#include "WorldGenerator.h" #include "voxel.h" #include "Chunk.h" #include "Block.h" #include #include #include #include #include #include #define FNL_IMPL #include "../maths/FastNoiseLite.h" #include "../content/Content.h" #include "../maths/voxmaths.h" #include "../core_defs.h" const int SEA_LEVEL = 55; class Map2D { int x, z; int w, d; float* heights; public: Map2D(int x, int z, int w, int d) : x(x), z(z), w(w), d(d) { heights = new float[w * d]; } ~Map2D() { 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; public: PseudoRandom(){ seed = (unsigned short)time(0); } int rand(){ seed = (seed + 0x7ed5 + (seed << 6)); seed = (seed ^ 0xc23c ^ (seed >> 9)); seed = (seed + 0x1656 + (seed << 3)); seed = ((seed + 0xa264) ^ (seed << 4)); seed = (seed + 0xfd70 - (seed << 3)); seed = (seed ^ 0xba49 ^ (seed >> 8)); return (int)seed; } void setSeed(int number){ seed = ((unsigned short)(number*23729) ^ (unsigned short)(number+16786)); rand(); } void setSeed(int number1,int number2){ seed = (((unsigned short)(number1*23729) | (unsigned short)(number2%16786)) ^ (unsigned short)(number2*number1)); rand(); } }; 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; 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 += 1.0f; height *= 64.0f; return height; } WorldGenerator::WorldGenerator(const Content* content) : idStone(content->require("base:stone")->rt.id), idDirt(content->require("base:dirt")->rt.id), idGrassBlock(content->require("base:grass_block")->rt.id), idSand(content->require("base:sand")->rt.id), idWater(content->require("base:water")->rt.id), idWood(content->require("base:wood")->rt.id), idLeaves(content->require("base:leaves")->rt.id), idGrass(content->require("base:grass")->rt.id), idFlower(content->require("base:flower")->rt.id), idBazalt(content->require("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, int tileSize){ const int tileX = floordiv(real_x, tileSize); const int tileZ = floordiv(real_z, tileSize); random->setSeed(tileX*4325261+tileZ*12160951+tileSize*9431111); 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 < SEA_LEVEL+1) return 0; int lx = real_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)) return 6; if (lx*lx+ly*ly/2+lz*lz < radius*radius) return 7; return 0; } 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; int padding = 8; 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; for (int x = 0; x < CHUNK_W; x++){ int real_x = x + cx * CHUNK_W; float height = heights.get(real_x, real_z); for (int y = 0; y < CHUNK_H; y++){ int real_y = y; int id = real_y < SEA_LEVEL ? idWater : BLOCK_AIR; int states = 0; if ((real_y == (int)height) && (SEA_LEVEL-2 < real_y)) { id = idGrassBlock; } else if (real_y < (height - 6)){ id = idStone; } else if (real_y < height){ id = idDirt; } else { 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) && humidity.get(real_x, real_z) < 0.1){ id = idSand; } if (real_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)){ id = idGrass; } if ((id == 0) && (height > SEA_LEVEL+0.5) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 65000)){ id = idFlower; } if ((height > SEA_LEVEL+1) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 65533)){ id = idWood; states = BLOCK_DIR_Y; } voxels[(y * CHUNK_D + z) * CHUNK_W + x].id = id; voxels[(y * CHUNK_D + z) * CHUNK_W + x].states = states; } } } }