mod natural; use crate::{ column::{ColumnGen, ColumnSample}, util::{HashCache, RandomField, Sampler, SamplerMut}, World, CONFIG, }; use common::{ terrain::{structure::StructureBlock, Block, Structure}, vol::{ReadVol, Vox}, }; use noise::NoiseFn; use std::ops::{Add, Div, Mul, Neg}; 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(64), column_gen, } } fn sample_column( column_gen: &ColumnGen<'a>, cache: &mut HashCache, Option>>, wpos: Vec2, ) -> Option> { cache .get(Vec2::from(wpos), |wpos| column_gen.get(wpos)) .clone() } fn get_cliff_height( column_gen: &ColumnGen<'a>, cache: &mut HashCache, Option>>, wpos: Vec2, close_cliffs: &[(Vec2, u32); 9], cliff_hill: f32, ) -> f32 { close_cliffs.iter().fold( 0.0f32, |max_height, (cliff_pos, seed)| match Self::sample_column( column_gen, cache, Vec2::from(*cliff_pos), ) { Some(cliff_sample) if cliff_sample.is_cliffs && cliff_sample.spawn_rate > 0.5 => { let cliff_pos3d = Vec3::from(*cliff_pos); let height = RandomField::new(seed + 1).get(cliff_pos3d) % 48; let radius = RandomField::new(seed + 2).get(cliff_pos3d) % 48 + 8; max_height.max( if cliff_pos.map(|e| e as f32).distance_squared(wpos) < (radius * radius) as f32 { cliff_sample.alt + height as f32 * (1.0 - cliff_sample.chaos) + cliff_hill } else { 0.0 }, ) } _ => max_height, }, ) } pub fn get_z_cache(&mut self, wpos: Vec2) -> Option> { let BlockGen { world, column_cache, column_gen, } = self; // Main sample let sample = Self::sample_column(column_gen, column_cache, wpos)?; // Tree samples let mut structure_samples = [None, None, None, None, None, None, None, None, None]; for i in 0..structure_samples.len() { let st_sample = Self::sample_column( column_gen, column_cache, Vec2::from(sample.close_trees[i].0), ); structure_samples[i] = st_sample; } let mut structures = [None, None, None, None, None, None, None, None, None]; for i in 0..structures.len() { let (st_pos, st_seed) = sample.close_trees[i]; let st_info = natural::structure_gen( column_gen, column_cache, i, st_pos, st_seed, &structure_samples, ); if let (Some(st_info), Some(st_sample)) = (st_info, structure_samples[i].clone()) { structures[i] = Some((st_info, st_sample)); } } Some(ZCache { wpos, sample, structures, }) } pub fn get_with_z_cache(&mut self, wpos: Vec3, z_cache: Option<&ZCache>) -> Option { let BlockGen { world, column_cache, column_gen, } = self; let &ColumnSample { alt, chaos, water_level, //river, surface_color, sub_surface_color, //tree_density, //forest_kind, close_trees, cave_xy, cave_alt, rock, //cliffs, cliff_hill, close_cliffs, //temp, .. } = &z_cache?.sample; let structures = &z_cache?.structures; let wposf = wpos.map(|e| e as f64); let (definitely_underground, height, water_height) = if (wposf.z as f32) < alt - 64.0 * chaos { // Shortcut warping (true, alt, water_level) } else { // Apply warping let warp = (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 height = if (wposf.z as f32) < alt + warp - 10.0 { // Shortcut cliffs alt + warp } else { let turb = Vec2::new( world .sim() .gen_ctx .turb_x_nz .get((wposf.div(48.0)).into_array()) as f32, world .sim() .gen_ctx .turb_y_nz .get((wposf.div(48.0)).into_array()) as f32, ) * 12.0; let wpos_turb = Vec2::from(wpos).map(|e: i32| e as f32) + turb; let cliff_height = Self::get_cliff_height( column_gen, column_cache, wpos_turb, &close_cliffs, cliff_hill, ); (alt + warp).max(cliff_height) }; (false, height, water_level + warp) }; // 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 warm_stone = Block::new(1, Rgb::new(165, 165, 130)); let water = Block::new(1, Rgb::new(100, 150, 255)); let grass_depth = 1.5 + 2.0 * chaos; let block = if (wposf.z as f32) < height - grass_depth { let col = Lerp::lerp( sub_surface_color.map(|e| (e * 255.0) as u8), stone_col, (height - grass_depth - 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( sub_surface_color, surface_color, (wposf.z as f32 - (height - grass_depth)) .div(grass_depth) .powf(0.5), ); // Surface Some(Block::new(1, col.map(|e| (e * 255.0) as u8))) } else if (wposf.z as f32) < water_height { // 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(world.sim().seed + 0); let field1 = RandomField::new(world.sim().seed + 1); let field2 = RandomField::new(world.sim().seed + 2); Some(Block::new( 1, 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(25.0, 100.0, 30.0), Rgb::new(75.0, 255.0, 0.0), lerp, ) .map(|e| e as u8), ), StructureBlock::Block(block) => block, } } let block = if definitely_underground { block.unwrap_or(Block::empty()) } else { block .or_else(|| { structures.iter().find_map(|st| { let (st, st_sample) = st.as_ref()?; let rpos = wpos - st.pos; let block_pos = Vec3::unit_z() * rpos.z + Vec3::from(st.units.0) * rpos.x + Vec3::from(st.units.1) * rpos.y; st.volume .get((block_pos * 128) / 128) // Scaling .map(|b| { block_from_structure( *b, block_pos, st.pos.into(), st.seed, st_sample, ) }) .ok() .filter(|block| !block.is_empty()) }) }) .unwrap_or(Block::empty()) }; Some(block) } } pub struct ZCache<'a> { wpos: Vec2, sample: ColumnSample<'a>, structures: [Option<(StructureInfo, ColumnSample<'a>)>; 9], } impl<'a> ZCache<'a> { pub fn get_z_limits(&self) -> (f32, f32) { let cave_depth = if self.sample.cave_xy.abs() > 0.9 { (self.sample.alt - self.sample.cave_alt) + 8.0 } else { 0.0 }; let min = self.sample.alt - (self.sample.chaos * 48.0 + cave_depth) - 4.0; let cliff = if self.sample.near_cliffs { 48.0 } else { 0.0 }; let warp = self.sample.chaos * 48.0; let structure = self.structures.iter().filter_map(|st| st.as_ref()).fold( 0, |a, (st_info, st_sample)| { let bounds = st_info.volume.get_bounds(); let min = Vec2::from(bounds.min + st_info.pos); let max = Vec2::from(bounds.max + st_info.pos); if (Aabr { min, max }).contains_point(self.wpos) { a.max(bounds.max.z) } else { a } }, ) as f32; let max = (self.sample.alt + cliff + structure + warp + 8.0).max(self.sample.water_level + 2.0); (min, max) } } pub struct StructureInfo { pos: Vec3, seed: u32, units: (Vec2, Vec2), volume: &'static Structure, } impl<'a> SamplerMut for BlockGen<'a> { type Index = Vec3; type Sample = Option; fn get(&mut self, wpos: Vec3) -> Option { let z_cache = self.get_z_cache(wpos.into()); self.get_with_z_cache(wpos, z_cache.as_ref()) } }