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resource: implement water/foliage/grass color computation
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5 changed files with 114 additions and 9 deletions
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@ -1,10 +1,95 @@
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use super::{Biome, BlockType};
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use super::{Biome, BlockType, Color};
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pub fn block_color(block: BlockType, _biome: &Biome, depth: f32) -> [u8; 4] {
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let h = 0.5 + 0.005 * depth;
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let c = block
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.color
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.0
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.map(|v| (f32::from(v) * h).clamp(0.0, 255.0) as u8);
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[c[0], c[1], c[2], 255]
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use glam::Vec3;
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fn color_vec(color: Color) -> Vec3 {
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Vec3::from_array(color.0.map(f32::from))
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}
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fn color_from_params(colors: &[Vec3; 3], biome: &Biome, depth: f32) -> Vec3 {
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let temp = (biome.temp() - f32::max((depth - 64.0) / 600.0, 0.0)).clamp(0.0, 1.0);
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let downfall = biome.downfall().clamp(0.0, 1.0) * temp;
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colors[0] + temp * colors[1] + downfall * colors[2]
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}
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trait BiomeExt {
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fn grass_color(&self, depth: f32) -> Vec3;
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fn foliage_color(&self, depth: f32) -> Vec3;
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fn water_color(&self) -> Vec3;
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}
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impl BiomeExt for Biome {
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fn grass_color(&self, depth: f32) -> Vec3 {
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const GRASS_COLORS: [Vec3; 3] = [
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Vec3::new(0.502, 0.706, 0.592), // lower right
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Vec3::new(0.247, 0.012, -0.259), // lower left - lower right
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Vec3::new(-0.471, 0.086, -0.133), // upper left - lower left
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];
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self.grass_color
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.map(color_vec)
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.unwrap_or_else(|| color_from_params(&GRASS_COLORS, self, depth))
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}
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fn foliage_color(&self, depth: f32) -> Vec3 {
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use super::BiomeGrassColorModifier::*;
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const FOLIAGE_COLORS: [Vec3; 3] = [
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Vec3::new(0.502, 0.706, 0.592), // lower right
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Vec3::new(0.247, 0.012, -0.259), // lower left - lower right
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Vec3::new(-0.471, 0.086, -0.133), // upper left - lower left
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];
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const DARK_FOREST_COLOR: Vec3 = Vec3::new(0.157, 0.204, 0.039); // == color_vec(Color([40, 52, 10]))
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const SWAMP_FOLIAGE_COLOR: Vec3 = Vec3::new(0.416, 0.439, 0.224); // == color_vec(Color([106, 112, 57]))
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let regular_color = || {
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self.foliage_color
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.map(color_vec)
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.unwrap_or_else(|| color_from_params(&FOLIAGE_COLORS, self, depth))
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};
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match self.grass_color_modifier {
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Some(DarkForest) => 0.5 * (regular_color() + DARK_FOREST_COLOR),
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Some(Swamp) => SWAMP_FOLIAGE_COLOR,
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None => regular_color(),
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}
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}
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fn water_color(&self) -> Vec3 {
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const DEFAULT_WATER_COLOR: Vec3 = Vec3::new(0.247, 0.463, 0.894); // == color_vec(Color([63, 118, 228]))
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self.water_color
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.map(color_vec)
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.unwrap_or(DEFAULT_WATER_COLOR)
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}
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}
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const BIRCH_COLOR: Vec3 = Vec3::new(0.502, 0.655, 0.333); // == color_vec(Color([128, 167, 85]))
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const EVERGREEN_COLOR: Vec3 = Vec3::new(0.380, 0.600, 0.380); // == color_vec(Color([97, 153, 97]))
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pub fn block_color(block: BlockType, biome: &Biome, depth: f32) -> [u8; 4] {
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use super::BlockFlag::*;
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let mut color = color_vec(block.color);
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if block.is(Grass) {
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color *= biome.grass_color(depth);
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}
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if block.is(Foliage) {
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color *= biome.foliage_color(depth);
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}
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if block.is(Birch) {
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color *= BIRCH_COLOR;
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}
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if block.is(Spruce) {
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color *= EVERGREEN_COLOR;
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}
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if block.is(Water) {
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color *= biome.water_color();
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}
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color *= 0.5 + 0.005 * depth;
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[color[0] as u8, color[1] as u8, color[2] as u8, 255]
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}
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