Biome blending
Dithering to biome edges
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Submodule game/main/assets updated: 2f1fb1ba3b...d7389cf5b1
@@ -207,8 +207,9 @@ fn create_heightmap(
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) {
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let config = GenerationConfig {
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biome_blend: 16,
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continent_layer: NoiseConfig {
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scale: 450.,
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biome_dither: 16.,
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continent_noise: NoiseConfig {
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scale: 500.,
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layers: vec![GeneratorLayer {
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base_roughness: 2.14,
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roughness: 0.87,
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@@ -222,8 +223,8 @@ fn create_heightmap(
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first_layer_mask: false,
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}],
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},
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moisture_layer: NoiseConfig {
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scale: 450.,
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moisture_noise: NoiseConfig {
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scale: 500.,
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layers: vec![GeneratorLayer {
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base_roughness: 2.14,
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roughness: 0.87,
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@@ -237,8 +238,8 @@ fn create_heightmap(
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first_layer_mask: false,
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}],
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},
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temperature_layer: NoiseConfig {
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scale: 450.,
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temperature_noise: NoiseConfig {
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scale: 500.,
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layers: vec![GeneratorLayer {
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base_roughness: 2.14,
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roughness: 0.87,
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@@ -38,8 +38,8 @@ pub fn paint_chunk(
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for x in 0..Chunk::SIZE {
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let idx = x + z * Chunk::SIZE;
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let height = chunk.heights[idx];
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let biome_data = &chunk.biome_data[idx];
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let biome = painter.sample_biome(biome_data);
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let biome_id = chunk.biome_id[idx];
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let biome = &painter.biomes[biome_id];
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let mapper = mappers.get(biome.tile_mapper.clone());
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let tile_handle = mapper.unwrap().sample_tile(height);
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let tile = tiles.get(tile_handle).unwrap();
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