veloren/world/src/column/mod.rs

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use crate::{all::ForestKind, sim::Location, util::Sampler, World, CONFIG};
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use common::{
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terrain::{Block, TerrainChunkSize},
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vol::{VolSize, Vox},
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};
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use noise::NoiseFn;
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use std::{
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f32,
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ops::{Add, Div, Mul, Neg, Sub},
sync::Arc,
};
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use vek::*;
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pub struct ColumnGen<'a> {
world: &'a World,
}
impl<'a> ColumnGen<'a> {
pub fn new(world: &'a World) -> Self {
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Self { world }
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}
}
impl<'a> Sampler for ColumnGen<'a> {
type Index = Vec2<i32>;
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type Sample = Option<ColumnSample<'a>>;
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fn get(&self, wpos: Vec2<i32>) -> Option<ColumnSample<'a>> {
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let wposf = wpos.map(|e| e as f64);
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let chunk_pos = wpos.map2(Vec2::from(TerrainChunkSize::SIZE), |e, sz: u32| {
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e / sz as i32
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});
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let sim = self.world.sim();
let alt_base = sim.get_interpolated(wpos, |chunk| chunk.alt_base)?;
let chaos = sim.get_interpolated(wpos, |chunk| chunk.chaos)?;
let temp = sim.get_interpolated(wpos, |chunk| chunk.temp)?;
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let dryness = sim.get_interpolated(wpos, |chunk| chunk.dryness)?;
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let rockiness = sim.get_interpolated(wpos, |chunk| chunk.rockiness)?;
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let cliffiness = sim.get_interpolated(wpos, |chunk| chunk.cliffiness)?;
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let tree_density = sim.get_interpolated(wpos, |chunk| chunk.tree_density)?;
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let sim_chunk = sim.get(chunk_pos)?;
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const RIVER_PROPORTION: f32 = 0.025;
let river = dryness
.abs()
.neg()
.add(RIVER_PROPORTION)
.div(RIVER_PROPORTION)
.max(0.0)
.mul((1.0 - (chaos - 0.15) * 20.0).max(0.0).min(1.0));
let riverless_alt = sim.get_interpolated(wpos, |chunk| chunk.alt)?
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+ (sim.gen_ctx.small_nz.get((wposf.div(256.0)).into_array()) as f32)
.abs()
.mul(chaos.max(0.2))
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.mul(64.0);
let alt = riverless_alt
- (1.0 - river)
.mul(f32::consts::PI)
.cos()
.add(1.0)
.mul(0.5)
.mul(24.0);
let water_level = (riverless_alt - 4.0 - 5.0 * chaos).max(CONFIG.sea_level);
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let rock = (sim.gen_ctx.small_nz.get(
Vec3::new(wposf.x, wposf.y, alt as f64)
.div(100.0)
.into_array(),
) as f32)
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.mul(rockiness)
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.sub(0.4)
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.max(0.0)
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.mul(8.0);
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let wposf3d = Vec3::new(wposf.x, wposf.y, alt as f64);
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let marble = (0.0
+ (sim.gen_ctx.hill_nz.get((wposf3d.div(48.0)).into_array()) as f32).mul(0.75)
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+ (sim.gen_ctx.hill_nz.get((wposf3d.div(3.0)).into_array()) as f32).mul(0.25))
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.add(1.0)
.mul(0.5);
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// Colours
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let cold_grass = Rgb::new(0.0, 0.3, 0.15);
let warm_grass = Rgb::new(0.2, 0.8, 0.05);
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let cold_stone = Rgb::new(0.55, 0.7, 0.75);
let warm_stone = Rgb::new(0.65, 0.65, 0.35);
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let beach_sand = Rgb::new(0.93, 0.84, 0.4);
let desert_sand = Rgb::new(0.98, 0.8, 0.15);
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let snow = Rgb::broadcast(1.0);
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let grass = Rgb::lerp(cold_grass, warm_grass, marble);
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let sand = Rgb::lerp(beach_sand, desert_sand, marble);
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let cliff = Rgb::lerp(cold_stone, warm_stone, marble);
let ground = Rgb::lerp(
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Rgb::lerp(
snow,
grass,
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temp.sub(CONFIG.snow_temp)
.sub((marble - 0.5) * 0.05)
.mul(256.0),
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),
sand,
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temp.sub(CONFIG.desert_temp).mul(32.0),
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);
// Caves
let cave_at = |wposf: Vec2<f64>| {
(sim.gen_ctx.cave_0_nz.get(
Vec3::new(wposf.x, wposf.y, alt as f64 * 8.0)
.div(800.0)
.into_array(),
) as f32)
.powf(2.0)
.neg()
.add(1.0)
.mul((1.15 - chaos).min(1.0))
};
let cave_xy = cave_at(wposf);
let cave_alt = alt - 32.0
+ (sim
.gen_ctx
.cave_1_nz
.get(Vec2::new(wposf.x, wposf.y).div(48.0).into_array()) as f32)
* 8.0
+ (sim
.gen_ctx
.cave_1_nz
.get(Vec2::new(wposf.x, wposf.y).div(300.0).into_array()) as f32)
.add(1.0)
.mul(0.5)
.powf(8.0)
.mul(256.0);
Some(ColumnSample {
alt,
chaos,
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water_level,
river,
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surface_color: Rgb::lerp(
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sand,
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// Land
Rgb::lerp(
ground,
// Mountain
Rgb::lerp(
cliff,
snow,
(alt - CONFIG.sea_level
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- 0.35 * CONFIG.mountain_scale
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- alt_base
- temp * 96.0
- marble * 24.0)
/ 12.0,
),
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(alt - CONFIG.sea_level - 0.2 * CONFIG.mountain_scale) / 180.0,
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),
// Beach
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((alt - CONFIG.sea_level - 2.0) / 5.0).min(1.0 - river * 2.0),
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),
tree_density,
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forest_kind: sim_chunk.forest_kind,
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close_trees: sim.gen_ctx.tree_gen.get(wpos),
cave_xy,
cave_alt,
rock,
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cliff: cliffiness,
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temp,
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location: sim_chunk.location.as_ref(),
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})
}
}
#[derive(Clone)]
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pub struct ColumnSample<'a> {
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pub alt: f32,
pub chaos: f32,
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pub water_level: f32,
pub river: f32,
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pub surface_color: Rgb<f32>,
pub tree_density: f32,
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pub forest_kind: ForestKind,
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pub close_trees: [(Vec2<i32>, u32); 9],
pub cave_xy: f32,
pub cave_alt: f32,
pub rock: f32,
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pub cliff: f32,
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pub temp: f32,
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pub location: Option<&'a Arc<Location>>,
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}