Merge branch 'sharp/erosion' into 'master'

Add erosion, rivers, and lakes.

See merge request veloren/veloren!593
This commit is contained in:
Marcel 2019-10-16 11:39:41 +00:00
commit cc6ad7d6e2
25 changed files with 2953 additions and 427 deletions

84
Cargo.lock generated
View File

@ -263,6 +263,11 @@ name = "bitflags"
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source = "registry+https://github.com/rust-lang/crates.io-index"
[[package]]
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source = "registry+https://github.com/rust-lang/crates.io-index"
[[package]]
name = "blake2b_simd"
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@ -485,19 +490,21 @@ dependencies = [
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@ -566,15 +573,6 @@ name = "constant_time_eq"
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@ -584,30 +582,11 @@ dependencies = [
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@ -1927,14 +1906,13 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
[[package]]
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[[package]]
@ -2843,6 +2821,11 @@ dependencies = [
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[[package]]
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source = "registry+https://github.com/rust-lang/crates.io-index"
[[package]]
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@ -3476,15 +3459,6 @@ dependencies = [
"percent-encoding 1.0.1 (registry+https://github.com/rust-lang/crates.io-index)",
]
[[package]]
name = "user32-sys"
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[[package]]
name = "utf8-ranges"
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@ -3532,7 +3506,9 @@ dependencies = [
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version = "0.4.0"
dependencies = [
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"hashbrown 0.5.0 (registry+https://github.com/rust-lang/crates.io-index)",
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@ -3633,7 +3609,7 @@ dependencies = [
"image 0.22.2 (registry+https://github.com/rust-lang/crates.io-index)",
"lazy_static 1.4.0 (registry+https://github.com/rust-lang/crates.io-index)",
"log 0.4.8 (registry+https://github.com/rust-lang/crates.io-index)",
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"rodio 0.9.0 (git+https://github.com/RustAudio/rodio?rev=e5474a2)",
@ -3656,13 +3632,19 @@ name = "veloren-world"
version = "0.4.0"
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@ -3924,11 +3907,8 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
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@ -4170,6 +4150,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
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@ -4246,7 +4227,6 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
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View File

@ -12,8 +12,11 @@ members = [
[profile.dev]
opt-level = 2
overflow-checks = false
panic = "abort"
# debug = false
[profile.release]
# panic = "abort"
debug = false
codegen-units = 1
lto = true

View File

@ -1,6 +1,7 @@
#version 330 core
#include <globals.glsl>
#include <srgb.glsl>
in uint v_pos_norm;
in uint v_col_light;
@ -35,11 +36,11 @@ void main() {
// Use an array to avoid conditional branching
f_norm = normals[norm_axis + norm_dir];
f_col = vec3(
f_col = srgb_to_linear(vec3(
float((v_col_light >> 8) & 0xFFu),
float((v_col_light >> 16) & 0xFFu),
float((v_col_light >> 24) & 0xFFu)
) / 200.0;
) / 255.0);
f_light = float(v_col_light & 0xFFu) / 255.0;

View File

@ -7,7 +7,9 @@ edition = "2018"
[dependencies]
common = { package = "veloren-common", path = "../common" }
byteorder = "1.3.2"
uvth = "3.1.1"
image = "0.22.0"
num_cpus = "1.10.1"
log = "0.4.8"
specs = "0.14.2"

View File

@ -20,6 +20,7 @@ use common::{
ChatType,
};
use hashbrown::HashMap;
use image::DynamicImage;
use log::warn;
use std::{
net::SocketAddr,
@ -43,6 +44,7 @@ pub struct Client {
client_state: ClientState,
thread_pool: ThreadPool,
pub server_info: ServerInfo,
pub world_map: Arc<DynamicImage>,
postbox: PostBox<ClientMsg, ServerMsg>,
@ -67,11 +69,12 @@ impl Client {
let mut postbox = PostBox::to(addr)?;
// Wait for initial sync
let (state, entity, server_info) = match postbox.next_message() {
let (state, entity, server_info, world_map) = match postbox.next_message() {
Some(ServerMsg::InitialSync {
ecs_state,
entity_uid,
server_info,
// world_map: /*(map_size, world_map)*/map_size,
}) => {
// TODO: Voxygen should display this.
if server_info.git_hash != common::util::GIT_HASH.to_string() {
@ -87,7 +90,24 @@ impl Client {
.ecs()
.entity_from_uid(entity_uid)
.ok_or(Error::ServerWentMad)?;
(state, entity, server_info)
// assert_eq!(world_map.len(), map_size.x * map_size.y);
let map_size = Vec2::new(1024, 1024);
let world_map_raw = vec![0u8; 4 * /*world_map.len()*/map_size.x * map_size.y];
// LittleEndian::write_u32_into(&world_map, &mut world_map_raw);
log::info!("Preparing image...");
let world_map = Arc::new(image::DynamicImage::ImageRgba8({
// Should not fail if the dimensions are correct.
let world_map = image::ImageBuffer::from_raw(
map_size.x as u32,
map_size.y as u32,
world_map_raw,
);
world_map.ok_or(Error::Other("Server sent a bad world map image".into()))?
}));
log::info!("Done preparing image...");
(state, entity, server_info, world_map)
}
Some(ServerMsg::Error(ServerError::TooManyPlayers)) => {
return Err(Error::TooManyPlayers)
@ -107,6 +127,7 @@ impl Client {
client_state,
thread_pool,
server_info,
world_map,
postbox,
@ -172,7 +193,7 @@ impl Client {
}
pub fn set_view_distance(&mut self, view_distance: u32) {
self.view_distance = Some(view_distance.max(1).min(25));
self.view_distance = Some(view_distance.max(1).min(65));
self.postbox
.send_message(ClientMsg::SetViewDistance(self.view_distance.unwrap()));
// Can't fail

View File

@ -28,6 +28,7 @@ pub enum ServerMsg {
ecs_state: sphynx::StatePackage<EcsCompPacket, EcsResPacket>,
entity_uid: u64,
server_info: ServerInfo,
// world_map: Vec2<usize>, /*, Vec<u32>)*/
},
StateAnswer(Result<ClientState, (RequestStateError, ClientState)>),
ForceState(ClientState),

View File

@ -10,10 +10,13 @@ use common::{
msg::ServerMsg,
npc::{get_npc_name, NpcKind},
state::TimeOfDay,
terrain::TerrainChunkSize,
vol::RectVolSize,
};
use rand::Rng;
use specs::{Builder, Entity as EcsEntity, Join};
use vek::*;
use world::util::Sampler;
use lazy_static::lazy_static;
use scan_fmt::{scan_fmt, scan_fmt_some};
@ -887,6 +890,7 @@ fn handle_tell(server: &mut Server, entity: EcsEntity, args: String, action: &Ch
fn handle_debug_column(server: &mut Server, entity: EcsEntity, args: String, action: &ChatCommand) {
let sim = server.world.sim();
let sampler = server.world.sample_columns();
if let Ok((x, y)) = scan_fmt!(&args, action.arg_fmt, i32, i32) {
let wpos = Vec2::new(x, y);
/* let chunk_pos = wpos.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| {
@ -895,26 +899,48 @@ fn handle_debug_column(server: &mut Server, entity: EcsEntity, args: String, act
let foo = || {
// let sim_chunk = sim.get(chunk_pos)?;
let alt_base = sim.get_interpolated(wpos, |chunk| chunk.alt_base)?;
let alt = sim.get_interpolated(wpos, |chunk| chunk.alt)?;
let water_alt = sim.get_interpolated(wpos, |chunk| chunk.water_alt)?;
let chaos = sim.get_interpolated(wpos, |chunk| chunk.chaos)?;
let temp = sim.get_interpolated(wpos, |chunk| chunk.temp)?;
let humidity = sim.get_interpolated(wpos, |chunk| chunk.humidity)?;
let rockiness = sim.get_interpolated(wpos, |chunk| chunk.rockiness)?;
let tree_density = sim.get_interpolated(wpos, |chunk| chunk.tree_density)?;
let spawn_rate = sim.get_interpolated(wpos, |chunk| chunk.spawn_rate)?;
let chunk_pos = wpos.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| e / sz as i32);
let chunk = sim.get(chunk_pos)?;
let col = sampler.get(wpos)?;
let downhill = chunk.downhill;
let river = &chunk.river;
let flux = chunk.flux;
Some(format!(
r#"wpos: {:?}
alt_base {:?}
alt {:?}
alt {:?} ({:?})
water_alt {:?} ({:?})
river {:?}
downhill {:?}
chaos {:?}
flux {:?}
temp {:?}
humidity {:?}
rockiness {:?}
tree_density {:?}
spawn_rate {:?} "#,
wpos, alt_base, alt, chaos, temp, humidity, rockiness, tree_density, spawn_rate
wpos,
alt,
col.alt,
water_alt,
col.water_level,
river,
downhill,
chaos,
flux,
temp,
humidity,
rockiness,
tree_density,
spawn_rate
))
};
if let Some(s) = foo() {

View File

@ -98,7 +98,7 @@ impl Server {
let mut state = State::default();
state
.ecs_mut()
.add_resource(SpawnPoint(Vec3::new(16_384.0, 16_384.0, 190.0)));
.add_resource(SpawnPoint(Vec3::new(16_384.0, 16_384.0, 600.0)));
state
.ecs_mut()
.add_resource(EventBus::<ServerEvent>::default());
@ -867,11 +867,14 @@ impl Server {
client.notify(ServerMsg::Error(ServerError::TooManyPlayers));
} else {
// Return the state of the current world (all of the components that Sphynx tracks).
log::info!("Starting initial sync with client.");
client.notify(ServerMsg::InitialSync {
ecs_state: self.state.ecs().gen_state_package(),
entity_uid: self.state.ecs().uid_from_entity(entity).unwrap().into(), // Can't fail.
server_info: self.server_info.clone(),
// world_map: (WORLD_SIZE/*, self.world.sim().get_map()*/),
});
log::info!("Done initial sync with client.");
frontend_events.push(Event::ClientConnected { entity });
}

View File

@ -50,7 +50,7 @@ serde_derive = "1.0.98"
ron = "0.5.1"
guillotiere = "0.4.2"
simplelog = "0.6.0"
msgbox = { git = "https://github.com/bekker/msgbox-rs.git", optional = true }
msgbox = { version = "0.4.0", optional = true }
directories = "2.0.2"
num = "0.2.0"
backtrace = "0.3.33"

View File

@ -3,6 +3,7 @@ use client::{self, Client};
use common::comp;
use conrod_core::{
color,
image::Id,
widget::{self, Button, Image, Rectangle, Text},
widget_ids, Colorable, Positionable, Sizeable, Widget, WidgetCommon,
};
@ -30,16 +31,24 @@ pub struct Map<'a> {
_show: &'a Show,
client: &'a Client,
_world_map: Id,
imgs: &'a Imgs,
fonts: &'a Fonts,
#[conrod(common_builder)]
common: widget::CommonBuilder,
}
impl<'a> Map<'a> {
pub fn new(show: &'a Show, client: &'a Client, imgs: &'a Imgs, fonts: &'a Fonts) -> Self {
pub fn new(
show: &'a Show,
client: &'a Client,
imgs: &'a Imgs,
world_map: Id,
fonts: &'a Fonts,
) -> Self {
Self {
_show: show,
imgs,
_world_map: world_map,
client,
fonts: fonts,
common: widget::CommonBuilder::default(),
@ -132,7 +141,7 @@ impl<'a> Widget for Map<'a> {
.set(state.ids.location_name, ui),
}
// Map Image
Image::new(self.imgs.map_placeholder)
Image::new(/*self.world_map*/ self.imgs.map_placeholder)
.middle_of(state.ids.map_bg)
.w_h(700.0, 700.0)
.parent(state.ids.map_bg)

View File

@ -3,6 +3,7 @@ use client::{self, Client};
use common::comp;
use conrod_core::{
color,
image::Id,
widget::{self, Button, Image, Rectangle, Text},
widget_ids, Color, Colorable, Positionable, Sizeable, Widget, WidgetCommon,
};
@ -29,17 +30,25 @@ pub struct MiniMap<'a> {
client: &'a Client,
imgs: &'a Imgs,
_world_map: Id,
fonts: &'a Fonts,
#[conrod(common_builder)]
common: widget::CommonBuilder,
}
impl<'a> MiniMap<'a> {
pub fn new(show: &'a Show, client: &'a Client, imgs: &'a Imgs, fonts: &'a Fonts) -> Self {
pub fn new(
show: &'a Show,
client: &'a Client,
imgs: &'a Imgs,
world_map: Id,
fonts: &'a Fonts,
) -> Self {
Self {
show,
client,
imgs,
_world_map: world_map,
fonts: fonts,
common: widget::CommonBuilder::default(),
}
@ -88,7 +97,7 @@ impl<'a> Widget for MiniMap<'a> {
.mid_top_with_margin_on(state.ids.mmap_frame, 13.0 * 2.0 + 2.0)
.set(state.ids.mmap_frame_bg, ui);
// Map Image
Image::new(self.imgs.map_placeholder)
Image::new(/*self.world_map*/ self.imgs.map_placeholder)
.middle_of(state.ids.mmap_frame_bg)
.w_h(92.0 * 2.0, 82.0 * 2.0)
.parent(state.ids.mmap_frame_bg)

View File

@ -37,13 +37,14 @@ use crate::{
render::{AaMode, Consts, Globals, Renderer},
scene::camera::Camera,
//settings::ControlSettings,
ui::{Ingameable, ScaleMode, Ui},
ui::{Graphic, Ingameable, ScaleMode, Ui},
window::{Event as WinEvent, GameInput},
GlobalState,
};
use client::{Client, Event as ClientEvent};
use common::{comp, terrain::TerrainChunk, vol::RectRasterableVol};
use conrod_core::{
image::Id,
text::cursor::Index,
widget::{self, Button, Image, Rectangle, Text},
widget_ids, Color, Colorable, Labelable, Positionable, Sizeable, Widget,
@ -121,6 +122,7 @@ widget_ids! {
// External
chat,
map,
world_map,
character_window,
minimap,
bag,
@ -371,6 +373,7 @@ impl Show {
pub struct Hud {
ui: Ui,
ids: Ids,
world_map: Id,
imgs: Imgs,
item_imgs: ItemImgs,
fonts: Fonts,
@ -385,7 +388,7 @@ pub struct Hud {
}
impl Hud {
pub fn new(global_state: &mut GlobalState) -> Self {
pub fn new(global_state: &mut GlobalState, client: &Client) -> Self {
let window = &mut global_state.window;
let settings = &global_state.settings;
@ -393,6 +396,8 @@ impl Hud {
ui.set_scaling_mode(settings.gameplay.ui_scale);
// Generate ids.
let ids = Ids::new(ui.id_generator());
// Load world map
let world_map = ui.add_graphic(Graphic::Image(client.world_map.clone()));
// Load images.
let imgs = Imgs::load(&mut ui).expect("Failed to load images!");
// Load rotation images.
@ -405,6 +410,7 @@ impl Hud {
Self {
ui,
imgs,
world_map,
rot_imgs,
item_imgs,
fonts,
@ -737,7 +743,7 @@ impl Hud {
}
// MiniMap
match MiniMap::new(&self.show, client, &self.imgs, &self.fonts)
match MiniMap::new(&self.show, client, &self.imgs, self.world_map, &self.fonts)
.set(self.ids.minimap, ui_widgets)
{
Some(minimap::Event::Toggle) => self.show.toggle_mini_map(),
@ -923,7 +929,7 @@ impl Hud {
}
// Map
if self.show.map {
match Map::new(&self.show, client, &self.imgs, &self.fonts)
match Map::new(&self.show, client, &self.imgs, self.world_map, &self.fonts)
.set(self.ids.map, ui_widgets)
{
Some(map::Event::Close) => {

View File

@ -1139,7 +1139,7 @@ impl<'a> Widget for SettingsWindow<'a> {
if let Some(new_val) = ImageSlider::discrete(
self.global_state.settings.graphics.view_distance,
1,
25,
65,
self.imgs.slider_indicator,
self.imgs.slider,
)

View File

@ -38,12 +38,13 @@ impl SessionState {
scene
.camera_mut()
.set_fov_deg(global_state.settings.graphics.fov);
let hud = Hud::new(global_state, &client.borrow());
Self {
scene,
client,
key_state: KeyState::new(),
controller: comp::Controller::default(),
hud: Hud::new(global_state),
hud,
selected_block: Block::new(BlockKind::Normal, Rgb::broadcast(255)),
}
}

View File

@ -6,13 +6,19 @@ edition = "2018"
[dependencies]
common = { package = "veloren-common", path = "../common" }
bitvec = "0.15.1"
vek = "0.9.9"
noise = "0.5.1"
num = "0.2.0"
ordered-float = "1.0"
hashbrown = { version = "0.6.0", features = ["serde"] }
lazy_static = "1.4.0"
log = "0.4.8"
rand = "0.7.2"
rand_chacha = "0.2.1"
arr_macro = "0.1.2"
rayon = "1.1.0"
roots = "0.0.5"
serde = "1.0.101"
ron = "0.5.1"

View File

@ -1,5 +1,5 @@
use rand::thread_rng;
use std::ops::{Add, Mul, Sub};
use vek::*;
use veloren_world::sim::Settlement;

View File

@ -1,8 +1,6 @@
use noise::{NoiseFn, Seedable, SuperSimplex};
use rand::thread_rng;
use std::ops::{Add, Mul, Sub};
use noise::{Seedable, SuperSimplex};
use vek::*;
use veloren_world::sim::Settlement;
const W: usize = 640;
const H: usize = 640;
@ -10,8 +8,8 @@ const H: usize = 640;
fn main() {
let mut win = minifb::Window::new("Turb", W, H, minifb::WindowOptions::default()).unwrap();
let nz_x = SuperSimplex::new().set_seed(0);
let nz_y = SuperSimplex::new().set_seed(1);
let _nz_x = SuperSimplex::new().set_seed(0);
let _nz_y = SuperSimplex::new().set_seed(1);
let mut time = 0.0f64;
while win.is_open() {

87
world/examples/water.rs Normal file
View File

@ -0,0 +1,87 @@
use vek::*;
use veloren_world::{
sim::{RiverKind, WORLD_SIZE},
util::Sampler,
World, CONFIG,
};
const W: usize = 1024;
const H: usize = 1024;
fn main() {
let world = World::generate(1337);
let sampler = world.sim();
let mut win =
minifb::Window::new("World Viewer", W, H, minifb::WindowOptions::default()).unwrap();
let mut focus = Vec2::zero();
let mut gain = 1.0;
let mut scale = (WORLD_SIZE.x / W) as i32;
while win.is_open() {
let mut buf = vec![0; W * H];
for i in 0..W {
for j in 0..H {
let pos = focus + Vec2::new(i as i32, j as i32) * scale;
let (alt, water_alt, river_kind) = sampler
.get(pos)
.map(|sample| (sample.alt, sample.water_alt, sample.river.river_kind))
.unwrap_or((CONFIG.sea_level, CONFIG.sea_level, None));
let alt = ((alt - CONFIG.sea_level) / CONFIG.mountain_scale)
.min(1.0)
.max(0.0);
let water_alt = ((alt.max(water_alt) - CONFIG.sea_level) / CONFIG.mountain_scale)
.min(1.0)
.max(0.0);
buf[j * W + i] = match river_kind {
Some(RiverKind::Ocean) => u32::from_le_bytes([64, 32, 0, 255]),
Some(RiverKind::Lake { .. }) => u32::from_le_bytes([
64 + (water_alt * 191.0) as u8,
32 + (water_alt * 95.0) as u8,
0,
255,
]),
Some(RiverKind::River { .. }) => u32::from_le_bytes([
64 + (alt * 191.0) as u8,
32 + (alt * 95.0) as u8,
0,
255,
]),
None => u32::from_le_bytes([0, (alt * 255.0) as u8, 0, 255]),
};
}
}
let spd = 32;
if win.is_key_down(minifb::Key::W) {
focus.y -= spd * scale;
}
if win.is_key_down(minifb::Key::A) {
focus.x -= spd * scale;
}
if win.is_key_down(minifb::Key::S) {
focus.y += spd * scale;
}
if win.is_key_down(minifb::Key::D) {
focus.x += spd * scale;
}
if win.is_key_down(minifb::Key::Q) {
gain += 10.0;
}
if win.is_key_down(minifb::Key::E) {
gain -= 10.0;
}
if win.is_key_down(minifb::Key::R) {
scale += 1;
}
if win.is_key_down(minifb::Key::F) {
scale = (scale - 1).max(0);
}
win.update_with_buffer(&buf).unwrap();
}
}

View File

@ -150,8 +150,8 @@ impl<'a> BlockGen<'a> {
let &ColumnSample {
alt,
chaos,
water_level: _,
//river,
water_level,
warp_factor,
surface_color,
sub_surface_color,
//tree_density,
@ -179,7 +179,7 @@ impl<'a> BlockGen<'a> {
let (_definitely_underground, height, on_cliff, water_height) =
if (wposf.z as f32) < alt - 64.0 * chaos {
// Shortcut warping
(true, alt, false, CONFIG.sea_level /*water_level*/)
(true, alt, false, water_level)
} else {
// Apply warping
let warp = world
@ -189,6 +189,7 @@ impl<'a> BlockGen<'a> {
.get(wposf.div(24.0))
.mul((chaos - 0.1).max(0.0).powf(2.0))
.mul(48.0);
let warp = Lerp::lerp(0.0, warp, warp_factor);
let surface_height = alt + warp;
@ -221,7 +222,11 @@ impl<'a> BlockGen<'a> {
false,
height,
on_cliff,
/*(water_level + warp).max(*/ CONFIG.sea_level, /*)*/
(if water_level <= alt {
water_level + warp
} else {
water_level
}),
)
};
@ -371,7 +376,7 @@ impl<'a> BlockGen<'a> {
.add(1.0)
> 0.9993;
if cave {
if cave && wposf.z as f32 > water_height + 3.0 {
None
} else {
Some(block)
@ -420,13 +425,15 @@ pub struct ZCache<'a> {
impl<'a> ZCache<'a> {
pub fn get_z_limits(&self, block_gen: &mut BlockGen) -> (f32, f32, f32) {
let cave_depth = if self.sample.cave_xy.abs() > 0.9 {
let cave_depth =
if self.sample.cave_xy.abs() > 0.9 && self.sample.water_level <= self.sample.alt {
(self.sample.alt - self.sample.cave_alt + 8.0).max(0.0)
} else {
0.0
};
let min = self.sample.alt - (self.sample.chaos * 48.0 + cave_depth) - 4.0;
let min = self.sample.alt - (self.sample.chaos * 48.0 + cave_depth);
let min = min - 4.0;
let cliff = BlockGen::get_cliff_height(
&mut block_gen.column_gen,
@ -462,9 +469,7 @@ impl<'a> ZCache<'a> {
let ground_max = (self.sample.alt + warp + rocks).max(cliff) + 2.0;
let min = min + structure_min;
let max = (ground_max + structure_max)
.max(self.sample.water_level)
.max(CONFIG.sea_level + 2.0);
let max = (ground_max + structure_max).max(self.sample.water_level + 2.0);
// Structures
let (min, max) = self
@ -479,9 +484,7 @@ impl<'a> ZCache<'a> {
})
.unwrap_or((min, max));
let structures_only_min_z = ground_max
.max(self.sample.water_level)
.max(CONFIG.sea_level + 2.0);
let structures_only_min_z = ground_max.max(self.sample.water_level + 2.0);
(min, structures_only_min_z, max)
}

View File

@ -2,7 +2,10 @@ use crate::{
all::ForestKind,
block::StructureMeta,
generator::{Generator, SpawnRules, TownGen},
sim::{LocationInfo, SimChunk, WorldSim},
sim::{
local_cells, uniform_idx_as_vec2, vec2_as_uniform_idx, LocationInfo, RiverKind, SimChunk,
WorldSim,
},
util::{RandomPerm, Sampler, UnitChooser},
CONFIG,
};
@ -13,8 +16,10 @@ use common::{
};
use lazy_static::lazy_static;
use noise::NoiseFn;
use roots::find_roots_cubic;
use std::{
f32,
cmp::Reverse,
f32, f64,
ops::{Add, Div, Mul, Neg, Sub},
sync::Arc,
};
@ -76,14 +81,15 @@ impl<'a> ColumnGen<'a> {
if seed % 5 == 2
&& chunk.temp > CONFIG.desert_temp
&& chunk.alt > CONFIG.sea_level + 5.0
&& chunk.alt > chunk.water_alt + 5.0
&& chunk.chaos <= 0.35
{
Some(StructureData {
/*Some(StructureData {
pos,
seed,
meta: Some(StructureMeta::Pyramid { height: 140 }),
})
})*/
None
} else if seed % 17 == 2 && chunk.chaos < 0.2 {
Some(StructureData {
pos,
@ -118,6 +124,92 @@ impl<'a> ColumnGen<'a> {
}
}
fn river_spline_coeffs(
// _sim: &WorldSim,
chunk_pos: Vec2<f64>,
spline_derivative: Vec2<f32>,
downhill_pos: Vec2<f64>,
) -> Vec3<Vec2<f64>> {
let dxy = downhill_pos - chunk_pos;
// Since all splines have been precomputed, we don't have to do that much work to evaluate the
// spline. The spline is just ax^2 + bx + c = 0, where
//
// a = dxy - chunk.river.spline_derivative
// b = chunk.river.spline_derivative
// c = chunk_pos
let spline_derivative = spline_derivative.map(|e| e as f64);
Vec3::new(dxy - spline_derivative, spline_derivative, chunk_pos)
}
/// Find the nearest point from a quadratic spline to this point (in terms of t, the "distance along the curve"
/// by which our spline is parameterized). Note that if t < 0.0 or t >= 1.0, we probably shouldn't
/// be considered "on the curve"... hopefully this works out okay and gives us what we want (a
/// river that extends outwards tangent to a quadratic curve, with width configured by distance
/// along the line).
fn quadratic_nearest_point(
spline: &Vec3<Vec2<f64>>,
point: Vec2<f64>,
) -> Option<(f64, Vec2<f64>, f64)> {
let a = spline.z.x;
let b = spline.y.x;
let c = spline.x.x;
let d = point.x;
let e = spline.z.y;
let f = spline.y.y;
let g = spline.x.y;
let h = point.y;
// This is equivalent to solving the following cubic equation (derivation is a bit annoying):
//
// A = 2(c^2 + g^2)
// B = 3(b * c + g * f)
// C = ((a - d) * 2 * c + b^2 + (e - h) * 2 * g + f^2)
// D = ((a - d) * b + (e - h) * f)
//
// Ax³ + Bx² + Cx + D = 0
//
// Once solved, this yield up to three possible values for t (reflecting minimal and maximal
// values). We should choose the minimal such real value with t between 0.0 and 1.0. If we
// fall outside those bounds, then we are outside the spline and return None.
let a_ = (c * c + g * g) * 2.0;
let b_ = (b * c + g * f) * 3.0;
let a_d = a - d;
let e_h = e - h;
let c_ = a_d * c * 2.0 + b * b + e_h * g * 2.0 + f * f;
let d_ = a_d * b + e_h * f;
let roots = find_roots_cubic(a_, b_, c_, d_);
let roots = roots.as_ref();
let min_root = roots
.into_iter()
.copied()
.filter_map(|root| {
let river_point = spline.x * root * root + spline.y * root + spline.z;
let river_zero = spline.z;
let river_one = spline.x + spline.y + spline.z;
if root > 0.0 && root < 1.0 {
Some((root, river_point))
} else if river_point.distance_squared(river_zero) < 0.5 {
Some((root, /*river_point*/ river_zero))
} else if river_point.distance_squared(river_one) < 0.5 {
Some((root, /*river_point*/ river_one))
} else {
None
}
})
.map(|(root, river_point)| {
let river_distance = river_point.distance_squared(point);
(root, river_point, river_distance)
})
// In the (unlikely?) case that distances are equal, prefer the earliest point along the
// river.
.min_by(|&(ap, _, a), &(bp, _, b)| {
(a, ap < 0.0 || ap > 1.0, ap)
.partial_cmp(&(b, bp < 0.0 || bp > 1.0, bp))
.unwrap()
});
min_root
}
impl<'a> Sampler<'a> for ColumnGen<'a> {
type Index = Vec2<i32>;
type Sample = Option<ColumnSample<'a>>;
@ -134,29 +226,328 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
) * 12.0;
let wposf_turb = wposf + turb.map(|e| e as f64);
let alt_base = sim.get_interpolated(wpos, |chunk| chunk.alt_base)?;
let chaos = sim.get_interpolated(wpos, |chunk| chunk.chaos)?;
let temp = sim.get_interpolated(wpos, |chunk| chunk.temp)?;
let humidity = sim.get_interpolated(wpos, |chunk| chunk.humidity)?;
let rockiness = sim.get_interpolated(wpos, |chunk| chunk.rockiness)?;
let tree_density = sim.get_interpolated(wpos, |chunk| chunk.tree_density)?;
let spawn_rate = sim.get_interpolated(wpos, |chunk| chunk.spawn_rate)?;
let alt = sim.get_interpolated_monotone(wpos, |chunk| chunk.alt)?;
let sim_chunk = sim.get(chunk_pos)?;
let neighbor_coef = TerrainChunkSize::RECT_SIZE.map(|e| e as f64);
let my_chunk_idx = vec2_as_uniform_idx(chunk_pos);
let neighbor_river_data = local_cells(my_chunk_idx).filter_map(|neighbor_idx: usize| {
let neighbor_pos = uniform_idx_as_vec2(neighbor_idx);
let neighbor_chunk = sim.get(neighbor_pos)?;
Some((neighbor_pos, neighbor_chunk, &neighbor_chunk.river))
});
let lake_width = (TerrainChunkSize::RECT_SIZE.x as f64 * (2.0f64.sqrt())) + 12.0;
let neighbor_river_data = neighbor_river_data.map(|(posj, chunkj, river)| {
let kind = match river.river_kind {
Some(kind) => kind,
None => {
return (posj, chunkj, river, None);
}
};
let downhill_pos = if let Some(pos) = chunkj.downhill {
pos
} else {
match kind {
RiverKind::River { .. } => {
log::error!("What? River: {:?}, Pos: {:?}", river, posj);
panic!("How can a river have no downhill?");
}
RiverKind::Lake { .. } => {
return (posj, chunkj, river, None);
}
RiverKind::Ocean => posj,
}
};
let downhill_wpos = downhill_pos.map(|e| e as f64);
let downhill_pos =
downhill_pos.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| e / sz as i32);
let neighbor_pos = posj.map(|e| e as f64) * neighbor_coef;
let direction = neighbor_pos - downhill_wpos;
let river_width_min = if let RiverKind::River { cross_section } = kind {
cross_section.x as f64
} else {
lake_width
};
let downhill_chunk = sim.get(downhill_pos).expect("How can this not work?");
let coeffs =
river_spline_coeffs(neighbor_pos, chunkj.river.spline_derivative, downhill_wpos);
let (direction, coeffs, downhill_chunk, river_t, river_pos, river_dist) = match kind {
RiverKind::River { .. } => {
if let Some((t, pt, dist)) = quadratic_nearest_point(&coeffs, wposf) {
(direction, coeffs, downhill_chunk, t, pt, dist.sqrt())
} else {
let ndist = wposf.distance_squared(neighbor_pos);
let ddist = wposf.distance_squared(downhill_wpos);
let (closest_pos, closest_dist, closest_t) = if ndist <= ddist {
(neighbor_pos, ndist, 0.0)
} else {
(downhill_wpos, ddist, 1.0)
};
(
direction,
coeffs,
downhill_chunk,
closest_t,
closest_pos,
closest_dist.sqrt(),
)
}
}
RiverKind::Lake { neighbor_pass_pos } => {
let pass_dist = neighbor_pass_pos
.map2(
neighbor_pos
.map2(TerrainChunkSize::RECT_SIZE, |f, g| (f as i32, g as i32)),
|e, (f, g)| ((e - f) / g).abs(),
)
.reduce_partial_max();
let spline_derivative = river.spline_derivative;
let neighbor_pass_pos = if pass_dist <= 1 {
neighbor_pass_pos
} else {
downhill_wpos.map(|e| e as i32)
};
let pass_dist = neighbor_pass_pos
.map2(
neighbor_pos
.map2(TerrainChunkSize::RECT_SIZE, |f, g| (f as i32, g as i32)),
|e, (f, g)| ((e - f) / g).abs(),
)
.reduce_partial_max();
if pass_dist > 1 {
return (posj, chunkj, river, None);
}
let neighbor_pass_wpos = neighbor_pass_pos.map(|e| e as f64);
let neighbor_pass_pos = neighbor_pass_pos
.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| e / sz as i32);
let coeffs =
river_spline_coeffs(neighbor_pos, spline_derivative, neighbor_pass_wpos);
let direction = neighbor_pos - neighbor_pass_wpos;
if let Some((t, pt, dist)) = quadratic_nearest_point(&coeffs, wposf) {
(
direction,
coeffs,
sim.get(neighbor_pass_pos).expect("Must already work"),
t,
pt,
dist.sqrt(),
)
} else {
let ndist = wposf.distance_squared(neighbor_pos);
/* let ddist = wposf.distance_squared(neighbor_pass_wpos); */
let (closest_pos, closest_dist, closest_t) = /*if ndist <= ddist */ {
(neighbor_pos, ndist, 0.0)
} /* else {
(neighbor_pass_wpos, ddist, 1.0)
} */;
(
direction,
coeffs,
sim.get(neighbor_pass_pos).expect("Must already work"),
closest_t,
closest_pos,
closest_dist.sqrt(),
)
}
}
RiverKind::Ocean => {
let ndist = wposf.distance_squared(neighbor_pos);
let (closest_pos, closest_dist, closest_t) = (neighbor_pos, ndist, 0.0);
(
direction,
coeffs,
sim.get(closest_pos.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| {
e as i32 / sz as i32
}))
.expect("Must already work"),
closest_t,
closest_pos,
closest_dist.sqrt(),
)
}
};
let river_width_max =
if let Some(RiverKind::River { cross_section }) = downhill_chunk.river.river_kind {
cross_section.x as f64
} else {
lake_width
};
let river_width_noise = (sim.gen_ctx.small_nz.get((river_pos.div(16.0)).into_array()))
.max(-1.0)
.min(1.0)
.mul(0.5)
.sub(0.5) as f64;
let river_width = Lerp::lerp(
river_width_min,
river_width_max,
river_t.max(0.0).min(1.0).powf(0.5),
);
// Never used
//const RIVER_PROPORTION: f32 = 0.025;
let river_width = river_width * (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 since it will bleed out).
// let river_pos = coeffs.x * river_t * river_t + coeffs.y * river_t + coeffs.z;
let res = Vec2::new(0.0, (river_dist - (river_width * 0.5).max(1.0)).max(0.0));
(
posj,
chunkj,
river,
Some((
direction,
res,
river_width,
(river_t, (river_pos, coeffs), downhill_chunk),
)),
)
});
/*
let river = dryness
.abs()
.neg()
.add(RIVER_PROPORTION)
.div(RIVER_PROPORTION)
.max(0.0)
.mul((1.0 - (chaos - 0.15) * 20.0).max(0.0).min(1.0));
*/
let river = 0.0;
// Find the average distance to each neighboring body of water.
let mut river_count = 0.0f64;
let mut overlap_count = 0.0f64;
let mut river_distance_product = 1.0f64;
let mut river_overlap_distance_product = 0.0f64;
let mut max_river = None;
let mut max_key = None;
// IDEA:
// For every "nearby" chunk, check whether it is a river. If so, find the closest point on
// the river segment to wposf (if two point are equidistant, choose the earlier one),
// calling this point river_pos and the length (from 0 to 1) along the river segment for
// the nearby chunk river_t. Let river_dist be the distance from river_pos to wposf.
//
// Let river_alt be the interpolated river height at this point
// (from the alt/water altitude at the river, to the alt/water_altitude of the downhill
// river, increasing with river_t).
//
// Now, if river_dist is <= river_width * 0.5, then we don't care what altitude we use, and
// mark that we are on a river (we decide what river to use using a heuristic, and set the
// solely according to the computed river_alt for that point).
//
// Otherwise, we let dist = river_dist - river_width * 0.5.
//
// If dist >= TerrainChunkSize::RECT_SIZE.x, we don't include this river in the calculation
// of the correct altitude for this point.
//
// Otherwise (i.e. dist < TerrainChunkSize::RECT_SIZE.x), we want to bias the altitude of
// this point towards the altitude of the river. Specifically, as the dist goes from
// TerrainChunkSize::RECT_SIZE.x to 0, the weighted altitude of this point should go from
// alt to river_alt.
for (river_chunk_idx, river_chunk, river, dist) in neighbor_river_data {
match river.river_kind {
Some(kind) => {
if kind.is_river() && !dist.is_some() {
// Ostensibly near a river segment, but not "usefully" so (there is no
// closest point between t = 0.0 and t = 1.0).
continue;
} else {
let river_dist = dist.map(|(_, dist, _, (river_t, _, downhill_river))| {
let downhill_height = if kind.is_river() {
Lerp::lerp(
river_chunk.alt.max(river_chunk.water_alt),
downhill_river.alt.max(downhill_river.water_alt),
river_t as f32,
) as f64
} else {
let neighbor_pos =
river_chunk_idx.map(|e| e as f64) * neighbor_coef;
if dist.y == 0.0 {
-(wposf - neighbor_pos).magnitude()
} else {
-(wposf - neighbor_pos).magnitude()
}
};
(Reverse((dist.x, dist.y)), downhill_height)
});
let river_dist = river_dist.or_else(|| {
if !kind.is_river() {
let neighbor_pos =
river_chunk_idx.map(|e| e as f64) * neighbor_coef;
let dist = (wposf - neighbor_pos).magnitude();
let dist_upon =
(dist - TerrainChunkSize::RECT_SIZE.x as f64 * 0.5).max(0.0);
let dist_ = if dist == 0.0 { f64::INFINITY } else { -dist };
Some((Reverse((0.0, dist_upon)), dist_))
} else {
None
}
});
let river_key = (river_dist, Reverse(kind));
if max_key < Some(river_key) {
max_river = Some((river_chunk_idx, river_chunk, river, dist));
max_key = Some(river_key);
}
}
// NOTE: we scale by the distance to the river divided by the difference
// between the edge of the river that we intersect, and the remaining distance
// until the nearest point in "this" chunk (i.e. the one whose top-left corner
// is chunk_pos) that is at least 2 chunks away from the river source.
if let Some((_, dist, _, (river_t, _, downhill_river_chunk))) = dist {
let max_distance = if !river.is_river() {
/*(*/
TerrainChunkSize::RECT_SIZE.x as f64 /* * (1.0 - (2.0f64.sqrt() / 2.0))) + 4.0*/ - lake_width * 0.5
} else {
TerrainChunkSize::RECT_SIZE.x as f64
};
let scale_factor = max_distance;
let river_dist = dist.y;
if !(dist.x == 0.0 && river_dist < scale_factor) {
continue;
}
// We basically want to project outwards from river_pos, along the current
// tangent line, to chunks <= river_width * 1.0 away from this
// point. We *don't* want to deal with closer chunks because they
// NOTE: river_width <= 2 * max terrain chunk size width, so this should not
// lead to division by zero.
// NOTE: If distance = 0.0 this goes to zero, which is desired since it
// means points that actually intersect with rivers will not be interpolated
// with the "normal" height of this point.
// NOTE: We keep the maximum at 1.0 so we don't undo work from another river
// just by being far away.
let river_scale = river_dist / scale_factor;
let river_alt =
Lerp::lerp(river_chunk.alt, downhill_river_chunk.alt, river_t as f32);
let river_alt = Lerp::lerp(river_alt, alt, river_scale as f32);
let river_alt_diff = river_alt - alt;
let river_alt_inv = river_alt_diff as f64;
river_overlap_distance_product += (1.0 - river_scale) * river_alt_inv;
overlap_count += 1.0 - river_scale;
river_count += 1.0;
river_distance_product *= river_scale;
}
}
None => {}
}
}
let river_scale_factor = if river_count == 0.0 {
1.0
} else {
let river_scale_factor = river_distance_product;
if river_scale_factor == 0.0 {
0.0
} else {
river_scale_factor.powf(if river_count == 0.0 {
1.0
} else {
1.0 / river_count
})
}
};
let alt_for_river = alt
+ if overlap_count == 0.0 {
0.0
} else {
river_overlap_distance_product / overlap_count
} as f32;
let cliff_hill = (sim
.gen_ctx
@ -164,14 +555,13 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
.get((wposf_turb.div(128.0)).into_array()) as f32)
.mul(24.0);
let riverless_alt = sim.get_interpolated(wpos, |chunk| chunk.alt)?
+ (sim
let riverless_alt_delta = (sim
.gen_ctx
.small_nz
.get((wposf_turb.div(200.0)).into_array()) as f32)
.abs()
.mul(chaos.max(0.05))
.mul(55.0)
.mul(27.0)
+ (sim
.gen_ctx
.small_nz
@ -179,20 +569,239 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
.abs()
.mul((1.0 - chaos).max(0.3))
.mul(1.0 - humidity)
.mul(65.0);
.mul(32.0);
let downhill = sim_chunk.downhill;
let downhill_pos = downhill.and_then(|downhill_pos| sim.get(downhill_pos));
debug_assert!(sim_chunk.water_alt >= CONFIG.sea_level);
let downhill_water_alt = downhill_pos
.map(|downhill_chunk| {
downhill_chunk
.water_alt
.min(sim_chunk.water_alt)
.max(sim_chunk.alt.min(sim_chunk.water_alt))
})
.unwrap_or(CONFIG.sea_level);
let is_cliffs = sim_chunk.is_cliffs;
let near_cliffs = sim_chunk.near_cliffs;
let alt = riverless_alt
- (1.0 - river)
.mul(f32::consts::PI)
.cos()
.add(1.0)
.mul(0.5)
.mul(24.0);
let river_gouge = 0.5;
let (in_water, alt_, water_level, warp_factor) = if let Some((
max_border_river_pos,
river_chunk,
max_border_river,
max_border_river_dist,
)) = max_river
{
// This is flowing into a lake, or a lake, or is at least a non-ocean tile.
//
// If we are <= water_alt, we are in the lake; otherwise, we are flowing into it.
let (in_water, new_alt, new_water_alt, warp_factor) = max_border_river
.river_kind
.and_then(|river_kind| {
if let RiverKind::River { cross_section } = river_kind {
if max_border_river_dist.map(|(_, dist, _, _)| dist) != Some(Vec2::zero()) {
return None;
}
let (_, _, river_width, (river_t, (river_pos, _), downhill_river_chunk)) =
max_border_river_dist.unwrap();
let river_alt = Lerp::lerp(
river_chunk.alt.max(river_chunk.water_alt),
downhill_river_chunk.alt.max(downhill_river_chunk.water_alt),
river_t as f32,
);
let new_alt = river_alt - river_gouge;
let river_dist = wposf.distance(river_pos);
let river_height_factor = river_dist / (river_width * 0.5);
let water_level = riverless_alt - 4.0 - 5.0 * chaos;
Some((
true,
Lerp::lerp(
new_alt - cross_section.y.max(1.0),
new_alt - 1.0,
(river_height_factor * river_height_factor) as f32,
),
new_alt,
0.0,
))
} else {
None
}
})
.unwrap_or_else(|| {
max_border_river
.river_kind
.and_then(|river_kind| {
match river_kind {
RiverKind::Ocean => {
let (
_,
dist,
river_width,
(river_t, (river_pos, _), downhill_river_chunk),
) = if let Some(dist) = max_border_river_dist {
dist
} else {
log::error!(
"Ocean: {:?} Here: {:?}, Ocean: {:?}",
max_border_river,
chunk_pos,
max_border_river_pos
);
panic!(
"Oceans should definitely have a downhill! ...Right?"
);
};
let lake_water_alt = Lerp::lerp(
river_chunk.alt.max(river_chunk.water_alt),
downhill_river_chunk
.alt
.max(downhill_river_chunk.water_alt),
river_t as f32,
);
if dist == Vec2::zero() {
let river_dist = wposf.distance(river_pos);
let _river_height_factor = river_dist / (river_width * 0.5);
return Some((
true,
alt_for_river.min(lake_water_alt - 1.0 - river_gouge),
lake_water_alt - river_gouge,
0.0,
));
}
Some((
river_scale_factor <= 1.0,
alt_for_river,
downhill_water_alt,
river_scale_factor as f32,
))
}
RiverKind::Lake { .. } => {
let lake_dist = (max_border_river_pos.map(|e| e as f64)
* neighbor_coef)
.distance(wposf);
let downhill_river_chunk = max_border_river_pos;
let lake_id_dist = downhill_river_chunk - chunk_pos;
let in_bounds = lake_id_dist.x >= -1
&& lake_id_dist.y >= -1
&& lake_id_dist.x <= 1
&& lake_id_dist.y <= 1;
let in_bounds =
in_bounds && (lake_id_dist.x >= 0 && lake_id_dist.y >= 0);
let (_, dist, _, (river_t, _, downhill_river_chunk)) =
if let Some(dist) = max_border_river_dist {
dist
} else {
if lake_dist
<= TerrainChunkSize::RECT_SIZE.x as f64 * 1.0
|| in_bounds
{
let gouge_factor = 0.0;
return Some((
in_bounds
|| downhill_water_alt
.max(river_chunk.water_alt)
> alt_for_river,
alt_for_river,
(downhill_water_alt.max(river_chunk.water_alt)
- river_gouge),
river_scale_factor as f32
* (1.0 - gouge_factor),
));
} else {
return Some((
false,
alt_for_river,
downhill_water_alt,
river_scale_factor as f32,
));
}
};
let lake_dist = dist.y;
let lake_water_alt = Lerp::lerp(
river_chunk.alt.max(river_chunk.water_alt),
downhill_river_chunk
.alt
.max(downhill_river_chunk.water_alt),
river_t as f32,
);
if dist == Vec2::zero() {
return Some((
true,
alt_for_river.min(lake_water_alt - 1.0 - river_gouge),
lake_water_alt - river_gouge,
0.0,
));
}
if lake_dist <= TerrainChunkSize::RECT_SIZE.x as f64 * 1.0
|| in_bounds
{
let gouge_factor = if in_bounds && lake_dist <= 1.0 {
1.0
} else {
0.0
};
let in_bounds_ =
lake_dist <= TerrainChunkSize::RECT_SIZE.x as f64 * 0.5;
if gouge_factor == 1.0 {
return Some((
alt_for_river < lake_water_alt || in_bounds,
alt.min(lake_water_alt - 1.0 - river_gouge),
downhill_water_alt.max(lake_water_alt)
- river_gouge,
0.0,
));
} else {
return Some((
alt_for_river < lake_water_alt || in_bounds,
alt_for_river,
if in_bounds_ {
downhill_water_alt.max(lake_water_alt)
- river_gouge
} else {
downhill_water_alt - river_gouge
},
river_scale_factor as f32 * (1.0 - gouge_factor),
));
}
}
Some((
river_scale_factor <= 1.0,
alt_for_river,
downhill_water_alt,
river_scale_factor as f32,
))
}
RiverKind::River { .. } => {
// FIXME: Make water altitude accurate.
Some((
river_scale_factor <= 1.0,
alt_for_river,
downhill_water_alt,
river_scale_factor as f32,
))
}
}
})
.unwrap_or((
false,
alt_for_river,
downhill_water_alt,
river_scale_factor as f32,
))
});
(in_water, new_alt, new_water_alt, warp_factor)
} else {
(false, alt_for_river, downhill_water_alt, 1.0)
};
let riverless_alt_delta = Lerp::lerp(0.0, riverless_alt_delta, warp_factor);
let alt = alt_ + riverless_alt_delta;
let rock = (sim.gen_ctx.small_nz.get(
Vec3::new(wposf.x, wposf.y, alt as f64)
@ -380,68 +989,6 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
.add((marble_small - 0.5) * 0.5),
);
/*
// Work out if we're on a path or near a town
let dist_to_path = match &sim_chunk.location {
Some(loc) => {
let this_loc = &sim.locations[loc.loc_idx];
this_loc
.neighbours
.iter()
.map(|j| {
let other_loc = &sim.locations[*j];
// Find the two location centers
let near_0 = this_loc.center.map(|e| e as f32);
let near_1 = other_loc.center.map(|e| e as f32);
// Calculate distance to path between them
(0.0 + (near_1.y - near_0.y) * wposf_turb.x as f32
- (near_1.x - near_0.x) * wposf_turb.y as f32
+ near_1.x * near_0.y
- near_0.x * near_1.y)
.abs()
.div(near_0.distance(near_1))
})
.filter(|x| x.is_finite())
.min_by(|a, b| a.partial_cmp(b).unwrap())
.unwrap_or(f32::INFINITY)
}
None => f32::INFINITY,
};
let on_path = dist_to_path < 5.0 && !sim_chunk.near_cliffs; // || near_0.distance(wposf_turb.map(|e| e as f32)) < 150.0;
let (alt, ground) = if on_path {
(alt - 1.0, dirt)
} else {
(alt, ground)
};
*/
// Cities
// TODO: In a later MR
/*
let building = match &sim_chunk.location {
Some(loc) => {
let loc = &sim.locations[loc.loc_idx];
let rpos = wposf.map2(loc.center, |a, b| a as f32 - b as f32) / 256.0 + 0.5;
if rpos.map(|e| e >= 0.0 && e < 1.0).reduce_and() {
(loc.settlement
.get_at(rpos)
.map(|b| b.seed % 20 + 10)
.unwrap_or(0)) as f32
} else {
0.0
}
}
None => 0.0,
};
let alt = alt + building;
*/
// Caves
let cave_at = |wposf: Vec2<f64>| {
(sim.gen_ctx.cave_0_nz.get(
@ -470,34 +1017,33 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
.powf(15.0)
.mul(150.0);
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) && !is_cliffs) || !near_cliffs)
{
Some(water_level)
} else {
None
}
});
let ocean_level = if let Some(_sea_level) = near_ocean {
alt - CONFIG.sea_level
} else {
5.0
};
Some(ColumnSample {
alt,
chaos,
water_level,
river,
warp_factor,
surface_color: Rgb::lerp(
sand,
// Land
Rgb::lerp(
ground,
// Mountain
Rgb::lerp(
cliff,
snow,
(alt - CONFIG.sea_level
- 0.4 * CONFIG.mountain_scale
- alt_base
- temp * 96.0
- marble * 24.0)
/ 12.0,
),
(alt - CONFIG.sea_level - 0.25 * CONFIG.mountain_scale + marble * 128.0)
/ (0.25 * CONFIG.mountain_scale),
),
// Beach
((alt - CONFIG.sea_level - 1.0) / 2.0)
.min(1.0 - river * 2.0)
.max(0.0),
((ocean_level - 1.0) / 2.0).max(0.0),
),
sub_surface_color: dirt,
tree_density,
@ -523,7 +1069,11 @@ impl<'a> Sampler<'a> for ColumnGen<'a> {
.town
.as_ref()
.map(|town| TownGen.spawn_rules(town, wpos))
.unwrap_or(SpawnRules::default()),
.unwrap_or(SpawnRules::default())
.and(SpawnRules {
cliffs: !in_water,
trees: true,
}),
})
}
}
@ -533,7 +1083,7 @@ pub struct ColumnSample<'a> {
pub alt: f32,
pub chaos: f32,
pub water_level: f32,
pub river: f32,
pub warp_factor: f32,
pub surface_color: Rgb<f32>,
pub sub_surface_color: Rgb<f32>,
pub tree_density: f32,

View File

@ -7,15 +7,54 @@ pub struct Config {
pub desert_hum: f32,
pub forest_hum: f32,
pub jungle_hum: f32,
/// Rainfall (in meters) per chunk per minute. Default is set to make it approximately
/// 1 m rainfall / year uniformly across the whole land area, which is the average rainfall
/// on Earth.
pub rainfall_chunk_rate: f32,
/// Roughness coefficient is an empirical value that controls the rate of energy loss of water
/// in a river. The higher it is, the more water slows down as it flows downhill, which
/// consequently leads to lower velocities and higher river area for the same flow rate.
///
/// See https://wwwrcamnl.wr.usgs.gov/sws/fieldmethods/Indirects/nvalues/index.htm.
///
/// The default is set to over 0.06, which is pretty high but still within a reasonable range for
/// rivers. The higher this is, the quicker rivers appear, and since we often will have high
/// slopes we want to give rivers as much of a chance as possible. In the future we can set
/// this dynamically.
///
/// NOTE: The values in the link are in seconds / (m^(-1/3)), but we use them without
/// conversion as though they are in minutes / (m^(-1/3)). The idea here is that our clock
/// speed has time go by at approximately 1 minute per second, but since velocity depends on
/// this parameter, we want flow rates to still "look" natural at the second level. The way we
/// are cheating is that we still allow the refill rate (via rainfall) of rivers and lakes to
/// be specified as though minutes are *really* minutes. This reduces the amount of water
/// needed to form a river of a given area by 60, but hopefully this should not feel too
/// unnatural since the refill rate is still below what people should be able to perceive.
pub river_roughness: f32,
/// Maximum width of rivers, in terms of a multiple of the horizontal chunk size.
///
/// Currently, not known whether setting this above 1.0 will work properly. Please use with
/// care!
pub river_max_width: f32,
/// Minimum height at which rivers display.
pub river_min_height: f32,
/// Rough desired river width-to-depth ratio (in terms of horizontal chunk width / m, for some
/// reason). Not exact.
pub river_width_to_depth: f32,
}
pub const CONFIG: Config = Config {
sea_level: 140.0,
mountain_scale: 1000.0,
mountain_scale: 2048.0,
snow_temp: -0.6,
tropical_temp: 0.2,
desert_temp: 0.6,
desert_hum: 0.15,
forest_hum: 0.5,
jungle_hum: 0.85,
rainfall_chunk_rate: 1.0 / 512.0,
river_roughness: 0.06125,
river_max_width: 2.0,
river_min_height: 0.25,
river_width_to_depth: 1.0,
};

View File

@ -69,16 +69,18 @@ impl World {
let stone = Block::new(BlockKind::Dense, Rgb::new(200, 220, 255));
let water = Block::new(BlockKind::Water, Rgb::new(60, 90, 190));
let chunk_size2d = TerrainChunkSize::RECT_SIZE;
let _chunk_size2d = TerrainChunkSize::RECT_SIZE;
let (base_z, sim_chunk) = match self
.sim
.get_interpolated(
/*.get_interpolated(
chunk_pos.map2(chunk_size2d, |e, sz: u32| e * sz as i32 + sz as i32 / 2),
|chunk| chunk.get_base_z(),
)
.and_then(|base_z| self.sim.get(chunk_pos).map(|sim_chunk| (base_z, sim_chunk)))
.and_then(|base_z| self.sim.get(chunk_pos).map(|sim_chunk| (base_z, sim_chunk))) */
.get_base_z(chunk_pos)
{
Some((base_z, sim_chunk)) => (base_z as i32, sim_chunk),
Some(base_z) => (base_z as i32, self.sim.get(chunk_pos).unwrap()),
// Some((base_z, sim_chunk)) => (base_z as i32, sim_chunk),
None => {
return Ok((
TerrainChunk::new(

1155
world/src/sim/erosion.rs Normal file

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File diff suppressed because it is too large Load Diff

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@ -1,7 +1,26 @@
use super::WORLD_SIZE;
use bitvec::prelude::{bitbox, bitvec, BitBox};
use common::{terrain::TerrainChunkSize, vol::RectVolSize};
use num::Float;
use rayon::prelude::*;
use std::{f32, f64, u32};
use vek::*;
/// Calculates the smallest distance along an axis (x, y) from an edge of
/// the world. This value is maximal at WORLD_SIZE / 2 and minimized at the extremes
/// (0 or WORLD_SIZE on one or more axes). It then divides the quantity by cell_size,
/// so the final result is 1 when we are not in a cell along the edge of the world, and
/// ranges between 0 and 1 otherwise (lower when the chunk is closer to the edge).
pub fn map_edge_factor(posi: usize) -> f32 {
uniform_idx_as_vec2(posi)
.map2(WORLD_SIZE.map(|e| e as i32), |e, sz| {
(sz / 2 - (e - sz / 2).abs()) as f32 / 16.0
})
.reduce_partial_min()
.max(0.0)
.min(1.0)
}
/// Computes the cumulative distribution function of the weighted sum of k independent,
/// uniformly distributed random variables between 0 and 1. For each variable i, we use weights[i]
/// as the weight to give samples[i] (the weights should all be positive).
@ -91,7 +110,7 @@ pub fn cdf_irwin_hall<const N: usize>(weights: &[f32; N], samples: [f32; N]) ->
/// generated the index.
///
/// NOTE: Length should always be WORLD_SIZE.x * WORLD_SIZE.y.
pub type InverseCdf = Box<[(f32, f32)]>;
pub type InverseCdf<F = f32> = Box<[(f32, F)]>;
/// Computes the position Vec2 of a SimChunk from an index, where the index was generated by
/// uniform_noise.
@ -135,9 +154,12 @@ pub fn vec2_as_uniform_idx(idx: Vec2<i32>) -> usize {
/// Returns a vec of (f32, f32) pairs consisting of the percentage of chunks with a value lower than
/// this one, and the actual noise value (we don't need to cache it, but it makes ensuring that
/// subsequent code that needs the noise value actually uses the same one we were using here
/// easier).
pub fn uniform_noise(f: impl Fn(usize, Vec2<f64>) -> Option<f32>) -> InverseCdf {
/// easier). Also returns the "inverted index" pointing from a position to a noise.
pub fn uniform_noise<F: Float + Send>(
f: impl Fn(usize, Vec2<f64>) -> Option<F> + Sync,
) -> (InverseCdf<F>, Box<[(usize, F)]>) {
let mut noise = (0..WORLD_SIZE.x * WORLD_SIZE.y)
.into_par_iter()
.filter_map(|i| {
(f(
i,
@ -151,16 +173,130 @@ pub fn uniform_noise(f: impl Fn(usize, Vec2<f64>) -> Option<f32>) -> InverseCdf
// sort_unstable_by is equivalent to sort_by here since we include a unique index in the
// comparison. We could leave out the index, but this might make the order not
// reproduce the same way between different versions of Rust (for example).
noise.sort_unstable_by(|f, g| (f.1, f.0).partial_cmp(&(g.1, g.0)).unwrap());
noise.par_sort_unstable_by(|f, g| (f.1, f.0).partial_cmp(&(g.1, g.0)).unwrap());
// Construct a vector that associates each chunk position with the 1-indexed
// position of the noise in the sorted vector (divided by the vector length).
// This guarantees a uniform distribution among the samples (excluding those that returned
// None, which will remain at zero).
let mut uniform_noise = vec![(0.0, 0.0); WORLD_SIZE.x * WORLD_SIZE.y].into_boxed_slice();
let mut uniform_noise = vec![(0.0, F::zero()); WORLD_SIZE.x * WORLD_SIZE.y].into_boxed_slice();
// NOTE: Consider using try_into here and elsewhere in this function, since i32::MAX
// technically doesn't fit in an f32 (even if we should never reach that limit).
let total = noise.len() as f32;
for (noise_idx, (chunk_idx, noise_val)) in noise.into_iter().enumerate() {
for (noise_idx, &(chunk_idx, noise_val)) in noise.iter().enumerate() {
uniform_noise[chunk_idx] = ((1 + noise_idx) as f32 / total, noise_val);
}
uniform_noise
(uniform_noise, noise.into_boxed_slice())
}
/// Iterate through all cells adjacent and including four chunks whose top-left point is posi.
/// This isn't just the immediate neighbors of a chunk plus the center, because it is designed
/// to cover neighbors of a point in the chunk's "interior."
///
/// This is what's used during cubic interpolation, for example, as it guarantees that for any
/// point between the given chunk (on the top left) and its top-right/down-right/down neighbors,
/// the twelve chunks surrounding this box (its "perimeter") are also inspected.
pub fn local_cells(posi: usize) -> impl Clone + Iterator<Item = usize> {
let pos = uniform_idx_as_vec2(posi);
// NOTE: want to keep this such that the chunk index is in ascending order!
let grid_size = 3i32;
let grid_bounds = 2 * grid_size + 1;
(0..grid_bounds * grid_bounds)
.into_iter()
.map(move |index| {
Vec2::new(
pos.x + (index % grid_bounds) - grid_size,
pos.y + (index / grid_bounds) - grid_size,
)
})
.filter(|pos| {
pos.x >= 0 && pos.y >= 0 && pos.x < WORLD_SIZE.x as i32 && pos.y < WORLD_SIZE.y as i32
})
.map(vec2_as_uniform_idx)
}
/// Iterate through all cells adjacent to a chunk.
pub fn neighbors(posi: usize) -> impl Clone + Iterator<Item = usize> {
let pos = uniform_idx_as_vec2(posi);
// NOTE: want to keep this such that the chunk index is in ascending order!
[
(-1, -1),
(0, -1),
(1, -1),
(-1, 0),
(1, 0),
(-1, 1),
(0, 1),
(1, 1),
]
.into_iter()
.map(move |&(x, y)| Vec2::new(pos.x + x, pos.y + y))
.filter(|pos| {
pos.x >= 0 && pos.y >= 0 && pos.x < WORLD_SIZE.x as i32 && pos.y < WORLD_SIZE.y as i32
})
.map(vec2_as_uniform_idx)
}
// Note that we should already have okay cache locality since we have a grid.
pub fn uphill<'a>(dh: &'a [isize], posi: usize) -> impl Clone + Iterator<Item = usize> + 'a {
neighbors(posi).filter(move |&posj| dh[posj] == posi as isize)
}
/// Compute the neighbor "most downhill" from all chunks.
///
/// TODO: See if allocating in advance is worthwhile.
pub fn downhill(h: &[f32], is_ocean: impl Fn(usize) -> bool + Sync) -> Box<[isize]> {
// Constructs not only the list of downhill nodes, but also computes an ordering (visiting
// nodes in order from roots to leaves).
h.par_iter()
.enumerate()
.map(|(posi, &nh)| {
let _pos = uniform_idx_as_vec2(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()
}
/// 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)
/// - posi has a neighboring ocean tile, and has a height below sea level (oldh(posi) <= 0.0).
pub fn get_oceans(oldh: impl Fn(usize) -> f32 + Sync) -> BitBox {
// 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();
for x in 0..WORLD_SIZE.x as i32 {
stack.push(vec2_as_uniform_idx(Vec2::new(x, 0)));
stack.push(vec2_as_uniform_idx(Vec2::new(x, WORLD_SIZE.y as i32 - 1)));
}
for y in 1..WORLD_SIZE.y as i32 - 1 {
stack.push(vec2_as_uniform_idx(Vec2::new(0, y)));
stack.push(vec2_as_uniform_idx(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) <= 0.0
}));
}
is_ocean
}