mod tree; use crate::{ column::{ColumnGen, ColumnSample}, util::{HashCache, RandomField, Sampler, SamplerMut}, World, CONFIG, }; use common::{ terrain::{structure::StructureBlock, Block}, vol::{ReadVol, Vox}, }; use noise::NoiseFn; use std::ops::{Add, Div, Mul, Neg, Sub}; use vek::*; pub struct BlockGen<'a> { world: &'a World, column_cache: HashCache, Option>>, column_gen: ColumnGen<'a>, } impl<'a> BlockGen<'a> { pub fn new(world: &'a World, column_gen: ColumnGen<'a>) -> Self { Self { world, column_cache: HashCache::with_capacity(1024), column_gen, } } fn sample_column(&mut self, wpos: Vec2) -> Option { let column_gen = &mut self.column_gen; self.column_cache .get(Vec2::from(wpos), |wpos| column_gen.get(wpos)) .clone() } } impl<'a> SamplerMut for BlockGen<'a> { type Index = Vec3; type Sample = Option; fn get(&mut self, wpos: Vec3) -> Option { let ColumnSample { alt, chaos, surface_color, tree_density, forest_kind, close_trees, cave_xy, cave_alt, rock, cliff, temp, .. } = self.sample_column(Vec2::from(wpos))?; let wposf = wpos.map(|e| e as f64); // Apply warping let warp = (self .world .sim() .gen_ctx .warp_nz .get((wposf.div(Vec3::new(150.0, 150.0, 150.0))).into_array()) as f32) .mul((chaos - 0.1).max(0.0)) .mul(115.0); let is_cliff = if cliff > 0.0 { (self .world .sim() .gen_ctx .warp_nz .get((wposf.div(Vec3::new(300.0, 300.0, 1500.0))).into_array()) as f32) * cliff > 0.3 } else { false }; let cliff = if is_cliff { (0.0 + (self .world .sim() .gen_ctx .warp_nz .get((wposf.div(Vec3::new(350.0, 350.0, 800.0))).into_array()) as f32) * 0.8 + (self .world .sim() .gen_ctx .warp_nz .get((wposf.div(Vec3::new(100.0, 100.0, 70.0))).into_array()) as f32) * 0.3) .add(0.4) .mul(75.0) } else { 0.0 }; let height = alt + warp + cliff; // Sample blocks let stone_col = Rgb::new(200, 220, 255); let dirt_col = Rgb::new(79, 67, 60); let air = Block::empty(); let stone = Block::new(2, stone_col); let surface_stone = Block::new(1, Rgb::new(200, 220, 255)); let dirt = Block::new(1, dirt_col); let sand = Block::new(1, Rgb::new(180, 150, 50)); let water = Block::new(1, Rgb::new(100, 150, 255)); let warm_stone = Block::new(1, Rgb::new(165, 165, 130)); let block = if (wposf.z as f32) < height - 3.0 { let col = Lerp::lerp(dirt_col, stone_col, (height - 4.0 - wposf.z as f32) * 0.15); // Underground if (wposf.z as f32) > alt - 32.0 * chaos { Some(Block::new(1, col)) } else { Some(Block::new(2, col)) } } else if (wposf.z as f32) < height { let col = Lerp::lerp( dirt_col.map(|e| e as f32 / 255.0), surface_color, (wposf.z as f32 - (height - 4.0)) * 0.25, ); // Surface Some(Block::new(1, col.map(|e| (e * 255.0) as u8))) } else if (wposf.z as f32) < CONFIG.sea_level { // Ocean Some(water) } else { None }; // Caves let block = block.and_then(|block| { // Underground let cave = cave_xy.powf(2.0) * (wposf.z as f32 - cave_alt) .div(40.0) .powf(4.0) .neg() .add(1.0) > 0.9993; if cave { None } else { Some(block) } }); // Rocks let block = block.or_else(|| { if (height + 2.5 - wposf.z as f32).div(7.5).abs().powf(2.0) < rock { let field0 = RandomField::new(self.world.sim().seed + 0); let field1 = RandomField::new(self.world.sim().seed + 1); let field2 = RandomField::new(self.world.sim().seed + 2); Some(Block::new(2, stone_col - Rgb::new(field0.get(wpos) as u8 % 32, field1.get(wpos) as u8 % 32, field2.get(wpos) as u8 % 32))) } else { None } }); fn block_from_structure( sblock: StructureBlock, pos: Vec3, structure_pos: Vec2, structure_seed: u32, sample: &ColumnSample, ) -> Block { let field = RandomField::new(structure_seed + 0); let lerp = 0.5 + ((field.get(Vec3::from(structure_pos)) % 256) as f32 / 256.0 - 0.5) * 0.75 + ((field.get(Vec3::from(pos)) % 256) as f32 / 256.0 - 0.5) * 0.2; match sblock { StructureBlock::TemperateLeaves => Block::new( 1, Lerp::lerp( Rgb::new(0.0, 80.0, 40.0), Rgb::new(120.0, 255.0, 10.0), lerp, ) .map(|e| e as u8), ), StructureBlock::PineLeaves => Block::new( 1, Lerp::lerp(Rgb::new(0.0, 60.0, 50.0), Rgb::new(30.0, 100.0, 10.0), lerp) .map(|e| e as u8), ), StructureBlock::PalmLeaves => Block::new( 1, Lerp::lerp( Rgb::new(30.0, 100.0, 30.0), Rgb::new(120.0, 255.0, 0.0), lerp, ) .map(|e| e as u8), ), StructureBlock::Block(block) => block, } } let block = match block { Some(block) => block, None => (&close_trees) .iter() .fold(air, |block, (tree_pos, tree_seed)| { match self.sample_column(Vec2::from(*tree_pos)) { Some(tree_sample) if tree_sample.tree_density > 0.5 + (*tree_seed as f32 / 1000.0).fract() * 0.2 => { let tree_pos3d = Vec3::new(tree_pos.x, tree_pos.y, tree_sample.alt as i32); let rpos = wpos - tree_pos3d; let trees = tree::kinds(tree_sample.forest_kind); // Choose tree kind block.or(trees[*tree_seed as usize % trees.len()] .get((rpos * 128) / 128) // Scaling .map(|b| { block_from_structure( *b, rpos, *tree_pos, *tree_seed, &tree_sample, ) }) .unwrap_or(Block::empty())) } _ => block, } }), }; Some(block) } }