feat(render3d): terrain_island, a coastline out of the survey
`terrain_island(cx, cz, r, fall)` keeps land out to `r` and then scales the terrain down into the water over `fall` metres and on to a shelf. Scaling rather than blending to a fixed bed is what makes the coastline come out of the terrain that is already there: low ground turns into beach and shallows, high ground into cliff. `r = 0` leaves the survey alone, so nothing that does not ask for an island is touched. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -68,6 +68,17 @@ var ter_lake_ez: int = 0
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function terrain_lake(level: int, cx: int, cz: int, ex: int, ez: int) -> void {
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ter_lake_level = level; ter_lake_cx = cx; ter_lake_cz = cz; ter_lake_ex = ex; ter_lake_ez = ez
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}
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# An island: land out to `r` from (cx, cz), then the terrain scaled down into the water
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# over `fall` metres and on down to a shelf. Scaling rather than blending to a fixed bed is
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# what makes the coastline come out of the terrain that is already there — low ground turns
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# into beach and shallows, high ground into cliff. `r = 0` leaves the survey alone.
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var ter_isle_cx: int = 0
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var ter_isle_cz: int = 0
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var ter_isle_r: int = 0
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var ter_isle_fall: int = 0
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function terrain_island(cx: int, cz: int, r: int, fall: int) -> void {
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ter_isle_cx = cx; ter_isle_cz = cz; ter_isle_r = r; ter_isle_fall = fall
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}
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# Use a real place: a 16-bit PNG height map plus its elevation range (metres). The
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# elevation `base` becomes y = 0; `ox`/`oz` put the map's centre in the world.
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@ -194,6 +205,7 @@ function terrain_generate() -> void {
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u_f2(gl_uniform(p, "u_origin"), ter_ox, ter_oz)
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u_f4(gl_uniform(p, "u_lake"), ter_lake_cx, ter_lake_cz, ter_lake_ex, ter_lake_ez)
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u_f(gl_uniform(p, "u_lake_level"), ter_lake_level)
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u_f4(gl_uniform(p, "u_isle"), ter_isle_cx, ter_isle_cz, ter_isle_r, ter_isle_fall)
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u_f(gl_uniform(p, "u_dem_blur"), ter_dem_blur)
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}
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mesh_draw(sky_fullscreen)
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