remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
only `localhost` are allowed in a release build.
when debug assertions are on, others are also allowed.
This change undoes the changes to the settings, so compared to master, there is no effect
The auth server no longer allows the protocol to be specified. we enforce `https` for the auth server, so DO NOT provide a auth url with `https://` but without.
correct is now `auth.veloren.net`
incorrect is: `https://auth.veloren.net`
lagging a bit behind on terrain. Which is fine. Block Places and Block Pickup are not handled in this stream, as they go through the standart route of event handling.
Instead of keeping Runtime and manually spawn a task on `drop` this task is spawned at start and will wait to be triggered.
The `drop` methods then wait for completion, UNLESS they are in a async context, then they MUST NOT BLOCK (deadlock potential), so they defer it to the Runtime and HOPE for the runtime to exist long enough.
This get rid of the weird `block_in_place` which is only accessable with `rt-multi-threaded` and has some disadvantages.
We also wont requiere the runtime to be active all the time. Though its needed for a clean shutdown
- now last digit version is compatible 0.6.0 will connect to 0.6.1
- the TCP DATA Frames no longer contain START field, as it's not needed
- the TCP OPENSTREAM Frames will now contain the BANDWIDTH field
- MID is not Protocol internal
Update network
- update API with Bandwidth
Update veloren
- introduce better runtime and `async` things that are IO bound.
- Remove `uvth` and instead use `tokio::runtime::Runtime::spawn_blocking`
- remove futures_execute from client and server use tokio::runtime::Runtime instead
- give threads a Name
- completly switch to Bytes, even in api. speed up TCP by fak 2
- improve benchmarks
- speed up mpsc metrics
- gracefully handle shutdown by interpreting Ok(0) as tokio::tcpstream closed now.
- fix hotloop in participants by adding `Some(n)` to fix endless handing.
- fix closing bug by closing streams after `recv_mgr` is shutdown even if now shutdown is triggered locally.
- fix prometheus
- no longer throw when a `Stream` is dropped while participant still receives a msg for it.
- fix the bandwith handling, TCP network send speed is up to 1.5GiB/s while recv is 150MiB/s
- add documentation
- tmp require rt-multi-threaded in client for tokio, to not fail cargo check
this is prob stable, i tested over 1 hour.
after that some optimisations in priomgr.
and impl. propper bandwith.
Speed is up to 2GB/s write and 150MB/s recv on a single core
sync add documentation
- better logging in network
- we now notify the send of what happened in recv in participant.
- works with veloren master servers
- works in singleplayer, using a actual mid.
- add `mpsc` in whole stack incl tests
- speed up internal read/write with `Bytes` crate
- use `prometheus-hyper` for metrics
- use a metrics cache
- Implementing a async non-io protocol crate
a) no tokio / no channels
b) I/O is based on abstraction Sink/Drain
c) different Protocols can have a different Drain Type
This allow MPSC to send its content without splitting up messages at all!
It allows UDP to have internal extra frames to care for security
It allows better abstraction for tests
Allows benchmarks on the mpsc variant
Custom Handshakes to allow sth like Quic protocol easily
- reduce the participant managers to 4: channel creations, send, recv and shutdown.
keeping the `mut data` in one manager removes the need for all RwLocks.
reducing complexity and parallel access problems
- more strategic participant shutdown. first send. then wait for remote side to notice recv stop, then remote side will stop send, then local side can stop recv.
- metrics are internally abstracted to fit protocol and network layer
- in this commit network/protocol tests work and network tests work someway, veloren compiles but does not work
- handshake compatible to async_std
switch to `tokio` and `async_channel` crate.
I wanted to do tokio first, but it doesnt feature Sender::close(), thus i included async_channel
Got rid of `futures` and only need `futures_core` and `futures_util`.
Tokio does not support `Stream` and `StreamExt` so for now i need to use `tokio-stream`, i think this will go in `std` in the future
Created `b2b_close_stream_opened_sender_r` as the shutdown procedure does not need a copy of a Sender, it just need to stop it.
Various adjustments, e.g. for `select!` which now requieres a `&mut` for oneshots.
Future things to do:
- Use some better signalling than oneshot<()> in some cases.
- Use a Watch for the Prio propergation (impl. it ofc)
- Use Bounded Channels in order to improve performance
- adjust tests coding
bring tests to work
* Remove tweak feature
* Remove const-tweaker
* Update tiny_http
* Update bitvec to 0.21.0
* Downgrade euc to avoid conflict with vek 0.12.0
* Require exactly vek 0.12.0
* Update all other dependencies automatically based on these changes
* Update gilrs to latest at the request of Ada Lovegirls
* Update meshing benchmarks to new criterion API
- Separate `invite` machinery from `group_manip` into it's own thing (includes renaming `group_invite` to `invite` where applicable).
- Move some invite/trade machinery to `ControlEvent`.
- Make `TradePhase` a proper enum instead of a bunch of bools.
- Make `TradeId` a proper newtype.
- Remove trades from `Trades` on accept (previously was only on decline).
- Typo fixes/misc cleanup.
- Add bullet point for trading to the changelog.
- Fix item swapping edge case
- Document more assumptions/edge cases
- fmt and clippy
- s/ServerGeneral::GroupInvite/ServerGeneral::Invite/
- Use `Client::current` in `Client::is_dead`
- Accept/decline buttons that submit the proper messages
- A phase2 screen that renders the (item, quantity) pairs as text
- More checks in the trade state machine server-side.
this tests the broad api of veloren and FAILS in case the interface is changed. It contains a not that those functions are commonly used by 3rd parties
and thus they need to be notified
* Improved server error message for character load errors.
* Added server logging for item asset load errors during character load.
* Fixed character select error message dialog not supporting long messages.
player buffs animation
more testing debuffs
sorting and display limit fix
overhead buffs
fix
WIP buff removal function
fmt
Update buffs.rs
Now with compiling: WIP group UI buffs
positioning
Update group.rs
Update group.rs
Small optimizations.
Fixed positioning of buffs in group panel. Broke buff tooltips in group panel.
buff frame visuals
added setting for displaying buffs at minimap
So first off all we had to update the toolchain, i think everything in september is okay, but we got with this current version.
Then we had to update several dependencies, which broke:
- need a specific fix of winit, i think we want to get rid of this with iced, hopefully, because its buggy as hell. update wayland client to 0.27
- use a updated version of glutin which has wayland-client 0.27 and no longer the broke version 0.23
- update conrod to use modern copypasta 0.7
- use `packed_simd_2` instead of `packed_simd` as the owner of the create abandoned the project.
- adjust all the coding to work with the newer glutin and winit version. that also includes fixing a macro in one of the dependencies that did some crazy conversion from 1 event type to another event type.
It was called `convert_event`
- make a `simd` feature which is default and introduce conditional compiling.
AS I HAVE NO IDEA OF SIMD AND THE CODE. AND I DIDN'T INTRODUCE THE ERROR IN THE FIRST PLACE, WE PANIC FOR NON SIMD CASE FOR NOW. BUT IT WORKS FOR TESTS.
- tarpaulin doesnt support no-default-features. so we have to `sed` them away. semms fair.
His reason to reqeust that is, that there might not be a perfect disctinction in the future.
Now we need to send ServerGeneral over streams and do additional checking at various places to verify that not the wrong variant is send.
- Instread we have a dedicated thread that will async wait for new participants to connect and then notify the main thread
- registry no longer sends a view distance with it.
- remove ClientMsg::Command again as it's unused
```
//This is a helper structure, containing all possible data send over
pub enum ClientMsg {
Initial(ClientType),
General(ClientGeneralMsg),
InGame(ClientInGameMsg),
NotInGame(ClientNotInGameMsg),
Register(ClientRegisterMsg),
Ping(PingMsg)
}
```
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
Add a basic random feature to char creation
loading screen bg (part 2)
loading screen changes, random button graphics
Random appearance also pick a random npc name
- Compression is no longer enabled always but can now be enabled per Stream.
If a Stream is Compression enabled it will compress and decompress all msg (except for `raw` access) before handling them internally.
You need to handle compression yourself for `raw` fn.
- added a new feature to the network crate to enable or disable the compression
- switched to `lz-fear` instead of `lz4-compression`
- use `bitflags` to represent the `Promises` struct
Till now, we just dropped the TCP connection and registered this as a clean shutdown.
The prodocol reader intereted this and send a Frame::Shutdown frame to it's local processor.
This is ofc wrong.
So now the protocol reader will detect a Frame::Shutdown frame and send it over. if the Tcp connection gets closed it will return an Error up.
The processor will then pick up this error and request a unclear shutdown and notifies the user.
Also when doing a clean shutdown we are sending a Frame::Shutdown now to the remote side to trigger this behavior.
Before we wrongly added the feature of only using a `select` in channel. This is WRONG,
as it could mean that the write maybe fails, but the read still had some Frames buffered which then get dropped.
Its fixed now by the clean shutdown mechanims defined before.
Also when a channel is closed now inside a participant we are closing the whole participant as a protection.
However, we must not close the recv channel as the `handle_frames_mgr` might still be working on them, so we only stop writing/sending.
Debugging this also let me introduce some smaller fixes:
- PID in tests are now 0 and 1+1*64+1*64*64+... this makes the traces appear as AAAAAA and BBBBBB instead of ABAAAA and ACAAAA
- veloren client now better seperates between clean shutdown and unclear shutdown.
- added a new type: C2pFrame for `(cid, Result<Frame, ()>)`
- wrong frames inside the handshare are not counted in metrics
-
---
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 300505e730
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 18:46:25 2020 +0200
Fixing cargo doc and typo in CHANGELOG.
commit ec0aeb18e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 15:38:50 2020 +0200
Hopefully final commit for the LOD branch.
commit 5e8ea0b1ea
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 10:14:26 2020 +0200
Falling back to power as stopgap.
commit e44a1cbf46
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 09:25:41 2020 +0200
Address imbris feedback.
Temporarily disables shiny water, lowers max VD.
These restrictions will be lifted soon after merging.
commit 561e25778a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 08:31:13 2020 +0200
Tweaking shaders a bit.
commit 7d19259078
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:59:43 2020 +0200
Fix view example as well.
commit 051cd4934e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:29:06 2020 +0200
Fix meshing benchmark.
commit c95e07db3b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 05:46:22 2020 +0200
Address MR feedback, fix scene clouds.
commit 1bfb816cab
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:39:36 2020 +0200
Incorporating Pfau's figure color changes.
New eyes and new humanoid colors.
commit 3f9b89a3ac
Merge: e2f5162e462c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:29:41 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit e2f5162e4f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:28:38 2020 +0200
World colors are all hotloadable.
They live in assets/world/style/colors.ron.
Only a small handful of hardcoed colors remain in World; they are either
part of the map, or difficult to disentangle from the rest of the
computation. Comments are made where appropriate.
commit 62c53963ab
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date: Wed Aug 19 15:59:00 2020 +0200
replace pretty_env_logger with tracing
commit 5b1625f99d
Merge: d71003acd4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:15:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit d71003acda
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:14:34 2020 +0200
Hotloading colors, part 1: colors in common.
Currently, this just entails humanoid colors. There are only three
colors not handled; the light emitter colors in
common/src/comp/inventory/item/tool.rs. These don't seem important
enough to me to warrant making hotloadable, at least not right now, but
if it's needed later we can always add them to the file.
commit 63b5e0e553
Merge: c32b337a46d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 13:05:37 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c32b337a46
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:52:04 2020 +0200
Fixing LOD grid, for real.
commit a166ae0360
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:28:05 2020 +0200
Addressing imbris's initial feedback.
Fixes two minor bugs: explosion particles were no longer spawning
randomly, and LOD grids were not perfectly even.
commit 4cbad004f4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:27:58 2020 +0200
Bumping nightly per request.
commit 548680276a
Merge: acc0986048f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:26:06 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit acc0986040
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:28:32 2020 +0200
Lower resolution due to lying drivers.
commit d3b878de2a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:15:38 2020 +0200
Fix issues msh encountered with Intel 4600.
commit 10245e0c1b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 21:15:02 2020 +0200
Merge more models into one mesh than we did previously.
commit 3155c31e66
Merge: 7204cc8a73c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:35:22 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7204cc8a7a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:34:43 2020 +0200
Fix not yet done NPC animations.
This forces them all to be the idle animation if not specified.
This fixes issues where you'd have giant NPCs in water.
commit bc83360f2a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 19:36:37 2020 +0200
Try to fix some bugs:
- Z fighting with LOD terrain and water.
- Audio SFX not playing.
commit 1fd104aa60
Merge: 862df3c997c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 12:02:31 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 862df3c997
Merge: 0a4218ed975c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 05:52:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0a4218ed9d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 22:27:14 2020 +0200
Fix particle depth.
commit f51dfdeb44
Merge: c6251a9565e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:19:04 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit c6251a956a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:15:46 2020 +0200
Cache figures more intelligently.
Cache figures for longer, and don't cache character states for the
player except where they actually affect the rendered model.
commit 0ed801d540
Merge: c11b9bdf0eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 16:32:24 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c11b9bdf0a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 11:47:15 2020 +0200
Remove unneeded Clippy annotation.
commit 16aa9ef40a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 8 00:53:02 2020 +0200
Fix hotloading and Clippy.
commit 3dc973e0be
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 23:50:27 2020 +0200
Major speedups with SIMD.
commit fba64a7d93
Merge: 76429d00ed1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:19 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 76429d00ee
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:10 2020 +0200
Add clippy.toml.
commit c79f512f84
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 11:55:20 2020 +0200
Fix all clippy issues, clean up Rust code.
commit 6f90e010b3
Merge: 77a8c7c265929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:30 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 77a8c7c267
Merge: b44e4423244febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:10 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 5929cfa5c7
Author: jshipsey <jshipsey18@gmail.com>
Date: Thu Aug 6 20:47:27 2020 -0400
fixed in-hand arrow bug
commit b44e442325
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 6 13:40:35 2020 +0200
Miscellaneous performance improvements.
commit be37acf287
Merge: 125d7fc6cc11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 05:49:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 125d7fc6c4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 04:55:31 2020 +0200
Abstract over simd vs. repr_c vectors.
Also some minor improvements to Event size.
commit d4d4956e92
Merge: 5f3b7294aaced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:56:54 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 5f3b7294af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:43:52 2020 +0200
Fix formatting issues I missed before.
commit a428a3ebba
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:41:51 2020 +0200
Fix clippy warnings, part 1.
There aer still a bunch of type too complex and
function takes too many arguments warnings that I'll fix later
(or ignore, since in the one case I did fix a function takes too
many arguments warning I think it made the code *less* readable).
commit ba54307540
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 30 13:22:42 2020 +0200
Fix light animations so they are removed when the light turns off.
commit 7e0f4bcbf0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 21:10:20 2020 +0200
Fix crash in edge case for pixel art.
commit 56da06f7a3
Merge: cf74d55f29f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:56:52 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit cf74d55f2e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:29:52 2020 +0200
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).
The first concern was addressed by fixing the dimensions of the map
images drawn from the UI (so that we always use a square source
rectangle, rather than a rectangular one according to the dimensions of
the map). We also fixed the way rotation was done in the fragment
shader for north-facing sources to make it properly handle aspect ratio
(this was already done for north-facing targets). Together, these fix
rendering issues peculiar to rectangular maps.
The second and third concerns were jointly addressed by adding an
optional border color to every 2D image drawn by the UI. This turns
out not to waste extra space even though we hold a full f32 color
(to avoid an extra dependency on gfx's PackedColor), since voxel
images already take up more space than Optiion<[f32; 4]> requires.
This is then implemented automatically using the "border color"
wrapping method in the attached sampler.
Since this is implemented in graphics hardware, it only works (at
least naively) if the actual image bounds match the texture bounds.
Therefore, we altered the way the graphics cache stores images
with a border color to guarantee that they are always in their own
texture, whose size exactly matches their extent. Since the easiest
currently exposed way to set a border color is to do so for an
immutable texture, we went a bit further and added a new "immutable"
texture storage type used for these cases; currently, it is always
and automatically used only when there is a specified border color,
but in theory there's no reason we couldn't provide immutable-only
images that use the default wrapping mdoe (though clamp to border
is admittedly not a great default).
To fix the maps case specifically, we set the border color to a
translucent version of the ocean border color. This may need
tweaking going forward, which shouldn't be hard.
As part of this process, we had to modify graphics replacement to
make sure immutable images are *removed* when invalidated, rather
than just having a validity flag unset (this is normally done by
the UI to try to reuse allocations in place if images are updated
in benign ways, since the texture atlases used for Ui do not
support deallocation; currently this is only used for item images,
so there should be no overlap with immutable image replacement,
so this was purely precautionary).
Since we were already touching the relevant code, we also updated
the image dependency to a newer version that provides more ways
to avoid allocations, and made a few other changes that should
hopefully eliminate redundant most of the intermediate buffer
allocations we were performing for what should be zero-cost
conversions. This may slightly improve performance in some
cases.
commit ad18ce9399
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 13:21:09 2020 +0200
Fix continent scale hack.
commit 36b1cb074f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 12:11:40 2020 +0200
Enable loading different sized maps without a recompile.
We may want to tweak the effects of the continent_scale_hack.
commit 13b6d4d534
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 10:55:48 2020 +0200
Removing WORLD_SIZE, part 1.
Erased almost every instance of WORLD_SIZE and replaced it with a local
power of two, map_size_lg (which respects certain invariants; see
common/src/terrain/map.rs for more details about MapSizeLg). This also
means we can avoid a dependency on the world crate from client, as
desired.
Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
next step is to arrange for maps to store their world size, and to use
that world size as a basis prior to loading the map (as well, probably,
as prior to configuring some of the noise functions).
commit 30b1d2c642
Merge: 7d56ba31b1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:58 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 7d56ba31b4
Merge: 2101113b4598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 1377b369f6
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sun Jul 19 23:25:38 2020 +0200
more saturated pumpkins
commit ae8d50527f
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sat Jul 18 20:29:56 2020 +0200
acacia models
commit 2101113b46
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 18 18:55:25 2020 +0200
Higher detail LOD.
commit add2cfae04
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 16 01:57:39 2020 +0200
Revert some irrelevant stuff.
commit 2e2ab3dc1e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 15 13:30:49 2020 +0200
Fixing various things about shadows.
* Correcting optimal LISPSM parameter.
* Figure shadows are cast when they're not visible.
* Chunk shadows stay cast until you look away.
* Seamless cubemaps for point lights.
* Etc.
commit 6c31e6b562
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 19:50:26 2020 +0200
Fix shadow creation.
commit 6332cbe006
Merge: be438657c930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:47:00 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit be438657c3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:28:08 2020 +0200
Tweaks to shadows.
Added shadow map resolution configuration, added seamless cubemaps,
documented all existing rendering options, and fixed a few Clippy
errors.
commit 23b4058906
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 10:11:19 2020 +0200
Fix moon, use nonlinear noise for terrain.
Note that the latter has a bit of performance cost.
commit 7fbe5cbfbb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:23:02 2020 +0200
Address lies about max texture size.
commit bcfc62b5e1
Merge: 75e3626a718a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:22:08 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 75e3626a78
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:21:52 2020 +0200
OpenGL 3.3 minimum.
commit 18a08e8fe2
Author: Monty Marz <m.marzouq@gmx.de>
Date: Tue Jul 7 23:57:52 2020 +0200
settings localization
commit 90c5d1ca36
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 21:11:48 2020 +0200
Lower near distance.
commit 0e66f02b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 20:09:01 2020 +0200
All sprites sway in the wind now.
commit db1401a691
Merge: 69e508d8ce8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 19:34:17 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 69e508d8c9
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 18:41:37 2020 +0200
Make it easy to switch to SIMD for math.
commit ffe0f5928c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 21:21:12 2020 +0200
Fix some issues with underwater rendering.
commit bfda6da42f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 19:17:59 2020 +0200
Fix some minor display issues.
commit 0ed752e087
Merge: ccc6a06a8518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:14:21 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit ccc6a06a8d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:04:34 2020 +0200
Some minor changes.
commit 4e02024670
Merge: 50a64d927e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 16:17:40 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 50a64d927e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 13:07:03 2020 +0200
Fix far plane.
commit 7dd06da34c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:25:35 2020 +0200
Add shadows.glsl.
commit 618a18c998
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:10:22 2020 +0200
Adding shadows, greedy meshing, and more.
commit eaea83fe6a
Merge: 2670184952f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 22:47:07 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 2670184954
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 21:20:01 2020 +0200
Make civsim and sites deterministic.
For anything in worldgen where you use a HashMap, *please* think
carefully about which hasher you are going to use! This is
especially true if (for some reason) you are depending on hashmap
iteration order remaining stable for some aspect of worldgen.
commit f8376fd5dc
Merge: 654f7e049cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 17:53:57 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 654f7e0492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed May 20 21:22:30 2020 +0200
Correct backface culling.
commit 560501df05
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue May 19 17:22:06 2020 +0200
Greedy messhing for shadows.
commit a4d87e1875
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun May 17 05:59:00 2020 +0200
Shadow maps work for lantern.
commit 243d0837b8
Merge: 04382dc2871dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:53:13 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 04382dc286
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:22:17 2020 +0200
WIP: better graphics config, better LOD, shadow maps.
commit 22ddbad3eb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 18:54:09 2020 +0200
Minor shader fixes.
commit 746a10e8d0
Merge: 0f4a0e76340ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 04:02:09 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0f4a0e763d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 23:03:24 2020 +0200
Switch back to pop-in terrain.
commit dd74fa7e4a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 22:58:55 2020 +0200
LOD shading closer to voxel shading.
commit ef67bd58ba
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 28 20:49:03 2020 +0200
Experimental underwater lighting.
commit 2c5ad9d076
Merge: 748279835303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 22:35:24 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7482798354
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 21:59:55 2020 +0200
Replace discard in figure-frag.
commit d83b4ae69b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:45:57 2020 +0200
Fix sprite lighting, HDR from focus_pos.
commit 0594238004
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:14:10 2020 +0200
Proper HDR from point lights.
commit 48c93d2b41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 14:01:43 2020 +0200
Brighter ambiance, darker LOD shadows.
commit e0452e895c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 13:13:23 2020 +0200
More proper HDR.
commit 4c6da3ed16
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 00:13:10 2020 +0200
Trying LOD noise.
commit 682a3d74c8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 23:11:08 2020 +0200
Fix LOD heights in towns.
commit cc39e5734e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 21:01:23 2020 +0200
More LOD fixes.
commit 8116b21c2e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:54:43 2020 +0200
I like this coloring.
commit bc2560ea90
Merge: 14effdd5de690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:48:33 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 14effdd5db
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:24:35 2020 +0200
Re-saturate.
commit 48a643955d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:23:57 2020 +0200
Various fixes.
commit f7b497a0c2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 03:22:49 2020 +0200
Render figures again.
commit 44e4aad48d
Merge: e6f0a5a989ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 02:01:04 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit e6f0a5a981
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 24 16:12:20 2020 +0200
Add atmospheric scattering.
commit f2953087f6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 23 00:01:20 2020 +0200
Fix shadowing for specular reflections.
commit ddd4a67a97
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Apr 22 22:56:12 2020 +0200
HDR fixes.
commit 1015e60dee
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 21 18:25:19 2020 +0200
More lighting changes.
commit 80c264abd1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 13 00:29:59 2020 +0200
Lighting experiments.
commit 8414987e58
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 9 02:38:40 2020 +0200
WIP -- lighting changes and soft shadows.
commit 9cd2b3fb0d
Merge: c7ea687eb8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:29 2020 +0200
Merge branch 'sharp/new-lighting' into sharp/small-fixes
commit c7ea687ebb
Merge: 47644153122f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:02 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 8b149ad11a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:32:39 2020 +0200
Trying out a new lighting model.
commit b0ac9f36f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 07:56:11 2020 +0200
Use bicubic interpolation for terrain.
commit f6fc9307a1
Merge: 33140a29522f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 05:01:41 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 4764415312
Merge: ed2d0111d13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 04:54:48 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 13388ee6a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 20:30:08 2020 +0200
Various fixes (to coloring and to soft shadows).
commit fbd084a94a
Merge: 5a089863b4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 18:50:38 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
commit ed2d0111d9
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 06:49:27 2020 +0200
Combining colors and LOD.
commit 88342640c6
Merge: 33140a2955a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:49:20 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 33140a2951
Merge: 4c65a5aedf34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:36:21 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 5a089863be
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 03:17:49 2020 +0200
Making maps brighter.
This is probably not the right way to do it, but oh well!
commit 32b2c99109
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 02:46:36 2020 +0200
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.
commit f8926a5737
Merge: a1aee931e875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Mar 13 13:32:42 2020 +0100
Merge remote-tracking branch 'origin/master' into sharp/map-colors
commit 4c65a5aed3
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date: Mon Feb 24 16:48:05 2020 +0000
Made LOD setting slider exponential
commit 2fa7b2d20d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 17:49:53 2020 +0000
Added mist to LoD
commit aab059a450
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 15:14:06 2020 +0000
Added LoD slider
commit 779c36b538
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:54:55 2020 +0000
Reduced cost of vertex pushing
commit 9fea150473
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:38:53 2020 +0000
Fixed maths, improved LoD resolution
commit 5481df38fe
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 11:22:50 2020 +0000
Dynamically relocate LoD vertices to enhance details
commit a3e36a50ab
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 18:13:51 2020 +0000
Simpler terrain spiral rendering
commit 255f450ae9
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:53:17 2020 +0000
Better LoD precision
commit 3d027aebe8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:04:03 2020 +0000
Better falloff
commit be775c9484
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 15:30:45 2020 +0000
Applied good ideas from experimental branch
commit 58587b6854
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 16:15:13 2020 +0000
Minor fixes to LoD merging
commit 7b42aebd70
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 15:04:44 2020 +0000
Capped LoD dragging
commit 8aafc559f8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:54:37 2020 +0000
Better blending between LoD and terrain border
commit edd3455d51
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:40:19 2020 +0000
Fixed LoD z depth, added sea level offset
commit b9b0674462
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:27:43 2020 +0000
Better LoD smoothing
commit a1aee931e7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Feb 21 14:52:17 2020 +0100
Adding shadows.
commit 2400786c13
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 13:48:40 2020 +0000
Use world map as LoD source
commit dbf650f504
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Jan 20 00:48:14 2020 +0000
Better clouds at distance
commit 5e6f81b86c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Jan 19 23:59:02 2020 +0000
sync
commit 745e7540dd
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 12:40:48 2019 +0000
Improved cloud falloff mist, faster noise sampling
commit f6a200d0cb
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 10:09:00 2019 +0000
Improved long-range depth precision, removed unnecessary LoD polygons
commit 63d1b2bb22
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 20:57:46 2019 +0000
Working LoD shader
commit f13d98ee3e
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 11:03:40 2019 +0000
LoD first attempt (stack overflow issue)