Improved river and lake banks

This commit is contained in:
Joshua Barretto 2021-09-04 15:31:14 +01:00
parent 826aff2ea4
commit 3b66af468a
5 changed files with 81 additions and 65 deletions

View File

@ -322,23 +322,23 @@ pub fn quadratic_nearest_point(
// Cubic
let ctrl_at = |t: f64, end: f64| {
let a = eval_at(end);
let b = eval_at(Lerp::lerp(end, t, 0.1));
let dir = (b - a).normalized();
let exact = eval_at(t);
a + dir * exact.distance(a)
};
let curve = CubicBezier2 {
start: line.x,
ctrl0: ctrl_at(0.33, 0.0),
ctrl1: ctrl_at(0.66, 1.0),
end: line.y,
};
let (t, pos) = curve.binary_search_point_by_steps(point, 16, 0.001);
let t = t.clamped(0.0, 1.0);
let pos = curve.evaluate(t);
return Some((t, pos, pos.distance_squared(point)));
// let ctrl_at = |t: f64, end: f64| {
// let a = eval_at(end);
// let b = eval_at(Lerp::lerp(end, t, 0.1));
// let dir = (b - a).normalized();
// let exact = eval_at(t);
// a + dir * exact.distance(a)
// };
// let curve = CubicBezier2 {
// start: line.x,
// ctrl0: ctrl_at(0.33, 0.0),
// ctrl1: ctrl_at(0.66, 1.0),
// end: line.y,
// };
// let (t, pos) = curve.binary_search_point_by_steps(point, 12, 0.01);
// let t = t.clamped(0.0, 1.0);
// let pos = curve.evaluate(t);
// return Some((t, pos, pos.distance_squared(point)));
let a = spline.z.x;
let b = spline.y.x;

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@ -2704,6 +2704,8 @@ temp {:?}
humidity {:?}
rockiness {:?}
tree_density {:?}
in_river {:?}
in_lake {:?}
spawn_rate {:?} "#,
wpos,
alt,
@ -2720,6 +2722,8 @@ spawn_rate {:?} "#,
humidity,
rockiness,
tree_density,
col.in_river,
col.in_lake,
spawn_rate
))
};

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

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@ -343,7 +343,8 @@ pub fn apply_scatter_to(canvas: &mut Canvas, rng: &mut impl Rng) {
* col
.water_dist
.map(|wd| Lerp::lerp(0.2, 0.0, (wd / 8.0).clamped(0.0, 1.0)))
.unwrap_or(0.0),
.unwrap_or(0.0)
* ((col.alt - CONFIG.sea_level) / 12.0).clamped(0.0, 1.0),
Some((0.2, 128.0, 0.5)),
)
}),

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@ -2222,7 +2222,7 @@ impl SimChunk {
Some(
uniform_idx_as_vec2(map_size_lg, downhill_pre as usize)
* TerrainChunkSize::RECT_SIZE.map(|e| e as i32)
// + TerrainChunkSize::RECT_SIZE.map(|e| e as i32 / 2)
+ TerrainChunkSize::RECT_SIZE.map(|e| e as i32 / 2)
,
)
};