World generator performance improved
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91c06537eb
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061b322e39
@ -57,12 +57,9 @@ Engine::Engine(const EngineSettings& settings_) {
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World* world = new World("world-1", "world/", 42, settings);
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Player* player = new Player(playerPosition, 4.0f, camera);
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level = world->loadLevel(player, settings);
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std::cout << "-- initializing finished" << std::endl;
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Audio::initialize();
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gui = new GUI();
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std::cout << "-- initializing finished" << std::endl;
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}
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void Engine::updateTimers() {
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@ -3,14 +3,48 @@
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#include "Chunk.h"
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#include <iostream>
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#include <time.h>
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#include <stdexcept>
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#include <math.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/noise.hpp>
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#define FNL_IMPL
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#include "../maths/FastNoiseLite.h"
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#include <time.h>
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#include "../definitions.h"
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#include "../maths/voxmaths.h"
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class Heightmap {
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int x, z;
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int w, d;
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float* heights;
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public:
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Heightmap(int x, int z, int w, int d)
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: x(x), z(z), w(w), d(d) {
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heights = new float[w * d];
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}
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~Heightmap() {
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delete[] heights;
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}
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inline float get(int x, int z) {
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x -= this->x;
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z -= this->z;
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if (x < 0 || z < 0 || x >= w || z >= d) {
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throw std::runtime_error("out of heightmap");
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}
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return heights[z * w + x];
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}
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inline void set(int x, int z, float value) {
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x -= this->x;
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z -= this->z;
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if (x < 0 || z < 0 || x >= w || z >= d) {
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throw std::runtime_error("out of heightmap");
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}
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heights[z * w + x] = value;
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}
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};
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class PseudoRandom {
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unsigned short seed;
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@ -42,6 +76,7 @@ public:
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float calc_height(fnl_state *noise, int real_x, int real_z){
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float height = 0;
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height += fnlGetNoise3D(noise, real_x*0.0125f*8-125567,real_z*0.0125f*8+3546, 0.0f);
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height += fnlGetNoise3D(noise, real_x*0.025f*8+4647,real_z*0.025f*8-3436, 0.0f)*0.5f;
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height += fnlGetNoise3D(noise, real_x*0.05f*8-834176,real_z*0.05f*8+23678, 0.0f)*0.25f;
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@ -51,45 +86,35 @@ float calc_height(fnl_state *noise, int real_x, int real_z){
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0.0f)*0.1f;
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height += fnlGetNoise3D(noise, real_x*0.1f*8-3465,real_z*0.1f*8+4534, 0.0f)*0.125f;
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height += fnlGetNoise3D(noise, real_x*0.4f*8+4565,real_z*0.4f*8+46456, 0.0f)*0.0625f;
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// height += fnlGetNoise3D(noise, real_x*8,real_z*8, 0.0f)*0.03f*(fnlGetNoise3D(noise, -real_x*0.0125f*8-1000,real_z*0.0125f*8+2000, 0.0f)/2+0.5f);
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height *= fnlGetNoise3D(noise, real_x*0.0125f*8+1000,real_z*0.0125f*8+1000, 0.0f)/2+0.5f;
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height += 1.0f;
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height *= 64.0f;
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return height;
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}
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float calc_height_faster(fnl_state *noise, int real_x, int real_z){
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float height = 0;
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height += fnlGetNoise3D(noise, real_x*0.0125f*8-125567,real_z*0.0125f*8+3546, 0.0f);
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height += fnlGetNoise3D(noise, real_x*0.025f*8+4647,real_z*0.025f*8-3436, 0.0f)*0.5f;
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height += fnlGetNoise3D(noise, real_x*0.05f*8-834176,real_z*0.05f*8+23678, 0.0f)*0.25f;
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height += fnlGetNoise3D(noise,
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real_x*0.2f*8 + fnlGetNoise3D(noise, real_x*0.1f*8-23557,real_z*0.1f*8-6568, 0.0f)*50,
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real_z*0.2f*8 + fnlGetNoise3D(noise, real_x*0.1f*8+4363,real_z*0.1f*8+4456, 0.0f)*50,
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0.0f)*0.1f;
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height += fnlGetNoise3D(noise, real_x*0.1f*8-3465,real_z*0.1f*8+4534, 0.0f)*0.125f;
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height *= fnlGetNoise3D(noise, real_x*0.0125f*8+1000,real_z*0.0125f*8+1000, 0.0f)/2+0.5f;
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height += 1.0f;
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height *= 64.0f;
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return height;
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}
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int generate_tree(fnl_state *noise,
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PseudoRandom* random,
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Heightmap& heights,
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int real_x,
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int real_y,
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int real_z,
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int tileSize){
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const int tileX = floordiv(real_x, tileSize);
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const int tileZ = floordiv(real_z, tileSize);
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int generate_tree(fnl_state *noise, PseudoRandom* random, float* heights, int real_x, int real_y, int real_z, int tileSize){
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const int tileX = floor((double)real_x/(double)tileSize);
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const int tileZ = floor((double)real_z/(double)tileSize);
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random->setSeed(tileX*4325261+tileZ*12160951+tileSize*9431111);
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bool gentree = fnlGetNoise3D(noise, tileX*3.0f+633, 0.0, tileZ*3.0f) > -0.1f && (random->rand() % 10) < 7;
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if (!gentree)
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return 0;
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const int randomX = (random->rand() % (tileSize/2)) - tileSize/4;
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const int randomZ = (random->rand() % (tileSize/2)) - tileSize/4;
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int randomX = (random->rand() % (tileSize/2)) - tileSize/4;
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int randomZ = (random->rand() % (tileSize/2)) - tileSize/4;
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int centerX = tileX * tileSize + tileSize/2 + randomX;
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int centerZ = tileZ * tileSize + tileSize/2 + randomZ;
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// int height = (int)(heights[centerX*CHUNK_W+centerZ]);
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int height = (int)calc_height_faster(noise, centerX, centerZ);
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if ((height < 57)/* || (fnlGetNoise3D(noise, real_x*0.025f,real_z*0.025f, 0.0f)*0.5f > 0.5)*/)
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int height = (int)(heights.get(centerX, centerZ));
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if (height < 57)
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return 0;
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int lx = real_x - centerX;
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int radius = random->rand() % 4 + 2;
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@ -103,28 +128,34 @@ int generate_tree(fnl_state *noise, PseudoRandom* random, float* heights, int re
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}
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void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){
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const int treesTile = 12;
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fnl_state noise = fnlCreateState();
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noise.noise_type = FNL_NOISE_OPENSIMPLEX2;
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noise.seed = seed * 60617077 % 25896307;
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PseudoRandom randomtree;
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PseudoRandom randomgrass;
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float heights[CHUNK_VOL];
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int padding = 8;
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Heightmap heights(cx * CHUNK_W - padding,
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cz * CHUNK_D - padding,
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CHUNK_W + padding * 2,
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CHUNK_D + padding * 2);
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for (int z = 0; z < CHUNK_D; z++){
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for (int x = 0; x < CHUNK_W; x++){
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for (int z = -padding; z < CHUNK_D+padding; z++){
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for (int x = -padding; x < CHUNK_W+padding; x++){
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int real_x = x + cx * CHUNK_W;
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int real_z = z + cz * CHUNK_D;
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float height = calc_height(&noise, real_x, real_z);
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heights[z*CHUNK_W+x] = height;
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heights.set(real_x, real_z, height);
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}
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}
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for (int z = 0; z < CHUNK_D; z++){
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int real_z = z + cz * CHUNK_D;
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int real_z = z + cz * CHUNK_D;
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for (int x = 0; x < CHUNK_W; x++){
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int real_x = x + cx * CHUNK_W;
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float height = heights[z*CHUNK_W+x];
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float height = heights.get(real_x, real_z);
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for (int y = 0; y < CHUNK_H; y++){
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int real_y = y;
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@ -137,14 +168,10 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){
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} else if (real_y < height){
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id = BLOCK_DIRT;
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} else {
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int tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 12);
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int tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, treesTile);
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if (tree) {
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id = tree;
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states = BLOCK_DIR_Y;
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// } else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 19))){
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// id = tree;
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// } else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 23))){
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// id = tree;
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}
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}
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if ( ((height - (1.5 - 0.2 * pow(height - 54, 4))) < real_y) && (real_y < height)){
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