mirror of
https://gitlab.com/veloren/veloren.git
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Mostly working train tracks.
This commit is contained in:
parent
7cb701e469
commit
08a50afd9f
@ -1,9 +1,18 @@
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#version 420 core
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#include <constants.glsl>
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#include <globals.glsl>
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#include <srgb.glsl>
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#include <sky.glsl>
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#include <light.glsl>
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#include <lod.glsl>
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layout (location = 0)
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in vec4 f_color;
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layout (location = 1)
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in vec3 f_pos;
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layout (location = 2)
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in vec3 f_norm;
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layout (std140, set = 1, binding = 0)
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uniform u_locals {
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@ -11,9 +20,57 @@ uniform u_locals {
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vec4 w_color;
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};
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layout(set = 2, binding = 0)
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uniform texture2D t_col_light;
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layout(set = 2, binding = 1)
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uniform sampler s_col_light;
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layout (location = 0)
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out vec4 tgt_color;
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void main() {
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tgt_color = f_color;
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vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
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vec3 view_dir = -cam_to_frag;
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float point_shadow = shadow_at(f_pos, f_norm);
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#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE == FLUID_MODE_SHINY)
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float f_alt = alt_at(f_pos.xy);
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#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_CHEAP)
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float f_alt = f_pos.z;
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#endif
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#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP)
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vec4 f_shadow = textureBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy));
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float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir);
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#elif (SHADOW_MODE == SHADOW_MODE_NONE)
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float sun_shade_frac = 1.0;
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#endif
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float moon_shade_frac = 1.0;
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DirectionalLight sun_info = get_sun_info(sun_dir, point_shadow * sun_shade_frac, f_pos);
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DirectionalLight moon_info = get_moon_info(moon_dir, point_shadow * moon_shade_frac);
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vec3 surf_color = f_color.xyz;
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float alpha = 1.0;
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const float n2 = 1.5;
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const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2);
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const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2);
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const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2);
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const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2);
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float R_s = (f_pos.z < f_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x);
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vec3 k_a = vec3(1.0);
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vec3 k_d = vec3(1.0);
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vec3 k_s = vec3(R_s);
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float max_light = 0.0;
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vec3 cam_attenuation = vec3(1);
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float fluid_alt = max(f_pos.z + 1, floor(f_alt + 1));
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vec3 mu = medium.x == MEDIUM_WATER ? MU_WATER : vec3(0.0);
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vec3 emitted_light, reflected_light;
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max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light);
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max_light += lights_at(f_pos, f_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light);
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surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light * 1.0);
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tgt_color = vec4(surf_color, 1.0);
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}
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@ -4,6 +4,10 @@
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layout (location = 0)
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in vec3 v_pos;
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layout (location = 1)
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in vec4 v_color;
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layout (location = 2)
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in vec3 v_norm;
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layout (std140, set = 1, binding = 0)
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uniform u_locals {
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@ -14,9 +18,13 @@ uniform u_locals {
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layout (location = 0)
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out vec4 f_color;
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layout (location = 1)
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out vec3 f_pos;
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layout (location = 2)
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out vec3 f_norm;
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void main() {
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f_color = w_color;
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f_color = w_color * v_color;
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// Build rotation matrix
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// https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Rotation_matrices
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@ -41,5 +49,7 @@ void main() {
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float r22 = 1 - 2 * (pow(q1, 2) + pow(q2, 2));
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rotation_matrix[2] = vec3(r20, r21, r22);
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gl_Position = all_mat * vec4((v_pos * rotation_matrix + w_pos.xyz) - focus_off.xyz, 1);
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f_pos = (v_pos * rotation_matrix + w_pos.xyz) - focus_off.xyz;
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f_norm = normalize(v_norm);
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gl_Position = all_mat * vec4(f_pos, 1);
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}
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@ -57,6 +57,8 @@ impl<V, S: RectVolSize, M: Clone> Chonk<V, S, M> {
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pub fn meta(&self) -> &M { &self.meta }
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pub fn meta_mut(&mut self) -> &mut M { &mut self.meta }
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#[inline]
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pub fn get_min_z(&self) -> i32 { self.z_offset }
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@ -90,6 +90,9 @@ pub struct TerrainChunkMeta {
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temp: f32,
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humidity: f32,
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site: Option<SiteKindMeta>,
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tracks: Vec<CubicBezier3<f32>>,
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debug_points: Vec<Vec3<f32>>,
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debug_lines: Vec<LineSegment3<f32>>,
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}
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impl TerrainChunkMeta {
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@ -116,6 +119,9 @@ impl TerrainChunkMeta {
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temp,
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humidity,
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site,
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tracks: Vec::new(),
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debug_points: Vec::new(),
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debug_lines: Vec::new(),
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}
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}
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@ -131,6 +137,9 @@ impl TerrainChunkMeta {
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temp: 0.0,
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humidity: 0.0,
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site: None,
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tracks: Vec::new(),
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debug_points: Vec::new(),
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debug_lines: Vec::new(),
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}
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}
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@ -153,6 +162,24 @@ impl TerrainChunkMeta {
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pub fn temp(&self) -> f32 { self.temp }
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pub fn humidity(&self) -> f32 { self.humidity }
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pub fn tracks(&self) -> &[CubicBezier3<f32>] { &self.tracks }
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pub fn add_track(&mut self, bezier: CubicBezier3<f32>) {
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self.tracks.push(bezier);
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}
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pub fn debug_points(&self) -> &[Vec3<f32>] { &self.debug_points }
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pub fn add_debug_point(&mut self, point: Vec3<f32>) {
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self.debug_points.push(point);
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}
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pub fn debug_lines(&self) -> &[LineSegment3<f32>] { &self.debug_lines }
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pub fn add_debug_line(&mut self, line: LineSegment3<f32>) {
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self.debug_lines.push(line);
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}
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}
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// Terrain type aliases
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@ -2791,6 +2791,7 @@ fn handle_debug_column(
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let downhill = chunk.downhill;
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let river = &chunk.river;
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let flux = chunk.flux;
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let path = chunk.path;
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Some(format!(
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r#"wpos: {:?}
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@ -2806,7 +2807,8 @@ temp {:?}
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humidity {:?}
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rockiness {:?}
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tree_density {:?}
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spawn_rate {:?} "#,
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spawn_rate {:?}
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path {:?} "#,
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wpos,
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alt,
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col.alt,
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@ -2822,7 +2824,8 @@ spawn_rate {:?} "#,
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humidity,
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rockiness,
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tree_density,
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spawn_rate
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spawn_rate,
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path,
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))
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};
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if let Some(s) = msg_generator(&calendar) {
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@ -7,18 +7,18 @@ use vek::*;
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#[derive(Copy, Clone, Debug, Zeroable, Pod)]
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pub struct Vertex {
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pub pos: [f32; 3],
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pub color: [f32; 4],
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pub normal: [f32; 3],
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}
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impl Vertex {
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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const ATTRIBUTES: [wgpu::VertexAttribute; 3] =
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wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x4, 2 => Float32x3];
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wgpu::VertexBufferLayout {
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array_stride: Self::STRIDE,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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}],
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attributes: &ATTRIBUTES,
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}
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}
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}
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@ -46,6 +46,18 @@ impl From<Vec3<f32>> for Vertex {
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fn from(pos: Vec3<f32>) -> Vertex {
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Vertex {
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pos: [pos.x, pos.y, pos.z],
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color: [1.0; 4],
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normal: [0.0, 0.0, 1.0],
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}
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}
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}
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impl From<(Vec3<f32>, [f32; 4], Vec3<f32>)> for Vertex {
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fn from((pos, color, normal): (Vec3<f32>, [f32; 4], Vec3<f32>)) -> Vertex {
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Vertex {
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pos: [pos.x, pos.y, pos.z],
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color,
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normal: [normal.x, normal.y, normal.z],
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}
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}
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}
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@ -19,6 +19,68 @@ pub enum DebugShape {
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radius: f32,
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height: f32,
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},
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TrainTrack {
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path: CubicBezier3<f32>,
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rail_width: f32,
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rail_sep: f32,
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plank_width: f32,
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plank_height: f32,
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plank_sep: f32,
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},
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}
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/// If (q, r) is the given `line`, append the following mesh to `mesh`, where
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/// the distance between a-b is `width` and b-d is `height`:
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/// e-----f
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/// /| /|
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/// / | r/ |
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/// / | / |
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/// / g-/-- h
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/// / / / /
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/// a-----b /
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/// | / | /
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/// | /q | /
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/// |/ |/
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/// c-----d
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fn box_along_line(
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line: LineSegment3<f32>,
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width: f32,
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height: f32,
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color: [f32; 4],
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mesh: &mut Mesh<DebugVertex>,
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) {
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// dx is along b-a
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// dz is along b-d
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let dx = Vec3::unit_z().cross(line.end - line.start).normalized();
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let dz = dx.cross(line.end - line.start).normalized();
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let w = width / 2.0;
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let h = height / 2.0;
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let LineSegment3 { start: q, end: r } = line;
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let a = q - w * dx + h * dz;
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let b = q + w * dx + h * dz;
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let c = q - w * dx - h * dz;
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let d = q + w * dx - h * dz;
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let e = r - w * dx + h * dz;
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let f = r + w * dx + h * dz;
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let g = r - w * dx - h * dz;
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let h = r + w * dx - h * dz;
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let quad = |x: Vec3<f32>, y: Vec3<f32>, z: Vec3<f32>, w: Vec3<f32>| {
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let normal = x.cross(y);
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Quad::<DebugVertex>::new(
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(x, color, normal).into(),
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(y, color, normal).into(),
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(z, color, normal).into(),
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(w, color, normal).into(),
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)
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};
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mesh.push_quad(quad(a, c, d, b));
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mesh.push_quad(quad(a, b, f, e));
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mesh.push_quad(quad(a, e, g, c));
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mesh.push_quad(quad(b, d, h, f));
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mesh.push_quad(quad(e, f, h, g));
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mesh.push_quad(quad(d, c, g, h));
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}
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impl DebugShape {
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@ -34,8 +96,9 @@ impl DebugShape {
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match self {
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DebugShape::Line([a, b]) => {
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let h = Vec3::new(0.0, 1.0, 0.0);
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mesh.push_quad(quad(*a, a + h, b + h, *b));
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//let h = Vec3::new(0.0, 1.0, 0.0);
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//mesh.push_quad(quad(*a, a + h, b + h, *b));
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box_along_line(LineSegment3 { start: *a, end: *b }, 0.1, 0.1, [1.0; 4], &mut mesh);
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},
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DebugShape::Cylinder { radius, height } => {
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const SUBDIVISIONS: u8 = 16;
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@ -140,6 +203,46 @@ impl DebugShape {
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// 3) Draw second half-cylinder
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draw_cylinder_sector(&mut mesh, p1, HALF_SECTORS, TOTAL);
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},
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DebugShape::TrainTrack {
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path,
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rail_width,
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rail_sep,
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plank_width,
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plank_height,
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plank_sep,
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} => {
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const STEEL_COLOR: [f32; 4] = [0.6, 0.6, 0.6, 1.0];
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const WOOD_COLOR: [f32; 4] = [0.6, 0.2, 0.0, 1.0];
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const SUBPLANK_LENGTH: usize = 5;
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let length = path.length_by_discretization(100);
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let num_planks = (length / (plank_sep + plank_width)).ceil() as usize;
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let step_size = 1.0 / (SUBPLANK_LENGTH * num_planks) as f32;
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for i in 0..(SUBPLANK_LENGTH * num_planks) {
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let start = path.evaluate(i as f32 * step_size);
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let end = path.evaluate((i + 1) as f32 * step_size);
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let center = LineSegment3 { start, end };
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let dx = *rail_sep * Vec3::unit_z().cross(center.end - center.start).normalized();
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let dz = -dx.cross(center.end - center.start).normalized();
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let left = LineSegment3 {
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start: center.start + dx,
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end: center.end + dx,
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};
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let right = LineSegment3 {
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start: center.start - dx,
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end: center.end - dx,
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};
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box_along_line(left, *rail_width, *rail_width, STEEL_COLOR, &mut mesh);
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box_along_line(right, *rail_width, *rail_width, STEEL_COLOR, &mut mesh);
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//box_along_line(center, 0.1, 0.1, [1.0, 0.0, 0.0, 1.0], &mut mesh);
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if i % SUBPLANK_LENGTH == 0 {
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let across = LineSegment3 {
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start: center.start - 1.5 * dx - *rail_width * dz,
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end: center.start + 1.5 * dx - *rail_width * dz,
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};
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box_along_line(across, *plank_width, *plank_height, WOOD_COLOR, &mut mesh);
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}
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}
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},
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}
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mesh
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}
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|
@ -34,7 +34,7 @@ use common::{
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comp,
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outcome::Outcome,
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resources::DeltaTime,
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terrain::{BlockKind, TerrainChunk},
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terrain::{BlockKind, TerrainChunk, TerrainGrid},
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vol::ReadVol,
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};
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use common_base::{prof_span, span};
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@ -1301,8 +1301,43 @@ impl Scene {
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client: &Client,
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settings: &Settings,
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hitboxes: &mut HashMap<specs::Entity, DebugShapeId>,
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tracks: &mut HashMap<Vec2<i32>, Vec<DebugShapeId>>,
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) {
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let ecs = client.state().ecs();
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{
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let terrain_grid = ecs.read_resource::<TerrainGrid>();
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for (key, chunk) in terrain_grid.iter() {
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tracks.entry(key).or_insert_with(|| {
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let mut ret = Vec::new();
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for bezier in chunk.meta().tracks().iter() {
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let shape_id = self.debug.add_shape(DebugShape::TrainTrack {
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path: *bezier,
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rail_width: 0.25,
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rail_sep: 1.0,
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plank_width: 0.5,
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plank_height: 0.125,
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plank_sep: 2.0,
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});
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ret.push(shape_id);
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self.debug.set_context(shape_id, [0.0; 4], [1.0; 4], [0.0, 0.0, 0.0, 1.0]);
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}
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for point in chunk.meta().debug_points().iter() {
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let shape_id = self.debug.add_shape(DebugShape::Cylinder {
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radius: 0.1,
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height: 0.1,
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});
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ret.push(shape_id);
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self.debug.set_context(shape_id, point.with_w(0.0).into_array(), [1.0; 4], [0.0, 0.0, 0.0, 1.0]);
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}
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for line in chunk.meta().debug_lines().iter() {
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let shape_id = self.debug.add_shape(DebugShape::Line([line.start.into(), line.end.into()]));
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ret.push(shape_id);
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self.debug.set_context(shape_id, [0.0; 4], [1.0; 4], [0.0, 0.0, 0.0, 1.0]);
|
||||
}
|
||||
ret
|
||||
});
|
||||
}
|
||||
}
|
||||
let mut current_entities = hashbrown::HashSet::new();
|
||||
if settings.interface.toggle_hitboxes {
|
||||
let positions = ecs.read_component::<comp::Pos>();
|
||||
@ -1343,6 +1378,7 @@ impl Scene {
|
||||
} else {
|
||||
[0.0, 1.0, 0.0, 0.5]
|
||||
};
|
||||
//let color = [1.0, 1.0, 1.0, 1.0];
|
||||
let ori = ori.to_quat();
|
||||
let hb_ori = [ori.x, ori.y, ori.z, ori.w];
|
||||
self.debug.set_context(*shape_id, hb_pos, color, hb_ori);
|
||||
|
@ -91,6 +91,7 @@ pub struct SessionState {
|
||||
#[cfg(not(target_os = "macos"))]
|
||||
mumble_link: SharedLink,
|
||||
hitboxes: HashMap<specs::Entity, DebugShapeId>,
|
||||
tracks: HashMap<Vec2<i32>, Vec<DebugShapeId>>,
|
||||
}
|
||||
|
||||
/// Represents an active game session (i.e., the one being played).
|
||||
@ -157,6 +158,7 @@ impl SessionState {
|
||||
mumble_link,
|
||||
hitboxes: HashMap::new(),
|
||||
metadata,
|
||||
tracks: HashMap::new(),
|
||||
}
|
||||
}
|
||||
|
||||
@ -184,8 +186,12 @@ impl SessionState {
|
||||
span!(_guard, "tick", "Session::tick");
|
||||
|
||||
let mut client = self.client.borrow_mut();
|
||||
self.scene
|
||||
.maintain_debug_hitboxes(&client, &global_state.settings, &mut self.hitboxes);
|
||||
self.scene.maintain_debug_hitboxes(
|
||||
&client,
|
||||
&global_state.settings,
|
||||
&mut self.hitboxes,
|
||||
&mut self.tracks,
|
||||
);
|
||||
|
||||
// All this camera code is just to determine if it's underwater for the sfx
|
||||
// filter
|
||||
|
@ -15,7 +15,7 @@ use crate::{
|
||||
column::ColumnSample,
|
||||
config::CONFIG,
|
||||
util::{FastNoise, RandomField, RandomPerm, Sampler},
|
||||
Canvas, IndexRef,
|
||||
Canvas, CanvasInfo, IndexRef,
|
||||
};
|
||||
use common::{
|
||||
assets::AssetExt,
|
||||
@ -48,6 +48,52 @@ pub struct Colors {
|
||||
|
||||
const EMPTY_AIR: Block = Block::air(SpriteKind::Empty);
|
||||
|
||||
pub struct PathLocals {
|
||||
pub riverless_alt: f32,
|
||||
pub alt: f32,
|
||||
pub water_dist: f32,
|
||||
pub bridge_offset: f32,
|
||||
pub depth: i32,
|
||||
}
|
||||
|
||||
impl PathLocals {
|
||||
pub fn new(info: &CanvasInfo, col: &ColumnSample, path_nearest: Vec2<f32>) -> PathLocals {
|
||||
// Try to use the column at the centre of the path for sampling to make them
|
||||
// flatter
|
||||
let col_pos = -info.wpos().map(|e| e as f32) + path_nearest;
|
||||
let col00 = info.col(info.wpos() + col_pos.map(|e| e.floor() as i32) + Vec2::new(0, 0));
|
||||
let col10 = info.col(info.wpos() + col_pos.map(|e| e.floor() as i32) + Vec2::new(1, 0));
|
||||
let col01 = info.col(info.wpos() + col_pos.map(|e| e.floor() as i32) + Vec2::new(0, 1));
|
||||
let col11 = info.col(info.wpos() + col_pos.map(|e| e.floor() as i32) + Vec2::new(1, 1));
|
||||
let col_attr = |col: &ColumnSample| {
|
||||
Vec3::new(col.riverless_alt, col.alt, col.water_dist.unwrap_or(1000.0))
|
||||
};
|
||||
let [riverless_alt, alt, water_dist] = match (col00, col10, col01, col11) {
|
||||
(Some(col00), Some(col10), Some(col01), Some(col11)) => Lerp::lerp(
|
||||
Lerp::lerp(col_attr(col00), col_attr(col10), path_nearest.x.fract()),
|
||||
Lerp::lerp(col_attr(col01), col_attr(col11), path_nearest.x.fract()),
|
||||
path_nearest.y.fract(),
|
||||
),
|
||||
_ => col_attr(col),
|
||||
}
|
||||
.into_array();
|
||||
let (bridge_offset, depth) = (
|
||||
((water_dist.max(0.0) * 0.2).min(f32::consts::PI).cos() + 1.0) * 5.0,
|
||||
((1.0 - ((water_dist + 2.0) * 0.3).min(0.0).cos().abs())
|
||||
* (riverless_alt + 5.0 - alt).max(0.0)
|
||||
* 1.75
|
||||
+ 3.0) as i32,
|
||||
);
|
||||
PathLocals {
|
||||
riverless_alt,
|
||||
alt,
|
||||
water_dist,
|
||||
bridge_offset,
|
||||
depth,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn apply_paths_to(canvas: &mut Canvas) {
|
||||
let info = canvas.info();
|
||||
canvas.foreach_col(|canvas, wpos2d, col| {
|
||||
@ -67,32 +113,13 @@ pub fn apply_paths_to(canvas: &mut Canvas) {
|
||||
{
|
||||
let inset = 0;
|
||||
|
||||
// Try to use the column at the centre of the path for sampling to make them
|
||||
// flatter
|
||||
let col_pos = -info.wpos().map(|e| e as f32) + path_nearest;
|
||||
let col00 = info.col(info.wpos() + col_pos.map(|e| e.floor() as i32) + Vec2::new(0, 0));
|
||||
let col10 = info.col(info.wpos() + col_pos.map(|e| e.floor() as i32) + Vec2::new(1, 0));
|
||||
let col01 = info.col(info.wpos() + col_pos.map(|e| e.floor() as i32) + Vec2::new(0, 1));
|
||||
let col11 = info.col(info.wpos() + col_pos.map(|e| e.floor() as i32) + Vec2::new(1, 1));
|
||||
let col_attr = |col: &ColumnSample| {
|
||||
Vec3::new(col.riverless_alt, col.alt, col.water_dist.unwrap_or(1000.0))
|
||||
};
|
||||
let [riverless_alt, alt, water_dist] = match (col00, col10, col01, col11) {
|
||||
(Some(col00), Some(col10), Some(col01), Some(col11)) => Lerp::lerp(
|
||||
Lerp::lerp(col_attr(col00), col_attr(col10), path_nearest.x.fract()),
|
||||
Lerp::lerp(col_attr(col01), col_attr(col11), path_nearest.x.fract()),
|
||||
path_nearest.y.fract(),
|
||||
),
|
||||
_ => col_attr(col),
|
||||
}
|
||||
.into_array();
|
||||
let (bridge_offset, depth) = (
|
||||
((water_dist.max(0.0) * 0.2).min(f32::consts::PI).cos() + 1.0) * 5.0,
|
||||
((1.0 - ((water_dist + 2.0) * 0.3).min(0.0).cos().abs())
|
||||
* (riverless_alt + 5.0 - alt).max(0.0)
|
||||
* 1.75
|
||||
+ 3.0) as i32,
|
||||
);
|
||||
let PathLocals {
|
||||
riverless_alt,
|
||||
alt: _,
|
||||
water_dist: _,
|
||||
bridge_offset,
|
||||
depth,
|
||||
} = PathLocals::new(&canvas.info(), col, path_nearest);
|
||||
let surface_z = (riverless_alt + bridge_offset).floor() as i32;
|
||||
|
||||
for z in inset - depth..inset {
|
||||
|
@ -30,6 +30,7 @@ pub use crate::{
|
||||
canvas::{Canvas, CanvasInfo},
|
||||
config::{Features, CONFIG},
|
||||
land::Land,
|
||||
layer::PathLocals,
|
||||
};
|
||||
pub use block::BlockGen;
|
||||
pub use column::ColumnSample;
|
||||
@ -41,7 +42,7 @@ use crate::{
|
||||
index::Index,
|
||||
layer::spot::Spot,
|
||||
site::{SiteKind, SpawnRules},
|
||||
util::{Grid, Sampler},
|
||||
util::{Grid, Sampler, NEIGHBORS},
|
||||
};
|
||||
use common::{
|
||||
assets,
|
||||
@ -358,6 +359,65 @@ impl World {
|
||||
entities: Vec::new(),
|
||||
};
|
||||
|
||||
{
|
||||
let mut splines = Vec::new();
|
||||
let g = |v: Vec2<f32>| -> Vec3<f32> {
|
||||
let path_nearest =
|
||||
self.sim
|
||||
.get_nearest_path(v.as_::<i32>())
|
||||
.map(|x| x.1)
|
||||
.unwrap_or(v.as_::<f32>());
|
||||
let alt = if let Some(c) = canvas.col_or_gen(v.as_::<i32>()) {
|
||||
let pl = PathLocals::new(&canvas, &c, path_nearest);
|
||||
pl.riverless_alt + pl.bridge_offset + 0.75
|
||||
} else {
|
||||
sim_chunk.alt
|
||||
};
|
||||
v.with_z(alt)
|
||||
};
|
||||
fn hermit_to_bezier(p0: Vec3<f32>, m0: Vec3<f32>, p3: Vec3<f32>, m3: Vec3<f32>) -> CubicBezier3<f32> {
|
||||
let hermite = Vec4::new(p0, p3, m0, m3);
|
||||
let hermite = hermite.map(|v| v.with_w(0.0));
|
||||
let hermite: [[f32; 4]; 4] =
|
||||
hermite.map(|v: Vec4<f32>| v.into_array()).into_array();
|
||||
// https://courses.engr.illinois.edu/cs418/sp2009/notes/12-MoreSplines.pdf
|
||||
let mut m = Mat4::from_row_arrays([
|
||||
[1.0, 0.0, 0.0, 0.0],
|
||||
[0.0, 0.0, 0.0, 1.0],
|
||||
[-3.0, 3.0, 0.0, 0.0],
|
||||
[0.0, 0.0, -3.0, 3.0],
|
||||
]);
|
||||
m.invert();
|
||||
let bezier = m * Mat4::from_row_arrays(hermite);
|
||||
let bezier: Vec4<Vec4<f32>> =
|
||||
Vec4::<[f32; 4]>::from(bezier.into_row_arrays())
|
||||
.map(Vec4::from);
|
||||
let bezier = bezier.map(|v| Vec3::from(v));
|
||||
CubicBezier3::from(bezier)
|
||||
}
|
||||
for (_, _, _, _, bez, _) in self.sim.get_nearest_ways(chunk_center_wpos2d, &|chunk| Some(chunk.path)) {
|
||||
if bez.length_by_discretization(16) < 0.125 {
|
||||
continue;
|
||||
}
|
||||
/*if bez.ctrl.as_::<i32>().distance_squared(chunk_center_wpos2d) > 20i32.pow(2) {
|
||||
continue;
|
||||
}*/
|
||||
//println!("chunk: {:?}, bez: {:?}", chunk_center_wpos2d, bez);
|
||||
let a = 0.0;
|
||||
let b = 1.0;
|
||||
for bez in bez.split((a + b) / 2.0) {
|
||||
let p0 = g(bez.evaluate(a));
|
||||
let p1 = g(bez.evaluate(a + (b - a) / 3.0));
|
||||
let p2 = g(bez.evaluate(a + 2.0 * (b-a)/3.0));
|
||||
let p3 = g(bez.evaluate(b));
|
||||
splines.push(hermit_to_bezier(p0, 3.0 * (p1 - p0), p3, 3.0 * (p3 - p2)));
|
||||
}
|
||||
}
|
||||
for spline in splines.into_iter() {
|
||||
canvas.chunk.meta_mut().add_track(spline);
|
||||
}
|
||||
}
|
||||
|
||||
if index.features.caverns {
|
||||
layer::apply_caverns_to(&mut canvas, &mut dynamic_rng);
|
||||
}
|
||||
|
@ -2133,14 +2133,11 @@ impl WorldSim {
|
||||
Some(z0 + z1 + z2 + z3)
|
||||
}
|
||||
|
||||
/// Return the distance to the nearest way in blocks, along with the
|
||||
/// closest point on the way, the way metadata, and the tangent vector
|
||||
/// of that way.
|
||||
pub fn get_nearest_way<M: Clone + Lerp<Output = M>>(
|
||||
&self,
|
||||
pub fn get_nearest_ways<'a, M: Clone + Lerp<Output = M>>(
|
||||
&'a self,
|
||||
wpos: Vec2<i32>,
|
||||
get_way: impl Fn(&SimChunk) -> Option<(Way, M)>,
|
||||
) -> Option<(f32, Vec2<f32>, M, Vec2<f32>)> {
|
||||
get_way: &'a impl Fn(&SimChunk) -> Option<(Way, M)>,
|
||||
) -> impl Iterator<Item=(usize, f32, Vec2<f32>, M, QuadraticBezier2<f32>, impl FnOnce() -> Vec2<f32>)> + 'a {
|
||||
let chunk_pos = wpos.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| {
|
||||
e.div_euclid(sz as i32)
|
||||
});
|
||||
@ -2150,10 +2147,9 @@ impl WorldSim {
|
||||
})
|
||||
};
|
||||
|
||||
let get_way = &get_way;
|
||||
LOCALITY
|
||||
.iter()
|
||||
.filter_map(|ctrl| {
|
||||
.filter_map(move |ctrl| {
|
||||
let (way, meta) = get_way(self.get(chunk_pos + *ctrl)?)?;
|
||||
let ctrl_pos = get_chunk_centre(chunk_pos + *ctrl).map(|e| e as f32)
|
||||
+ way.offset.map(|e| e as f32);
|
||||
@ -2163,7 +2159,7 @@ impl WorldSim {
|
||||
return None;
|
||||
}
|
||||
|
||||
let (start_pos, _start_idx, start_meta) = if chunk_connections != 2 {
|
||||
let (start_pos, start_idx, start_meta) = if chunk_connections != 2 {
|
||||
(ctrl_pos, None, meta.clone())
|
||||
} else {
|
||||
let (start_idx, start_rpos) = NEIGHBORS
|
||||
@ -2186,8 +2182,8 @@ impl WorldSim {
|
||||
NEIGHBORS
|
||||
.iter()
|
||||
.enumerate()
|
||||
.filter(move |(i, _)| way.neighbors & (1 << *i as u8) != 0)
|
||||
.filter_map(move |(_, end_rpos)| {
|
||||
.filter(move |(i, _)| way.neighbors & (1 << *i as u8) != 0 && Some(*i) != start_idx)
|
||||
.filter_map(move |(i, end_rpos)| {
|
||||
let end_pos_chunk = chunk_pos + *ctrl + end_rpos;
|
||||
let (end_way, end_meta) = get_way(self.get(end_pos_chunk)?)?;
|
||||
let end_pos = get_chunk_centre(end_pos_chunk).map(|e| e as f32)
|
||||
@ -2209,15 +2205,27 @@ impl WorldSim {
|
||||
} else {
|
||||
Lerp::lerp(meta.clone(), end_meta, nearest_interval - 0.5)
|
||||
};
|
||||
Some((dist_sqrd, pos, meta, move || {
|
||||
Some((i, dist_sqrd, pos, meta, bez, move || {
|
||||
bez.evaluate_derivative(nearest_interval).normalized()
|
||||
}))
|
||||
}),
|
||||
)
|
||||
})
|
||||
.flatten()
|
||||
.min_by_key(|(dist_sqrd, _, _, _)| (dist_sqrd * 1024.0) as i32)
|
||||
.map(|(dist, pos, meta, calc_tangent)| (dist.sqrt(), pos, meta, calc_tangent()))
|
||||
}
|
||||
|
||||
/// Return the distance to the nearest way in blocks, along with the
|
||||
/// closest point on the way, the way metadata, and the tangent vector
|
||||
/// of that way.
|
||||
pub fn get_nearest_way<M: Clone + Lerp<Output = M>>(
|
||||
&self,
|
||||
wpos: Vec2<i32>,
|
||||
get_way: impl Fn(&SimChunk) -> Option<(Way, M)>,
|
||||
) -> Option<(f32, Vec2<f32>, M, Vec2<f32>)> {
|
||||
let get_way = &get_way;
|
||||
self.get_nearest_ways(wpos, get_way)
|
||||
.min_by_key(|(_, dist_sqrd, _, _, _, _)| (dist_sqrd * 1024.0) as i32)
|
||||
.map(|(_, dist, pos, meta, _, calc_tangent)| (dist.sqrt(), pos, meta, calc_tangent()))
|
||||
}
|
||||
|
||||
pub fn get_nearest_path(&self, wpos: Vec2<i32>) -> Option<(f32, Vec2<f32>, Path, Vec2<f32>)> {
|
||||
@ -2228,6 +2236,14 @@ impl WorldSim {
|
||||
self.get_nearest_way(wpos, |chunk| Some(chunk.cave))
|
||||
}
|
||||
|
||||
pub fn get_nearest_path_for_direction(&self, wpos: Vec2<i32>, dir: usize) -> Option<(f32, Vec2<f32>, Path, QuadraticBezier2<f32>, Vec2<f32>)> {
|
||||
self.get_nearest_ways(wpos, &|chunk| Some(chunk.path))
|
||||
.filter(|(i, _, _, _, _, _)| *i == dir)
|
||||
.min_by_key(|(_, dist_sqrd, _, _, _, _)| (dist_sqrd * 1024.0) as i32)
|
||||
.map(|(_, dist, pos, meta, bez, calc_tangent)| (dist.sqrt(), pos, meta, bez, calc_tangent()))
|
||||
}
|
||||
|
||||
|
||||
/// Create a [`Lottery<Option<ForestKind>>`] that generates [`ForestKind`]s
|
||||
/// according to the conditions at the given position. If no or fewer
|
||||
/// trees are appropriate for the conditions, `None` may be generated.
|
||||
|
Loading…
Reference in New Issue
Block a user