veloren/world/src/block/mod.rs

274 lines
8.8 KiB
Rust

use crate::{
column::{ColumnGen, ColumnSample},
util::{RandomField, Sampler, SmallCache},
IndexRef,
};
use common::terrain::{
structure::{self, StructureBlock},
Block, BlockKind, SpriteKind,
};
use core::ops::{Div, Mul, Range};
use serde::Deserialize;
use vek::*;
#[derive(Deserialize)]
pub struct Colors {
// TODO(@Sharp): After the merge, construct enough infrastructure to make it convenient to
// define mapping functions over the input; i.e. we should be able to interpret some fields as
// defining App<Abs<Fun, Type>, Arg>, where Fun : (Context, Arg) → (S, Type).
pub structure_blocks: structure::structure_block::PureCases<Option<Range<(u8, u8, u8)>>>,
}
pub struct BlockGen<'a> {
pub column_gen: ColumnGen<'a>,
}
impl<'a> BlockGen<'a> {
pub fn new(column_gen: ColumnGen<'a>) -> Self { Self { column_gen } }
pub fn sample_column<'b>(
column_gen: &ColumnGen<'a>,
cache: &'b mut SmallCache<Option<ColumnSample<'a>>>,
wpos: Vec2<i32>,
index: IndexRef<'a>,
) -> Option<&'b ColumnSample<'a>> {
cache
.get(wpos, |wpos| column_gen.get((wpos, index)))
.as_ref()
}
pub fn get_z_cache(&mut self, wpos: Vec2<i32>, index: IndexRef<'a>) -> Option<ZCache<'a>> {
let BlockGen { column_gen } = self;
// Main sample
let sample = column_gen.get((wpos, index))?;
Some(ZCache { sample })
}
pub fn get_with_z_cache(&mut self, wpos: Vec3<i32>, z_cache: Option<&ZCache>) -> Option<Block> {
let BlockGen { column_gen } = self;
let world = column_gen.sim;
let z_cache = z_cache?;
let sample = &z_cache.sample;
let &ColumnSample {
alt,
basement,
chaos,
water_level,
warp_factor,
surface_color,
sub_surface_color,
//tree_density,
//forest_kind,
//close_structures,
// marble,
// marble_small,
rock,
// temp,
// humidity,
stone_col,
snow_cover,
..
} = sample;
let wposf = wpos.map(|e| e as f64);
let (_definitely_underground, height, basement_height, water_height) =
if (wposf.z as f32) < alt - 64.0 * chaos {
// Shortcut warping
(true, alt, basement, water_level)
} else {
// Apply warping
let warp = world
.gen_ctx
.warp_nz
.get(wposf.div(24.0))
.mul((chaos - 0.1).max(0.0).min(1.0).powi(2))
.mul(16.0);
let warp = Lerp::lerp(0.0, warp, warp_factor);
let height = alt + warp;
(
false,
height,
basement + height - alt,
(if water_level <= alt {
water_level + warp
} else {
water_level
}),
)
};
// Sample blocks
let water = Block::new(BlockKind::Water, Rgb::zero());
let grass_depth = (1.5 + 2.0 * chaos).min(height - basement_height);
if (wposf.z as f32) < height - grass_depth {
let stone_factor = (height - grass_depth - wposf.z as f32) * 0.15;
let col = Lerp::lerp(
sub_surface_color,
stone_col.map(|e| e as f32 / 255.0),
stone_factor,
)
.map(|e| (e * 255.0) as u8);
if stone_factor >= 0.5 {
Some(Block::new(BlockKind::Rock, col))
} else {
Some(Block::new(BlockKind::Earth, col))
}
} else if (wposf.z as f32) < height {
let grass_factor = (wposf.z as f32 - (height - grass_depth))
.div(grass_depth)
.sqrt();
let col = Lerp::lerp(sub_surface_color, surface_color, grass_factor);
// Surface
Some(Block::new(
if snow_cover {
//if temp < CONFIG.snow_temp + 0.031 {
BlockKind::Snow
} else if grass_factor > 0.7 {
BlockKind::Grass
} else {
BlockKind::Earth
},
col.map(|e| (e * 255.0) as u8),
))
} else {
None
}
.or_else(|| {
// Rocks
if (height + 2.5 - wposf.z as f32).div(7.5).abs().powi(2) < rock {
#[allow(clippy::identity_op)]
let field0 = RandomField::new(world.seed + 0);
let field1 = RandomField::new(world.seed + 1);
let field2 = RandomField::new(world.seed + 2);
Some(Block::new(
BlockKind::WeakRock,
stone_col.map2(
Rgb::new(
field0.get(wpos) as u8 % 16,
field1.get(wpos) as u8 % 16,
field2.get(wpos) as u8 % 16,
),
|stone, x| stone.saturating_sub(x),
),
))
} else {
None
}
})
.or_else(|| {
// Water
if (wposf.z as f32) < water_height {
// Ocean
Some(water)
} else {
None
}
})
}
}
pub struct ZCache<'a> {
pub sample: ColumnSample<'a>,
}
impl<'a> ZCache<'a> {
pub fn get_z_limits(&self) -> (f32, f32) {
let min = self.sample.alt - (self.sample.chaos.min(1.0) * 16.0);
let min = min - 4.0;
let rocks = if self.sample.rock > 0.0 { 12.0 } else { 0.0 };
let warp = self.sample.chaos * 32.0;
let ground_max = self.sample.alt + warp + rocks + 2.0;
let max = ground_max.max(self.sample.water_level + 2.0);
(min, max)
}
}
pub fn block_from_structure(
index: IndexRef,
sblock: StructureBlock,
pos: Vec3<i32>,
structure_pos: Vec2<i32>,
structure_seed: u32,
sample: &ColumnSample,
mut with_sprite: impl FnMut(SpriteKind) -> Block,
) -> Option<Block> {
let field = RandomField::new(structure_seed);
let lerp = ((field.get(Vec3::from(structure_pos)).rem_euclid(256)) as f32 / 255.0) * 0.8
+ ((field.get(pos + std::i32::MAX / 2).rem_euclid(256)) as f32 / 255.0) * 0.2;
match sblock {
StructureBlock::None => None,
StructureBlock::Hollow => Some(with_sprite(SpriteKind::Empty)),
StructureBlock::Grass => Some(Block::new(
BlockKind::Grass,
sample.surface_color.map(|e| (e * 255.0) as u8),
)),
StructureBlock::Normal(color) => Some(Block::new(BlockKind::Misc, color)),
StructureBlock::Water => Some(Block::water(SpriteKind::Empty)),
// TODO: If/when liquid supports other colors again, revisit this.
StructureBlock::GreenSludge => Some(Block::water(SpriteKind::Empty)),
// None of these BlockKinds has an orientation, so we just use zero for the other color
// bits.
StructureBlock::Liana => Some(with_sprite(SpriteKind::Liana)),
StructureBlock::Fruit => {
if field.get(pos + structure_pos) % 24 == 0 {
Some(with_sprite(SpriteKind::Beehive))
} else if field.get(pos + structure_pos + 1) % 3 == 0 {
Some(with_sprite(SpriteKind::Apple))
} else {
None
}
},
StructureBlock::Coconut => {
if field.get(pos + structure_pos) % 3 > 0 {
None
} else {
Some(with_sprite(SpriteKind::Coconut))
}
},
StructureBlock::Chest => {
if structure_seed % 10 < 7 {
Some(Block::empty())
} else {
Some(with_sprite(SpriteKind::Chest))
}
},
// We interpolate all these BlockKinds as needed.
StructureBlock::TemperateLeaves
| StructureBlock::PineLeaves
| StructureBlock::PalmLeavesInner
| StructureBlock::PalmLeavesOuter
| StructureBlock::Acacia
| StructureBlock::Mangrove => sblock
.elim_case_pure(&index.colors.block.structure_blocks)
.as_ref()
.map(|range| {
Block::new(
BlockKind::Leaves,
Rgb::<f32>::lerp(
Rgb::<u8>::from(range.start).map(f32::from),
Rgb::<u8>::from(range.end).map(f32::from),
lerp,
)
.map(|e| e as u8),
)
}),
}
}