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https://github.com/zhenyan121/Cubed.git
synced 2026-06-18 00:27:02 +08:00
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
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@@ -5,10 +5,12 @@
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#include "Cubed/gameplay/builders/mountain_builder.hpp"
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#include "Cubed/gameplay/builders/plain_builder.hpp"
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#include "Cubed/gameplay/builders/river_builder.hpp"
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#include "Cubed/gameplay/builders/snowy_plain_builder.hpp"
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#include "Cubed/gameplay/chunk.hpp"
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#include "Cubed/gameplay/tree.hpp"
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#include "Cubed/gameplay/world.hpp"
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#include "Cubed/tools/cubed_hash.hpp"
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#include "Cubed/tools/math_tools.hpp"
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#include "Cubed/tools/perlin_noise.hpp"
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namespace Cubed {
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@@ -27,7 +29,8 @@ 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 +38,7 @@ 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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@@ -54,11 +57,20 @@ 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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auto biome = get_biome_from_noise(temp, humid);
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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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float center_x = static_cast<float>(SIZE_X / 2) + x * CHUNK_SIZE + 0.5f;
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float center_z = static_cast<float>(SIZE_Z / 2) + z * CHUNK_SIZE + 0.5f;
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float mountainous =
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PerlinNoise2D::noise(center_x * MOUNTAINOUS_NOISE_FREQUENCY,
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center_z * MOUNTAINOUS_NOISE_FREQUENCY);
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auto& conditions = m_chunk.conditions();
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conditions.mountainous = mountainous;
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conditions.humid = humid;
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conditions.temp = temp;
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auto biome = determine_biome(conditions);
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m_chunk.biome(biome);
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}
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@@ -86,6 +98,7 @@ 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 +127,63 @@ 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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float base_y = 64;
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float amplitude = 40.0f;
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float mountainous =
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PerlinNoise2D::noise(world_x * MOUNTAINOUS_NOISE_FREQUENCY,
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world_z * MOUNTAINOUS_NOISE_FREQUENCY);
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/*
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float t = Math::smootherstep(0.6, 0.7, mountainous);
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base_y = std::lerp(64, 85, t);
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amplitude = std::lerp(10, 40, t);
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*/
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float t;
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if (mountainous >= 0.7f) {
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t = Math::smootherstep(0.7f, 0.75, mountainous);
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base_y = std::lerp(70, 88, t);
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amplitude = std::lerp(28, 48, t);
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} else if (mountainous >= 0.65f) {
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t = Math::smootherstep(0.65f, 0.7f, mountainous);
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base_y = std::lerp(66, 70, t);
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amplitude = std::lerp(18, 28, t);
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} else {
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t = Math::smootherstep(0.55, 0.65, mountainous);
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base_y = std::lerp(58, 66, t);
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amplitude = std::lerp(8, 18, t);
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}
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heightmap[x][z] =
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base_y + fbm_height(world_x, world_z, octaves, lacunarity, gain,
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amplitude, 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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@@ -362,11 +432,11 @@ void ChunkGenerator::generate_terrain_blocks() {
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}
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m_chunk.blocks().assign(CHUNK_SIZE * CHUNK_SIZE * WORLD_SIZE_Y, 0);
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m_biome_builder->build_biome();
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generate_cave();
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}
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void ChunkGenerator::blend_surface_blocks_borders(
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const std::array<std::optional<std::vector<uint8_t>>, 4>& neighbor_block) {
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const std::array<std::optional<std::vector<BlockType>>, 4>&
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neighbor_block) {
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auto& m_blocks = m_chunk.blocks();
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auto& m_heightmap = m_chunk.heightmap();
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@@ -374,12 +444,12 @@ void ChunkGenerator::blend_surface_blocks_borders(
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// Helper lambda: get top block type from a neighbor's block data at (nx,
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// nz)
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auto get_top_block_from_neighbor = [&](const std::vector<uint8_t>& blocks,
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int nx, int nz) -> uint8_t {
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auto get_top_block_from_neighbor = [&](const std::vector<BlockType>& blocks,
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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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@@ -392,16 +462,16 @@ void ChunkGenerator::blend_surface_blocks_borders(
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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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// Get the current top block type of this column from m_blocks
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uint8_t type_self = 0;
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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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// Weight map: type -> total weight
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std::unordered_map<uint8_t, float> weights;
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std::unordered_map<BlockType, float> weights;
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weights[type_self] = 1.0f; // self weight
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// --- Right neighbor (index 0) ---
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@@ -410,7 +480,7 @@ void ChunkGenerator::blend_surface_blocks_borders(
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float t = 1.0f - static_cast<float>(dist) / BLEND_RADIUS;
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t = t * t * (3.0f - 2.0f * t); // smoothstep
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if (t > 0.0f) {
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uint8_t type_neighbor =
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BlockType type_neighbor =
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get_top_block_from_neighbor(*neighbor_block[0], 0, z);
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weights[type_neighbor] += t;
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}
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@@ -422,7 +492,7 @@ void ChunkGenerator::blend_surface_blocks_borders(
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float t = 1.0f - static_cast<float>(dist) / BLEND_RADIUS;
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t = t * t * (3.0f - 2.0f * t);
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if (t > 0.0f) {
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uint8_t type_neighbor = get_top_block_from_neighbor(
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BlockType type_neighbor = get_top_block_from_neighbor(
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*neighbor_block[1], CHUNK_SIZE - 1, z);
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weights[type_neighbor] += t;
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}
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@@ -434,7 +504,7 @@ void ChunkGenerator::blend_surface_blocks_borders(
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float t = 1.0f - static_cast<float>(dist) / BLEND_RADIUS;
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t = t * t * (3.0f - 2.0f * t);
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if (t > 0.0f) {
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uint8_t type_neighbor =
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BlockType type_neighbor =
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get_top_block_from_neighbor(*neighbor_block[2], x, 0);
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weights[type_neighbor] += t;
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}
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@@ -446,14 +516,14 @@ void ChunkGenerator::blend_surface_blocks_borders(
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float t = 1.0f - static_cast<float>(dist) / BLEND_RADIUS;
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t = t * t * (3.0f - 2.0f * t);
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if (t > 0.0f) {
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uint8_t type_neighbor = get_top_block_from_neighbor(
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BlockType type_neighbor = get_top_block_from_neighbor(
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*neighbor_block[3], x, CHUNK_SIZE - 1);
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weights[type_neighbor] += t;
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}
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}
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// Find type with maximum total weight
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uint8_t final_type = type_self;
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BlockType final_type = type_self;
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float max_weight = weights[type_self];
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for (const auto& [type, w] : weights) {
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if (w > max_weight) {
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@@ -462,6 +532,10 @@ void ChunkGenerator::blend_surface_blocks_borders(
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}
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}
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if (final_type == 0) {
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return;
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}
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// Update the top block if the type changed
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if (final_type != type_self) {
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// top block
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@@ -469,7 +543,7 @@ 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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@@ -478,7 +552,7 @@ 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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@@ -512,6 +586,9 @@ void ChunkGenerator::make_biome_builder() {
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case RIVER:
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m_biome_builder = std::make_unique<RiverBuilder>(*this);
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break;
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case SNOWY_PLAIN:
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m_biome_builder = std::make_unique<SnowyPlainBuilder>(*this);
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break;
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case NONE:
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m_biome_builder = nullptr;
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break;
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@@ -563,7 +640,7 @@ 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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