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//! Ashlar (cut-stone masonry) texture generator.
//!
//! The algorithm:
//! 1. Pre-compute irregular row heights and per-row column widths using integer
//! hashes so that each row contains a slightly different number of blocks and
//! each block has a distinct width, simulating hand-cut stonework.
//! 2. For each pixel, locate the enclosing block (row then column) and compute a
//! rounded-box SDF to separate stone face from mortar joint.
//! 3. Inside the stone, blend a toroidal FBM for surface micro-detail and a
//! chisel effect near the block edges; apply per-block colour variance.
//! 4. In the mortar joint, render the mortar colour with near-zero height.
use noise::{Fbm, MultiFractal, Perlin};
use crate::{
generator::{TextureError, TextureGenerator, TextureMap, Workspace, validate_dimensions},
noise::{ToroidalNoise, normalize, sample_grid_into},
surface::{SurfaceCell, SurfaceSample, generate_surface},
};
/// Configures the appearance of an [`AshlarGenerator`].
///
/// Ashlar masonry uses irregular but tightly-fitted rectangular stone blocks
/// arranged in horizontal courses. Each course can have a different number of
/// blocks and each block has a distinct width, giving the characteristic
/// hand-dressed appearance of castle or cathedral walls.
#[derive(Clone, Debug, serde::Serialize, serde::Deserialize)]
pub struct AshlarConfig {
/// PRNG seed for the deterministic noise pattern; different seeds give
/// statistically-different textures from otherwise-identical configs.
pub seed: u32,
/// Number of stone courses (rows) across the tile \[2, 8\].
pub rows: usize,
/// Base number of blocks per course \[2, 6\]. Each row may vary by ±1.
pub cols: usize,
/// Mortar gap as a fraction of average cell size \[0, 0.15\].
pub mortar_size: f64,
/// Bevel radius as a fraction of `mortar_size` \[0, 1\].
pub bevel: f64,
/// Per-block colour jitter \[0, 1\]. `0.0` = uniform stone colour.
pub cell_variance: f64,
/// Chisel-edge depth — strength of the darkening near each block border \[0, 1\].
pub chisel_depth: f64,
/// FBM face micro-detail amplitude \[0, 1\].
pub roughness: f64,
/// Stone face colour in linear RGB \[0, 1\].
pub color_stone: [f32; 3],
/// Mortar joint colour in linear RGB \[0, 1\].
pub color_mortar: [f32; 3],
/// Normal-map strength.
pub normal_strength: f32,
}
impl Default for AshlarConfig {
fn default() -> Self {
Self {
seed: 13,
rows: 4,
cols: 4,
mortar_size: 0.04,
bevel: 0.4,
cell_variance: 0.18,
chisel_depth: 0.4,
roughness: 0.45,
color_stone: [0.52, 0.50, 0.47],
color_mortar: [0.72, 0.70, 0.65],
normal_strength: 4.5,
}
}
}
/// Procedural ashlar (cut-stone masonry) texture generator.
///
/// Drives [`TextureGenerator::generate`] using an [`AshlarConfig`]. Construct
/// via [`AshlarGenerator::new`] and call `generate` directly, or spawn a
/// [`crate::async_gen::PendingTexture::ashlar`] task for non-blocking generation.
///
/// Noise objects are built in the constructor so that calling `generate`
/// multiple times (e.g. producing size variants of the same material)
/// does not repeat the initialisation cost.
pub struct AshlarGenerator {
config: AshlarConfig,
rough_noise: ToroidalNoise<Fbm<Perlin>>,
chisel_noise: ToroidalNoise<Fbm<Perlin>>,
}
impl AshlarGenerator {
/// Create a new generator with the given configuration.
///
/// Builds the noise objects up front so that repeated
/// calls to [`generate`](TextureGenerator::generate) skip initialisation.
pub fn new(config: AshlarConfig) -> Self {
let fbm_rough: Fbm<Perlin> = Fbm::new(config.seed.wrapping_add(50)).set_octaves(5);
let rough_noise =
ToroidalNoise::new(fbm_rough, config.cols as f64 * config.rows as f64 * 0.8);
let fbm_chisel: Fbm<Perlin> = Fbm::new(config.seed.wrapping_add(200)).set_octaves(3);
let chisel_noise =
ToroidalNoise::new(fbm_chisel, config.cols as f64 * config.rows as f64 * 2.5);
Self {
config,
rough_noise,
chisel_noise,
}
}
}
impl AshlarGenerator {
fn generate_inner(
&self,
width: u32,
height: u32,
mut ws: Option<&mut Workspace>,
) -> Result<TextureMap, TextureError> {
validate_dimensions(width, height)?;
let c = &self.config;
// Toroidal FBM for stone-face micro-detail and chisel approximation.
let mut rough_grid = ws.as_deref_mut().map_or_else(Vec::new, |w| w.take_grid());
sample_grid_into(&self.rough_noise, width, height, &mut rough_grid);
// Second FBM at higher frequency for fine chisel/crack detail.
let mut chisel_grid = ws.as_deref_mut().map_or_else(Vec::new, |w| w.take_grid());
sample_grid_into(&self.chisel_noise, width, height, &mut chisel_grid);
// ── Pre-compute row structure ─────────────────────────────────────────
// Row heights: each varies based on a hash of the row index, then
// normalised so the full tile height sums to 1.0.
let rows = c.rows.max(1);
let row_heights_raw: Vec<f64> = (0..rows)
.map(|r| 0.6 + 0.8 * cell_hash(r as i64, 99, c.seed.wrapping_add(1)))
.collect();
let total_h: f64 = row_heights_raw.iter().sum();
let row_heights: Vec<f64> = row_heights_raw.iter().map(|h| h / total_h).collect();
// Cumulative row boundaries: [0.0, h0, h0+h1, …, 1.0].
let row_cum: Vec<f64> = std::iter::once(0.0)
.chain(row_heights.iter().scan(0.0, |acc, rh| {
*acc += rh;
Some(*acc)
}))
.collect();
// Per-row column count: may vary by ±1 from the base `cols`.
let cols_base = c.cols.max(1);
let row_ncols: Vec<usize> = (0..rows)
.map(|r| {
let h = cell_hash(r as i64, 77, c.seed.wrapping_add(2));
if h < 0.33 && cols_base > 2 {
cols_base - 1
} else if h > 0.67 {
cols_base + 1
} else {
cols_base
}
})
.collect();
// Per-row cumulative column widths: [0.0, w0, w0+w1, …, 1.0].
let col_cums: Vec<Vec<f64>> = (0..rows)
.map(|r| {
let ncols = row_ncols[r];
let widths: Vec<f64> = (0..ncols)
.map(|cl| {
0.5 + 0.8 * cell_hash(r as i64 * 31 + cl as i64, 13, c.seed.wrapping_add(3))
})
.collect();
let total: f64 = widths.iter().sum();
let normed: Vec<f64> = widths.iter().map(|ww| ww / total).collect();
std::iter::once(0.0)
.chain(normed.iter().scan(0.0, |acc, ww| {
*acc += ww;
Some(*acc)
}))
.collect()
})
.collect();
// ── SDF constants ────────────────────────────────────────────────────
// These are the *relative* half-extents inside a unit cell [0,1]×[0,1].
// We re-derive them per-pixel using absolute UV distances instead, so
// the mortar gap is uniform regardless of block aspect ratio. The
// config `mortar_size` is expressed as a fraction of the *average* cell
// size in UV space.
let avg_cell_size = 1.0 / (rows as f64).max(1.0) / (cols_base as f64).max(1.0);
// Absolute mortar half-gap in UV units.
let mortar_gap_uv = c.mortar_size * avg_cell_size * 0.5;
let bevel_r_uv = (c.bevel * mortar_gap_uv).max(0.0);
let cell = AshlarCell {
config: c,
rough_grid: &rough_grid,
chisel_grid: &chisel_grid,
rows,
row_cum,
row_ncols,
col_cums,
mortar_gap_uv,
bevel_r_uv,
width: width as usize,
};
let result = generate_surface(width, height, c.normal_strength, ws.as_deref_mut(), &cell);
if let Some(ws) = ws {
ws.return_grid(rough_grid);
ws.return_grid(chisel_grid);
}
result
}
}
impl TextureGenerator for AshlarGenerator {
fn generate(&self, width: u32, height: u32) -> Result<TextureMap, TextureError> {
self.generate_inner(width, height, None)
}
fn generate_with_workspace(
&self,
width: u32,
height: u32,
workspace: &mut Workspace,
) -> Result<TextureMap, TextureError> {
self.generate_inner(width, height, Some(workspace))
}
}
/// Per-generation sampler: noise grids plus the precomputed irregular
/// row/column layout (cumulative boundaries, per-row column counts).
struct AshlarCell<'a> {
config: &'a AshlarConfig,
rough_grid: &'a [f64],
chisel_grid: &'a [f64],
rows: usize,
/// Cumulative row boundaries: `[0.0, h0, h0+h1, …, 1.0]`.
row_cum: Vec<f64>,
/// Per-row column count (base ± 1).
row_ncols: Vec<usize>,
/// Per-row cumulative column widths: `[0.0, w0, w0+w1, …, 1.0]`.
col_cums: Vec<Vec<f64>>,
mortar_gap_uv: f64,
bevel_r_uv: f64,
width: usize,
}
impl SurfaceCell for AshlarCell<'_> {
fn sample(&self, x: u32, y: u32, u: f64, v: f64) -> SurfaceSample {
let c = self.config;
// Find which row this pixel belongs to.
let row = {
let idx = self.row_cum.partition_point(|&b| b <= v).saturating_sub(1);
idx.min(self.rows - 1)
};
let row_lo = self.row_cum[row];
let row_hi = self.row_cum[row + 1];
// Local V within this row in [0, 1].
let v_local = ((v - row_lo) / (row_hi - row_lo)).clamp(0.0, 1.0);
// Cell-centred V coordinate in [-0.5, 0.5].
let cy_cell = v_local - 0.5;
// Half-extent of the stone in V (row height in UV units).
let row_h_uv = row_hi - row_lo;
// Find which column this pixel belongs to within the current row.
let cum = &self.col_cums[row];
let ncols = self.row_ncols[row];
let col = {
let idx = cum.partition_point(|&b| b < u).saturating_sub(1);
idx.min(ncols - 1)
};
let col_lo = cum[col];
let col_hi = cum[col + 1];
// Local U within this block in [0, 1].
let u_local = ((u - col_lo) / (col_hi - col_lo)).clamp(0.0, 1.0);
// Cell-centred U coordinate in [-0.5, 0.5].
let cx_cell = u_local - 0.5;
// Half-extent of the stone in U (column width in UV units).
let col_w_uv = col_hi - col_lo;
// ── Rounded-box SDF ───────────────────────────────────────────
// The SDF is computed in *UV space*, not normalised cell space,
// so the mortar gap is visually uniform. We map the centred
// cell-local coordinates back to UV distances.
let px = cx_cell * col_w_uv; // UV offset from block centre (U)
let py = cy_cell * row_h_uv; // UV offset from block centre (V)
// Inner half-extents (stone face, before bevel).
let hx = (col_w_uv * 0.5 - self.mortar_gap_uv - self.bevel_r_uv).max(0.0);
let hy = (row_h_uv * 0.5 - self.mortar_gap_uv - self.bevel_r_uv).max(0.0);
let dx = px.abs() - hx;
let dy = py.abs() - hy;
let sdf = (dx.max(0.0).powi(2) + dy.max(0.0).powi(2)).sqrt() + dx.max(dy).min(0.0)
- self.bevel_r_uv;
let idx = y as usize * self.width + x as usize;
let raw_surf = normalize(self.rough_grid[idx]);
let raw_chisel = normalize(self.chisel_grid[idx]);
let (h_val, color) = if sdf < 0.0 {
// ── Inside the stone block ────────────────────────────────
// Bevel ramp: rises from 0 at the border to 1 in the
// interior. Scale by the effective bevel radius, with a
// small floor so the ramp has finite width even at bevel=0.
let bevel_zone = (self.bevel_r_uv + self.mortar_gap_uv * 0.3 + 1e-5).max(1e-5);
let edge_t = ((-sdf) / bevel_zone).clamp(0.0, 1.0);
// Chisel darkening: strongest near block edges, fades inward.
// Use the raw chisel FBM sample to break up the uniformity.
let edge_proximity = (1.0 - edge_t).powi(2);
let chisel_bump = raw_chisel * c.chisel_depth * edge_proximity;
// Face micro-detail from the rough FBM.
let face_bump = (raw_surf - 0.5) * c.roughness * 0.35;
let h_val = (edge_t + face_bump * edge_t - chisel_bump * 0.4).clamp(0.0, 1.0);
// Per-block colour jitter via integer cell hash.
let block_id = row as i64 * 1000 + col as i64;
let cv = cell_hash(block_id, row as i64, c.seed.wrapping_add(77));
let jitter = (cv - 0.5) * 2.0 * c.cell_variance;
// Chisel darkening also tints the colour.
let chisel_darken = (chisel_bump * c.chisel_depth * 0.6) as f32;
let color = [
(c.color_stone[0] + jitter as f32 - chisel_darken).clamp(0.0, 1.0),
(c.color_stone[1] + jitter as f32 * 0.8 - chisel_darken).clamp(0.0, 1.0),
(c.color_stone[2] + jitter as f32 * 0.6 - chisel_darken).clamp(0.0, 1.0),
];
(h_val, color)
} else {
// ── Mortar joint ──────────────────────────────────────────
(raw_surf * c.roughness * 0.03, c.color_mortar)
};
let rough_val = if sdf < 0.0 {
// Stone face: moderate roughness with FBM variation.
0.50 + raw_surf as f32 * 0.30
} else {
// Mortar: high roughness.
0.92
};
SurfaceSample::matte(h_val, color, rough_val)
}
}
// --- helpers ----------------------------------------------------------------
/// Deterministic integer hash → \[0, 1\]. Produces per-block colour and
/// geometry jitter with good distribution and no visible lattice patterns.
fn cell_hash(bx: i64, by: i64, seed: u32) -> f64 {
let mut h = seed as u64;
h ^= (bx as u64).wrapping_mul(6_364_136_223_846_793_005);
h ^= (by as u64).wrapping_mul(1_442_695_040_888_963_407);
h ^= h >> 33;
h = h.wrapping_mul(0xff51_afd7_ed55_8ccd);
h ^= h >> 33;
(h as f64) * (1.0 / u64::MAX as f64)
}