refactor: extract biome logic into separate

This commit is contained in:
2026-04-17 22:45:44 +08:00
parent f2328d19fd
commit 30a4713092
8 changed files with 81 additions and 78 deletions

View File

@@ -10,7 +10,6 @@ constexpr int MAX_CHARACTER = 128;
constexpr float NORMAL_FOV = 70.0f;
constexpr int MAX_BIOME_SUM = 4;
constexpr float BIOME_NOISE_FREQUENCY = 0.003f;
constexpr float VERTICES_POS[6][6][3] = {
// ===== front (z = +1) =====

View File

@@ -1,34 +1,14 @@
#pragma once
#include <cmath>
#include <array>
#include <functional>
#include <cmath>
#include <string>
#include <unordered_map>
#include <Cubed/tools/log.hpp>
#include <Cubed/tools/cubed_assert.hpp>
struct ChunkPos {
int x;
int z;
bool operator==(const ChunkPos&) const = default;
struct Hash {
std::size_t operator()(const ChunkPos& pos) const{
std::size_t h1 = std::hash<int>{}(pos.x);
std::size_t h2 = std::hash<int>{}(pos.z);
return h1 ^ (h2 + 0x9e3779b9 + (h1 << 6) + (h1 >> 2));
}
};
#include <Cubed/tools/log.hpp>
#include <Cubed/tools/perlin_noise.hpp>
ChunkPos operator+(const ChunkPos& pos) const{
return ChunkPos{x + pos.x, z + pos.z};
}
ChunkPos& operator+=(const ChunkPos& pos) {
x += pos.x;
z += pos.z;
return *this;
};
};
constexpr float BIOME_NOISE_FREQUENCY = 0.003f;
constexpr float PLAIN_FREQ = 0.5f;
constexpr float FOREST_FREQ = 1.0f;
@@ -47,7 +27,7 @@ struct BiomeHeightRange {
int amplitude;
};
constexpr inline std::string get_biome_str(Biome biome) {
inline std::string get_biome_str(Biome biome) {
std::string str;
using enum Biome;
switch (biome) {
@@ -131,6 +111,45 @@ inline Biome safe_int_to_biome(int x) {
return it->second;
}
inline int get_interpolated_height(float world_x, float world_z, float temp, float humid) {
auto weight = [](float t, float h, float ct, float ch) -> float {
float dt = t - ct;
float dh = h - ch;
float dist = std::sqrt(dt*dt + dh*dh);
return std::max(0.0f, 0.5f - dist);
};
float w_mountain = weight(temp, humid, 0.25f, 0.15f);
float w_plain = weight(temp, humid, 0.50f, 0.40f);
float w_desert = weight(temp, humid, 0.75f, 0.15f);
float w_forest = weight(temp, humid, 0.75f, 0.75f);
// adjust transitions between chunks
float pow_n = 8.0f; // the larger n is, the purer the biome
w_mountain = std::pow(w_mountain, pow_n) * MOUNTAIN_FREQ;
w_plain = std::pow(w_plain, pow_n) * PLAIN_FREQ;
w_desert = std::pow(w_desert, pow_n) * DESERT_FREQ;
w_forest = std::pow(w_forest, pow_n) * FOREST_FREQ;
float total = w_mountain + w_plain + w_desert + w_forest;
w_mountain /= total; w_plain /= total; w_desert /= total; w_forest /= total;
auto sample_height = [&](Biome b) -> float {
auto range = get_biome_height_range(b);
auto [f1, f2, f3] = get_noise_frequencies_for_biome(b);
float n =
1.00f * PerlinNoise::noise(world_x * f1, 0.5f, world_z * f1) +
0.50f * PerlinNoise::noise(world_x * f2, 0.5f, world_z * f2) +
0.25f * PerlinNoise::noise(world_x * f3, 0.5f, world_z * f3);
n /= 1.75f;
return range.base_y + n * range.amplitude;
};
float h = w_mountain * sample_height(Biome::MOUNTAIN)
+ w_plain * sample_height(Biome::PLAIN)
+ w_desert * sample_height(Biome::DESERT)
+ w_forest * sample_height(Biome::FOREST);
return static_cast<int>(h);
}

View File

@@ -4,7 +4,8 @@
#include <cstdint>
#include <Cubed/config.hpp>
#include <Cubed/gameplay/chunk_status.hpp>
#include <Cubed/gameplay/biome.hpp>
#include <Cubed/gameplay/chunk_pos.hpp>
#include <Cubed/gameplay/block.hpp>
class World;

View File

@@ -0,0 +1,30 @@
#pragma once
#include <functional>
#include <Cubed/tools/log.hpp>
#include <Cubed/tools/cubed_assert.hpp>
struct ChunkPos {
int x;
int z;
bool operator==(const ChunkPos&) const = default;
struct Hash {
std::size_t operator()(const ChunkPos& pos) const{
std::size_t h1 = std::hash<int>{}(pos.x);
std::size_t h2 = std::hash<int>{}(pos.z);
return h1 ^ (h2 + 0x9e3779b9 + (h1 << 6) + (h1 >> 2));
}
};
ChunkPos operator+(const ChunkPos& pos) const{
return ChunkPos{x + pos.x, z + pos.z};
}
ChunkPos& operator+=(const ChunkPos& pos) {
x += pos.x;
z += pos.z;
return *this;
};
};

View File

@@ -4,7 +4,7 @@
#include <Cubed/AABB.hpp>
#include <Cubed/config.hpp>
#include <Cubed/gameplay/block.hpp>
#include <Cubed/gameplay/chunk_status.hpp>
#include <Cubed/gameplay/chunk_pos.hpp>
#include <Cubed/input.hpp>
#include <optional>

View File

@@ -2,5 +2,4 @@
#include <glm/glm.hpp>
namespace Math {
void extract_frustum_planes(const glm::mat4& mvp_matrix, std::vector<glm::vec4>& planes);
int get_interpolated_height(float world_x, float world_z, float temp, float humid);
}