Merge branch 'zesterer/worldgen' into 'master'

Worldgen overhaul

See merge request veloren/veloren!321
This commit is contained in:
Forest Anderson 2019-07-11 12:57:17 +00:00
commit 1506898baa
33 changed files with 621 additions and 245 deletions

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@ -219,7 +219,7 @@ impl<'a> System<'a> for Sys {
pos.0 += pos_delta / increments;
// While the player is colliding with the terrain...
while collision_with(pos.0, near_iter.clone()) && attempts < 32 {
while collision_with(pos.0, near_iter.clone()) && attempts < 16 {
// Calculate the player's AABB
let player_aabb = Aabb {
min: pos.0 + Vec3::new(-player_rad, -player_rad, 0.0),
@ -279,9 +279,11 @@ impl<'a> System<'a> for Sys {
// When the resolution direction is non-vertical, we must be colliding with a wall
// If the space above is free...
if !collision_with(pos.0 + Vec3::unit_z() * 1.1, near_iter.clone())
if !collision_with(Vec3::new(pos.0.x, pos.0.y, (pos.0.z + 0.1).ceil()), near_iter.clone())
// ...and we're being pushed out horizontally...
&& resolve_dir.z == 0.0
// ...and the vertical resolution direction is sufficiently great...
&& -dir.z > 0.1
// ...and we're falling/standing OR there is a block *directly* beneath our current origin (note: not hitbox)...
&& (vel.0.z <= 0.0 || terrain
.get((pos.0 - Vec3::unit_z()).map(|e| e.floor() as i32))
@ -294,16 +296,19 @@ impl<'a> System<'a> for Sys {
)
{
// ...block-hop!
pos.0.z = (pos.0.z + 1.0).ceil();
pos.0.z = (pos.0.z + 0.1).ceil();
on_ground = true;
break;
} else {
// Correct the velocity
vel.0 = vel.0.map2(
resolve_dir,
|e, d| if d * e.signum() < 0.0 { 0.0 } else { e },
);
}
// Resolve the collision normally
pos.0 += resolve_dir;
vel.0 = vel
.0
.map2(resolve_dir, |e, d| if d == 0.0 { e } else { 0.0 });
}
attempts += 1;
}
@ -311,10 +316,10 @@ impl<'a> System<'a> for Sys {
if on_ground {
let _ = on_grounds.insert(entity, OnGround);
// If we're not on the ground but the space below us is free, then "snap" to the ground
// If the space below us is free, then "snap" to the ground
} else if collision_with(pos.0 - Vec3::unit_z() * 1.05, near_iter.clone())
&& vel.0.z < 0.0
&& vel.0.z > -1.0
&& vel.0.z > -1.5
&& was_on_ground
{
pos.0.z = (pos.0.z - 0.05).floor();

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@ -1,7 +1,7 @@
use super::Block;
use crate::{
assets::{self, Asset},
vol::{BaseVol, ReadVol, Vox, WriteVol},
vol::{BaseVol, ReadVol, SizedVol, Vox, WriteVol},
volumes::dyna::{Dyna, DynaErr},
};
use dot_vox::DotVoxData;
@ -12,7 +12,9 @@ use vek::*;
pub enum StructureBlock {
TemperateLeaves,
PineLeaves,
Acacia,
PalmLeaves,
Fruit,
Block(Block),
}
@ -44,6 +46,13 @@ impl Structure {
self.center = center;
self
}
pub fn get_bounds(&self) -> Aabb<i32> {
Aabb {
min: -self.center,
max: self.vol.get_size().map(|e| e as i32) - self.center,
}
}
}
impl BaseVol for Structure {
@ -83,6 +92,8 @@ impl Asset for Structure {
0 => StructureBlock::TemperateLeaves,
1 => StructureBlock::PineLeaves,
2 => StructureBlock::PalmLeaves,
4 => StructureBlock::Acacia,
7 => StructureBlock::Fruit,
index => {
let color = palette
.get(index as usize)

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@ -84,7 +84,7 @@ impl Server {
let mut state = State::default();
state
.ecs_mut()
.add_resource(SpawnPoint(Vec3::new(16_384.0, 16_384.0, 305.0)));
.add_resource(SpawnPoint(Vec3::new(16_384.0, 16_384.0, 380.0)));
let this = Self {
state,

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@ -1,17 +1,17 @@
const float PI = 3.141592;
const vec3 SKY_DAY_TOP = vec3(0.2, 0.3, 0.9);
const vec3 SKY_DAY_MID = vec3(0.15, 0.2, 0.8);
const vec3 SKY_DAY_TOP = vec3(0.35, 0.45, 0.9);
const vec3 SKY_DAY_MID = vec3(0.25, 0.35, 0.8);
const vec3 SKY_DAY_BOT = vec3(0.02, 0.1, 0.3);
const vec3 DAY_LIGHT = vec3(0.5, 0.5, 1.0);
const vec3 SKY_DUSK_TOP = vec3(0.1, 0.15, 0.3);
const vec3 SKY_DUSK_MID = vec3(0.9, 0.3, 0.2);
const vec3 SKY_DUSK_MID = vec3(0.8, 0.25, 0.2);
const vec3 SKY_DUSK_BOT = vec3(0.01, 0.05, 0.15);
const vec3 DUSK_LIGHT = vec3(0.9, 0.2, 0.1);
const vec3 DUSK_LIGHT = vec3(0.9, 0.4, 0.3);
const vec3 SKY_NIGHT_TOP = vec3(0.002, 0.002, 0.005);
const vec3 SKY_NIGHT_MID = vec3(0.002, 0.01, 0.03);
const vec3 SKY_NIGHT_TOP = vec3(0.001, 0.001, 0.0025);
const vec3 SKY_NIGHT_MID = vec3(0.001, 0.005, 0.02);
const vec3 SKY_NIGHT_BOT = vec3(0.002, 0.002, 0.005);
const vec3 NIGHT_LIGHT = vec3(0.002, 0.01, 0.03);
@ -31,7 +31,7 @@ float get_sun_brightness(vec3 sun_dir) {
const float PERSISTENT_AMBIANCE = 0.008;
vec3 get_sun_diffuse(vec3 norm, float time_of_day) {
const float SUN_AMBIANCE = 0.1;
const float SUN_AMBIANCE = 0.075;
vec3 sun_dir = get_sun_dir(time_of_day);

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@ -167,8 +167,7 @@ void main() {
//vec4 fxaa_color = texture(src_color, uv);
vec4 hsva_color = vec4(rgb2hsv(fxaa_color.rgb), fxaa_color.a);
hsva_color.y *= 1.3;
hsva_color.x -= 0.015;
hsva_color.y *= 1.45;
hsva_color.z *= 0.85;
//hsva_color.z = 1.0 - 1.0 / (1.0 * hsva_color.z + 1.0);
vec4 final_color = vec4(hsv2rgb(hsva_color.rgb), hsva_color.a);

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@ -50,7 +50,7 @@ impl Vertex {
pos_norm: 0
| ((pos.x as u32) & 0x00FF) << 0
| ((pos.y as u32) & 0x00FF) << 8
| ((pos.z as u32) & 0x1FFF) << 16
| ((pos.z.max(0.0).min((1 << 13) as f32) as u32) & 0x1FFF) << 16
| ((norm_bits as u32) & 0x7) << 29,
col_light: 0
| ((col.r.mul(200.0) as u32) & 0xFF) << 8

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@ -1,6 +1,7 @@
#[derive(Copy, Clone)]
pub enum ForestKind {
Palm,
Savannah,
Oak,
Pine,
SnowPine,

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@ -1,12 +1,12 @@
mod tree;
mod natural;
use crate::{
column::{ColumnGen, ColumnSample},
column::{ColumnGen, ColumnSample, StructureData},
util::{HashCache, RandomField, Sampler, SamplerMut},
World,
World, CONFIG,
};
use common::{
terrain::{structure::StructureBlock, Block},
terrain::{structure::StructureBlock, Block, Structure},
vol::{ReadVol, Vox},
};
use noise::NoiseFn;
@ -52,7 +52,7 @@ impl<'a> BlockGen<'a> {
cache,
Vec2::from(*cliff_pos),
) {
Some(cliff_sample) if cliff_sample.cliffs && cliff_sample.spawn_rate > 0.5 => {
Some(cliff_sample) if cliff_sample.is_cliffs && cliff_sample.spawn_rate > 0.5 => {
let cliff_pos3d = Vec3::from(*cliff_pos);
let height = RandomField::new(seed + 1).get(cliff_pos3d) % 48;
@ -86,18 +86,45 @@ impl<'a> BlockGen<'a> {
let sample = Self::sample_column(column_gen, column_cache, wpos)?;
// Tree samples
let mut tree_samples = [None, None, None, None, None, None, None, None, None];
for i in 0..tree_samples.len() {
tree_samples[i] = Self::sample_column(
let mut structure_samples = [None, None, None, None, None, None, None, None, None];
for i in 0..structure_samples.len() {
if let Some(st) = sample.close_structures[i] {
let st_sample = Self::sample_column(column_gen, column_cache, Vec2::from(st.pos));
structure_samples[i] = st_sample;
}
}
let mut structures = [None, None, None, None, None, None, None, None, None];
for i in 0..structures.len() {
if let (Some(st), Some(st_sample)) =
(sample.close_structures[i], structure_samples[i].clone())
{
let st_info = match st.meta {
None => natural::structure_gen(
column_gen,
column_cache,
Vec2::from(sample.close_trees[i].0),
);
i,
st.pos,
st.seed,
&structure_samples,
),
Some(meta) => Some(StructureInfo {
pos: Vec3::from(st.pos) + Vec3::unit_z() * st_sample.alt as i32,
seed: st.seed,
meta,
}),
};
if let Some(st_info) = st_info {
structures[i] = Some((st_info, st_sample));
}
}
}
Some(ZCache {
wpos,
sample,
tree_samples,
structures,
})
}
@ -117,7 +144,7 @@ impl<'a> BlockGen<'a> {
sub_surface_color,
//tree_density,
//forest_kind,
close_trees,
//close_structures,
cave_xy,
cave_alt,
rock,
@ -128,9 +155,8 @@ impl<'a> BlockGen<'a> {
..
} = &z_cache?.sample;
let tree_samples = &z_cache?.tree_samples;
let structures = &z_cache?.structures;
let wpos2d = Vec2::from(wpos);
let wposf = wpos.map(|e| e as f64);
let (definitely_underground, height, water_height) =
@ -146,7 +172,7 @@ impl<'a> BlockGen<'a> {
.get((wposf.div(Vec3::new(150.0, 150.0, 150.0))).into_array())
as f32)
.mul((chaos - 0.1).max(0.0))
.mul(115.0);
.mul(96.0);
let height = if (wposf.z as f32) < alt + warp - 10.0 {
// Shortcut cliffs
@ -177,12 +203,12 @@ impl<'a> BlockGen<'a> {
(alt + warp).max(cliff_height)
};
(false, height, water_level + warp)
(false, height, (water_level + warp).max(CONFIG.sea_level))
};
// Sample blocks
let stone_col = Rgb::new(200, 220, 255);
let stone_col = Rgb::new(240, 230, 220);
// let dirt_col = Rgb::new(79, 67, 60);
let air = Block::empty();
@ -193,7 +219,7 @@ impl<'a> BlockGen<'a> {
// let warm_stone = Block::new(1, Rgb::new(165, 165, 130));
let water = Block::new(1, Rgb::new(100, 150, 255));
let grass_depth = 2.0;
let grass_depth = 1.5 + 2.0 * chaos;
let block = if (wposf.z as f32) < height - grass_depth {
let col = Lerp::lerp(
sub_surface_color.map(|e| (e * 255.0) as u8),
@ -263,99 +289,39 @@ impl<'a> BlockGen<'a> {
}
});
fn block_from_structure(
sblock: StructureBlock,
pos: Vec3<i32>,
structure_pos: Vec2<i32>,
structure_seed: u32,
_sample: &ColumnSample,
) -> Block {
let field = RandomField::new(structure_seed + 0);
let lerp = 0.5
+ ((field.get(Vec3::from(structure_pos)) % 256) as f32 / 256.0 - 0.5) * 0.75
+ ((field.get(Vec3::from(pos)) % 256) as f32 / 256.0 - 0.5) * 0.2;
match sblock {
StructureBlock::TemperateLeaves => Block::new(
1,
Lerp::lerp(
Rgb::new(0.0, 80.0, 40.0),
Rgb::new(120.0, 255.0, 10.0),
lerp,
)
.map(|e| e as u8),
),
StructureBlock::PineLeaves => Block::new(
1,
Lerp::lerp(Rgb::new(0.0, 60.0, 50.0), Rgb::new(30.0, 100.0, 10.0), lerp)
.map(|e| e as u8),
),
StructureBlock::PalmLeaves => Block::new(
1,
Lerp::lerp(
Rgb::new(30.0, 100.0, 30.0),
Rgb::new(120.0, 255.0, 0.0),
lerp,
)
.map(|e| e as u8),
),
StructureBlock::Block(block) => block,
}
}
let block = if definitely_underground {
block.unwrap_or(Block::empty())
} else {
match block {
Some(block) => block,
None => (&close_trees).iter().enumerate().fold(
air,
|block, (tree_idx, (tree_pos, tree_seed))| {
if !block.is_empty() {
block
} else {
match &tree_samples[tree_idx] {
Some(tree_sample)
if wpos2d.distance_squared(*tree_pos) < 28 * 28
&& tree_sample.tree_density
> 0.5 + (*tree_seed as f32 / 1000.0).fract() * 0.2
&& tree_sample.alt > tree_sample.water_level
&& tree_sample.spawn_rate > 0.5 =>
{
let cliff_height = Self::get_cliff_height(
column_gen,
column_cache,
tree_pos.map(|e| e as f32),
&tree_sample.close_cliffs,
cliff_hill,
);
let height = tree_sample.alt.max(cliff_height);
let tree_pos3d =
Vec3::new(tree_pos.x, tree_pos.y, height as i32);
let rpos = wpos - tree_pos3d;
.or_else(|| {
structures.iter().find_map(|st| {
let (st, st_sample) = st.as_ref()?;
let trees = tree::kinds(tree_sample.forest_kind); // Choose tree kind
st.get(wpos, st_sample)
block.or(trees[*tree_seed as usize % trees.len()]
.get((rpos * 128) / 128) // Scaling
/*
let rpos = wpos - st.pos;
let block_pos = Vec3::unit_z() * rpos.z
+ Vec3::from(st.units.0) * rpos.x
+ Vec3::from(st.units.1) * rpos.y;
st.volume
.get((block_pos * 128) / 128) // Scaling
.map(|b| {
block_from_structure(
*b,
rpos,
*tree_pos,
*tree_seed,
&tree_sample,
block_pos,
st.pos.into(),
st.seed,
st_sample,
)
})
.unwrap_or(Block::empty()))
}
_ => block,
}
}
},
),
}
.ok()
.filter(|block| !block.is_empty())
*/
})
})
.unwrap_or(Block::empty())
};
Some(block)
@ -363,8 +329,46 @@ impl<'a> BlockGen<'a> {
}
pub struct ZCache<'a> {
wpos: Vec2<i32>,
sample: ColumnSample<'a>,
tree_samples: [Option<ColumnSample<'a>>; 9],
structures: [Option<(StructureInfo, ColumnSample<'a>)>; 9],
}
impl<'a> ZCache<'a> {
pub fn get_z_limits(&self) -> (f32, f32) {
let cave_depth = if self.sample.cave_xy.abs() > 0.9 {
(self.sample.alt - self.sample.cave_alt + 8.0).max(0.0)
} else {
0.0
};
let min = self.sample.alt - (self.sample.chaos * 48.0 + cave_depth) - 4.0;
let cliff = if self.sample.near_cliffs { 48.0 } else { 0.0 };
let warp = self.sample.chaos * 48.0;
let structure = self.structures.iter().filter_map(|st| st.as_ref()).fold(
0,
|a, (st_info, st_sample)| {
let bounds = st_info.get_bounds();
let st_area = Aabr {
min: Vec2::from(bounds.min),
max: Vec2::from(bounds.max),
};
if st_area.contains_point(self.wpos - st_info.pos) {
a.max(bounds.max.z)
} else {
a
}
},
) as f32;
let max = (self.sample.alt + cliff + structure + warp + 8.0)
.max(self.sample.water_level)
.max(CONFIG.sea_level + 2.0);
(min, max)
}
}
impl<'a> SamplerMut for BlockGen<'a> {
@ -376,3 +380,127 @@ impl<'a> SamplerMut for BlockGen<'a> {
self.get_with_z_cache(wpos, z_cache.as_ref())
}
}
#[derive(Copy, Clone)]
pub enum StructureMeta {
Pyramid {
height: i32,
},
Volume {
units: (Vec2<i32>, Vec2<i32>),
volume: &'static Structure,
},
}
pub struct StructureInfo {
pos: Vec3<i32>,
seed: u32,
meta: StructureMeta,
}
impl StructureInfo {
fn get_bounds(&self) -> Aabb<i32> {
match self.meta {
StructureMeta::Pyramid { height } => {
let base = 40;
Aabb {
min: Vec3::new(-base - height, -base - height, -base),
max: Vec3::new(base + height, base + height, height),
}
}
StructureMeta::Volume { units, volume } => {
let bounds = volume.get_bounds();
(Aabb {
min: Vec3::from(units.0 * bounds.min.x + units.1 * bounds.min.y)
+ Vec3::unit_z() * bounds.min.z,
max: Vec3::from(units.0 * bounds.max.x + units.1 * bounds.max.y)
+ Vec3::unit_z() * bounds.max.z,
})
.made_valid()
}
}
}
fn get(&self, wpos: Vec3<i32>, sample: &ColumnSample) -> Option<Block> {
match self.meta {
StructureMeta::Pyramid { height } => {
if wpos.z - self.pos.z
< height
- Vec2::from(wpos - self.pos)
.map(|e: i32| (e.abs() / 2) * 2)
.reduce_max()
{
Some(Block::new(2, Rgb::new(180, 140, 90)))
} else {
None
}
}
StructureMeta::Volume { units, volume } => {
let rpos = wpos - self.pos;
let block_pos = Vec3::unit_z() * rpos.z
+ Vec3::from(units.0) * rpos.x
+ Vec3::from(units.1) * rpos.y;
volume
.get((block_pos * 128) / 128) // Scaling
.map(|b| {
block_from_structure(*b, block_pos, self.pos.into(), self.seed, sample)
})
.ok()
.filter(|block| !block.is_empty())
}
}
}
}
fn block_from_structure(
sblock: StructureBlock,
pos: Vec3<i32>,
structure_pos: Vec2<i32>,
structure_seed: u32,
_sample: &ColumnSample,
) -> Block {
let field = RandomField::new(structure_seed + 0);
let lerp = 0.5
+ ((field.get(Vec3::from(structure_pos)) % 256) as f32 / 256.0 - 0.5) * 0.65
+ ((field.get(Vec3::from(pos)) % 256) as f32 / 256.0 - 0.5) * 0.15;
match sblock {
StructureBlock::TemperateLeaves => Block::new(
1,
Lerp::lerp(Rgb::new(0.0, 70.0, 35.0), Rgb::new(100.0, 140.0, 0.0), lerp)
.map(|e| e as u8),
),
StructureBlock::PineLeaves => Block::new(
1,
Lerp::lerp(Rgb::new(0.0, 60.0, 50.0), Rgb::new(30.0, 100.0, 10.0), lerp)
.map(|e| e as u8),
),
StructureBlock::PalmLeaves => Block::new(
1,
Lerp::lerp(
Rgb::new(15.0, 100.0, 30.0),
Rgb::new(55.0, 220.0, 0.0),
lerp,
)
.map(|e| e as u8),
),
StructureBlock::Acacia => Block::new(
1,
Lerp::lerp(
Rgb::new(35.0, 100.0, 10.0),
Rgb::new(70.0, 190.0, 25.0),
lerp,
)
.map(|e| e as u8),
),
StructureBlock::Fruit => Block::new(
1,
Lerp::lerp(Rgb::new(255.0, 0.0, 0.0), Rgb::new(200.0, 255.0, 6.0), lerp)
.map(|e| e as u8),
),
StructureBlock::Block(block) => block,
}
}

View File

@ -1,16 +1,90 @@
use crate::all::ForestKind;
use super::{BlockGen, StructureInfo, StructureMeta, ZCache};
use crate::{
all::ForestKind,
column::{ColumnGen, ColumnSample},
util::{HashCache, RandomPerm, Sampler},
CONFIG,
};
use common::{assets, terrain::Structure};
use lazy_static::lazy_static;
use std::sync::Arc;
use vek::*;
pub fn kinds(forest_kind: ForestKind) -> &'static [Arc<Structure>] {
match forest_kind {
static VOLUME_RAND: RandomPerm = RandomPerm::new(0xDB21C052);
static UNIT_RAND: RandomPerm = RandomPerm::new(0x700F4EC7);
static QUIRKY_RAND: RandomPerm = RandomPerm::new(0xA634460F);
pub fn structure_gen<'a>(
column_gen: &ColumnGen<'a>,
column_cache: &mut HashCache<Vec2<i32>, Option<ColumnSample<'a>>>,
idx: usize,
st_pos: Vec2<i32>,
st_seed: u32,
structure_samples: &[Option<ColumnSample>; 9],
) -> Option<StructureInfo> {
let st_sample = &structure_samples[idx].as_ref()?;
// Assuming it's a tree... figure out when it SHOULDN'T spawn
if st_sample.tree_density < 0.5 + (st_seed as f32 / 1000.0).fract() * 0.2
|| st_sample.alt < st_sample.water_level
|| st_sample.spawn_rate < 0.5
{
return None;
}
let cliff_height = BlockGen::get_cliff_height(
column_gen,
column_cache,
st_pos.map(|e| e as f32),
&st_sample.close_cliffs,
st_sample.cliff_hill,
);
let wheight = st_sample.alt.max(cliff_height);
let st_pos3d = Vec3::new(st_pos.x, st_pos.y, wheight as i32);
let volumes: &'static [_] = if QUIRKY_RAND.get(st_seed) % 64 == 17 {
if st_sample.temp > CONFIG.desert_temp {
&QUIRKY_DRY
} else {
&QUIRKY
}
} else {
match st_sample.forest_kind {
ForestKind::Palm => &PALMS,
ForestKind::Savannah => &ACACIAS,
ForestKind::Oak if QUIRKY_RAND.get(st_seed) % 16 == 7 => &OAK_STUMPS,
ForestKind::Oak if QUIRKY_RAND.get(st_seed) % 8 == 7 => &FRUIT_TREES,
ForestKind::Oak => &OAKS,
ForestKind::Pine => &PINES,
ForestKind::SnowPine => &SNOW_PINES,
}
};
const UNIT_CHOICES: [(Vec2<i32>, Vec2<i32>); 8] = [
(Vec2 { x: 1, y: 0 }, Vec2 { x: 0, y: 1 }),
(Vec2 { x: 1, y: 0 }, Vec2 { x: 0, y: -1 }),
(Vec2 { x: -1, y: 0 }, Vec2 { x: 0, y: 1 }),
(Vec2 { x: -1, y: 0 }, Vec2 { x: 0, y: -1 }),
(Vec2 { x: 0, y: 1 }, Vec2 { x: 1, y: 0 }),
(Vec2 { x: 0, y: 1 }, Vec2 { x: -1, y: 0 }),
(Vec2 { x: 0, y: -1 }, Vec2 { x: 1, y: 0 }),
(Vec2 { x: 0, y: -1 }, Vec2 { x: -1, y: 0 }),
];
Some(StructureInfo {
pos: st_pos3d,
seed: st_seed,
meta: StructureMeta::Volume {
units: UNIT_CHOICES[UNIT_RAND.get(st_seed) as usize % UNIT_CHOICES.len()],
volume: &volumes[(VOLUME_RAND.get(st_seed) / 13) as usize % volumes.len()],
},
})
}
fn st_asset(path: &str, offset: impl Into<Vec3<i32>>) -> Arc<Structure> {
assets::load_map(path, |s: Structure| s.with_center(offset.into()))
.expect("Failed to load structure asset")
}
lazy_static! {
@ -43,6 +117,9 @@ lazy_static! {
assets::load_map("world/tree/oak_green/9.vox", |s: Structure| s
.with_center(Vec3::new(26, 26, 14)))
.unwrap(),
];
pub static ref OAK_STUMPS: Vec<Arc<Structure>> = vec![
// oak stumps
assets::load_map("world/tree/oak_stump/1.vox", |s: Structure| s
.with_center(Vec3::new(15, 18, 10)))
@ -278,31 +355,35 @@ lazy_static! {
pub static ref SNOW_PINES: Vec<Arc<Structure>> = vec![
// snow pines
assets::load_map("world/tree/snow_pine/1.vox", |s: Structure| s
.with_center(Vec3::new(15, 15, 14)))
.unwrap(),
assets::load_map("world/tree/snow_pine/2.vox", |s: Structure| s
.with_center(Vec3::new(15, 15, 14)))
.unwrap(),
assets::load_map("world/tree/snow_pine/3.vox", |s: Structure| s
.with_center(Vec3::new(17, 15, 12)))
.unwrap(),
assets::load_map("world/tree/snow_pine/4.vox", |s: Structure| s
.with_center(Vec3::new(10, 8, 12)))
.unwrap(),
assets::load_map("world/tree/snow_pine/5.vox", |s: Structure| s
.with_center(Vec3::new(12, 12, 12)))
.unwrap(),
assets::load_map("world/tree/snow_pine/6.vox", |s: Structure| s
.with_center(Vec3::new(11, 10, 12)))
.unwrap(),
assets::load_map("world/tree/snow_pine/7.vox", |s: Structure| s
.with_center(Vec3::new(16, 15, 12)))
.unwrap(),
assets::load_map("world/tree/snow_pine/8.vox", |s: Structure| s
.with_center(Vec3::new(12, 10, 12)))
.unwrap(),
st_asset("world/tree/snow_pine/1.vox", (15, 15, 14)),
st_asset("world/tree/snow_pine/2.vox", (15, 15, 14)),
st_asset("world/tree/snow_pine/3.vox", (17, 15, 12)),
st_asset("world/tree/snow_pine/4.vox", (10, 8, 12)),
st_asset("world/tree/snow_pine/5.vox", (12, 12, 12)),
st_asset("world/tree/snow_pine/6.vox", (11, 10, 12)),
st_asset("world/tree/snow_pine/7.vox", (16, 15, 12)),
st_asset("world/tree/snow_pine/8.vox", (12, 10, 12)),
];
pub static ref ACACIAS: Vec<Arc<Structure>> = vec![
// snow pines
st_asset("world/tree/acacia/1.vox", (16, 17, 1)),
st_asset("world/tree/acacia/2.vox", (5, 6, 1)),
st_asset("world/tree/acacia/3.vox", (5, 6, 1)),
st_asset("world/tree/acacia/4.vox", (15, 16, 1)),
st_asset("world/tree/acacia/5.vox", (19, 18, 1)),
];
pub static ref FRUIT_TREES: Vec<Arc<Structure>> = vec![
// snow pines
st_asset("world/tree/fruit/1.vox", (5, 5, 7)),
st_asset("world/tree/fruit/2.vox", (5, 5, 7)),
st_asset("world/tree/fruit/3.vox", (5, 5, 7)),
st_asset("world/tree/fruit/4.vox", (5, 5, 7)),
st_asset("world/tree/fruit/5.vox", (5, 5, 7)),
st_asset("world/tree/fruit/6.vox", (5, 5, 7)),
];
/*
// snow birches -> need roots!
assets::load_map("world/tree/snow_birch/1.vox", |s: Structure| s
@ -350,4 +431,15 @@ lazy_static! {
.unwrap(),
];
*/
pub static ref QUIRKY: Vec<Arc<Structure>> = vec![
st_asset("world/structure/natural/tower-ruin.vox", (11, 14, 5)),
st_asset("world/structure/natural/witch-hut.vox", (10, 13, 9)),
];
pub static ref QUIRKY_DRY: Vec<Arc<Structure>> = vec![
st_asset("world/structure/natural/ribcage-small.vox", (7, 13, 4)),
st_asset("world/structure/natural/ribcage-large.vox", (13, 19, 8)),
st_asset("world/structure/natural/skull-large.vox", (15, 20, 4)),
];
}

View File

@ -1,4 +1,10 @@
use crate::{all::ForestKind, sim::LocationInfo, util::Sampler, World, CONFIG};
use crate::{
all::ForestKind,
block::StructureMeta,
sim::{LocationInfo, SimChunk},
util::Sampler,
World, CONFIG,
};
use common::{terrain::TerrainChunkSize, vol::VolSize};
use noise::NoiseFn;
use std::{
@ -15,6 +21,51 @@ impl<'a> ColumnGen<'a> {
pub fn new(world: &'a World) -> Self {
Self { world }
}
fn get_local_structure(&self, wpos: Vec2<i32>) -> Option<StructureData> {
let (pos, seed) = self
.world
.sim()
.gen_ctx
.region_gen
.get(wpos)
.iter()
.copied()
.min_by_key(|(pos, _)| pos.distance_squared(wpos))
.unwrap();
let chunk = self.world.sim().get(pos)?;
if seed % 5 == 2 && chunk.temp > CONFIG.desert_temp && chunk.alt > CONFIG.sea_level + 5.0 {
Some(StructureData {
pos,
seed,
meta: Some(StructureMeta::Pyramid { height: 140 }),
})
} else {
None
}
}
fn gen_close_structures(&self, wpos: Vec2<i32>) -> [Option<StructureData>; 9] {
let mut metas = [None; 9];
self.world
.sim()
.gen_ctx
.structure_gen
.get(wpos)
.into_iter()
.copied()
.enumerate()
.for_each(|(i, (pos, seed))| {
metas[i] = self.get_local_structure(pos).or(Some(StructureData {
pos,
seed,
meta: None,
}));
});
metas
}
}
impl<'a> Sampler for ColumnGen<'a> {
@ -47,6 +98,7 @@ impl<'a> Sampler for ColumnGen<'a> {
const RIVER_PROPORTION: f32 = 0.025;
/*
let river = dryness
.abs()
.neg()
@ -54,6 +106,8 @@ impl<'a> Sampler for ColumnGen<'a> {
.div(RIVER_PROPORTION)
.max(0.0)
.mul((1.0 - (chaos - 0.15) * 20.0).max(0.0).min(1.0));
*/
let river = 0.0;
let cliff_hill =
(sim.gen_ctx.small_nz.get((wposf.div(128.0)).into_array()) as f32).mul(16.0);
@ -61,10 +115,11 @@ impl<'a> Sampler for ColumnGen<'a> {
let riverless_alt = sim.get_interpolated(wpos, |chunk| chunk.alt)?
+ (sim.gen_ctx.small_nz.get((wposf.div(256.0)).into_array()) as f32)
.abs()
.mul(chaos.max(0.2))
.mul(chaos.max(0.15))
.mul(64.0);
let cliffs = sim_chunk.cliffs;
let is_cliffs = sim_chunk.is_cliffs;
let near_cliffs = sim_chunk.near_cliffs;
let alt = riverless_alt
- (1.0 - river)
@ -74,7 +129,7 @@ impl<'a> Sampler for ColumnGen<'a> {
.mul(0.5)
.mul(24.0);
let water_level = (riverless_alt - 4.0 - 5.0 * chaos).max(CONFIG.sea_level);
let water_level = riverless_alt - 4.0 - 5.0 * chaos;
let rock = (sim.gen_ctx.small_nz.get(
Vec3::new(wposf.x, wposf.y, alt as f64)
@ -102,28 +157,32 @@ impl<'a> Sampler for ColumnGen<'a> {
let warm_grass = Rgb::new(0.18, 0.65, 0.0);
let cold_stone = Rgb::new(0.55, 0.7, 0.75);
let warm_stone = Rgb::new(0.65, 0.65, 0.35);
let beach_sand = Rgb::new(0.93, 0.84, 0.4);
let desert_sand = Rgb::new(0.98, 0.8, 0.15);
let beach_sand = Rgb::new(0.9, 0.85, 0.3);
let desert_sand = Rgb::new(1.0, 0.7, 0.15);
let snow = Rgb::broadcast(1.0);
let dirt = Lerp::lerp(Rgb::new(0.2, 0.1, 0.05), Rgb::new(0.4, 0.25, 0.0), marble);
let cliff = Rgb::lerp(cold_stone, warm_stone, marble);
let grass = Rgb::lerp(cold_grass, warm_grass, marble);
let sand = Rgb::lerp(beach_sand, desert_sand, marble);
let cliff = Rgb::lerp(cold_stone, warm_stone, marble);
let dirt = Lerp::lerp(Rgb::new(0.2, 0.1, 0.05), Rgb::new(0.4, 0.25, 0.0), marble);
let turf = grass;
let tropical = Rgb::lerp(
grass,
Rgb::new(0.85, 0.4, 0.2),
marble_small.sub(0.5).mul(0.2).add(0.75),
);
let ground = Rgb::lerp(
Rgb::lerp(
snow,
turf,
grass,
temp.sub(CONFIG.snow_temp)
.sub((marble - 0.5) * 0.05)
.mul(256.0),
),
sand,
temp.sub(CONFIG.desert_temp).mul(32.0),
Rgb::lerp(tropical, sand, temp.sub(CONFIG.desert_temp).mul(32.0)),
temp.sub(CONFIG.tropical_temp).mul(16.0),
);
// Work out if we're on a path or near a town
@ -227,25 +286,27 @@ impl<'a> Sampler for ColumnGen<'a> {
cliff,
snow,
(alt - CONFIG.sea_level
- 0.35 * CONFIG.mountain_scale
- 0.4 * CONFIG.mountain_scale
- alt_base
- temp * 96.0
- marble * 24.0)
/ 12.0,
),
(alt - CONFIG.sea_level - 0.3 * CONFIG.mountain_scale + marble * 128.0) / 100.0,
(alt - CONFIG.sea_level - 0.25 * CONFIG.mountain_scale + marble * 128.0)
/ 100.0,
),
// Beach
((alt - CONFIG.sea_level - 2.0) / 5.0).min(1.0 - river * 2.0),
((alt - CONFIG.sea_level - 1.0) / 2.0).min(1.0 - river * 2.0),
),
sub_surface_color: dirt,
tree_density,
forest_kind: sim_chunk.forest_kind,
close_trees: sim.gen_ctx.tree_gen.get(wpos),
close_structures: self.gen_close_structures(wpos),
cave_xy,
cave_alt,
rock,
cliffs,
is_cliffs,
near_cliffs,
cliff_hill,
close_cliffs: sim.gen_ctx.cliff_gen.get(wpos),
temp,
@ -265,14 +326,22 @@ pub struct ColumnSample<'a> {
pub sub_surface_color: Rgb<f32>,
pub tree_density: f32,
pub forest_kind: ForestKind,
pub close_trees: [(Vec2<i32>, u32); 9],
pub close_structures: [Option<StructureData>; 9],
pub cave_xy: f32,
pub cave_alt: f32,
pub rock: f32,
pub cliffs: bool,
pub is_cliffs: bool,
pub near_cliffs: bool,
pub cliff_hill: f32,
pub close_cliffs: [(Vec2<i32>, u32); 9],
pub temp: f32,
pub spawn_rate: f32,
pub location: Option<&'a LocationInfo>,
}
#[derive(Copy, Clone)]
pub struct StructureData {
pub pos: Vec2<i32>,
pub seed: u32,
pub meta: Option<StructureMeta>,
}

View File

@ -2,12 +2,14 @@ pub struct Config {
pub sea_level: f32,
pub mountain_scale: f32,
pub snow_temp: f32,
pub tropical_temp: f32,
pub desert_temp: f32,
}
pub const CONFIG: Config = Config {
sea_level: 140.0,
mountain_scale: 1200.0,
mountain_scale: 1000.0,
snow_temp: -0.4,
desert_temp: 0.4,
tropical_temp: 0.25,
desert_temp: 0.45,
};

View File

@ -71,12 +71,19 @@ impl World {
.and_then(|base_z| self.sim.get(chunk_pos).map(|sim_chunk| (base_z, sim_chunk)))
{
Some((base_z, sim_chunk)) => (base_z as i32, sim_chunk),
None => return TerrainChunk::new(0, water, air, TerrainChunkMeta::void()),
None => {
return TerrainChunk::new(
CONFIG.sea_level as i32,
water,
air,
TerrainChunkMeta::void(),
)
}
};
let meta = TerrainChunkMeta::new(sim_chunk.get_name(&self.sim), sim_chunk.get_biome());
let mut chunk = TerrainChunk::new(base_z - 8, stone, air, meta);
let mut chunk = TerrainChunk::new(base_z, stone, air, meta);
let mut sampler = self.sample_blocks();
@ -84,26 +91,24 @@ impl World {
for y in 0..TerrainChunkSize::SIZE.y as i32 {
let wpos2d = Vec2::new(x, y)
+ Vec3::from(chunk_pos) * TerrainChunkSize::SIZE.map(|e| e as i32);
let _wposf2d = wpos2d.map(|e| e as f64);
let min_z = self
.sim
.get_interpolated(wpos2d, |chunk| chunk.get_min_z())
.unwrap_or(0.0) as i32;
let z_cache = match sampler.get_z_cache(wpos2d) {
Some(z_cache) => z_cache,
None => continue,
};
let max_z = self
.sim
.get_interpolated(wpos2d, |chunk| chunk.get_max_z())
.unwrap_or(0.0) as i32;
let (min_z, max_z) = z_cache.get_z_limits();
let z_cache = sampler.get_z_cache(wpos2d);
for z in base_z..min_z as i32 {
let _ = chunk.set(Vec3::new(x, y, z), stone);
}
for z in min_z..max_z {
for z in min_z as i32..max_z as i32 {
let lpos = Vec3::new(x, y, z);
let wpos =
lpos + Vec3::from(chunk_pos) * TerrainChunkSize::SIZE.map(|e| e as i32);
if let Some(block) = sampler.get_with_z_cache(wpos, z_cache.as_ref()) {
if let Some(block) = sampler.get_with_z_cache(wpos, Some(&z_cache)) {
let _ = chunk.set(lpos, block);
}
}

View File

@ -16,7 +16,7 @@ use common::{
};
use noise::{BasicMulti, HybridMulti, MultiFractal, NoiseFn, RidgedMulti, Seedable, SuperSimplex};
use rand::{prng::XorShiftRng, Rng, SeedableRng};
use std::ops::{Add, Div, Mul, Sub};
use std::ops::{Add, Div, Mul, Neg, Sub};
use vek::*;
pub const WORLD_SIZE: Vec2<usize> = Vec2 { x: 1024, y: 1024 };
@ -38,7 +38,8 @@ pub(crate) struct GenCtx {
pub cave_0_nz: SuperSimplex,
pub cave_1_nz: SuperSimplex,
pub tree_gen: StructureGen2d,
pub structure_gen: StructureGen2d,
pub region_gen: StructureGen2d,
pub cliff_gen: StructureGen2d,
}
@ -75,8 +76,9 @@ impl WorldSim {
cave_0_nz: SuperSimplex::new().set_seed(seed + 13),
cave_1_nz: SuperSimplex::new().set_seed(seed + 14),
tree_gen: StructureGen2d::new(seed, 32, 24),
cliff_gen: StructureGen2d::new(seed, 80, 56),
structure_gen: StructureGen2d::new(seed, 32, 24),
region_gen: StructureGen2d::new(seed + 1, 400, 96),
cliff_gen: StructureGen2d::new(seed + 2, 80, 56),
};
let mut chunks = Vec::new();
@ -306,8 +308,6 @@ impl WorldSim {
}
}
const Z_TOLERANCE: (f32, f32) = (100.0, 128.0);
pub struct SimChunk {
pub chaos: f32,
pub alt_base: f32,
@ -315,7 +315,7 @@ pub struct SimChunk {
pub temp: f32,
pub dryness: f32,
pub rockiness: f32,
pub cliffs: bool,
pub is_cliffs: bool,
pub near_cliffs: bool,
pub tree_density: f32,
pub forest_kind: ForestKind,
@ -353,6 +353,8 @@ impl SimChunk {
.add(0.3)
.max(0.0);
let temp = gen_ctx.temp_nz.get((wposf.div(12000.0)).into_array()) as f32;
let dryness = gen_ctx.dry_nz.get(
(wposf
.add(Vec2::new(
@ -366,44 +368,53 @@ impl SimChunk {
.into_array(),
) as f32;
let chaos = (gen_ctx.chaos_nz.get((wposf.div(4_000.0)).into_array()) as f32)
let chaos = (gen_ctx.chaos_nz.get((wposf.div(3_000.0)).into_array()) as f32)
.add(1.0)
.mul(0.5)
.mul(
(gen_ctx.chaos_nz.get((wposf.div(6_000.0)).into_array()) as f32)
.powf(2.0)
.add(0.5)
.abs()
.max(0.25)
.min(1.0),
)
.powf(1.5)
.add(0.1 * hill);
.add(0.15 * hill)
.mul(
temp.sub(CONFIG.desert_temp)
.neg()
.mul(12.0)
.max(0.35)
.min(1.0),
)
.max(0.1);
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(0.005))
.mul(400.0);
let alt_base = (gen_ctx.alt_nz.get((wposf.div(12_000.0)).into_array()) as f32)
.mul(250.0)
.sub(25.0);
let alt_main = (gen_ctx.alt_nz.get((wposf.div(2_000.0)).into_array()) as f32)
.abs()
.powf(1.8);
.powf(1.35);
let alt = CONFIG.sea_level
let map_edge_factor = pos
.map2(WORLD_SIZE.map(|e| e as i32), |e, sz| {
(sz / 2 - (e - sz / 2).abs()) as f32 / 16.0
})
.reduce_partial_min()
.max(0.0)
.min(1.0);
let alt = (CONFIG.sea_level
+ alt_base
+ (0.0
+ alt_main
+ gen_ctx.small_nz.get((wposf.div(300.0)).into_array()) as f32
* alt_main.max(0.1)
* chaos
* 1.6)
+ (gen_ctx.small_nz.get((wposf.div(300.0)).into_array()) as f32)
.mul(alt_main.max(0.25))
.mul(1.6))
.add(1.0)
.mul(0.5)
.mul(chaos)
.mul(CONFIG.mountain_scale);
let temp = gen_ctx.temp_nz.get((wposf.div(8192.0)).into_array()) as f32;
.mul(CONFIG.mountain_scale))
* map_edge_factor;
let cliff = gen_ctx.cliff_nz.get((wposf.div(2048.0)).into_array()) as f32 + chaos * 0.2;
@ -417,24 +428,28 @@ impl SimChunk {
.sub(0.1)
.mul(1.3)
.max(0.0),
cliffs: cliff > 0.5
is_cliffs: cliff > 0.5
&& dryness > 0.05
&& alt > CONFIG.sea_level + 5.0
&& dryness.abs() > 0.075,
near_cliffs: cliff > 0.4,
near_cliffs: cliff > 0.25,
tree_density: (gen_ctx.tree_nz.get((wposf.div(1024.0)).into_array()) as f32)
.mul(1.5)
.add(1.0)
.mul(0.5)
.mul(1.2 - chaos * 0.95)
.add(0.1)
.add(0.05)
.mul(if alt > CONFIG.sea_level + 5.0 {
1.0
} else {
0.0
}),
})
.max(0.0),
forest_kind: if temp > 0.0 {
if temp > CONFIG.desert_temp {
ForestKind::Palm
} else if temp > CONFIG.tropical_temp {
ForestKind::Savannah
} else {
ForestKind::Oak
}
@ -451,16 +466,7 @@ impl SimChunk {
}
pub fn get_base_z(&self) -> f32 {
self.alt - Z_TOLERANCE.0 * self.chaos
}
pub fn get_min_z(&self) -> f32 {
self.alt - Z_TOLERANCE.0 * (self.chaos * 1.2 + 0.3)
}
pub fn get_max_z(&self) -> f32 {
(self.alt + Z_TOLERANCE.1 * if self.near_cliffs { 1.0 } else { 0.5 })
.max(CONFIG.sea_level + 2.0)
self.alt - self.chaos * 50.0 - 16.0
}
pub fn get_name(&self, world: &WorldSim) -> Option<String> {

View File

@ -6,7 +6,7 @@ pub mod structure;
// Reexports
pub use self::{
hash_cache::HashCache,
random::RandomField,
random::{RandomField, RandomPerm},
sampler::{Sampler, SamplerMut},
structure::StructureGen2d,
};

View File

@ -6,7 +6,7 @@ pub struct RandomField {
}
impl RandomField {
pub fn new(seed: u32) -> Self {
pub const fn new(seed: u32) -> Self {
Self { seed }
}
}
@ -35,3 +35,28 @@ impl Sampler for RandomField {
a
}
}
pub struct RandomPerm {
seed: u32,
}
impl RandomPerm {
pub const fn new(seed: u32) -> Self {
Self { seed }
}
}
impl Sampler for RandomPerm {
type Index = u32;
type Sample = u32;
fn get(&self, perm: Self::Index) -> Self::Sample {
let mut a = perm;
a = (a ^ 61) ^ (a >> 16);
a = a + (a << 3);
a = a ^ (a >> 4);
a = a * 0x27d4eb2d;
a = a ^ (a >> 15);
a
}
}