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https://bitbucket.org/s_l_teichmann/mtsatellite
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Add a -transparent-dim=percent flag to set the extra dimming of transparent materials each depth meter.
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parent
68bb1ee320
commit
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3
SETUP.md
3
SETUP.md
@ -81,7 +81,8 @@ need a `colors.txt` to map the block nodes to pixel colors of your map. The repo
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If you want to have certain nodes to be transparent you can add `-transparent=true` to the
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options. In this case if a color from colors.txt does have a forth color component the numerical
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value between 0 (fully transparent) and 255 (fully opaque) will be the base transparency of the
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pixel. Every depth meter of the same material will reduce the transparency by 2%.
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pixel. Every depth meter of the same material will reduce the transparency by 2%. This can be adjusted
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with the `-transparent-dim=percent` flags.
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See `mtseeder --help` for all options.
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The `-workers=` option and the `GOMAXPROCS=` environment variable are completely optional but very useful
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@ -45,7 +45,7 @@ func order(a, b int) (int, int) {
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func createBaseLevel(
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address string,
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xMin, zMin, xMax, zMax int,
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transparent bool,
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transparent bool, transparentDim float32,
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colorsFile, outDir string,
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numWorkers int) (err error) {
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@ -55,6 +55,8 @@ func createBaseLevel(
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return
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}
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colors.TransparentDim = transparentDim
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baseDir := filepath.Join(outDir, baseLevelDir)
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if err = os.MkdirAll(baseDir, os.ModePerm); err != nil {
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return
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@ -8,20 +8,23 @@ import (
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"flag"
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"fmt"
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"log"
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"bitbucket.org/s_l_teichmann/mtsatellite/common"
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)
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func main() {
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var (
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port int
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host string
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xMin, zMin int
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xMax, zMax int
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colorsFile string
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outDir string
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numWorkers int
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skipBaseLevel bool
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skipPyramid bool
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transparent bool
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port int
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host string
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xMin, zMin int
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xMax, zMax int
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colorsFile string
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outDir string
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numWorkers int
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skipBaseLevel bool
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skipPyramid bool
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transparent bool
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transparentDim float64
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)
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flag.IntVar(&port, "port", 6379, "port to of mtredisalize server")
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@ -42,15 +45,22 @@ func main() {
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flag.BoolVar(&skipPyramid, "sp", false, "Do not generate pyramid tiles (shorthand)")
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flag.BoolVar(&transparent, "transparent", false, "Render transparent blocks.")
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flag.BoolVar(&transparent, "t", false, "Render transparent blocks (shorthand).")
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flag.Float64Var(&transparentDim,
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"transparent-dim", common.DefaultTransparentDim*100.0,
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"Extra dimming of transparent nodes each depth meter in percent.")
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flag.Float64Var(&transparentDim,
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"td", common.DefaultTransparentDim*100.0,
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"Extra fimming of transparent nodes each depth meter in percent. (shorthand)")
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flag.Parse()
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if !skipBaseLevel {
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td := common.Clamp32f(float32(transparentDim/100.0), 0.0, 1.0)
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address := fmt.Sprintf("%s:%d", host, port)
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if err := createBaseLevel(
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address,
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xMin, zMin, xMax, zMax,
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transparent,
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transparent, td,
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colorsFile,
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outDir,
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numWorkers); err != nil {
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@ -27,6 +27,7 @@ func main() {
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shaded bool
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transparent bool
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cpuProfile string
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transparentDim float64
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)
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flag.IntVar(&port, "port", 6379, "port to of mtredisalize server")
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@ -46,6 +47,9 @@ func main() {
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flag.StringVar(&outfile, "o", "out.png", "image file of result (shorthand)")
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flag.BoolVar(&shaded, "shaded", true, "draw relief")
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flag.BoolVar(&transparent, "transparent", false, "render transparent blocks")
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flag.Float64Var(
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&transparentDim, "transparent-dim", common.DefaultTransparentDim*100,
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"Extra dimming of transparent nodes every depth meter in percent (0-100).")
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flag.StringVar(&cpuProfile, "cpuprofile", "", "write cpu profile to file")
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flag.Parse()
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@ -66,6 +70,9 @@ func main() {
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log.Fatalf("Cannot open color file: %s", err)
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}
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colors.TransparentDim = common.Clamp32f(
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float32(transparentDim/100.0), 0.0, 100.0)
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address := fmt.Sprintf("%s:%d", host, port)
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var client *common.RedisClient
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@ -18,18 +18,19 @@ import (
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func main() {
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var (
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webPort int
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webHost string
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webDir string
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mapDir string
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redisPort int
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redisHost string
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colorsFile string
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workers int
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transparent bool
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updateHosts string
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websockets bool
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playersFIFO string
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webPort int
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webHost string
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webDir string
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mapDir string
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redisPort int
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redisHost string
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colorsFile string
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workers int
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transparent bool
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transparentDim float64
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updateHosts string
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websockets bool
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playersFIFO string
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)
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flag.IntVar(&webPort, "web-port", 8808, "port of the web server")
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flag.IntVar(&webPort, "p", 8808, "port of the web server (shorthand)")
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@ -52,6 +53,12 @@ func main() {
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flag.StringVar(&colorsFile, "c", "colors.txt", "colors used to render map tiles (shorthand).")
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flag.BoolVar(&transparent, "transparent", false, "Render transparent blocks.")
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flag.BoolVar(&transparent, "t", false, "Render transparent blocks (shorthand).")
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flag.Float64Var(&transparentDim,
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"transparent-dim", common.DefaultTransparentDim*100.0,
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"Extra dimming of transparent nodes each depth meter in percent.")
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flag.Float64Var(&transparentDim,
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"td", common.DefaultTransparentDim*100.0,
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"Extra fimming of transparent nodes each depth meter in percent. (shorthand)")
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flag.BoolVar(&websockets, "websockets", false, "Forward tile changes to clients via websockets.")
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flag.BoolVar(&websockets, "ws", false, "Forward tile changes to clients via websockets (shorthand).")
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flag.StringVar(&playersFIFO, "players", "", "Path to FIFO file to read active players from.")
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@ -86,6 +93,8 @@ func main() {
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if colors, err = common.ParseColors(colorsFile); err != nil {
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log.Fatalf("ERROR: problem loading colors: %s", err)
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}
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colors.TransparentDim = common.Clamp32f(
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float32(transparentDim/100.0), 0.0, 100.0)
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redisAddress := fmt.Sprintf("%s:%d", redisHost, redisPort)
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var allowedUpdateIps []net.IP
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@ -13,10 +13,14 @@ import (
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"strings"
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)
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// Dim transparent 2% every node.
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const DefaultTransparentDim = 2.0 / 100.0
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type Colors struct {
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Colors []color.RGBA
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NameIndex map[string]int32
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NumTransparent int32
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TransparentDim float32
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}
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type namedColor struct {
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@ -81,7 +85,8 @@ func ParseColors(filename string) (colors *Colors, err error) {
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colors = &Colors{
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Colors: cs,
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NameIndex: nameIndex,
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NumTransparent: numTransparent}
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NumTransparent: numTransparent,
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TransparentDim: DefaultTransparentDim}
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return
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}
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@ -89,13 +94,6 @@ func (colors *Colors) IsTransparent(index int32) bool {
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return index < colors.NumTransparent
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}
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func min(a, b int32) int32 {
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if a < b {
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return a
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}
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return b
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}
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func BlendColor(c1, c2 color.RGBA, a float32) color.RGBA {
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b := float32(1) - a
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return color.RGBA{
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@ -113,12 +111,12 @@ func (colors *Colors) BlendColors(span *Span, col color.RGBA, pos int32) color.R
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if curr == nil {
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return col
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}
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const scale = float32(1) / 100
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dim := colors.TransparentDim
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for ; curr != nil; curr = curr.Next {
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c := colors.Colors[curr.Value]
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// At least alpha channel attenuation + 2% extra for each depth meter.
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base := (int32(c.A) * 100) / 255
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factor := float32(min(100, base+(curr.To-curr.From)*2)) * scale
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// At least alpha channel attenuation + dim% extra for each depth meter.
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base := float32(c.A) / 255.0
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factor := min32f(1.0, base+float32(curr.To-curr.From)*dim)
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col = BlendColor(c, col, factor)
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}
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return col
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@ -34,3 +34,20 @@ func min16(a, b int16) int16 {
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}
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return b
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}
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func min32f(a, b float32) float32 {
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if a < b {
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return a
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}
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return b
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}
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func Clamp32f(x, a, b float32) float32 {
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switch {
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case x < a:
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return a
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case x > b:
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return b
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}
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return x
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}
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