mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-11 14:01:49 +00:00
Merge branch 'main' into animation
This commit is contained in:
commit
49e7f2c631
89 changed files with 1050 additions and 687 deletions
|
|
@ -86,12 +86,27 @@ function generate_heightmap(x, y, w, h, s, inputs)
|
|||
|
||||
local rivermap = Heightmap(w, h)
|
||||
rivermap.noiseSeed = SEED
|
||||
rivermap:noise({x+21, y+12}, 0.1*s, 4)
|
||||
rivermap:abs()
|
||||
rivermap:mul(2.0)
|
||||
rivermap:pow(0.15)
|
||||
rivermap:max(0.5)
|
||||
map:mul(rivermap)
|
||||
rivermap:noise({ x + 21, y + 12 }, 0.1 * s, 4)
|
||||
rivermap:pow(4)
|
||||
rivermap:mul(3500)
|
||||
rivermap:add(1)
|
||||
rivermap:pow(-1)
|
||||
rivermap:mul(-1)
|
||||
rivermap:add(1)
|
||||
|
||||
local rivermap_bottom = Heightmap(w, h)
|
||||
rivermap_bottom:add(0.23)
|
||||
rivermap_bottom:noise({ x, y }, 2 * s, 4, 0.005)
|
||||
|
||||
map:sub(rivermap_bottom)
|
||||
|
||||
local map_multiplied = Heightmap(w, h)
|
||||
map_multiplied:add(map)
|
||||
map_multiplied:mul(rivermap)
|
||||
|
||||
map:min(map_multiplied)
|
||||
|
||||
map:add(rivermap_bottom)
|
||||
|
||||
local desertmap = Heightmap(w, h)
|
||||
desertmap.noiseSeed = SEED
|
||||
|
|
|
|||
|
|
@ -1,5 +1,44 @@
|
|||
local util = {}
|
||||
|
||||
local DROP_FORCE = 8
|
||||
local DROP_INIT_VEL = {0, 3, 0}
|
||||
|
||||
---@param mode integer 0 - whole stack, 1 - single item, 2 - dupe whole stack
|
||||
function util.drop_from_slot(invid, slot, mode)
|
||||
if invid == 0 then
|
||||
return
|
||||
end
|
||||
local pid = hud.get_player()
|
||||
if mode == 2 and not player.is_infinite_items(pid) then
|
||||
return
|
||||
end
|
||||
local itemid, itemcount = inventory.get(invid, slot)
|
||||
if itemid == 0 then
|
||||
return
|
||||
end
|
||||
|
||||
local drop_itemcount = 1
|
||||
if mode == 0 then
|
||||
drop_itemcount = itemcount
|
||||
end
|
||||
if mode == 2 then
|
||||
drop_itemcount = item.stack_size(itemid)
|
||||
else
|
||||
inventory.set(invid, slot, itemid, itemcount - drop_itemcount)
|
||||
end
|
||||
|
||||
local data = inventory.get_all_data(invid, slot)
|
||||
local pvel = { player.get_vel(pid) }
|
||||
local ppos = vec3.add({ player.get_pos(pid) }, { 0, 0.7, 0 })
|
||||
local throw_force = vec3.mul(player.get_dir(pid), DROP_FORCE)
|
||||
local drop = util.drop(ppos, itemid, drop_itemcount, data, 1.5)
|
||||
if not drop then
|
||||
return
|
||||
end
|
||||
local velocity = vec3.add(throw_force, vec3.add(pvel, DROP_INIT_VEL))
|
||||
drop.rigidbody:set_vel(velocity)
|
||||
end
|
||||
|
||||
function util.drop(ppos, itemid, count, data, pickup_delay)
|
||||
if itemid == 0 or not itemid then
|
||||
return nil
|
||||
|
|
|
|||
|
|
@ -1,30 +1,21 @@
|
|||
local base_util = require "util"
|
||||
|
||||
local DROP_FORCE = 8
|
||||
local DROP_INIT_VEL = {0, 3, 0}
|
||||
|
||||
function on_hud_open()
|
||||
input.add_callback("player.drop", function ()
|
||||
events.on("core:drop_outside_inventory", function(mode)
|
||||
local invid = hud.get_exchange_inventory()
|
||||
base_util.drop_from_slot(invid, 0, mode)
|
||||
end)
|
||||
input.add_callback("player.drop", function()
|
||||
if hud.is_paused() or hud.is_inventory_open() then
|
||||
return
|
||||
end
|
||||
local pid = hud.get_player()
|
||||
local invid, slot = player.get_inventory(pid)
|
||||
local itemid, itemcount = inventory.get(invid, slot)
|
||||
if itemid == 0 then
|
||||
return
|
||||
local mode = 1
|
||||
if input.is_pressed("key:left-ctrl") or input.is_pressed("key:right-ctrl") then
|
||||
mode = 0
|
||||
end
|
||||
local data = inventory.get_all_data(invid, slot)
|
||||
inventory.set(invid, slot, itemid, itemcount-1)
|
||||
|
||||
local pvel = {player.get_vel(pid)}
|
||||
local ppos = vec3.add({player.get_pos(pid)}, {0, 0.7, 0})
|
||||
local throw_force = vec3.mul(player.get_dir(pid), DROP_FORCE)
|
||||
local drop = base_util.drop(ppos, itemid, 1, data, 1.5)
|
||||
if not drop then
|
||||
return
|
||||
end
|
||||
local velocity = vec3.add(throw_force, vec3.add(pvel, DROP_INIT_VEL))
|
||||
drop.rigidbody:set_vel(velocity)
|
||||
base_util.drop_from_slot(invid, slot, mode)
|
||||
end)
|
||||
rules.create("do-loot-non-player", true)
|
||||
end
|
||||
|
|
|
|||
|
|
@ -16,6 +16,4 @@ function on_block_broken(id, x, y, z, playerid)
|
|||
spawn_spread=vec3.mul(size, 0.4)
|
||||
})
|
||||
end
|
||||
|
||||
rules.create("do-loot-non-player", true)
|
||||
end
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
<container id='pack_%{id}' onclick='%{callback}' size='0,80' color='#00000040' hover-color='#00000080' position-func="%{position_func}" z-index="%{index}">
|
||||
<label color='#FFFFFF80' size='300,25' align='right' gravity='top-right'>
|
||||
[%{id_verbose}]
|
||||
<label color='#FFFFFF80' size='340,25' align='right' gravity='top-right'>
|
||||
[%{id_verbose} %{version}]
|
||||
</label>
|
||||
<label pos='78,6'>%{title}</label>
|
||||
<label if='%{creator}' color='#CCFFE5B2' size='300,20' align='right'
|
||||
|
|
|
|||
|
|
@ -192,13 +192,15 @@ function gui.ask(text, on_yes, on_no, yes_text, no_text)
|
|||
<container id='%s' color='#00000080' size-func='-1,-1' z-index='10'>
|
||||
<panel color='#507090E0' size='600' padding='16'
|
||||
gravity='center-center' interval='4'>
|
||||
<label margin='4'>%s</label>
|
||||
<label margin='4' markup='md'>%s</label>
|
||||
<button onclick='DATA.on_yes()'>@%s</button>
|
||||
<button onclick='DATA.on_no()'>@%s</button>
|
||||
</panel>
|
||||
</container>
|
||||
]], id, string.escape_xml(text)), {on_yes=yes_callback, on_no=no_callback},
|
||||
string.escape_xml(yes_text), string.escape_xml(no_text))
|
||||
]], id,
|
||||
string.escape_xml(text),
|
||||
string.escape_xml(yes_text),
|
||||
string.escape_xml(no_text)), {on_yes=yes_callback, on_no=no_callback})
|
||||
input.add_callback("key:escape", no_callback, gui.root[id])
|
||||
end
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,9 @@
|
|||
#include <shadows>
|
||||
#include <fog>
|
||||
|
||||
#define CLOUDS_FOG_FACTOR_MUL 0.3f
|
||||
#define CLOUDS_FOG_CURVE_MUL 0.4f
|
||||
|
||||
vec4 effect() {
|
||||
vec4 pos = texture(u_position, v_uv);
|
||||
float light = 1.0;
|
||||
|
|
@ -32,6 +35,10 @@ vec4 effect() {
|
|||
light = pow(light, u_gamma);
|
||||
|
||||
vec3 fogColor = texture(u_skybox, dir).rgb;
|
||||
float fog = calc_fog(length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0);
|
||||
float fog = calc_fog(
|
||||
length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0,
|
||||
mix(1.0, CLOUDS_FOG_FACTOR_MUL, emission),
|
||||
mix(1.0, CLOUDS_FOG_CURVE_MUL, emission)
|
||||
);
|
||||
return vec4(mix(texture(u_screen, v_uv).rgb * mix(1.0, light, 1.0), fogColor, fog), 1.0);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -15,11 +15,33 @@ uniform float u_fogCurve;
|
|||
uniform bool u_alphaClip;
|
||||
uniform vec3 u_sunDir;
|
||||
|
||||
const float BAYER_MATRIX[64] = float[](
|
||||
0.0, 32.0, 8.0, 40.0, 2.0, 34.0, 10.0, 42.0,
|
||||
48.0, 16.0, 56.0, 24.0, 50.0, 18.0, 58.0, 26.0,
|
||||
12.0, 44.0, 4.0, 36.0, 14.0, 46.0, 6.0, 38.0,
|
||||
60.0, 28.0, 52.0, 20.0, 62.0, 30.0, 54.0, 22.0,
|
||||
3.0, 35.0, 11.0, 43.0, 1.0, 33.0, 9.0, 41.0,
|
||||
51.0, 19.0, 59.0, 27.0, 49.0, 17.0, 57.0, 25.0,
|
||||
15.0, 47.0, 7.0, 39.0, 13.0, 45.0, 5.0, 37.0,
|
||||
63.0, 31.0, 55.0, 23.0, 61.0, 29.0, 53.0, 21.0
|
||||
);
|
||||
|
||||
float calc_bayer(vec2 pos){
|
||||
ivec2 p = ivec2(mod(pos, 8.0));
|
||||
return BAYER_MATRIX[p.y * 8 + p.x] / 64.0;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 texColor = texture(u_texture0, a_texCoord);
|
||||
float alpha = a_color.a * texColor.a;
|
||||
// anyway it's any alpha-test alternative required
|
||||
if (alpha < (u_alphaClip ? 0.5f : 0.15f)) {
|
||||
if (u_alphaClip) {
|
||||
float bayer = calc_bayer(gl_FragCoord.xy);
|
||||
if (alpha - bayer < 0.01f) {
|
||||
discard;
|
||||
}
|
||||
alpha = 1.0;
|
||||
} else if (alpha < 0.05f) {
|
||||
discard;
|
||||
}
|
||||
f_color = a_color * texColor;
|
||||
|
|
|
|||
|
|
@ -7,13 +7,17 @@ uniform float u_weatherFogOpacity;
|
|||
uniform float u_weatherFogDencity;
|
||||
uniform float u_weatherFogCurve;
|
||||
|
||||
float calc_fog(float depth) {
|
||||
float calc_fog(float depth, float fogFactor, float fogCurve) {
|
||||
return min(
|
||||
1.0,
|
||||
max(pow(depth * u_fogFactor, u_fogCurve),
|
||||
max(pow(depth * u_fogFactor * fogFactor, u_fogCurve * fogCurve),
|
||||
min(pow(depth * u_weatherFogDencity, u_weatherFogCurve),
|
||||
u_weatherFogOpacity))
|
||||
);
|
||||
}
|
||||
|
||||
float calc_fog(float depth) {
|
||||
return calc_fog(depth, 1.0, 1.0);
|
||||
}
|
||||
|
||||
#endif // FOG_GLSL_
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue