render3d: a ground layer's instances each their own size (scale_var) and larger by band (band_grow)
GroundFill gains scale_var (an instance's scale x (1 +- var), from its own hash) and band_grow (x (1 + grow * band)): a painted density carries the local mean, and without them every flower of a kind was the same size and the far clumps lost the growth that kept the cover as the step widened. Both 0: as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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1 changed files with 5 additions and 2 deletions
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@ -16,7 +16,9 @@ export property GroundFill {
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wind_lo: float = 0.6,
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wind_hi: float = 1.0,
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sink: float = 0.03,
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trample: bool = true
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trample: bool = true,
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scale_var: float = 0.0, # each instance's own size: x (1 +- var), from its hash (a flower is not its neighbour)
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band_grow: float = 0.0 # a far band's instances larger by this a band, to keep the cover as the step widens
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}
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# how much of a candidate at (x, z) the game lets stand (the camp, the town): 0..1, asked only when the row says
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@ -56,7 +58,8 @@ export function ground_fill(render3d_st: mut Render3dState, s: Stream, cx: int,
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if g.trample and render3d_st.gd_trample_cb != null { keep = keep * render3d_st.gd_trample_cb(px, pz) }
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let e = i * 65536 + j
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if gf_hash(g.layer, cx, cz, band, e, 2) >= keep { continue }
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let sc = Math.lerp(g.scale_lo, g.scale_hi, ground_density_at(render3d_st, g.layer, px, pz, 1))
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var sc = Math.lerp(g.scale_lo, g.scale_hi, ground_density_at(render3d_st, g.layer, px, pz, 1))
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sc = sc * (1.0 + (gf_hash(g.layer, cx, cz, band, e, 6) * 2.0 - 1.0) * g.scale_var) * (1.0 + g.band_grow * float(band))
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let h = terrain_height(render3d_st, px, pz) - g.sink
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stream_emit(render3d_st, s, px, h, pz, sc, gf_hash(g.layer, cx, cz, band, e, 3) * 2.0 * PI, gf_hash(g.layer, cx, cz, band, e, 4), Math.lerp(g.wind_lo, g.wind_hi, gf_hash(g.layer, cx, cz, band, e, 5)))
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}
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