diff --git a/README.md b/README.md index 4b0293a..5bdda85 100644 --- a/README.md +++ b/README.md @@ -13,6 +13,7 @@ This repository currently contains: - An implementation roadmap under `docs/plans/`. - Legal and reference-material hygiene notes under `docs/legal/` and `docs/research/`. - A clean-room terrain import boundary with project-owned `ovp-text` fixtures, a PNG heightmap script importer, an SRTM/HGT byte importer behind the `hgt` Cargo feature, an ESRI ASCII Grid parser behind the `ascii-grid-import` feature, and a deterministic terrain-generation module in `src/terrain_gen.rs` with `TerrainGenerationSpec` / `DeterministicTerrainGenerator` (see `cargo test terrain_gen` and its determinism/seed note). +- A project-owned script parser + executor in `src/script.rs` / `src/script_exec.rs`, MakePath-inspired camera path generation in `src/path.rs`, a project-owned color-map model with editable thresholds/bands in `src/scene.rs`, and an `app` feature shell with working import/script/path/project controls in `src/app_state.rs`, `src/app.rs`, and `src/ui_shell.rs`. ## Development @@ -24,6 +25,7 @@ cargo run -- scene export --output /tmp/openvistapro-default.ovp.toml cargo run -- render --preset hill --width 256 --height 256 --output /tmp/openvistapro-hill.png cargo run -- render --preset hill --scene /tmp/openvistapro-default.ovp.toml --width 256 --height 256 --output /tmp/openvistapro-hill-from-scene.png cargo run -- render --preset hill --camera-demo --width 256 --height 192 --output /tmp/openvistapro-perspective.png +cargo run -- render --preset hill --quality final --output /tmp/openvistapro-renders/ cargo run --features app --bin openvistapro_app ``` @@ -56,6 +58,7 @@ cargo test --all-features ``` The default `render` mode writes a deterministic top-down elevation preview. +Passing `--quality preview|balanced|final` selects the project-owned quality profile; if `--output` points to an existing directory, the renderer derives a quality-specific PNG name there. Passing `--camera-demo` switches to the current CPU perspective renderer spike: a simple pinhole-camera raymarcher with bilinear height sampling, fixed step size, sky gradient, and distance haze. It is intended as a readable reference @@ -64,9 +67,10 @@ model. Scene files use the project-owned `.ovp.toml` format. Version 1 stores a top-level `schema = "openvistapro.scene"`, `version = 1`, and a serialized -`Scene` payload containing camera, light, water, tree-line, snow-line, and haze -settings. The format is intentionally human-readable while the data model is -still evolving. +`Scene` payload containing camera position/target, camera heading-pitch-bank, +lens/FOV/clip ranges, light, water, tree-line, snow-line, haze, and hydrology +overlays/settings. The format is intentionally human-readable while the data +model is still evolving. ## Script language (MVP) diff --git a/docs/knowledgebase/feature-inventory.md b/docs/knowledgebase/feature-inventory.md index 6fc8aff..f32a3a5 100644 --- a/docs/knowledgebase/feature-inventory.md +++ b/docs/knowledgebase/feature-inventory.md @@ -3,9 +3,9 @@ This is a normalized reconciliation of the VistaPro manuals, MakePath guide, screenshots, and current OpenVistaPro implementation. Status counts by normalized feature family: -- Implemented: 7 -- Partial: 7 -- Planned: 6 +- Implemented: 12 +- Partial: 5 +- Planned: 3 Notes: - “Implemented” means the current codebase has a working, tested slice for that family. @@ -22,21 +22,21 @@ Notes: | GeoTIFF terrain import | Modern open terrain source, not a legacy VistaPro format. | Implemented | `src/import/geotiff.rs` behind `import-geotiff`, tests in that module. | Deliberately narrow subset: tiny synthetic single-band raster support only. | | Fractal / synthetic terrain generation | VistaPro overview calls out fractal landscapes and generated terrain. | Partial | `src/terrain.rs` (`plane`, `radial_hill`), `src/app_state.rs` presets. | Current terrain generation is only deterministic fixtures, not a true fractal/noise terrain engine. | | Camera and target placement | VistaPro 2 / 3 manuals: “Setting Camera and Target”; screenshot workflow uses camera/target gadgets. | Implemented | `src/scene.rs` (`Camera`), `src/app.rs` (camera position/target controls), `src/app_state.rs`. | Only the core position/target slice exists; there is no map-click placement UI yet. | -| Lens / range / orientation controls | VistaPro manuals describe lens/range, bank, heading, and pitch controls. | Partial | `src/scene.rs` (`Camera.fov_degrees`), `src/render.rs` perspective renderer. | No explicit bank/heading/pitch model or legacy lens/range UI yet. | -| Water / sea level, tree line, snow line, haze | Manuals repeatedly mention tree line, snow line, water level, haze, and atmospheric tuning. | Implemented | `src/scene.rs`, `src/app.rs` sliders, `src/colormap.rs`, `src/render.rs`. | Rivers/lakes are still missing, but the core elevation-band controls are present. | -| Rivers and lakes | VistaPro manuals explicitly mention rivers and lakes as adjustable landscape features. | Planned | Not yet represented in `Scene` or renderer code. | Add hydrology controls/data model before claiming this family. | +| Lens / range / orientation controls | VistaPro manuals describe lens/range, bank, heading, and pitch controls. | Implemented | `src/scene.rs` (`Camera.orientation`, `fov_degrees`, `near_range`, `far_range`), `src/render.rs` perspective renderer, `src/app.rs` explicit heading/pitch/bank and lens/range controls. | The modern shell keeps the camera model explicit while staying intentionally simpler than the legacy lens matrix and stereo workflows. | +| Water / sea level, tree line, snow line, haze | Manuals repeatedly mention tree line, snow line, water level, haze, and atmospheric tuning. | Implemented | `src/scene.rs`, `src/app.rs` sliders, `src/colormap.rs`, `src/render.rs`. | The core elevation-band controls are present and still feed the renderer. | +| Rivers and lakes | VistaPro manuals explicitly mention rivers and lakes as adjustable landscape features. | Implemented | `src/scene.rs` (`Hydrology` lake/river overlays), `src/app.rs` hydrology controls + reset button, `src/app_state.rs`, `src/render.rs`, `src/scene_file.rs`, tests in `src/scene.rs`, `src/render.rs`, and `src/app_state.rs`. | The first clean-room slice now exposes editable lake/river overlays; routed-water simulation and drainage maps can grow later. | | Light direction and custom lighting | Manuals discuss sunlight placement and lighting experiments. | Partial | `src/scene.rs` (`Light`), `src/render.rs`, `src/app.rs` (light state exists in the scene model even if UI is minimal). | The current model is much simpler than VistaPro’s lighting workflow and lacks richer light controls. | -| Vertical exaggeration | VistaPro manuals describe vertical scaling / scene exaggeration controls. | Planned | No dedicated field or control in the current scene model. | Add an explicit vertical-scale parameter and render integration. | -| Color maps / palettes / texture image loading | VistaPro 3 manual includes loading PCX images, adding texture, and saving/loading color maps. | Partial | `src/colormap.rs` fixed bands, `src/render.rs` uses scene thresholds. | No color-map editor, no palette import/export, and no PCX/texture loading yet. | +| Vertical exaggeration | VistaPro manuals describe vertical scaling / scene exaggeration controls. | Implemented | `src/scene.rs` (`Scene.vertical_exaggeration`), `src/app.rs`, `src/app_state.rs`, `src/render.rs`, tests in `src/render.rs`, and scene-file round-trips in `src/scene_file.rs`. | The basic scene-level exaggeration slice is now wired through the shell, renderer, and scene files; future work can explore per-tool or legacy-style exaggeration workflows. | +| Color maps / palettes / texture image loading | VistaPro 3 manual includes loading PCX images, adding texture, and saving/loading color maps. | Implemented | `src/scene.rs` (`Palette` thresholds/bands + colors), `src/app.rs` color-map editor, `src/colormap.rs`, `src/render.rs`, `src/script_exec.rs`, `src/scene_file.rs`. | Palette import/export and PCX/texture loading remain future clean-room work. | | Preview / final render workflow | VistaPro manuals describe rough preview rendering and full render output. | Implemented | `src/render.rs` (`render_top_down`, `render_perspective`), `src/cli.rs` (`render`), tests in `src/render.rs`. | The preview/final split is still simplified, but the core render outputs are working. | -| Render quality presets / smoothing / detail tradeoffs | VistaPro manuals describe quality menus and poly/detail tradeoffs. | Planned | No dedicated quality preset system in current code. | Add explicit quality presets or a render-quality profile object. | +| Render quality presets / smoothing / detail tradeoffs | VistaPro manuals describe quality menus and poly/detail tradeoffs. | Implemented | `src/render.rs` (`RenderQualityPreset`, quality-aware top-down/perspective render helpers), `src/cli.rs` (`--quality`, output-path resolution), `src/app_state.rs`, `src/app.rs`, tests in `src/render.rs`, `src/app_state.rs`, and `src/cli.rs`. | The project-owned quality profile slice now toggles preview/balanced/final tradeoffs for both the CLI spike and the egui shell. | | Scene file save/load (`.ovp.toml`) | Not a VistaPro legacy format; this is the clean-room OpenVistaPro scene format. | Implemented | `src/scene_file.rs`, `src/cli.rs` (`scene export`), tests in `src/scene_file.rs`. | No gap for the project-owned scene format slice. | -| Script language parser | MakePath guide and VistaPro manual describe scripts and “Run Script” workflows. | Partial | `src/script.rs` parser, tests in `src/script.rs`, `README.md` script section. | Parser exists, but script execution is intentionally deferred. | -| Script execution and animation frames | MakePath guide says scripts should render full animations and VistaPro can run scripts from the Script menu. | Planned | No script runner or frame-sequencing engine exists yet. | Add execution semantics once the command model is stable. | -| MakePath-style path generation and motion models | MakePath guide describes spline nodes, previewing a path, and vehicle models (jet, glider, dune buggy, motorcycle, helicopter, cruise missile, custom). | Planned | No path generator or motion-model layer exists yet. | This is a separate planner/animation feature, not just a script parser. | -| UI shell, menus, dialogs, and numeric gadgets | VistaPro screenshots/manuals show dense menus, dialogs, map tools, and numeric gadgets. | Partial | `src/app.rs`, `src/app_state.rs`, `src/ui_shell.rs`, `src/bin/openvistapro_app.rs`. | OpenVistaPro now has a durable docked egui shell with stable navigation, sidebar, viewport, inspector, and status chrome; menus/dialogs/numeric gadgets still remain to be filled in. | -| Legacy image / landscape export formats | VistaPro manuals mention saving rendered images and landscapes in formats like IFF/IFF24/RGB and DEM/binary landscape files. | Planned | Current output is PNG plus project-owned `.ovp.toml` scenes. | Add separate compatibility/export work only after the clean internal pipeline is stable. | +| Script language parser | MakePath guide and VistaPro manual describe scripts and “Run Script” workflows. | Implemented | `src/script.rs`, `src/script_exec.rs`, `src/cli.rs` (`script run`), `src/app_state.rs` script preview, `README.md` script section, tests in `src/script.rs` and `src/script_exec.rs`. | The project-owned grammar is now parsed and executed; any future work should focus on richer syntax or animation export, not basic parser support. | +| Script execution and animation frames | MakePath guide says scripts should render full animations and VistaPro can run scripts from the Script menu. | Implemented | `src/script_exec.rs` (`run_script` / `run_script_source`), `src/cli.rs` (`script run`), `src/app.rs` script controls, `src/app_state.rs`, tests in `src/script_exec.rs`. | The executor now runs preset/import/render slices; animation-frame sequencing is still a future extension. | +| MakePath-style path generation and motion models | MakePath guide describes spline nodes, previewing a path, and vehicle models (jet, glider, dune buggy, motorcycle, helicopter, cruise missile, custom). | Implemented | `src/path.rs`, `src/app_state.rs` (`make_path`), `src/app.rs` path controls, tests in `src/path.rs` and `src/app_state.rs`. | Core camera-path generation is now present; editable nodes, vehicle-specific motion models, and script export remain future expansion points. | +| UI shell, menus, dialogs, and numeric gadgets | VistaPro screenshots/manuals show dense menus, dialogs, map tools, and numeric gadgets. | Partial | `src/app.rs`, `src/app_state.rs`, `src/ui_shell.rs`, `src/bin/openvistapro_app.rs`, plus the `app` feature shell tests. | OpenVistaPro now has a durable docked egui shell with stable navigation, working import/script/path/project actions, sidebar, viewport, inspector, and status chrome; legacy-style menus/dialogs and more specialized gadgets still remain to be filled in. | +| Legacy image / landscape export formats | VistaPro manuals mention saving rendered images and landscapes in formats like IFF/IFF24/RGB and DEM/binary landscape files. | Planned | Current output is PNG plus project-owned `.ovp.toml` scenes. | Separate compatibility/export work remains future scope after the clean internal pipeline is stable. | ## Current reconciliation summary -OpenVistaPro already covers the core clean-room pipeline: terrain grids, open importers, scene state, preview/final rendering, project-owned scene files, and a small script parser. The remaining VistaPro-specific gaps cluster around legacy compatibility, richer scene controls, script execution, MakePath-style animation tooling, and the old dense UI/menu workflow. +OpenVistaPro already covers the core clean-room pipeline: terrain grids, open importers, scene state, preview/final rendering, quality-profile tradeoffs, project-owned scene files, script execution, MakePath-style path generation, editable color-map thresholds/bands, and scene-level vertical exaggeration. The remaining VistaPro-specific gaps cluster around legacy compatibility, richer scene controls, animation-frame export, and the old dense UI/menu workflow. diff --git a/docs/knowledgebase/ui-panel-map.md b/docs/knowledgebase/ui-panel-map.md index baf42ad..1a42f70 100644 --- a/docs/knowledgebase/ui-panel-map.md +++ b/docs/knowledgebase/ui-panel-map.md @@ -6,14 +6,14 @@ This is a normalized modern shell map derived from the VistaPro manuals, screens | Modern panel | VistaPro surfaces it absorbs | Suggested placement | Current code support | Notes / gaps | |---|---|---|---|---| -| Viewport / preview | Main render window, map preview, perspective view, preview/final render output | Center dock | Partial | `src/app.rs` already renders the CPU preview into `CentralPanel`; perspective and top-down preview modes exist, but there is no GPU viewport or direct manipulation overlay yet. | -| Terrain / import | Load Landscape, Import, terrain source selection, generated terrain presets | Left dock or collapsible section | Partial | The current shell exposes project-owned terrain presets (`Plane`, `RadialHill`) and a placeholder import entry point; legacy format import UI is still absent. | -| Scene / camera | Camera and target gadgets, lens/range, bank/heading/pitch, water/tree/snow/haze controls | Left dock or inspector stack | Partial | Position/target, orientation, lens/range, vertical exaggeration, palette, and hydrology controls now live in `src/app.rs` and `src/app_state.rs`; `src/scene.rs` and `src/render.rs` carry the model/render semantics. The shell now covers the main VistaPro scene controls, but its camera semantics are intentionally simplified and not yet tied to any map-click placement workflow. | -| Render | Preview vs final render, quality/smoothing, detail tradeoffs | Left dock, toolbar, or render tab | Partial | Current code toggles top-down vs perspective render mode, but there is no dedicated quality profile or render preset UI. | -| Scripts / paths | Script menu, Run Script, MakePath path tools, animation-frame workflows | Right dock or modal workflow | Partial | Script parsing exists in the codebase, the shell now surfaces a script editor and placeholder path controls, but execution and path generation are still deferred. | -| File / project actions | New/Open/Save landscape, scene load/save, export commands | Top bar / file menu | Partial | The shell now shows scene-file status and disabled file actions; load/save execution is still wired only in the backend modules. | -| Status / feedback | Coordinate readouts, render state, file path, progress, messages | Bottom status bar | Partial | The shell now has a bottom status bar driven by `AppData::ui_snapshot()`. | -| Deferred features / legacy compatibility | Dense menu hierarchy, advanced lighting, hydrology, vertical exaggeration, palette editing, legacy image/landscape exports | Right dock, tool drawer, or dialogs | Planned | These are best surfaced as future tabs or dialogs rather than cluttering the initial shell. | +| Viewport / preview | Main render window, map preview, perspective view, preview/final render output | Center dock | Partial | `src/app.rs` renders the CPU preview into `CentralPanel`; perspective and top-down preview modes exist, but there is no GPU viewport or direct manipulation overlay yet. | +| Terrain / import | Load Landscape, Import, terrain source selection, generated terrain presets | Left dock or collapsible section | Partial | The current shell exposes project-owned terrain presets (`Plane`, `RadialHill`) and a working heightmap import action; legacy format import UI is still absent. | +| Scene / camera | Camera and target gadgets, lens/range, bank/heading/pitch, water/tree/snow/haze controls | Left dock or inspector stack | Partial | Position/target, explicit heading/pitch/bank controls, lens/FOV/clip range controls, vertical exaggeration, color-map editing, and hydrology overlays now live in `src/app.rs` and `src/app_state.rs`; `src/scene.rs`, `src/render.rs`, and `src/script_exec.rs` carry the model/render semantics. The shell covers the main VistaPro scene controls, but its camera semantics are intentionally simplified and not yet tied to any map-click placement workflow. | +| Render | Preview vs final render, quality/smoothing, detail tradeoffs | Left dock, toolbar, or render tab | Partial | Current code now exposes preview/balanced/final quality presets alongside top-down vs perspective render mode; the shell still lacks the full legacy menu chrome and fine-grained smoothing sliders. | +| Scripts / paths | Script menu, Run Script, MakePath path tools, animation-frame workflows | Right dock or modal workflow | Partial | Script parsing/execution and MakePath-style path generation now run end-to-end in the backend; the shell surfaces a script editor, Run Script, and Make Path controls, but animation-frame export and richer path editing are still future work. | +| File / project actions | New/Open/Save landscape, scene load/save, export commands | Top bar / file menu | Partial | The shell now shows scene-file status and working New/Open/Save controls; legacy menu chrome and export dialogs are still missing. | +| Status / feedback | Coordinate readouts, render state, file path, progress, messages | Bottom status bar | Present | The shell now has a bottom status bar driven by `AppData::ui_snapshot()`. | +| Legacy compatibility / advanced dialogs | Dense menu hierarchy, advanced lighting, hydrology, vertical exaggeration, palette editing, legacy image/landscape exports | Right dock, tool drawer, or dialogs | Partial | These are best surfaced as future tabs or dialogs rather than cluttering the initial shell; some sub-features already exist in the backend, but the legacy-style workflow itself is still incomplete. | ## Recommended shell structure @@ -32,19 +32,19 @@ That layout preserves the VistaPro workflow while making room for modern discove | Panel | Code support today | Implementation evidence | Priority | |---|---|---|---| | Viewport / preview | Present | `src/app.rs` renders the preview into `CentralPanel`; `src/app_state.rs` builds the preview image. | High | -| Terrain / import | Partial | `TerrainPreset` and `AppAction::SetTerrainPreset` in `src/app_state.rs`; terrain radio buttons in `src/app.rs`. | High | -| Scene / camera | Partial | `Scene`, camera position/target controls, and scene-band sliders in `src/app.rs` and `src/app_state.rs`. | High | +| Terrain / import | Partial | `TerrainPreset` and `AppAction::SetTerrainPreset` in `src/app_state.rs`; terrain radio buttons and import action in `src/app.rs`. | High | +| Scene / camera | Partial | `Scene`, camera position/target controls, explicit heading/pitch/bank controls, and lens/range sliders in `src/app.rs` and `src/app_state.rs`. | High | | Render | Partial | `RendererMode` plus preview switching in `src/app_state.rs` and `src/app.rs`. | High | -| Scripts / paths | Not yet | `docs/knowledgebase/feature-inventory.md` marks scripts and path generation as planned. | Medium | -| File / project actions | Not yet | `loaded_scene_path` exists in `AppData`, but there is no visible file/project UI yet. | Medium | -| Status / feedback | Not yet | No dedicated status widget or state binding is present. | Medium | -| Deferred features / legacy compatibility | Not yet | These remain future work in the feature inventory. | Low | +| Scripts / paths | Partial | `src/script.rs`, `src/script_exec.rs`, `src/path.rs`, and the script/path controls in `src/app.rs`. | High | +| File / project actions | Partial | `loaded_scene_path` plus the working New/Open/Save controls in `src/app.rs` and `src/scene_file.rs`. | Medium | +| Status / feedback | Present | Bottom status bar driven by `AppData::ui_snapshot()` in `src/app.rs`. | Medium | +| Legacy compatibility / advanced dialogs | Partial | Backend support exists for some sub-features like vertical exaggeration and hydrology, while palette/color-map editing is now wired into the shell; the legacy-style menu/dialog workflow is still incomplete. | Low | ## Remaining gaps -- No legacy-style menu/dialog layer for file, export, or script workflows. -- No docked status bar or live feedback line. -- No dedicated scripts/paths editor surface. +- No legacy-style menu/dialog layer for file, export, or advanced workflows. +- The docked status bar exists now, but richer progress and coordinate feedback are still open. +- No dedicated scripts/paths editor surface beyond the current MVP controls. - Palette import/export and legacy texture loading remain open. - Hydrology still lacks routed-water simulation and drainage maps. - Legacy export and compatibility dialogs remain future work. diff --git a/docs/plans/phase-4-formats-scripts-ui.md b/docs/plans/phase-4-formats-scripts-ui.md index 39c8a32..f688886 100644 --- a/docs/plans/phase-4-formats-scripts-ui.md +++ b/docs/plans/phase-4-formats-scripts-ui.md @@ -721,20 +721,10 @@ Expected: generated script parses successfully. ## Milestone G: WGPU/egui application after CLI stability -**Status:** Tasks G1–G4 have landed. `src/app_state.rs` holds testable app state and -`AppAction` reducers; `src/app.rs` and `src/bin/openvistapro_app.rs` provide the -`app`-feature `eframe`/`egui` shell. The shell now docks terrain, scene/camera, and render -controls in a left panel, a scripts/paths panel on the right, a top project bar and a -bottom status bar for file/status chrome, and the CPU top-down/perspective preview in the -center. Still-planned actions — heightmap import, run script, make path, and file -new/open/save — are present as disabled placeholders so the layout is honest about scope. +**Status:** Tasks G1–G4 have landed. `src/app_state.rs` holds testable app state and `AppAction` reducers; `src/app.rs` and `src/bin/openvistapro_app.rs` provide the `app`-feature `eframe`/`egui` shell. The shell now docks terrain, scene/camera, render, import, script, path, and project controls around the CPU top-down/perspective preview, with a bottom status bar and backend-backed import/script/path actions. The shell map is tracked in [`docs/knowledgebase/ui-panel-map.md`](../knowledgebase/ui-panel-map.md). -Remaining UI roadmap: Task G5 (WGPU renderer backend) plus the still-open gaps — wiring -file/import/script/path actions to their backend modules, legacy menus/dialogs, -orientation and lens/range controls, vertical exaggeration, a palette editor, and -hydrology controls. All of it stays clean-room: no proprietary VistaPro assets, menus, or -screenshots enter the repository. +Remaining UI roadmap: Task G5 (WGPU renderer backend) plus the still-open gaps — legacy menus/dialogs, richer file/project chrome, animation-frame export, deeper script/path editors, and palette import/export / texture loading. All of it stays clean-room: no proprietary VistaPro assets, menus, or screenshots enter the repository. ### Task G1: Create app-state crate/module without a window diff --git a/src/app.rs b/src/app.rs index 23f5f37..61bf48a 100644 --- a/src/app.rs +++ b/src/app.rs @@ -1,7 +1,7 @@ use eframe::egui; use image::RgbImage; -use crate::app_state::{AppAction, AppData, RendererMode, TerrainPreset}; +use crate::app_state::{AppAction, AppData, RenderQuality, RendererMode, TerrainPreset}; use crate::scene::Vec3; use crate::ui_shell::{ShellSection, UiShellState}; @@ -127,6 +127,22 @@ impl OpenVistaProApp { if renderer_mode != self.data.renderer_mode { self.data.apply(AppAction::SetRendererMode(renderer_mode)); } + + ui.separator(); + ui.label("Render quality"); + let mut quality = self.data.render_quality; + changed |= ui + .radio_value(&mut quality, RenderQuality::Preview, "Preview") + .changed(); + changed |= ui + .radio_value(&mut quality, RenderQuality::Balanced, "Balanced") + .changed(); + changed |= ui + .radio_value(&mut quality, RenderQuality::Final, "Final") + .changed(); + if quality != self.data.render_quality { + self.data.apply(AppAction::SetRenderQuality(quality)); + } changed } @@ -165,24 +181,29 @@ impl OpenVistaProApp { self.data.apply(AppAction::SetCameraTarget(camera_target)); ui.separator(); - ui.label("Camera orientation and lens"); + ui.label("Camera orientation and lens/range"); let mut orientation = self.data.scene.camera.orientation; - changed |= vec3_controls(ui, "Orientation", &mut orientation); + changed |= orientation_controls(ui, &mut orientation); self.data .apply(AppAction::SetCameraOrientation(orientation)); + ui.small( + "Heading turns the camera around world up, pitch tilts it, and bank rolls the horizon.", + ); + let mut fov_degrees = self.data.scene.camera.fov_degrees; let mut near_range = self.data.scene.camera.near_range; let mut far_range = self.data.scene.camera.far_range; changed |= ui - .add(egui::Slider::new(&mut fov_degrees, 10.0..=170.0).text("FOV")) + .add(egui::Slider::new(&mut fov_degrees, 10.0..=170.0).text("Lens / FOV (°)")) .changed(); changed |= ui - .add(egui::Slider::new(&mut near_range, 0.1..=50.0).text("Near")) + .add(egui::Slider::new(&mut near_range, 0.1..=50.0).text("Near clip")) .changed(); changed |= ui - .add(egui::Slider::new(&mut far_range, 1.0..=1000.0).text("Far")) + .add(egui::Slider::new(&mut far_range, 1.0..=1000.0).text("Far clip")) .changed(); + ui.small("FOV controls lens width; near/far clip distances are in world units."); self.data.apply(AppAction::SetCameraLens { fov_degrees, near_range, @@ -200,6 +221,13 @@ impl OpenVistaProApp { ui.separator(); ui.label("Hydrology"); + ui.horizontal(|ui| { + if ui.button("Reset hydrology").clicked() { + self.data.apply(AppAction::ResetHydrology); + changed = true; + } + ui.label("Lake and river overlays are clean-room defaults"); + }); let mut river_level = self.data.scene.hydrology.river_level; let mut lake_level = self.data.scene.hydrology.lake_level; let mut drainage = self.data.scene.hydrology.drainage; @@ -212,14 +240,58 @@ impl OpenVistaProApp { changed |= ui .add(egui::Slider::new(&mut drainage, 0.0..=5.0).text("Drainage")) .changed(); + ui.label("Lake placement"); + let mut lake_center_x = self.data.scene.hydrology.lake_center_x; + let mut lake_center_z = self.data.scene.hydrology.lake_center_z; + let mut lake_radius = self.data.scene.hydrology.lake_radius; + ui.horizontal(|ui| { + ui.label("Center X/Z"); + changed |= ui + .add( + egui::DragValue::new(&mut lake_center_x) + .speed(0.01) + .range(0.0..=1.0), + ) + .changed(); + changed |= ui + .add( + egui::DragValue::new(&mut lake_center_z) + .speed(0.01) + .range(0.0..=1.0), + ) + .changed(); + }); + changed |= ui + .add(egui::Slider::new(&mut lake_radius, 0.0..=0.5).text("Radius")) + .changed(); + ui.label("River placement"); + let mut river_center_x = self.data.scene.hydrology.river_center_x; + let mut river_width = self.data.scene.hydrology.river_width; + let mut river_bend = self.data.scene.hydrology.river_bend; + changed |= ui + .add(egui::Slider::new(&mut river_center_x, 0.0..=1.0).text("Center X")) + .changed(); + changed |= ui + .add(egui::Slider::new(&mut river_width, 0.0..=0.25).text("Width")) + .changed(); + changed |= ui + .add(egui::Slider::new(&mut river_bend, 0.0..=0.35).text("Bend")) + .changed(); self.data.apply(AppAction::SetHydrology { river_level, lake_level, drainage, + lake_center_x, + lake_center_z, + lake_radius, + river_center_x, + river_width, + river_bend, }); ui.separator(); - ui.label("Palette"); + ui.label("Color map"); + ui.label("Core elevation bands"); let mut palette = self.data.scene.palette; ui.horizontal(|ui| { ui.label("Water"); @@ -389,9 +461,12 @@ impl OpenVistaProApp { ui.separator(); ui.label(format!("Terrain: {:?}", self.data.terrain_preset)); ui.label(format!("Renderer: {:?}", self.data.renderer_mode)); + ui.label(format!("Quality: {:?}", self.data.render_quality)); let (width, height) = self.data.preview_size; ui.label(format!("Preview: {width} x {height}")); ui.label(format!("Water level: {:.2}", self.data.scene.water_level)); + ui.label(format!("Tree line: {:.2}", self.data.scene.tree_line)); + ui.label(format!("Snow line: {:.2}", self.data.scene.snow_line)); }); } @@ -476,6 +551,29 @@ fn vec3_controls(ui: &mut egui::Ui, label: &str, value: &mut Vec3) -> bool { changed } +fn orientation_controls(ui: &mut egui::Ui, value: &mut Vec3) -> bool { + let mut changed = false; + ui.horizontal(|ui| { + ui.label("Heading / yaw"); + changed |= ui + .add(egui::DragValue::new(&mut value.x).speed(0.25).suffix("°")) + .changed(); + }); + ui.horizontal(|ui| { + ui.label("Pitch"); + changed |= ui + .add(egui::DragValue::new(&mut value.y).speed(0.25).suffix("°")) + .changed(); + }); + ui.horizontal(|ui| { + ui.label("Bank / roll"); + changed |= ui + .add(egui::DragValue::new(&mut value.z).speed(0.25).suffix("°")) + .changed(); + }); + changed +} + fn rgb_image_to_color_image(image: &RgbImage) -> egui::ColorImage { let size = [image.width() as usize, image.height() as usize]; egui::ColorImage::from_rgb(size, image.as_raw()) diff --git a/src/app_state.rs b/src/app_state.rs index 312e84e..5cefef4 100644 --- a/src/app_state.rs +++ b/src/app_state.rs @@ -3,7 +3,9 @@ use std::path::Path; use image::RgbImage; use crate::path::{CameraPath, build_demo_path}; -use crate::render::{render_perspective, render_top_down}; +use crate::render::{ + RenderQualityPreset, render_perspective_with_quality, render_top_down_with_quality, +}; use crate::scene::{Scene, Vec3}; use crate::scene_file::{self, SceneFileError}; use crate::script::{Command, parse_script}; @@ -49,6 +51,32 @@ impl RendererMode { } } +#[derive(Debug, Clone, Copy, PartialEq, Eq)] +pub enum RenderQuality { + Preview, + Balanced, + Final, +} + +impl RenderQuality { + /// Human-readable label used by the UI shell and CLI. + pub fn label(self) -> &'static str { + match self { + RenderQuality::Preview => "Preview", + RenderQuality::Balanced => "Balanced", + RenderQuality::Final => "Final", + } + } + + pub fn preset(self) -> RenderQualityPreset { + match self { + RenderQuality::Preview => RenderQualityPreset::Preview, + RenderQuality::Balanced => RenderQualityPreset::Balanced, + RenderQuality::Final => RenderQualityPreset::Final, + } + } +} + /// A pure, derived summary of a parsed script, suitable for display in the UI. /// /// All counts are zero and `error` carries the parser message when the script @@ -124,6 +152,7 @@ pub struct AppData { pub scene: Scene, pub terrain_preset: TerrainPreset, pub renderer_mode: RendererMode, + pub render_quality: RenderQuality, pub preview_size: (u32, u32), pub loaded_scene_path: Option, /// Heightmap path selected for import. @@ -150,6 +179,7 @@ impl Default for AppData { scene: Scene::default(), terrain_preset: TerrainPreset::RadialHill, renderer_mode: RendererMode::TopDown, + render_quality: RenderQuality::Preview, preview_size: (256, 256), loaded_scene_path: Some(scene_path), import_path: Some(import_path.clone()), @@ -169,6 +199,7 @@ impl AppData { match action { AppAction::SetTerrainPreset(preset) => self.terrain_preset = preset, AppAction::SetRendererMode(mode) => self.renderer_mode = mode, + AppAction::SetRenderQuality(quality) => self.render_quality = quality, AppAction::SetWaterLevel(value) => self.scene.water_level = value, AppAction::SetTreeLine(value) => self.scene.tree_line = value, AppAction::SetSnowLine(value) => self.scene.snow_line = value, @@ -194,10 +225,25 @@ impl AppData { river_level, lake_level, drainage, + lake_center_x, + lake_center_z, + lake_radius, + river_center_x, + river_width, + river_bend, } => { self.scene.hydrology.river_level = river_level; self.scene.hydrology.lake_level = lake_level; self.scene.hydrology.drainage = drainage.max(0.0); + self.scene.hydrology.lake_center_x = lake_center_x.clamp(0.0, 1.0); + self.scene.hydrology.lake_center_z = lake_center_z.clamp(0.0, 1.0); + self.scene.hydrology.lake_radius = lake_radius.max(0.0); + self.scene.hydrology.river_center_x = river_center_x.clamp(0.0, 1.0); + self.scene.hydrology.river_width = river_width.max(0.0); + self.scene.hydrology.river_bend = river_bend.clamp(0.0, 0.5); + } + AppAction::ResetHydrology => { + self.scene.hydrology = crate::scene::Hydrology::default(); } AppAction::SetPalette(palette) => self.scene.palette = palette, AppAction::SetPreviewSize { width, height } => { @@ -215,6 +261,7 @@ impl AppData { self.last_script_run = None; self.terrain_preset = TerrainPreset::RadialHill; self.renderer_mode = RendererMode::TopDown; + self.render_quality = RenderQuality::Preview; } pub fn open_scene(&mut self, path: &Path) -> Result<(), SceneFileError> { @@ -280,17 +327,18 @@ impl AppData { import_label: "Import terrain".to_string(), script_label: "Scripts / paths".to_string(), path_label: "Path tools".to_string(), - scene_controls_label: "Scene / camera / palette".to_string(), - palette_label: "Palette / color map".to_string(), + scene_controls_label: "Scene / camera / color map".to_string(), + palette_label: "Color map".to_string(), hydrology_label: "Hydrology".to_string(), legacy_dialogs_label: "Legacy dialogs".to_string(), scene_file_path: self.loaded_scene_path.clone(), import_path: self.import_path.clone(), path_target: self.path_target.clone(), status_line: format!( - "CPU preview · {} · {} · exag {:.2} · {width}×{height}", + "CPU preview · {} · {} · {} · exag {:.2} · {width}×{height}", self.terrain_preset.label(), self.renderer_mode.label(), + self.render_quality.label(), self.scene.vertical_exaggeration, ), script_preview: ScriptPreview::from_source(&self.script_source), @@ -305,8 +353,16 @@ impl AppData { let grid = self.build_preview_grid()?; let (width, height) = self.preview_size; let image = match self.renderer_mode { - RendererMode::TopDown => render_top_down(&grid, &self.scene), - RendererMode::Perspective => render_perspective(&grid, &self.scene, width, height), + RendererMode::TopDown => { + render_top_down_with_quality(&grid, &self.scene, self.render_quality.preset()) + } + RendererMode::Perspective => render_perspective_with_quality( + &grid, + &self.scene, + width, + height, + self.render_quality.preset(), + ), }; Ok(image) } @@ -316,6 +372,7 @@ impl AppData { pub enum AppAction { SetTerrainPreset(TerrainPreset), SetRendererMode(RendererMode), + SetRenderQuality(RenderQuality), SetWaterLevel(f32), SetTreeLine(f32), SetSnowLine(f32), @@ -333,7 +390,14 @@ pub enum AppAction { river_level: f32, lake_level: f32, drainage: f32, + lake_center_x: f32, + lake_center_z: f32, + lake_radius: f32, + river_center_x: f32, + river_width: f32, + river_bend: f32, }, + ResetHydrology, SetPalette(crate::scene::Palette), SetPreviewSize { width: u32, @@ -377,6 +441,35 @@ mod tests { assert_eq!(app.scene.camera, original_camera); } + #[test] + fn reducer_updates_hydrology_shapes_and_reset() { + let mut app = AppData::default(); + app.apply(AppAction::SetHydrology { + river_level: 0.25, + lake_level: 0.5, + drainage: 0.1, + lake_center_x: 1.3, + lake_center_z: -0.2, + lake_radius: 0.3, + river_center_x: -0.4, + river_width: 0.12, + river_bend: 0.9, + }); + + assert_eq!(app.scene.hydrology.river_level, 0.25); + assert_eq!(app.scene.hydrology.lake_level, 0.5); + assert_eq!(app.scene.hydrology.drainage, 0.1); + assert_eq!(app.scene.hydrology.lake_center_x, 1.0); + assert_eq!(app.scene.hydrology.lake_center_z, 0.0); + assert_eq!(app.scene.hydrology.lake_radius, 0.3); + assert_eq!(app.scene.hydrology.river_center_x, 0.0); + assert_eq!(app.scene.hydrology.river_width, 0.12); + assert_eq!(app.scene.hydrology.river_bend, 0.5); + + app.apply(AppAction::ResetHydrology); + assert_eq!(app.scene.hydrology, crate::scene::Hydrology::default()); + } + #[test] fn reducer_updates_camera_vectors_and_mode() { let mut app = AppData::default(); @@ -415,6 +508,21 @@ mod tests { assert_eq!(preview.height(), 64); } + #[test] + fn render_quality_changes_preview_output() { + let mut app = AppData::default(); + app.apply(AppAction::SetPreviewSize { + width: 33, + height: 33, + }); + + let preview = app.render_preview().unwrap(); + app.apply(AppAction::SetRenderQuality(RenderQuality::Final)); + let final_img = app.render_preview().unwrap(); + + assert_ne!(preview.as_raw(), final_img.as_raw()); + } + #[test] fn ui_snapshot_exposes_existing_controls_and_new_entry_points() { let app = AppData::default(); @@ -426,10 +534,12 @@ mod tests { assert_eq!(shell.import_label, "Import terrain"); assert_eq!(shell.script_label, "Scripts / paths"); assert_eq!(shell.path_label, "Path tools"); + assert_eq!(shell.palette_label, "Color map"); assert!(shell.scene_file_path.is_some()); assert!(shell.import_path.is_some()); assert!(shell.path_target.is_none()); assert!(shell.status_line.contains("CPU preview")); + assert!(shell.status_line.contains("Preview")); } #[test] diff --git a/src/cli.rs b/src/cli.rs index ccb6884..149423d 100644 --- a/src/cli.rs +++ b/src/cli.rs @@ -3,8 +3,13 @@ use std::path::PathBuf; use clap::{Args, Parser, Subcommand, ValueEnum}; use image::ImageError; -use crate::render::{demo_camera_for, render_perspective_to_path, render_top_down_to_path}; +use crate::render::{ + RenderQualityPreset, demo_camera_for, render_perspective_with_quality, + render_top_down_with_quality, +}; + use crate::scene::Scene; + use crate::scene_file::{self, SceneFileError}; use crate::script_exec::{self, ScriptError}; use crate::terrain::{HeightGrid, TerrainError}; @@ -55,6 +60,9 @@ pub struct RenderArgs { /// the top-down preview. #[arg(long, default_value_t = false)] pub camera_demo: bool, + /// Render-quality preset for the CPU spike. + #[arg(long, value_enum, default_value_t = RenderQualityPreset::Preview)] + pub quality: RenderQualityPreset, } #[derive(Debug, Clone, Args)] @@ -146,10 +154,39 @@ impl From for CliError { } } +impl Preset { + pub fn slug(self) -> &'static str { + match self { + Preset::Plane => "plane", + Preset::Hill => "hill", + } + } +} + pub fn supported_presets() -> &'static [&'static str] { &["plane", "hill"] } +pub fn supported_quality_presets() -> &'static [&'static str] { + &["preview", "balanced", "final"] +} + +pub fn resolve_render_output_path( + output: &std::path::Path, + preset: Preset, + quality: RenderQualityPreset, +) -> PathBuf { + if output.is_dir() { + output.join(format!( + "openvistapro-{}-{}.png", + preset.slug(), + quality.output_tag() + )) + } else { + output.to_path_buf() + } +} + pub fn supported_importers() -> &'static [&'static str] { #[cfg(all( feature = "hgt", @@ -223,6 +260,12 @@ pub fn info_text() -> String { let mut text = String::new(); writeln!(&mut text, "openvistapro {}", env!("CARGO_PKG_VERSION")).unwrap(); writeln!(&mut text, "presets: {}", supported_presets().join(", ")).unwrap(); + writeln!( + &mut text, + "quality presets: {}", + supported_quality_presets().join(", ") + ) + .unwrap(); let importers = supported_importers(); if importers.is_empty() { writeln!(&mut text, "importers: (none)").unwrap(); @@ -244,6 +287,7 @@ pub fn execute(cli: Cli) -> Result<(), CliError> { Preset::Plane => HeightGrid::plane(args.width, args.height)?, Preset::Hill => HeightGrid::radial_hill(args.width, args.height, HILL_PEAK_HEIGHT)?, }; + let output = resolve_render_output_path(&args.output, args.preset, args.quality); let mut scene = if let Some(path) = args.scene.as_deref() { scene_file::load_from_path(path)? } else { @@ -251,15 +295,23 @@ pub fn execute(cli: Cli) -> Result<(), CliError> { }; if args.camera_demo { scene.camera = demo_camera_for(&grid); - render_perspective_to_path(&grid, &scene, args.width, args.height, &args.output)?; + let image = render_perspective_with_quality( + &grid, + &scene, + args.width, + args.height, + args.quality, + ); + image.save(&output)?; } else { - render_top_down_to_path(&grid, &scene, &args.output)?; + let image = render_top_down_with_quality(&grid, &scene, args.quality); + image.save(&output)?; } Ok(()) } Command::Scene(args) => match args.action { SceneAction::Export(export) => { - scene_file::save_to_path(&Scene::default(), &export.output)?; + scene_file::save_to_path(&crate::scene::Scene::default(), &export.output)?; Ok(()) } }, @@ -278,6 +330,7 @@ pub fn execute(cli: Cli) -> Result<(), CliError> { #[cfg(test)] mod tests { use super::*; + use crate::scene::Scene; #[test] fn parses_info_command() { @@ -707,6 +760,12 @@ mod tests { water_level: 1000.0, tree_line: 1001.0, snow_line: 1002.0, + hydrology: crate::scene::Hydrology { + lake_radius: 0.0, + river_width: 0.0, + river_bend: 0.0, + ..crate::scene::Hydrology::default() + }, ..Scene::default() }; crate::scene_file::save_to_path(&custom, &scene_path).expect("save scene"); diff --git a/src/colormap.rs b/src/colormap.rs index d209439..4344570 100644 --- a/src/colormap.rs +++ b/src/colormap.rs @@ -195,4 +195,13 @@ mod tests { ); assert_eq!(scene_color(&scene, scene.snow_line + 1.0), SNOW_COLOR); } + + #[test] + fn scene_color_uses_palette_band_colors_for_the_default_scene() { + let scene = Scene::default(); + assert_eq!(scene.palette.water, WATER_COLOR); + assert_eq!(scene.palette.lowland, LOWLAND_COLOR); + assert_eq!(scene.palette.highland, HIGHLAND_COLOR); + assert_eq!(scene.palette.snow, SNOW_COLOR); + } } diff --git a/src/render.rs b/src/render.rs index 4b8e3c5..faf7a2b 100644 --- a/src/render.rs +++ b/src/render.rs @@ -1,11 +1,60 @@ use std::path::Path; +use clap::ValueEnum; use image::{ImageError, Rgb, RgbImage}; use crate::colormap::scene_color; use crate::scene::{Camera, Scene, Vec3}; use crate::terrain::HeightGrid; +#[derive(Debug, Clone, Copy, PartialEq, Eq, ValueEnum)] +pub enum RenderQualityPreset { + Preview, + Balanced, + Final, +} + +#[derive(Debug, Clone, Copy, PartialEq)] +pub struct RenderQualityProfile { + pub label: &'static str, + pub output_tag: &'static str, + pub perspective_step: f32, + pub top_down_blur_passes: u8, +} + +impl RenderQualityPreset { + pub fn profile(self) -> RenderQualityProfile { + match self { + RenderQualityPreset::Preview => RenderQualityProfile { + label: "Preview", + output_tag: "preview", + perspective_step: 0.70, + top_down_blur_passes: 0, + }, + RenderQualityPreset::Balanced => RenderQualityProfile { + label: "Balanced", + output_tag: "balanced", + perspective_step: 0.45, + top_down_blur_passes: 1, + }, + RenderQualityPreset::Final => RenderQualityProfile { + label: "Final", + output_tag: "final", + perspective_step: 0.25, + top_down_blur_passes: 2, + }, + } + } + + pub fn label(self) -> &'static str { + self.profile().label + } + + pub fn output_tag(self) -> &'static str { + self.profile().output_tag + } +} + pub fn render_top_down(grid: &HeightGrid, scene: &Scene) -> RgbImage { let w = grid.width(); let h = grid.height(); @@ -14,13 +63,64 @@ pub fn render_top_down(grid: &HeightGrid, scene: &Scene) -> RgbImage { for y in 0..h { for x in 0..w { let elevation = grid.sample(x, y).unwrap_or(0.0) * vertical_exaggeration; - let color = scene_color(scene, elevation); + let (nx, nz) = normalized_coords(x, y, w, h); + let color = surface_color(scene, elevation, nx, nz); img.put_pixel(x, y, Rgb(color)); } } img } +fn blur_pass(image: &RgbImage) -> RgbImage { + let mut blurred = RgbImage::new(image.width(), image.height()); + for y in 0..image.height() { + for x in 0..image.width() { + let mut accum = [0u32; 3]; + let mut count = 0u32; + for dy in -1i32..=1 { + for dx in -1i32..=1 { + let nx = x as i32 + dx; + let ny = y as i32 + dy; + if nx < 0 || ny < 0 { + continue; + } + let (nx, ny) = (nx as u32, ny as u32); + if nx >= image.width() || ny >= image.height() { + continue; + } + let px = image.get_pixel(nx, ny).0; + accum[0] += u32::from(px[0]); + accum[1] += u32::from(px[1]); + accum[2] += u32::from(px[2]); + count += 1; + } + } + let avg = [ + (accum[0] / count.max(1)) as u8, + (accum[1] / count.max(1)) as u8, + (accum[2] / count.max(1)) as u8, + ]; + blurred.put_pixel(x, y, Rgb(avg)); + } + } + blurred +} + +fn apply_top_down_quality(mut image: RgbImage, quality: RenderQualityPreset) -> RgbImage { + for _ in 0..quality.profile().top_down_blur_passes { + image = blur_pass(&image); + } + image +} + +pub fn render_top_down_with_quality( + grid: &HeightGrid, + scene: &Scene, + quality: RenderQualityPreset, +) -> RgbImage { + apply_top_down_quality(render_top_down(grid, scene), quality) +} + pub fn render_top_down_to_path( grid: &HeightGrid, scene: &Scene, @@ -55,6 +155,53 @@ fn mix_color(color: [u8; 3], target: [u8; 3], factor: f32) -> [u8; 3] { ] } +fn normalized_coords(x: u32, y: u32, width: u32, height: u32) -> (f32, f32) { + let nx = if width > 1 { + x as f32 / (width as f32 - 1.0) + } else { + 0.5 + }; + let nz = if height > 1 { + y as f32 / (height as f32 - 1.0) + } else { + 0.5 + }; + (nx.clamp(0.0, 1.0), nz.clamp(0.0, 1.0)) +} + +fn hydrology_overlay_color(scene: &Scene, nx: f32, nz: f32) -> Option<[u8; 3]> { + let lake = scene.hydrology.lake_coverage(nx, nz); + let river = scene.hydrology.river_coverage(nx, nz); + let coverage = lake.max(river); + if coverage <= 0.0 { + return None; + } + + let tint = if lake >= river { + mix_color(scene.palette.water, [40, 125, 225], 0.68) + } else { + mix_color(scene.palette.water, [100, 210, 255], 0.75) + }; + let colored = mix_color(scene.palette.water, tint, coverage); + Some(if coverage > 0.72 { + mix_color( + colored, + [245, 250, 255], + (coverage - 0.72).clamp(0.0, 0.28) * 3.0, + ) + } else { + colored + }) +} + +fn surface_color(scene: &Scene, elevation: f32, nx: f32, nz: f32) -> [u8; 3] { + let base = scene_color(scene, elevation); + match hydrology_overlay_color(scene, nx, nz) { + Some(overlay) => mix_color(base, overlay, 0.9), + None => base, + } +} + fn v_add(a: Vec3, b: Vec3) -> Vec3 { Vec3::new(a.x + b.x, a.y + b.y, a.z + b.z) } @@ -178,6 +325,16 @@ pub fn demo_camera_for(grid: &HeightGrid) -> Camera { /// Coordinate convention: world X and Z map onto the grid's `(x, y)` indices, /// world Y is elevation, up = +Y. pub fn render_perspective(grid: &HeightGrid, scene: &Scene, width: u32, height: u32) -> RgbImage { + render_perspective_with_quality(grid, scene, width, height, RenderQualityPreset::Preview) +} + +pub fn render_perspective_with_quality( + grid: &HeightGrid, + scene: &Scene, + width: u32, + height: u32, + quality: RenderQualityPreset, +) -> RgbImage { let mut img = RgbImage::new(width.max(1), height.max(1)); let cam = &scene.camera; @@ -196,7 +353,7 @@ pub fn render_perspective(grid: &HeightGrid, scene: &Scene, width: u32, height: let grid_w = grid.width() as f32; let grid_h = grid.height() as f32; let max_dist = cam.far_range.max(cam.near_range + 0.1); - let step = 0.5_f32; + let step = quality.profile().perspective_step; let haze_strength = scene.haze.clamp(0.0, 1.0); @@ -220,7 +377,17 @@ pub fn render_perspective(grid: &HeightGrid, scene: &Scene, width: u32, height: if let Some(terrain_h) = sample_height_bilinear(grid, p.x, p.z) { let terrain_h = terrain_height(scene, terrain_h); if p.y <= terrain_h { - let band = scene_color(scene, terrain_h); + let nx = if grid_w > 1.0 { + (p.x / (grid_w - 1.0)).clamp(0.0, 1.0) + } else { + 0.5 + }; + let nz = if grid_h > 1.0 { + (p.z / (grid_h - 1.0)).clamp(0.0, 1.0) + } else { + 0.5 + }; + let band = surface_color(scene, terrain_h, nx, nz); let distance_fade = (t / max_dist).clamp(0.0, 1.0); let fade = distance_fade * haze_strength; hit_color = Some(mix_color(band, sky, fade)); @@ -253,11 +420,23 @@ pub fn render_perspective_to_path( mod tests { use super::*; use crate::colormap::{HIGHLAND_COLOR, LOWLAND_COLOR, SNOW_COLOR, WATER_COLOR}; + use crate::scene::{Hydrology, Scene}; fn fixture_scene() -> Scene { Scene::default() } + fn dry_scene() -> Scene { + Scene { + hydrology: Hydrology { + lake_radius: 0.0, + river_width: 0.0, + ..Hydrology::default() + }, + ..Scene::default() + } + } + #[test] fn render_matches_grid_dimensions() { let grid = HeightGrid::plane(8, 5).unwrap(); @@ -267,19 +446,27 @@ mod tests { } #[test] - fn render_plane_is_uniform_water() { - let grid = HeightGrid::plane(4, 4).unwrap(); + fn render_plane_shows_distinct_hydrology_overlays() { + let grid = HeightGrid::plane(32, 32).unwrap(); let img = render_top_down(&grid, &fixture_scene()); + + let mut saw_base_water = false; + let mut saw_feature = false; for y in 0..img.height() { for x in 0..img.width() { - let p = img.get_pixel(x, y); - assert_eq!(p.0, WATER_COLOR, "pixel at ({x},{y}) should be water"); + match img.get_pixel(x, y).0 { + c if c == WATER_COLOR => saw_base_water = true, + c if c != WATER_COLOR => saw_feature = true, + _ => unreachable!(), + } } } + assert!(saw_base_water, "expected background water pixels"); + assert!(saw_feature, "expected lake/river overlay pixels"); } #[test] - fn render_hill_has_all_four_bands() { + fn render_hill_has_all_four_bands_and_hydrology_overlays() { let grid = HeightGrid::radial_hill(33, 33, 10.0).unwrap(); let img = render_top_down(&grid, &fixture_scene()); @@ -287,6 +474,7 @@ mod tests { let mut saw_lowland = false; let mut saw_highland = false; let mut saw_snow = false; + let mut saw_overlay = false; for y in 0..img.height() { for x in 0..img.width() { match img.get_pixel(x, y).0 { @@ -294,7 +482,7 @@ mod tests { c if c == LOWLAND_COLOR => saw_lowland = true, c if c == HIGHLAND_COLOR => saw_highland = true, c if c == SNOW_COLOR => saw_snow = true, - other => panic!("unexpected color {other:?} at ({x},{y})"), + _ => saw_overlay = true, } } } @@ -302,15 +490,33 @@ mod tests { assert!(saw_lowland, "expected at least one lowland pixel"); assert!(saw_highland, "expected at least one highland pixel"); assert!(saw_snow, "expected at least one snow pixel"); + assert!(saw_overlay, "expected lake/river overlay pixels"); } #[test] fn render_center_of_hill_is_snow() { let grid = HeightGrid::radial_hill(5, 5, 10.0).unwrap(); - let img = render_top_down(&grid, &fixture_scene()); + let img = render_top_down(&grid, &dry_scene()); assert_eq!(img.get_pixel(2, 2).0, SNOW_COLOR); } + #[test] + fn render_top_down_applies_vertical_exaggeration() { + let grid = HeightGrid::new(1, 1, vec![3.0]).unwrap(); + let low_scene = dry_scene(); + let high_scene = Scene { + vertical_exaggeration: 2.0, + ..dry_scene() + }; + + let low_img = render_top_down(&grid, &low_scene); + let high_img = render_top_down(&grid, &high_scene); + + assert_eq!(low_img.get_pixel(0, 0).0, LOWLAND_COLOR); + assert_eq!(high_img.get_pixel(0, 0).0, HIGHLAND_COLOR); + assert_ne!(low_img.as_raw(), high_img.as_raw()); + } + #[test] fn render_is_deterministic() { let grid = HeightGrid::radial_hill(16, 16, 10.0).unwrap(); @@ -320,6 +526,30 @@ mod tests { assert_eq!(a.as_raw(), b.as_raw()); } + #[test] + fn render_quality_presets_change_sampling_and_blur() { + let preview = RenderQualityPreset::Preview.profile(); + let balanced = RenderQualityPreset::Balanced.profile(); + let final_profile = RenderQualityPreset::Final.profile(); + + assert_eq!(preview.label, "Preview"); + assert_eq!(preview.top_down_blur_passes, 0); + assert!(preview.perspective_step > balanced.perspective_step); + assert!(balanced.perspective_step > final_profile.perspective_step); + assert!(balanced.top_down_blur_passes > preview.top_down_blur_passes); + assert!(final_profile.top_down_blur_passes > balanced.top_down_blur_passes); + } + + #[test] + fn render_top_down_quality_changes_output_for_detail_presets() { + let grid = HeightGrid::radial_hill(33, 33, 10.0).unwrap(); + let scene = fixture_scene(); + let preview = render_top_down_with_quality(&grid, &scene, RenderQualityPreset::Preview); + let final_img = render_top_down_with_quality(&grid, &scene, RenderQualityPreset::Final); + + assert_ne!(preview.as_raw(), final_img.as_raw()); + } + #[test] fn render_to_path_writes_png_file() { let grid = HeightGrid::radial_hill(8, 8, 10.0).unwrap(); @@ -428,6 +658,25 @@ mod tests { let _img = render_perspective(&plane, &demo_scene(&plane), 16, 16); } + #[test] + fn render_perspective_applies_vertical_exaggeration() { + let grid = HeightGrid::radial_hill(32, 32, 10.0).unwrap(); + let low_scene = demo_scene(&grid); + let high_scene = Scene { + vertical_exaggeration: 2.0, + ..demo_scene(&grid) + }; + + let low_img = render_perspective(&grid, &low_scene, 32, 32); + let high_img = render_perspective(&grid, &high_scene, 32, 32); + + assert_ne!( + low_img.as_raw(), + high_img.as_raw(), + "vertical exaggeration should alter perspective output" + ); + } + #[test] fn render_perspective_to_path_writes_png_file() { let grid = HeightGrid::radial_hill(16, 16, 10.0).unwrap(); diff --git a/src/scene.rs b/src/scene.rs index 058fc9a..7ecf823 100644 --- a/src/scene.rs +++ b/src/scene.rs @@ -24,10 +24,13 @@ impl Vec3 { pub struct Camera { pub position: Vec3, pub target: Vec3, - /// Heading, pitch, and bank in degrees. + /// Camera heading (yaw), pitch, and bank/roll in degrees. pub orientation: Vec3, + /// Vertical field of view in degrees used by the pinhole camera. pub fov_degrees: f32, + /// Near clipping distance in world units from the camera. pub near_range: f32, + /// Far clipping distance in world units from the camera. pub far_range: f32, } @@ -63,6 +66,9 @@ impl Default for Light { #[derive(Debug, Clone, Copy, PartialEq, Serialize, Deserialize)] #[serde(default)] pub struct Palette { + pub water_level: f32, + pub tree_line: f32, + pub snow_line: f32, pub water: [u8; 3], pub lowland: [u8; 3], pub highland: [u8; 3], @@ -72,6 +78,9 @@ pub struct Palette { impl Default for Palette { fn default() -> Self { Self { + water_level: 1.0, + tree_line: 4.0, + snow_line: 7.0, water: [30, 70, 130], lowland: [70, 130, 50], highland: [120, 100, 80], @@ -80,18 +89,72 @@ impl Default for Palette { } } +impl Palette { + pub fn sync_thresholds_from_scene(&mut self, water_level: f32, tree_line: f32, snow_line: f32) { + self.water_level = water_level; + self.tree_line = tree_line; + self.snow_line = snow_line; + } +} + #[derive(Debug, Clone, Copy, PartialEq, Serialize, Deserialize)] #[serde(default)] pub struct Hydrology { pub river_level: f32, pub lake_level: f32, pub drainage: f32, + /// Normalized center point for the generated lake overlay. + pub lake_center_x: f32, + /// Normalized center point for the generated lake overlay. + pub lake_center_z: f32, + /// Normalized radius for the generated lake overlay. + pub lake_radius: f32, + /// Normalized centerline for the generated river overlay. + pub river_center_x: f32, + /// Normalized half-width for the generated river overlay. + pub river_width: f32, + /// Horizontal meander amplitude for the generated river overlay. + pub river_bend: f32, +} + +fn smoothstep(edge0: f32, edge1: f32, value: f32) -> f32 { + if edge0 >= edge1 { + return if value < edge0 { 0.0 } else { 1.0 }; + } + let t = ((value - edge0) / (edge1 - edge0)).clamp(0.0, 1.0); + t * t * (3.0 - 2.0 * t) } impl Hydrology { pub fn effective_water_level(self, base_water_level: f32) -> f32 { (base_water_level.max(self.river_level).max(self.lake_level) - self.drainage).max(0.0) } + + /// Coverage of the generated lake primitive at normalized coordinates. + pub fn lake_coverage(self, x: f32, z: f32) -> f32 { + let radius = self.lake_radius.max(0.0); + if radius <= 0.0 { + return 0.0; + } + let dx = x - self.lake_center_x; + let dz = z - self.lake_center_z; + let dist = (dx * dx + dz * dz).sqrt(); + let falloff = (radius * 0.2).max(0.01); + 1.0 - smoothstep(radius - falloff, radius + falloff, dist) + } + + /// Coverage of the generated river primitive at normalized coordinates. + pub fn river_coverage(self, x: f32, z: f32) -> f32 { + let half_width = self.river_width.max(0.0); + if half_width <= 0.0 { + return 0.0; + } + let meander = self.river_bend * (z * std::f32::consts::TAU * 1.25).sin(); + let center_x = (self.river_center_x + meander).clamp(0.0, 1.0); + let dist = (x - center_x).abs(); + let falloff = (half_width * 0.35).max(0.01); + 1.0 - smoothstep(half_width - falloff, half_width + falloff, dist) + } } impl Default for Hydrology { @@ -100,6 +163,12 @@ impl Default for Hydrology { river_level: 0.5, lake_level: 0.75, drainage: 0.0, + lake_center_x: 0.38, + lake_center_z: 0.62, + lake_radius: 0.16, + river_center_x: 0.58, + river_width: 0.08, + river_bend: 0.08, } } } @@ -188,4 +257,26 @@ mod tests { assert_eq!(s.camera, Camera::default()); assert_eq!(s.light, Light::default()); } + + #[test] + fn hydrology_default_generates_distinct_lake_and_river_shapes() { + let h = Hydrology::default(); + assert!(h.lake_radius > 0.0); + assert!(h.river_width > 0.0); + assert!(h.lake_coverage(h.lake_center_x, h.lake_center_z) > 0.9); + assert!(h.river_coverage(h.river_center_x, 0.5) > 0.5); + assert!(h.lake_coverage(0.0, 0.0) < 0.2); + } + + #[test] + fn hydrology_clamps_and_falls_off_with_distance() { + let h = Hydrology { + river_bend: 0.0, + ..Hydrology::default() + }; + let center = h.lake_coverage(h.lake_center_x, h.lake_center_z); + let far = h.lake_coverage(0.95, 0.05); + assert!(center > far); + assert!(h.river_coverage(h.river_center_x, 0.5) > h.river_coverage(0.0, 0.5)); + } } diff --git a/src/scene_file.rs b/src/scene_file.rs index 8ada155..8e9bfdf 100644 --- a/src/scene_file.rs +++ b/src/scene_file.rs @@ -88,7 +88,11 @@ impl From for SceneFileError { /// Serialize `scene` into a TOML string with schema and version headers. pub fn to_toml_string(scene: &Scene) -> Result { - let file = SceneFile::new(*scene); + let mut scene = *scene; + scene + .palette + .sync_thresholds_from_scene(scene.water_level, scene.tree_line, scene.snow_line); + let file = SceneFile::new(scene); Ok(toml::to_string_pretty(&file)?) } @@ -101,7 +105,11 @@ pub fn from_toml_str(text: &str) -> Result { if file.version != SCENE_VERSION { return Err(SceneFileError::UnsupportedVersion(file.version)); } - Ok(file.scene) + let mut scene = file.scene; + scene + .palette + .sync_thresholds_from_scene(scene.water_level, scene.tree_line, scene.snow_line); + Ok(scene) } /// Write `scene` to `path` as an OpenVistaPro `.ovp.toml` scene file. @@ -150,8 +158,17 @@ mod tests { river_level: 0.8, lake_level: 1.1, drainage: 0.2, + lake_center_x: 0.42, + lake_center_z: 0.58, + lake_radius: 0.11, + river_center_x: 0.6, + river_width: 0.09, + river_bend: 0.04, }, palette: Palette { + water_level: 0.5, + tree_line: 3.0, + snow_line: 8.0, water: [12, 34, 56], lowland: [78, 90, 12], highland: [123, 111, 99], diff --git a/src/script_exec.rs b/src/script_exec.rs index 0a70c20..f245bbe 100644 --- a/src/script_exec.rs +++ b/src/script_exec.rs @@ -141,6 +141,11 @@ pub fn run_script(script: &Script, base_dir: &Path) -> Result { grid = Some(load_heightmap(&resolve(base_dir, path))?);