mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-18 00:27:02 +08:00
feat: add cave generate
This commit is contained in:
@@ -354,7 +354,8 @@ void DevPanel::show_settings_tab_item() {
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void DevPanel::show_world_tab_item() {
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if (ImGui::BeginTabItem("world")) {
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if (m_text_editing.perlin_seed) {
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if (ImGui::InputText("Perlin Noise Seed", perlin_noise_input_buffer,
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if (ImGui::InputText("ChunkGenerator Seed",
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perlin_noise_input_buffer,
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sizeof(perlin_noise_input_buffer),
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ImGuiInputTextFlags_CallbackCharFilter |
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ImGuiInputTextFlags_EnterReturnsTrue,
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@@ -395,6 +396,7 @@ void DevPanel::show_world_tab_item() {
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m_app.world().stop_gen_thread();
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}
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}
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ImGui::Text("Cave Sum %d", m_app.world().cave_carcer().cave_sum());
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ImGui::Text("Chunk Build Progress\n");
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ImGui::ProgressBar(m_app.world().chunk_gen_fraction());
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show_biome_table_bar();
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54
src/gameplay/cave_carver.cpp
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54
src/gameplay/cave_carver.cpp
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@@ -0,0 +1,54 @@
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#include "Cubed/gameplay/cave_carver.hpp"
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#include "Cubed/constants.hpp"
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namespace Cubed {
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CaveCarver::CaveCarver() {}
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std::unordered_map<int, CavePath>& CaveCarver::paths() { return m_paths; }
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void CaveCarver::init(unsigned world_seed) {
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m_seed = world_seed;
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m_sum = 0;
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m_paths.emplace(m_sum,
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CavePath{m_seed, m_sum, glm::vec3{0.0f, 20.0f, 0.0f}});
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m_sum++;
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m_random.init(m_seed);
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}
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void CaveCarver::reload(unsigned world_seed) {
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m_seed = world_seed;
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m_paths.clear();
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init(world_seed);
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}
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void CaveCarver::add_path(const glm::vec3& pos) {
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m_paths.emplace(m_sum, CavePath{m_seed, m_sum, pos});
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m_sum++;
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}
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void CaveCarver::try_to_add_path(const ChunkPos& chunk_pos) {
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if (m_random.random_bool(0.05)) {
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const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE;
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const int CHUNK_MIN_Z = chunk_pos.z * CHUNK_SIZE;
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const int CHUNK_MAX_X = CHUNK_MIN_X + SIZE_X - 1;
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const int CHUNK_MAX_Z = CHUNK_MIN_Z + SIZE_Z - 1;
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const int CHUNK_MIN_Y = 0;
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const int CHUNK_MAX_Y = SIZE_Y - 1;
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int max_y = std::min(CHUNK_MAX_Y, 40);
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int x = m_random.random_int(CHUNK_MIN_X, CHUNK_MAX_X);
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int y = m_random.random_int(CHUNK_MIN_Y + 1, max_y);
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int z = m_random.random_int(CHUNK_MIN_Z, CHUNK_MAX_Z);
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add_path(glm::vec3{x, y, z});
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}
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}
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void CaveCarver::cleanup_finished_caves() {
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std::erase_if(m_paths,
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[](const auto& kv) { return kv.second.is_finished(); });
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}
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int CaveCarver::cave_sum() const { return m_sum; }
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} // namespace Cubed
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82
src/gameplay/cave_path.cpp
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82
src/gameplay/cave_path.cpp
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@@ -0,0 +1,82 @@
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#include "Cubed/gameplay/cave_path.hpp"
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#include "Cubed/constants.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 <algorithm>
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namespace Cubed {
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CavePath::CavePath(unsigned int world_seed, int path_id,
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const glm::vec3& start_pos) {
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m_path_id = path_id;
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m_seed = HASH::combine_32(world_seed, path_id);
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m_random.init(m_seed);
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m_yaw = m_random.random_float(0.0f, 360.0f);
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m_pitch = m_random.random_float(-10.0f, 10.0f);
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m_start_path_point.pos = start_pos;
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m_start_path_point.rad_xz = m_random.random_float(5.0f, 15.0f);
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m_start_path_point.rad_y = m_random.random_float(4.0f, 10.0f);
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m_max_step = m_random.random_int(10, 400);
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m_points.reserve(m_max_step + 1);
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m_points.push_back(m_start_path_point);
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collect_path_points();
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precompute_chunk_coverage();
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}
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void CavePath::collect_path_points() {
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for (int i = 0; i < m_max_step; i++) {
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m_yaw = std::fmod(m_yaw, 360.0f);
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if (m_yaw < 0.0f)
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m_yaw += 360.0f;
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m_pitch = std::clamp(m_pitch, -90.0f, 90.0f);
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float dx = std::cos(glm::radians(m_pitch)) *
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std::sin(glm::radians(m_yaw)) * m_step_len;
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float dy = std::sin(glm::radians(m_pitch)) * m_step_len;
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float dz = std::cos(glm::radians(m_pitch)) *
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std::cos(glm::radians(m_yaw)) * m_step_len;
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m_points[i].tangent = glm::normalize(glm::vec3{dx, dy, dz});
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float t = Math::smootherstep(0, m_max_step - 1, i);
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float drad_xz = m_start_path_point.rad_xz * (1.0f - t);
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float drad_y = m_start_path_point.rad_y * (1.0f - t);
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drad_xz = std::max(drad_xz, 4.0f);
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drad_y = std::max(drad_y, 4.0f);
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m_points.emplace_back(m_points[i].pos + glm::vec3{dx, dy, dz}, drad_xz,
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drad_y);
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m_yaw += m_random.random_float(-5.0f, 5.0f);
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m_pitch += m_random.random_float(-5.0f, 5.0f);
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}
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auto n = m_points.size();
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if (n >= 2) {
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m_points[n - 1].tangent = m_points[n - 2].tangent;
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}
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}
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void CavePath::precompute_chunk_coverage() {
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for (const auto& point : m_points) {
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float rad = point.rad_xz;
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const glm::vec3& center = point.pos;
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int min_cx =
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static_cast<int>(std::floor((center.x - rad) / CHUNK_SIZE));
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int max_cx =
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static_cast<int>(std::floor((center.x + rad) / CHUNK_SIZE));
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int min_cz =
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static_cast<int>(std::floor((center.z - rad) / CHUNK_SIZE));
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int max_cz =
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static_cast<int>(std::floor((center.z + rad) / CHUNK_SIZE));
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for (int cx = min_cx; cx <= max_cx; ++cx)
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for (int cz = min_cz; cz <= max_cz; ++cz)
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m_pending_chunks.insert({cx, cz});
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}
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}
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void CavePath::clear_chunk(const ChunkPos& pos) { m_pending_chunks.erase(pos); }
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const std::vector<PathPoint>& CavePath::points() const { return m_points; }
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bool CavePath::is_finished() const { return m_pending_chunks.empty(); }
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} // namespace Cubed
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@@ -307,4 +307,5 @@ void Chunk::biome(BiomeType b) { m_biome = b; }
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HeightMapArray& Chunk::heightmap() { return m_heightmap; }
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std::vector<uint8_t>& Chunk::blocks() { return m_blocks; }
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World& Chunk::world() { return m_world; }
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} // namespace Cubed
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@@ -7,9 +7,9 @@
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#include "Cubed/gameplay/builders/river_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/perlin_noise.hpp"
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namespace Cubed {
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using enum BiomeType;
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@@ -356,6 +356,7 @@ 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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@@ -511,6 +512,61 @@ void ChunkGenerator::make_biome_builder() {
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}
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}
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void ChunkGenerator::generate_cave() {
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auto& cave_carver = m_chunk.world().cave_carcer();
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auto& paths = cave_carver.paths();
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const auto& chunk_pos = m_chunk.chunk_pos();
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auto& blocks = m_chunk.blocks();
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const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE;
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const int CHUNK_MIN_Z = chunk_pos.z * CHUNK_SIZE;
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const int CHUNK_MAX_X = CHUNK_MIN_X + SIZE_X - 1;
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const int CHUNK_MAX_Z = CHUNK_MIN_Z + SIZE_Z - 1;
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const int CHUNK_MIN_Y = 0;
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const int CHUNK_MAX_Y = SIZE_Y - 1;
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for (auto& [id, path] : paths) {
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for (const auto& point : path.points()) {
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const glm::vec3& center = point.pos;
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float rad_xz = point.rad_xz;
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float rad_y = point.rad_y;
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int min_x = static_cast<int>(std::floor(center.x - rad_xz));
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int max_x = static_cast<int>(std::floor(center.x + rad_xz));
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int min_z = static_cast<int>(std::floor(center.z - rad_xz));
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int max_z = static_cast<int>(std::floor(center.z + rad_xz));
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int min_y = static_cast<int>(std::floor(center.y - rad_y));
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int max_y = static_cast<int>(std::floor(center.y + rad_y));
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min_x = std::max(min_x, CHUNK_MIN_X);
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max_x = std::min(max_x, CHUNK_MAX_X);
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min_z = std::max(min_z, CHUNK_MIN_Z);
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max_z = std::min(max_z, CHUNK_MAX_Z);
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min_y = std::max(min_y, CHUNK_MIN_Y);
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max_y = std::min(max_y, CHUNK_MAX_Y);
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for (int wx = min_x; wx <= max_x; ++wx) {
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int x = wx - CHUNK_MIN_X;
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for (int wz = min_z; wz <= max_z; ++wz) {
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int z = wz - CHUNK_MIN_Z;
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for (int wy = min_y; wy <= max_y; ++wy) {
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int y = wy;
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glm::vec3 pos(static_cast<float>(wx),
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static_cast<float>(wy),
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static_cast<float>(wz));
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if (point.contains(pos)) {
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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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}
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}
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}
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}
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}
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path.clear_chunk(chunk_pos);
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}
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}
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Chunk& ChunkGenerator::chunk() { return m_chunk; }
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Random& ChunkGenerator::random() { return m_random; }
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@@ -237,10 +237,7 @@ void Player::update_front_vec(float offset_x, float offset_y) {
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m_yaw = std::fmod(m_yaw, 360.0);
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if (m_pitch > 89.0f)
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m_pitch = 89.0f;
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if (m_pitch < -89.0f)
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m_pitch = -89.0f;
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m_pitch = std::clamp(m_pitch, -89.0f, 89.0f);
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m_front.x = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
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m_front.y = sin(glm::radians(m_pitch));
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@@ -65,6 +65,7 @@ Player& World::get_player(const std::string& name) {
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}
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void World::init_world() {
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m_cave_carcer.init(ChunkGenerator::seed());
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m_chunks.reserve(MAX_DISTANCE * MAX_DISTANCE * 4);
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auto t1 = std::chrono::system_clock::now();
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@@ -113,6 +114,7 @@ void World::init_chunks() {
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}
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}
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for (auto& [pos, chunks] : m_chunks) {
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m_cave_carcer.try_to_add_path(pos);
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chunks.gen_phase_one();
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}
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for (auto& [pos, chunks] : temp_neighbor) {
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@@ -251,6 +253,8 @@ void World::init_chunks() {
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sync.store(1, std::memory_order_release);
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sync.load(std::memory_order_acquire);
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m_cave_carcer.cleanup_finished_caves();
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std::vector<ChunkRenderData> pending_gen_data;
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pending_gen_data.reserve(m_chunks.size());
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for (auto& [pos, chunk] : m_chunks) {
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@@ -355,6 +359,7 @@ void World::gen_chunks_internal() {
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// build new chunk, but the neighbor in m_chunks also need to re-build
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for (auto& [pos, chunk] : new_chunks) {
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m_cave_carcer.try_to_add_path(pos);
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chunk.gen_phase_one();
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}
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for (auto& [pos, chunk] : temp_neighbor) {
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@@ -500,6 +505,7 @@ void World::gen_chunks_internal() {
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m_new_chunk_queue.emplace_back(std::move(x));
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}
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}
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m_cave_carcer.cleanup_finished_caves();
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m_chunk_gen_fraction = 1.0f;
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}
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@@ -819,7 +825,7 @@ void World::rebuild_world() {
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}
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m_is_rebuilding = true;
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stop_gen_thread();
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m_cave_carcer.reload(ChunkGenerator::seed());
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{
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std::scoped_lock lk(m_chunks_mutex, m_new_chunk_queue_mutex);
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m_chunks.clear();
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@@ -841,4 +847,6 @@ void World::rendering_distance(int rendering_distance) {
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m_rendering_distance = rendering_distance;
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}
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CaveCarver& World::cave_carcer() { return m_cave_carcer; }
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} // namespace Cubed
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@@ -1,7 +1,5 @@
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#include "Cubed/tools/cubed_random.hpp"
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#include "Cubed/tools/log.hpp"
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namespace Cubed {
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Random::Random() {}
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@@ -19,5 +17,13 @@ void Random::init(unsigned seed) {
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m_seed = seed;
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m_engine.seed(seed);
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}
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int Random::random_int(int min, int max) {
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std::uniform_int_distribution<int> dist(min, max);
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return dist(m_engine);
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}
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float Random::random_float(float min, float max) {
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std::uniform_real_distribution<float> dist(min, max);
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return dist(m_engine);
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}
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} // namespace Cubed
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@@ -1,10 +1,11 @@
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#include "Cubed/tools/math_tools.hpp"
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#include <algorithm>
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#include <glm/gtc/type_ptr.hpp>
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namespace Cubed {
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namespace Math {
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void extract_frustum_planes(const glm::mat4& mvp_matrix,
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std::vector<glm::vec4>& planes) {
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if (planes.size() != 6) {
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@@ -37,6 +38,13 @@ void extract_frustum_planes(const glm::mat4& mvp_matrix,
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}
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}
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float smootherstep(float edge0, float edge1, float x) {
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x = std::clamp((x - edge0) / (edge1 - edge0), 0.0f, 1.0f);
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return x * x * x * (x * (6.0f * x - 15.0f) + 10.0f);
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}
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} // namespace Math
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} // namespace Cubed
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