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Adding shadows.
This commit is contained in:
parent
6424ca7947
commit
a1aee931e7
1
Cargo.lock
generated
1
Cargo.lock
generated
@ -3321,6 +3321,7 @@ dependencies = [
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name = "veloren-world"
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version = "0.5.0"
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dependencies = [
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"approx 0.1.1 (registry+https://github.com/rust-lang/crates.io-index)",
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"arr_macro 0.1.3 (registry+https://github.com/rust-lang/crates.io-index)",
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"bincode 1.2.0 (registry+https://github.com/rust-lang/crates.io-index)",
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"bitvec 0.15.2 (registry+https://github.com/rust-lang/crates.io-index)",
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@ -5,6 +5,7 @@ authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>"]
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edition = "2018"
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[dependencies]
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approx = "0.1.1"
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bincode = "1.2.0"
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common = { package = "veloren-common", path = "../common" }
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bitvec = "0.15.2"
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@ -1,8 +1,12 @@
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use common::{terrain::TerrainChunkSize, vol::RectVolSize};
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use rayon::prelude::*;
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use std::{f64, io::Write, path::PathBuf, time::SystemTime};
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use vek::*;
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use veloren_world::{
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sim::{self, MapConfig, MapDebug, WorldOpts, WORLD_SIZE},
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sim::{
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self, get_shadows, uniform_idx_as_vec2, Alt, MapConfig, MapDebug, WorldOpts, WORLD_SIZE,
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},
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util::Sampler,
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World, CONFIG,
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};
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@ -18,26 +22,64 @@ fn main() {
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let map_file =
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// "map_1575990726223.bin";
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// "map_1575987666972.bin";
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"map_1576046079066.bin";
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// "map_1576046079066.bin";
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"map_1579539133272.bin";
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let mut _map_file = PathBuf::from("./maps");
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_map_file.push(map_file);
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let world = World::generate(5284, WorldOpts {
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seed_elements: false,
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// world_file: sim::FileOpts::Load(_map_file),
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world_file: sim::FileOpts::Save,
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// world_file: sim::FileOpts::LoadAsset(veloren_world::sim::DEFAULT_WORLD_MAP.into()),
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world_file: sim::FileOpts::Load(_map_file),
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// world_file: sim::FileOpts::Save,
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..WorldOpts::default()
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});
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log::info!("Sampling data...");
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let sampler = world.sim();
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let samples_data = {
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let column_sample = world.sample_columns();
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(0..WORLD_SIZE.product())
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.into_par_iter()
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.map(|posi| {
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column_sample
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.get(uniform_idx_as_vec2(posi) * TerrainChunkSize::RECT_SIZE.map(|e| e as i32))
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})
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.collect::<Vec<_>>()
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.into_boxed_slice()
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};
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let refresh_shadows = |light_direction: Vec3<f64>, lgain, scale, is_basement, is_water| {
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get_shadows(
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//Vec3::new(-0.8, 0.3, /*-1.0*/-(1.0 / TerrainChunkSize::RECT_SIZE.x as Alt)),
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Vec3::new(light_direction.x, light_direction.z, light_direction.y/* / lgain*/),
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lgain,
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TerrainChunkSize::RECT_SIZE.x as f64/* * scale*/,
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TerrainChunkSize::RECT_SIZE.y as f64/* * scale*/,
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Aabr {
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min: Vec2::new(0.0, 0.0), // focus.into(),
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max: WORLD_SIZE.map(|e| e as f64) * TerrainChunkSize::RECT_SIZE.map(|e| e as f64)/* * scale*//* + focus.into() */,
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},
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CONFIG.sea_level as f64, // focus.z,
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(CONFIG.sea_level + sampler.max_height) as f64, // (focus.z + self.max_height) as Alt,
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|posi| {
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let sample = sampler.get(uniform_idx_as_vec2(posi)).unwrap();
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if is_basement {
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sample.alt as f64
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} else {
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sample.basement as f64
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}.max(if is_water { sample.water_alt as f64 } else { -f64::INFINITY })
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},
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).ok()
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};
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let mut win =
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minifb::Window::new("World Viewer", W, H, minifb::WindowOptions::default()).unwrap();
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let sampler = world.sim();
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let mut focus = Vec3::new(0.0, 0.0, CONFIG.sea_level as f64);
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// Altitude is divided by gain and clamped to [0, 1]; thus, decreasing gain
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// makes smaller differences in altitude appear larger.
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let mut gain = CONFIG.mountain_scale;
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let mut gain = /*CONFIG.mountain_scale*/sampler.max_height;
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// The Z component during normal calculations is multiplied by gain; thus,
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let mut lgain = 1.0;
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let mut scale = WORLD_SIZE.x as f64 / W as f64;
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@ -50,7 +92,7 @@ fn main() {
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//
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// "In world space the x-axis will be pointing east, the y-axis up and the
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// z-axis will be pointing south"
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let mut light_direction = Vec3::new(-0.8, -1.0, 0.3);
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let mut light_direction = Vec3::new(-/*0.8*/1.3, -1.0, 0.3);
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let mut is_basement = false;
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let mut is_water = true;
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@ -58,6 +100,9 @@ fn main() {
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let mut is_temperature = true;
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let mut is_humidity = true;
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let mut shadows = None; //refresh_shadows(light_direction, lgain, scale, is_basement, is_water);
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let mut samples = None;
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while win.is_open() {
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let config = MapConfig {
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dimensions: Vec2::new(W, H),
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@ -66,12 +111,15 @@ fn main() {
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lgain,
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scale,
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light_direction,
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shadows: shadows.as_deref(),
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samples,
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is_basement,
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is_water,
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is_shaded,
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is_temperature,
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is_humidity,
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// is_sampled,
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is_debug: true,
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};
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@ -161,6 +209,9 @@ fn main() {
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let is_camera = win.is_key_down(minifb::Key::C);
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if win.is_key_down(minifb::Key::B) {
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is_basement ^= true;
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shadows = shadows.and_then(|_| {
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refresh_shadows(light_direction, lgain, scale, is_basement, is_water)
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});
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}
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if win.is_key_down(minifb::Key::H) {
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is_humidity ^= true;
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@ -172,11 +223,25 @@ fn main() {
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is_water ^= true;
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}
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if win.is_key_down(minifb::Key::L) {
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if is_camera {
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shadows = match shadows {
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Some(_) => None,
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None => refresh_shadows(light_direction, lgain, scale, is_basement, is_water),
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};
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} else {
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is_shaded ^= true;
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}
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}
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if win.is_key_down(minifb::Key::M) {
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samples = samples.xor(Some(&*samples_data));
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// is_sampled ^= true;
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}
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if win.is_key_down(minifb::Key::W) {
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if is_camera {
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light_direction.z -= lspd;
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shadows = shadows.and_then(|_| {
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refresh_shadows(light_direction, lgain, scale, is_basement, is_water)
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});
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} else {
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focus.y -= spd * scale;
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}
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@ -184,6 +249,9 @@ fn main() {
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if win.is_key_down(minifb::Key::A) {
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if is_camera {
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light_direction.x -= lspd;
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shadows = shadows.and_then(|_| {
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refresh_shadows(light_direction, lgain, scale, is_basement, is_water)
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});
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} else {
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focus.x -= spd * scale;
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}
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@ -191,6 +259,9 @@ fn main() {
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if win.is_key_down(minifb::Key::S) {
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if is_camera {
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light_direction.z += lspd;
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shadows = shadows.and_then(|_| {
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refresh_shadows(light_direction, lgain, scale, is_basement, is_water)
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});
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} else {
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focus.y += spd * scale;
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}
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@ -198,6 +269,9 @@ fn main() {
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if win.is_key_down(minifb::Key::D) {
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if is_camera {
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light_direction.x += lspd;
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shadows = shadows.and_then(|_| {
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refresh_shadows(light_direction, lgain, scale, is_basement, is_water)
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});
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} else {
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focus.x += spd * scale;
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}
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@ -206,6 +280,9 @@ fn main() {
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if is_camera {
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if (lgain * 2.0).is_normal() {
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lgain *= 2.0;
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shadows = shadows.and_then(|_| {
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refresh_shadows(light_direction, lgain, scale, is_basement, is_water)
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});
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}
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} else {
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gain += 64.0;
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@ -215,6 +292,9 @@ fn main() {
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if is_camera {
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if (lgain / 2.0).is_normal() {
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lgain /= 2.0;
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shadows = shadows.and_then(|_| {
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refresh_shadows(light_direction, lgain, scale, is_basement, is_water)
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});
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}
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} else {
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gain = (gain - 64.0).max(64.0);
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@ -226,6 +306,8 @@ fn main() {
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} else {
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if (scale * 2.0).is_normal() {
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scale *= 2.0;
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// shadows = refresh_shadows(light_direction, lgain, scale,
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// is_basement);
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}
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}
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}
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@ -235,6 +317,8 @@ fn main() {
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} else {
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if (scale / 2.0).is_normal() {
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scale /= 2.0;
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// shadows = refresh_shadows(light_direction, lgain, scale,
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// is_basement);
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}
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}
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}
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@ -64,5 +64,5 @@ pub const CONFIG: Config = Config {
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river_roughness: 0.06125,
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river_max_width: 2.0,
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river_min_height: 0.25,
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river_width_to_depth: 1.0,
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river_width_to_depth: 8.0,
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};
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@ -1,12 +1,13 @@
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use crate::{
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sim::{RiverKind, WorldSim, WORLD_SIZE},
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column::ColumnSample,
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sim::{vec2_as_uniform_idx, Alt, RiverKind, WorldSim, WORLD_SIZE},
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CONFIG,
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};
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use common::{terrain::TerrainChunkSize, vol::RectVolSize};
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use std::{f32, f64};
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use vek::*;
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pub struct MapConfig {
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pub struct MapConfig<'a> {
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/// Dimensions of the window being written to. Defaults to WORLD_SIZE.
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pub dimensions: Vec2<usize>,
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/// x, y, and z of top left of map (defaults to (0.0, 0.0,
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@ -43,6 +44,14 @@ pub struct MapConfig {
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///
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/// Defaults to (-0.8, -1.0, 0.3).
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pub light_direction: Vec3<f64>,
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/// If Some, uses the provided shadow map.
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///
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/// Defaults to None.
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pub shadows: Option<&'a [Alt]>,
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/// If Some, uses the provided column samples to determine surface color.
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///
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/// Defaults to None.
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pub samples: Option<&'a [Option<ColumnSample<'a>>]>,
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/// If true, only the basement (bedrock) is used for altitude; otherwise,
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/// the surface is used.
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///
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@ -81,7 +90,7 @@ pub struct MapDebug {
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pub oceans: u32,
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}
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impl Default for MapConfig {
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impl<'a> Default for MapConfig<'a> {
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fn default() -> Self {
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let dimensions = WORLD_SIZE;
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Self {
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@ -90,7 +99,9 @@ impl Default for MapConfig {
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gain: CONFIG.mountain_scale,
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lgain: TerrainChunkSize::RECT_SIZE.x as f64,
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scale: WORLD_SIZE.x as f64 / dimensions.x as f64,
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light_direction: Vec3::new(-0.8, -1.0, 0.3),
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light_direction: Vec3::new(-1.2, -1.0, 0.8),
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shadows: None,
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samples: None,
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is_basement: false,
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is_water: true,
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@ -102,7 +113,7 @@ impl Default for MapConfig {
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}
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}
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impl MapConfig {
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impl<'a> MapConfig<'a> {
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/// Generates a map image using the specified settings. Note that it will
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/// write from left to write from (0, 0) to dimensions - 1, inclusive,
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/// with 4 1-byte color components provided as (r, g, b, a). It is up
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@ -120,6 +131,8 @@ impl MapConfig {
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lgain,
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scale,
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light_direction,
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shadows,
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samples,
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is_basement,
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is_water,
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@ -129,11 +142,15 @@ impl MapConfig {
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is_debug,
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} = *self;
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let light_direction = Vec3::new(light_direction.x, light_direction.y, light_direction.z);
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// let light_direction = Vec3::new(light_direction.x * lgain, light_direction.y,
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// light_direction.z * lgain);
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let light = light_direction.normalized();
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let mut quads = [[0u32; QUADRANTS]; QUADRANTS];
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let mut rivers = 0u32;
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let mut lakes = 0u32;
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let mut oceans = 0u32;
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// let column_sample = ColumnGen::new(sampler);
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let focus_rect = Vec2::from(focus);
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let true_sea_level = (CONFIG.sea_level as f64 - focus.z) / gain as f64;
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@ -147,11 +164,20 @@ impl MapConfig {
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let pos =
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(focus_rect + Vec2::new(i as f64, j as f64) * scale).map(|e: f64| e as i32);
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let (alt, basement, water_alt, humidity, temperature, downhill, river_kind) =
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sampler
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let (
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chunk_idx,
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alt,
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basement,
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water_alt,
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humidity,
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temperature,
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downhill,
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river_kind,
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) = sampler
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.get(pos)
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.map(|sample| {
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(
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Some(vec2_as_uniform_idx(pos)),
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sample.alt,
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sample.basement,
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sample.water_alt,
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@ -162,6 +188,7 @@ impl MapConfig {
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)
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})
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.unwrap_or((
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None,
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CONFIG.sea_level,
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CONFIG.sea_level,
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CONFIG.sea_level,
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@ -173,6 +200,30 @@ impl MapConfig {
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let humidity = humidity.min(1.0).max(0.0);
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let temperature = temperature.min(1.0).max(-1.0) * 0.5 + 0.5;
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let pos = pos * TerrainChunkSize::RECT_SIZE.map(|e| e as i32);
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let column_rgb = samples
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.and_then(|samples| {
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chunk_idx
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.and_then(|chunk_idx| samples.get(chunk_idx))
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.map(Option::as_ref)
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.flatten()
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})
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.map(|sample| {
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if is_basement {
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sample.stone_col.map(|e| e as f64 / 255.0)
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} else {
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sample.surface_color.map(|e| e as f64)
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}
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});
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/*let column_rgb = if is_sampled {
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column_sample.get(pos)
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.map(|sample| if is_basement {
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sample.stone_col.map(|e| e as f64 / 255.0)
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} else {
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sample.surface_color.map(|e| e as f64)
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})
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} else {
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None
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};*/
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let downhill_pos = (downhill
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.map(|downhill_pos| downhill_pos)
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.unwrap_or(pos + TerrainChunkSize::RECT_SIZE.map(|e| e as i32))
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@ -206,6 +257,8 @@ impl MapConfig {
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(cross_alt - alt) as f64 * lgain,
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(cross_pos.y - pos.y) as f64,
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);
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// let surface_normal = Vec3::new(lgain * (f.y * u.z - f.z * u.y), -(f.x * u.z -
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// f.z * u.x), lgain * (f.x * u.y - f.y * u.x)).normalized();
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// Then cross points "to the right" (upwards) on a right-handed coordinate
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// system. (right-handed coordinate system means (0, 0, 1.0) is
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// "forward" into the screen).
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@ -239,29 +292,84 @@ impl MapConfig {
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}
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}
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let shade_frac = shadows
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.and_then(|shadows| chunk_idx.and_then(|chunk_idx| shadows.get(chunk_idx)))
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.copied()
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.map(|e| e as f64)
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.unwrap_or(alt);
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let water_color_factor = 2.0;
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let g_water = 32.0 * water_color_factor;
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let b_water = 64.0 * water_color_factor;
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let g_water = 32.0
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* water_color_factor
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* if is_shaded {
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0.2 + shade_frac * 0.8
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} else {
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1.0
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};
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let b_water = 64.0
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* water_color_factor
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* if is_shaded {
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0.2 + shade_frac * 0.8
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} else {
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1.0
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};
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let column_rgb = column_rgb.unwrap_or(Rgb::new(
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if is_shaded { shade_frac * 0.6 } else { alt },
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if is_shaded {
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0.4 + (shade_frac * 0.6)
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||||
} else {
|
||||
alt
|
||||
},
|
||||
if is_shaded { shade_frac * 0.6 } else { alt },
|
||||
));
|
||||
let rgba = match (river_kind, (is_water, true_alt >= true_sea_level)) {
|
||||
(_, (false, _)) | (None, (_, true)) => {
|
||||
let (r, g, b) = (
|
||||
(if is_shaded { alt } else { alt }
|
||||
(column_rgb.r/*if is_shaded { shade_frac * 0.6 } else { alt }*/
|
||||
* if is_temperature {
|
||||
temperature as f64
|
||||
} else if is_shaded {
|
||||
if samples.is_some() {
|
||||
// column_rgb.r
|
||||
0.2 + shade_frac * 0.8
|
||||
} else {
|
||||
shade_frac * 0.6
|
||||
}
|
||||
} else {
|
||||
if samples.is_some() {
|
||||
alt
|
||||
} else {
|
||||
0.0
|
||||
}
|
||||
})
|
||||
.sqrt(),
|
||||
if is_shaded { 0.4 + (alt * 0.6) } else { alt },
|
||||
(if is_shaded { alt } else { alt }
|
||||
(column_rgb.g
|
||||
* if is_shaded {
|
||||
if samples.is_some() {
|
||||
// column_rgb.g
|
||||
0.2 + shade_frac * 0.8
|
||||
} else {
|
||||
0.4 + shade_frac * 0.6
|
||||
}
|
||||
} else {
|
||||
alt
|
||||
})
|
||||
.sqrt(),
|
||||
(column_rgb.b/*if is_shaded { shade_frac * 0.6 } else { alt }*/
|
||||
* if is_humidity {
|
||||
humidity as f64
|
||||
} else if is_shaded {
|
||||
if samples.is_some() {
|
||||
// column_rgb.b
|
||||
0.2 + shade_frac * 0.8
|
||||
} else {
|
||||
shade_frac * 0.6
|
||||
}
|
||||
} else {
|
||||
if samples.is_some() {
|
||||
alt
|
||||
} else {
|
||||
0.0
|
||||
}
|
||||
})
|
||||
.sqrt(),
|
||||
);
|
||||
@ -281,15 +389,39 @@ impl MapConfig {
|
||||
),
|
||||
(Some(RiverKind::River { .. }), _) => (
|
||||
0,
|
||||
g_water as u8 + (alt * (127.0 - g_water)) as u8,
|
||||
b_water as u8 + (alt * (255.0 - b_water)) as u8,
|
||||
g_water as u8
|
||||
+ (if is_shaded {
|
||||
0.2 + shade_frac * 0.8
|
||||
} else {
|
||||
alt
|
||||
} * (127.0 - g_water)) as u8,
|
||||
b_water as u8
|
||||
+ (if is_shaded {
|
||||
0.2 + shade_frac * 0.8
|
||||
} else {
|
||||
alt
|
||||
} * (255.0 - b_water)) as u8,
|
||||
255,
|
||||
),
|
||||
(None, _) | (Some(RiverKind::Lake { .. }), _) => (
|
||||
0,
|
||||
(((g_water + water_alt * (127.0 - 32.0)) + (-water_depth * g_water)) * 1.0)
|
||||
as u8,
|
||||
(((b_water + water_alt * (255.0 - b_water)) + (-water_depth * b_water))
|
||||
(((g_water
|
||||
+ if is_shaded {
|
||||
0.2 + shade_frac * 0.8
|
||||
} else {
|
||||
1.0
|
||||
} * water_alt
|
||||
* (127.0 - g_water))
|
||||
+ (-water_depth * g_water))
|
||||
* 1.0) as u8,
|
||||
(((b_water
|
||||
+ if is_shaded {
|
||||
0.2 + shade_frac * 0.8
|
||||
} else {
|
||||
1.0
|
||||
} * water_alt
|
||||
* (255.0 - b_water))
|
||||
+ (-water_depth * b_water))
|
||||
* 1.0) as u8,
|
||||
255,
|
||||
),
|
||||
|
@ -17,7 +17,7 @@ pub use self::{
|
||||
map::{MapConfig, MapDebug},
|
||||
settlement::Settlement,
|
||||
util::{
|
||||
cdf_irwin_hall, downhill, get_oceans, local_cells, map_edge_factor, neighbors,
|
||||
cdf_irwin_hall, downhill, get_oceans, get_shadows, local_cells, map_edge_factor, neighbors,
|
||||
uniform_idx_as_vec2, uniform_noise, uphill, vec2_as_uniform_idx, InverseCdf, ScaleBias,
|
||||
NEIGHBOR_DELTA,
|
||||
},
|
||||
@ -1101,9 +1101,9 @@ impl WorldSim {
|
||||
)
|
||||
};
|
||||
let flux_old = get_multi_drainage(&mstack, &mrec, &*mwrec, boundary_len);
|
||||
let flux_rivers = get_drainage(&water_alt_pos, &dh, boundary_len);
|
||||
// let flux_rivers = get_drainage(&water_alt_pos, &dh, boundary_len);
|
||||
// TODO: Make rivers work with multi-direction flux as well.
|
||||
// let flux_rivers = flux_old.clone();
|
||||
let flux_rivers = flux_old.clone();
|
||||
|
||||
let water_height_initial = |chunk_idx| {
|
||||
let indirection_idx = indirection[chunk_idx];
|
||||
@ -1196,6 +1196,21 @@ impl WorldSim {
|
||||
None => false,
|
||||
};
|
||||
|
||||
/* // Build a shadow map.
|
||||
let shadows = get_shadows(
|
||||
Vec3::new(-0.8, -1.0, 0.3),
|
||||
TerrainChunkSize::RECT_SIZE.x,
|
||||
TerrainChunkSize::RECT_SIZE.x as Alt,
|
||||
TerrainChunkSize::RECT_SIZE.y as Alt,
|
||||
Aabr {
|
||||
min: Vec2::new(0.0, 0.0),
|
||||
max: WORLD_SIZE.map(|e| e as Alt) * TerrainChunkSize::RECT_SIZE.map(|e| e as Alt),
|
||||
},
|
||||
0.0,
|
||||
maxh,
|
||||
|posi| alt[posi].max(water_alt[posi]),
|
||||
); */
|
||||
|
||||
// Check whether any tiles around this tile are not water (since Lerp will
|
||||
// ensure that they are included).
|
||||
let pure_water = |posi: usize| {
|
||||
@ -1308,11 +1323,53 @@ impl WorldSim {
|
||||
/// Draw a map of the world based on chunk information. Returns a buffer of
|
||||
/// u32s.
|
||||
pub fn get_map(&self) -> Vec<u32> {
|
||||
let mut map_config = MapConfig::default();
|
||||
map_config.lgain = 1.0;
|
||||
// Build a shadow map.
|
||||
let shadows = get_shadows(
|
||||
Vec3::new(
|
||||
map_config.light_direction.x,
|
||||
map_config.light_direction.z,
|
||||
map_config.light_direction.y,
|
||||
),
|
||||
map_config.lgain,
|
||||
TerrainChunkSize::RECT_SIZE.x as Alt,
|
||||
TerrainChunkSize::RECT_SIZE.y as Alt,
|
||||
Aabr {
|
||||
min: Vec2::new(0.0, 0.0),
|
||||
max: WORLD_SIZE.map(|e| e as Alt) * TerrainChunkSize::RECT_SIZE.map(|e| e as Alt),
|
||||
},
|
||||
CONFIG.sea_level as Alt,
|
||||
(CONFIG.sea_level + self.max_height) as Alt,
|
||||
|posi| {
|
||||
let chunk = &self.chunks[posi];
|
||||
chunk.alt.max(chunk.water_alt) as Alt
|
||||
},
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
let samples_data = {
|
||||
let column_sample = ColumnGen::new(self);
|
||||
(0..WORLD_SIZE.product())
|
||||
.into_par_iter()
|
||||
.map(|posi| {
|
||||
column_sample.get(
|
||||
uniform_idx_as_vec2(posi) * TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
|
||||
)
|
||||
})
|
||||
.collect::<Vec<_>>()
|
||||
.into_boxed_slice()
|
||||
};
|
||||
|
||||
let mut v = vec![0u32; WORLD_SIZE.x * WORLD_SIZE.y];
|
||||
// TODO: Parallelize again.
|
||||
MapConfig {
|
||||
gain: self.max_height,
|
||||
..MapConfig::default()
|
||||
// lgain: 1.0,
|
||||
shadows: Some(&shadows),
|
||||
samples: Some(&samples_data),
|
||||
// is_sampled: true,
|
||||
..map_config
|
||||
}
|
||||
.generate(&self, |pos, (r, g, b, a)| {
|
||||
v[pos.y * WORLD_SIZE.x + pos.x] = u32::from_le_bytes([r, g, b, a]);
|
||||
|
@ -1,4 +1,5 @@
|
||||
use super::WORLD_SIZE;
|
||||
use approx::ApproxEq;
|
||||
use bitvec::prelude::{bitbox, bitvec, BitBox};
|
||||
use common::{terrain::TerrainChunkSize, vol::RectVolSize};
|
||||
use noise::{MultiFractal, NoiseFn, Perlin, Point2, Point3, Point4, Seedable};
|
||||
@ -294,6 +295,52 @@ pub fn downhill<F: Float>(
|
||||
.into_boxed_slice()
|
||||
}
|
||||
|
||||
/* /// Bilinear interpolation.
|
||||
///
|
||||
/// Linear interpolation in both directions (i.e. quadratic interpolation).
|
||||
fn get_interpolated_bilinear<T, F>(&self, pos: Vec2<i32>, mut f: F) -> Option<T>
|
||||
where
|
||||
T: Copy + Default + Signed + Float + Add<Output = T> + Mul<f32, Output = T>,
|
||||
F: FnMut(Vec2<i32>) -> Option<T>,
|
||||
{
|
||||
// (i) Find downhill for all four points.
|
||||
// (ii) Compute distance from each downhill point and do linear interpolation on
|
||||
// their heights. (iii) Compute distance between each neighboring point
|
||||
// and do linear interpolation on their distance-interpolated
|
||||
// heights.
|
||||
|
||||
// See http://articles.adsabs.harvard.edu/cgi-bin/nph-iarticle_query?1990A%26A...239..443S&defaultprint=YES&page_ind=0&filetype=.pdf
|
||||
//
|
||||
// Note that these are only guaranteed monotone in one dimension; fortunately,
|
||||
// that is sufficient for our purposes.
|
||||
let pos = pos.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| {
|
||||
e as f64 / sz as f64
|
||||
});
|
||||
|
||||
// Orient the chunk in the direction of the most downhill point of the four. If
|
||||
// there is no "most downhill" point, then we don't care.
|
||||
let x0 = pos.map2(Vec2::new(0, 0), |e, q| e.max(0.0) as i32 + q);
|
||||
let y0 = f(x0)?;
|
||||
|
||||
let x1 = pos.map2(Vec2::new(1, 0), |e, q| e.max(0.0) as i32 + q);
|
||||
let y1 = f(x1)?;
|
||||
|
||||
let x2 = pos.map2(Vec2::new(0, 1), |e, q| e.max(0.0) as i32 + q);
|
||||
let y2 = f(x2)?;
|
||||
|
||||
let x3 = pos.map2(Vec2::new(1, 1), |e, q| e.max(0.0) as i32 + q);
|
||||
let y3 = f(x3)?;
|
||||
|
||||
let z0 = y0
|
||||
.mul(1.0 - pos.x.fract() as f32)
|
||||
.mul(1.0 - pos.y.fract() as f32);
|
||||
let z1 = y1.mul(pos.x.fract() as f32).mul(1.0 - pos.y.fract() as f32);
|
||||
let z2 = y2.mul(1.0 - pos.x.fract() as f32).mul(pos.y.fract() as f32);
|
||||
let z3 = y3.mul(pos.x.fract() as f32).mul(pos.y.fract() as f32);
|
||||
|
||||
Some(z0 + z1 + z2 + z3)
|
||||
} */
|
||||
|
||||
/// Find all ocean tiles from a height map, using an inductive definition of
|
||||
/// ocean as one of:
|
||||
/// - posi is at the side of the world (map_edge_factor(posi) == 0.0)
|
||||
@ -335,6 +382,301 @@ pub fn get_oceans<F: Float>(oldh: impl Fn(usize) -> F + Sync) -> BitBox {
|
||||
is_ocean
|
||||
}
|
||||
|
||||
/// Finds all shadowed chunks.
|
||||
///
|
||||
/// ray should be a nonzero vector (if it's not, we return an error).
|
||||
/// dx and dy should both be positive.
|
||||
pub fn get_shadows<F: std::iter::Sum + ApproxEq + Float + Send + Sync + std::fmt::Debug>(
|
||||
ray: Vec3<F>,
|
||||
lgain: F,
|
||||
dx: F,
|
||||
dy: F,
|
||||
bounds: Aabr<F>,
|
||||
minh: F,
|
||||
maxh: F,
|
||||
h: impl Fn(usize) -> F + Sync,
|
||||
) -> Result<Box<[F]>, ()> {
|
||||
// First, make sure the ray and delta aren't zero.
|
||||
let ray = -ray;
|
||||
let ray_squared = ray.magnitude_squared();
|
||||
if ray_squared == F::zero()
|
||||
|| ray_squared == F::neg_zero()
|
||||
|| !(dx > F::zero())
|
||||
|| !(dy > F::zero())
|
||||
{
|
||||
return Err(());
|
||||
}
|
||||
let hsize = Vec2::new(dx, dy);
|
||||
/* if hstep.is_approx_zero() {
|
||||
return Err(());
|
||||
} */
|
||||
|
||||
// Find map sizes.
|
||||
println!("Here?");
|
||||
let wmap_size = Vec2::<F>::from(bounds.size()).map2(hsize, |e, f| e / f);
|
||||
println!("Here?");
|
||||
let map_size = if let Vec2 {
|
||||
x: Some(x),
|
||||
y: Some(y),
|
||||
} = wmap_size.map(|e| F::to_usize(&e))
|
||||
{
|
||||
Vec2::new(x, y)
|
||||
} else {
|
||||
return Err(());
|
||||
};
|
||||
let map_len = map_size.product();
|
||||
/* let distance_map = |wposf: Vec3<F>| {
|
||||
// For all nodes in the height map, the minimum distance to a vertex is either
|
||||
// the distance to the top of this chunk, or the distance to one of the neighbors.
|
||||
let wpos = Vec2::new(i32::from(pos), i32::from(pos));
|
||||
let posi = vec2_as_uniform_idx(wpos);
|
||||
let neighbor_min = neighbors(posi)
|
||||
.map(|posj| Vec3::new(vec2_as_uniform_idx(wpos), h(posj))
|
||||
.min_by_key(|(pos, _)| pos.distance_squared(wpos))
|
||||
.unwrap_or(F::infinity());
|
||||
(wposf.z - ).min(neighobr_min)
|
||||
}
|
||||
|
||||
.min_by
|
||||
wposf.z.min(
|
||||
}; */
|
||||
|
||||
// Make sure that the ray has a horizontal component at all; if not, the ray is
|
||||
// vertical, so it can't cast a shadow, and we set the brightness for each
|
||||
// chunk to 1.0.
|
||||
if Vec2::<F>::from(ray).is_approx_zero() {
|
||||
return Ok(vec![F::one(); map_len].into_boxed_slice());
|
||||
}
|
||||
|
||||
// Conversely if the ray has no vertical component, each chunk must be entirely
|
||||
// in shadow (at least for our purposes).
|
||||
if ray.z == F::zero() || ray.z == F::neg_zero() {
|
||||
return Ok(vec![F::zero(); map_len].into_boxed_slice());
|
||||
}
|
||||
|
||||
// Otherwise, we can use step as the minimum length we need to raymarch in order
|
||||
// to guarantee an accurate bounds check for the given dx and dy (i.e., all
|
||||
// boundaries at spacings smaller than a "pixel" of size (dx,dy) should be
|
||||
// taken into account).
|
||||
let step_dot = if ray.x == F::zero() || ray.x == F::neg_zero() {
|
||||
// Ray has no x component, so we must use y
|
||||
dy * ray.y
|
||||
} else if ray.y == F::zero() || ray.y == F::neg_zero() {
|
||||
// Ray has no y component, so we must use x
|
||||
dx * ray.x
|
||||
} else {
|
||||
// Ray has both an x and y component, so we must use the minimum.
|
||||
if dy < dx { dy * ray.y } else { dx * ray.x }
|
||||
}
|
||||
.abs();
|
||||
let step = ray * (step_dot / ray_squared);
|
||||
let hstep = Vec2::from(step);
|
||||
let zstep = step.z;
|
||||
|
||||
// Now, do the raymarching.
|
||||
println!("Here?");
|
||||
let max_steps = if let Some(max_steps) = ((maxh - minh) / zstep)
|
||||
.abs()
|
||||
.min(
|
||||
wmap_size.reduce_partial_max(), /* / hstep.reduce_partial_min() */
|
||||
)
|
||||
.to_usize()
|
||||
{
|
||||
max_steps
|
||||
} else {
|
||||
return Err(());
|
||||
};
|
||||
println!("Here?");
|
||||
let step_mag = step.magnitude();
|
||||
let two = F::one() + F::one();
|
||||
let three = two + F::one();
|
||||
let w = F::from(0.5).unwrap();
|
||||
let wstep_mag = lgain / (w * step_mag);
|
||||
let wmax_steps = if let Some(wmax_steps) = F::from(max_steps) {
|
||||
wmax_steps
|
||||
} else {
|
||||
return Err(());
|
||||
};
|
||||
println!("Here?");
|
||||
let chunk_size = if let Vec2 {
|
||||
x: Some(x),
|
||||
y: Some(y),
|
||||
} = TerrainChunkSize::RECT_SIZE.map(F::from)
|
||||
{
|
||||
Vec2::new(x, y)
|
||||
} else {
|
||||
return Err(());
|
||||
};
|
||||
println!(
|
||||
"Here? map_len={:?}, map_size={:?}, hstep={:?}, zstep={:?} max_steps={:?}",
|
||||
map_len, map_size, hstep, zstep, max_steps
|
||||
);
|
||||
Ok((0..map_len)
|
||||
.into_par_iter()
|
||||
.map(|posi| {
|
||||
// Simple raymarch to determine whether we're in shadow.
|
||||
// From https://www.iquilezles.org/www/articles/rmshadows/rmshadows.htm
|
||||
// NOTE: How do we know these will succeed?
|
||||
let wposf_orig = bounds.min
|
||||
+ Vec2::new(
|
||||
F::from(posi % map_size.x).unwrap(),
|
||||
F::from(posi / map_size.x).unwrap(),
|
||||
) * hsize;
|
||||
let wpos_orig = wposf_orig.map2(chunk_size, |e, f| e / f);
|
||||
// NOTE: How do we know these will succeed?
|
||||
let wposl_orig = wpos_orig.map(|e| e.floor().to_i32().unwrap());
|
||||
// NOTE: How do we know these will succeed?
|
||||
// let wposr_orig = wpos_orig.map(|e| e.ceil().to_i32().unwrap());
|
||||
|
||||
let h_orig = if wposl_orig.reduce_partial_min() < 0 ||
|
||||
// Casts are fine since we're a positive i32
|
||||
/*wposr_orig*/wposl_orig.x as usize >= WORLD_SIZE.x ||
|
||||
/*wposr_orig*/wposl_orig.y as usize >= WORLD_SIZE.y
|
||||
{
|
||||
// Out of bounds, assign minimum
|
||||
minh
|
||||
} else {
|
||||
let hl_orig = h(vec2_as_uniform_idx(wposl_orig));
|
||||
// let hr_orig = h(vec2_as_uniform_idx(wposr_orig));
|
||||
// let wpos_frac = wposl_orig.map(|e| F::from(e).unwrap()).distance(wpos_orig);
|
||||
hl_orig // hl_orig * wpos_frac + hr_orig * (F::one() - wpos_frac)
|
||||
};
|
||||
|
||||
// let h_orig = h(vec2_as_uniform_idx(posi_orig.to_usize().unwrap()));
|
||||
if h_orig < minh {
|
||||
// Below the minimum height, always in shadow.
|
||||
return F::zero();
|
||||
}
|
||||
let wmax_steps = wmax_steps.min(((maxh - h_orig) / zstep).abs());
|
||||
// NOTE: How do we know these will succeed?
|
||||
/* let wposf = bounds.min
|
||||
+ Vec2::new(
|
||||
F::from(posi % map_size.x).unwrap(),
|
||||
F::from(posi / map_size.x).unwrap(),
|
||||
) * hsize; */
|
||||
let mut s = F::one();
|
||||
// NOTE: How do we know these will succeed?
|
||||
let mut wstep = F::zero();
|
||||
let mut h_i = h_orig;
|
||||
let mut wposf_i = wposf_orig;
|
||||
while wstep < wmax_steps && s >= F::zero() {
|
||||
wstep = wstep + F::one();
|
||||
h_i = h_i + zstep;
|
||||
wposf_i = wposf_i + hstep;
|
||||
// Find height at this point.
|
||||
// let h_i = h_orig + zstep * wstep;
|
||||
// Find locations before and after h_i and use them to interpolate a height.
|
||||
// let wposf_i = wposf + hstep * wstep;
|
||||
let wpos_i = wposf_i.map2(chunk_size, |e, f| e / f);
|
||||
// println!("h_orig={:?} h_i={:?}; wposf_orig={:?} wposf={:?}", h_orig, h_i,
|
||||
// wposf, wposf_i);
|
||||
// NOTE: How do we know these will succeed?
|
||||
let wposl_i = wpos_i.map(|e| e.floor().to_i32().unwrap());
|
||||
// NOTE: How do we know these will succeed?
|
||||
// let wposr_i = wpos_i.map(|e| e.ceil().to_i32().unwrap());
|
||||
if wposl_i.reduce_partial_min() < 0 ||
|
||||
// Casts are fine since we're a positive i32
|
||||
/*wposr_i*/wposl_i.x as usize >= WORLD_SIZE.x ||
|
||||
/*wposr_i*/wposl_i.y as usize >= WORLD_SIZE.y
|
||||
{
|
||||
// Out of bounds, we're done!
|
||||
break;
|
||||
}
|
||||
let hl_i = h(vec2_as_uniform_idx(wposl_i));
|
||||
// let hr_i = h(vec2_as_uniform_idx(wposr_i));
|
||||
// let wpos_frac = wposl_i.map(|e| F::from(e).unwrap()).distance(wpos_i);
|
||||
let h_j = hl_i; //hl_i * wpos_frac + hr_i * (F::one() - wpos_frac);
|
||||
//
|
||||
/* let posj = wpos_i.map(|e| e.into_i32());
|
||||
let h_j = h(posj); */
|
||||
// If we landed in shadow, we're done.
|
||||
// println!("h_orig={:?} h_i={:?} h_j={:?}; wposf_orig={:?} wposf={:?}
|
||||
// wpos_frac={:?}", h_orig, h_i, h_j, wposf, wposf_i, wpos_frac);
|
||||
// NOTE: Approximation to real distance metric, which is hard to compute for an
|
||||
// arbitrary point in a heightmap.
|
||||
// s = s.min((h_i - h_j) * lgain / (wstep * w * step_mag));
|
||||
s = s.min((h_i - h_j) * wstep_mag / wstep);
|
||||
/* if s < F::zero()
|
||||
/* h_i < h_j */
|
||||
{
|
||||
// s = F::zero();
|
||||
// println!("A shadow!");
|
||||
break;
|
||||
} */
|
||||
}
|
||||
/*while h_i + zstep * posj < maxh {
|
||||
wposf += hstep;
|
||||
let posj : Vec2<i32> = (wposf / chunk_size).into();
|
||||
// Simple interpolation.
|
||||
let h_j = h(posj);
|
||||
let h_j = h_i + (h_j - h_i) * (hstep / ).magnitude();
|
||||
h_i += zstep;
|
||||
// If we landed in shadow, we're done.
|
||||
if h_i > h_j {
|
||||
return 0.0;
|
||||
}
|
||||
} */
|
||||
s = s.max(F::zero());
|
||||
// Smoothstep
|
||||
s * s * (three - two * s)
|
||||
// // Above the maximum height, definitely not in shadow.
|
||||
// return F::one();
|
||||
/* let nh = h(posi);
|
||||
if is_ocean(posi) {
|
||||
-2
|
||||
} else {
|
||||
let mut best = -1;
|
||||
let mut besth = nh;
|
||||
for nposi in neighbors(posi) {
|
||||
let nbh = h(nposi);
|
||||
if nbh < besth {
|
||||
besth = nbh;
|
||||
best = nposi as isize;
|
||||
}
|
||||
}
|
||||
best
|
||||
} */
|
||||
})
|
||||
.collect::<Vec<_>>()
|
||||
.into_boxed_slice())
|
||||
|
||||
/* // Raymarching technique to quickly identify approxmate distances
|
||||
// Use a shadow map to raymarch all the height entries.
|
||||
// We can mark tiles as ocean candidates by scanning row by row, since the top
|
||||
// edge is ocean, the sides are connected to it, and any subsequent ocean
|
||||
// tiles must be connected to it.
|
||||
let mut is_ocean = bitbox![0; WORLD_SIZE.x * WORLD_SIZE.y];
|
||||
let mut stack = Vec::new();
|
||||
let mut do_push = |pos| {
|
||||
let posi = vec2_as_uniform_idx(pos);
|
||||
if oldh(posi) <= F::zero() {
|
||||
stack.push(posi);
|
||||
}
|
||||
};
|
||||
for x in 0..WORLD_SIZE.x as i32 {
|
||||
do_push(Vec2::new(x, 0));
|
||||
do_push(Vec2::new(x, WORLD_SIZE.y as i32 - 1));
|
||||
}
|
||||
for y in 1..WORLD_SIZE.y as i32 - 1 {
|
||||
do_push(Vec2::new(0, y));
|
||||
do_push(Vec2::new(WORLD_SIZE.x as i32 - 1, y));
|
||||
}
|
||||
while let Some(chunk_idx) = stack.pop() {
|
||||
// println!("Ocean chunk {:?}: {:?}", uniform_idx_as_vec2(chunk_idx),
|
||||
// oldh(chunk_idx));
|
||||
if *is_ocean.at(chunk_idx) {
|
||||
continue;
|
||||
}
|
||||
*is_ocean.at(chunk_idx) = true;
|
||||
stack.extend(neighbors(chunk_idx).filter(|&neighbor_idx| {
|
||||
// println!("Ocean neighbor: {:?}: {:?}", uniform_idx_as_vec2(neighbor_idx),
|
||||
// oldh(neighbor_idx));
|
||||
oldh(neighbor_idx) <= F::zero()
|
||||
}));
|
||||
}
|
||||
is_ocean */
|
||||
}
|
||||
|
||||
/// A 2-dimensional vector, for internal use.
|
||||
type Vector2<T> = [T; 2];
|
||||
/// A 3-dimensional vector, for internal use.
|
||||
|
Loading…
Reference in New Issue
Block a user