forked from mirror/BlueMap
Add map config for having a different void colour (#477)
* Added global webapp option for not having a void * Fix for non-default lighting conditions * Replace `isVoid` with whole `voidColor` feature! * Default void colour should be black * And now the default sky colour can also be set back to what it was * Fix the low-res void colour * Add config option for the new void colour setting! (I hope I haven't forgotten any place to add it, but it does work, so I don't think so..?)
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@ -363,6 +363,7 @@ private ConfigTemplate createOverworldMapTemplate(String name, Path worldFolder,
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.setVariable("sorting", "" + index)
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.setVariable("world", formatPath(worldFolder))
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.setVariable("sky-color", "#7dabff")
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.setVariable("void-color", "#000000")
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.setVariable("ambient-light", "0.1")
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.setVariable("world-sky-light", "15")
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.setVariable("remove-caves-below-y", "55")
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@ -376,6 +377,7 @@ private ConfigTemplate createNetherMapTemplate(String name, Path worldFolder, in
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.setVariable("sorting", "" + (100 + index))
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.setVariable("world", formatPath(worldFolder))
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.setVariable("sky-color", "#290000")
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.setVariable("void-color", "#000000")
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.setVariable("ambient-light", "0.6")
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.setVariable("world-sky-light", "0")
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.setVariable("remove-caves-below-y", "-10000")
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@ -389,6 +391,7 @@ private ConfigTemplate createEndMapTemplate(String name, Path worldFolder, int i
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.setVariable("sorting", "" + (200 + index))
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.setVariable("world", formatPath(worldFolder))
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.setVariable("sky-color", "#080010")
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.setVariable("void-color", "#000000")
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.setVariable("ambient-light", "0.6")
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.setVariable("world-sky-light", "0")
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.setVariable("remove-caves-below-y", "-10000")
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@ -49,6 +49,7 @@ public class MapConfig implements MapSettings {
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private Vector2i startPos = null;
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private String skyColor = "#7dabff";
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private String voidColor = "#000000";
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private float ambientLight = 0;
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@ -112,6 +113,11 @@ public String getSkyColor() {
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return skyColor;
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}
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@Override
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public String getVoidColor() {
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return voidColor;
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}
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@Override
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public float getAmbientLight() {
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return ambientLight;
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@ -24,11 +24,16 @@ sorting: ${sorting}
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# This defaults to the world-spawn if you don't set it.
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#start-pos: {x:500, z:-820}
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# The color of thy sky as a hex-color
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# The color of the sky as a hex-color
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# You can change this at any time.
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# Default is "#7dabff"
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sky-color: "${sky-color}"
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# The color of the void as a hex-color
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# You can change this at any time.
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# Default is "#000000"
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void-color: "${void-color}"
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# Defines the ambient light-strength that every block is receiving, regardless of the sunlight/blocklight.
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# 0 is no ambient light, 1 is fully lighted.
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# You can change this at any time.
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@ -60,6 +60,7 @@ export class MapViewer {
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sunlightStrength: { value: 1 },
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ambientLight: { value: 0 },
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skyColor: { value: new Color(0.5, 0.5, 1) },
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voidColor: { value: new Color(0, 0, 0) },
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hiresTileMap: {
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value: {
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map: null,
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@ -393,6 +394,7 @@ export class MapViewer {
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this.data.uniforms.distance.value = this.controlsManager.distance;
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this.data.uniforms.skyColor.value = map.data.skyColor;
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this.data.uniforms.voidColor.value = map.data.voidColor;
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this.data.uniforms.ambientLight.value = map.data.ambientLight;
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this.data.uniforms.hiresTileMap.value.map = map.hiresTileManager.tileMap.texture;
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this.data.uniforms.hiresTileMap.value.scale.set(map.data.hires.tileSize.x, map.data.hires.tileSize.z);
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@ -63,6 +63,7 @@ export class Map {
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name: id,
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startPos: {x: 0, z: 0},
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skyColor: new Color(),
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voidColor: new Color(),
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ambientLight: 0,
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hires: {
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tileSize: {x: 32, z: 32},
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@ -150,6 +151,14 @@ export class Map {
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);
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}
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if (worldSettings.voidColor && worldSettings.voidColor.length >= 3) {
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this.data.voidColor.setRGB(
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worldSettings.voidColor[0],
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worldSettings.voidColor[1],
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worldSettings.voidColor[2]
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);
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}
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this.data.ambientLight = worldSettings.ambientLight ? worldSettings.ambientLight : this.data.ambientLight;
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if (worldSettings.hires === undefined) worldSettings.hires = {};
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@ -50,6 +50,7 @@ uniform vec2 tileSize;
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uniform vec2 textureSize;
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uniform float lod;
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uniform float lodScale;
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uniform vec3 voidColor;
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varying vec3 vPosition;
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varying vec3 vWorldPosition;
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@ -76,13 +77,15 @@ vec2 posToMetaUV(vec2 pos) {
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return vec2(pos.x / textureSize.x, pos.y / textureSize.y + 0.5);
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}
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vec3 adjustColor(vec3 color) {
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return vec3(color * max(sunlightStrength * sunlightStrength, ambientLight));
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}
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void main() {
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//discard if hires tile is loaded at that position
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if (distance < 1000.0 && texture(hiresTileMap.map, ((vWorldPosition.xz - hiresTileMap.translate) / hiresTileMap.scale - hiresTileMap.pos) / hiresTileMap.size + 0.5).r > 0.75) discard;
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vec4 color = texture(textureImage, posToColorUV(vPosition.xz));
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color.a = 1.0; // don't use alpha channel
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vec4 meta = texture(textureImage, posToMetaUV(vPosition.xz));
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@ -120,6 +123,11 @@ void main() {
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float light = mix(blockLight, 15.0, sunlightStrength);
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color.rgb *= mix(ambientLight, 1.0, light / 15.0);
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vec3 adjustedVoidColor = adjustColor(voidColor);
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//where there's transparency, there is void that needs to be coloured
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color.rgb = mix(adjustedVoidColor, color.rgb, color.a);
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color.a = 1.0; //but don't actually display the transparency
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gl_FragColor = color;
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${ShaderChunk.logdepthbuf_fragment}
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@ -26,17 +26,23 @@ export const SKY_FRAGMENT_SHADER = `
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uniform float sunlightStrength;
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uniform float ambientLight;
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uniform vec3 skyColor;
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uniform vec3 voidColor;
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varying vec3 vPosition;
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vec3 adjustColor(vec3 color) {
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return vec3(color * max(sunlightStrength * sunlightStrength, ambientLight));
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}
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void main() {
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float horizonWidth = 0.005;
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float horizonHeight = 0.0;
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vec4 color = vec4(skyColor * max(sunlightStrength * sunlightStrength, ambientLight), 1.0);
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vec3 adjustedSkyColor = adjustColor(skyColor);
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vec3 adjustedVoidColor = adjustColor(voidColor);
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float voidMultiplier = (clamp(vPosition.y - horizonHeight, -horizonWidth, horizonWidth) + horizonWidth) / (horizonWidth * 2.0);
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color.rgb *= voidMultiplier;
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vec3 color = mix(adjustedVoidColor, adjustedSkyColor, voidMultiplier);
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gl_FragColor = color;
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gl_FragColor = vec4(color, 1.0);
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}
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`;
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@ -37,6 +37,8 @@ public interface MapSettings extends RenderSettings {
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String getSkyColor();
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String getVoidColor();
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long getMinInhabitedTime();
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int getMinInhabitedTimeRadius();
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@ -74,6 +74,10 @@ public JsonElement serialize(BmMap map, Type typeOfSrc, JsonSerializationContext
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Color skyColor = new Color().parse(map.getMapSettings().getSkyColor());
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root.add("skyColor", context.serialize(skyColor));
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// voidColor
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Color voidColor = new Color().parse(map.getMapSettings().getVoidColor());
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root.add("voidColor", context.serialize(voidColor));
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// ambientLight
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root.addProperty("ambientLight", map.getMapSettings().getAmbientLight());
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@ -70,7 +70,7 @@ public void render(World world, Vector3i modelMin, Vector3i modelMax, HiresTileM
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maxHeight = 0;
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topBlockLight = 0f;
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columnColor.set(0, 0, 0, 1, true);
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columnColor.set(0, 0, 0, 0, true);
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if (renderSettings.isInsideRenderBoundaries(x, z)) {
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minY = Math.max(min.getY(), world.getMinY(x, z));
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