337 lines
11 KiB
C++
337 lines
11 KiB
C++
#include "WorldGenerator.hpp"
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#include <cstring>
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#include "maths/util.hpp"
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#include "content/Content.hpp"
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#include "voxels/Block.hpp"
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#include "voxels/Chunk.hpp"
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#include "GeneratorDef.hpp"
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#include "VoxelFragment.hpp"
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#include "util/timeutil.hpp"
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#include "util/listutil.hpp"
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#include "debug/Logger.hpp"
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static debug::Logger logger("world-generator");
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static inline constexpr uint MAX_PARAMETERS = 4;
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static inline constexpr uint MAX_CHUNK_PROTOTYPE_LEVELS = 5;
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WorldGenerator::WorldGenerator(
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const GeneratorDef& def, const Content* content, uint64_t seed
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)
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: def(def),
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content(content),
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seed(seed),
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surroundMap(0, MAX_CHUNK_PROTOTYPE_LEVELS)
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{
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surroundMap.setOutCallback([this](int const x, int const z, int8_t) {
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const auto& found = prototypes.find({x, z});
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if (found == prototypes.end()) {
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logger.warning() << "unable to remove non-existing chunk prototype";
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return;
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}
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prototypes.erase({x, z});
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});
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surroundMap.setLevelCallback(1, [this](int const x, int const z) {
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if (prototypes.find({x, z}) != prototypes.end()) {
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return;
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}
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prototypes[{x, z}] = generatePrototype(x, z);
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});
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surroundMap.setLevelCallback(2, [this](int const x, int const z) {
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generateBiomes(requirePrototype(x, z), x, z);
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});
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surroundMap.setLevelCallback(3, [this](int const x, int const z) {
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generateHeightmap(requirePrototype(x, z), x, z);
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});
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surroundMap.setLevelCallback(4, [this](int const x, int const z) {
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generateStructures(requirePrototype(x, z), x, z);
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});
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for (int i = 0; i < def.structures.size(); i++) {
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// pre-calculate rotated structure variants
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def.structures[i]->fragments[0]->prepare(*content);
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for (int j = 1; j < 4; j++) {
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def.structures[i]->fragments[j] =
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def.structures[i]->fragments[j-1]->rotated(*content);
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}
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}
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}
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WorldGenerator::~WorldGenerator() {}
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ChunkPrototype& WorldGenerator::requirePrototype(int x, int z) {
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const auto& found = prototypes.find({x, z});
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if (found == prototypes.end()) {
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throw std::runtime_error("prototype not found");
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}
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return *found->second;
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}
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static inline void generate_pole(
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const BlocksLayers& layers,
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int top, int bottom,
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int seaLevel,
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voxel* voxels,
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int x, int z
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) {
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uint y = top;
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uint layerExtension = 0;
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for (const auto& layer : layers.layers) {
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// skip layer if can't be generated under sea level
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if (y < seaLevel && !layer.belowSeaLevel) {
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layerExtension = std::max(0, layer.height);
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continue;
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}
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int layerHeight = layer.height;
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if (layerHeight == -1) {
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// resizeable layer
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layerHeight = y - layers.lastLayersHeight - bottom + 1;
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} else {
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layerHeight += layerExtension;
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}
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layerHeight = std::min(static_cast<uint>(layerHeight), y+1);
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for (uint i = 0; i < layerHeight; i++, y--) {
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voxels[vox_index(x, y, z)].id = layer.rt.id;
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}
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layerExtension = 0;
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}
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}
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static inline const Biome* choose_biome(
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const std::vector<Biome>& biomes,
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const std::vector<std::shared_ptr<Heightmap>>& maps,
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uint x, uint z
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) {
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uint paramsCount = maps.size();
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float params[MAX_PARAMETERS];
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for (uint i = 0; i < paramsCount; i++) {
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params[i] = maps[i]->getUnchecked(x, z);
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}
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const Biome* chosenBiome = nullptr;
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float chosenScore = std::numeric_limits<float>::infinity();
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for (const auto& biome : biomes) {
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float score = 0.0f;
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for (uint i = 0; i < paramsCount; i++) {
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score += glm::abs((params[i] - biome.parameters[i].value) /
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biome.parameters[i].weight);
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}
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if (score < chosenScore) {
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chosenScore = score;
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chosenBiome = &biome;
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}
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}
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return chosenBiome;
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}
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std::unique_ptr<ChunkPrototype> WorldGenerator::generatePrototype(
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int chunkX, int chunkZ
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) {
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return std::make_unique<ChunkPrototype>();
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}
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inline AABB gen_chunk_aabb(int chunkX, int chunkZ) {
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return AABB({chunkX * CHUNK_W, 0, chunkZ * CHUNK_D},
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{(chunkX + 1)*CHUNK_W, 256, (chunkZ + 1) * CHUNK_D});
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}
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void WorldGenerator::placeStructure(
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const glm::ivec3 offset, size_t structureId, uint8_t rotation,
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int chunkX, int chunkZ
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) {
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auto& structure = *def.structures[structureId]->fragments[rotation];
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auto position = glm::ivec3(chunkX * CHUNK_W, 0, chunkZ * CHUNK_D)+offset;
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auto size = structure.getSize() + glm::ivec3(0, CHUNK_H, 0);
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AABB aabb(position, position + size);
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for (int lcz = -1; lcz <= 1; lcz++) {
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for (int lcx = -1; lcx <= 1; lcx++) {
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if (lcx == 0 && lcz == 0) {
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continue;
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}
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auto& otherPrototype = requirePrototype(
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chunkX + lcx, chunkZ + lcz
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);
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auto chunkAABB = gen_chunk_aabb(chunkX + lcx, chunkZ + lcz);
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if (chunkAABB.intersect(aabb)) {
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otherPrototype.structures.emplace_back(
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structureId,
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offset -
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glm::ivec3(lcx * CHUNK_W, 0, lcz * CHUNK_D),
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rotation
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);
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}
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}
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}
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}
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void WorldGenerator::generateStructures(
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ChunkPrototype& prototype, int chunkX, int chunkZ
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) {
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if (prototype.level >= ChunkPrototypeLevel::STRUCTURES) {
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return;
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}
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const auto& biomes = prototype.biomes;
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const auto& heightmap = prototype.heightmap;
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util::concat(prototype.structures, def.script->placeStructures(
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{chunkX * CHUNK_W, chunkZ * CHUNK_D}, {CHUNK_W, CHUNK_D}, seed,
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heightmap
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));
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for (const auto& placement : prototype.structures) {
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const auto& offset = placement.position;
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if (placement.structure < 0 || placement.structure >= def.structures.size()) {
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logger.error() << "invalid structure index " << placement.structure;
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continue;
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}
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placeStructure(
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offset, placement.structure, placement.rotation, chunkX, chunkZ);
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}
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util::PseudoRandom structsRand;
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structsRand.setSeed(chunkX, chunkZ);
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auto heights = heightmap->getValues();
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for (uint z = 0; z < CHUNK_D; z++) {
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for (uint x = 0; x < CHUNK_W; x++) {
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float rand = structsRand.randFloat();
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const Biome* biome = biomes[z * CHUNK_W + x];
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size_t structureId = biome->structures.choose(rand, -1);
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if (structureId == -1) {
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continue;
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}
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uint8_t rotation = structsRand.randU32() % 4;
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int height = heights[z * CHUNK_W + x] * CHUNK_H;
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if (height < def.seaLevel) {
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continue;
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}
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auto& structure = *def.structures[structureId]->fragments[rotation];
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glm::ivec3 position {x, height, z};
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position.x -= structure.getSize().x / 2;
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position.z -= structure.getSize().z / 2;
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prototype.structures.push_back({
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static_cast<int>(structureId), position, rotation});
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placeStructure(
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position,
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structureId,
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rotation,
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chunkX,
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chunkZ
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);
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}
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}
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prototype.level = ChunkPrototypeLevel::STRUCTURES;
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}
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void WorldGenerator::generateBiomes(
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ChunkPrototype& prototype, int chunkX, int chunkZ
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) {
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if (prototype.level >= ChunkPrototypeLevel::BIOMES) {
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return;
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}
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auto biomeParams = def.script->generateParameterMaps(
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{chunkX * CHUNK_W, chunkZ * CHUNK_D}, {CHUNK_W, CHUNK_D}, seed);
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const auto& biomes = def.script->getBiomes();
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auto chunkBiomes = std::make_unique<const Biome*[]>(CHUNK_W*CHUNK_D);
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for (uint z = 0; z < CHUNK_D; z++) {
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for (uint x = 0; x < CHUNK_W; x++) {
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chunkBiomes.get()[z * CHUNK_W + x] =
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choose_biome(biomes, biomeParams, x, z);
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}
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}
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prototype.biomes = std::move(chunkBiomes);
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prototype.level = ChunkPrototypeLevel::BIOMES;
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}
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void WorldGenerator::generateHeightmap(
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ChunkPrototype& prototype, int chunkX, int chunkZ
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) {
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if (prototype.level >= ChunkPrototypeLevel::HEIGHTMAP) {
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return;
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}
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prototype.heightmap = def.script->generateHeightmap(
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{chunkX * CHUNK_W, chunkZ * CHUNK_D}, {CHUNK_W, CHUNK_D}, seed);
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prototype.level = ChunkPrototypeLevel::HEIGHTMAP;
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}
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void WorldGenerator::update(int centerX, int centerY, int loadDistance) {
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surroundMap.setCenter(centerX, centerY);
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// 1 is safety padding preventing ChunksController rounding problem
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surroundMap.resize(loadDistance + 1);
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surroundMap.setCenter(centerX, centerY);
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}
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void WorldGenerator::generate(voxel* voxels, int chunkX, int chunkZ) {
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surroundMap.completeAt(chunkX, chunkZ);
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const auto& prototype = requirePrototype(chunkX, chunkZ);
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const auto values = prototype.heightmap->getValues();
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uint seaLevel = def.seaLevel;
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std::memset(voxels, 0, sizeof(voxel) * CHUNK_VOL);
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util::PseudoRandom plantsRand;
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plantsRand.setSeed(chunkX, chunkZ);
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const auto& biomes = prototype.biomes.get();
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for (uint z = 0; z < CHUNK_D; z++) {
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for (uint x = 0; x < CHUNK_W; x++) {
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const Biome* biome = biomes[z * CHUNK_W + x];
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int height = values[z * CHUNK_W + x] * CHUNK_H;
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height = std::max(0, height);
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const auto& groundLayers = biome->groundLayers;
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const auto& seaLayers = biome->seaLayers;
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generate_pole(seaLayers, seaLevel, height, seaLevel, voxels, x, z);
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generate_pole(groundLayers, height, 0, seaLevel, voxels, x, z);
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if (height+1 > seaLevel) {
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float rand = plantsRand.randFloat();
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blockid_t plant = biome->plants.choose(rand);
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if (plant) {
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voxels[vox_index(x, height+1, z)].id = plant;
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}
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}
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}
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}
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for (const auto& placement : prototype.structures) {
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if (placement.structure < 0 || placement.structure >= def.structures.size()) {
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logger.error() << "invalid structure index " << placement.structure;
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continue;
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}
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auto& generatingStructure = def.structures[placement.structure];
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auto& structure = *generatingStructure->fragments[placement.rotation];
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auto& structVoxels = structure.getRuntimeVoxels();
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const auto& offset = placement.position;
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const auto& size = structure.getSize();
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for (int y = 0; y < size.y; y++) {
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int sy = y + offset.y;
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if (sy < 0 || sy >= CHUNK_H) {
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continue;
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}
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for (int z = 0; z < size.z; z++) {
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int sz = z + offset.z;
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if (sz < 0 || sz >= CHUNK_D) {
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continue;
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}
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for (int x = 0; x < size.x; x++) {
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int sx = x + offset.x;
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if (sx < 0 || sx >= CHUNK_W) {
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continue;
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}
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const auto& structVoxel =
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structVoxels[vox_index(x, y, z, size.x, size.z)];
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if (structVoxel.id) {
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voxels[vox_index(sx, sy, sz)] = structVoxel;
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}
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}
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}
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}
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}
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}
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