mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
2b38927345
Also fixes a longstanding map rendering issue.
376 lines
15 KiB
Rust
376 lines
15 KiB
Rust
use common::{terrain::TerrainChunkSize, vol::RectVolSize};
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// use self::Mode::*;
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use std::{f32, f64, path::PathBuf};
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use vek::*;
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use veloren_world::{
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sim::{self, RiverKind, WorldOpts, WORLD_SIZE},
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util::Sampler,
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World, CONFIG,
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};
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const W: usize = 1024;
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const H: usize = 1024;
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/* enum Mode {
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/// Directional keys affect position of the camera.
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///
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/// (W A S D move left and right, F B zoom in and out).
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Alt,
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/// Directional keys affect angle of the lens
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///
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/// (W
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Lens,
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/// Directional keys affect light direction.
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///
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/// (W A S D move left and right, F B move towards and awaay).
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Light,
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}; */
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fn main() {
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pretty_env_logger::init();
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let map_file =
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// "map_1575990726223.bin";
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// "map_1575987666972.bin";
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"map_1576046079066.bin";
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let mut _map_file = PathBuf::from("./maps");
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_map_file.push(map_file);
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let world = World::generate(1337, WorldOpts {
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seed_elements: false,
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// world_file: sim::FileOpts::Load(_map_file),
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world_file: sim::FileOpts::Save,
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..WorldOpts::default()
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});
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let sampler = world.sim();
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let mut win =
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minifb::Window::new("World Viewer", W, H, minifb::WindowOptions::default()).unwrap();
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let mut focus = Vec3::new(0.0, 0.0, CONFIG.sea_level as f64);
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// Altitude is divided by gain and clamped to [0, 1]; thus, decreasing gain makes
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// smaller differences in altitude appear larger.
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let mut gain = CONFIG.mountain_scale;
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// The Z component during normal calculations is multiplied by gain; thus,
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let mut lgain = 1.0;
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let mut scale = (WORLD_SIZE.x as f64 / W as f64);
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// Right-handed coordinate system: light is going left, down, and "backwards" (i.e. on the
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// map, where we translate the y coordinate on the world map to z in the coordinate system,
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// the light comes from -y on the map and points towards +y on the map). In a right
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// handed coordinate system, the "camera" points towards -z, so positive z is backwards
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// "into" the camera.
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//
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// "In world space the x-axis will be pointing east, the y-axis up and the z-axis will be pointing south"
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let mut light_direction = Vec3::new(-0.8, -1.0, 0.3);
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let light_res = 3;
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let mut is_basement = false;
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let mut is_water = true;
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let mut is_shaded = true;
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let mut is_temperature = true;
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let mut is_humidity = true;
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while win.is_open() {
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let light = light_direction.normalized();
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let mut buf = vec![0; W * H];
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const QUADRANTS: usize = 4;
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let mut quads = [[0u32; QUADRANTS]; QUADRANTS];
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let mut rivers = 0u32;
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let mut lakes = 0u32;
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let mut oceans = 0u32;
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// let water_light = (light_direction.z + 1.0) / 2.0 * 0.8 + 0.2;
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let focus_rect = Vec2::from(focus);
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let true_sea_level = (CONFIG.sea_level as f64 - focus.z) / gain as f64;
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for i in 0..W {
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for j in 0..H {
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let pos = (focus_rect + Vec2::new(i as f64, j as f64) * scale).map(|e: f64| e as i32);
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/* let top_left = pos;
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let top_right = focus + Vec2::new(i as i32 + light_res, j as i32) * scale;
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let bottom_left = focus + Vec2::new(i as i32, j as i32 + light_res) * scale; */
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let (alt, basement, water_alt, humidity, temperature, downhill, river_kind) = sampler
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.get(pos)
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.map(|sample| {
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(
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sample.alt,
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sample.basement,
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sample.water_alt,
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sample.humidity,
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sample.temp,
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sample.downhill,
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sample.river.river_kind,
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)
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})
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.unwrap_or((CONFIG.sea_level, CONFIG.sea_level, CONFIG.sea_level, 0.0, 0.0, None, None));
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let humidity = humidity.min(1.0).max(0.0);
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let temperature = temperature.min(1.0).max(-1.0) * 0.5 + 0.5;
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let pos = pos * TerrainChunkSize::RECT_SIZE.map(|e| e as i32);
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let downhill_pos = (downhill
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.map(|downhill_pos| downhill_pos/*.map2(TerrainChunkSize::RECT_SIZE, |e, sz: u32| e / sz as i32)*/)
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.unwrap_or(pos + TerrainChunkSize::RECT_SIZE.map(|e| e as i32))
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- pos)/* * scale*/
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+ pos;
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let downhill_alt = sampler
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.get_wpos(downhill_pos)
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.map(|s| if is_basement { s.basement } else { s.alt })
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.unwrap_or(CONFIG.sea_level);
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let alt = if is_basement { basement } else { alt };
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/* let alt_tl = sampler.get(top_left).map(|s| s.alt)
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.unwrap_or(CONFIG.sea_level);
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let alt_tr = sampler.get(top_right).map(|s| s.alt)
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.unwrap_or(CONFIG.sea_level);
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let alt_bl = sampler.get(bottom_left).map(|s| s.alt)
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.unwrap_or(CONFIG.sea_level); */
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let cross_pos = pos
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+ ((downhill_pos - pos)
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.map(|e| e as f32)
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.rotated_z(f32::consts::FRAC_PI_2)
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.map(|e| e as i32));
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let cross_alt = sampler
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.get_wpos(cross_pos)
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.map(|s| if is_basement { s.basement } else { s.alt })
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.unwrap_or(CONFIG.sea_level);
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// Pointing downhill, forward
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// (index--note that (0,0,1) is backward right-handed)
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let forward_vec = Vec3::new(
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(downhill_pos.x - pos.x) as f64,
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(downhill_alt - alt) as f64 * lgain,
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(downhill_pos.y - pos.y) as f64,
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);
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// Pointing 90 degrees left (in horizontal xy) of downhill, up
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// (middle--note that (1,0,0), 90 degrees CCW backward, is right right-handed)
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let up_vec = Vec3::new(
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(cross_pos.x - pos.x) as f64,
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(cross_alt - alt) as f64 * lgain,
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(cross_pos.y - pos.y) as f64,
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);
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// Then cross points "to the right" (upwards) on a right-handed coordinate system.
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// (right-handed coordinate system means (0, 0, 1.0) is "forward" into the screen).
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let surface_normal = forward_vec.cross(up_vec).normalized();
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// f = (0, alt_bl - alt_tl, 1) [backward right-handed = (0,0,1)]
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// u = (1, alt_tr - alt_tl, 0) [right (90 degrees CCW backward) = (1,0,0)]
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// (f × u in right-handed coordinate system: pointing up)
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//
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// f × u =
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// (a.y*b.z - a.z*b.y,
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// a.z*b.x - a.x*b.z,
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// a.x*b.y - a.y*b.x,
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// )
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// =
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// (-(alt_tr - alt_tl),
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// 1,
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// -(alt_bl - alt_tl),
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// )
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// =
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// (alt_tl - alt_tr,
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// 1,
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// alt_tl - alt_bl,
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// )
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//
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// let surface_normal = Vec3::new((alt_tl - alt_tr) as f64, 1.0, (alt_tl - alt_bl) as f64).normalized();
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let light = (surface_normal.dot(light) + 1.0) / 2.0;
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let light = (light * 0.9) + 0.1;
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let true_water_alt = (alt.max(water_alt) as f64 - focus.z) / gain as f64;
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let true_alt = (alt as f64 - focus.z) / gain as f64;
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let water_depth = (true_water_alt - true_alt)
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.min(1.0)
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.max(0.0);
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let water_alt = true_water_alt
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.min(1.0)
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.max(0.0);
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let alt = true_alt
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.min(1.0)
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.max(0.0);
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let quad =
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|x: f32| ((x as f64 * QUADRANTS as f64).floor() as usize).min(QUADRANTS - 1);
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if river_kind.is_none() || humidity != 0.0 {
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quads[quad(humidity)][quad(temperature)] += 1;
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}
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match river_kind {
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Some(RiverKind::River { .. }) => {
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rivers += 1;
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}
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Some(RiverKind::Lake { .. }) => {
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lakes += 1;
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}
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Some(RiverKind::Ocean { .. }) => {
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oceans += 1;
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}
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None => {}
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}
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buf[j * W + i] = match (river_kind, (is_water, true_alt >= true_sea_level)) {
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(_, (false, _)) | ( None, (_, true)) => {
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let (r, g, b) = (
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(if is_shaded { alt } else { alt } * if is_temperature { temperature as f64 } else if is_shaded { alt } else { 0.0 }).sqrt(),
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if is_shaded { 0.2 + (alt * 0.8) } else { alt },
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(if is_shaded { alt } else { alt } * if is_humidity { humidity as f64 } else if is_shaded { alt } else { 0.0 }).sqrt(),
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);
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let light = if is_shaded {
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light
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} else {
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1.0
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};
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u32::from_le_bytes([
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(b * light * 255.0) as u8,
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(g * light * 255.0) as u8,
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(r * light * 255.0) as u8,
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255,
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])
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/* u32::from_le_bytes([
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(/*alt * *//*(1.0 - humidity)*/(alt * humidity).sqrt()/*temperature*/ * 255.0) as u8,
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(/*alt*//*alt*//* * humidity*//*alt * 255.0*//*humidity*/alt * 255.0) as u8,
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(/*alt*//*alt * *//*(1.0 - humidity)*/(alt * temperature).sqrt() * 255.0) as u8,
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255,
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]) */
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},
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(Some(RiverKind::Ocean), _) => u32::from_le_bytes([
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((64.0 - water_depth * 64.0) * 1.0) as u8,
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((32.0 - water_depth * 32.0) * 1.0) as u8,
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0,
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255,
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]),
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(Some(RiverKind::River { .. }), _) => u32::from_le_bytes([
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64 + (alt * 191.0) as u8,
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32 + (alt * 95.0) as u8,
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0,
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255,
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]),
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(None, _) | (Some(RiverKind::Lake { .. }), _) => u32::from_le_bytes([
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(((64.0 + water_alt * 191.0) + (- water_depth * 64.0)) * 1.0) as u8,
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(((32.0 + water_alt * 95.0) + (- water_depth * 32.0)) * 1.0) as u8,
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0,
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255,
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]),
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};
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}
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}
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let spd = 32.0;
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let lspd = 0.1;
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if win.is_key_down(minifb::Key::P) {
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println!(
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"\
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Gain / Shade gain: {:?} / {:?}\n\
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Scale / Focus: {:?} / {:?}\n\
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Light: {:?}
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Land(adjacent): (X = temp, Y = humidity): {:?}\n\
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Rivers: {:?}\n\
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Lakes: {:?}\n\
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Oceans: {:?}\n\
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Total water: {:?}\n\
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Total land(adjacent): {:?}",
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gain,
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lgain,
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scale,
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focus,
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light_direction,
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quads,
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rivers,
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lakes,
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oceans,
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rivers + lakes + oceans,
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quads.iter().map(|x| x.iter().sum::<u32>()).sum::<u32>()
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);
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}
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if win.get_mouse_down(minifb::MouseButton::Left) {
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if let Some((mx, my)) = win.get_mouse_pos(minifb::MouseMode::Clamp) {
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let pos = (focus_rect + (Vec2::new(mx as f64, my as f64) * scale)).map(|e| e as i32);
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println!(
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"Chunk position: {:?}",
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pos.map2(TerrainChunkSize::RECT_SIZE, |e, f| e * f as i32)
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);
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}
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}
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let is_camera = win.is_key_down(minifb::Key::C);
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if win.is_key_down(minifb::Key::B) {
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is_basement ^= true;
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}
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if win.is_key_down(minifb::Key::H) {
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is_humidity ^= true;
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}
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if win.is_key_down(minifb::Key::T) {
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is_temperature ^= true;
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}
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if win.is_key_down(minifb::Key::O) {
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is_water ^= true;
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}
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if win.is_key_down(minifb::Key::L) {
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is_shaded ^= true;
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}
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if win.is_key_down(minifb::Key::W) {
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if is_camera {
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light_direction.z -= lspd;
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} else {
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focus.y -= spd * scale;
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}
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}
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if win.is_key_down(minifb::Key::A) {
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if is_camera {
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light_direction.x -= lspd;
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} else {
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focus.x -= spd * scale;
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}
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}
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if win.is_key_down(minifb::Key::S) {
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if is_camera {
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light_direction.z += lspd;
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} else {
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focus.y += spd * scale;
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}
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}
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if win.is_key_down(minifb::Key::D) {
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if is_camera {
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light_direction.x += lspd;
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} else {
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focus.x += spd * scale;
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}
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}
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if win.is_key_down(minifb::Key::Q) {
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if is_camera {
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if (lgain * 2.0).is_normal() {
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lgain *= 2.0;
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}
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} else {
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gain += 64.0;
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}
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}
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if win.is_key_down(minifb::Key::E) {
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if is_camera {
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if (lgain / 2.0).is_normal() {
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lgain /= 2.0;
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}
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} else {
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gain = (gain - 64.0).max(64.0);
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}
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}
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if win.is_key_down(minifb::Key::R) {
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if is_camera {
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focus.z += spd * scale;
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} else {
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if (scale * 2.0).is_normal() {
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scale *= 2.0;
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}
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// scale += 1;
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}
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}
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if win.is_key_down(minifb::Key::F) {
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if is_camera {
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focus.z -= spd * scale;
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} else {
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if (scale / 2.0).is_normal() {
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scale /= 2.0;
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}
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// scale = (scale - 1).max(0);
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}
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}
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win.update_with_buffer(&buf).unwrap();
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}
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}
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