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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Improved river and lake banks
This commit is contained in:
parent
826aff2ea4
commit
3b66af468a
@ -322,23 +322,23 @@ pub fn quadratic_nearest_point(
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// Cubic
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let ctrl_at = |t: f64, end: f64| {
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let a = eval_at(end);
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let b = eval_at(Lerp::lerp(end, t, 0.1));
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let dir = (b - a).normalized();
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let exact = eval_at(t);
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a + dir * exact.distance(a)
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};
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let curve = CubicBezier2 {
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start: line.x,
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ctrl0: ctrl_at(0.33, 0.0),
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ctrl1: ctrl_at(0.66, 1.0),
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end: line.y,
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};
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let (t, pos) = curve.binary_search_point_by_steps(point, 16, 0.001);
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let t = t.clamped(0.0, 1.0);
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let pos = curve.evaluate(t);
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return Some((t, pos, pos.distance_squared(point)));
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// let ctrl_at = |t: f64, end: f64| {
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// let a = eval_at(end);
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// let b = eval_at(Lerp::lerp(end, t, 0.1));
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// let dir = (b - a).normalized();
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// let exact = eval_at(t);
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// a + dir * exact.distance(a)
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// };
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// let curve = CubicBezier2 {
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// start: line.x,
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// ctrl0: ctrl_at(0.33, 0.0),
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// ctrl1: ctrl_at(0.66, 1.0),
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// end: line.y,
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// };
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// let (t, pos) = curve.binary_search_point_by_steps(point, 12, 0.01);
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// let t = t.clamped(0.0, 1.0);
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// let pos = curve.evaluate(t);
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// return Some((t, pos, pos.distance_squared(point)));
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let a = spline.z.x;
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let b = spline.y.x;
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@ -2704,6 +2704,8 @@ temp {:?}
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humidity {:?}
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rockiness {:?}
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tree_density {:?}
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in_river {:?}
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in_lake {:?}
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spawn_rate {:?} "#,
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wpos,
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alt,
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@ -2720,6 +2722,8 @@ spawn_rate {:?} "#,
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humidity,
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rockiness,
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tree_density,
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col.in_river,
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col.in_lake,
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spawn_rate
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))
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};
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@ -139,7 +139,7 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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let downhill_wpos = downhill_pos.map(|e| e as f64);
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let downhill_pos =
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downhill_pos.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| e.div_euclid(sz as i32));
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let neighbor_wpos = posj.map(|e| e as f64) * neighbor_coef;// + neighbor_coef * 0.5;
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let neighbor_wpos = posj.map(|e| e as f64) * neighbor_coef + neighbor_coef * 0.5;
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let direction = neighbor_wpos - downhill_wpos;
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let river_width_min = if let RiverKind::River { cross_section } = kind {
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cross_section.x as f64
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@ -150,7 +150,7 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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let coeffs =
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river_spline_coeffs(neighbor_wpos, chunkj.river.spline_derivative, downhill_wpos);
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let (direction, coeffs, downhill_chunk, river_t, river_pos, river_dist) = match kind {
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RiverKind::River { .. } => {
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RiverKind::River { .. } /*| RiverKind::Lake { .. }*/ => {
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if let Some((t, pt, dist)) = quadratic_nearest_point(&coeffs, wposf, Vec2::new(neighbor_wpos, downhill_wpos)) /*{
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let curve = CubicBezier2 {
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start: neighbor_wpos,
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@ -211,7 +211,7 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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if pass_dist > 1 {
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return (posj, chunkj, river, None);
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}
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let neighbor_pass_wpos = neighbor_pass_pos.map(|e| e as f64);
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let neighbor_pass_wpos = neighbor_pass_pos.map(|e| e as f64) + neighbor_coef * 0.5;
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let neighbor_pass_pos = neighbor_pass_pos
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.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| e / sz as i32);
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let coeffs =
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@ -262,9 +262,11 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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};
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let river_width_max =
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if let Some(RiverKind::River { cross_section }) = downhill_chunk.river.river_kind {
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(cross_section.x as f64).min(river_width_min * 1.75) // Hack
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} else if let Some(RiverKind::River { cross_section }) = chunkj.river.river_kind {
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cross_section.x as f64
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} else {
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lake_width
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lake_width * 0.5
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};
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let river_width_noise = (sim.gen_ctx.small_nz.get((river_pos.div(16.0)).into_array()))
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.max(-1.0)
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@ -274,10 +276,14 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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let river_width = Lerp::lerp(
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river_width_min,
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river_width_max,
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cubic(river_t.clamped(0.0, 1.0)),//.sqrt(),
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// if matches!(chunkj.river.river_kind, Some(RiverKind::Lake { .. })) {
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// (1.0 - (river_t.clamped(0.0, 1.0) * 2.0 - 1.0).powi(2)).sqrt() * 0.5
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// } else {
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cubic(river_t.clamped(0.0, 1.0))
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// },
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);
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let river_width = river_width;// * (1.0 + river_width_noise * 0.3);
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let river_width = river_width.max(2.0f64.sqrt() + 0.1);// * (1.0 + river_width_noise * 0.3);
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// To find the distance, we just evaluate the quadratic equation at river_t and
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// see if it's within width (but we should be able to use it for a
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// lot more, and this probably isn't the very best approach anyway
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@ -352,13 +358,17 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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}
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}
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let (river_water_level, lake_water_level, water_dist) = neighbor_river_data.clone().fold(
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let actual_sea_level = CONFIG.sea_level + 2.0; // TODO: Don't add 2.0, why is this required?
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let (river_water_level, in_river, lake_water_level, lake_dist, water_dist) = neighbor_river_data.clone().fold(
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(
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WeightedSum::default().with_max(CONFIG.sea_level + 2.0), // TODO: Don't add 2.0
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WeightedSum::default().with_max(CONFIG.sea_level + 2.0), // TODO: Don't add 2.0
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WeightedSum::default().with_max(actual_sea_level), // TODO: Don't add 1.0
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false,
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WeightedSum::default().with_max(actual_sea_level), // TODO: Don't add 1.0
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10000.0f32,
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None,
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),
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|(mut river_water_level, mut lake_water_level, water_dist), (river_chunk_idx, river_chunk, river, dist_info)| match (river.river_kind, dist_info) {
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|(mut river_water_level, mut in_river, mut lake_water_level, mut lake_dist, water_dist), (river_chunk_idx, river_chunk, river, dist_info)| match (river.river_kind, dist_info) {
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(
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Some(kind/*RiverKind::River { cross_section }*/),
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Some((_, dist, river_width, (river_t, (river_pos, _), downhill_chunk))),
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@ -372,12 +382,17 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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let near_center = ((river_dist / (river_width * 0.5)) as f32).min(1.0).mul(f32::consts::PI).cos().add(1.0).mul(0.5);
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match kind {
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RiverKind::River { .. } => {
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RiverKind::River { .. } /*| RiverKind::Lake { .. }*/ => {
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// Alt of river water *is* the alt of land
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let river_water_alt = Lerp::lerp(river_chunk.alt, downhill_chunk.alt, river_t as f32);
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river_water_level = river_water_level
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.with(river_water_alt, near_center * 10.0);
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// .with_max(river_water_alt)
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.with(river_water_alt, near_center);
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if river_edge_dist <= 0.0 {
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in_river = true;
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}
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},
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// Slightly wider threshold is chosen in case the lake bounds are a bit wrong
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RiverKind::Lake { .. } => {
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@ -388,30 +403,37 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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);
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river_water_level = river_water_level
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.with(lake_water_alt, near_center * 10.0);
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.with(lake_water_alt, near_center);
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if river_edge_dist <= 0.0 {
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lake_dist = lake_dist.min(river_edge_dist);
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// if river_edge_dist <= 0.0 {
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// in_lake = true;
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// }
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// Lake border prevents a lake failing to propagate its altitude to nearby rivers
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let border = if river_width >= lake_width * 0.9 { 5.0 } else { 0.0 };
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if river_edge_dist <= border {
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lake_water_level = lake_water_level
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.with(lake_water_alt, near_center * 10.0);
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// Make sure the closest lake is prioritised
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.with(lake_water_alt, near_center + 0.1 / (1.0 + river_edge_dist));
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// .with_max(lake_water_alt);
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} else if river_edge_dist <= 12.0 {
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// lake_water_level = lake_water_level.with(lake_water_alt, near_river * 10.0);
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}
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},
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RiverKind::Ocean => {},
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};
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let water_dist = Some(water_dist.unwrap_or(river_edge_dist).min(river_edge_dist));
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let river_edge_dist_unclamped = (river_dist - river_width * 0.5) as f32;
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let water_dist = Some(water_dist.unwrap_or(river_edge_dist_unclamped).min(river_edge_dist_unclamped));
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(river_water_level, lake_water_level, water_dist)
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(river_water_level, in_river, lake_water_level, lake_dist, water_dist)
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},
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(_, _) => (river_water_level, lake_water_level, water_dist),
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(_, _) => (river_water_level, in_river, lake_water_level, lake_dist, water_dist),
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},
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);
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let water_level = match (river_water_level.eval(), lake_water_level.eval()) {
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let water_level = match (river_water_level.eval(), lake_water_level.eval().filter(|_| lake_dist <= 0.0 || in_river)) {
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(Some(r), Some(l)) => r.max(l),
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(r, l) => r.or(l).unwrap_or(CONFIG.sea_level),
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};
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(r, l) => r.or(l).unwrap_or(actual_sea_level),
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} - 0.1;
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let riverless_alt = alt;
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let alt = neighbor_river_data.clone().fold(
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@ -429,7 +451,7 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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let near_river = ((river_dist / river_width) as f32).min(1.0).mul(f32::consts::PI).cos().add(1.0).mul(0.5);
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let water_alt = match kind {
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RiverKind::River { .. } => {
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RiverKind::River { .. } /*| RiverKind::Lake { .. }*/ => {
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// Alt of river water *is* the alt of land
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let river_water_alt = Lerp::lerp(river_chunk.alt, downhill_chunk.alt, river_t as f32);
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Some((river_water_alt, None))
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@ -443,7 +465,7 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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Some((lake_water_alt, Some(riverless_alt)))
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},
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RiverKind::Ocean => Some((riverless_alt, Some(riverless_alt))),
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RiverKind::Ocean => None,
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};
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if let Some((water_alt, min_alt)) = water_alt {
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@ -452,7 +474,7 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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let near_centre = ((river_dist / (river_width * 0.5)) as f32).min(1.0).mul(f32::consts::PI).cos().add(1.0).mul(0.5);;
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let riverbed_depth = near_centre * river_width as f32 * 0.15 + MIN_DEPTH;
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// Handle rivers debouching into the ocean nicely by 'flattening' their bottom
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let riverbed_alt = (water_alt - riverbed_depth).max(riverless_alt.min(CONFIG.sea_level));
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let riverbed_alt = (water_alt - riverbed_depth).max(riverless_alt.min(CONFIG.sea_level - MIN_DEPTH));
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alt.with_min(min_alt.unwrap_or(riverbed_alt).min(riverbed_alt))
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} else {
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const GORGE: f32 = 0.5;
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@ -464,9 +486,10 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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let weight = Lerp::lerp(
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BANK_STRENGTH / (1.0 + (river_edge_dist as f32 - 2.0).max(0.0) * BANK_STRENGTH / BANK_SCALE),
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0.0,
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(river_edge_dist / BANK_SCALE).clamped(0.0, 1.0),
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cubic((river_edge_dist / BANK_SCALE).clamped(0.0, 1.0) as f64) as f32,
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);
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let alt = alt.with(water_alt + GORGE, weight);
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let alt = alt
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.with(water_alt + GORGE, weight);
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// Add "walls" around weirdly back-curving segments to prevent water walls
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// let alt = if river_edge_dist <= 1.0 && river_t > 0.0 && river_t < 1.0 {
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// alt.with_max(water_alt + GORGE)
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@ -1217,22 +1240,6 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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// dirt
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let ground = Lerp::lerp(ground, sub_surface_color, marble_mid * tree_density);
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let near_ocean = max_river.and_then(|(_, _, river_data, _)| {
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if (river_data.is_lake() || river_data.river_kind == Some(RiverKind::Ocean))
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&& alt <= water_level.max(CONFIG.sea_level + 5.0)
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{
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Some(water_level)
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} else {
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None
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}
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});
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let ocean_level = if let Some(_sea_level) = near_ocean {
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alt - CONFIG.sea_level
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} else {
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5.0
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};
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let path = sim.get_nearest_path(wpos);
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let cave = sim.get_nearest_cave(wpos);
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@ -1246,11 +1253,11 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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surface_color: Rgb::lerp(
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sub_surface_color,
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Rgb::lerp(
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// Beach
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Rgb::lerp(cliff, sand, alt.sub(basement).mul(0.25)),
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// Land
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ground,
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// Beach
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((ocean_level - 0.0) / 2.0).max(0.0),
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((alt - CONFIG.sea_level) / 12.0).clamped(0.0, 1.0),
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),
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surface_veg,
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),
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@ -1282,6 +1289,8 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
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snow_cover,
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cliff_offset,
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cliff_height,
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in_river,
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in_lake: lake_dist <= 0.0,
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chunk: sim_chunk,
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})
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@ -1314,6 +1323,8 @@ pub struct ColumnSample<'a> {
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pub snow_cover: bool,
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pub cliff_offset: f32,
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pub cliff_height: f32,
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pub in_river: bool,
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pub in_lake: bool,
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pub chunk: &'a SimChunk,
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}
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@ -343,7 +343,8 @@ pub fn apply_scatter_to(canvas: &mut Canvas, rng: &mut impl Rng) {
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* col
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.water_dist
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.map(|wd| Lerp::lerp(0.2, 0.0, (wd / 8.0).clamped(0.0, 1.0)))
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.unwrap_or(0.0),
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.unwrap_or(0.0)
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* ((col.alt - CONFIG.sea_level) / 12.0).clamped(0.0, 1.0),
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Some((0.2, 128.0, 0.5)),
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)
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}),
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@ -2222,7 +2222,7 @@ impl SimChunk {
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Some(
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uniform_idx_as_vec2(map_size_lg, downhill_pre as usize)
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* TerrainChunkSize::RECT_SIZE.map(|e| e as i32)
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// + TerrainChunkSize::RECT_SIZE.map(|e| e as i32 / 2)
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+ TerrainChunkSize::RECT_SIZE.map(|e| e as i32 / 2)
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,
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)
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};
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