<A>(&owned_specifier) {
error!("Error reloading {}: {:#?}", &owned_specifier, err);
}
},
);
Ok(asset)
}
/// The Asset trait, which is implemented by all structures that have their data stored in the /// The Asset trait, which is implemented by all structures that have their data stored in the
/// filesystem. /// filesystem.
fn reload<A: Asset + 'static>(specifier: &str) -> Result<(), Error> {
let asset = Arc::new(A::parse(load_file(specifier, A::ENDINGS)?)?);
let clone = Arc::clone(&asset);
let mut assets_write = ASSETS.write().unwrap();
match assets_write.get_mut(specifier) {
Some(a) => *a = clone,
None => {
assets_write.insert(specifier.to_owned(), clone);
}
}
Ok(())
}
/// Asset Trait
pub trait Asset: Send + Sync + Sized { pub trait Asset: Send + Sync + Sized {
const ENDINGS: &'static [&'static str]; const ENDINGS: &'static [&'static str];
/// Parse the input file and return the correct Asset. /// Parse the input file and return the correct Asset.
@ -129,53 +179,64 @@ impl Asset for Value {
} }
} }
/// Function to find where the asset/ directory is. impl Asset for String {
fn assets_dir() -> PathBuf { const ENDINGS: &'static [&'static str] = &["glsl"];
let mut paths = Vec::new(); fn parse(mut buf_reader: BufReader<File>) -> Result<Self, Error> {
let mut string = String::new();
// VELOREN_ASSETS environment variable buf_reader.read_to_string(&mut string)?;
if let Ok(var) = std::env::var("VELOREN_ASSETS") { Ok(string)
paths.push(var.to_owned().into());
} }
}
// Executable path /// Lazy static to find and cache where the asset directory is.
if let Ok(mut path) = std::env::current_exe() { lazy_static! {
path.pop(); static ref ASSETS_PATH: PathBuf = {
paths.push(path); let mut paths = Vec::new();
}
// Working path // VELOREN_ASSETS environment variable
if let Ok(path) = std::env::current_dir() { if let Ok(var) = std::env::var("VELOREN_ASSETS") {
paths.push(path); paths.push(var.to_owned().into());
}
// System paths
#[cfg(target_os = "linux")]
paths.push("/usr/share/veloren/assets".into());
for path in paths.clone() {
match find_folder::Search::ParentsThenKids(3, 1)
.of(path)
.for_folder("assets")
{
Ok(assets_path) => return assets_path,
Err(_) => continue,
} }
}
panic!( // Executable path
"Asset directory not found. In attempting to find it, we searched:\n{})", if let Ok(mut path) = std::env::current_exe() {
paths.iter().fold(String::new(), |mut a, path| { path.pop();
a += &path.to_string_lossy(); paths.push(path);
a += "\n"; }
a
}), // Working path
); if let Ok(path) = std::env::current_dir() {
paths.push(path);
}
// System paths
#[cfg(target_os = "linux")]
paths.push("/usr/share/veloren/assets".into());
for path in paths.clone() {
match find_folder::Search::ParentsThenKids(3, 1)
.of(path)
.for_folder("assets")
{
Ok(assets_path) => return assets_path,
Err(_) => continue,
}
}
panic!(
"Asset directory not found. In attempting to find it, we searched:\n{})",
paths.iter().fold(String::new(), |mut a, path| {
a += &path.to_string_lossy();
a += "\n";
a
}),
);
};
} }
/// Converts a specifier like "core.backgrounds.city" to ".../veloren/assets/core/backgrounds/city". /// Converts a specifier like "core.backgrounds.city" to ".../veloren/assets/core/backgrounds/city".
fn unpack_specifier(specifier: &str) -> PathBuf { fn unpack_specifier(specifier: &str) -> PathBuf {
let mut path = assets_dir(); let mut path = ASSETS_PATH.clone();
path.push(specifier.replace(".", "/")); path.push(specifier.replace(".", "/"));
path path
} }

165
common/src/assets/watch.rs Normal file
View File

@ -0,0 +1,165 @@
use crossbeam::channel::{select, unbounded, Receiver, Sender};
use lazy_static::lazy_static;
use log::warn;
use notify::{event::Flag, Event, EventKind, RecommendedWatcher, RecursiveMode, Watcher as _};
use std::{
collections::HashMap,
path::PathBuf,
sync::{
atomic::{AtomicBool, Ordering},
Arc, Mutex, Weak,
},
thread,
time::Duration,
};
type Handler = Box<dyn Fn() + Send>;
lazy_static! {
static ref WATCHER_TX: Mutex<Sender<(PathBuf, Handler, Weak<AtomicBool>)>> =
Mutex::new(Watcher::new().run());
}
// This will need to be adjusted when specifier mapping to asset location becomes more dynamic
struct Watcher {
watching: HashMap<PathBuf, (Handler, Vec<Weak<AtomicBool>>)>,
watcher: RecommendedWatcher,
event_rx: Receiver<Result<Event, notify::Error>>,
}
impl Watcher {
fn new() -> Self {
let (event_tx, event_rx) = unbounded();
Watcher {
watching: HashMap::new(),
watcher: notify::Watcher::new(event_tx, Duration::from_secs(2))
.expect("Failed to create notify::Watcher"),
event_rx,
}
}
fn watch(&mut self, path: PathBuf, handler: Handler, signal: Weak<AtomicBool>) {
match self.watching.get_mut(&path) {
Some((_, ref mut v)) => {
if !v.iter().any(|s| match (s.upgrade(), signal.upgrade()) {
(Some(arc1), Some(arc2)) => Arc::ptr_eq(&arc1, &arc2),
_ => false,
}) {
v.push(signal);
}
}
None => {
if let Err(err) = self.watcher.watch(path.clone(), RecursiveMode::Recursive) {
warn!("Could not start watching {:#?} due to: {}", &path, err);
return;
}
self.watching.insert(path, (handler, vec![signal]));
}
}
}
fn handle_event(&mut self, event: Event) {
// Skip notice events
if let Some(Flag::Notice) = event.flag() {
return;
}
if let Event {
kind: EventKind::Modify(_),
paths,
..
} = event
{
for path in paths {
match self.watching.get_mut(&path) {
Some((reloader, ref mut signals)) => {
if !signals.is_empty() {
// Reload this file
reloader();
signals.retain(|signal| match signal.upgrade() {
Some(signal) => {
signal.store(true, Ordering::Release);
true
}
None => false,
});
}
// If there is no one to signal stop watching this path
if signals.is_empty() {
if let Err(err) = self.watcher.unwatch(&path) {
warn!("Error unwatching: {}", err);
}
self.watching.remove(&path);
}
}
None => {
warn!("Watching {:#?} but there are no signals for this path. The path will be unwatched.", path);
if let Err(err) = self.watcher.unwatch(&path) {
warn!("Error unwatching: {}", err);
}
}
}
}
}
}
fn run(mut self) -> Sender<(PathBuf, Handler, Weak<AtomicBool>)> {
let (watch_tx, watch_rx) = unbounded();
thread::spawn(move || {
loop {
select! {
recv(watch_rx) -> res => match res {
Ok((path, handler, signal)) => self.watch(path, handler, signal),
// Disconnected
Err(_) => (),
},
recv(self.event_rx) -> res => match res {
Ok(Ok(event)) => self.handle_event(event),
// Notify Error
Ok(Err(err)) => error!("Notify error: {}", err),
// Disconnected
Err(_) => (),
},
}
}
});
watch_tx
}
}
pub struct ReloadIndicator {
reloaded: Arc<AtomicBool>,
// Paths that have already been added
paths: Vec<PathBuf>,
}
impl ReloadIndicator {
pub fn new() -> Self {
Self {
reloaded: Arc::new(AtomicBool::new(false)),
paths: Vec::new(),
}
}
pub fn add<F>(&mut self, path: PathBuf, reloader: F)
where
F: 'static + Fn() + Send,
{
// Check to see if this was already added
if self.paths.iter().any(|p| *p == path) {
// Nothing else needs to be done
return;
} else {
self.paths.push(path.clone());
};
if WATCHER_TX
.lock()
.unwrap()
.send((path, Box::new(reloader), Arc::downgrade(&self.reloaded)))
.is_err()
{
error!("Could not add. Asset watcher channel disconnected.");
}
}
// Returns true if the watched file was changed
pub fn reloaded(&self) -> bool {
self.reloaded.swap(false, Ordering::Acquire)
}
}

View File

@ -1 +1,100 @@
pub const GIT_HASH: &str = include_str!(concat!(env!("OUT_DIR"), "/githash")); pub const GIT_HASH: &str = include_str!(concat!(env!("OUT_DIR"), "/githash"));
use vek::{Rgb, Rgba, Vec3};
#[inline(always)]
pub fn srgb_to_linear(col: Rgb<f32>) -> Rgb<f32> {
#[inline(always)]
fn to_linear(x: f32) -> f32 {
if x <= 0.04045 {
x / 12.92
} else {
((x + 0.055) / 1.055).powf(2.4)
}
}
col.map(to_linear)
}
#[inline(always)]
pub fn linear_to_srgb(col: Rgb<f32>) -> Rgb<f32> {
#[inline(always)]
fn to_srgb(x: f32) -> f32 {
if x <= 0.0031308 {
x * 12.92
} else {
x.powf(1.0 / 2.4) * 1.055 - 0.055
}
}
col.map(to_srgb)
}
#[inline(always)]
pub fn srgba_to_linear(col: Rgba<f32>) -> Rgba<f32> {
Rgba::from_translucent(srgb_to_linear(Rgb::from(col)), col.a)
}
#[inline(always)]
pub fn linear_to_srgba(col: Rgba<f32>) -> Rgba<f32> {
Rgba::from_translucent(linear_to_srgb(Rgb::from(col)), col.a)
}
/// Convert rgb to hsv. Expects rgb to be [0, 1].
#[inline(always)]
pub fn rgb_to_hsv(rgb: Rgb<f32>) -> Vec3<f32> {
let (r, g, b) = rgb.into_tuple();
let (max, min, diff, add) = {
let (max, min, diff, add) = if r > g {
(r, g, g - b, 0.0)
} else {
(g, r, b - r, 2.0)
};
if b > max {
(b, min, r - g, 4.0)
} else {
(max, b.min(min), diff, add)
}
};
let v = max;
let h = if max == min {
0.0
} else {
let mut h = (60.0 * (add + diff / (max - min)));
if h < 0.0 {
h += 360.0;
}
h
};
let s = if max == 0.0 { 0.0 } else { (max - min) / max };
Vec3::new(h, s, v)
}
/// Convert hsv to rgb. Expects h [0, 360], s [0, 1], v [0, 1]
#[inline(always)]
pub fn hsv_to_rgb(hsv: Vec3<f32>) -> Rgb<f32> {
let (h, s, v) = hsv.into_tuple();
let c = s * v;
let h = h / 60.0;
let x = c * (1.0 - (h % 2.0 - 1.0).abs());
let m = v - c;
let (r, g, b) = if h >= 0.0 && h <= 1.0 {
(c, x, 0.0)
} else if h <= 2.0 {
(x, c, 0.0)
} else if h <= 3.0 {
(0.0, c, x)
} else if h <= 4.0 {
(0.0, x, c)
} else if h <= 5.0 {
(x, 0.0, c)
} else {
(c, 0.0, x)
};
Rgb::new(r + m, g + m, b + m)
}
#[inline(always)]
pub fn saturate_srgb(col: Rgb<f32>, value: f32) -> Rgb<f32> {
let mut hsv = rgb_to_hsv(srgb_to_linear(col));
hsv.y *= 1.0 + value;
linear_to_srgb(hsv_to_rgb(hsv).map(|e| e.min(1.0).max(0.0)))
}

View File

@ -1,7 +1,7 @@
[package] [package]
name = "veloren-voxygen" name = "veloren-voxygen"
version = "0.3.0" version = "0.3.0"
authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>"] authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>", "Imbris <imbrisf@gmail.com>"]
edition = "2018" edition = "2018"
default-run = "veloren-voxygen" default-run = "veloren-voxygen"

View File

@ -147,11 +147,11 @@ image_ids! {
charlist_frame: "voxygen.element.frames.window_4", charlist_frame: "voxygen.element.frames.window_4",
server_frame: "voxygen.element.frames.server_frame", server_frame: "voxygen.element.frames.server_frame",
selection: "voxygen.element.frames.selection", selection: "voxygen.element.frames.selection",
<ImageGraphic>
slider_range: "voxygen.element.slider.track", slider_range: "voxygen.element.slider.track",
slider_indicator: "voxygen.element.slider.indicator", slider_indicator: "voxygen.element.slider.indicator",
<ImageGraphic>
// Tool Icons // Tool Icons
daggers: "voxygen.element.icons.daggers", daggers: "voxygen.element.icons.daggers",
sword: "voxygen.element.icons.sword", sword: "voxygen.element.icons.sword",

View File

@ -4,6 +4,7 @@ use crate::{
}; };
use common::{ use common::{
figure::Segment, figure::Segment,
util::{linear_to_srgb, srgb_to_linear},
vol::{ReadVol, SizedVol}, vol::{ReadVol, SizedVol},
}; };
use vek::*; use vek::*;
@ -28,7 +29,12 @@ impl Meshable for Segment {
offs + pos.map(|e| e as f32), offs + pos.map(|e| e as f32),
col, col,
|origin, norm, col, ao, light| { |origin, norm, col, ao, light| {
FigureVertex::new(origin, norm, col * ao * light, 0) FigureVertex::new(
origin,
norm,
linear_to_srgb(srgb_to_linear(col) * ao * light),
0,
)
}, },
true, true,
&[[[1.0; 3]; 3]; 3], &[[[1.0; 3]; 3]; 3],

View File

@ -54,9 +54,9 @@ impl Vertex {
| ((pos.z.max(0.0).min((1 << 13) as f32) as u32) & 0x1FFF) << 16 | ((pos.z.max(0.0).min((1 << 13) as f32) as u32) & 0x1FFF) << 16
| ((norm_bits as u32) & 0x7) << 29, | ((norm_bits as u32) & 0x7) << 29,
col_light: 0 col_light: 0
| ((col.r.mul(200.0) as u32) & 0xFF) << 8 | ((col.r.mul(255.0) as u32) & 0xFF) << 8
| ((col.g.mul(200.0) as u32) & 0xFF) << 16 | ((col.g.mul(255.0) as u32) & 0xFF) << 16
| ((col.b.mul(200.0) as u32) & 0xFF) << 24 | ((col.b.mul(255.0) as u32) & 0xFF) << 24
| ((light.mul(255.0) as u32) & 0xFF) << 0, | ((light.mul(255.0) as u32) & 0xFF) << 0,
} }
} }

View File

@ -7,21 +7,23 @@ use super::{
texture::Texture, texture::Texture,
Pipeline, RenderError, Pipeline, RenderError,
}; };
use common::assets::{self, watch::ReloadIndicator};
use gfx::{ use gfx::{
self, self,
handle::Sampler, handle::Sampler,
traits::{Device, Factory, FactoryExt}, traits::{Device, Factory, FactoryExt},
}; };
use glsl_include::Context as IncludeContext; use glsl_include::Context as IncludeContext;
use log::error;
use vek::*; use vek::*;
/// Represents the format of the pre-processed color target. /// Represents the format of the pre-processed color target.
pub type TgtColorFmt = gfx::format::Rgba16F; pub type TgtColorFmt = gfx::format::Srgba8;
/// Represents the format of the pre-processed depth target. /// Represents the format of the pre-processed depth target.
pub type TgtDepthFmt = gfx::format::Depth; pub type TgtDepthFmt = gfx::format::Depth;
/// Represents the format of the window's color target. /// Represents the format of the window's color target.
pub type WinColorFmt = gfx::format::Rgba8; pub type WinColorFmt = gfx::format::Srgba8;
/// Represents the format of the window's depth target. /// Represents the format of the window's depth target.
pub type WinDepthFmt = gfx::format::Depth; pub type WinDepthFmt = gfx::format::Depth;
@ -64,6 +66,8 @@ pub struct Renderer {
terrain_pipeline: GfxPipeline<terrain::pipe::Init<'static>>, terrain_pipeline: GfxPipeline<terrain::pipe::Init<'static>>,
ui_pipeline: GfxPipeline<ui::pipe::Init<'static>>, ui_pipeline: GfxPipeline<ui::pipe::Init<'static>>,
postprocess_pipeline: GfxPipeline<postprocess::pipe::Init<'static>>, postprocess_pipeline: GfxPipeline<postprocess::pipe::Init<'static>>,
shader_reload_indicator: ReloadIndicator,
} }
impl Renderer { impl Renderer {
@ -74,74 +78,10 @@ impl Renderer {
win_color_view: WinColorView, win_color_view: WinColorView,
win_depth_view: WinDepthView, win_depth_view: WinDepthView,
) -> Result<Self, RenderError> { ) -> Result<Self, RenderError> {
let globals = include_str!(concat!( let mut shader_reload_indicator = ReloadIndicator::new();
env!("CARGO_MANIFEST_DIR"),
"/shaders/include/globals.glsl"
));
let sky = include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/shaders/include/sky.glsl"
));
let light = include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/shaders/include/light.glsl"
));
let mut include_ctx = IncludeContext::new(); let (skybox_pipeline, figure_pipeline, terrain_pipeline, ui_pipeline, postprocess_pipeline) =
include_ctx.include("globals.glsl", globals); create_pipelines(&mut factory, &mut shader_reload_indicator)?;
include_ctx.include("sky.glsl", sky);
include_ctx.include("light.glsl", light);
// Construct a pipeline for rendering skyboxes
let skybox_pipeline = create_pipeline(
&mut factory,
skybox::pipe::new(),
include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/skybox.vert")),
include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/skybox.frag")),
&include_ctx,
)?;
// Construct a pipeline for rendering figures
let figure_pipeline = create_pipeline(
&mut factory,
figure::pipe::new(),
include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/figure.vert")),
include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/figure.frag")),
&include_ctx,
)?;
// Construct a pipeline for rendering terrain
let terrain_pipeline = create_pipeline(
&mut factory,
terrain::pipe::new(),
include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/terrain.vert")),
include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/terrain.frag")),
&include_ctx,
)?;
// Construct a pipeline for rendering UI elements
let ui_pipeline = create_pipeline(
&mut factory,
ui::pipe::new(),
include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/ui.vert")),
include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/ui.frag")),
&include_ctx,
)?;
// Construct a pipeline for rendering our post-processing
let postprocess_pipeline = create_pipeline(
&mut factory,
postprocess::pipe::new(),
include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/shaders/postprocess.vert"
)),
include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/shaders/postprocess.frag"
)),
&include_ctx,
)?;
let dims = win_color_view.get_dimensions(); let dims = win_color_view.get_dimensions();
let (tgt_color_view, tgt_depth_view, tgt_color_res) = let (tgt_color_view, tgt_depth_view, tgt_color_res) =
@ -168,6 +108,8 @@ impl Renderer {
terrain_pipeline, terrain_pipeline,
ui_pipeline, ui_pipeline,
postprocess_pipeline, postprocess_pipeline,
shader_reload_indicator,
}) })
} }
@ -242,6 +184,29 @@ impl Renderer {
pub fn flush(&mut self) { pub fn flush(&mut self) {
self.encoder.flush(&mut self.device); self.encoder.flush(&mut self.device);
self.device.cleanup(); self.device.cleanup();
// If the shaders files were changed attempt to recreate the shaders
if self.shader_reload_indicator.reloaded() {
match create_pipelines(&mut self.factory, &mut self.shader_reload_indicator) {
Ok((
skybox_pipeline,
figure_pipeline,
terrain_pipline,
ui_pipeline,
postprocess_pipeline,
)) => {
self.skybox_pipeline = skybox_pipeline;
self.figure_pipeline = figure_pipeline;
self.terrain_pipeline = terrain_pipline;
self.ui_pipeline = ui_pipeline;
self.postprocess_pipeline = postprocess_pipeline;
}
Err(e) => error!(
"Could not recreate shaders from assets due to an error: {:#?}",
e
),
}
}
} }
/// Create a new set of constants with the provided values. /// Create a new set of constants with the provided values.
@ -488,6 +453,109 @@ struct GfxPipeline<P: gfx::pso::PipelineInit> {
pso: gfx::pso::PipelineState<gfx_backend::Resources, P::Meta>, pso: gfx::pso::PipelineState<gfx_backend::Resources, P::Meta>,
} }
/// Creates all the pipelines used to render.
fn create_pipelines(
factory: &mut gfx_backend::Factory,
shader_reload_indicator: &mut ReloadIndicator,
) -> Result<
(
GfxPipeline<skybox::pipe::Init<'static>>,
GfxPipeline<figure::pipe::Init<'static>>,
GfxPipeline<terrain::pipe::Init<'static>>,
GfxPipeline<ui::pipe::Init<'static>>,
GfxPipeline<postprocess::pipe::Init<'static>>,
),
RenderError,
> {
let globals =
assets::load_watched::<String>("voxygen.shaders.include.globals", shader_reload_indicator)
.unwrap();
let sky =
assets::load_watched::<String>("voxygen.shaders.include.sky", shader_reload_indicator)
.unwrap();
let light =
assets::load_watched::<String>("voxygen.shaders.include.light", shader_reload_indicator)
.unwrap();
let srgb =
assets::load_watched::<String>("voxygen.shaders.include.srgb", shader_reload_indicator)
.unwrap();
let mut include_ctx = IncludeContext::new();
include_ctx.include("globals.glsl", &globals);
include_ctx.include("sky.glsl", &sky);
include_ctx.include("light.glsl", &light);
include_ctx.include("srgb.glsl", &srgb);
// Construct a pipeline for rendering skyboxes
let skybox_pipeline = create_pipeline(
factory,
skybox::pipe::new(),
&assets::load_watched::<String>("voxygen.shaders.skybox-vert", shader_reload_indicator)
.unwrap(),
&assets::load_watched::<String>("voxygen.shaders.skybox-frag", shader_reload_indicator)
.unwrap(),
&include_ctx,
)?;
// Construct a pipeline for rendering figures
let figure_pipeline = create_pipeline(
factory,
figure::pipe::new(),
&assets::load_watched::<String>("voxygen.shaders.figure-vert", shader_reload_indicator)
.unwrap(),
&assets::load_watched::<String>("voxygen.shaders.figure-frag", shader_reload_indicator)
.unwrap(),
&include_ctx,
)?;
// Construct a pipeline for rendering terrain
let terrain_pipeline = create_pipeline(
factory,
terrain::pipe::new(),
&assets::load_watched::<String>("voxygen.shaders.terrain-vert", shader_reload_indicator)
.unwrap(),
&assets::load_watched::<String>("voxygen.shaders.terrain-frag", shader_reload_indicator)
.unwrap(),
&include_ctx,
)?;
// Construct a pipeline for rendering UI elements
let ui_pipeline = create_pipeline(
factory,
ui::pipe::new(),
&assets::load_watched::<String>("voxygen.shaders.ui-vert", shader_reload_indicator)
.unwrap(),
&assets::load_watched::<String>("voxygen.shaders.ui-frag", shader_reload_indicator)
.unwrap(),
&include_ctx,
)?;
// Construct a pipeline for rendering our post-processing
let postprocess_pipeline = create_pipeline(
factory,
postprocess::pipe::new(),
&assets::load_watched::<String>(
"voxygen.shaders.postprocess-vert",
shader_reload_indicator,
)
.unwrap(),
&assets::load_watched::<String>(
"voxygen.shaders.postprocess-frag",
shader_reload_indicator,
)
.unwrap(),
&include_ctx,
)?;
Ok((
skybox_pipeline,
figure_pipeline,
terrain_pipeline,
ui_pipeline,
postprocess_pipeline,
))
}
/// Create a new pipeline from the provided vertex shader and fragment shader. /// Create a new pipeline from the provided vertex shader and fragment shader.
fn create_pipeline<'a, P: gfx::pso::PipelineInit>( fn create_pipeline<'a, P: gfx::pso::PipelineInit>(
factory: &mut gfx_backend::Factory, factory: &mut gfx_backend::Factory,

View File

@ -1,6 +1,6 @@
use super::super::{linear_to_srgb, srgb_to_linear};
use common::{ use common::{
figure::Segment, figure::Segment,
util::{linear_to_srgba, srgba_to_linear},
vol::{ReadVol, SizedVol, Vox}, vol::{ReadVol, SizedVol, Vox},
}; };
use euc::{buffer::Buffer2d, rasterizer, Pipeline}; use euc::{buffer::Buffer2d, rasterizer, Pipeline};
@ -46,13 +46,13 @@ impl<'a> Pipeline for Voxel {
}: &Self::Vertex, }: &Self::Vertex,
) -> ([f32; 3], Self::VsOut) { ) -> ([f32; 3], Self::VsOut) {
let light = Rgba::from_opaque(Rgb::from(*ao_level as f32 / 4.0 + 0.25)); let light = Rgba::from_opaque(Rgb::from(*ao_level as f32 / 4.0 + 0.25));
let color = light * srgb_to_linear(Rgba::from_opaque(*col)); let color = light * srgba_to_linear(Rgba::from_opaque(*col));
let position = Vec3::from(self.mvp * Vec4::from_point(*pos)).into_array(); let position = Vec3::from(self.mvp * Vec4::from_point(*pos)).into_array();
(position, color) (position, color)
} }
#[inline(always)] #[inline(always)]
fn frag(&self, color: &Self::VsOut) -> Self::Pixel { fn frag(&self, color: &Self::VsOut) -> Self::Pixel {
linear_to_srgb(*color) linear_to_srgba(*color)
.map(|e| (e * 255.0) as u8) .map(|e| (e * 255.0) as u8)
.into_array() .into_array()
} }

View File

@ -2,7 +2,6 @@ mod cache;
mod event; mod event;
mod graphic; mod graphic;
mod scale; mod scale;
mod util;
mod widgets; mod widgets;
#[macro_use] #[macro_use]
pub mod img_ids; pub mod img_ids;
@ -28,7 +27,7 @@ use crate::{
Error, Error,
}; };
use cache::Cache; use cache::Cache;
use common::assets; use common::{assets, util::srgba_to_linear};
use conrod_core::{ use conrod_core::{
event::Input, event::Input,
graph::Graph, graph::Graph,
@ -48,7 +47,6 @@ use std::{
sync::Arc, sync::Arc,
time::Duration, time::Duration,
}; };
use util::{linear_to_srgb, srgb_to_linear};
use vek::*; use vek::*;
use widgets::tooltip::TooltipManager; use widgets::tooltip::TooltipManager;
@ -406,7 +404,7 @@ impl Ui {
} }
let color = let color =
srgb_to_linear(color.unwrap_or(conrod_core::color::WHITE).to_fsa().into()); srgba_to_linear(color.unwrap_or(conrod_core::color::WHITE).to_fsa().into());
let resolution = Vec2::new( let resolution = Vec2::new(
(rect.w() * p_scale_factor).round() as u16, (rect.w() * p_scale_factor).round() as u16,
@ -485,7 +483,7 @@ impl Ui {
}) })
.unwrap(); .unwrap();
let color = srgb_to_linear(color.to_fsa().into()); let color = srgba_to_linear(color.to_fsa().into());
for g in positioned_glyphs { for g in positioned_glyphs {
if let Ok(Some((uv_rect, screen_rect))) = if let Ok(Some((uv_rect, screen_rect))) =
@ -514,7 +512,7 @@ impl Ui {
} }
} }
PrimitiveKind::Rectangle { color } => { PrimitiveKind::Rectangle { color } => {
let color = srgb_to_linear(color.to_fsa().into()); let color = srgba_to_linear(color.to_fsa().into());
// Don't draw a transparent rectangle. // Don't draw a transparent rectangle.
if color[3] == 0.0 { if color[3] == 0.0 {
continue; continue;
@ -534,7 +532,7 @@ impl Ui {
} }
PrimitiveKind::TrianglesSingleColor { color, triangles } => { PrimitiveKind::TrianglesSingleColor { color, triangles } => {
// Don't draw transparent triangle or switch state if there are actually no triangles. // Don't draw transparent triangle or switch state if there are actually no triangles.
let color = srgb_to_linear(Rgba::from(Into::<[f32; 4]>::into(color))); let color = srgba_to_linear(Rgba::from(Into::<[f32; 4]>::into(color)));
if triangles.is_empty() || color[3] == 0.0 { if triangles.is_empty() || color[3] == 0.0 {
continue; continue;
} }

View File

@ -1,36 +0,0 @@
use vek::*;
#[inline(always)]
pub fn srgb_to_linear(c: Rgba<f32>) -> Rgba<f32> {
#[inline(always)]
fn to_linear(x: f32) -> f32 {
if x <= 0.04045 {
x / 12.92
} else {
((x + 0.055) / 1.055).powf(2.4)
}
}
Rgba {
r: to_linear(c.r),
g: to_linear(c.g),
b: to_linear(c.b),
a: c.a,
}
}
#[inline(always)]
pub fn linear_to_srgb(c: Rgba<f32>) -> Rgba<f32> {
#[inline(always)]
fn to_srgb(x: f32) -> f32 {
if x <= 0.0031308 {
x * 12.92
} else {
x.powf(1.0 / 2.4) * 1.055 - 0.055
}
}
Rgba {
r: to_srgb(c.r),
g: to_srgb(c.g),
b: to_srgb(c.b),
a: c.a,
}
}

View File

@ -7,6 +7,7 @@ use crate::{
}; };
use common::{ use common::{
terrain::{structure::StructureBlock, Block, Structure}, terrain::{structure::StructureBlock, Block, Structure},
util::saturate_srgb,
vol::{ReadVol, Vox}, vol::{ReadVol, Vox},
}; };
use noise::NoiseFn; use noise::NoiseFn;
@ -208,7 +209,9 @@ impl<'a> BlockGen<'a> {
// Sample blocks // Sample blocks
let stone_col = Rgb::new(240, 230, 220); // let stone_col = Rgb::new(240, 230, 220);
let stone_col = Rgb::new(195, 187, 201);
// let dirt_col = Rgb::new(79, 67, 60); // let dirt_col = Rgb::new(79, 67, 60);
let air = Block::empty(); let air = Block::empty();
@ -217,12 +220,14 @@ impl<'a> BlockGen<'a> {
// let dirt = Block::new(1, dirt_col); // let dirt = Block::new(1, dirt_col);
// let sand = Block::new(1, Rgb::new(180, 150, 50)); // let sand = Block::new(1, Rgb::new(180, 150, 50));
// let warm_stone = Block::new(1, Rgb::new(165, 165, 130)); // let warm_stone = Block::new(1, Rgb::new(165, 165, 130));
let water = Block::new(1, Rgb::new(100, 150, 255));
//let water = Block::new(1, Rgb::new(100, 150, 255));
let water = Block::new(1, Rgb::new(0, 24, 255));
let grass_depth = 1.5 + 2.0 * chaos; let grass_depth = 1.5 + 2.0 * chaos;
let block = if (wposf.z as f32) < height - grass_depth { let block = if (wposf.z as f32) < height - grass_depth {
let col = Lerp::lerp( let col = Lerp::lerp(
sub_surface_color.map(|e| (e * 255.0) as u8), saturate_srgb(sub_surface_color, 0.45).map(|e| (e * 255.0) as u8),
stone_col, stone_col,
(height - grass_depth - wposf.z as f32) * 0.15, (height - grass_depth - wposf.z as f32) * 0.15,
); );
@ -242,7 +247,10 @@ impl<'a> BlockGen<'a> {
.powf(0.5), .powf(0.5),
); );
// Surface // Surface
Some(Block::new(1, col.map(|e| (e * 255.0) as u8))) Some(Block::new(
1,
saturate_srgb(col, 0.45).map(|e| (e * 255.0) as u8),
))
} else if (wposf.z as f32) < water_height { } else if (wposf.z as f32) < water_height {
// Ocean // Ocean
Some(water) Some(water)
@ -279,9 +287,9 @@ impl<'a> BlockGen<'a> {
1, 1,
stone_col stone_col
- Rgb::new( - Rgb::new(
field0.get(wpos) as u8 % 32, field0.get(wpos) as u8 % 16,
field1.get(wpos) as u8 % 32, field1.get(wpos) as u8 % 16,
field2.get(wpos) as u8 % 32, field2.get(wpos) as u8 % 16,
), ),
)) ))
} else { } else {
@ -407,7 +415,7 @@ impl StructureInfo {
.map(|e: i32| (e.abs() / 2) * 2) .map(|e: i32| (e.abs() / 2) * 2)
.reduce_max() .reduce_max()
{ {
Some(Block::new(2, Rgb::new(180, 140, 90))) Some(Block::new(2, Rgb::new(203, 170, 146)))
} else { } else {
None None
} }
@ -445,35 +453,39 @@ fn block_from_structure(
match sblock { match sblock {
StructureBlock::TemperateLeaves => Some(Block::new( StructureBlock::TemperateLeaves => Some(Block::new(
1, 1,
Lerp::lerp(Rgb::new(0.0, 70.0, 35.0), Rgb::new(100.0, 140.0, 0.0), lerp) Lerp::lerp(
.map(|e| e as u8), Rgb::new(0.0, 132.0, 94.0),
Rgb::new(142.0, 181.0, 0.0),
lerp,
)
.map(|e| e as u8),
)), )),
StructureBlock::PineLeaves => Some(Block::new( StructureBlock::PineLeaves => Some(Block::new(
1, 1,
Lerp::lerp(Rgb::new(0.0, 60.0, 50.0), Rgb::new(30.0, 100.0, 10.0), lerp) Lerp::lerp(
.map(|e| e as u8), Rgb::new(0.0, 108.0, 113.0),
Rgb::new(30.0, 156.0, 10.0),
lerp,
)
.map(|e| e as u8),
)), )),
StructureBlock::PalmLeaves => Some(Block::new( StructureBlock::PalmLeaves => Some(Block::new(
1, 1,
Lerp::lerp( Lerp::lerp(
Rgb::new(15.0, 100.0, 30.0), Rgb::new(15.0, 156.0, 70.0),
Rgb::new(55.0, 220.0, 0.0), Rgb::new(40.0, 222.0, 0.0),
lerp, lerp,
) )
.map(|e| e as u8), .map(|e| e as u8),
)), )),
StructureBlock::Acacia => Some(Block::new( StructureBlock::Acacia => Some(Block::new(
1, 1,
Lerp::lerp( Lerp::lerp(Rgb::new(35.0, 156.0, 0.0), Rgb::new(62.0, 208.0, 0.0), lerp)
Rgb::new(35.0, 100.0, 10.0), .map(|e| e as u8),
Rgb::new(70.0, 190.0, 25.0),
lerp,
)
.map(|e| e as u8),
)), )),
StructureBlock::Fruit => Some(Block::new( StructureBlock::Fruit => Some(Block::new(
1, 1,
Lerp::lerp(Rgb::new(255.0, 0.0, 0.0), Rgb::new(200.0, 255.0, 6.0), lerp) Lerp::lerp(Rgb::new(237.0, 0.0, 0.0), Rgb::new(200.0, 237.0, 0.0), lerp)
.map(|e| e as u8), .map(|e| e as u8),
)), )),
StructureBlock::Hollow => Some(Block::empty()), StructureBlock::Hollow => Some(Block::empty()),

View File

@ -188,24 +188,28 @@ impl<'a> Sampler for ColumnGen<'a> {
.add(marble_small.sub(0.5).mul(0.25)); .add(marble_small.sub(0.5).mul(0.25));
// Colours // Colours
let cold_grass = Rgb::new(0.0, 0.25, 0.13); let cold_grass = Rgb::new(0.0, 0.49, 0.42);
let warm_grass = Rgb::new(0.18, 0.65, 0.0); let warm_grass = Rgb::new(0.03, 0.8, 0.0);
let cold_stone = Rgb::new(0.55, 0.7, 0.75); let cold_stone = Rgb::new(0.57, 0.67, 0.8);
let warm_stone = Rgb::new(0.65, 0.65, 0.35); let warm_stone = Rgb::new(0.77, 0.77, 0.64);
let beach_sand = Rgb::new(0.9, 0.85, 0.3); let beach_sand = Rgb::new(0.89, 0.87, 0.64);
let desert_sand = Rgb::new(1.0, 0.7, 0.15); let desert_sand = Rgb::new(0.93, 0.80, 0.54);
let snow = Rgb::broadcast(1.0); let snow = Rgb::broadcast(0.77);
let dirt = Lerp::lerp(Rgb::new(0.2, 0.1, 0.05), Rgb::new(0.4, 0.25, 0.0), marble); let dirt = Lerp::lerp(
Rgb::new(0.078, 0.078, 0.20),
Rgb::new(0.61, 0.49, 0.0),
marble,
);
let cliff = Rgb::lerp(cold_stone, warm_stone, marble); let cliff = Rgb::lerp(cold_stone, warm_stone, marble);
let grass = Rgb::lerp(cold_grass, warm_grass, marble); let grass = Rgb::lerp(cold_grass, warm_grass, marble.powf(1.5));
let sand = Rgb::lerp(beach_sand, desert_sand, marble); let sand = Rgb::lerp(beach_sand, desert_sand, marble);
let tropical = Rgb::lerp( let tropical = Rgb::lerp(
grass, grass,
Rgb::new(0.85, 0.4, 0.2), Rgb::new(0.87, 0.62, 0.56),
marble_small.sub(0.5).mul(0.2).add(0.75), marble_small.sub(0.5).mul(0.2).add(0.75).powf(0.667),
); );
let ground = Rgb::lerp( let ground = Rgb::lerp(