VoxelEngine/src/voxels/DefaultWorldGenerator.cpp
InfiniteCoder b77e9e811e More maths
2024-08-06 00:09:18 +03:00

242 lines
8.1 KiB
C++

#include "DefaultWorldGenerator.hpp"
#include "Block.hpp"
#include "Chunk.hpp"
#include "voxel.hpp"
#define FNL_IMPL
#include <math.h>
#include <time.h>
#include <glm/glm.hpp>
#include <glm/gtc/noise.hpp>
#include <iostream>
#include <stdexcept>
#include <vector>
#include <content/Content.hpp>
#include <core_defs.hpp>
#include <maths/FastNoiseLite.h>
#include <maths/util.hpp>
#include <maths/voxmaths.hpp>
// will be refactored in generators update
const int SEA_LEVEL = 55;
enum class MAPS { SAND, TREE, CLIFF, HEIGHT };
#define MAPS_LEN 4
class Map2D {
int x, z;
int w, d;
float* heights[MAPS_LEN];
public:
Map2D(int x, int z, int w, int d) : x(x), z(z), w(w), d(d) {
for (int i = 0; i < MAPS_LEN; i++) heights[i] = new float[w * d];
}
~Map2D() {
for (int i = 0; i < MAPS_LEN; i++) delete[] heights[i];
}
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[(int)map][z * w + x];
}
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[(int)map][z * w + x] = value;
}
};
float calc_height(fnl_state* noise, int cur_x, int cur_z) {
float height = 0;
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;
}
int generate_tree(
fnl_state* noise,
PseudoRandom* random,
Map2D& heights,
// Map2D& humidity,
int cur_x,
int cur_y,
int cur_z,
int tileSize,
blockid_t idWood,
blockid_t idLeaves
) {
const int tileX = floordiv(cur_x, tileSize);
const int tileZ = floordiv(cur_z, tileSize);
random->setSeed(tileX * 4325261 + tileZ * 12160951 + tileSize * 9431111);
int randomX = (random->rand() % (tileSize / 2)) - tileSize / 4;
int randomZ = (random->rand() % (tileSize / 2)) - tileSize / 4;
int centerX = tileX * tileSize + tileSize / 2 + randomX;
int centerZ = tileZ * tileSize + tileSize / 2 + randomZ;
bool gentree =
(random->rand() % 10) < heights.get(MAPS::TREE, centerX, centerZ) * 13;
if (!gentree) return 0;
int height = (int)(heights.get(MAPS::HEIGHT, centerX, centerZ));
if (height < SEA_LEVEL + 1) return 0;
int lx = cur_x - centerX;
int radius = random->rand() % 4 + 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 idWood;
if (lx * lx + ly * ly / 2 + lz * lz < radius * radius) return idLeaves;
return 0;
}
void DefaultWorldGenerator::generate(voxel* voxels, int cx, int cz, int seed) {
const int treesTile = 12;
fnl_state noise = fnlCreateState();
noise.noise_type = FNL_NOISE_OPENSIMPLEX2;
noise.seed = seed * 60617077 % 25896307;
PseudoRandom randomtree;
PseudoRandom randomgrass;
int padding = 8;
Map2D heights(
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 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 sand =
fnlGetNoise2D(&noise, cur_x * 0.1 - 633, cur_z * 0.1 + 1000);
float cliff = pow((sand + abs(sand)) / 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::SAND, cur_x, cur_z, sand);
heights.set(MAPS::CLIFF, cur_x, cur_z, cliff);
}
}
for (int z = 0; z < CHUNK_D; z++) {
int cur_z = z + cz * CHUNK_D;
for (int x = 0; x < CHUNK_W; x++) {
int cur_x = x + cx * CHUNK_W;
float height = heights.get(MAPS::HEIGHT, cur_x, cur_z);
for (int cur_y = 0; cur_y < CHUNK_H; cur_y++) {
// int cur_y = y;
int id = cur_y < SEA_LEVEL ? idWater : BLOCK_AIR;
blockstate state {};
if ((cur_y == (int)height) && (SEA_LEVEL - 2 < cur_y)) {
id = idGrassBlock;
} else if (cur_y < (height - 6)) {
id = idStone;
} else if (cur_y < height) {
id = idDirt;
} else {
int tree = generate_tree(
&noise,
&randomtree,
heights,
cur_x,
cur_y,
cur_z,
treesTile,
idWood,
idLeaves
);
if (tree) {
id = tree;
state.rotation = BLOCK_DIR_UP;
}
}
float sand = fmax(
heights.get(MAPS::SAND, cur_x, cur_z),
heights.get(MAPS::CLIFF, cur_x, cur_z)
);
if (((height - (1.1 - 0.2 * pow(height - 54, 4)) + (5 * sand)) <
cur_y + (height - 0.01 - (int)height)) &&
(cur_y < height)) {
id = idSand;
}
if (cur_y <= 2) id = idBazalt;
randomgrass.setSeed(cur_x, cur_z);
if ((id == 0) && ((height > SEA_LEVEL + 0.4) || (sand > 0.1)) &&
((int)(height + 1) == cur_y) &&
((unsigned short)randomgrass.rand() > 56000)) {
id = idGrass;
}
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) == cur_y) &&
((unsigned short)randomgrass.rand() > 65533)) {
id = idWood;
state.rotation = BLOCK_DIR_UP;
}
voxels[(cur_y * CHUNK_D + z) * CHUNK_W + x].id = id;
voxels[(cur_y * CHUNK_D + z) * CHUNK_W + x].state = state;
}
}
}
}