249 lines
7.3 KiB
C++
249 lines
7.3 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 <vector>
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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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const int SEA_LEVEL = 55;
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enum class MAPS{
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SEND,
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TREE,
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CLIFF,
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HEIGHT
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};
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#define MAPS_LEN 4
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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[MAPS_LEN];
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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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for (int i = 0; i < MAPS_LEN; i++)
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heights[i] = new float[w*d];
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}
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~Map2D() {
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for (int i = 0; i < MAPS_LEN; i++)
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delete[] heights[i];
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}
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inline float get(MAPS map, 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[(int)map][z * w + x];
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}
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inline void set(MAPS map, 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[(int)map][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 cur_x, int cur_z){
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float height = 0;
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height += fnlGetNoise2D(noise, cur_x*0.0125f*8-125567,cur_z*0.0125f*8+3546);
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height += fnlGetNoise2D(noise, cur_x*0.025f*8+4647,cur_z*0.025f*8-3436)*0.5f;
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height += fnlGetNoise2D(noise, cur_x*0.05f*8-834176,cur_z*0.05f*8+23678)*0.25f;
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height += fnlGetNoise2D(noise,
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cur_x*0.2f*8 + fnlGetNoise2D(noise, cur_x*0.1f*8-23557,cur_z*0.1f*8-6568)*50,
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cur_z*0.2f*8 + fnlGetNoise2D(noise, cur_x*0.1f*8+4363,cur_z*0.1f*8+4456)*50
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) * fnlGetNoise2D(noise, cur_x*0.01f-834176,cur_z*0.01f+23678) * 0.25;
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height += fnlGetNoise2D(noise, cur_x*0.1f*8-3465,cur_z*0.1f*8+4534)*0.125f;
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height *= fnlGetNoise2D(noise, cur_x*0.1f+1000,cur_z*0.1f+1000)*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->requireBlock("base:stone")->rt.id),
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idDirt(content->requireBlock("base:dirt")->rt.id),
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idGrassBlock(content->requireBlock("base:grass_block")->rt.id),
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idSand(content->requireBlock("base:sand")->rt.id),
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idWater(content->requireBlock("base:water")->rt.id),
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idWood(content->requireBlock("base:wood")->rt.id),
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idLeaves(content->requireBlock("base:leaves")->rt.id),
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idGrass(content->requireBlock("base:grass")->rt.id),
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idFlower(content->requireBlock("base:flower")->rt.id),
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idBazalt(content->requireBlock("base:bazalt")->rt.id) {}
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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 cur_x,
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int cur_y,
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int cur_z,
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int tileSize,
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blockid_t idWood,
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blockid_t idLeaves){
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const int tileX = floordiv(cur_x, tileSize);
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const int tileZ = floordiv(cur_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) < heights.get(MAPS::TREE, centerX, centerZ) * 13;
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if (!gentree)
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return 0;
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int height = (int)(heights.get(MAPS::HEIGHT, centerX, centerZ));
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if (height < SEA_LEVEL+1)
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return 0;
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int lx = cur_x - centerX;
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int radius = random->rand() % 4 + 2;
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int ly = cur_y - height - 3 * radius;
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int lz = cur_z - centerZ;
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if (lx == 0 && lz == 0 && cur_y - height < (3*radius + radius/2))
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return idWood;
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if (lx*lx+ly*ly/2+lz*lz < radius*radius)
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return idLeaves;
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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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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 cur_x = x + cx * CHUNK_W;
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int cur_z = z + cz * CHUNK_D;
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float height = calc_height(&noise, cur_x, cur_z);
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float hum = fnlGetNoise2D(&noise, cur_x * 0.3 + 633, cur_z * 0.3);
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float send = fnlGetNoise2D(&noise, cur_x * 0.1 - 633, cur_z * 0.1 + 1000);
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float cliff = pow((send + abs(send)) / 2, 2);
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float w = pow(fmax(-abs(height-SEA_LEVEL)+4,0)/6,2) * cliff;
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float h1 = -abs(height-SEA_LEVEL - 0.03);
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float h2 = abs(height-SEA_LEVEL + 0.04);
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float h = (h1 + h2)*100;
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height += (h * w);
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heights.set(MAPS::HEIGHT, cur_x, cur_z, height);
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heights.set(MAPS::TREE, cur_x, cur_z, hum);
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heights.set(MAPS::SEND, cur_x, cur_z, send);
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heights.set(MAPS::CLIFF, cur_x, cur_z, cliff);
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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 cur_z = z + cz * CHUNK_D;
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for (int x = 0; x < CHUNK_W; x++){
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int cur_x = x + cx * CHUNK_W;
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float height = heights.get(MAPS::HEIGHT, cur_x, cur_z);
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for (int cur_y = 0; cur_y < CHUNK_H; cur_y++){
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// int cur_y = y;
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int id = cur_y < SEA_LEVEL ? idWater : BLOCK_AIR;
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int states = 0;
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if ((cur_y == (int)height) && (SEA_LEVEL-2 < cur_y)) {
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id = idGrassBlock;
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} else if (cur_y < (height - 6)){
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id = idStone;
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} else if (cur_y < height){
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id = idDirt;
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} else {
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int tree = generate_tree(&noise, &randomtree, heights, cur_x, cur_y, cur_z, treesTile, idWood, idLeaves);
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if (tree) {
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id = tree;
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states = BLOCK_DIR_UP;
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}
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}
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float send = fmax(heights.get(MAPS::SEND, cur_x, cur_z), heights.get(MAPS::CLIFF, cur_x, cur_z));
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if (
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((height - (1.1 - 0.2 * pow(height - 54, 4))
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+
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(5*send)) < cur_y + (height - 0.01- (int)height))
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&& (cur_y < height)){
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id = idSand;
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}
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if (cur_y <= 2)
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id = idBazalt;
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randomgrass.setSeed(cur_x,cur_z);
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if ((id == 0) && ((height > SEA_LEVEL+0.4) || (send > 0.1)) && ((int)(height + 1) == cur_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+0.4) && ((int)(height + 1) == cur_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) == cur_y) && ((unsigned short)randomgrass.rand() > 65533)){
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id = idWood;
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states = BLOCK_DIR_UP;
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}
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voxels[(cur_y * CHUNK_D + z) * CHUNK_W + x].id = id;
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voxels[(cur_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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