diff --git a/src/voxels/WorldGenerator.cpp b/src/voxels/WorldGenerator.cpp index 39c48476..e6b0e088 100644 --- a/src/voxels/WorldGenerator.cpp +++ b/src/voxels/WorldGenerator.cpp @@ -14,16 +14,18 @@ #include "../definitions.h" #include "../maths/voxmaths.h" -class Heightmap { +#define SEA_LEVEL 55 + +class Map2D { int x, z; int w, d; float* heights; public: - Heightmap(int x, int z, int w, int d) + Map2D(int x, int z, int w, int d) : x(x), z(z), w(w), d(d) { heights = new float[w * d]; } - ~Heightmap() { + ~Map2D() { delete[] heights; } @@ -83,10 +85,10 @@ float calc_height(fnl_state *noise, int real_x, int real_z){ 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; + 0.0f) * fnlGetNoise3D(noise, real_x*0.01f-834176,real_z*0.01f+23678, 0.0f); 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*0.0125f*8+1000,real_z*0.0125f*8+1000, 0.0f)/2+0.5f; + //height += fnlGetNoise3D(noise, real_x*0.4f+4565,real_z*0.4f*18+46456, 0.0f)*0.0625f * 0.3f; + height *= fnlGetNoise3D(noise, real_x*0.1f+1000,real_z*0.1f+1000, 0.0f)*0.5f+0.5f; height += 1.0f; height *= 64.0f; return height; @@ -94,7 +96,8 @@ float calc_height(fnl_state *noise, int real_x, int real_z){ int generate_tree(fnl_state *noise, PseudoRandom* random, - Heightmap& heights, + Map2D& heights, + Map2D& humidity, int real_x, int real_y, int real_z, @@ -104,17 +107,18 @@ int generate_tree(fnl_state *noise, 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; - 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; + + bool gentree = (random->rand() % 10) < humidity.get(centerX, centerZ) * 13; + if (!gentree) + return 0; + int height = (int)(heights.get(centerX, centerZ)); - if (height < 57) + if (height < SEA_LEVEL+1) return 0; int lx = real_x - centerX; int radius = random->rand() % 4 + 2; @@ -136,20 +140,36 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){ PseudoRandom randomgrass; int padding = 8; - Heightmap heights(cx * CHUNK_W - padding, + Map2D heights(cx * CHUNK_W - padding, cz * CHUNK_D - padding, CHUNK_W + padding * 2, CHUNK_D + padding * 2); + + // Influences to trees and sand generation + Map2D humidity(cx * CHUNK_W - padding, + cz * CHUNK_D - padding, + CHUNK_W + padding * 2, + CHUNK_D + padding * 2); + 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); + float hum = fnlGetNoise3D(&noise, real_x * 0.3 + 633, 0.0, real_z * 0.3); + if (height >= SEA_LEVEL) { + height = ((height - SEA_LEVEL) * 0.1) - 0.0; + height = powf(height, (1.0+hum - fmax(0.0, height) * 0.2)); + height = height * 10 + SEA_LEVEL; + } else { + height *= 1.0f + (height-SEA_LEVEL) * 0.05f * hum; + } heights.set(real_x, real_z, height); + humidity.set(real_x, real_z, hum); + } } - for (int z = 0; z < CHUNK_D; z++){ int real_z = z + cz * CHUNK_D; @@ -159,35 +179,35 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){ for (int y = 0; y < CHUNK_H; y++){ int real_y = y; - int id = real_y < 55 ? BLOCK_WATER : BLOCK_AIR; + int id = real_y < SEA_LEVEL ? BLOCK_WATER : BLOCK_AIR; int states = 0; - if ((real_y == (int)height) && (54 < real_y)) { + if ((real_y == (int)height) && (SEA_LEVEL-2 < real_y)) { id = BLOCK_GRASS_BLOCK; } else if (real_y < (height - 6)){ id = BLOCK_STONE; } else if (real_y < height){ id = BLOCK_DIRT; } else { - int tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, treesTile); + int tree = generate_tree(&noise, &randomtree, heights, humidity, real_x, real_y, real_z, treesTile); if (tree) { id = tree; states = BLOCK_DIR_Y; } } - if ( ((height - (1.5 - 0.2 * pow(height - 54, 4))) < real_y) && (real_y < height)){ + if (((height - (1.5 - 0.2 * pow(height - 54, 4))) < real_y) && (real_y < height) && humidity.get(real_x, real_z) < 0.1){ id = BLOCK_SAND; } if (real_y <= 2) id = BLOCK_BEDROCK; randomgrass.setSeed(real_x,real_z); - if ((id == 0) && (height > 55.5) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 56000)){ + if ((id == 0) && (height > SEA_LEVEL+0.5) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 56000)){ id = BLOCK_GRASS; } - if ((id == 0) && (height > 55.5) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 65000)){ + if ((id == 0) && (height > SEA_LEVEL+0.5) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 65000)){ id = BLOCK_FLOWER; } - if ((height > 56) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 65533)){ + if ((height > SEA_LEVEL+1) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 65533)){ id = BLOCK_WOOD; states = BLOCK_DIR_Y; }