VoxelEngine/src/voxels/WorldGenerator.cpp
2022-10-01 17:11:43 +03:00

157 lines
5.3 KiB
C++

#include "WorldGenerator.h"
#include "voxel.h"
#include "Chunk.h"
#include <math.h>
#include <glm/glm.hpp>
#include <glm/gtc/noise.hpp>
#define FNL_IMPL
#include "../maths/FastNoiseLite.h"
#include <time.h>
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 xor (unsigned short)number+16786);
rand();
}
};
float calc_height(fnl_state *noise, int real_x, int real_z){
float height = fnlGetNoise3D(noise, real_x*0.0125f*8,real_z*0.0125f*8, 0.0f);
height += fnlGetNoise3D(noise, real_x*0.025f*8,real_z*0.025f*8, 0.0f)*0.5f;
height += fnlGetNoise3D(noise, real_x*0.05f*8,real_z*0.05f*8, 0.0f)*0.25f;
height += fnlGetNoise3D(noise,
real_x*0.2f*8 + fnlGetNoise3D(noise, real_x*0.1f*8,real_z*0.1f*8, 0.0f)*50,
real_z*0.2f*8 + fnlGetNoise3D(noise, real_x*0.1f*8+4363,real_z*0.1f*8, 0.0f)*50,
0.0f)*0.1f;
height += fnlGetNoise3D(noise, real_x*0.1f*8,real_z*0.1f*8, 0.0f)*0.125f;
height += fnlGetNoise3D(noise, real_x*0.4f*8,real_z*0.4f*8, 0.0f)*0.0625f;
height += fnlGetNoise3D(noise, real_x*8,real_z*8, 0.0f)*0.03f*(fnlGetNoise3D(noise, -real_x*0.0125f*8-1000,real_z*0.0125f*8+2000, 0.0f)/2+0.5f);
height *= fnlGetNoise3D(noise, real_x*0.0125f*8+1000,real_z*0.0125f*8+1000, 0.0f)/2+0.5f;
height += 1.0f;
height *= 64.0f;
return height;
}
float calc_height_faster(fnl_state *noise, int real_x, int real_z){
float height = fnlGetNoise3D(noise, real_x*0.0125f*8,real_z*0.0125f*8, 0.0f);
height += fnlGetNoise3D(noise, real_x*0.025f*8,real_z*0.025f*8, 0.0f)*0.5f;
height += fnlGetNoise3D(noise, real_x*0.05f*8,real_z*0.05f*8, 0.0f)*0.25f;
height += fnlGetNoise3D(noise,
real_x*0.2f*8 + fnlGetNoise3D(noise, real_x*0.1f*8,real_z*0.1f*8, 0.0f)*50,
real_z*0.2f*8 + fnlGetNoise3D(noise, real_x*0.1f*8+4363,real_z*0.1f*8, 0.0f)*50,
0.0f)*0.1f;
height += fnlGetNoise3D(noise, real_x*0.1f*8,real_z*0.1f*8, 0.0f)*0.125f;
height *= fnlGetNoise3D(noise, real_x*0.0125f*8+1000,real_z*0.0125f*8+1000, 0.0f)/2+0.5f;
height += 1.0f;
height *= 64.0f;
return height;
}
#include <iostream>
int generate_tree(fnl_state *noise, PseudoRandom* random, const float* heights, int real_x, int real_y, int real_z, int tileSize){
const int tileX = floor((double)real_x/(double)tileSize);
const int tileY = floor((double)real_z/(double)tileSize);
random->setSeed(tileX*4325261+tileY*12160951+tileSize*9431111);
bool gentree = fnlGetNoise3D(noise, tileX*3.0f+633, 0.0, tileY*3.0f) > -0.1f && (random->rand() % 10) < 7;
if (!gentree)
return 0;
const int randomX = (random->rand() % (tileSize/2)) - tileSize/4;
const int randomZ = (random->rand() % (tileSize/2)) - tileSize/4;
int centerX = tileX * tileSize + tileSize/2 + randomX;
int centerY = tileY * tileSize + tileSize/2 + randomZ;
int height = (int)calc_height_faster(noise, centerX, centerY);
if ((height < 57) || (fnlGetNoise3D(noise, real_x*0.025f,real_z*0.025f, 0.0f)*0.5f > 0.5))
return 0;
int lx = real_x - centerX;
int radius = random->rand() % 4 + 3;
int ly = real_y - height - 3 * radius;
int lz = real_z - centerY;
if (lx == 0 && lz == 0 && real_y - height < 4*radius)
return 6;
if (lx*lx+ly*ly/2+lz*lz < radius*radius)
return 7;
return 0;
}
void WorldGenerator::generate(voxel* voxels, int cx, int cy, int cz, int seed){
fnl_state noise = fnlCreateState();
noise.noise_type = FNL_NOISE_OPENSIMPLEX2;
noise.seed = seed * 60617077 % 25896307;
PseudoRandom randomtree;
// PseudoRandom random;
float heights[CHUNK_VOL];
// std::cout << calc_height(&noise, cx, cy) << "\n";
for (int z = 0; z < CHUNK_D; z++){
for (int x = 0; x < CHUNK_W; x++){
int real_x = x + cx * CHUNK_W;
int real_z = z + cz * CHUNK_D;
float height = calc_height(&noise, real_x, real_z);
heights[z*CHUNK_W+x] = height;
}
}
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[z*CHUNK_W+x];
for (int y = 0; y < CHUNK_H; y++){
int real_y = y + cy * CHUNK_H;
int id = real_y < 55 ? 9 : 0;
if ((real_y == (int)height) && (54 < real_y))
id = 2;
else if (real_y < (height - 6)){
id = 8;
} else if (real_y < height){
id = 1;
} else {
int tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 16);
if (tree) {
id = tree;
} else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 19))){
id = tree;
} else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 23))){
id = tree;
}
}
if ( ((height - (1.5 - 0.2 * pow(height - 54, 4))) < real_y) && (real_y < height)){
id = 10;
}
if (real_y <= 2)
id = 11;
if ((id == 0) && (real_y > 55) && ((int)height + 1 == real_y) && ((unsigned short)random() > 56000)){
id = 12;
}
if ((id == 0) && (real_y > 55) && ((int)height + 1 == real_y) && ((unsigned short)random() > 64000)){
id = 13;
}
voxels[(y * CHUNK_D + z) * CHUNK_W + x].id = id;
}
}
}
}