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--- 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: commit300505e730
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Aug 20 18:46:25 2020 +0200 Fixing cargo doc and typo in CHANGELOG. commitec0aeb18e8
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Aug 20 15:38:50 2020 +0200 Hopefully final commit for the LOD branch. commit5e8ea0b1ea
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Aug 20 10:14:26 2020 +0200 Falling back to power as stopgap. commite44a1cbf46
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. commit561e25778a
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Aug 20 08:31:13 2020 +0200 Tweaking shaders a bit. commit7d19259078
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Aug 20 07:59:43 2020 +0200 Fix view example as well. commit051cd4934e
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Aug 20 07:29:06 2020 +0200 Fix meshing benchmark. commitc95e07db3b
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Aug 20 05:46:22 2020 +0200 Address MR feedback, fix scene clouds. commit1bfb816cab
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. commit3f9b89a3ac
Merge:e2f5162e4
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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 commite2f5162e4f
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. commit62c53963ab
Author: Marcel Märtens <marcel.cochem@googlemail.com> Date: Wed Aug 19 15:59:00 2020 +0200 replace pretty_env_logger with tracing commit5b1625f99d
Merge:d71003acd
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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 commitd71003acda
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. commit63b5e0e553
Merge:c32b337a4
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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 commitc32b337a46
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Mon Aug 17 05:52:04 2020 +0200 Fixing LOD grid, for real. commita166ae0360
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. commit4cbad004f4
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sun Aug 16 19:27:58 2020 +0200 Bumping nightly per request. commit548680276a
Merge:acc098604
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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 commitacc0986040
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sat Aug 15 22:28:32 2020 +0200 Lower resolution due to lying drivers. commitd3b878de2a
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sat Aug 15 22:15:38 2020 +0200 Fix issues msh encountered with Intel 4600. commit10245e0c1b
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. commit3155c31e66
Merge:7204cc8a7
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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 commit7204cc8a7a
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. commitbc83360f2a
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. commit1fd104aa60
Merge:862df3c99
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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 commit862df3c997
Merge:0a4218ed9
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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 commit0a4218ed9d
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Wed Aug 12 22:27:14 2020 +0200 Fix particle depth. commitf51dfdeb44
Merge:c6251a956
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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 commitc6251a956a
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. commit0ed801d540
Merge:c11b9bdf0
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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 commitc11b9bdf0a
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Wed Aug 12 11:47:15 2020 +0200 Remove unneeded Clippy annotation. commit16aa9ef40a
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sat Aug 8 00:53:02 2020 +0200 Fix hotloading and Clippy. commit3dc973e0be
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Fri Aug 7 23:50:27 2020 +0200 Major speedups with SIMD. commitfba64a7d93
Merge:76429d00e
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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 commit76429d00ee
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Fri Aug 7 13:23:10 2020 +0200 Add clippy.toml. commitc79f512f84
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Fri Aug 7 11:55:20 2020 +0200 Fix all clippy issues, clean up Rust code. commit6f90e010b3
Merge:77a8c7c26
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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 commit77a8c7c267
Merge:b44e44232
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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 commit5929cfa5c7
Author: jshipsey <jshipsey18@gmail.com> Date: Thu Aug 6 20:47:27 2020 -0400 fixed in-hand arrow bug commitb44e442325
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Aug 6 13:40:35 2020 +0200 Miscellaneous performance improvements. commitbe37acf287
Merge:125d7fc6c
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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 commit125d7fc6c4
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. commitd4d4956e92
Merge:5f3b7294a
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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 commit5f3b7294af
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sun Aug 2 20:43:52 2020 +0200 Fix formatting issues I missed before. commita428a3ebba
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). commitba54307540
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. commit7e0f4bcbf0
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Wed Jul 29 21:10:20 2020 +0200 Fix crash in edge case for pixel art. commit56da06f7a3
Merge:cf74d55f2
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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 commitcf74d55f2e
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. commitad18ce9399
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Tue Jul 28 13:21:09 2020 +0200 Fix continent scale hack. commit36b1cb074f
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. commit13b6d4d534
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). commit30b1d2c642
Merge:7d56ba31b
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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 commit7d56ba31b4
Merge:2101113b4
598f14b25
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 commit1377b369f6
Author: Monty Marz <m.marzouq@gmx.de> Date: Sun Jul 19 23:25:38 2020 +0200 more saturated pumpkins commitae8d50527f
Author: Monty Marz <m.marzouq@gmx.de> Date: Sat Jul 18 20:29:56 2020 +0200 acacia models commit2101113b46
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sat Jul 18 18:55:25 2020 +0200 Higher detail LOD. commitadd2cfae04
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Jul 16 01:57:39 2020 +0200 Revert some irrelevant stuff. commit2e2ab3dc1e
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. commit6c31e6b562
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sun Jul 12 19:50:26 2020 +0200 Fix shadow creation. commit6332cbe006
Merge:be438657c
930e0028b
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 commitbe438657c3
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. commit23b4058906
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. commit7fbe5cbfbb
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Wed Jul 8 02:23:02 2020 +0200 Address lies about max texture size. commitbcfc62b5e1
Merge:75e3626a7
18a08e8fe
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 commit75e3626a78
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Wed Jul 8 02:21:52 2020 +0200 OpenGL 3.3 minimum. commit18a08e8fe2
Author: Monty Marz <m.marzouq@gmx.de> Date: Tue Jul 7 23:57:52 2020 +0200 settings localization commit90c5d1ca36
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Tue Jul 7 21:11:48 2020 +0200 Lower near distance. commit0e66f02b25
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Tue Jul 7 20:09:01 2020 +0200 All sprites sway in the wind now. commitdb1401a691
Merge:69e508d8c
e8b4b29d7
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 commit69e508d8c9
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Tue Jul 7 18:41:37 2020 +0200 Make it easy to switch to SIMD for math. commitffe0f5928c
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sat Jul 4 21:21:12 2020 +0200 Fix some issues with underwater rendering. commitbfda6da42f
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sat Jul 4 19:17:59 2020 +0200 Fix some minor display issues. commit0ed752e087
Merge:ccc6a06a8
518edcb85
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 commitccc6a06a8d
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sat Jul 4 18:04:34 2020 +0200 Some minor changes. commit4e02024670
Merge:50a64d927
e05c9267a
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 commit50a64d927e
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sat Jul 4 13:07:03 2020 +0200 Fix far plane. commit7dd06da34c
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Jul 2 22:25:35 2020 +0200 Add shadows.glsl. commit618a18c998
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Jul 2 22:10:22 2020 +0200 Adding shadows, greedy meshing, and more. commiteaea83fe6a
Merge:267018495
2f89b863e
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 commit2670184954
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. commitf8376fd5dc
Merge:654f7e049
cdee191dd
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 commit654f7e0492
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Wed May 20 21:22:30 2020 +0200 Correct backface culling. commit560501df05
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Tue May 19 17:22:06 2020 +0200 Greedy messhing for shadows. commita4d87e1875
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sun May 17 05:59:00 2020 +0200 Shadow maps work for lantern. commit243d0837b8
Merge:04382dc28
71dd520cd
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 commit04382dc286
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Fri May 15 14:22:17 2020 +0200 WIP: better graphics config, better LOD, shadow maps. commit22ddbad3eb
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sat May 2 18:54:09 2020 +0200 Minor shader fixes. commit746a10e8d0
Merge:0f4a0e763
40ab94673
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 commit0f4a0e763d
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Fri May 1 23:03:24 2020 +0200 Switch back to pop-in terrain. commitdd74fa7e4a
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Fri May 1 22:58:55 2020 +0200 LOD shading closer to voxel shading. commitef67bd58ba
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Tue Apr 28 20:49:03 2020 +0200 Experimental underwater lighting. commit2c5ad9d076
Merge:748279835
303967a6f
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 commit7482798354
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Mon Apr 27 21:59:55 2020 +0200 Replace discard in figure-frag. commitd83b4ae69b
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Mon Apr 27 18:45:57 2020 +0200 Fix sprite lighting, HDR from focus_pos. commit0594238004
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Mon Apr 27 18:14:10 2020 +0200 Proper HDR from point lights. commit48c93d2b41
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Mon Apr 27 14:01:43 2020 +0200 Brighter ambiance, darker LOD shadows. commite0452e895c
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Mon Apr 27 13:13:23 2020 +0200 More proper HDR. commit4c6da3ed16
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Mon Apr 27 00:13:10 2020 +0200 Trying LOD noise. commit682a3d74c8
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sun Apr 26 23:11:08 2020 +0200 Fix LOD heights in towns. commitcc39e5734e
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sun Apr 26 21:01:23 2020 +0200 More LOD fixes. commit8116b21c2e
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sat Apr 25 23:54:43 2020 +0200 I like this coloring. commitbc2560ea90
Merge:14effdd5d
e690efe71
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 commit14effdd5db
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sat Apr 25 22:24:35 2020 +0200 Re-saturate. commit48a643955d
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sat Apr 25 22:23:57 2020 +0200 Various fixes. commitf7b497a0c2
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sat Apr 25 03:22:49 2020 +0200 Render figures again. commit44e4aad48d
Merge:e6f0a5a98
9ec319a18
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 commite6f0a5a981
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Fri Apr 24 16:12:20 2020 +0200 Add atmospheric scattering. commitf2953087f6
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Apr 23 00:01:20 2020 +0200 Fix shadowing for specular reflections. commitddd4a67a97
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Wed Apr 22 22:56:12 2020 +0200 HDR fixes. commit1015e60dee
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Tue Apr 21 18:25:19 2020 +0200 More lighting changes. commit80c264abd1
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Mon Apr 13 00:29:59 2020 +0200 Lighting experiments. commit8414987e58
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Apr 9 02:38:40 2020 +0200 WIP -- lighting changes and soft shadows. commit9cd2b3fb0d
Merge:c7ea687eb
8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sat Apr 4 02:33:29 2020 +0200 Merge branch 'sharp/new-lighting' into sharp/small-fixes commitc7ea687ebb
Merge:476441531
22f3319b4
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 commit8b149ad11a
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Sat Apr 4 02:32:39 2020 +0200 Trying out a new lighting model. commitb0ac9f36f7
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Fri Apr 3 07:56:11 2020 +0200 Use bicubic interpolation for terrain. commitf6fc9307a1
Merge:33140a295
22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Fri Apr 3 05:01:41 2020 +0200 Merge remote-tracking branch 'origin/master' into zesterer/lod commit4764415312
Merge:ed2d0111d
13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Fri Apr 3 04:54:48 2020 +0200 Merge branch 'sharp/map-colors' into sharp/small-fixes commit13388ee6a4
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Apr 2 20:30:08 2020 +0200 Various fixes (to coloring and to soft shadows). commitfbd084a94a
Merge:5a089863b
4fdf6896a
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 commited2d0111d9
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Apr 2 06:49:27 2020 +0200 Combining colors and LOD. commit88342640c6
Merge:33140a295
5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Apr 2 04:49:20 2020 +0200 Merge branch 'sharp/map-colors' into sharp/small-fixes commit33140a2951
Merge:4c65a5aed
f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Thu Apr 2 04:36:21 2020 +0200 Merge remote-tracking branch 'origin/master' into zesterer/lod commit5a089863be
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! commit32b2c99109
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. commitf8926a5737
Merge:a1aee931e
875ae6ced
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 commit4c65a5aed3
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com> Date: Mon Feb 24 16:48:05 2020 +0000 Made LOD setting slider exponential commit2fa7b2d20d
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Mon Feb 24 17:49:53 2020 +0000 Added mist to LoD commitaab059a450
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Mon Feb 24 15:14:06 2020 +0000 Added LoD slider commit779c36b538
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Mon Feb 24 12:54:55 2020 +0000 Reduced cost of vertex pushing commit9fea150473
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Mon Feb 24 12:38:53 2020 +0000 Fixed maths, improved LoD resolution commit5481df38fe
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Mon Feb 24 11:22:50 2020 +0000 Dynamically relocate LoD vertices to enhance details commita3e36a50ab
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Sun Feb 23 18:13:51 2020 +0000 Simpler terrain spiral rendering commit255f450ae9
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Sun Feb 23 16:53:17 2020 +0000 Better LoD precision commit3d027aebe8
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Sun Feb 23 16:04:03 2020 +0000 Better falloff commitbe775c9484
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Sun Feb 23 15:30:45 2020 +0000 Applied good ideas from experimental branch commit58587b6854
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Fri Feb 21 16:15:13 2020 +0000 Minor fixes to LoD merging commit7b42aebd70
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Fri Feb 21 15:04:44 2020 +0000 Capped LoD dragging commit8aafc559f8
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Fri Feb 21 14:54:37 2020 +0000 Better blending between LoD and terrain border commitedd3455d51
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 commitb9b0674462
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Fri Feb 21 14:27:43 2020 +0000 Better LoD smoothing commita1aee931e7
Author: Joshua Yanovski <pythonesque@gmail.com> Date: Fri Feb 21 14:52:17 2020 +0100 Adding shadows. commit2400786c13
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Fri Feb 21 13:48:40 2020 +0000 Use world map as LoD source commitdbf650f504
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Mon Jan 20 00:48:14 2020 +0000 Better clouds at distance commit5e6f81b86c
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Sun Jan 19 23:59:02 2020 +0000 sync commit745e7540dd
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Fri Nov 22 12:40:48 2019 +0000 Improved cloud falloff mist, faster noise sampling commitf6a200d0cb
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 commit63d1b2bb22
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Thu Nov 21 20:57:46 2019 +0000 Working LoD shader commitf13d98ee3e
Author: Joshua Barretto <joshua.s.barretto@gmail.com> Date: Thu Nov 21 11:03:40 2019 +0000 LoD first attempt (stack overflow issue)
50 lines
1.7 KiB
GLSL
50 lines
1.7 KiB
GLSL
// NOTE: We currently do nothing, and just rely on the default shader behavior.
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//
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// However, in the future we might apply some depth transforms here.
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#version 330 core
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// #extension ARB_texture_storage : enable
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#include <constants.glsl>
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#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
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#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
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#if (FLUID_MODE == FLUID_MODE_CHEAP)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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#elif (FLUID_MODE == FLUID_MODE_SHINY)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE
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#endif
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#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
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#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
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// Currently, we only need globals for the far plane.
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#include <globals.glsl>
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// // Currently, we only need lights for the light position
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// #include <light.glsl>
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// in vec3 FragPos; // FragPos from GS (output per emitvertex)
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// flat in int FragLayer;
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void main()
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{
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// Only need to do anything with point lights, since sun and moon should already have nonlinear
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// distance.
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///*if (FragLayer > 0) */{
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// // get distance between fragment and light source
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// float lightDistance = length(FragPos);
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// // float lightDistance = length(FragPos - lights[((/*FragLayer*/1 - 1) & 31)].light_pos.xyz);
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// // // map to [0;1] range by dividing by far_plane
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// lightDistance = lightDistance / screen_res.w;//FragPos.w;//screen_res.w;
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// // // write this as modified depth
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// // // lightDistance = -1000.0 / (lightDistance + 10000.0);
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// // // lightDistance /= screen_res.w;
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// gl_FragDepth = lightDistance;// / /*FragPos.w;*/screen_res.w;//-1000.0 / (lightDistance + 1000.0);//lightDistance
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//}
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}
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