From 061b322e39be3fa81cf625510108e1f52f2f6a98 Mon Sep 17 00:00:00 2001 From: MihailRis Date: Wed, 15 Nov 2023 01:51:37 +0300 Subject: [PATCH] World generator performance improved --- src/engine.cpp | 5 +- src/voxels/WorldGenerator.cpp | 99 ++++++++++++++++++++++------------- 2 files changed, 64 insertions(+), 40 deletions(-) diff --git a/src/engine.cpp b/src/engine.cpp index 106b0703..76f4ff7a 100644 --- a/src/engine.cpp +++ b/src/engine.cpp @@ -57,12 +57,9 @@ Engine::Engine(const EngineSettings& settings_) { World* world = new World("world-1", "world/", 42, settings); Player* player = new Player(playerPosition, 4.0f, camera); level = world->loadLevel(player, settings); - - std::cout << "-- initializing finished" << std::endl; - Audio::initialize(); - gui = new GUI(); + std::cout << "-- initializing finished" << std::endl; } void Engine::updateTimers() { diff --git a/src/voxels/WorldGenerator.cpp b/src/voxels/WorldGenerator.cpp index 7191b2c4..39c48476 100644 --- a/src/voxels/WorldGenerator.cpp +++ b/src/voxels/WorldGenerator.cpp @@ -3,14 +3,48 @@ #include "Chunk.h" #include +#include +#include #include #include #include #define FNL_IMPL #include "../maths/FastNoiseLite.h" -#include #include "../definitions.h" +#include "../maths/voxmaths.h" + +class Heightmap { + int x, z; + int w, d; + float* heights; +public: + Heightmap(int x, int z, int w, int d) + : x(x), z(z), w(w), d(d) { + heights = new float[w * d]; + } + ~Heightmap() { + delete[] heights; + } + + inline float get(int x, int z) { + x -= this->x; + z -= this->z; + if (x < 0 || z < 0 || x >= w || z >= d) { + throw std::runtime_error("out of heightmap"); + } + return heights[z * w + x]; + } + + inline void set(int x, int z, float value) { + x -= this->x; + z -= this->z; + if (x < 0 || z < 0 || x >= w || z >= d) { + throw std::runtime_error("out of heightmap"); + } + heights[z * w + x] = value; + } +}; class PseudoRandom { unsigned short seed; @@ -42,6 +76,7 @@ public: float calc_height(fnl_state *noise, int real_x, int real_z){ float height = 0; + height += fnlGetNoise3D(noise, real_x*0.0125f*8-125567,real_z*0.0125f*8+3546, 0.0f); height += fnlGetNoise3D(noise, real_x*0.025f*8+4647,real_z*0.025f*8-3436, 0.0f)*0.5f; height += fnlGetNoise3D(noise, real_x*0.05f*8-834176,real_z*0.05f*8+23678, 0.0f)*0.25f; @@ -51,45 +86,35 @@ float calc_height(fnl_state *noise, int real_x, int real_z){ 0.0f)*0.1f; height += fnlGetNoise3D(noise, real_x*0.1f*8-3465,real_z*0.1f*8+4534, 0.0f)*0.125f; height += fnlGetNoise3D(noise, real_x*0.4f*8+4565,real_z*0.4f*8+46456, 0.0f)*0.0625f; - // 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); height *= fnlGetNoise3D(noise, real_x*0.0125f*8+1000,real_z*0.0125f*8+1000, 0.0f)/2+0.5f; height += 1.0f; height *= 64.0f; return height; } -float calc_height_faster(fnl_state *noise, int real_x, int real_z){ - float height = 0; - height += fnlGetNoise3D(noise, real_x*0.0125f*8-125567,real_z*0.0125f*8+3546, 0.0f); - height += fnlGetNoise3D(noise, real_x*0.025f*8+4647,real_z*0.025f*8-3436, 0.0f)*0.5f; - height += fnlGetNoise3D(noise, real_x*0.05f*8-834176,real_z*0.05f*8+23678, 0.0f)*0.25f; - height += fnlGetNoise3D(noise, - real_x*0.2f*8 + fnlGetNoise3D(noise, real_x*0.1f*8-23557,real_z*0.1f*8-6568, 0.0f)*50, - real_z*0.2f*8 + fnlGetNoise3D(noise, real_x*0.1f*8+4363,real_z*0.1f*8+4456, 0.0f)*50, - 0.0f)*0.1f; - height += fnlGetNoise3D(noise, real_x*0.1f*8-3465,real_z*0.1f*8+4534, 0.0f)*0.125f; - height *= fnlGetNoise3D(noise, real_x*0.0125f*8+1000,real_z*0.0125f*8+1000, 0.0f)/2+0.5f; - height += 1.0f; - height *= 64.0f; - return height; -} +int generate_tree(fnl_state *noise, + PseudoRandom* random, + Heightmap& heights, + int real_x, + int real_y, + int real_z, + int tileSize){ + const int tileX = floordiv(real_x, tileSize); + const int tileZ = floordiv(real_z, tileSize); -int generate_tree(fnl_state *noise, PseudoRandom* random, float* heights, int real_x, int real_y, int real_z, int tileSize){ - const int tileX = floor((double)real_x/(double)tileSize); - const int tileZ = floor((double)real_z/(double)tileSize); random->setSeed(tileX*4325261+tileZ*12160951+tileSize*9431111); bool gentree = fnlGetNoise3D(noise, tileX*3.0f+633, 0.0, tileZ*3.0f) > -0.1f && (random->rand() % 10) < 7; if (!gentree) return 0; - const int randomX = (random->rand() % (tileSize/2)) - tileSize/4; - const int randomZ = (random->rand() % (tileSize/2)) - tileSize/4; + int randomX = (random->rand() % (tileSize/2)) - tileSize/4; + int randomZ = (random->rand() % (tileSize/2)) - tileSize/4; + int centerX = tileX * tileSize + tileSize/2 + randomX; int centerZ = tileZ * tileSize + tileSize/2 + randomZ; - // int height = (int)(heights[centerX*CHUNK_W+centerZ]); - int height = (int)calc_height_faster(noise, centerX, centerZ); - if ((height < 57)/* || (fnlGetNoise3D(noise, real_x*0.025f,real_z*0.025f, 0.0f)*0.5f > 0.5)*/) + int height = (int)(heights.get(centerX, centerZ)); + if (height < 57) return 0; int lx = real_x - centerX; int radius = random->rand() % 4 + 2; @@ -103,28 +128,34 @@ int generate_tree(fnl_state *noise, PseudoRandom* random, float* heights, int re } void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){ + const int treesTile = 12; fnl_state noise = fnlCreateState(); noise.noise_type = FNL_NOISE_OPENSIMPLEX2; noise.seed = seed * 60617077 % 25896307; PseudoRandom randomtree; PseudoRandom randomgrass; - float heights[CHUNK_VOL]; + int padding = 8; + Heightmap heights(cx * CHUNK_W - padding, + cz * CHUNK_D - padding, + CHUNK_W + padding * 2, + CHUNK_D + padding * 2); - for (int z = 0; z < CHUNK_D; z++){ - for (int x = 0; x < CHUNK_W; x++){ + for (int z = -padding; z < CHUNK_D+padding; z++){ + for (int x = -padding; x < CHUNK_W+padding; x++){ int real_x = x + cx * CHUNK_W; int real_z = z + cz * CHUNK_D; float height = calc_height(&noise, real_x, real_z); - heights[z*CHUNK_W+x] = height; + heights.set(real_x, real_z, height); } } + for (int z = 0; z < CHUNK_D; z++){ - int real_z = z + cz * CHUNK_D; + int real_z = z + cz * CHUNK_D; for (int x = 0; x < CHUNK_W; x++){ int real_x = x + cx * CHUNK_W; - float height = heights[z*CHUNK_W+x]; + float height = heights.get(real_x, real_z); for (int y = 0; y < CHUNK_H; y++){ int real_y = y; @@ -137,14 +168,10 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){ } else if (real_y < height){ id = BLOCK_DIRT; } else { - int tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 12); + int tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, treesTile); if (tree) { id = tree; states = BLOCK_DIR_Y; - // } else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 19))){ - // id = tree; - // } else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 23))){ - // id = tree; } } if ( ((height - (1.5 - 0.2 * pow(height - 54, 4))) < real_y) && (real_y < height)){