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//! Cast concrete texture generator.
//!
//! The algorithm:
//! 1. Sample a smooth FBM for the main surface relief.
//! 2. Add horizontal formwork-panel lines (cosine grooves in V).
//! 3. Scatter air-pocket pits using a second high-frequency FBM.
//! 4. Blend surface, grooves and pits into the height map and albedo.
use std::f64::consts::TAU;
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, lerp},
};
/// Configures the appearance of a [`ConcreteGenerator`].
#[derive(Clone, Debug, serde::Serialize, serde::Deserialize)]
pub struct ConcreteConfig {
/// PRNG seed for the deterministic noise pattern; different seeds give
/// statistically-different textures from otherwise-identical configs.
pub seed: u32,
/// Scale of the main surface FBM.
pub scale: f64,
/// FBM octave count.
pub octaves: usize,
/// Overall bump amplitude \[0, 1\].
pub roughness: f64,
/// Number of horizontal formwork-panel lines per tile \[0 = none\].
pub formwork_lines: f64,
/// Groove depth of formwork seams \[0, 1\].
pub formwork_depth: f64,
/// Air-pocket / pitting density \[0, 0.5\].
pub pit_density: f64,
/// Base concrete colour in linear RGB \[0, 1\].
pub color_base: [f32; 3],
/// Pit / shadow colour in linear RGB \[0, 1\].
pub color_pit: [f32; 3],
/// Normal-map strength.
pub normal_strength: f32,
}
impl Default for ConcreteConfig {
fn default() -> Self {
Self {
seed: 17,
scale: 5.0,
octaves: 5,
roughness: 0.45,
formwork_lines: 4.0,
formwork_depth: 0.12,
pit_density: 0.08,
color_base: [0.55, 0.54, 0.52],
color_pit: [0.35, 0.34, 0.33],
normal_strength: 2.5,
}
}
}
/// Procedural cast-concrete texture generator.
///
/// Drives [`TextureGenerator::generate`] using a [`ConcreteConfig`]. Construct
/// via [`ConcreteGenerator::new`] and call `generate` directly, or spawn a
/// [`crate::async_gen::PendingTexture::concrete`] 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 ConcreteGenerator {
config: ConcreteConfig,
surf_noise: ToroidalNoise<Fbm<Perlin>>,
pit_noise: ToroidalNoise<Fbm<Perlin>>,
}
impl ConcreteGenerator {
/// 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: ConcreteConfig) -> Self {
let fbm_surf: Fbm<Perlin> = Fbm::new(config.seed).set_octaves(config.octaves);
let surf_noise = ToroidalNoise::new(fbm_surf, config.scale);
let fbm_pit: Fbm<Perlin> = Fbm::new(config.seed.wrapping_add(77))
.set_octaves(3)
.set_frequency(2.0);
let pit_noise = ToroidalNoise::new(fbm_pit, config.scale * 4.0);
Self {
config,
surf_noise,
pit_noise,
}
}
}
/// Per-generation sampler: precomputed surface + pit FBM grids and config.
struct ConcreteCell<'a> {
config: &'a ConcreteConfig,
surf: &'a [f64],
pits: &'a [f64],
width: usize,
}
impl SurfaceCell for ConcreteCell<'_> {
fn sample(&self, x: u32, y: u32, _u: f64, v: f64) -> SurfaceSample {
let c = self.config;
// Formwork lines: thin cosine groove repeated `formwork_lines` times in V.
// Must be an integer count for the pattern to tile; round to nearest.
let formwork_lines = c.formwork_lines.round();
let line_groove = if formwork_lines > 0.0 {
let phase = (v * formwork_lines * TAU).cos();
// Groove deepest where phase = +1 (peaks), shallow elsewhere.
((phase * 0.5 + 0.5) * c.formwork_depth).clamp(0.0, 1.0)
} else {
0.0
};
let idx = y as usize * self.width + x as usize;
let surf_t = normalize(self.surf[idx]);
let pit_t = normalize(self.pits[idx]);
// Pits: pixels where pit noise exceeds (1 - density) threshold.
let threshold = (1.0 - c.pit_density.clamp(0.0, 0.5)).max(0.5);
let pit_depth = if pit_t > threshold {
let d = (pit_t - threshold) / (1.0 - threshold).max(1e-9);
d * 0.4
} else {
0.0
};
let h_val = (surf_t * c.roughness - line_groove - pit_depth).clamp(0.0, 1.0);
// Colour: pits and formwork grooves are darker.
let shadow = (pit_depth as f32 * 4.0 + line_groove as f32 * 5.0).clamp(0.0, 1.0);
let color = [
lerp(c.color_base[0], c.color_pit[0], shadow),
lerp(c.color_base[1], c.color_pit[1], shadow),
lerp(c.color_base[2], c.color_pit[2], shadow),
];
// ORM: rough, no metallic; pits slightly rougher.
let rough = (0.80 + shadow * 0.12).clamp(0.0, 1.0);
SurfaceSample::matte(h_val, color, rough)
}
}
impl ConcreteGenerator {
fn generate_inner(
&self,
width: u32,
height: u32,
mut ws: Option<&mut Workspace>,
) -> Result<TextureMap, TextureError> {
validate_dimensions(width, height)?;
// Main surface FBM — smooth, low-frequency bumps.
let mut surf = ws.as_deref_mut().map_or_else(Vec::new, |w| w.take_grid());
sample_grid_into(&self.surf_noise, width, height, &mut surf);
// High-frequency pit noise — separate seed.
let mut pits = ws.as_deref_mut().map_or_else(Vec::new, |w| w.take_grid());
sample_grid_into(&self.pit_noise, width, height, &mut pits);
let cell = ConcreteCell {
config: &self.config,
surf: &surf,
pits: &pits,
width: width as usize,
};
let result = generate_surface(
width,
height,
self.config.normal_strength,
ws.as_deref_mut(),
&cell,
);
if let Some(ws) = ws {
ws.return_grid(surf);
ws.return_grid(pits);
}
result
}
}
impl TextureGenerator for ConcreteGenerator {
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))
}
}