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geometry.js
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geometry.js
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/*
* From http://www.redblobgames.com/maps/magpen4/
* Copyright 2017 Red Blob Games <[email protected]>
* License: Apache v2.0 <http://www.apache.org/licenses/LICENSE-2.0.html>
*/
'use strict';
let {vec2} = require('gl-matrix');
/**
* @typedef { import("./types").Mesh } Mesh
* @typedef { import("./map") } Map
*/
/**
* Fill a buffer with data from the mesh.
*
* @param {Mesh} mesh
* @param {Float32Array} P - x,y for each region, then for each triangle
*/
exports.setMeshGeometry = function(mesh, P) {
let {numRegions, numTriangles} = mesh;
if (P.length !== 2 * (numRegions + numTriangles)) { throw "wrong size"; }
let p = 0;
for (let r = 0; r < numRegions; r++) {
P[p++] = mesh.r_x(r);
P[p++] = mesh.r_y(r);
}
for (let t = 0; t < numTriangles; t++) {
P[p++] = mesh.t_x(t);
P[p++] = mesh.t_y(t);
}
};
/**
* Fill an indexed buffer with data from the map.
*
* @param {Map} map
* @param {Int32Array} I - indices into the data array
* @param {Float32Array} P - elevation, rainfall data
*/
exports.setMapGeometry = function(map, I, P) {
// TODO: V should probably depend on the slope, or elevation, or maybe it should be 0.95 in mountainous areas and 0.99 elsewhere
const V = 0.95; // reduce elevation in valleys
let {mesh, s_flow, r_elevation, t_elevation, r_rainfall} = map;
let {numSolidSides, numRegions, numTriangles} = mesh;
if (I.length !== 3 * numSolidSides) { throw "wrong size"; }
if (P.length !== 2 * (numRegions + numTriangles)) { throw "wrong size"; }
let p = 0;
for (let r = 0; r < numRegions; r++) {
P[p++] = r_elevation[r];
P[p++] = r_rainfall[r];
}
for (let t = 0; t < numTriangles; t++) {
P[p++] = V * t_elevation[t];
let s0 = 3*t;
let r1 = mesh.s_begin_r(s0),
r2 = mesh.s_begin_r(s0+1),
r3 = mesh.s_begin_r(s0+2);
P[p++] = 1/3 * (r_rainfall[r1] + r_rainfall[r2] + r_rainfall[r3]);
}
// TODO: split this into its own function; it can be updated separately, and maybe not as often
let i = 0;
let {_halfedges, _triangles} = mesh;
for (let s = 0; s < numSolidSides; s++) {
let opposite_s = mesh.s_opposite_s(s),
r1 = mesh.s_begin_r(s),
r2 = mesh.s_begin_r(opposite_s),
t1 = mesh.s_inner_t(s),
t2 = mesh.s_inner_t(opposite_s);
// Each quadrilateral is turned into two triangles, so each
// half-edge gets turned into one. There are two ways to fold
// a quadrilateral. This is usually a nuisance but in this
// case it's a feature. See the explanation here
// https://www.redblobgames.com/x/1725-procedural-elevation/#rendering
let coast = r_elevation[r1] < 0.0 || r_elevation[r2] < 0.0;
if (coast || s_flow[s] > 0 || s_flow[opposite_s] > 0) {
// It's a coastal or river edge, forming a valley
I[i++] = r1; I[i++] = numRegions+t2; I[i++] = numRegions+t1;
} else {
// It's a ridge
I[i++] = r1; I[i++] = r2; I[i++] = numRegions+t1;
}
}
if (I.length !== i) { throw "wrong size"; }
if (P.length !== p) { throw "wrong size"; }
};
/**
* Create a bitmap that will be used for texture mapping
* BEND textures will be ordered: {blank side, input side, output side}
* FORK textures will be ordered: {passive input side, active input side, output side}
*
* Cols will be the input flow rate
* Rows will be the output flow rate
*/
function assignTextureCoordinates(spacing, numSizes, textureSize) {
/* create (numSizes+1)^2 size combinations, each with two triangles */
function UV(x, y) {
return {xy: [x, y], uv: [(x+0.5)/textureSize, (y+0.5)/textureSize]};
}
let triangles = [[]];
let width = Math.floor((textureSize - 2*spacing) / (2*numSizes+3)) - spacing,
height = Math.floor((textureSize - 2*spacing) / (numSizes+1)) - spacing;
for (let row = 0; row <= numSizes; row++) {
triangles[row] = [];
for (let col = 0; col <= numSizes; col++) {
let baseX = spacing + (2 * spacing + 2 * width) * col,
baseY = spacing + (spacing + height) * row;
triangles[row][col] = [
[UV(baseX + width, baseY),
UV(baseX, baseY + height),
UV(baseX + 2*width, baseY + height)],
[UV(baseX + 2*width + spacing, baseY + height),
UV(baseX + 3*width + spacing, baseY),
UV(baseX + width + spacing, baseY)]
];
}
}
return triangles;
}
// TODO: turn this into an object :-/
const riverTextureSpacing = 40; // TODO: should depend on river size
const numRiverSizes = 24; // NOTE: too high and rivers are low quality; too low and there's not enough variation
const riverTextureSize = 4096;
const riverMaximumFractionOfWidth = 0.5;
const riverTexturePositions = assignTextureCoordinates(riverTextureSpacing, numRiverSizes, riverTextureSize);
exports.createRiverBitmap = function() {
let canvas = document.createElement('canvas');
canvas.width = canvas.height = riverTextureSize;
let ctx = canvas.getContext('2d');
function lineWidth(i) {
const spriteSize = riverTexturePositions[0][1][0][0].xy[0] - riverTexturePositions[0][0][0][0].xy[0];
return i / numRiverSizes * spriteSize * riverMaximumFractionOfWidth;
}
ctx.lineCap = "round";
for (let row = 0; row <= numRiverSizes; row++) {
for (let col = 0; col <= numRiverSizes; col++) {
for (let type = 0; type < 2; type++) {
let pos = riverTexturePositions[row][col][type];
ctx.save();
ctx.beginPath();
ctx.rect(pos[1].xy[0] - riverTextureSpacing/2, pos[0].xy[1] - riverTextureSpacing/2,
pos[2].xy[0] - pos[1].xy[0] + riverTextureSpacing, pos[2].xy[1] - pos[0].xy[1] + riverTextureSpacing);
// ctx.clip(); // TODO: to make this work right, the spacing needs to vary based on the river size, I think
let center = [(pos[0].xy[0] + pos[1].xy[0] + pos[2].xy[0]) / 3,
(pos[0].xy[1] + pos[1].xy[1] + pos[2].xy[1]) / 3];
let midpoint12 = vec2.lerp([], pos[1].xy, pos[2].xy, 0.5);
let midpoint20 = vec2.lerp([], pos[2].xy, pos[0].xy, 0.5);
ctx.strokeStyle = "hsl(200,50%,35%)";
if (type === 1) {
// TODO: river delta/fork sprite
} else {
const w = 1; /* TODO: draw a path and fill it; that will allow variable width */
let c = vec2.lerp([], pos[1].xy, pos[2].xy, 0.5 - w),
d = vec2.lerp([], pos[1].xy, pos[2].xy, 0.5 + w),
a = vec2.lerp([], pos[0].xy, pos[1].xy, 0.5 - w),
f = vec2.lerp([], pos[0].xy, pos[1].xy, 0.5 + w),
b = null /* TODO: intersect lines */,
e = null /* TODO: intersect lines */;
if (col > 0) {
ctx.lineWidth = Math.min(lineWidth(col), lineWidth(row));
ctx.beginPath();
ctx.moveTo(midpoint12[0], midpoint12[1]);
ctx.quadraticCurveTo(center[0], center[1], midpoint20[0], midpoint20[1]);
ctx.stroke();
} else {
ctx.lineWidth = lineWidth(row);
ctx.beginPath();
ctx.moveTo(center[0], center[1]);
ctx.lineTo(midpoint20[0], midpoint20[1]);
ctx.stroke();
}
}
ctx.restore();
}
}
}
return canvas;
};
function clamp(x, lo, hi) {
if (x < lo) { x = lo; }
if (x > hi) { x = hi; }
return x;
}
/**
* Fill a buffer with river geometry
*
* @param {Map} map
* @param {number} spacing - global param.spacing value
* @param {any} riversParam - global param.rivers
* @param {Float32Array} P - array of x,y,u,v triples for the river triangles
* @returns {number} - how many triangles were needed (at most numSolidTriangles)
*/
exports.setRiverTextures = function(map, spacing, riversParam, P) {
const MIN_FLOW = Math.exp(riversParam.lg_min_flow);
const RIVER_WIDTH = Math.exp(riversParam.lg_river_width);
let {mesh, t_downslope_s, s_flow} = map;
let {numSolidTriangles, s_length} = mesh;
function riverSize(s, flow) {
// TODO: performance: build a table of flow to width
if (s < 0) { return 1; }
let width = Math.sqrt(flow - MIN_FLOW) * spacing * RIVER_WIDTH;
let size = Math.ceil(width * numRiverSizes / s_length[s]);
return clamp(size, 1, numRiverSizes);
}
let p = 0, uv = [0, 0, 0, 0, 0, 0];
for (let t = 0; t < numSolidTriangles; t++) {
let out_s = t_downslope_s[t];
let out_flow = s_flow[out_s];
if (out_s < 0 || out_flow < MIN_FLOW) continue;
let r1 = mesh.s_begin_r(3*t ),
r2 = mesh.s_begin_r(3*t + 1),
r3 = mesh.s_begin_r(3*t + 2);
let in1_s = mesh.s_next_s(out_s);
let in2_s = mesh.s_next_s(in1_s);
let in1_flow = s_flow[mesh.s_opposite_s(in1_s)];
let in2_flow = s_flow[mesh.s_opposite_s(in2_s)];
let textureRow = riverSize(out_s, out_flow);
function add(r, c, i, j, k) {
const T = riverTexturePositions[r][c][0];
P[p ] = mesh.r_x(r1);
P[p + 1] = mesh.r_y(r1);
P[p + 4] = mesh.r_x(r2);
P[p + 5] = mesh.r_y(r2);
P[p + 8] = mesh.r_x(r3);
P[p + 9] = mesh.r_y(r3);
P[p + 4*(out_s - 3*t) + 2] = T[i].uv[0];
P[p + 4*(out_s - 3*t) + 3] = T[i].uv[1];
P[p + 4*(in1_s - 3*t) + 2] = T[j].uv[0];
P[p + 4*(in1_s - 3*t) + 3] = T[j].uv[1];
P[p + 4*(in2_s - 3*t) + 2] = T[k].uv[0];
P[p + 4*(in2_s - 3*t) + 3] = T[k].uv[1];
p += 12;
}
if (in1_flow >= MIN_FLOW) {
add(textureRow, riverSize(in1_s, in1_flow), 0, 2, 1);
}
if (in2_flow >= MIN_FLOW) {
add(textureRow, riverSize(in2_s, in2_flow), 2, 1, 0);
}
}
return p / 12;
};