Commit Graph

37 Commits

Author SHA1 Message Date
Joshua Yanovski
618a18c998 Adding shadows, greedy meshing, and more. 2020-07-02 22:10:22 +02:00
Joshua Yanovski
f8376fd5dc Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes 2020-05-21 17:53:57 +02:00
Marcel Märtens
ec03c4518a Change the version number to 0.6 2020-05-16 00:50:40 +02:00
Joshua Yanovski
8414987e58 WIP -- lighting changes and soft shadows. 2020-04-09 02:38:40 +02:00
Joshua Yanovski
88342640c6 Merge branch 'sharp/map-colors' into sharp/small-fixes 2020-04-02 04:49:20 +02:00
Joshua Yanovski
32b2c99109 Horizon mapping and "layered" map generation.
Horizon mapping is a method of shadow mapping specific to height maps.
It can handle any angle between 0 and 90 degrees from the ground, as
long as know the horizontal direction in advance, by remembering only a
single angle (the "horizon angle" of the shadow map).  More is explained
in common/src/msg/server.rs.  We also remember the approximate height of
the largest occluder, to try to be able to generate soft shadows and
create a vertical position where the shadows can't go higher.

Additionally, map generation has been reworked.  Instead of computing
everything from explicit samples, we pass in sampling functions that
return exactly what the map generator needs.  This allows us to cleanly
separate the way we sample things like altitudes and colors from the map
generation process.  We exploit this to generate maps *partially* on the
server (with colors and rivers, but not shading).  We can then send the
partially completed map to the client, which can combine it with shadow
information to generate the final map.  This is useful for two reasons:
first, it makes sure the client can apply shadow information by itself,
and second, it lets us pass the unshaded map for use with level of
detail functionality.

For similar reasons, river generation is split
out into its own layer, but for now we opt to still generate rivers on
the server (since the river wire format is more complicated to compress
and may require some extra work to make sure we have enough precision to
draw rivers well enough for LoD).

Finally, the mostly ad-hoc lighting we were performing has been (mostly)
replaced with explicit Phong reflection shading (including specular
highlights).  Regularizing this seems useful and helps clarify the
"meaning" of the various light intensities, and helps us keep a more
physically plausible basis.  However, its interaction with soft shadows
is still imperfect, and it's not yet clear to me what we need to do to
turn this into something useful for LoD.
2020-04-02 02:46:36 +02:00
Imbris
b3791a2b4e Upgrade vek version so that it actually uses the patch 2020-03-30 19:44:51 -04:00
Acrimon
bc39b78173 Rebased. 2020-03-08 23:02:15 +01:00
Acrimon
08b4cc5fc3 Update auth to use new hashing scheme. 2020-03-08 22:56:34 +01:00
Acrimon
7db0ff0b8c Update chat-cli to work properly.
Update reqwest to 0.10.0
2020-03-08 22:54:15 +01:00
Imbris
8ef1251dc2 Add warning prompt for untrusted auth servers, move some auth code into 2020-03-08 22:51:37 +01:00
Marcel Märtens
e960c2233b Change the version number to 0.5 2020-01-31 17:26:45 +01:00
Joshua Barretto
e391d6e4fd Added no-assets feature to common 2020-01-27 22:41:30 +00:00
Joshua Yanovski
1358f1dffa Changes to worldgen, adding more sedmient etc. 2020-01-23 18:18:14 +01:00
Imbris
d341073a44 Upgrade to specs 0.15.1 2019-12-20 22:48:14 -05:00
soruh
6dfa146484 Mitgated RUSTSEC-2019-0014 by updating noise and
disabling its default features, specifically `image`,
which had the vulnerability.
2019-11-05 11:14:39 +00:00
Joshua Yanovski
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.
2019-10-16 11:39:41 +00:00
Marcel Märtens
20c520a044 Change the version number to 0.4 2019-10-10 15:48:01 +02:00
timokoesters
c4879307af
Update to github vek repo 2019-08-26 13:12:45 +02:00
timokoesters
a715a84ea7
Implement unstoppable rolling 2019-08-26 13:12:42 +02:00
Acrimon
b4a46f3e6e Finished switch to hashbrown. 2019-08-11 22:38:28 +02:00
Acrimon
22f318833c Migrate client to hashbrown. 2019-08-11 21:54:20 +02:00
Piotr Korgól
d3f2ca69a4 Change the version number to 0.3 2019-08-04 13:53:59 +02:00
Dominik Broński
f644b6ab89 Revert "Merge branch 'imbris/upgrade_specs' into 'master'"
This reverts merge request !375
2019-08-01 23:32:33 +00:00
Imbris
5f56657f6c Upgrade specs to 0.15 2019-08-01 18:09:13 -04:00
Acrimon
ee49ebe807 Update rand, log and scan_fmt 2019-07-29 13:42:26 +00:00
timokoesters
5aa864ee58
Update most dependencies 2019-07-28 22:47:23 +02:00
Acrimon
a36c049b06 Resolve Forests discussion. 2019-07-12 20:13:35 +02:00
Acrimon
b4f2cd1547 Resolve discussion from Timo. 2019-07-12 19:56:40 +02:00
Acrimon
20ac81a986 Fixed some misses. 2019-07-12 20:51:22 +02:00
Joshua Barretto
92f2d36b0c Optimised sub-terrain chonk storage, fixed hash chunk bug, altered terrain base 2019-06-05 20:52:51 +01:00
Joshua Barretto
f4260706e6 Updated package versions
Former-commit-id: bb0d1efd718ddef598fbb894498a43ad014a11c0
2019-04-14 14:23:43 +01:00
Joshua Barretto
3d9f8105e6 Started work on server-side chunks
Former-commit-id: 84a6bd7358f67a77043c4b11c787538f073c8d28
2019-04-14 14:23:43 +01:00
Joshua Barretto
248577bdef Added test terrain loading and meshing 2019-01-23 20:01:58 +00:00
Joshua Barretto
41b6672743 Added Terrain type to scene 2019-01-15 15:13:11 +00:00
Joshua Barretto
b37a6b67f9 Added time of day, tick time, basic skybox shader and client to voxygen 2019-01-12 15:57:19 +00:00
Joshua Barretto
819af1594f Initial structure 2019-01-02 17:23:31 +00:00