use crate::{all::ForestKind, sim::Location, util::Sampler, World, CONFIG}; use common::{ terrain::{Block, TerrainChunkSize}, vol::{VolSize, Vox}, }; use noise::NoiseFn; use std::{ ops::{Add, Div, Mul, Neg, Sub}, sync::Arc, }; 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 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 rockiness = sim.get_interpolated(wpos, |chunk| chunk.rockiness)?; let cliffiness = sim.get_interpolated(wpos, |chunk| chunk.cliffiness)?; let tree_density = sim.get_interpolated(wpos, |chunk| chunk.tree_density)?; let sim_chunk = sim.get(chunk_pos)?; let 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 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 = (0.0 + (sim.gen_ctx.hill_nz.get((wposf3d.div(48.0)).into_array()) as f32).mul(0.75) + (sim.gen_ctx.hill_nz.get((wposf3d.div(3.0)).into_array()) as f32).mul(0.25)) .add(1.0) .mul(0.5); // Colours let cold_grass = Rgb::new(0.0, 0.3, 0.15); let warm_grass = Rgb::new(0.2, 0.8, 0.05); 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 grass = Rgb::lerp(cold_grass, warm_grass, marble); let sand = Rgb::lerp(beach_sand, desert_sand, marble); let cliff = Rgb::lerp(cold_stone, warm_stone, marble); let ground = Rgb::lerp( Rgb::lerp( snow, grass, temp.sub(CONFIG.snow_temp) .sub((marble - 0.5) * 0.05) .mul(256.0), ), sand, temp.sub(CONFIG.desert_temp).mul(32.0), ); // 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 - 32.0 + (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(300.0).into_array()) as f32) .add(1.0) .mul(0.5) .powf(8.0) .mul(256.0); Some(ColumnSample { alt, chaos, 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 - 0.2 * CONFIG.mountain_scale) / 180.0, ), // Beach (alt - CONFIG.sea_level - 2.0) / 5.0, ), tree_density, forest_kind: sim_chunk.forest_kind, close_trees: sim.gen_ctx.tree_gen.get(wpos), cave_xy, cave_alt, rock, cliff: cliffiness, temp, location: sim_chunk.location.as_ref(), }) } } #[derive(Clone)] pub struct ColumnSample<'a> { pub alt: f32, pub chaos: f32, pub 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 cliff: f32, pub temp: f32, pub location: Option<&'a Arc>, }