use common::{terrain::TerrainChunkSize, vol::RectVolSize}; use std::{f64, io::Write, path::PathBuf, time::SystemTime}; use vek::*; use veloren_world::{ sim::{self, MapConfig, MapDebug, WorldOpts, WORLD_SIZE}, World, CONFIG, }; const W: usize = 1024; const H: usize = 1024; fn main() { pretty_env_logger::init(); // To load a map file of your choice, replace map_file with the name of your map // (stored locally in the map directory of your Veloren root), and swap the // sim::FileOpts::Save line below for the sim::FileOpts::Load one. let map_file = // "map_1575990726223.bin"; // "map_1575987666972.bin"; "map_1585335358316.bin"; let mut map_path = PathBuf::from("./maps"); map_path.push(map_file); let world = World::generate(5284, WorldOpts { seed_elements: false, world_file: sim::FileOpts::Load(map_path), //world_file: sim::FileOpts::Save, ..WorldOpts::default() }); let mut win = minifb::Window::new("World Viewer", W, H, minifb::WindowOptions::default()).unwrap(); let sampler = world.sim(); let mut focus = Vec3::new(0.0, 0.0, CONFIG.sea_level as f64); // Altitude is divided by gain and clamped to [0, 1]; thus, decreasing gain // makes smaller differences in altitude appear larger. let mut gain = CONFIG.mountain_scale; // The Z component during normal calculations is multiplied by gain; thus, let mut lgain = 1.0; let mut scale = WORLD_SIZE.x as f64 / W as f64; // Right-handed coordinate system: light is going left, down, and "backwards" // (i.e. on the map, where we translate the y coordinate on the world map to // z in the coordinate system, the light comes from -y on the map and points // towards +y on the map). In a right handed coordinate system, the // "camera" points towards -z, so positive z is backwards "into" the camera. // // "In world space the x-axis will be pointing east, the y-axis up and the // z-axis will be pointing south" let mut light_direction = Vec3::new(-0.8, -1.0, 0.3); let mut is_basement = false; let mut is_water = true; let mut is_shaded = true; let mut is_temperature = true; let mut is_humidity = true; while win.is_open() { let config = MapConfig { dimensions: Vec2::new(W, H), focus, gain, lgain, scale, light_direction, is_basement, is_water, is_shaded, is_temperature, is_humidity, is_debug: true, }; let mut buf = vec![0; W * H]; let MapDebug { rivers, lakes, oceans, quads, } = config.generate(sampler, |pos, (r, g, b, a)| { let i = pos.x; let j = pos.y; buf[j * W + i] = u32::from_le_bytes([b, g, r, a]); }); if win.is_key_down(minifb::Key::F4) { if let Some(len) = (W * H) .checked_mul(scale as usize) .and_then(|acc| acc.checked_mul(scale as usize)) { let x = (W as f64 * scale) as usize; let y = (H as f64 * scale) as usize; let config = sim::MapConfig { dimensions: Vec2::new(x, y), scale: 1.0, ..config }; let mut buf = vec![0u8; 4 * len]; config.generate(sampler, |pos, (r, g, b, a)| { let i = pos.x; let j = pos.y; (&mut buf[(j * x + i) * 4..]).write(&[r, g, b, a]).unwrap(); }); // TODO: Justify fits in u32. let world_map = image::RgbaImage::from_raw(x as u32, y as u32, buf) .expect("Image dimensions must be valid"); let mut path = PathBuf::from("./screenshots"); if !path.exists() { if let Err(err) = std::fs::create_dir(&path) { log::warn!("Couldn't create folder for screenshot: {:?}", err); } } path.push(format!( "worldmap_{}.png", SystemTime::now() .duration_since(SystemTime::UNIX_EPOCH) .map(|d| d.as_millis()) .unwrap_or(0) )); if let Err(err) = world_map.save(&path) { log::warn!("Couldn't save screenshot: {:?}", err); } } } let spd = 32.0; let lspd = 0.1; if win.is_key_down(minifb::Key::P) { println!( "\ Gain / Shade gain: {:?} / {:?}\nScale / Focus: {:?} / {:?}\nLight: {:?} Land(adjacent): (X = temp, Y = humidity): {:?}\nRivers: {:?}\nLakes: \ {:?}\nOceans: {:?}\nTotal water: {:?}\nTotal land(adjacent): {:?}", gain, lgain, scale, focus, light_direction, quads, rivers, lakes, oceans, rivers + lakes + oceans, quads.iter().map(|x| x.iter().sum::()).sum::() ); } if win.get_mouse_down(minifb::MouseButton::Left) { if let Some((mx, my)) = win.get_mouse_pos(minifb::MouseMode::Clamp) { let chunk_pos = (Vec2::::from(focus) + (Vec2::new(mx as f64, my as f64) * scale)) .map(|e| e as i32); let block_pos = chunk_pos.map2(TerrainChunkSize::RECT_SIZE, |e, f| e * f as i32); println!("Block: ({}, {}), Chunk: ({}, {})", block_pos.x, block_pos.y, chunk_pos.x, chunk_pos.y); if let Some(chunk) = sampler.get(chunk_pos) { //println!("Chunk info: {:#?}", chunk); if let Some(place) = &chunk.place { println!("Place {} info: {:#?}", place.id(), world.civs().place(*place)); } } } } let is_camera = win.is_key_down(minifb::Key::C); if win.is_key_down(minifb::Key::B) { is_basement ^= true; } if win.is_key_down(minifb::Key::H) { is_humidity ^= true; } if win.is_key_down(minifb::Key::T) { is_temperature ^= true; } if win.is_key_down(minifb::Key::O) { is_water ^= true; } if win.is_key_down(minifb::Key::L) { is_shaded ^= true; } if win.is_key_down(minifb::Key::W) { if is_camera { light_direction.z -= lspd; } else { focus.y -= spd * scale; } } if win.is_key_down(minifb::Key::A) { if is_camera { light_direction.x -= lspd; } else { focus.x -= spd * scale; } } if win.is_key_down(minifb::Key::S) { if is_camera { light_direction.z += lspd; } else { focus.y += spd * scale; } } if win.is_key_down(minifb::Key::D) { if is_camera { light_direction.x += lspd; } else { focus.x += spd * scale; } } if win.is_key_down(minifb::Key::Q) { if is_camera { if (lgain * 2.0).is_normal() { lgain *= 2.0; } } else { gain += 64.0; } } if win.is_key_down(minifb::Key::E) { if is_camera { if (lgain / 2.0).is_normal() { lgain /= 2.0; } } else { gain = (gain - 64.0).max(64.0); } } if win.is_key_down(minifb::Key::R) { if is_camera { focus.z += spd * scale; } else { if (scale * 2.0).is_normal() { scale *= 2.0; } } } if win.is_key_down(minifb::Key::F) { if is_camera { focus.z -= spd * scale; } else { if (scale / 2.0).is_normal() { scale /= 2.0; } } } win.update_with_buffer(&buf).unwrap(); } }