veloren/world/examples/water.rs
Joshua Yanovski 2b38927345 Fixes for nonstandard chunk and map sizes.
Also fixes a longstanding map rendering issue.
2020-01-23 18:18:11 +01:00

376 lines
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Rust
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use common::{terrain::TerrainChunkSize, vol::RectVolSize};
// use self::Mode::*;
use std::{f32, f64, path::PathBuf};
use vek::*;
use veloren_world::{
sim::{self, RiverKind, WorldOpts, WORLD_SIZE},
util::Sampler,
World, CONFIG,
};
const W: usize = 1024;
const H: usize = 1024;
/* enum Mode {
/// Directional keys affect position of the camera.
///
/// (W A S D move left and right, F B zoom in and out).
Alt,
/// Directional keys affect angle of the lens
///
/// (W
Lens,
/// Directional keys affect light direction.
///
/// (W A S D move left and right, F B move towards and awaay).
Light,
}; */
fn main() {
pretty_env_logger::init();
let map_file =
// "map_1575990726223.bin";
// "map_1575987666972.bin";
"map_1576046079066.bin";
let mut _map_file = PathBuf::from("./maps");
_map_file.push(map_file);
let world = World::generate(1337, WorldOpts {
seed_elements: false,
// world_file: sim::FileOpts::Load(_map_file),
world_file: sim::FileOpts::Save,
..WorldOpts::default()
});
let sampler = world.sim();
let mut win =
minifb::Window::new("World Viewer", W, H, minifb::WindowOptions::default()).unwrap();
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 light_res = 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 light = light_direction.normalized();
let mut buf = vec![0; W * H];
const QUADRANTS: usize = 4;
let mut quads = [[0u32; QUADRANTS]; QUADRANTS];
let mut rivers = 0u32;
let mut lakes = 0u32;
let mut oceans = 0u32;
// let water_light = (light_direction.z + 1.0) / 2.0 * 0.8 + 0.2;
let focus_rect = Vec2::from(focus);
let true_sea_level = (CONFIG.sea_level as f64 - focus.z) / gain as f64;
for i in 0..W {
for j in 0..H {
let pos = (focus_rect + Vec2::new(i as f64, j as f64) * scale).map(|e: f64| e as i32);
/* let top_left = pos;
let top_right = focus + Vec2::new(i as i32 + light_res, j as i32) * scale;
let bottom_left = focus + Vec2::new(i as i32, j as i32 + light_res) * scale; */
let (alt, basement, water_alt, humidity, temperature, downhill, river_kind) = sampler
.get(pos)
.map(|sample| {
(
sample.alt,
sample.basement,
sample.water_alt,
sample.humidity,
sample.temp,
sample.downhill,
sample.river.river_kind,
)
})
.unwrap_or((CONFIG.sea_level, CONFIG.sea_level, CONFIG.sea_level, 0.0, 0.0, None, None));
let humidity = humidity.min(1.0).max(0.0);
let temperature = temperature.min(1.0).max(-1.0) * 0.5 + 0.5;
let pos = pos * TerrainChunkSize::RECT_SIZE.map(|e| e as i32);
let downhill_pos = (downhill
.map(|downhill_pos| downhill_pos/*.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| e / sz as i32)*/)
.unwrap_or(pos + TerrainChunkSize::RECT_SIZE.map(|e| e as i32))
- pos)/* * scale*/
+ pos;
let downhill_alt = sampler
.get_wpos(downhill_pos)
.map(|s| if is_basement { s.basement } else { s.alt })
.unwrap_or(CONFIG.sea_level);
let alt = if is_basement { basement } else { alt };
/* let alt_tl = sampler.get(top_left).map(|s| s.alt)
.unwrap_or(CONFIG.sea_level);
let alt_tr = sampler.get(top_right).map(|s| s.alt)
.unwrap_or(CONFIG.sea_level);
let alt_bl = sampler.get(bottom_left).map(|s| s.alt)
.unwrap_or(CONFIG.sea_level); */
let cross_pos = pos
+ ((downhill_pos - pos)
.map(|e| e as f32)
.rotated_z(f32::consts::FRAC_PI_2)
.map(|e| e as i32));
let cross_alt = sampler
.get_wpos(cross_pos)
.map(|s| if is_basement { s.basement } else { s.alt })
.unwrap_or(CONFIG.sea_level);
// Pointing downhill, forward
// (index--note that (0,0,1) is backward right-handed)
let forward_vec = Vec3::new(
(downhill_pos.x - pos.x) as f64,
(downhill_alt - alt) as f64 * lgain,
(downhill_pos.y - pos.y) as f64,
);
// Pointing 90 degrees left (in horizontal xy) of downhill, up
// (middle--note that (1,0,0), 90 degrees CCW backward, is right right-handed)
let up_vec = Vec3::new(
(cross_pos.x - pos.x) as f64,
(cross_alt - alt) as f64 * lgain,
(cross_pos.y - pos.y) as f64,
);
// Then cross points "to the right" (upwards) on a right-handed coordinate system.
// (right-handed coordinate system means (0, 0, 1.0) is "forward" into the screen).
let surface_normal = forward_vec.cross(up_vec).normalized();
// f = (0, alt_bl - alt_tl, 1) [backward right-handed = (0,0,1)]
// u = (1, alt_tr - alt_tl, 0) [right (90 degrees CCW backward) = (1,0,0)]
// (f × u in right-handed coordinate system: pointing up)
//
// f × u =
// (a.y*b.z - a.z*b.y,
// a.z*b.x - a.x*b.z,
// a.x*b.y - a.y*b.x,
// )
// =
// (-(alt_tr - alt_tl),
// 1,
// -(alt_bl - alt_tl),
// )
// =
// (alt_tl - alt_tr,
// 1,
// alt_tl - alt_bl,
// )
//
// let surface_normal = Vec3::new((alt_tl - alt_tr) as f64, 1.0, (alt_tl - alt_bl) as f64).normalized();
let light = (surface_normal.dot(light) + 1.0) / 2.0;
let light = (light * 0.9) + 0.1;
let true_water_alt = (alt.max(water_alt) as f64 - focus.z) / gain as f64;
let true_alt = (alt as f64 - focus.z) / gain as f64;
let water_depth = (true_water_alt - true_alt)
.min(1.0)
.max(0.0);
let water_alt = true_water_alt
.min(1.0)
.max(0.0);
let alt = true_alt
.min(1.0)
.max(0.0);
let quad =
|x: f32| ((x as f64 * QUADRANTS as f64).floor() as usize).min(QUADRANTS - 1);
if river_kind.is_none() || humidity != 0.0 {
quads[quad(humidity)][quad(temperature)] += 1;
}
match river_kind {
Some(RiverKind::River { .. }) => {
rivers += 1;
}
Some(RiverKind::Lake { .. }) => {
lakes += 1;
}
Some(RiverKind::Ocean { .. }) => {
oceans += 1;
}
None => {}
}
buf[j * W + i] = match (river_kind, (is_water, true_alt >= true_sea_level)) {
(_, (false, _)) | ( None, (_, true)) => {
let (r, g, b) = (
(if is_shaded { alt } else { alt } * if is_temperature { temperature as f64 } else if is_shaded { alt } else { 0.0 }).sqrt(),
if is_shaded { 0.2 + (alt * 0.8) } else { alt },
(if is_shaded { alt } else { alt } * if is_humidity { humidity as f64 } else if is_shaded { alt } else { 0.0 }).sqrt(),
);
let light = if is_shaded {
light
} else {
1.0
};
u32::from_le_bytes([
(b * light * 255.0) as u8,
(g * light * 255.0) as u8,
(r * light * 255.0) as u8,
255,
])
/* u32::from_le_bytes([
(/*alt * *//*(1.0 - humidity)*/(alt * humidity).sqrt()/*temperature*/ * 255.0) as u8,
(/*alt*//*alt*//* * humidity*//*alt * 255.0*//*humidity*/alt * 255.0) as u8,
(/*alt*//*alt * *//*(1.0 - humidity)*/(alt * temperature).sqrt() * 255.0) as u8,
255,
]) */
},
(Some(RiverKind::Ocean), _) => u32::from_le_bytes([
((64.0 - water_depth * 64.0) * 1.0) as u8,
((32.0 - water_depth * 32.0) * 1.0) as u8,
0,
255,
]),
(Some(RiverKind::River { .. }), _) => u32::from_le_bytes([
64 + (alt * 191.0) as u8,
32 + (alt * 95.0) as u8,
0,
255,
]),
(None, _) | (Some(RiverKind::Lake { .. }), _) => u32::from_le_bytes([
(((64.0 + water_alt * 191.0) + (- water_depth * 64.0)) * 1.0) as u8,
(((32.0 + water_alt * 95.0) + (- water_depth * 32.0)) * 1.0) as u8,
0,
255,
]),
};
}
}
let spd = 32.0;
let lspd = 0.1;
if win.is_key_down(minifb::Key::P) {
println!(
"\
Gain / Shade gain: {:?} / {:?}\n\
Scale / Focus: {:?} / {:?}\n\
Light: {:?}
Land(adjacent): (X = temp, Y = humidity): {:?}\n\
Rivers: {:?}\n\
Lakes: {:?}\n\
Oceans: {:?}\n\
Total water: {:?}\n\
Total land(adjacent): {:?}",
gain,
lgain,
scale,
focus,
light_direction,
quads,
rivers,
lakes,
oceans,
rivers + lakes + oceans,
quads.iter().map(|x| x.iter().sum::<u32>()).sum::<u32>()
);
}
if win.get_mouse_down(minifb::MouseButton::Left) {
if let Some((mx, my)) = win.get_mouse_pos(minifb::MouseMode::Clamp) {
let pos = (focus_rect + (Vec2::new(mx as f64, my as f64) * scale)).map(|e| e as i32);
println!(
"Chunk position: {:?}",
pos.map2(TerrainChunkSize::RECT_SIZE, |e, f| e * f as i32)
);
}
}
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;
}
// scale += 1;
}
}
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;
}
// scale = (scale - 1).max(0);
}
}
win.update_with_buffer(&buf).unwrap();
}
}