Weather simulation: biome distribution
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69a2a04811
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2 changed files with 144 additions and 14 deletions
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examples/biomes.png
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examples/biomes.png
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@ -3,6 +3,7 @@
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#include <psemek/gfx/painter.hpp>
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#include <psemek/gfx/gl.hpp>
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#include <psemek/math/camera.hpp>
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#include <psemek/math/gradient.hpp>
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#include <psemek/random/generator.hpp>
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#include <psemek/random/device.hpp>
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#include <psemek/random/uniform_ball.hpp>
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@ -10,6 +11,7 @@
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#include <psemek/pcg/fractal.hpp>
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#include <psemek/util/ndarray.hpp>
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#include <psemek/log/log.hpp>
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#include <psemek/io/file_stream.hpp>
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using namespace psemek;
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@ -63,15 +65,19 @@ struct weather_app
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const float viscosity = 0.f;
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const float advection_magnification = 1.f;
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const float temperature_diffusion = 0.001f;
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const float cooling = 0.01f / 300.f;
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const float cooling = 0.1f / 300.f;
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const float cooling_factor = std::exp(- cooling * dt);
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const float heating = 323.f * (std::exp(cooling * dt) - 1.f) / dt;
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const float coriolis = 0.01f;
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const float coriolis = 0.f;
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const float coriolis_bands = 2.f;
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const float friction = 0.f;
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const float slope_force = 0.04f;
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const float vorticity_confinement = 0.f;
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const float evaporation = 0.1f;
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const float max_humidity_factor = 0.001f;
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const float precipitation_factor = 0.0003f;
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const float force_field_amplitude = 0.00005f;
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const float random_forces = 0.f;
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const float force_field_switch_duration = 720.f * 7.5f; // 7.5 days
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const int force_field_switch_frames = std::round(force_field_switch_duration / dt);
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// const float friction_factor = 1.f - std::exp(- friction * dt);
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@ -81,6 +87,8 @@ struct weather_app
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random::generator rng{random::device{}};
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// random::generator rng{0, 0};
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gfx::pixmap_rgba biomes_map;
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float expected_temperature_at(int y)
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{
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// float latitude = (y - N * 0.5f) * 2.f / N;
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@ -91,9 +99,10 @@ struct weather_app
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float temperature_income_at(int y)
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{
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float latitude = (y - N * 0.5f) * 2.f / N;
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// float latitude = (y - N * 0.5f) * 2.f / N;
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float latitude = y * 1.f / N;
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// return heating * math::lerp(0.75f, 1.f, std::cos(latitude * float(math::pi) / 2.f));
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return heating * math::lerp(0.65f, 1.f, 1.f - std::abs(latitude));
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return heating * math::lerp(0.8f, 1.f, 1.f - std::abs(latitude));
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}
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weather_app(options const &, context const &)
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@ -111,6 +120,10 @@ struct weather_app
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force_field_current_.resize({N, N});
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force_field_next_.resize({N, N});
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vorticity_.resize({N, N});
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humidity_.resize({N, N});
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new_humidity_.resize({N, N});
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precipitation_.resize({N, N});
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average_precipitation_.resize({N, N});
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// random::generator rng{0, 0};
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random::uniform_ball_vector_distribution<float, 2> random_velocity{};
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@ -141,12 +154,15 @@ struct weather_app
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(void)d;
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float value = terrain_noise((x + 0.5f) / N, (y + 0.5f) / N);
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value = pow(value, 4.f) - d / 4.f;
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terrain_(x, y) = std::max(0.f, math::lerp(1.f, 16.f, value));
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value = math::lerp(1.f, 16.f, value);
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terrain_(x, y) = value;
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}
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}
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make_force_field(rng, force_field_main_, 0.5f);
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make_force_field(rng, force_field_next_, 0.5f);
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biomes_map = gfx::read_image<gfx::color_rgba>(io::file_istream{std::filesystem::path{PSEMEK_EXAMPLES_DIR} / "biomes.png"});
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}
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void on_event(app::key_event const & event) override
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@ -171,6 +187,18 @@ struct weather_app
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if (event.down && event.key == app::keycode::H)
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show_land_ ^= true;
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if (event.down && event.key == app::keycode::W)
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show_water_vapor_ ^= true;
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if (event.down && event.key == app::keycode::R)
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show_precipitation_ ^= true;
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if (event.down && event.key == app::keycode::Q)
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show_average_precipitation_ ^= true;
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if (event.down && event.key == app::keycode::B)
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show_biomes_ ^= true;
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}
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void update() override
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@ -197,6 +225,23 @@ struct weather_app
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}
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}
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// Evaporation
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for (int y = 0; y < N; ++y)
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{
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for (int x = 0; x < N; ++x)
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{
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if (terrain_(x, y) <= 0.f)
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humidity_(x, y) += dt * evaporation * std::max(0.f, temperature_(x, y) - 273.f);
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// float discharge = std::min(humidity_(x, y), precipitation_factor * dt);
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float discharge = humidity_(x, y) * precipitation_factor * dt;
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// float max_humidity = std::max(0.f, temperature_(x, y) - 223.f) * max_humidity_factor;
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// float discharge = std::max(0.f, humidity_(x, y) - max_humidity) * precipitation_factor * dt;
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humidity_(x, y) -= discharge;
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precipitation_(x, y) = discharge;
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}
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}
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auto wrap = [](int i)
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{
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return (i + N) % N;
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@ -211,10 +256,16 @@ struct weather_app
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new_temperature_(i, 0) = temperature_(i, 0);
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new_temperature_(i, N - 1) = temperature_(i, N - 1);
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new_humidity_(i, 0) = humidity_(i, 0);
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new_humidity_(i, N - 1) = humidity_(i, N - 1);
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if (!periodic_x)
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{
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new_temperature_(0, i) = temperature_(0, i);
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new_temperature_(N - 1, i) = temperature_(N - 1, i);
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new_humidity_(0, i) = humidity_(0, i);
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new_humidity_(N - 1, i) = humidity_(N - 1, i);
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}
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}
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for (int y = 1; y < N - 1; ++y)
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@ -249,10 +300,17 @@ struct weather_app
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math::lerp(temperature_(wrap(ix + 0), iy + 1), temperature_(wrap(ix + 1), iy + 1), tx),
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ty
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);
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new_humidity_(x, y) = math::lerp(
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math::lerp(humidity_(wrap(ix + 0), iy + 0), humidity_(wrap(ix + 1), iy + 0), tx),
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math::lerp(humidity_(wrap(ix + 0), iy + 1), humidity_(wrap(ix + 1), iy + 1), tx),
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ty
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);
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}
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}
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std::swap(velocity_, new_velocity_);
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std::swap(temperature_, new_temperature_);
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std::swap(humidity_, new_humidity_);
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// Apply velocity diffusion
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for (int y = 0; y < N; ++y)
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@ -299,13 +357,13 @@ struct weather_app
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// velocity_(x, y) += math::ort(velocity_(x, y)) * (coriolis * dt * std::sin(0.5f * float(math::pi) * latitude * coriolis_bands));
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velocity_(x, y) = math::rotate(velocity_(x, y), coriolis * dt * std::sin(0.5f * float(math::pi) * latitude * coriolis_bands));
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auto force = force_field_main_(x, y) + math::lerp(force_field_current_(x, y), force_field_next_(x, y), force_field_t);
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auto force = force_field_main_(x, y) + random_forces * math::lerp(force_field_current_(x, y), force_field_next_(x, y), force_field_t);
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velocity_(x, y) += (dt * force_field_amplitude) * force;
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math::vector terrain_gradient
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{
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(terrain_(x + 1, y) - terrain_(x - 1, y)) / 2.f,
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(terrain_(x, y + 1) - terrain_(x, y - 1)) / 2.f,
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(std::max(0.f, terrain_(x + 1, y)) - std::max(0.f, terrain_(x - 1, y))) / 2.f,
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(std::max(0.f, terrain_(x, y + 1)) - std::max(0.f, terrain_(x, y - 1))) / 2.f,
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};
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[[maybe_unused]] float slope_factor = std::exp(- dt * slope_force * math::dot(math::normalized(velocity_(x, y)), terrain_gradient));
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@ -435,7 +493,7 @@ struct weather_app
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++frame_;
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// Update all-time average temperature
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// Update all-time average temperature & precipitation
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for (int y = 0; y < N; ++y)
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{
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for (int x = 0; x < N; ++x)
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@ -443,6 +501,7 @@ struct weather_app
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float t = 1.f / frame_;
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// float t = 1.f / std::min(8192, frame_);
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average_temperature_(x, y) = math::lerp(average_temperature_(x, y), temperature_(x, y), t);
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average_precipitation_(x, y) = math::lerp(average_precipitation_(x, y), precipitation_(x, y), t);
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}
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}
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}
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@ -475,17 +534,65 @@ struct weather_app
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return math::lerp(negative, positive, 1.f/ (1.f + std::exp(- value)));
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};
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auto map_temperature = [&](float value) {
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return map_color(2.f * std::round(value / 20.f), {0.125f, 0.5f, 1.f, 0.75f}, {1.f, 0.5f, 0.125f, 0.75f});
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};
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auto map_biome = [this](float temperature, float precipitation)
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{
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auto x = math::clamp<int>(math::unlerp({ -3.f, 3.f}, precipitation) * biomes_map.width() , {0, biomes_map.width() - 1});
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auto y = math::clamp<int>(math::unlerp({-10.f, 40.f}, temperature ) * biomes_map.height(), {0, biomes_map.height() - 1});
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return gfx::to_colorf(biomes_map(x, y));
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};
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for (int y = 0; y < N; ++y)
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{
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for (int x = 0; x < N; ++x)
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{
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gfx::color_4f color = gfx::color_4f::zero();
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if (show_land_)
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color = gfx::blend(color, map_color(terrain_(x, y), {-1.f, -1.f, -1.f, 1.f}, {1.f, 1.f, 1.f, 1.f}));
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if (show_land_ || show_biomes_)
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{
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if (!show_biomes_)
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{
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if (terrain_(x, y) <= 0.f)
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color = {0.5f, 0.5f, 1.f, 1.f};
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else
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color = {1.f, 1.f, 1.f, 1.f};
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}
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else
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{
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if (terrain_(x, y) <= 0.f)
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color = map_color(4.f * terrain_(x, y), {0.f, 0.f, 0.125f, 1.f}, {0.f, 1.f, 1.5f, 1.f});
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else
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{
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float temperature = average_temperature_(x, y) - 273.f - std::max(0.f, terrain_(x, y)) * 6.5f;
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// float precipitation = (std::log10(std::max(1e-9f, average_precipitation_(x, y))) + 3.f) * 2.f;
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// float precipitation = std::pow(average_precipitation_(x, y) * 125.f, 2.f) * 8.f;
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float precipitation = std::log2(std::max(1e-9f, average_precipitation_(x, y)));
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color = map_biome(temperature, precipitation);
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}
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}
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if (show_land_ && x > 0 && x + 1 < N && y > 0 && y + 1 < N)
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{
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math::vector terrain_gradient
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{
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(terrain_(x + 1, y) - terrain_(x - 1, y)) / 2.f,
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(terrain_(x, y + 1) - terrain_(x, y - 1)) / 2.f,
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};
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auto terrain_normal = math::normalized(math::vector{-terrain_gradient[0], -terrain_gradient[1], 0.5f});
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float lightness = 0.5f + 0.5f * math::dot(terrain_normal, math::normalized(math::vector{1.f, 2.f, 3.f}));
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color = gfx::dark(color, 1.f - lightness);
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}
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}
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if (show_temperature_)
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color = gfx::blend(color, map_color(0.1f * (temperature_(x, y) - 273.f), {0.125f, 0.5f, 1.f, 0.75f}, {1.f, 0.5f, 0.125f, 0.75f}));
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color = map_temperature(temperature_(x, y) - 273.f);
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if (show_temperature_delta_)
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color = gfx::blend(color, map_color((temperature_(x, y) - expected_temperature_at(y)), {0.125f, 0.5f, 1.f, 0.75f}, {1.f, 0.5f, 0.125f, 0.75f}));
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@ -496,6 +603,15 @@ struct weather_app
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if (show_pressure_)
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color = gfx::blend(color, map_color(10000.f * pressure_(x, y), {0.f, 0.f, 1.f, 0.75f}, {1.f, 0.f, 0.f, 0.75f}));
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if (show_water_vapor_)
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color = gfx::blend(color, map_color(humidity_(x, y), {0.f, 1.f, 1.f, -0.75f}, {0.f, 1.f, 1.f, 0.75f}));
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if (show_precipitation_)
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color = gfx::blend(color, map_color(precipitation_(x, y), {0.f, 1.f, 1.f, -0.75f}, {0.f, 1.f, 1.f, 0.75f}));
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if (show_average_precipitation_)
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color = gfx::blend(color, map_color(average_precipitation_(x, y), {0.f, 1.f, 1.f, -0.75f}, {0.f, 1.f, 1.f, 0.75f}));
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painter_.rect({{{x, x + 1.f}, {y, y + 1.f}}}, gfx::to_coloru8(color));
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}
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}
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@ -542,11 +658,14 @@ struct weather_app
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push_text(std::format("{} {}", x, y));
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push_text(std::format("V = {:.3f} {:.3f}", velocity_(x, y)[0] * 1000.f, velocity_(x, y)[1] * 1000.f));
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push_text(std::format("P = {:.3f}", pressure_(x, y)));
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push_text(std::format("P = {:.3f}", pressure_(x, y) * 1000.f));
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push_text(std::format("T = {:.3f}", temperature_(x, y) - 273.f));
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push_text(std::format("A = {:.3f}", average_temperature_(x, y) - 273.f));
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push_text(std::format("E = {:.3f}", expected_temperature_at(y) - 273.f));
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push_text(std::format("H = {:.3f}", terrain_(x, y)));
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push_text(std::format("W = {:.3f}", humidity_(x, y)));
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push_text(std::format("R = {:.3f}", precipitation_(x, y)));
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push_text(std::format("AR= {:.3f}", average_precipitation_(x, y)));
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}
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painter_.render(math::orthographic_camera{view_box}.transform());
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@ -564,18 +683,29 @@ private:
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bool show_average_temperature_delta_ = false;
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bool show_pressure_ = false;
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bool show_land_ = true;
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bool show_biomes_ = true;
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bool show_water_vapor_ = false;
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bool show_precipitation_ = false;
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bool show_average_precipitation_ = false;
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util::ndarray<float, 2> terrain_;
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util::ndarray<math::vector<float, 2>, 2> velocity_;
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util::ndarray<math::vector<float, 2>, 2> new_velocity_;
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util::ndarray<float, 2> pressure_;
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util::ndarray<float, 2> vorticity_;
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util::ndarray<float, 2> temperature_;
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util::ndarray<float, 2> new_temperature_;
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util::ndarray<float, 2> average_temperature_;
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util::ndarray<float, 2> humidity_;
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util::ndarray<float, 2> new_humidity_;
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util::ndarray<float, 2> precipitation_;
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util::ndarray<float, 2> average_precipitation_;
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util::ndarray<math::vector<float, 2>, 2> force_field_main_;
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util::ndarray<math::vector<float, 2>, 2> force_field_current_;
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util::ndarray<math::vector<float, 2>, 2> force_field_next_;
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util::ndarray<float, 2> vorticity_;
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int frame_ = 0;
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};
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