use crate::{all::ForestKind, sim::LocationInfo, util::Sampler, World, CONFIG}; use common::{terrain::TerrainChunkSize, vol::VolSize}; use noise::NoiseFn; use std::{ f32, ops::{Add, Div, Mul, Neg, Sub}, }; use vek::*; pub struct ColumnGen<'a> { world: &'a World, } impl<'a> ColumnGen<'a> { pub fn new(world: &'a World) -> Self { Self { world } } } impl<'a> Sampler for ColumnGen<'a> { type Index = Vec2; type Sample = Option>; fn get(&self, wpos: Vec2) -> Option> { let wposf = wpos.map(|e| e as f64); let chunk_pos = wpos.map2(Vec2::from(TerrainChunkSize::SIZE), |e, sz: u32| { e / sz as i32 }); let sim = self.world.sim(); let turb = Vec2::new( sim.gen_ctx.turb_x_nz.get((wposf.div(48.0)).into_array()) as f32, sim.gen_ctx.turb_y_nz.get((wposf.div(48.0)).into_array()) as f32, ) * 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 dryness = sim.get_interpolated(wpos, |chunk| chunk.dryness)?; 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 sim_chunk = sim.get(chunk_pos)?; const RIVER_PROPORTION: f32 = 0.025; 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 cliff_hill = (sim.gen_ctx.small_nz.get((wposf.div(128.0)).into_array()) as f32).mul(16.0); let riverless_alt = sim.get_interpolated(wpos, |chunk| chunk.alt)? + (sim.gen_ctx.small_nz.get((wposf.div(256.0)).into_array()) as f32) .abs() .mul(chaos.max(0.2)) .mul(64.0); let cliffs = sim_chunk.cliffs; let alt = riverless_alt - (1.0 - river) .mul(f32::consts::PI) .cos() .add(1.0) .mul(0.5) .mul(24.0); let water_level = (riverless_alt - 4.0 - 5.0 * chaos).max(CONFIG.sea_level); let rock = (sim.gen_ctx.small_nz.get( Vec3::new(wposf.x, wposf.y, alt as f64) .div(100.0) .into_array(), ) as f32) .mul(rockiness) .sub(0.4) .max(0.0) .mul(8.0); let wposf3d = Vec3::new(wposf.x, wposf.y, alt as f64); let marble_small = (sim.gen_ctx.hill_nz.get((wposf3d.div(3.0)).into_array()) as f32) .add(1.0) .mul(0.5); let marble = (sim.gen_ctx.hill_nz.get((wposf3d.div(48.0)).into_array()) as f32) .mul(0.75) .add(1.0) .mul(0.5) .add(marble_small.sub(0.5).mul(0.25)); // Colours let cold_grass = Rgb::new(0.0, 0.25, 0.13); let warm_grass = Rgb::new(0.18, 0.65, 0.0); let cold_stone = Rgb::new(0.55, 0.7, 0.75); let warm_stone = Rgb::new(0.65, 0.65, 0.35); let beach_sand = Rgb::new(0.93, 0.84, 0.4); let desert_sand = Rgb::new(0.98, 0.8, 0.15); let snow = Rgb::broadcast(1.0); let dirt = Lerp::lerp(Rgb::new(0.2, 0.1, 0.05), Rgb::new(0.4, 0.25, 0.0), marble); let cliff = Rgb::lerp(cold_stone, warm_stone, marble); let grass = Rgb::lerp(cold_grass, warm_grass, marble); let sand = Rgb::lerp(beach_sand, desert_sand, marble); let tropical = Rgb::lerp( grass, Rgb::new(0.95, 0.85, 0.1), marble_small.sub(0.5).mul(0.05).add(0.3), ); let ground = Rgb::lerp( Rgb::lerp( snow, grass, temp.sub(CONFIG.snow_temp) .sub((marble - 0.5) * 0.05) .mul(256.0), ), Rgb::lerp(tropical, sand, temp.sub(CONFIG.desert_temp).mul(32.0)), temp.sub(CONFIG.tropical_temp).mul(128.0), ); // 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| { (sim.gen_ctx.cave_0_nz.get( Vec3::new(wposf.x, wposf.y, alt as f64 * 8.0) .div(800.0) .into_array(), ) as f32) .powf(2.0) .neg() .add(1.0) .mul((1.15 - chaos).min(1.0)) }; let cave_xy = cave_at(wposf); let cave_alt = alt - 24.0 + (sim .gen_ctx .cave_1_nz .get(Vec2::new(wposf.x, wposf.y).div(48.0).into_array()) as f32) * 8.0 + (sim .gen_ctx .cave_1_nz .get(Vec2::new(wposf.x, wposf.y).div(500.0).into_array()) as f32) .add(1.0) .mul(0.5) .powf(15.0) .mul(150.0); Some(ColumnSample { alt, chaos, water_level, river, surface_color: Rgb::lerp( sand, // Land Rgb::lerp( ground, // Mountain Rgb::lerp( cliff, snow, (alt - CONFIG.sea_level - 0.35 * CONFIG.mountain_scale - alt_base - temp * 96.0 - marble * 24.0) / 12.0, ), (alt - CONFIG.sea_level - 0.3 * CONFIG.mountain_scale + marble * 128.0) / 100.0, ), // Beach ((alt - CONFIG.sea_level - 2.0) / 5.0).min(1.0 - river * 2.0), ), sub_surface_color: dirt, tree_density, forest_kind: sim_chunk.forest_kind, close_trees: sim.gen_ctx.tree_gen.get(wpos), cave_xy, cave_alt, rock, cliffs, cliff_hill, close_cliffs: sim.gen_ctx.cliff_gen.get(wpos), temp, spawn_rate, location: sim_chunk.location.as_ref(), }) } } #[derive(Clone)] pub struct ColumnSample<'a> { pub alt: f32, pub chaos: f32, pub water_level: f32, pub river: f32, pub surface_color: Rgb, pub sub_surface_color: Rgb, pub tree_density: f32, pub forest_kind: ForestKind, pub close_trees: [(Vec2, u32); 9], pub cave_xy: f32, pub cave_alt: f32, pub rock: f32, pub cliffs: bool, pub cliff_hill: f32, pub close_cliffs: [(Vec2, u32); 9], pub temp: f32, pub spawn_rate: f32, pub location: Option<&'a LocationInfo>, }