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 @@
namespace Cubed {
struct ChunkRenderData {
std::array<const std::vector<uint8_t>*, 4> neighbor_block;
std::array<const std::vector<BlockType>*, 4> neighbor_block;
Chunk* chunk;
};
@@ -86,6 +86,7 @@ void World::init_chunks() {
std::this_thread::sleep_for(std::chrono::microseconds(200));
}
}
/*
void World::init_chunks() {
@@ -230,7 +231,7 @@ void World::init_chunks() {
for (auto& [pos, chunks] : temp_neighbor) {
chunks.gen_phase_five();
}
std::array<std::optional<std::vector<uint8_t>>, 4> neighbor_block;
std::array<std::optional<std::vector<BlockType>>, 4> neighbor_block;
for (auto& [pos, chunks] : m_chunks) {
for (int i = 0; i < 4; i++) {
auto neighbor_pos = pos + CHUNK_DIR[i];
@@ -332,6 +333,8 @@ ChunkPos World::chunk_pos(int world_x, int world_z) {
return {chunk_x, chunk_z};
}
#pragma region ChunkGenerate
void World::gen_chunks_internal() {
m_chunk_gen_fraction = 0.0f;
m_chunk_gen_finished = false;
@@ -344,35 +347,43 @@ void World::gen_chunks_internal() {
sync_and_collect_missing_chunks(need_gen_chunks_pos, required_chunks);
Logger::info("New Gen Chunks Sum: {}", need_gen_chunks_pos.size());
if (need_gen_chunks_pos.empty()) {
m_could_gen = true;
m_chunk_gen_fraction = 1.0f;
return;
}
m_chunk_gen_fraction = 0.1f;
ChunkUpdateList new_chunks;
for (auto& pos : need_gen_chunks_pos) {
new_chunks.push_back({pos, Chunk(*this, pos)});
}
ConstChunkMap new_chunks_neighbor;
// affected neighbor
// affected neighbor
ChunkPtrUpdateList affected_neighbor;
ChunkHashMap temp_neighbor;
build_neighbor_context_for_new_chunks(
new_chunks_neighbor, affected_neighbor, new_chunks, temp_neighbor);
Logger::info("Temp neighbor sum {}", temp_neighbor.size());
// build new chunk, but the neighbor in m_chunks also need to re-build
// Logger::info("Temp neighbor sum {}", temp_neighbor.size());
// build new chunk, but the neighbor in m_chunks also need to re-build
for (auto& [pos, chunk] : new_chunks) {
chunk.gen_phase_one();
m_cave_carcer.try_to_add_path(pos, chunk.seed());
}
for (auto& [pos, chunk] : temp_neighbor) {
chunk.gen_phase_one();
m_cave_carcer.try_to_add_path(pos, chunk.seed());
}
// for (auto& [pos, chunk] : temp_neighbor) {
// chunk.gen_phase_one();
// m_cave_carcer.try_to_add_path(pos, chunk.seed());
// }
m_chunk_gen_fraction = 0.2f;
std::array<const Chunk*, 8> neighbor_chunks;
for (auto& [pos, chunks] : new_chunks) {
for (int i = 0; i < 8; i++) {
@@ -387,6 +398,8 @@ void World::gen_chunks_internal() {
}
chunks.gen_phase_two(neighbor_chunks);
}
/*
for (auto& [pos, chunks] : temp_neighbor) {
for (int i = 0; i < 8; i++) {
auto neighbor_pos = pos + CHUNK_DIR[i];
@@ -399,14 +412,20 @@ void World::gen_chunks_internal() {
}
chunks.gen_phase_two(neighbor_chunks);
}
*/
m_chunk_gen_fraction = 0.3f;
for (auto& [pos, chunks] : new_chunks) {
chunks.gen_phase_three();
}
for (auto& [pos, chunks] : temp_neighbor) {
chunks.gen_phase_three();
}
// for (auto& [pos, chunks] : temp_neighbor) {
// chunks.gen_phase_three();
// }
m_chunk_gen_fraction = 0.4f;
/*
for (int i = 0; i < 4; i++) {
for (auto& [pos, chunks] : temp_neighbor) {
std::array<std::optional<HeightMapArray>, 8>
@@ -448,15 +467,20 @@ void World::gen_chunks_internal() {
chunks.gen_phase_four(neighbor_chunk_heightmap, neighbor_biome);
}
}
*/
m_chunk_gen_fraction = 0.5f;
for (auto& [pos, chunks] : new_chunks) {
chunks.gen_phase_five();
}
/*
for (auto& [pos, chunks] : temp_neighbor) {
chunks.gen_phase_five();
}
std::array<std::optional<std::vector<uint8_t>>, 4> neighbor_blocks_data;
*/
std::array<std::optional<std::vector<BlockType>>, 4> neighbor_blocks_data;
for (auto& [pos, chunks] : new_chunks) {
{
// std::lock_guard lk(m_chunks_mutex);
@@ -472,12 +496,14 @@ void World::gen_chunks_internal() {
}
chunks.gen_phase_six(neighbor_blocks_data);
}
for (auto& [pos, chunks] : new_chunks) {
chunks.gen_phase_seven();
}
m_chunk_gen_fraction = 0.6f;
std::array<const std::vector<uint8_t>*, 4> neighbor_block;
std::array<const std::vector<BlockType>*, 4> neighbor_block;
for (auto& [pos, chunk] : new_chunks) {
for (int i = 0; i < 4; i++) {
auto it = new_chunks_neighbor.find(pos + CHUNK_DIR[i]);
@@ -489,10 +515,14 @@ void World::gen_chunks_internal() {
}
chunk.gen_vertex_data(neighbor_block);
}
m_chunk_gen_fraction = 0.7f;
build_neighbor_context_for_affected_neighbors(affected_neighbor,
new_chunks_neighbor);
m_chunk_gen_fraction = 0.8f;
for (auto& [pos, chunk] : affected_neighbor) {
for (int i = 0; i < 4; i++) {
auto it = new_chunks_neighbor.find(pos + CHUNK_DIR[i]);
@@ -505,7 +535,9 @@ void World::gen_chunks_internal() {
chunk->gen_vertex_data(neighbor_block);
chunk->need_upload();
}
m_chunk_gen_fraction = 0.9f;
{
std::lock_guard lk(m_new_chunk_queue_mutex);
for (auto& x : new_chunks) {
@@ -597,6 +629,8 @@ void World::build_neighbor_context_for_affected_neighbors(
}
}
#pragma endregion
void World::start_gen_thread() {
m_gen_running = true;
Logger::info("Gen Thread Started");
@@ -667,15 +701,12 @@ int World::get_block(const glm::ivec3& block_pos) const {
}
const auto& chunk_blocks = it->second.get_chunk_blocks();
int x, y, z;
y = block_pos.y;
x = block_pos.x - chunk_x * CHUNK_SIZE;
z = block_pos.z - chunk_z * CHUNK_SIZE;
auto [x, y, z] = Chunk::world_to_block(block_pos, {chunk_x, chunk_z});
if (x < 0 || y < 0 || z < 0 || x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
z >= CHUNK_SIZE) {
return 0;
}
return chunk_blocks[Chunk::get_index(x, y, z)];
return chunk_blocks[Chunk::index(x, y, z)];
}
bool World::is_block(const glm::ivec3& block_pos) const {
@@ -687,15 +718,12 @@ bool World::is_block(const glm::ivec3& block_pos) const {
return false;
}
const auto& chunk_blocks = it->second.get_chunk_blocks();
int x, y, z;
y = block_pos.y;
x = block_pos.x - chunk_x * CHUNK_SIZE;
z = block_pos.z - chunk_z * CHUNK_SIZE;
auto [x, y, z] = Chunk::world_to_block(block_pos, {chunk_x, chunk_z});
if (x < 0 || y < 0 || z < 0 || x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
z >= CHUNK_SIZE) {
return false;
}
auto id = chunk_blocks[Chunk::get_index(x, y, z)];
auto id = chunk_blocks[Chunk::index(x, y, z)];
if (id == 0) {
return false;
} else {
@@ -718,16 +746,14 @@ void World::set_block(const glm::ivec3& block_pos, unsigned id) {
return;
}
int x, y, z;
y = world_y;
x = world_x - chunk_x * CHUNK_SIZE;
z = world_z - chunk_z * CHUNK_SIZE;
auto [x, y, z] =
Chunk::world_to_block(world_x, world_y, world_z, chunk_x, chunk_z);
if (x < 0 || y < 0 || z < 0 || x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
z >= CHUNK_SIZE) {
return;
}
it->second.set_chunk_block(Chunk::get_index(x, y, z), id);
it->second.set_chunk_block(Chunk::index(x, y, z), id);
static const glm::ivec3 NEIGHBOR_DIRS[] = {
{1, 0, 0}, {-1, 0, 0}, {0, 0, -1}, {0, 0, 1}};
@@ -784,7 +810,7 @@ void World::update(float delta_time) {
for (auto& [pos, chunk] : m_chunks) {
if (chunk.is_dirty()) {
// the curial fator influence
std::array<const std::vector<uint8_t>*, 4> neighbor_block;
std::array<const std::vector<BlockType>*, 4> neighbor_block;
for (int i = 0; i < 4; i++) {
auto it = m_chunks.find(pos + CHUNK_DIR[i]);
if (it != m_chunks.end()) {