Overhauled terrain sprite spawning

This commit is contained in:
Joshua Barretto 2020-08-30 21:11:27 +01:00
parent 032ec9ef41
commit be3ceaf677
3 changed files with 78 additions and 61 deletions

View File

@ -28,7 +28,7 @@ pub struct Colors {
}
fn close(x: f32, tgt: f32, falloff: f32) -> f32 {
(1.0 - (x - tgt).abs() / falloff).max(0.0).powf(0.5)
(1.0 - (x - tgt).abs() / falloff).max(0.0).powf(0.125)
}
const MUSH_FACT: f32 = 1.0e-4; // To balance everything around the mushroom spawning rate
pub fn apply_scatter_to<'a>(
@ -50,75 +50,90 @@ pub fn apply_scatter_to<'a>(
// Flowers
(BlueFlower, false, |c, col| {
(
close(c.temp, 0.1, 0.2).min(close(c.humidity, CONFIG.forest_hum, 0.35))
close(c.temp, CONFIG.temperate_temp, 0.7).min(close(
c.humidity,
CONFIG.jungle_hum,
0.4,
)) * col.tree_density
* MUSH_FACT
* 0.01,
Some((48.0, 0.2)),
* 256.0,
Some((256.0, 0.25)),
)
}),
(PinkFlower, false, |c, col| {
(
close(c.temp, 0.2, 0.2).min(close(c.humidity, CONFIG.forest_hum, 0.35))
close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
* col.tree_density
* MUSH_FACT
* 0.01,
Some((48.0, 0.2)),
* 350.0,
Some((64.0, 0.2)),
)
}),
(PurpleFlower, false, |c, col| {
(
close(c.temp, 0.3, 0.2).min(close(c.humidity, CONFIG.forest_hum, 0.35))
close(c.temp, CONFIG.temperate_temp, 0.7).min(close(
c.humidity,
CONFIG.jungle_hum,
0.4,
)) * col.tree_density
* MUSH_FACT
* 0.01,
Some((48.0, 0.2)),
* 350.0,
Some((64.0, 0.2)),
)
}),
(RedFlower, false, |c, col| {
(
close(c.temp, 0.5, 0.2).min(close(c.humidity, CONFIG.forest_hum, 0.35))
close(c.temp, CONFIG.tropical_temp, 0.6).min(close(
c.humidity,
CONFIG.jungle_hum,
0.3,
)) * col.tree_density
* MUSH_FACT
* 0.01,
Some((48.0, 0.2)),
* 350.0,
Some((64.0, 0.1)),
)
}),
(WhiteFlower, false, |c, col| {
(
close(c.temp, 0.0, 0.3).min(close(c.humidity, CONFIG.forest_hum, 0.35))
close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
* col.tree_density
* MUSH_FACT
* 0.01,
Some((48.0, 0.2)),
* 350.0,
Some((64.0, 0.2)),
)
}),
(YellowFlower, false, |c, col| {
(
close(c.temp, 0.3, 0.2).min(close(c.humidity, CONFIG.forest_hum, 0.35))
close(c.temp, 0.0, 0.7).min(close(c.humidity, CONFIG.jungle_hum, 0.4))
* col.tree_density
* MUSH_FACT
* 0.01,
Some((48.0, 0.2)),
* 350.0,
Some((64.0, 0.2)),
)
}),
// Herbs and Spices
(LingonBerry, false, |c, col| {
(
close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.35))
close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.jungle_hum, 0.5))
* MUSH_FACT
* 0.5,
* 2.5,
None,
)
}),
(LeafyPlant, false, |c, col| {
(
close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.35))
close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.jungle_hum, 0.3))
* MUSH_FACT
* 0.5,
* 4.0,
None,
)
}),
(Fern, false, |c, col| {
(
close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.35))
close(c.temp, 0.3, 0.4).min(close(c.humidity, CONFIG.forest_hum, 0.5))
* MUSH_FACT
* 0.5,
Some((48.0, 0.4)),
Some((48.0, 0.3)),
)
}),
(Blueberry, false, |c, col| {
@ -126,7 +141,7 @@ pub fn apply_scatter_to<'a>(
close(c.temp, CONFIG.temperate_temp, 0.5).min(close(
c.humidity,
CONFIG.forest_hum,
0.35,
0.5,
)) * MUSH_FACT
* 0.3,
None,
@ -150,33 +165,33 @@ pub fn apply_scatter_to<'a>(
// Grass
(ShortGrass, false, |c, col| {
(
close(c.temp, 0.3, 0.4).min(close(c.humidity, 0.6, 0.35)) * 0.05,
Some((48.0, 0.4)),
close(c.temp, 0.2, 0.65).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * 0.03,
None,
)
}),
(MediumGrass, false, |c, col| {
(
close(c.temp, 0.0, 0.6).min(close(c.humidity, 0.6, 0.35)) * 0.05,
Some((48.0, 0.2)),
close(c.temp, 0.2, 0.6).min(close(c.humidity, CONFIG.jungle_hum, 0.4)) * 0.02,
None,
)
}),
(LongGrass, false, |c, col| {
(
close(c.temp, 0.4, 0.4).min(close(c.humidity, 0.8, 0.2)) * 0.08,
Some((48.0, 0.1)),
close(c.temp, 0.3, 0.35).min(close(c.humidity, CONFIG.jungle_hum, 0.3)) * 0.15,
Some((48.0, 0.3)),
)
}),
// Jungle Sprites
(LongGrass, false, |c, col| {
(
close(c.temp, CONFIG.tropical_temp, 0.4).min(close(
c.humidity,
CONFIG.jungle_hum,
0.6,
)) * 0.08,
Some((60.0, 5.0)),
)
}),
// (LongGrass, false, |c, col| {
// (
// close(c.temp, CONFIG.tropical_temp, 0.4).min(close(
// c.humidity,
// CONFIG.jungle_hum,
// 0.6,
// )) * 0.08,
// Some((60.0, 5.0)),
// )
// }),
/*(WheatGreen, false, |c, col| {
(
close(c.temp, 0.4, 0.2).min(close(c.humidity, CONFIG.forest_hum, 0.1))
@ -198,12 +213,7 @@ pub fn apply_scatter_to<'a>(
// Desert Plants
(DeadBush, false, |c, col| {
(
close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
c.humidity,
CONFIG.desert_hum,
0.3,
)) * MUSH_FACT
* 0.1,
close(c.temp, 1.0, 0.95).min(close(c.humidity, 0.0, 0.3)) * MUSH_FACT * 15.0,
None,
)
}),
@ -280,7 +290,7 @@ pub fn apply_scatter_to<'a>(
.water_dist
.map(|wd| Lerp::lerp(0.2, 0.0, (wd / 8.0).clamped(0.0, 1.0)))
.unwrap_or(0.0),
None,
Some((128.0, 0.5)),
)
}),
];
@ -307,22 +317,27 @@ pub fn apply_scatter_to<'a>(
let (density, patch) = f(chunk, col_sample);
let is_patch = patch
.map(|(wavelen, threshold)| {
index.noise.scatter_nz.get(
wpos2d
.map(|e| e as f64 / wavelen as f64 + i as f64 * 43.0)
.into_array(),
) < threshold as f64
index
.noise
.scatter_nz
.get(
wpos2d
.map(|e| e as f64 / wavelen as f64 + i as f64 * 43.0)
.into_array(),
)
.abs()
> 1.0 - threshold as f64
})
.unwrap_or(false);
if density <= 0.0
|| is_patch
|| !RandomField::new(i as u32)
.unwrap_or(true);
if density > 0.0
&& is_patch
&& RandomField::new(i as u32)
.chance(Vec3::new(wpos2d.x, wpos2d.y, 0), density)
|| underwater != *is_underwater
&& underwater == *is_underwater
{
None
} else {
Some(*bk)
} else {
None
}
});

View File

@ -17,6 +17,7 @@ mod column;
pub mod config;
pub mod index;
pub mod layer;
pub mod rtsim;
pub mod sim;
pub mod sim2;
pub mod site;

1
world/src/rtsim/mod.rs Normal file
View File

@ -0,0 +1 @@