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use fastnoise_lite::{FastNoiseLite, FractalType};
use glam::{IVec2, Vec2};
use crate::{
content::materials::MaterialId,
proc_gen::{Biome, InterpolatedPixel},
sim::cell::Cell,
};
const DISPLACEMENT_ROUGHNESS: f32 = 0.375;
const BOUNDARY_ROUGHNESS: f32 = 0.375;
pub struct MinesBiome {
pub dirt_roughness: FastNoiseLite,
pub water_roughness: FastNoiseLite,
pub wood_roughness: FastNoiseLite,
}
impl MinesBiome {
fn pixel_idx_to_type(idx: u8) -> MinesBiomePixelType {
match idx {
1 => MinesBiomePixelType::Dirt,
12 => MinesBiomePixelType::Water,
13 => MinesBiomePixelType::Wood,
_ => MinesBiomePixelType::Void,
}
}
fn material_roughness(&self, pixel_type: MinesBiomePixelType, world: Vec2) -> f32 {
match pixel_type {
MinesBiomePixelType::Dirt => self.dirt_roughness.get_noise_2d(world.x, world.y),
MinesBiomePixelType::Water => self.water_roughness.get_noise_2d(world.x, world.y),
MinesBiomePixelType::Wood => self.wood_roughness.get_noise_2d(world.x, world.y),
_ => self.dirt_roughness.get_noise_2d(world.x, world.y),
}
}
pub fn new() -> Self {
let mut dirt_roughness = FastNoiseLite::with_seed(0);
dirt_roughness.set_fractal_type(Some(FractalType::Ridged));
dirt_roughness.set_fractal_octaves(Some(2));
let mut water_roughness = FastNoiseLite::with_seed(100);
water_roughness.set_fractal_type(Some(FractalType::FBm));
water_roughness.set_frequency(Some(0.005));
water_roughness.set_fractal_octaves(Some(2));
let mut wood_roughness = FastNoiseLite::with_seed(200);
wood_roughness.set_fractal_type(Some(FractalType::FBm));
wood_roughness.set_frequency(Some(0.02));
wood_roughness.set_fractal_octaves(Some(2));
MinesBiome {
dirt_roughness,
water_roughness,
wood_roughness,
}
}
}
enum MinesBiomePixelType {
Void,
Dirt,
Water,
Wood,
}
impl Biome for MinesBiome {
fn fragment(&self, pixel: InterpolatedPixel, world: IVec2) -> Cell {
let world = world.as_vec2();
let pixel_idx = pixel
.interpolated_pixel_indices
.iter()
.map(|&(i, s)| {
(
i,
s + self.material_roughness(MinesBiome::pixel_idx_to_type(i), world)
* BOUNDARY_ROUGHNESS,
)
})
.max_by(|&(_, s1), &(_, s2)| s1.total_cmp(&s2))
.map_or(0, |(i, _)| i);
let displacement =
DISPLACEMENT_ROUGHNESS * self.dirt_roughness.get_noise_2d(world.x, world.y);
match pixel_idx {
1 => {
if pixel.interpolated_solidity + displacement <= 0.0 {
return Cell::void();
}
Cell::from_material(MaterialId::Dirt)
}
12 => {
if pixel.interpolated_solidity + displacement <= 0.0 {
return Cell::void();
}
Cell::from_material(MaterialId::Water)
}
13 => {
if pixel.interpolated_solidity + displacement <= 0.0 {
return Cell::void();
}
Cell::from_material(MaterialId::Wood)
}
_ => Cell::void(),
}
}
}
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