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https://github.com/zhenyan121/Cubed.git
synced 2026-06-18 00:27:02 +08:00
refactor: use fBM for heightmap generation
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@@ -27,7 +27,8 @@ void ChunkGenerator::init() {
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std::random_device d;
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m_generator_seed = d();
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Logger::info("Chunk Generator Seed {}", m_generator_seed);
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PerlinNoise::init(m_generator_seed);
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PerlinNoise3D::init(m_generator_seed);
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PerlinNoise2D::init(m_generator_seed);
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is_init = true;
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}
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@@ -35,7 +36,7 @@ void ChunkGenerator::reload() {
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if (!is_seed_change) {
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return;
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}
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PerlinNoise::reload(m_generator_seed);
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PerlinNoise3D::reload(m_generator_seed);
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is_seed_change = false;
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}
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@@ -54,10 +55,10 @@ void ChunkGenerator::assign_chunk_biome() {
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auto m_chunk_pos = m_chunk.chunk_pos();
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float x = static_cast<float>(m_chunk_pos.x);
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float z = static_cast<float>(m_chunk_pos.z);
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float temp = PerlinNoise::noise(x * BIOME_NOISE_FREQUENCY, 0.0f,
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z * BIOME_NOISE_FREQUENCY);
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float humid = PerlinNoise::noise(x * BIOME_NOISE_FREQUENCY, 1.0f,
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z * BIOME_NOISE_FREQUENCY);
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float temp = PerlinNoise3D::noise(x * BIOME_NOISE_FREQUENCY, 0.0f,
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z * BIOME_NOISE_FREQUENCY);
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float humid = PerlinNoise3D::noise(x * BIOME_NOISE_FREQUENCY, 1.0f,
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z * BIOME_NOISE_FREQUENCY);
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auto biome = get_biome_from_noise(temp, humid);
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m_chunk.biome(biome);
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}
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@@ -86,6 +87,7 @@ void ChunkGenerator::resolve_biome_adjacency_conflict(
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}
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}
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/*
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void ChunkGenerator::generate_heightmap() {
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auto m_chunk_pos = m_chunk.chunk_pos();
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@@ -114,6 +116,37 @@ void ChunkGenerator::generate_heightmap() {
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}
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}
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}
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*/
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void ChunkGenerator::generate_heightmap() {
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auto chunk_pos = m_chunk.chunk_pos();
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auto& heightmap = m_chunk.heightmap();
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for (int x = 0; x < CHUNK_SIZE; ++x) {
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for (int z = 0; z < CHUNK_SIZE; ++z) {
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float world_x = static_cast<float>(x + chunk_pos.x * CHUNK_SIZE);
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float world_z = static_cast<float>(z + chunk_pos.z * CHUNK_SIZE);
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auto fbm_height = [](float x, float y, int octaves,
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float lacunarity, float gain, float amplitude,
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float frequency) -> float {
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float value = 0.0f;
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for (int i = 0; i < octaves; i++) {
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value += amplitude *
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PerlinNoise2D::noise(x * frequency, y * frequency);
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frequency *= lacunarity;
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amplitude *= gain;
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}
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return value;
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};
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int octaves = 4;
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float lacunarity = 2.0f;
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float gain = 0.5f;
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heightmap[x][z] = 64 + fbm_height(world_x, world_z, octaves,
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lacunarity, gain, 40, 0.005f);
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}
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}
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}
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void ChunkGenerator::blend_heightmap_boundaries(
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const std::array<std::optional<HeightMapArray>, 8>& neighbor_heightmap,
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@@ -379,8 +412,8 @@ void ChunkGenerator::blend_surface_blocks_borders(
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int nx, int nz) -> BlockType {
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// Search from topmost y downwards for the first non-zero block
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for (int y = WORLD_HEIGHT - 1; y >= 0; --y) {
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int idx = Chunk::get_index(
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nx, y, nz); // linear index: y * area + z * size + x
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int idx = Chunk::index(nx, y,
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nz); // linear index: y * area + z * size + x
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if (idx >= 0 && idx < static_cast<int>(blocks.size()) &&
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blocks[idx] != 0) {
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return blocks[idx];
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@@ -396,7 +429,7 @@ void ChunkGenerator::blend_surface_blocks_borders(
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BlockType type_self = 0;
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int top_y = -1;
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top_y = m_heightmap[x][z];
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type_self = m_blocks[Chunk::get_index(x, top_y, z)];
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type_self = m_blocks[Chunk::index(x, top_y, z)];
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if (top_y == -1)
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continue; // no block? skip
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@@ -470,7 +503,7 @@ void ChunkGenerator::blend_surface_blocks_borders(
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final_type = 2;
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}
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m_blocks[Chunk::get_index(x, top_y, z)] = final_type;
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m_blocks[Chunk::index(x, top_y, z)] = final_type;
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// bottom block
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unsigned fill_type = 2;
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if (final_type == 1) {
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@@ -479,7 +512,7 @@ void ChunkGenerator::blend_surface_blocks_borders(
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fill_type = 4;
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}
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for (int y = top_y - 5; y < top_y; y++) {
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m_blocks[Chunk::get_index(x, y, z)] = fill_type;
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m_blocks[Chunk::index(x, y, z)] = fill_type;
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}
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}
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}
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@@ -564,7 +597,7 @@ void ChunkGenerator::generate_cave() {
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if (y == 0) {
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continue;
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}
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blocks[Chunk::get_index(x, y, z)] = 0;
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blocks[Chunk::index(x, y, z)] = 0;
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}
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}
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}
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