235 lines
6.9 KiB
C++
235 lines
6.9 KiB
C++
#include "WorldGenerator.h"
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#include "voxel.h"
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#include "Chunk.h"
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#include "Block.h"
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#include <iostream>
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#include <time.h>
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#include <stdexcept>
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#include <math.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/noise.hpp>
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#define FNL_IMPL
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#include "../maths/FastNoiseLite.h"
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#include "../content/Content.h"
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#include "../maths/voxmaths.h"
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#include "../core_defs.h"
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#define SEA_LEVEL 55
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class Map2D {
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int x, z;
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int w, d;
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float* heights;
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public:
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Map2D(int x, int z, int w, int d)
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: x(x), z(z), w(w), d(d) {
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heights = new float[w * d];
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}
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~Map2D() {
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delete[] heights;
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}
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inline float get(int x, int z) {
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x -= this->x;
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z -= this->z;
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if (x < 0 || z < 0 || x >= w || z >= d) {
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throw std::runtime_error("out of heightmap");
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}
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return heights[z * w + x];
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}
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inline void set(int x, int z, float value) {
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x -= this->x;
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z -= this->z;
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if (x < 0 || z < 0 || x >= w || z >= d) {
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throw std::runtime_error("out of heightmap");
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}
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heights[z * w + x] = value;
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}
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};
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class PseudoRandom {
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unsigned short seed;
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public:
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PseudoRandom(){
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seed = (unsigned short)time(0);
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}
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int rand(){
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seed = (seed + 0x7ed5 + (seed << 6));
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seed = (seed ^ 0xc23c ^ (seed >> 9));
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seed = (seed + 0x1656 + (seed << 3));
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seed = ((seed + 0xa264) ^ (seed << 4));
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seed = (seed + 0xfd70 - (seed << 3));
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seed = (seed ^ 0xba49 ^ (seed >> 8));
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return (int)seed;
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}
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void setSeed(int number){
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seed = ((unsigned short)(number*23729) ^ (unsigned short)(number+16786));
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rand();
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}
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void setSeed(int number1,int number2){
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seed = (((unsigned short)(number1*23729) | (unsigned short)(number2%16786)) ^ (unsigned short)(number2*number1));
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rand();
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}
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};
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float calc_height(fnl_state *noise, int real_x, int real_z){
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float height = 0;
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height += fnlGetNoise3D(noise, real_x*0.0125f*8-125567,real_z*0.0125f*8+3546, 0.0f);
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height += fnlGetNoise3D(noise, real_x*0.025f*8+4647,real_z*0.025f*8-3436, 0.0f)*0.5f;
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height += fnlGetNoise3D(noise, real_x*0.05f*8-834176,real_z*0.05f*8+23678, 0.0f)*0.25f;
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height += fnlGetNoise3D(noise,
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real_x*0.2f*8 + fnlGetNoise3D(noise, real_x*0.1f*8-23557,real_z*0.1f*8-6568, 0.0f)*50,
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real_z*0.2f*8 + fnlGetNoise3D(noise, real_x*0.1f*8+4363,real_z*0.1f*8+4456, 0.0f)*50,
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0.0f) * fnlGetNoise3D(noise, real_x*0.01f-834176,real_z*0.01f+23678, 0.0f);
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height += fnlGetNoise3D(noise, real_x*0.1f*8-3465,real_z*0.1f*8+4534, 0.0f)*0.125f;
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//height += fnlGetNoise3D(noise, real_x*0.4f+4565,real_z*0.4f*18+46456, 0.0f)*0.0625f * 0.3f;
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height *= fnlGetNoise3D(noise, real_x*0.1f+1000,real_z*0.1f+1000, 0.0f)*0.5f+0.5f;
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height += 1.0f;
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height *= 64.0f;
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return height;
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}
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WorldGenerator::WorldGenerator(const Content* content)
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: idStone(content->require("base:stone")->id),
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idDirt(content->require("base:dirt")->id),
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idGrassBlock(content->require("base:grass_block")->id),
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idSand(content->require("base:sand")->id),
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idWater(content->require("base:water")->id),
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idWood(content->require("base:wood")->id),
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idLeaves(content->require("base:leaves")->id),
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idGrass(content->require("base:grass")->id),
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idFlower(content->require("base:flower")->id),
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idBedrock(content->require("base:bedrock")->id) {;
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}
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int generate_tree(fnl_state *noise,
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PseudoRandom* random,
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Map2D& heights,
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Map2D& humidity,
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int real_x,
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int real_y,
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int real_z,
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int tileSize){
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const int tileX = floordiv(real_x, tileSize);
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const int tileZ = floordiv(real_z, tileSize);
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random->setSeed(tileX*4325261+tileZ*12160951+tileSize*9431111);
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int randomX = (random->rand() % (tileSize/2)) - tileSize/4;
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int randomZ = (random->rand() % (tileSize/2)) - tileSize/4;
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int centerX = tileX * tileSize + tileSize/2 + randomX;
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int centerZ = tileZ * tileSize + tileSize/2 + randomZ;
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bool gentree = (random->rand() % 10) < humidity.get(centerX, centerZ) * 13;
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if (!gentree)
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return 0;
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int height = (int)(heights.get(centerX, centerZ));
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if (height < SEA_LEVEL+1)
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return 0;
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int lx = real_x - centerX;
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int radius = random->rand() % 4 + 2;
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int ly = real_y - height - 3 * radius;
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int lz = real_z - centerZ;
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if (lx == 0 && lz == 0 && real_y - height < (3*radius + radius/2))
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return 6;
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if (lx*lx+ly*ly/2+lz*lz < radius*radius)
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return 7;
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return 0;
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}
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void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){
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const int treesTile = 12;
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fnl_state noise = fnlCreateState();
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noise.noise_type = FNL_NOISE_OPENSIMPLEX2;
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noise.seed = seed * 60617077 % 25896307;
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PseudoRandom randomtree;
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PseudoRandom randomgrass;
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int padding = 8;
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Map2D heights(cx * CHUNK_W - padding,
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cz * CHUNK_D - padding,
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CHUNK_W + padding * 2,
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CHUNK_D + padding * 2);
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// Influences to trees and sand generation
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Map2D humidity(cx * CHUNK_W - padding,
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cz * CHUNK_D - padding,
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CHUNK_W + padding * 2,
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CHUNK_D + padding * 2);
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for (int z = -padding; z < CHUNK_D+padding; z++){
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for (int x = -padding; x < CHUNK_W+padding; x++){
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int real_x = x + cx * CHUNK_W;
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int real_z = z + cz * CHUNK_D;
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float height = calc_height(&noise, real_x, real_z);
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float hum = fnlGetNoise3D(&noise, real_x * 0.3 + 633, 0.0, real_z * 0.3);
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if (height >= SEA_LEVEL) {
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height = ((height - SEA_LEVEL) * 0.1) - 0.0;
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height = powf(height, (1.0+hum - fmax(0.0, height) * 0.2));
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height = height * 10 + SEA_LEVEL;
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} else {
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height *= 1.0f + (height-SEA_LEVEL) * 0.05f * hum;
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}
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heights.set(real_x, real_z, height);
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humidity.set(real_x, real_z, hum);
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}
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}
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for (int z = 0; z < CHUNK_D; z++){
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int real_z = z + cz * CHUNK_D;
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for (int x = 0; x < CHUNK_W; x++){
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int real_x = x + cx * CHUNK_W;
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float height = heights.get(real_x, real_z);
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for (int y = 0; y < CHUNK_H; y++){
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int real_y = y;
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int id = real_y < SEA_LEVEL ? idWater : BLOCK_AIR;
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int states = 0;
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if ((real_y == (int)height) && (SEA_LEVEL-2 < real_y)) {
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id = idGrassBlock;
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} else if (real_y < (height - 6)){
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id = idStone;
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} else if (real_y < height){
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id = idDirt;
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} else {
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int tree = generate_tree(&noise, &randomtree, heights, humidity, real_x, real_y, real_z, treesTile);
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if (tree) {
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id = tree;
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states = BLOCK_DIR_Y;
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}
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}
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if (((height - (1.5 - 0.2 * pow(height - 54, 4))) < real_y) && (real_y < height) && humidity.get(real_x, real_z) < 0.1){
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id = idSand;
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}
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if (real_y <= 2)
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id = idBedrock;
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randomgrass.setSeed(real_x,real_z);
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if ((id == 0) && (height > SEA_LEVEL+0.5) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 56000)){
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id = idGrass;
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}
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if ((id == 0) && (height > SEA_LEVEL+0.5) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 65000)){
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id = idFlower;
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}
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if ((height > SEA_LEVEL+1) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 65533)){
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id = idWood;
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states = BLOCK_DIR_Y;
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}
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voxels[(y * CHUNK_D + z) * CHUNK_W + x].id = id;
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voxels[(y * CHUNK_D + z) * CHUNK_W + x].states = states;
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}
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}
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}
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}
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