Added fog
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+2
-2
@@ -40,8 +40,8 @@ impl Game {
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// Generate new world
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else {
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let timer = Instant::now();
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for x in 0..128 {
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for z in 0..128 {
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for x in 0..32 {
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for z in 0..32 {
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let pos = &Point3{x,y:0,z};
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let block = app.world.gen_block(pos);
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content.write(pos, block);
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@@ -1,61 +0,0 @@
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use std::path::Path;
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use image::GenericImageView;
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pub struct Texture {
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pub texture: wgpu::Texture,
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pub view: wgpu::TextureView,
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pub sampler: wgpu::Sampler,
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}
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impl Texture {
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pub fn from_file(device: &wgpu::Device, queue: &wgpu::Queue, str_path: &str) -> Self {
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let img_path = Path::new(str_path);
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let img = image::open(img_path).unwrap();
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Self::from_image(&device, &queue, &img)
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}
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pub fn from_image(device: &wgpu::Device, queue: &wgpu::Queue, img: &image::DynamicImage) -> Self {
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// Data from image
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let img_dim = img.dimensions();
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let img_data = img.as_rgba8().unwrap();
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// Create texture on device
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let texture_size = wgpu::Extent3d { width: img_dim.0, height: img_dim.1, depth: 1, };
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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size: texture_size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
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label: None,
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});
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// Write texture to memory
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queue.write_texture(
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wgpu::TextureCopyView { texture: &texture, mip_level: 0, origin: wgpu::Origin3d::ZERO },
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img_data,
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wgpu::TextureDataLayout { offset: 0, bytes_per_row: 4 * img_dim.0, rows_per_image: img_dim.1 },
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texture_size,
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);
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// Create view and sampler
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = device.create_sampler(
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&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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//mag_filter: wgpu::FilterMode::Linear,
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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}
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);
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Self { texture, view, sampler }
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}
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}
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Binary file not shown.
@@ -55,9 +55,15 @@ vec3 solve()
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// HitResult second = castNodes(secondRay, 25);
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// if(second.data > 0) color += getAlbedo(second.data) * 0.8;
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// Fog
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float dist = distance(primary.pos, primaryRay.origin);
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float fog = exp2(-pow(0.02*dist, 2));
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color = mix(vec3(0.8, 0.8, 0.75), color, clamp(fog, 0.0, 1.0));
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return color;
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}
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// Sky
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float up = clamp(dot(primaryRay.dir, vec3(0, 1, 0)) + 0.1, 0, 1);
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return vec3(0.176, 0.592, 0.901) * up;
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}
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