diff --git a/src/voxels/WorldGenerator.cpp b/src/voxels/WorldGenerator.cpp index 4bc855e4..5a38da81 100644 --- a/src/voxels/WorldGenerator.cpp +++ b/src/voxels/WorldGenerator.cpp @@ -4,6 +4,7 @@ #include "Block.h" #include +#include #include #include #include @@ -18,35 +19,46 @@ const int SEA_LEVEL = 55; +enum class MAPS{ + SEND, + TREE, + CLIFF, + HEIGHT +}; +#define MAPS_LEN 4 + class Map2D { int x, z; int w, d; - float* heights; + float* heights[MAPS_LEN]; public: Map2D(int x, int z, int w, int d) : x(x), z(z), w(w), d(d) { - heights = new float[w * d]; + for (int i = 0; i < MAPS_LEN; i++) + heights[i] = new float[w*d]; } ~Map2D() { - delete[] heights; + + for (int i = 0; i < MAPS_LEN; i++) + delete[] heights[i]; } - inline float get(int x, int z) { + inline float get(MAPS map, 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]; + return heights[(int)map][z * w + x]; } - inline void set(int x, int z, float value) { + inline void set(MAPS map, 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; + heights[(int)map][z * w + x] = value; } }; @@ -78,19 +90,20 @@ public: } }; -float calc_height(fnl_state *noise, int real_x, int real_z){ + + +float calc_height(fnl_state *noise, int cur_x, int cur_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) * 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+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 += fnlGetNoise2D(noise, cur_x*0.0125f*8-125567,cur_z*0.0125f*8+3546); + height += fnlGetNoise2D(noise, cur_x*0.025f*8+4647,cur_z*0.025f*8-3436)*0.5f; + height += fnlGetNoise2D(noise, cur_x*0.05f*8-834176,cur_z*0.05f*8+23678)*0.25f; + height += fnlGetNoise2D(noise, + cur_x*0.2f*8 + fnlGetNoise2D(noise, cur_x*0.1f*8-23557,cur_z*0.1f*8-6568)*50, + cur_z*0.2f*8 + fnlGetNoise2D(noise, cur_x*0.1f*8+4363,cur_z*0.1f*8+4456)*50 + ) * fnlGetNoise2D(noise, cur_x*0.01f-834176,cur_z*0.01f+23678) * 0.25; + height += fnlGetNoise2D(noise, cur_x*0.1f*8-3465,cur_z*0.1f*8+4534)*0.125f; + height *= fnlGetNoise2D(noise, cur_x*0.1f+1000,cur_z*0.1f+1000)*0.5f+0.5f; height += 1.0f; height *= 64.0f; return height; @@ -106,19 +119,18 @@ WorldGenerator::WorldGenerator(const Content* content) idLeaves(content->requireBlock("base:leaves")->rt.id), idGrass(content->requireBlock("base:grass")->rt.id), idFlower(content->requireBlock("base:flower")->rt.id), - idBazalt(content->requireBlock("base:bazalt")->rt.id) {; -} + idBazalt(content->requireBlock("base:bazalt")->rt.id) {} int generate_tree(fnl_state *noise, PseudoRandom* random, Map2D& heights, - Map2D& humidity, - int real_x, - int real_y, - int real_z, + // Map2D& humidity, + int cur_x, + int cur_y, + int cur_z, int tileSize){ - const int tileX = floordiv(real_x, tileSize); - const int tileZ = floordiv(real_z, tileSize); + const int tileX = floordiv(cur_x, tileSize); + const int tileZ = floordiv(cur_z, tileSize); random->setSeed(tileX*4325261+tileZ*12160951+tileSize*9431111); @@ -128,18 +140,18 @@ int generate_tree(fnl_state *noise, int centerX = tileX * tileSize + tileSize/2 + randomX; int centerZ = tileZ * tileSize + tileSize/2 + randomZ; - bool gentree = (random->rand() % 10) < humidity.get(centerX, centerZ) * 13; + bool gentree = (random->rand() % 10) < heights.get(MAPS::TREE, centerX, centerZ) * 13; if (!gentree) return 0; - int height = (int)(heights.get(centerX, centerZ)); + int height = (int)(heights.get(MAPS::HEIGHT, centerX, centerZ)); if (height < SEA_LEVEL+1) return 0; - int lx = real_x - centerX; + int lx = cur_x - centerX; int radius = random->rand() % 4 + 2; - int ly = real_y - height - 3 * radius; - int lz = real_z - centerZ; - if (lx == 0 && lz == 0 && real_y - height < (3*radius + radius/2)) + int ly = cur_y - height - 3 * radius; + int lz = cur_z - centerZ; + if (lx == 0 && lz == 0 && cur_y - height < (3*radius + radius/2)) return 6; if (lx*lx+ly*ly/2+lz*lz < radius*radius) return 7; @@ -160,74 +172,74 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){ 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) * 0.1)); - 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); + int cur_x = x + cx * CHUNK_W; + int cur_z = z + cz * CHUNK_D; + float height = calc_height(&noise, cur_x, cur_z); + float hum = fnlGetNoise2D(&noise, cur_x * 0.3 + 633, cur_z * 0.3); + float send = fnlGetNoise2D(&noise, cur_x * 0.1 - 633, cur_z * 0.1 + 1000); + float cliff = pow((send + abs(send)) / 2, 2); + float w = pow(fmax(-abs(height-SEA_LEVEL)+4,0)/6,2) * cliff; + float h1 = -abs(height-SEA_LEVEL - 0.03); + float h2 = abs(height-SEA_LEVEL + 0.04); + float h = (h1 + h2)*100; + height += (h * w); + heights.set(MAPS::HEIGHT, cur_x, cur_z, height); + heights.set(MAPS::TREE, cur_x, cur_z, hum); + heights.set(MAPS::SEND, cur_x, cur_z, send); + heights.set(MAPS::CLIFF, cur_x, cur_z, cliff); } } for (int z = 0; z < CHUNK_D; z++){ - int real_z = z + cz * CHUNK_D; + int cur_z = z + cz * CHUNK_D; for (int x = 0; x < CHUNK_W; x++){ - int real_x = x + cx * CHUNK_W; - float height = heights.get(real_x, real_z); + int cur_x = x + cx * CHUNK_W; + float height = heights.get(MAPS::HEIGHT, cur_x, cur_z); - for (int y = 0; y < CHUNK_H; y++){ - int real_y = y; - int id = real_y < SEA_LEVEL ? idWater : BLOCK_AIR; + for (int cur_y = 0; cur_y < CHUNK_H; cur_y++){ + // int cur_y = y; + int id = cur_y < SEA_LEVEL ? idWater : BLOCK_AIR; int states = 0; - if ((real_y == (int)height) && (SEA_LEVEL-2 < real_y)) { + if ((cur_y == (int)height) && (SEA_LEVEL-2 < cur_y)) { id = idGrassBlock; - } else if (real_y < (height - 6)){ + } else if (cur_y < (height - 6)){ id = idStone; - } else if (real_y < height){ + } else if (cur_y < height){ id = idDirt; } else { - int tree = generate_tree(&noise, &randomtree, heights, humidity, real_x, real_y, real_z, treesTile); + int tree = generate_tree(&noise, &randomtree, heights, cur_x, cur_y, cur_z, treesTile); if (tree) { id = tree; states = BLOCK_DIR_UP; } } - if (((height - (1.5 - 0.2 * pow(height - 54, 4))) < real_y) && (real_y < height) && humidity.get(real_x, real_z) < 0.1){ + float send = fmax(heights.get(MAPS::SEND, cur_x, cur_z), heights.get(MAPS::CLIFF, cur_x, cur_z)); + if ( + ((height - (1.1 - 0.2 * pow(height - 54, 4)) + + + (5*send)) < cur_y + (height - 0.01- (int)height)) + && (cur_y < height)){ id = idSand; } - if (real_y <= 2) + if (cur_y <= 2) id = idBazalt; - randomgrass.setSeed(real_x,real_z); - if ((id == 0) && (height > SEA_LEVEL+0.5) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 56000)){ + randomgrass.setSeed(cur_x,cur_z); + if ((id == 0) && ((height > SEA_LEVEL+0.4) || (send > 0.1)) && ((int)(height + 1) == cur_y) && ((unsigned short)randomgrass.rand() > 56000)){ id = idGrass; } - if ((id == 0) && (height > SEA_LEVEL+0.5) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 65000)){ + if ((id == 0) && (height > SEA_LEVEL+0.4) && ((int)(height + 1) == cur_y) && ((unsigned short)randomgrass.rand() > 65000)){ id = idFlower; } - if ((height > SEA_LEVEL+1) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 65533)){ + if ((height > SEA_LEVEL+1) && ((int)(height + 1) == cur_y) && ((unsigned short)randomgrass.rand() > 65533)){ id = idWood; states = BLOCK_DIR_UP; } - voxels[(y * CHUNK_D + z) * CHUNK_W + x].id = id; - voxels[(y * CHUNK_D + z) * CHUNK_W + x].states = states; + voxels[(cur_y * CHUNK_D + z) * CHUNK_W + x].id = id; + voxels[(cur_y * CHUNK_D + z) * CHUNK_W + x].states = states; } } }