world-gen update
This commit is contained in:
parent
cbdc3b2b10
commit
9e752c08c8
@ -4,6 +4,7 @@
|
||||
#include "Block.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
#include <time.h>
|
||||
#include <stdexcept>
|
||||
#include <math.h>
|
||||
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user