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31 Commits
Author | SHA1 | Message | Date | |
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Joshua Yanovski
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2dfd3b13d1 |
(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
--- Pretty much a Veloren fork at this point. Here's a high level overview of the changes (will be added to CHANGELOG just before merge). At a high level this MR incorporates roughly two groups of changes. The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting engine. This is "feature work" that (mostly) only adds new things to Veloren, and mostly shouldn't affect old stuff. The second big group of changes are those addressing the fallout from all the new features. These include performance fixes of various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions (coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork of `conrod`). Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably changes (TODO: Fill in this section when it's complete). The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a handful of people, so I recommend that this code be reviewed particularly carefully. --- At a high level (each will be described in more detail below): - The world map has been refactored. - The world size is no longer hardcoded (@zesterer). - The map generation code was made generic to allow using it outside of the `world` crate (@zesterer). - On world creation, we now compute *horizon maps* (@zesterer). - The way we pass the world from the server to the client has been updated (@xMAC94x). - Artifacts related to image rotation were fixed (@imbris). - Multiflow rivers were enabled (@zesterer). - In the process of making changes related to the world map, various incidental fixes and optimizations were required. - The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest). - A new LOD terrain rendering step was added to the pipeline. - The LOD terrain quality was made configurable via a graphics setting. - Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain. - A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world. - In the process of making changes related to LOD, various incidental fixes and optimizations were required. - Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out). - A semi-accurate index of refraction was assigned to our materials. - A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF. - We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure. - We attempt to compute *realistic light attenuation* in water using its real material properties. - In the process of making changes related to LOD, various incidental fixes and optimizations were required. - Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo) - Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*. - Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*. - "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing. - In the process of making changes related to shadow maps, various incidental fixes and optimizations were required. The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other changes happening in master. Therefore, a large number of performance improvements were also needed: - The graphics options were made much more flexible and configurable, and shaders were optimize. - New options were provided for how to render lights and shadows (@Pfauenauge, @zesterer). - Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris). - Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo). - In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required. - Voxel model creation was switched to use *greedy meshing.* - A new voxel meshing method, greedy meshing, was added (@imbris). - Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge). - New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer). - Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc). - In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required. - Animation and terrain math were switched to use SIMD where possible. - Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris). - The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge). - Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge). - Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge). - Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris). - SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x). - In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required. - The way we cache glyphs was completely refactored, fixed, and optimized. - Our fork of `conrod` was optimized in various ways (@imbris). - Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris). - Our use of the glyph cache was rewritten for correctness (@imbris). - A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris). - Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge). - In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required. - Colors were changed to keep Veloren's look consistent with master. - Some older tree models were brought back (@Pfauenauge). - TODO(@Sharp): All hardcoded colors were extracted and made hotloadable. - TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style. - TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style. A detailed description of the involved changes follows. --- - The world size is no longer hardcoded. All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`). Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`). Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always). See `world/src/sim/mod.rs` for these changes. - The map generation code was made generic to allow using it outside of the `world` crate. The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`. The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction. This also means that colors are now passed in separately to the map generation function. See <https://veloren.net/devblog-78/> for more details. - On world creation, we now compute *horizon maps*. See the function in `world/src/sim/util.rs`. Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible). As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers). We can also use this for the moon, if we want, since the moon follows the same path. Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk. Support for horizon maps has been merged into the map functionality in common as well. - The way we pass the world from the server to the client has been updated. Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information. We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height). See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing. - Artifacts related to image rotation were fixed. See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation. This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes. I reproduce the first two paragraphs of the MR description as well: ``` Fix map image artifacts and remove unneeded allocations. Specifically, we address three concerns (the image stretching during rotation, artifacts around the image due to clamping to the nearest border color when the image is drawn to a larger space than the image itself takes up, and potential artifacts around a rotated image which accidentally ended up in an atlas and didn't have enough extra space to guarantee the rotation would work). ``` - Multiflow rivers were enabled. This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it. We already computed multiple outflows from each chunk for erosion purposes long before this MR. However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers. Now that - In the process of making changes related to the world map, various incidental fixes and optimizations were required. Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular. Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing. These sorts of changes are spread all arond the code. This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`. The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping). - Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer) - Calls to power or trig functions were removed or replaced with multiplications, where possible. - After some deliberation - To properly handle sprite "waving" for nearby sprites, We explicitly designed the greedy meshing system with figures and sprites in mind. In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so they can be packed into some specific subtexture). For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as possible into one giant tetxure atlas. However, in the future we might opt to pack them slightly less efficiently in exchange for shrinking the sprite vertex size. For figures, we pack all the textures for each *model* into the same atlas. is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations. This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an exact fit. In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function that, when called, will execute the rest of the computation. We push this continuation (which in Rust terms is a `FnOnce` closure that takes the `ColLightsInfo` that it is supposed to write to as context) onto a onto a vector resizing. To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed. Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the - Matrix multiplications in the shader were reduced for figure data (@zesterer). - Vertex "waves" for fluid data were removed. - Terrain "bending" near edges was removed. - Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block. It was also changed to take ownership of its voxel data, rather than sharing it, to let it be used with meshing. - Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`. - PositionedGlyph::standalone. --- I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions] where I needed features from elsewhere but I am particularly grateful for the following resources, esepcially where they have accompanying source code. I linked all of them that are accessible to the public (those that are not were obtained through legal means). [^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419. [^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina. [^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152. [^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017. [^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>. [^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>. I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR. --- Squashed commit of the following: commit |
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Joshua Barretto
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e3cab272c3 | Fixed floating sprites in towns, clippy fixes | ||
Marcel Märtens
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9485b45e70 |
switch to tracing stlye and enhance logs with usefull information
- Updated CHANGELOG - reduce dependencies - found out that we have alot of duplicate coding... alot... |
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Kevin Glasson
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589254e4ab |
Convert all other veloren crates to use tracing
- Completely removed both `log` and `pretty_env_logger` and replaced with `tracing` and `tracing_subscriber` where necessary. - Converted all `log::info!(...)` et al. statements to just use the shorthand macro i.e. `info!`. This was mostly to make renaming easier. |
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Ben Wallis
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8ed2109bcf | Fixed suppressed clippy warnings for #587 - collapsible_if | ||
Ben Wallis
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950c62efc6 | Suppressed all existing clippy warnings in preparation for fixes as part of #587 | ||
Joshua Barretto
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8c1fb3255c | Downgraded minifb | ||
Joshua Barretto
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0a892e488a | Updated examples | ||
Joshua Barretto
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a65dbc570a | Returned to normal world size | ||
Monty Marz
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0fb3a115da | Add more crops | ||
Joshua Barretto
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b3c9122395 | Overhauled domestic economy simulation, better debug information | ||
Joshua Barretto
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cee1b1f962 | Basic trading simulation | ||
Joshua Barretto
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46190aa634 | Began work on basic economic simulation | ||
Marcel Märtens
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dae31ae5b6 | apply new rustfmt - touching alot of files | ||
Joshua Yanovski
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3383e991e7 |
Erosion cleanup, part 1.
Covers all files touched by MR that are not in world/src/sim. |
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Joshua Yanovski
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55a96bce09 |
Minor fix to map generation.
Also fixes some typos and makes formatting easier for changes needed to produce large maps. |
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Joshua Yanovski
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ba043b91a2 |
Screenshots with F4 in the map, that will have the full resolution of
the displayed map (hopefully). |
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Joshua Yanovski
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49e7e55cd6 | Fix warnings in examples and benchmarks. | ||
Joshua Yanovski
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1358f1dffa | Changes to worldgen, adding more sedmient etc. | ||
Joshua Yanovski
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ebe0d14eab |
Send client 3D rendered map.
Also shares configurable rendering between map generator and server. |
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Joshua Yanovski
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e91578ffdb | Cargo fmt most things (except erosion.rs). | ||
Joshua Yanovski
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2b38927345 |
Fixes for nonstandard chunk and map sizes.
Also fixes a longstanding map rendering issue. |
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Joshua Yanovski
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ee5d383c46 | Map saving, soil production, speedup attempts. | ||
Joshua Yanovski
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e71f145b71 | Sediment transport, plus many other things. | ||
Joshua Yanovski
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72287f2041 |
Implement carving strategy for lake connections.
Also fix mapgen slopes and make a much more pleasing world. |
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Joshua Yanovski
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e289849c87 | Map fixes. | ||
Joshua Yanovski
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69a8d5039b | Adding hillslope diffusion. | ||
Joshua Yanovski
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825ba1b4f4 |
WIP fixes: more pleasing uplift generation.
Uses the exponential distribution now. |
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Joshua Yanovski
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1b864887e7 |
Reverting changes except to humidity and temperature
noise. |
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S Handley
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56f9c5d35f |
Fix the glider_close sfx event
This was failing to trigger since we now have a MovementState::Fall, but the sfx mapper was still trying to work this out itself based on velocity. We no longer need to track velocity as a result and can use the MovementState. Also silenced warnings resulting from unused vars when running tests. |
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Joshua Yanovski
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8ae2692b6e |
Allow canceling chunk generation.
Currently we only do this when no players are in range of the chunk. We also send the first client who posted the chunk a message indicating that it's canceled, the hope being that this will be a performance win in single player mode since you don't have to wait three seconds to realize that the server won't generate the chunk for you. We now check an atomic flag for every column sample in a chunk. We could probably do this less frequently, but since it's a relaxed load it has essentially no performance impact on Intel architectures. |