veloren/world/src/sim.rs

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use crate::{structure::StructureGen2d, Cache};
use common::{
assets,
terrain::{Block, Structure, TerrainChunkSize},
vol::{ReadVol, VolSize, Vox},
};
use lazy_static::lazy_static;
use noise::{
BasicMulti, HybridMulti, MultiFractal, NoiseFn, OpenSimplex, RidgedMulti, Seedable,
SuperSimplex,
};
use std::{
f32,
ops::{Add, Div, Mul, Neg, Sub},
sync::Arc,
};
use vek::*;
pub const WORLD_SIZE: Vec2<usize> = Vec2 { x: 1024, y: 1024 };
pub struct WorldSim {
pub seed: u32,
chunks: Vec<SimChunk>,
gen_ctx: GenCtx,
tree_gen: StructureGen2d,
}
impl WorldSim {
pub fn generate(seed: u32) -> Self {
let mut gen_ctx = GenCtx {
turb_x_nz: BasicMulti::new().set_seed(seed + 0),
turb_y_nz: BasicMulti::new().set_seed(seed + 1),
chaos_nz: RidgedMulti::new().set_octaves(7).set_seed(seed + 2),
hill_nz: SuperSimplex::new().set_seed(seed + 3),
alt_nz: HybridMulti::new()
.set_octaves(7)
.set_persistence(0.1)
.set_seed(seed + 4),
temp_nz: SuperSimplex::new().set_seed(seed + 5),
small_nz: BasicMulti::new().set_octaves(2).set_seed(seed + 6),
rock_nz: HybridMulti::new().set_persistence(0.3).set_seed(seed + 7),
warp_nz: BasicMulti::new().set_octaves(3).set_seed(seed + 8),
tree_nz: BasicMulti::new()
.set_octaves(8)
.set_persistence(0.75)
.set_seed(seed + 9),
};
let mut chunks = Vec::new();
for x in 0..WORLD_SIZE.x as u32 {
for y in 0..WORLD_SIZE.y as u32 {
chunks.push(SimChunk::generate(Vec2::new(x, y), &mut gen_ctx));
}
}
Self {
seed,
chunks,
gen_ctx,
tree_gen: StructureGen2d::new(seed, 32, 32),
}
}
pub fn get(&self, chunk_pos: Vec2<u32>) -> Option<&SimChunk> {
if chunk_pos
.map2(WORLD_SIZE, |e, sz| e < sz as u32)
.reduce_and()
{
Some(&self.chunks[chunk_pos.y as usize * WORLD_SIZE.x + chunk_pos.x as usize])
} else {
None
}
}
pub fn get_base_z(&self, chunk_pos: Vec2<u32>) -> Option<f32> {
self.get(chunk_pos).and_then(|_| {
(0..2)
.map(|i| (0..2).map(move |j| (i, j)))
.flatten()
.map(|(i, j)| {
self.get(chunk_pos + Vec2::new(i, j))
.map(|c| c.get_base_z())
})
.flatten()
.fold(None, |a: Option<f32>, x| a.map(|a| a.min(x)).or(Some(x)))
})
}
pub fn get_interpolated<T, F>(&self, pos: Vec2<i32>, mut f: F) -> Option<T>
where
T: Copy + Default + Add<Output = T> + Mul<f32, Output = T>,
F: FnMut(&SimChunk) -> T,
{
let pos = pos.map2(TerrainChunkSize::SIZE.into(), |e, sz: u32| {
e as f64 / sz as f64
});
let cubic = |a: T, b: T, c: T, d: T, x: f32| -> T {
let x2 = x * x;
// Catmull-Rom splines
let co0 = a * -0.5 + b * 1.5 + c * -1.5 + d * 0.5;
let co1 = a + b * -2.5 + c * 2.0 + d * -0.5;
let co2 = a * -0.5 + c * 0.5;
let co3 = b;
co0 * x2 * x + co1 * x2 + co2 * x + co3
};
let mut x = [T::default(); 4];
for (x_idx, j) in (-1..3).enumerate() {
let y0 =
f(self.get(pos.map2(Vec2::new(j, -1), |e, q| (e.max(0.0) as i32 + q) as u32))?);
let y1 = f(self.get(pos.map2(Vec2::new(j, 0), |e, q| (e.max(0.0) as i32 + q) as u32))?);
let y2 = f(self.get(pos.map2(Vec2::new(j, 1), |e, q| (e.max(0.0) as i32 + q) as u32))?);
let y3 = f(self.get(pos.map2(Vec2::new(j, 2), |e, q| (e.max(0.0) as i32 + q) as u32))?);
x[x_idx] = cubic(y0, y1, y2, y3, pos.y.fract() as f32);
}
Some(cubic(x[0], x[1], x[2], x[3], pos.x.fract() as f32))
}
pub fn sampler(&self) -> Sampler {
Sampler {
sim: self,
sample2d_cache: Cache::with_capacity(1024),
}
}
}
pub struct Sampler<'a> {
sim: &'a WorldSim,
sample2d_cache: Cache<Vec2<i32>, Option<Sample2d>>,
}
impl<'a> Sampler<'a> {
fn sample_2d_impl(sim: &WorldSim, wpos: Vec2<i32>) -> Option<Sample2d> {
let wposf = wpos.map(|e| e as f64);
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)?;
let rockiness = sim.get_interpolated(wpos, |chunk| chunk.rockiness)?;
let tree_density = sim.get_interpolated(wpos, |chunk| chunk.tree_density)?;
let rock = (sim.gen_ctx.small_nz.get((wposf.div(100.0)).into_array()) as f32)
.mul(rockiness)
.sub(0.2)
.max(0.0)
.mul(2.0);
let alt = sim.get_interpolated(wpos, |chunk| chunk.alt)?
+ sim.gen_ctx.small_nz.get((wposf.div(256.0)).into_array()) as f32
* chaos.max(0.2)
* 64.0
+ rock * 15.0;
let wposf3d = Vec3::new(wposf.x, wposf.y, alt as f64);
let marble = (sim.gen_ctx.hill_nz.get((wposf3d.div(64.0)).into_array()) as f32)
.mul(0.5)
.add(1.0)
.mul(0.5);
// Colours
let cold_grass = Rgb::new(0.05, 0.5, 0.3);
let warm_grass = Rgb::new(0.4, 1.0, 0.05);
let cold_stone = Rgb::new(0.55, 0.75, 0.9);
let warm_stone = Rgb::new(0.75, 0.6, 0.35);
let sand = Rgb::new(0.93, 0.84, 0.33);
let snow = Rgb::broadcast(1.0);
let grass = Rgb::lerp(cold_grass, warm_grass, temp);
let ground = Rgb::lerp(grass, warm_stone, rock.mul(5.0).min(0.8));
let cliff = Rgb::lerp(cold_stone, warm_stone, marble);
Some(Sample2d {
alt,
chaos,
surface_color: Rgb::lerp(
sand,
// Land
Rgb::lerp(
ground,
// Mountain
Rgb::lerp(
cliff,
snow,
(alt - SEA_LEVEL - 350.0 - alt_base - temp * 48.0) / 12.0,
),
(alt - SEA_LEVEL - 150.0) / 180.0,
),
// Beach
(alt - SEA_LEVEL - 2.0) / 5.0,
),
tree_density,
close_trees: sim.tree_gen.sample(wpos),
})
}
pub fn sample_2d(&mut self, wpos2d: Vec2<i32>) -> Option<&Sample2d> {
let sim = &self.sim;
self.sample2d_cache
.get(wpos2d, |wpos2d| Self::sample_2d_impl(sim, wpos2d))
.as_ref()
}
pub fn sample_3d(&mut self, wpos: Vec3<i32>) -> Option<Sample3d> {
let wpos2d = Vec2::from(wpos);
let wposf = wpos.map(|e| e as f64);
// Sample 2D terrain attributes
let Sample2d {
alt,
chaos,
surface_color,
tree_density,
close_trees,
} = *self.sample_2d(wpos2d)?;
// Apply warping
let warp = (self
.sim
.gen_ctx
.warp_nz
.get((wposf.div(Vec3::new(120.0, 120.0, 150.0))).into_array())
as f32)
.mul((chaos - 0.1).max(0.0))
.mul(90.0);
let height = alt + warp;
let temp = 0.0;
// Sample blocks
let air = Block::empty();
let stone = Block::new(1, Rgb::new(200, 220, 255));
let grass = Block::new(2, Rgb::new(75, 150, 0));
let dirt = Block::new(3, Rgb::new(128, 90, 0));
let sand = Block::new(4, Rgb::new(180, 150, 50));
let water = Block::new(5, Rgb::new(100, 150, 255));
let above_ground =
(&close_trees)
.iter()
.fold(air, |block, (tree_pos, tree_seed)| {
match self.sample_2d(*tree_pos) {
Some(tree_sample)
if tree_sample.tree_density
> 0.5 + (*tree_seed as f32 / 1000.0).fract() * 0.2 =>
{
let tree_pos3d =
Vec3::new(tree_pos.x, tree_pos.y, tree_sample.alt as i32);
block.or(TREES[*tree_seed as usize % TREES.len()]
.get(wpos - tree_pos3d)
.map(|b| b.clone())
.unwrap_or(Block::empty()))
}
_ => block,
}
});
let z = wposf.z as f32;
Some(Sample3d {
block: if z < height - 4.0 {
stone
} else if z < height {
Block::new(1, surface_color.map(|e| (e * 255.0) as u8))
} else if z < SEA_LEVEL {
water
} else {
above_ground
},
})
}
}
lazy_static! {
static ref TREES: [Arc<Structure>; 12] = [
assets::load_map("world/tree/oak/1.vox", |s: Structure| s
.with_center(Vec3::new(15, 18, 14)))
.unwrap(),
assets::load_map("world/tree/oak/2.vox", |s: Structure| s
.with_center(Vec3::new(15, 18, 14)))
.unwrap(),
assets::load_map("world/tree/oak/3.vox", |s: Structure| s
.with_center(Vec3::new(15, 18, 14)))
.unwrap(),
assets::load_map("world/tree/pine/3.vox", |s: Structure| s
.with_center(Vec3::new(15, 15, 14)))
.unwrap(),
assets::load_map("world/tree/pine/4.vox", |s: Structure| s
.with_center(Vec3::new(15, 15, 14)))
.unwrap(),
assets::load_map("world/tree/pine/5.vox", |s: Structure| s
.with_center(Vec3::new(15, 15, 12)))
.unwrap(),
assets::load_map("world/tree/temperate/1.vox", |s: Structure| s
.with_center(Vec3::new(4, 4, 7)))
.unwrap(),
assets::load_map("world/tree/temperate/2.vox", |s: Structure| s
.with_center(Vec3::new(4, 4, 7)))
.unwrap(),
assets::load_map("world/tree/temperate/3.vox", |s: Structure| s
.with_center(Vec3::new(4, 4, 7)))
.unwrap(),
assets::load_map("world/tree/temperate/4.vox", |s: Structure| s
.with_center(Vec3::new(4, 4, 7)))
.unwrap(),
assets::load_map("world/tree/temperate/5.vox", |s: Structure| s
.with_center(Vec3::new(4, 4, 7)))
.unwrap(),
assets::load_map("world/tree/temperate/6.vox", |s: Structure| s
.with_center(Vec3::new(4, 4, 7)))
.unwrap(),
];
}
#[derive(Copy, Clone)]
pub struct Sample2d {
pub alt: f32,
pub chaos: f32,
pub surface_color: Rgb<f32>,
pub tree_density: f32,
pub close_trees: [(Vec2<i32>, u32); 9],
}
#[derive(Copy, Clone)]
pub struct Sample3d {
pub block: Block,
}
struct GenCtx {
turb_x_nz: BasicMulti,
turb_y_nz: BasicMulti,
chaos_nz: RidgedMulti,
alt_nz: HybridMulti,
hill_nz: SuperSimplex,
temp_nz: SuperSimplex,
small_nz: BasicMulti,
rock_nz: HybridMulti,
warp_nz: BasicMulti,
tree_nz: BasicMulti,
}
const Z_TOLERANCE: (f32, f32) = (48.0, 64.0);
pub const SEA_LEVEL: f32 = 128.0;
pub struct SimChunk {
pub chaos: f32,
pub alt_base: f32,
pub alt: f32,
pub temp: f32,
pub rockiness: f32,
pub tree_density: f32,
}
impl SimChunk {
fn generate(pos: Vec2<u32>, gen_ctx: &mut GenCtx) -> Self {
let wposf = (pos * Vec2::from(TerrainChunkSize::SIZE)).map(|e| e as f64);
let hill = (0.0
+ gen_ctx
.hill_nz
.get((wposf.div(3_500.0)).into_array())
.mul(1.0) as f32
+ gen_ctx
.hill_nz
.get((wposf.div(1_000.0)).into_array())
.mul(0.3) as f32)
.add(0.3)
.max(0.0);
let chaos = (gen_ctx.chaos_nz.get((wposf.div(4_000.0)).into_array()) as f32)
.add(1.0)
.mul(0.5)
.powf(1.9)
.add(0.25 * hill);
let chaos = chaos + chaos.mul(16.0).sin().mul(0.02);
let alt_base = gen_ctx.alt_nz.get((wposf.div(6_000.0)).into_array()) as f32;
let alt_base = alt_base
.mul(0.4)
.add(alt_base.mul(128.0).sin().mul(0.004))
.mul(600.0);
let alt_main = gen_ctx.alt_nz.get((wposf.div(1_500.0)).into_array()) as f32;
let alt = SEA_LEVEL
+ alt_base
+ (0.0
+ alt_main
+ gen_ctx.small_nz.get((wposf.div(300.0)).into_array()) as f32
* alt_main.max(0.05)
* chaos
* 1.3)
.add(1.0)
.mul(0.5)
.mul(chaos)
.mul(1200.0);
Self {
chaos,
alt_base,
alt,
temp: (gen_ctx.temp_nz.get((wposf.div(48.0)).into_array()) as f32)
.add(1.0)
.mul(0.5),
rockiness: (gen_ctx.rock_nz.get((wposf.div(1024.0)).into_array()) as f32)
.sub(0.1)
.mul(1.2)
.max(0.0),
tree_density: (gen_ctx.tree_nz.get((wposf.div(1024.0)).into_array()) as f32)
.add(1.0)
.mul(0.5)
.mul(1.0 - chaos * 0.8)
.add(0.1)
.mul(if alt > SEA_LEVEL + 3.0 { 1.0 } else { 0.0 }),
}
}
pub fn get_base_z(&self) -> f32 {
self.alt - Z_TOLERANCE.0 * (self.chaos + 0.1) - 3.0
}
pub fn get_max_z(&self) -> f32 {
self.alt + Z_TOLERANCE.1
}
}