Refactor decorator preview and use better colors

This commit is contained in:
Misode
2020-12-07 02:47:22 +01:00
parent 7625899b89
commit 3ea390e547
2 changed files with 170 additions and 147 deletions

View File

@@ -12,7 +12,10 @@ export function htmlEncode(str: string) {
}
export function hashString(s: string) {
return (s ?? '').split('').reduce((a, b) => { a = ((a << 5) - a) + b.charCodeAt(0); return a & a }, 0)
let h = 0
for(let i = 0; i < s.length; i++)
h = Math.imul(31, h) + s.charCodeAt(i) | 0
return h
}
export function stringToColor(str: string): [number, number, number] {

View File

@@ -1,26 +1,42 @@
import { DataModel, Path, ModelPath } from "@mcschema/core"
import seedrandom from "seedrandom"
import { App } from "../App"
import { clamp, hexId, stringToColor } from "../Utils"
import { clamp, hashString, hexId, stringToColor } from "../Utils"
import { PerlinNoise } from "./noise/PerlinNoise"
import { Preview } from './Preview'
import { Octicon } from '../components/Octicon'
import { View } from "../views/View"
type BlockPos = [number, number, number]
type Placement = { pos: BlockPos, feature: string }
type Placement = { pos: BlockPos, feature: number }
const terrain = [50, 50, 50, 51, 52, 52, 53, 54, 56, 57, 57, 58, 58, 59, 60, 60, 60, 60, 59, 59, 60, 61, 62, 62, 63, 63, 63, 64, 64, 64, 65, 65, 66, 65, 65, 66, 66, 67, 67, 67, 68, 69, 71, 73, 74, 76, 79, 80, 81, 81, 82, 83, 83, 82, 82, 81, 81, 80, 80, 81, 81, 81, 82, 82]
const terrain = [50, 50, 51, 51, 52, 52, 53, 54, 56, 57, 57, 58, 58, 59, 60, 60, 60, 59, 59, 59, 60, 61, 61, 62, 63, 63, 64, 64, 64, 65, 65, 66, 66, 65, 65, 66, 66, 67, 67, 67, 68, 69, 71, 73, 74, 76, 79, 80, 81, 81, 82, 83, 83, 82, 82, 81, 81, 80, 80, 80, 81, 81, 82, 82]
const seaLevel = 63
const featureColors = [
[255, 77, 54], // red
[59, 118, 255], // blue
[91, 207, 25], // green
[217, 32, 245], // magenta
[255, 209, 41], // yellow
[52, 204, 209], // cyan
]
export class DecoratorPreview extends Preview {
private seed: string
private perspective: string
private size: [number, number, number]
private random: seedrandom.prng
private biomeInfoNoise: PerlinNoise
private usedFeatures: string[]
constructor() {
super()
this.seed = hexId()
this.perspective = 'top'
this.size = [64, 128, 48]
this.random = seedrandom(this.seed)
this.biomeInfoNoise = new PerlinNoise(hexId(), 0, [1])
this.usedFeatures = []
}
getName() {
@@ -44,21 +60,20 @@ export class DecoratorPreview extends Preview {
}
getSize(): [number, number] {
return this.perspective === 'top' ? [4 * 16, 3 * 16] : [4 * 16, 128]
return this.perspective === 'top' ? [this.size[0], this.size[2]] : [this.size[0], this.size[1]]
}
draw(model: DataModel, img: ImageData) {
const featureData = JSON.parse(JSON.stringify(model.data))
const random = seedrandom(this.seed)
this.random = seedrandom(this.seed)
this.usedFeatures = []
let placements: Placement[] = []
for (let x = 0; x < 4; x += 1) {
for (let z = 0; z < (this.perspective === 'top' ? 3 : 1); z += 1) {
const chunkPlacements = getPlacements(random, [x * 16, 0, z * 16], featureData)
for (let x = 0; x < this.size[0]/16; x += 1) {
for (let z = 0; z < (this.perspective === 'top' ? this.size[2]/16 : 1); z += 1) {
const chunkPlacements = this.getPlacements([x * 16, 0, z * 16], featureData)
const filtered = chunkPlacements.filter(p => {
return p.pos[0] >= 0 && p.pos[0] < 4 * 16
&& p.pos[1] >= 0 && p.pos[1] < 128
&& p.pos[2] >= 0 && p.pos[2] < 3 * 16
return p.pos.every((n, i) => n >= 0 && n < this.size[i])
})
placements = [...placements, ...filtered]
}
@@ -68,15 +83,15 @@ export class DecoratorPreview extends Preview {
img.data.fill(255)
if (this.perspective === 'side') {
for (let x = 0; x < 4 * 16; x += 1) {
for (let y = 0; y < terrain[x]; y += 1) {
const i = ((127 - y) * (img.width * 4)) + (x * 4)
for (let x = 0; x < this.size[0]; x += 1) {
for (let y = 0; y < terrain[x % terrain.length]; y += 1) {
const i = ((this.size[1] - y - 1) * (img.width * 4)) + (x * 4)
for (let j = 0; j < 3; j += 1) {
data[i + j] = 30
}
}
for (let y = terrain[x]; y < seaLevel; y += 1) {
const i = ((127 - y) * (img.width * 4)) + (x * 4)
for (let y = terrain[x % terrain.length]; y < seaLevel; y += 1) {
const i = ((this.size[1] - y - 1) * (img.width * 4)) + (x * 4)
data[i + 0] = 108
data[i + 1] = 205
data[i + 2] = 230
@@ -87,13 +102,13 @@ export class DecoratorPreview extends Preview {
for (let {pos, feature} of placements) {
const i = this.perspective === 'top'
? (pos[2] * (img.width * 4)) + (pos[0] * 4)
: ((127 - pos[1]) * (img.width * 4)) + (pos[0] * 4)
const color = stringToColor(feature)
: ((this.size[1] - pos[1] - 1) * (img.width * 4)) + (pos[0] * 4)
const color = feature < featureColors.length ? featureColors[feature] : stringToColor(this.usedFeatures[feature])
data.set(color.map(c => clamp(50, 205, c)), i)
}
for (let x = 0; x < 4 * 16; x += 1) {
for (let y = 0; y < (this.perspective === 'top' ? 3 * 16: 128); y += 1) {
for (let x = 0; x < this.size[0]; x += 1) {
for (let y = 0; y < (this.perspective === 'top' ? this.size[2]: this.size[1]); y += 1) {
if ((Math.floor(x/16) + (this.perspective === 'top' ? Math.floor(y/16) : 0)) % 2 === 0) continue
const i = (y * (img.width * 4)) + (x * 4)
for (let j = 0; j < 3; j += 1) {
@@ -102,142 +117,147 @@ export class DecoratorPreview extends Preview {
}
}
}
}
const biomeInfoNoise = new PerlinNoise(hexId(), 0, [1])
function getPlacements (random: seedrandom.prng, pos: BlockPos, feature: any): Placement[] {
if (typeof feature === 'string') {
return [{ pos, feature }]
private useFeature(s: string) {
const i = this.usedFeatures.indexOf(s)
if (i != -1) return i
this.usedFeatures.push(s)
return this.usedFeatures.length - 1
}
const type = feature?.type?.replace(/^minecraft:/, '')
const featureFn = Features[type]
if (!featureFn) {
return [{ pos, feature: JSON.stringify(feature) }]
private getPlacements (pos: BlockPos, feature: any): Placement[] {
if (typeof feature === 'string') {
return [{ pos, feature: this.useFeature(feature) }]
}
const type = feature?.type?.replace(/^minecraft:/, '')
const featureFn = this.Features[type]
if (!featureFn) {
return [{ pos, feature: this.useFeature(JSON.stringify(feature)) }]
}
return featureFn(feature.config, pos)
}
return featureFn(feature.config, random, pos)
}
function getPositions (random: seedrandom.prng, pos: BlockPos, decorator: any): BlockPos[] {
const type = decorator?.type?.replace(/^minecraft:/, '')
const decoratorFn = Decorators[type]
if (!decoratorFn) {
return [pos]
private getPositions (pos: BlockPos, decorator: any): BlockPos[] {
const type = decorator?.type?.replace(/^minecraft:/, '')
const decoratorFn = this.Decorators[type]
if (!decoratorFn) {
return [pos]
}
return decoratorFn(decorator?.config, pos)
}
return decoratorFn(decorator?.config, random, pos)
}
const Features: {
[key: string]: (config: any, random: seedrandom.prng, pos: BlockPos) => Placement[]
} = {
decorated: (config, random, pos) => {
const positions = getPositions(random, pos, config?.decorator)
return positions.flatMap(p => getPlacements(random, p, config?.feature))
},
random_boolean_selector: (config, random, pos) => {
const feature = random() < 0.5 ? config?.feature_true : config?.feature_false
return getPlacements(random, pos, feature)
},
random_selector: (config, random, pos) => {
for (const f of config?.features ?? []) {
if (random() < (f?.chance ?? 0)) {
return getPlacements(random, pos, f.feature)
private decorateY(pos: BlockPos, y: number): BlockPos[] {
return [[ pos[0], y, pos[2] ]]
}
private sampleUniformInt(value: any): number {
if (typeof value === 'number') {
return value
} else {
return (value.base ?? 1) + this.nextInt(1 + (value.spread ?? 0))
}
}
private nextInt(max: number): number {
return Math.floor(this.random() * max)
}
private Features: {
[key: string]: (config: any, pos: BlockPos) => Placement[]
} = {
decorated: (config, pos) => {
const positions = this.getPositions(pos, config?.decorator)
return positions.flatMap(p => this.getPlacements(p, config?.feature))
},
random_boolean_selector: (config, pos) => {
const feature = this.random() < 0.5 ? config?.feature_true : config?.feature_false
return this.getPlacements(pos, feature)
},
random_selector: (config, pos) => {
for (const f of config?.features ?? []) {
if (this.random() < (f?.chance ?? 0)) {
return this.getPlacements(pos, f.feature)
}
}
return this.getPlacements(pos, config?.default)
},
simple_random_selector: (config, pos) => {
const feature = config?.features?.[this.nextInt(config?.features?.length ?? 0)]
return this.getPlacements(pos, feature)
}
return getPlacements(random, pos, config?.default)
},
simple_random_selector: (config, random, pos) => {
const feature = config?.features?.[nextInt(random, config?.features?.length ?? 0)]
return getPlacements(random, pos, feature)
}
}
const Decorators: {
[key: string]: (config: any, random: seedrandom.prng, pos: BlockPos) => BlockPos[]
} = {
count: (config, random, pos) => {
return new Array(sampleUniformInt(random, config?.count ?? 1)).fill(pos)
},
count_extra: (config, random, pos) => {
let count = config?.count ?? 1
if (random() < config.extra_chance ?? 0){
count += config.extra_count ?? 0
private Decorators: {
[key: string]: (config: any, pos: BlockPos) => BlockPos[]
} = {
count: (config, pos) => {
return new Array(this.sampleUniformInt(config?.count ?? 1)).fill(pos)
},
count_extra: (config, pos) => {
let count = config?.count ?? 1
if (this.random() < config.extra_chance ?? 0){
count += config.extra_count ?? 0
}
return new Array(count).fill(pos)
},
count_noise: (config, pos) => {
const noise = this.biomeInfoNoise.getValue(pos[0] / 200, 0, pos[2] / 200)
const count = noise < config.noise_level ? config.below_noise : config.above_noise
return new Array(count).fill(pos)
},
count_noise_biased: (config, pos) => {
const factor = Math.max(1, config.noise_factor)
const noise = this.biomeInfoNoise.getValue(pos[0] / factor, 0, pos[2] / factor)
const count = Math.max(0, Math.ceil((noise + config.noise_offset) * config.noise_to_count_ratio))
return new Array(count).fill(pos)
},
decorated: (config, pos) => {
return this.getPositions(pos, config?.outer).flatMap(p => {
return this.getPositions(p, config?.inner)
})
},
heightmap: (config, pos) => {
const y = Math.max(seaLevel, terrain[clamp(0, 63, pos[0])])
return this.decorateY(pos, y)
},
heightmap_spread_double: (config, pos) => {
const y = Math.max(seaLevel, terrain[clamp(0, 63, pos[0])])
return this.decorateY(pos, this.nextInt(y * 2))
},
heightmap_world_surface: (config, pos) => {
const y = Math.max(seaLevel, terrain[clamp(0, 63, pos[0])])
return this.decorateY(pos, y)
},
range: (config, pos) => {
const y = this.nextInt((config?.maximum ?? 1) - (config?.top_offset ?? 0)) + (config?.bottom_offset ?? 0)
return this.decorateY(pos, y)
},
range_biased: (config, pos) => {
const y = this.nextInt(this.nextInt((config?.maximum ?? 1) - (config?.top_offset ?? 0)) + (config?.bottom_offset ?? 0))
return this.decorateY(pos, y)
},
range_very_biased: (config, pos) => {
const y = this.nextInt(this.nextInt(this.nextInt((config?.maximum ?? 1) - (config?.top_offset ?? 0)) + (config?.bottom_offset ?? 0)) + (config?.bottom_offset ?? 0))
return this.decorateY(pos, y)
},
spread_32_above: (config, pos) => {
const y = this.nextInt(pos[1] + 32)
return this.decorateY(pos, y)
},
top_solid_heightmap: (config, pos) => {
const y = terrain[clamp(0, 63, pos[0])]
return this.decorateY(pos, y)
},
magma: (config, pos) => {
const y = this.nextInt(pos[1] + 32)
return this.decorateY(pos, y)
},
square: (config, pos) => {
return [[
pos[0] + this.nextInt(16),
pos[1],
pos[2] + this.nextInt(16)
]]
}
return new Array(count).fill(pos)
},
count_noise: (config, random, pos) => {
const noise = biomeInfoNoise.getValue(pos[0] / 200, 0, pos[2] / 200)
const count = noise < config.noise_level ? config.below_noise : config.above_noise
return new Array(count).fill(pos)
},
count_noise_biased: (config, random, pos) => {
const factor = Math.max(1, config.noise_factor)
const noise = biomeInfoNoise.getValue(pos[0] / factor, 0, pos[2] / factor)
const count = Math.max(0, Math.ceil((noise + config.noise_offset) * config.noise_to_count_ratio))
return new Array(count).fill(pos)
},
decorated: (config, random, pos) => {
return getPositions(random, pos, config?.outer).flatMap(p => {
return getPositions(random, p, config?.inner)
})
},
heightmap: (config, random, pos) => {
const y = Math.max(seaLevel, terrain[clamp(0, 63, pos[0])])
return decorateY(pos, y)
},
heightmap_spread_double: (config, random, pos) => {
const y = Math.max(seaLevel, terrain[clamp(0, 63, pos[0])])
return decorateY(pos, nextInt(random, y * 2))
},
heightmap_world_surface: (config, random, pos) => {
const y = Math.max(seaLevel, terrain[clamp(0, 63, pos[0])])
return decorateY(pos, y)
},
range: (config, random, pos) => {
const y = nextInt(random, (config?.maximum ?? 1) - (config?.top_offset ?? 0)) + (config?.bottom_offset ?? 0)
return decorateY(pos, y)
},
range_biased: (config, random, pos) => {
const y = nextInt(random, nextInt(random, (config?.maximum ?? 1) - (config?.top_offset ?? 0)) + (config?.bottom_offset ?? 0))
return decorateY(pos, y)
},
range_very_biased: (config, random, pos) => {
const y = nextInt(random, nextInt(random, nextInt(random, (config?.maximum ?? 1) - (config?.top_offset ?? 0)) + (config?.bottom_offset ?? 0)) + (config?.bottom_offset ?? 0))
return decorateY(pos, y)
},
spread_32_above: (config, random, pos) => {
const y = nextInt(random, pos[1] + 32)
return decorateY(pos, y)
},
top_solid_heightmap: (config, random, pos) => {
const y = terrain[clamp(0, 63, pos[0])]
return decorateY(pos, y)
},
magma: (config, random, pos) => {
const y = nextInt(random, pos[1] + 32)
return decorateY(pos, y)
},
square: (config, random, pos) => {
return [[
pos[0] + nextInt(random, 16),
pos[1],
pos[2] + nextInt(random, 16)
]]
}
}
function decorateY(pos: BlockPos, y: number): BlockPos[] {
return [[ pos[0], y, pos[2] ]]
}
function sampleUniformInt(random: seedrandom.prng, value: any): number {
if (typeof value === 'number') {
return value
} else {
return (value.base ?? 1) + nextInt(random, 1 + (value.spread ?? 0))
}
}
function nextInt(random: seedrandom.prng, max: number): number {
return Math.floor(random() * max)
}