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rng = require("rng")
shim = require("shader_shim")
world = require("world")
color = require("color")
win = require("window")
settings = require("settings")
sprites = require("world.sprites")
ecs = require("ecs")
fish = require("spawn_fish")
gen = {}

-- Generate roughly rectangular islands
-- Stategy: generate a series of points, if we're in the first 1/4, go roughly right,
-- in the second 1/4, roughtly up, in the 3rd 1/4 roughly left, and in the 4th quarter roughtly down, finally joining up at the end
-- We find the smallest aabb box in this line, and use points on this box as the other side for triangles.

n_points = 100
point_distance = 1
sides = 4

gen.generate = (seed) ->
	rg = rng.generator(seed)
	normal = (avg, std) ->
		--print("normal with", avg, std)
		rg1, rg2 = rg(),rg()
		--print("rgs:",rg1, rg2)
		-- Box-Muller transform
		bm = math.sqrt(-2 * math.log(rg1)) * math.cos(2 * math.pi * rg2)
		--print("bm was:",bm)
		-- Box-Muller gives us std = e^-0.5 , avg = 0
		((bm / math.exp(-1/2)) * std) + avg
	shoreline = {}
	shoreline[1] = vec2(0,0)
	aabb_sides = {
		{"y",math.max,"b"},
		{"x",math.min,"r"},
		{"y",math.min,"t",},
		{"x",math.max,"l"}
	}
	aabb = {
		b: n_points * point_distance
		r: n_points * point_distance
		t: -n_points * point_distance
		l: -n_points * point_distance
	}
	z = 0
	for i = 1, sides
		for j = 1, n_points / sides
			-- remap i (1->4) to (0 -> 2pi)
			avg_direction = ((i-1)/sides) * (2 * math.pi)
			std_direction = math.pi / 6
			rng_direction = normal(avg_direction, std_direction)
			--print("rng_direction ended up being:", rng_direction)
			point = shoreline[#shoreline] + vec2(math.cos(rng_direction) * point_distance, math.sin(rng_direction) * point_distance)
			shoreline[#shoreline + 1] = point
			--print("point:", point)
			--print("prev:",aabb[aabb_sides[i][3]])
			aabb[aabb_sides[i][3]] = aabb_sides[i][2](aabb[aabb_sides[i][3]],point[aabb_sides[i][1]])
	
	--print("Generated shoreline:",shoreline)
	--print("And aabb box:" ,aabb)
	-- Now that we have the shorline, generate the geometry
	-- every point after the first needs to generate 2 triangles, 6 vertexes, each vertex is a vec3, 3 floats, 4 bytes per float
	geom = am.buffer(((n_points * 2) - 4) * 6 * 3 * 4) -- 4 corners only get 1 triangle
	gview = geom\view("vec3")
	gview[1] = vec3(shoreline[1].x, shoreline[1].y,z)
	gview[2] = vec3(aabb.l, aabb.b,z)
	gview[3] = vec3(shoreline[npoints - 1].x, shoreline[npoints - 1].y, z)
	gi = 4
	only1 = {[25]: true, [50]: true, [75]: true}
	for i = 2, npoints
		gview[gi] = vec3(shoreline[i].x, shoreline[i].y, z)
		if i < 25
			gview[gi+1] = 1

aspect = win.width / win.height
aspect_inv = win.height / win.width
class IslandGraphicsComponent extends world.GraphicsComponent
	action: (bind) =>
		bind.time = am.current_time! % 1000 -- loop back around so noise doesn't look wonky after a while
		--bind.lamp1 = vec4(world.world_x + 3.35, world.world_y + 1.9, 0, 2.2) --no idea why these magic numbers
		--bind.lamp1 = vec4(world.world_x + (0.5 * 4 * aspect) - 0.3, world.world_y + (0.5 * 4 * (aspect_inv)) + 0.7, 0, 2.2) --no idea why these magic numbers
		--bind.lamp2 = vec4(0,0,0,3)
	buf_size: () =>
		squares = 16
		triangles_per_square = 2
		vertexes_per_triangle = 3
		floats_per_vertex = 3
		squares * triangles_per_square * vertexes_per_triangle
		--6
	populate_buf: (geom_view, normal_view, offset) =>
		z = 0
		size = 10
		--@lamp = world.level.add_lamp(vec4(0,0,10,2))
		fuv = sprites.rocks_normal
		floor = (geom, uv, offset, start, finish) ->
			geom[offset + 0] = vec3(start.x,start.y,z)
			geom[offset + 1] = vec3(start.x,finish.y,z)
			geom[offset + 2] = vec3(finish.x,finish.y,z)
			geom[offset + 3] = vec3(finish.x,finish.y,z)
			geom[offset + 4] = vec3(finish.x,start.y,z)
			geom[offset + 5] = vec3(start.x,start.y,z)
			normal_view[offset + 0] = vec2(fuv.s1, fuv.t1)
			normal_view[offset + 1] = vec2(fuv.s1, fuv.t2)
			normal_view[offset + 2] = vec2(fuv.s2, fuv.t2)
			normal_view[offset + 3] = vec2(fuv.s2, fuv.t2)
			normal_view[offset + 4] = vec2(fuv.s2, fuv.t1)
			normal_view[offset + 5] = vec2(fuv.s1, fuv.t1)
		x_panels = 4
		y_panels = 4
		x_stride = (size * 2) / x_panels
		y_stride = (size * 2) / y_panels
		j = 1
		for floorx = 1,x_panels
			for floory = 1,y_panels
				floor(
					geom_view,
					normal_view,
					j,
					vec2(-size + (x_stride*(floorx-1)), -size + (y_stride*(floory-1))),
					vec2(-size + (x_stride*floorx), -size + (y_stride*floory))
				)
				j += 6

class WaterGraphicsComponent extends world.GraphicsComponent
	action: (bind) =>
		bind.time = am.current_time! % 1000
	buf_size: () =>
		24
	populate_buf: (geom_view, normal_view, offset) =>
		z = 1
		island_size = 10 - 1
		water_size = 20
		uv = sprites.sea_normal
		--down
		geom_view[1] = vec3(-water_size,-water_size,z)
		geom_view[2] = vec3(-island_size,-island_size,z)
		geom_view[3] = vec3(island_size,-island_size,z)
		geom_view[4] = vec3(island_size,-island_size,z)
		geom_view[5] = vec3(water_size,-water_size,z)
		geom_view[6] = vec3(-water_size,-water_size,z)
		--left
		geom_view[7] = vec3(-water_size,-water_size,z)
		geom_view[8] = vec3(-island_size,island_size,z)
		geom_view[9] = vec3(-island_size,-island_size,z)
		geom_view[10] = vec3(-water_size,-water_size,z)
		geom_view[11] = vec3(-water_size,water_size,z)
		geom_view[12] = vec3(-island_size,island_size,z)

		--top
		geom_view[13] = vec3(-water_size,water_size,z)
		geom_view[14] = vec3(water_size,water_size,z)
		geom_view[15] = vec3(-island_size,island_size,z)
		geom_view[16] = vec3(-island_size,island_size,z)
		geom_view[17] = vec3(water_size,water_size,z)
		geom_view[18] = vec3(island_size,island_size,z)

		--right
		geom_view[19] = vec3(island_size,island_size,z)
		geom_view[20] = vec3(water_size,water_size,z)
		geom_view[21] = vec3(island_size,-island_size,z)
		geom_view[22] = vec3(water_size,water_size,z)
		geom_view[23] = vec3(water_size,-water_size,z)
		geom_view[24] = vec3(island_size,-island_size,z)
		
		normal_view[1] = vec2(uv.s1,uv.t1)
		normal_view[2] = vec2(uv.s1,uv.t1)
		normal_view[3] = vec2(uv.s2,uv.t1)
		normal_view[4] = vec2(uv.s2,uv.t1)
		normal_view[5] = vec2(uv.s2,uv.t1)
		normal_view[6] = vec2(uv.s1,uv.t1)
		normal_view[7] = vec2(uv.s1,uv.t1)
		normal_view[8] = vec2(uv.s1,uv.t2)
		normal_view[9] = vec2(uv.s1,uv.t1)
		normal_view[10] = vec2(uv.s1,uv.t1)
		normal_view[11] = vec2(uv.s1,uv.t2)
		normal_view[12] = vec2(uv.s1,uv.t2)
		normal_view[13] = vec2(uv.s1,uv.t2)
		normal_view[14] = vec2(uv.s2,uv.t2)
		normal_view[15] = vec2(uv.s1,uv.t2)
		normal_view[16] = vec2(uv.s1,uv.t2)
		normal_view[17] = vec2(uv.s2,uv.t2)
		normal_view[18] = vec2(uv.s2,uv.t2)
		normal_view[19] = vec2(uv.s2,uv.t2)
		normal_view[20] = vec2(uv.s2,uv.t2)
		normal_view[21] = vec2(uv.s2,uv.t1)
		normal_view[22] = vec2(uv.s2,uv.t2)
		normal_view[23] = vec2(uv.s2,uv.t1)
		normal_view[24] = vec2(uv.s2,uv.t1)
	setup: (node) =>
		bind = node("bind")
		for k,v in pairs(color.am_lake_color)
			bind[k] = v
		bind.water = 2

gen.protogen = (seed) ->
	ecs.Entity(nil, {
		IslandGraphicsComponent("island")
	})
	ecs.Entity(nil, {
		water: WaterGraphicsComponent("water")
		spawner1: fish.SpawnFishComponent("spawner",{},vec4(10.3,-10,15,15))
		spawner2: fish.SpawnFishComponent("spawner",{},vec4(-10,10.3,15,15))
		spawner3: fish.SpawnFishComponent("spawner",{},vec4(-15,-15,9.7,10))
		spawner4: fish.SpawnFishComponent("spawner",{},vec4(-15,-15,10,9.7))
	})
	--ecs.Entity(nil, {

gen