refactor: terrain generation (#9)

* feat: add BlockType

* refactor: use fBM for heightmap generation

* feat: improve mountain realism

* refactor: adjust mountain spawn probability

* feat: add biome boundary blending

* refactor: remove resolve_biome_adjacency_conflict function

* feat: add snowy plain

* perf: speed up world generation

* refactor: lower overall terrain height
This commit is contained in:
zhenyan121
2026-05-23 10:33:52 +08:00
committed by GitHub
parent 1a26474a05
commit a54e87dbc6
28 changed files with 455 additions and 155 deletions

View File

@@ -10,7 +10,7 @@ void BiomeBuilder::build_bottom() {
for (int x = 0; x < CHUNK_SIZE; x++) {
for (int y = 0; y < 5; y++) {
for (int z = 0; z < CHUNK_SIZE; z++) {
m_blocks[Chunk::get_index(x, y, z)] = 3;
m_blocks[Chunk::index(x, y, z)] = 3;
}
}
}
@@ -30,7 +30,7 @@ void BiomeBuilder::fill_water() {
}
int height = heightmap[x][z];
for (int y = height; y < SEA_LEVEL; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 7;
m_blocks[Chunk::index(x, y, z)] = 7;
}
}
}

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@@ -19,11 +19,11 @@ void DesertBuilder::build_blocks() {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y < height - 5; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 3;
m_blocks[Chunk::index(x, y, z)] = 3;
}
for (int y = height - 5; y <= height; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 4;
m_blocks[Chunk::index(x, y, z)] = 4;
}
}
}

View File

@@ -23,12 +23,12 @@ void ForestBuilder::build_blocks() {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y < height - 5; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 3;
m_blocks[Chunk::index(x, y, z)] = 3;
}
for (int y = height - 5; y < height; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 2;
m_blocks[Chunk::index(x, y, z)] = 2;
}
m_blocks[Chunk::get_index(x, height, z)] = 1;
m_blocks[Chunk::index(x, height, z)] = 1;
}
}
}

View File

@@ -18,20 +18,8 @@ void MountainBuilder::build_blocks() {
for (int x = 0; x < CHUNK_SIZE; x++) {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y < height - 5; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 3;
}
for (int y = height - 5; y <= height - 1; y++) {
if (y > 110) {
m_blocks[Chunk::get_index(x, y, z)] = 3;
} else {
m_blocks[Chunk::get_index(x, y, z)] = 2;
}
}
if (height > 110) {
m_blocks[Chunk::get_index(x, height, z)] = 3;
} else {
m_blocks[Chunk::get_index(x, height, z)] = 1;
for (int y = 5; y <= height; y++) {
m_blocks[Chunk::index(x, y, z)] = 3;
}
}
}

View File

@@ -19,12 +19,12 @@ void PlainBuilder::build_blocks() {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y < height - 5; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 3;
m_blocks[Chunk::index(x, y, z)] = 3;
}
for (int y = height - 5; y < height; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 2;
m_blocks[Chunk::index(x, y, z)] = 2;
}
m_blocks[Chunk::get_index(x, height, z)] = 1;
m_blocks[Chunk::index(x, height, z)] = 1;
}
}
}

View File

@@ -19,16 +19,16 @@ void RiverBuilder::build_blocks() {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y < height - 5; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 3;
m_blocks[Chunk::index(x, y, z)] = 3;
}
for (int y = height - 5; y <= height - 1; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 2;
m_blocks[Chunk::index(x, y, z)] = 2;
}
for (int y = height; y <= height; y++) {
if (y >= SEA_LEVEL - 1) {
m_blocks[Chunk::get_index(x, y, z)] = 1;
m_blocks[Chunk::index(x, y, z)] = 1;
} else {
m_blocks[Chunk::get_index(x, y, z)] = 2;
m_blocks[Chunk::index(x, y, z)] = 2;
}
}
}
@@ -46,7 +46,7 @@ void RiverBuilder::build_vegetation() {
continue;
}
for (int y = height + 1; y < SEA_LEVEL; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 7;
m_blocks[Chunk::index(x, y, z)] = 7;
}
}
}

View File

@@ -0,0 +1,38 @@
#include "Cubed/gameplay/builders/snowy_plain_builder.hpp"
#include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/chunk_generator.hpp"
namespace Cubed {
SnowyPlainBuilder::SnowyPlainBuilder(ChunkGenerator& chunk_generator)
: m_chunk_generator(chunk_generator) {}
void SnowyPlainBuilder::build_biome() {
BiomeBuilder::build_bottom();
build_blocks();
};
void SnowyPlainBuilder::build_blocks() {
auto& m_chunk = m_chunk_generator.chunk();
auto& m_blocks = m_chunk.blocks();
auto& m_heightmap = m_chunk.heightmap();
for (int x = 0; x < CHUNK_SIZE; x++) {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y < height - 5; y++) {
m_blocks[Chunk::index(x, y, z)] = 3;
}
for (int y = height - 5; y < height; y++) {
m_blocks[Chunk::index(x, y, z)] = 2;
}
m_blocks[Chunk::index(x, height, z)] = 8;
}
}
}
void SnowyPlainBuilder::build_vegetation() { fill_water(); }
ChunkGenerator& SnowyPlainBuilder::get_chunk_generator() {
return m_chunk_generator;
};
} // namespace Cubed