use crate::{ structure::StructureGen2d, Cache, }; use common::{ assets, terrain::{Block, TerrainChunkSize, Structure}, vol::{Vox, VolSize, ReadVol}, }; use noise::{ BasicMulti, HybridMulti, MultiFractal, NoiseFn, OpenSimplex, RidgedMulti, Seedable, SuperSimplex, }; use lazy_static::lazy_static; use std::{ f32, ops::{Add, Div, Mul, Neg, Sub}, sync::Arc, }; use vek::*; pub const WORLD_SIZE: Vec2 = Vec2 { x: 1024, y: 1024 }; pub struct WorldSim { pub seed: u32, chunks: Vec, gen_ctx: GenCtx, tree_gen: StructureGen2d, } impl WorldSim { pub fn generate(seed: u32) -> Self { let mut gen_ctx = GenCtx { turb_x_nz: BasicMulti::new().set_seed(seed + 0), turb_y_nz: BasicMulti::new().set_seed(seed + 1), chaos_nz: RidgedMulti::new().set_octaves(7).set_seed(seed + 2), hill_nz: SuperSimplex::new().set_seed(seed + 3), alt_nz: HybridMulti::new() .set_octaves(7) .set_persistence(0.1) .set_seed(seed + 4), temp_nz: SuperSimplex::new().set_seed(seed + 5), small_nz: BasicMulti::new().set_octaves(2).set_seed(seed + 6), rock_nz: HybridMulti::new().set_persistence(0.3).set_seed(seed + 7), warp_nz: BasicMulti::new().set_octaves(3).set_seed(seed + 8), }; let mut chunks = Vec::new(); for x in 0..WORLD_SIZE.x as u32 { for y in 0..WORLD_SIZE.y as u32 { chunks.push(SimChunk::generate(Vec2::new(x, y), &mut gen_ctx)); } } Self { seed, chunks, gen_ctx, tree_gen: StructureGen2d::new(seed, 96, 128), } } pub fn get(&self, chunk_pos: Vec2) -> Option<&SimChunk> { if chunk_pos .map2(WORLD_SIZE, |e, sz| e < sz as u32) .reduce_and() { Some(&self.chunks[chunk_pos.y as usize * WORLD_SIZE.x + chunk_pos.x as usize]) } else { None } } pub fn get_base_z(&self, chunk_pos: Vec2) -> Option { self.get(chunk_pos).and_then(|_| { (0..2) .map(|i| (0..2).map(move |j| (i, j))) .flatten() .map(|(i, j)| { self.get(chunk_pos + Vec2::new(i, j)) .map(|c| c.get_base_z()) }) .flatten() .fold(None, |a: Option, x| a.map(|a| a.min(x)).or(Some(x))) }) } pub fn get_interpolated(&self, pos: Vec2, mut f: F) -> Option where T: Copy + Default + Add + Mul, F: FnMut(&SimChunk) -> T, { let pos = pos.map2(TerrainChunkSize::SIZE.into(), |e, sz: u32| { e as f64 / sz as f64 }); let cubic = |a: T, b: T, c: T, d: T, x: f32| -> T { let x2 = x * x; // Catmull-Rom splines let co0 = a * -0.5 + b * 1.5 + c * -1.5 + d * 0.5; let co1 = a + b * -2.5 + c * 2.0 + d * -0.5; let co2 = a * -0.5 + c * 0.5; let co3 = b; co0 * x2 * x + co1 * x2 + co2 * x + co3 }; let mut x = [T::default(); 4]; for (x_idx, j) in (-1..3).enumerate() { let y0 = f(self.get(pos.map2(Vec2::new(j, -1), |e, q| (e.max(0.0) as i32 + q) as u32))?); let y1 = f(self.get(pos.map2(Vec2::new(j, 0), |e, q| (e.max(0.0) as i32 + q) as u32))?); let y2 = f(self.get(pos.map2(Vec2::new(j, 1), |e, q| (e.max(0.0) as i32 + q) as u32))?); let y3 = f(self.get(pos.map2(Vec2::new(j, 2), |e, q| (e.max(0.0) as i32 + q) as u32))?); x[x_idx] = cubic(y0, y1, y2, y3, pos.y.fract() as f32); } Some(cubic(x[0], x[1], x[2], x[3], pos.x.fract() as f32)) } pub fn sampler(&self) -> Sampler { Sampler { sim: self, sample2d_cache: Cache::with_capacity(1024), } } } pub struct Sampler<'a> { sim: &'a WorldSim, sample2d_cache: Cache, Option>, } impl<'a> Sampler<'a> { fn sample_2d_impl(sim: &WorldSim, wpos: Vec2) -> Option { let wposf = wpos.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 rockiness = sim.get_interpolated(wpos, |chunk| chunk.rockiness)?; let rock = (sim.gen_ctx.small_nz.get((wposf.div(100.0)).into_array()) as f32) .mul(rockiness) .sub(0.2) .max(0.0) .mul(2.0); let alt = sim.get_interpolated(wpos, |chunk| chunk.alt)? + sim.gen_ctx.small_nz.get((wposf.div(256.0)).into_array()) as f32 * chaos.max(0.2) * 64.0 + rock * 15.0; let wposf3d = Vec3::new(wposf.x, wposf.y, alt as f64); let marble = (sim.gen_ctx.hill_nz.get((wposf3d.div(64.0)).into_array()) as f32) .mul(0.5) .add(1.0).mul(0.5); // Colours let cold_grass = Rgb::new(0.0, 0.6, 0.2); let warm_grass = Rgb::new(0.45, 0.9, 0.0); let cold_stone = Rgb::new(0.55, 0.75, 0.9); let warm_stone = Rgb::new(0.8, 0.6, 0.28); let sand = Rgb::new(0.93, 0.84, 0.33); let snow = Rgb::broadcast(1.0); let grass = Rgb::lerp(cold_grass, warm_grass, temp); let ground = Rgb::lerp(grass, warm_stone, rock.mul(5.0).min(0.8)); let cliff = Rgb::lerp(cold_stone, warm_stone, marble); Some(Sample2d { alt, chaos, surface_color: Rgb::lerp( sand, // Land Rgb::lerp( ground, // Mountain Rgb::lerp( cliff, snow, (alt - SEA_LEVEL - 350.0 - alt_base - temp * 48.0) / 12.0, ), (alt - SEA_LEVEL - 150.0) / 180.0 ), // Beach (alt - SEA_LEVEL - 2.0) / 5.0, ), close_trees: sim.tree_gen.sample(wpos), }) } pub fn sample_2d(&mut self, wpos2d: Vec2) -> Option<&Sample2d> { let sim = &self.sim; self.sample2d_cache.get(wpos2d, |wpos2d| Self::sample_2d_impl(sim, wpos2d)).as_ref() } pub fn sample_3d(&mut self, wpos: Vec3) -> Option { let wpos2d = Vec2::from(wpos); let wposf = wpos.map(|e| e as f64); // Sample 2D terrain attributes let Sample2d { alt, chaos, surface_color, close_trees, } = *self.sample_2d(wpos2d)?; // Apply warping let warp = (self.sim.gen_ctx.warp_nz .get((wposf.div(Vec3::new(120.0, 120.0, 150.0))).into_array()) as f32) .mul((chaos - 0.1).max(0.0)) .mul(90.0); let height = alt + warp; let temp = 0.0; // Sample blocks let air = Block::empty(); let stone = Block::new(1, Rgb::new(200, 220, 255)); let grass = Block::new(2, Rgb::new(75, 150, 0)); let dirt = Block::new(3, Rgb::new(128, 90, 0)); let sand = Block::new(4, Rgb::new(180, 150, 50)); let water = Block::new(5, Rgb::new(100, 150, 255)); let above_ground = (&close_trees) .iter() .fold(air, |block, tree| { match self.sample_2d(*tree) { Some(tree_sample) => { let tree_pos = Vec3::new(tree.x, tree.y, tree_sample.alt as i32); block.or(TREE.get(wpos - tree_pos) .map(|b| b.clone()) .unwrap_or(Block::empty())) }, None => block, } }); let z = wposf.z as f32; Some(Sample3d { block: if z < height - 4.0 { stone } else if z < height { Block::new(1, surface_color.map(|e| (e * 255.0) as u8)) } else if z < SEA_LEVEL { water } else { above_ground }, }) } } lazy_static! { static ref TREE: Arc = assets::load_map( "world/tree/pine/3.vox", |s: Structure| s.with_center(Vec3::new(15, 15, 14)), ).unwrap(); } #[derive(Copy, Clone)] pub struct Sample2d { pub alt: f32, pub chaos: f32, pub surface_color: Rgb, pub close_trees: [Vec2; 9], } #[derive(Copy, Clone)] pub struct Sample3d { pub block: Block, } struct GenCtx { turb_x_nz: BasicMulti, turb_y_nz: BasicMulti, chaos_nz: RidgedMulti, alt_nz: HybridMulti, hill_nz: SuperSimplex, temp_nz: SuperSimplex, small_nz: BasicMulti, rock_nz: HybridMulti, warp_nz: BasicMulti, } const Z_TOLERANCE: (f32, f32) = (48.0, 64.0); pub const SEA_LEVEL: f32 = 128.0; pub struct SimChunk { pub chaos: f32, pub alt_base: f32, pub alt: f32, pub temp: f32, pub rockiness: f32, } impl SimChunk { fn generate(pos: Vec2, gen_ctx: &mut GenCtx) -> Self { let wposf = (pos * Vec2::from(TerrainChunkSize::SIZE)).map(|e| e as f64); let hill = (0.0 + gen_ctx.hill_nz.get((wposf.div(3_500.0)).into_array()).mul(1.0) as f32 + gen_ctx.hill_nz.get((wposf.div(1_000.0)).into_array()).mul(0.3) as f32 ).add(0.3).max(0.0); let chaos = (gen_ctx.chaos_nz.get((wposf.div(4_000.0)).into_array()) as f32) .add(1.0) .mul(0.5) .powf(1.9) .add(0.25 * hill); let chaos = chaos + chaos.mul(16.0).sin().mul(0.02); let alt_base = gen_ctx.alt_nz.get((wposf.div(6_000.0)).into_array()) as f32; let alt_base = alt_base .mul(0.4) .add(alt_base.mul(128.0).sin().mul(0.004)) .mul(600.0); let alt_main = gen_ctx.alt_nz.get((wposf.div(1_500.0)).into_array()) as f32; Self { chaos, alt_base, alt: SEA_LEVEL + alt_base + (0.0 + alt_main + gen_ctx.small_nz.get((wposf.div(300.0)).into_array()) as f32 * alt_main.max(0.05) * chaos * 1.3) .add(1.0) .mul(0.5) .mul(chaos) .mul(1200.0), temp: (gen_ctx.temp_nz.get((wposf.div(48.0)).into_array()) as f32) .add(1.0) .mul(0.5), rockiness: (gen_ctx.rock_nz.get((wposf.div(1024.0)).into_array()) as f32) .sub(0.1) .mul(1.2) .max(0.0), } } pub fn get_base_z(&self) -> f32 { self.alt - Z_TOLERANCE.0 * (self.chaos + 0.1) - 3.0 } pub fn get_max_z(&self) -> f32 { self.alt + Z_TOLERANCE.1 } }