VoxelEngine/src/voxels/WorldGenerator.cpp

235 lines
6.9 KiB
C++

#include "WorldGenerator.h"
#include "voxel.h"
#include "Chunk.h"
#include "Block.h"
#include <iostream>
#include <time.h>
#include <stdexcept>
#include <math.h>
#include <glm/glm.hpp>
#include <glm/gtc/noise.hpp>
#define FNL_IMPL
#include "../maths/FastNoiseLite.h"
#include "../content/Content.h"
#include "../maths/voxmaths.h"
#include "../core_defs.h"
#define 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")->id),
idDirt(content->require("base:dirt")->id),
idGrassBlock(content->require("base:grass_block")->id),
idSand(content->require("base:sand")->id),
idWater(content->require("base:water")->id),
idWood(content->require("base:wood")->id),
idLeaves(content->require("base:leaves")->id),
idGrass(content->require("base:grass")->id),
idFlower(content->require("base:flower")->id),
idBedrock(content->require("base:bedrock")->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 = idBedrock;
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;
}
}
}
}