refactor: river (#10)

* fix: correct snowy grass block texture

* refactor: river generation

* fix: water placement error due to interpolation

* perf: improve river naturalness

* feat: add river tab item

* fix: path truncation
This commit is contained in:
zhenyan121
2026-05-23 14:29:41 +08:00
committed by GitHub
parent a54e87dbc6
commit bbf8b4e969
25 changed files with 454 additions and 110 deletions

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@@ -120,6 +120,8 @@ add_executable(${PROJECT_NAME}
src/gameplay/cave_carver.cpp src/gameplay/cave_carver.cpp
src/gameplay/cave_path.cpp src/gameplay/cave_path.cpp
src/gameplay/builders/snowy_plain_builder.cpp src/gameplay/builders/snowy_plain_builder.cpp
src/gameplay/river_worm.cpp
src/gameplay/river_path.cpp
) )
if(CMAKE_BUILD_TYPE STREQUAL "Debug") if(CMAKE_BUILD_TYPE STREQUAL "Debug")

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@@ -47,6 +47,7 @@ private:
void show_about_table_bar(); void show_about_table_bar();
void show_biome_table_bar(); void show_biome_table_bar();
void show_cave_table_bar(); void show_cave_table_bar();
void show_river_table_bar();
void show_settings_tab_item(); void show_settings_tab_item();
void show_world_tab_item(); void show_world_tab_item();
void show_player_tab_item(); void show_player_tab_item();

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@@ -12,6 +12,5 @@ public:
protected: protected:
void build_bottom(); void build_bottom();
void fill_water();
}; };
} // namespace Cubed } // namespace Cubed

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@@ -4,10 +4,10 @@ namespace Cubed {
class CaveCarver { class CaveCarver {
public: public:
CaveCarver(); CaveCarver();
std::unordered_map<int, CavePath>& paths(); std::unordered_map<unsigned, CavePath>& paths();
void init(unsigned world_seed); void init(unsigned world_seed);
void reload(unsigned world_seed); void reload(unsigned world_seed);
void add_path(const glm::vec3& pos); void add_path(const glm::vec3& pos, unsigned chunk_seed);
void try_to_add_path(const ChunkPos& pos, unsigned chunk_seed); void try_to_add_path(const ChunkPos& pos, unsigned chunk_seed);
void cleanup_finished_caves(); void cleanup_finished_caves();
@@ -15,7 +15,7 @@ public:
float& cave_probability(); float& cave_probability();
private: private:
std::unordered_map<int, CavePath> m_paths; std::unordered_map<unsigned, CavePath> m_paths;
unsigned m_seed = 0; unsigned m_seed = 0;
int m_sum = 0; int m_sum = 0;
Random m_random; Random m_random;

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@@ -1,47 +1,13 @@
#pragma once #pragma once
#include "Cubed/gameplay/chunk_pos.hpp" #include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/path_point.hpp"
#include "Cubed/tools/cubed_random.hpp" #include "Cubed/tools/cubed_random.hpp"
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <unordered_set> #include <unordered_set>
namespace Cubed { namespace Cubed {
struct PathPoint {
glm::vec3 pos;
glm::vec3 tangent{0.0f, 0.0f, 1.0f};
float rad_xz;
float rad_y;
PathPoint(const glm::vec3& p, float rx, float ry)
: pos(p), rad_xz(rx), rad_y(ry) {}
bool contains(const glm::vec3& other_pos) const {
glm::vec3 to_point = other_pos - pos;
glm::vec3 world_up(0.0f, 1.0f, 0.0f);
glm::vec3 right = glm::normalize(glm::cross(tangent, world_up));
if (glm::length(right) < 0.001f) {
glm::vec3 alt_up(1.0f, 0.0f, 0.0f);
right = glm::normalize(glm::cross(tangent, alt_up));
}
glm::vec3 up = glm::normalize(glm::cross(right, tangent));
float horizontal_dist = glm::dot(to_point, right);
float vertical_dist = glm::dot(to_point, up);
float a = rad_xz;
float b = rad_y;
if (a <= 0.0f || b <= 0.0f)
return false;
float check = (horizontal_dist * horizontal_dist) / (a * a) +
(vertical_dist * vertical_dist) / (b * b);
return check <= 1.0f;
}
};
class CavePath { class CavePath {
public: public:
CavePath(unsigned int world_seed, int path_id, const glm::vec3& start_pos); CavePath(unsigned int world_seed, int path_id, const glm::vec3& start_pos);

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@@ -46,6 +46,7 @@ public:
Random& random(); Random& random();
const std::array<BiomeType, 8>& neighbor_biome() const; const std::array<BiomeType, 8>& neighbor_biome() const;
void generate_cave(); void generate_cave();
void generate_river();
private: private:
static inline std::atomic<bool> is_init{false}; static inline std::atomic<bool> is_init{false};

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@@ -0,0 +1,36 @@
#pragma once
#include <glm/glm.hpp>
struct PathPoint {
glm::vec3 pos;
glm::vec3 tangent{0.0f, 0.0f, 1.0f};
float rad_xz;
float rad_y;
PathPoint(const glm::vec3& p, float rx, float ry)
: pos(p), rad_xz(rx), rad_y(ry) {}
bool contains(const glm::vec3& other_pos) const {
glm::vec3 to_point = other_pos - pos;
glm::vec3 world_up(0.0f, 1.0f, 0.0f);
glm::vec3 right = glm::normalize(glm::cross(tangent, world_up));
if (glm::length(right) < 0.001f) {
glm::vec3 alt_up(1.0f, 0.0f, 0.0f);
right = glm::normalize(glm::cross(tangent, alt_up));
}
glm::vec3 up = glm::normalize(glm::cross(right, tangent));
float horizontal_dist = glm::dot(to_point, right);
float vertical_dist = glm::dot(to_point, up);
float a = rad_xz;
float b = rad_y;
if (a <= 0.0f || b <= 0.0f)
return false;
float check = (horizontal_dist * horizontal_dist) / (a * a) +
(vertical_dist * vertical_dist) / (b * b);
return check <= 1.0f;
}
};

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@@ -0,0 +1,52 @@
#pragma once
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/path_point.hpp"
#include "Cubed/tools/cubed_random.hpp"
#include <glm/glm.hpp>
#include <unordered_set>
namespace Cubed {
class RiverPath {
public:
RiverPath(unsigned int world_seed, int path_id, const glm::vec3& start_pos);
const std::vector<PathPoint>& points() const;
void clear_chunk(const ChunkPos& pos);
bool is_finished() const;
static float& radius_xz_min();
static float& radius_xz_max();
static float& radius_y_min();
static float& radius_y_max();
static float& delta_angle_min();
static float& delta_angle_max();
static int& step_min();
static int& step_max();
private:
static inline float m_radius_xz_min = 5.0f;
static inline float m_radius_xz_max = 10.0f;
static inline float m_radius_y_min = 4.0f;
static inline float m_radius_y_max = 8.0f;
static inline float m_delta_angle_min = -3.0f;
static inline float m_delta_angle_max = 3.0f;
static inline int m_step_min = 150;
static inline int m_step_max = 400;
int m_path_id = 0;
unsigned int m_seed = 0;
float m_yaw = 0.0f;
float m_pitch = 0.0f;
int m_step = 0;
float m_step_len = 1.0f;
PathPoint m_start_path_point{{0.0f, 0.0f, 0.0f}, 0.0f, 0.0f};
Random m_random;
std::vector<PathPoint> m_points;
std::unordered_set<ChunkPos, ChunkPos::Hash> m_pending_chunks;
void collect_path_points();
void precompute_chunk_coverage();
};
} // namespace Cubed

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@@ -0,0 +1,31 @@
#pragma once
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/river.path.hpp"
#include "Cubed/tools/cubed_random.hpp"
#include <glm/glm.hpp>
#include <unordered_map>
namespace Cubed {
class RiverWorm {
public:
RiverWorm();
std::unordered_map<unsigned, RiverPath>& paths();
void init(unsigned world_seed);
void reload(unsigned world_seed);
void add_path(const glm::vec3& pos, unsigned chunk_seed);
void try_to_add_path(const ChunkPos& pos, unsigned chunk_seed);
void cleanup_finished_rivers();
int river_sum() const;
float& river_probability();
private:
std::unordered_map<unsigned, RiverPath> m_paths;
unsigned m_seed = 0;
int m_sum = 0;
Random m_random;
float m_probability = 0.01f;
};
}; // namespace Cubed

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@@ -2,6 +2,7 @@
#include "Cubed/AABB.hpp" #include "Cubed/AABB.hpp"
#include "Cubed/gameplay/cave_carver.hpp" #include "Cubed/gameplay/cave_carver.hpp"
#include "Cubed/gameplay/chunk.hpp" #include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/river_worm.hpp"
#include <atomic> #include <atomic>
#include <condition_variable> #include <condition_variable>
@@ -56,19 +57,19 @@ private:
std::vector<std::pair<ChunkPos, Chunk>> m_new_chunk_queue; std::vector<std::pair<ChunkPos, Chunk>> m_new_chunk_queue;
CaveCarver m_cave_carcer; CaveCarver m_cave_carcer;
RiverWorm m_river_worm;
void init_chunks(); void init_chunks();
void gen_chunks_internal(); void gen_chunks_internal();
void sync_player_pos(glm::vec3& player_pos); void sync_player_pos(glm::vec3& player_pos);
void compute_required_chunks(ChunkPosSet& required_chunks); void compute_required_chunks(ChunkPosSet& required_chunks,
ChunkHashMap& temp_neighbor);
void sync_and_collect_missing_chunks(std::vector<ChunkPos>&, void sync_and_collect_missing_chunks(std::vector<ChunkPos>&,
const ChunkPosSet&); const ChunkPosSet&);
void void
build_neighbor_context_for_new_chunks(ConstChunkMap& new_chunks_neighbor, build_neighbor_context_for_new_chunks(ConstChunkMap& new_chunks_neighbor,
ChunkPtrUpdateList& affected_neighbor, ChunkPtrUpdateList& affected_neighbor,
const ChunkUpdateList& new_chunks, const ChunkUpdateList& new_chunks);
ChunkHashMap& temp_neighbor);
void build_neighbor_context_for_affected_neighbors(ChunkPtrUpdateList&, void build_neighbor_context_for_affected_neighbors(ChunkPtrUpdateList&,
ConstChunkMap&); ConstChunkMap&);
@@ -112,6 +113,7 @@ public:
void stop_gen_thread(); void stop_gen_thread();
CaveCarver& cave_carcer(); CaveCarver& cave_carcer();
RiverWorm& river_worm();
}; };
} // namespace Cubed } // namespace Cubed

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@@ -34,16 +34,16 @@ constexpr int AMPLITUDE_MAX = 80;
constexpr float TREE_FREQ_MIM = 0.001f; constexpr float TREE_FREQ_MIM = 0.001f;
constexpr float TREE_FREQ_MAX = 0.3f; constexpr float TREE_FREQ_MAX = 0.3f;
constexpr float CAVE_PROBABILITY_MIN = 0.005f; constexpr float PATH_PROBABILITY_MIN = 0.005f;
constexpr float CAVE_PROBABILITY_MAX = 0.1f; constexpr float PATH_PROBABILITY_MAX = 0.1f;
constexpr float RADIUS_XZ_MIN = 1.0f; constexpr float RADIUS_XZ_MIN = 1.0f;
constexpr float RADIUS_XZ_MAX = 50.0f; constexpr float RADIUS_XZ_MAX = 50.0f;
constexpr float RADIUS_Y_MIN = 1.0f; constexpr float RADIUS_Y_MIN = 1.0f;
constexpr float RADIUS_Y_MAX = 50.0f; constexpr float RADIUS_Y_MAX = 50.0f;
constexpr float DELTA_ANGLE_MIN = -30.0f; constexpr float DELTA_ANGLE_MIN = -30.0f;
constexpr float DELTA_ANGLE_MAX = 30.0f; constexpr float DELTA_ANGLE_MAX = 30.0f;
constexpr int CAVE_STEP_MIN = 1; constexpr int PATH_STEP_MIN = 1;
constexpr int CAVE_STEP_MAX = 1000; constexpr int PATH_STEP_MAX = 1000;
static int filter_unsigned(ImGuiInputTextCallbackData* data) { static int filter_unsigned(ImGuiInputTextCallbackData* data) {
if (data->EventFlag == ImGuiInputTextFlags_CallbackCharFilter) { if (data->EventFlag == ImGuiInputTextFlags_CallbackCharFilter) {
@@ -269,7 +269,7 @@ void DevPanel::show_cave_table_bar() {
ImGui::Text("Total Cave Sum %d", cave_carcer.cave_sum()); ImGui::Text("Total Cave Sum %d", cave_carcer.cave_sum());
ImGui::SliderFloat("Cave Probability", &cave_carcer.cave_probability(), ImGui::SliderFloat("Cave Probability", &cave_carcer.cave_probability(),
CAVE_PROBABILITY_MIN, CAVE_PROBABILITY_MAX); PATH_PROBABILITY_MIN, PATH_PROBABILITY_MAX);
ImGui::SliderFloat("Radius XZ Min", &CavePath::radius_xz_min(), ImGui::SliderFloat("Radius XZ Min", &CavePath::radius_xz_min(),
RADIUS_XZ_MIN, RADIUS_XZ_MAX); RADIUS_XZ_MIN, RADIUS_XZ_MAX);
ImGui::SliderFloat("Radius XZ Max", &CavePath::radius_xz_max(), ImGui::SliderFloat("Radius XZ Max", &CavePath::radius_xz_max(),
@@ -282,10 +282,34 @@ void DevPanel::show_cave_table_bar() {
DELTA_ANGLE_MIN, 0.0f); DELTA_ANGLE_MIN, 0.0f);
ImGui::SliderFloat("Delta Angle Max", &CavePath::delta_angle_max(), 0.0f, ImGui::SliderFloat("Delta Angle Max", &CavePath::delta_angle_max(), 0.0f,
DELTA_ANGLE_MAX); DELTA_ANGLE_MAX);
ImGui::SliderInt("Step Min", &CavePath::step_min(), CAVE_STEP_MIN, ImGui::SliderInt("Step Min", &CavePath::step_min(), PATH_STEP_MIN,
CAVE_STEP_MAX); PATH_STEP_MAX);
ImGui::SliderInt("Step Max", &CavePath::step_max(), CAVE_STEP_MIN, ImGui::SliderInt("Step Max", &CavePath::step_max(), PATH_STEP_MIN,
CAVE_STEP_MAX); PATH_STEP_MAX);
}
void DevPanel::show_river_table_bar() {
auto& river_wrom = m_app.world().river_worm();
ImGui::Text("Total River Sum %d", river_wrom.river_sum());
ImGui::SliderFloat("River Probability", &river_wrom.river_probability(),
PATH_PROBABILITY_MIN, PATH_PROBABILITY_MAX);
ImGui::SliderFloat("Radius XZ Min##river", &RiverPath::radius_xz_min(),
RADIUS_XZ_MIN, RADIUS_XZ_MAX);
ImGui::SliderFloat("Radius XZ Max##river", &RiverPath::radius_xz_max(),
RADIUS_XZ_MIN, RADIUS_XZ_MAX);
ImGui::SliderFloat("Radius Y Min##river", &RiverPath::radius_y_min(),
RADIUS_Y_MIN, RADIUS_Y_MAX);
ImGui::SliderFloat("Radius Y Max##river", &RiverPath::radius_y_max(),
RADIUS_Y_MIN, RADIUS_Y_MAX);
ImGui::SliderFloat("Delta Angle Min##river", &RiverPath::delta_angle_min(),
DELTA_ANGLE_MIN, 0.0f);
ImGui::SliderFloat("Delta Angle Max##river", &RiverPath::delta_angle_max(),
0.0f, DELTA_ANGLE_MAX);
ImGui::SliderInt("Step Min##river", &RiverPath::step_min(), PATH_STEP_MIN,
PATH_STEP_MAX);
ImGui::SliderInt("Step Max##river", &RiverPath::step_max(), PATH_STEP_MIN,
PATH_STEP_MAX);
} }
void DevPanel::show_settings_tab_item() { void DevPanel::show_settings_tab_item() {
@@ -438,6 +462,10 @@ void DevPanel::show_world_tab_item() {
show_cave_table_bar(); show_cave_table_bar();
ImGui::EndTabItem(); ImGui::EndTabItem();
} }
if (ImGui::BeginTabItem("River")) {
show_river_table_bar();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Biome")) { if (ImGui::BeginTabItem("Biome")) {
show_biome_table_bar(); show_biome_table_bar();
ImGui::EndTabItem(); ImGui::EndTabItem();

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@@ -15,27 +15,5 @@ void BiomeBuilder::build_bottom() {
} }
} }
} }
void BiomeBuilder::fill_water() {
ChunkGenerator& chunk_generator = get_chunk_generator();
Chunk& chunk = chunk_generator.chunk();
auto& m_blocks = chunk.blocks();
auto& neighbor = chunk_generator.neighbor_biome();
auto& heightmap = chunk.heightmap();
for (int i = 0; i < 8; i++) {
if (neighbor[i] == BiomeType::RIVER) {
for (int x = 0; x < SIZE_X; x++) {
for (int z = 0; z < SIZE_Z; z++) {
if (heightmap[x][z] >= SEA_LEVEL) {
continue;
}
int height = heightmap[x][z];
for (int y = height; y < SEA_LEVEL; y++) {
m_blocks[Chunk::index(x, y, z)] = 7;
}
}
}
return;
}
}
}
} // namespace Cubed } // namespace Cubed

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@@ -29,7 +29,7 @@ void DesertBuilder::build_blocks() {
} }
} }
void DesertBuilder::build_vegetation() { fill_water(); } void DesertBuilder::build_vegetation() {}
ChunkGenerator& DesertBuilder::get_chunk_generator() { ChunkGenerator& DesertBuilder::get_chunk_generator() {
return m_chunk_generator; return m_chunk_generator;

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@@ -52,7 +52,6 @@ void ForestBuilder::build_vegetation() {
} }
} }
} }
fill_water();
} }
ChunkGenerator& ForestBuilder::get_chunk_generator() { ChunkGenerator& ForestBuilder::get_chunk_generator() {

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@@ -25,7 +25,7 @@ void MountainBuilder::build_blocks() {
} }
} }
void MountainBuilder::build_vegetation() { fill_water(); } void MountainBuilder::build_vegetation() {}
ChunkGenerator& MountainBuilder::get_chunk_generator() { ChunkGenerator& MountainBuilder::get_chunk_generator() {
return m_chunk_generator; return m_chunk_generator;

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@@ -29,7 +29,7 @@ void PlainBuilder::build_blocks() {
} }
} }
void PlainBuilder::build_vegetation() { fill_water(); } void PlainBuilder::build_vegetation() {}
ChunkGenerator& PlainBuilder::get_chunk_generator() { ChunkGenerator& PlainBuilder::get_chunk_generator() {
return m_chunk_generator; return m_chunk_generator;

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@@ -1,6 +1,5 @@
#include "Cubed/gameplay/builders/river_builder.hpp" #include "Cubed/gameplay/builders/river_builder.hpp"
#include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/chunk_generator.hpp" #include "Cubed/gameplay/chunk_generator.hpp"
namespace Cubed { namespace Cubed {
RiverBuilder::RiverBuilder(ChunkGenerator& chunk_generator) RiverBuilder::RiverBuilder(ChunkGenerator& chunk_generator)
@@ -12,6 +11,7 @@ void RiverBuilder::build_biome() {
}; };
void RiverBuilder::build_blocks() { void RiverBuilder::build_blocks() {
/*
auto& m_chunk = m_chunk_generator.chunk(); auto& m_chunk = m_chunk_generator.chunk();
auto& m_blocks = m_chunk.blocks(); auto& m_blocks = m_chunk.blocks();
auto& m_heightmap = m_chunk.heightmap(); auto& m_heightmap = m_chunk.heightmap();
@@ -33,9 +33,11 @@ void RiverBuilder::build_blocks() {
} }
} }
} }
*/
} }
void RiverBuilder::build_vegetation() { void RiverBuilder::build_vegetation() {
/*
auto& m_chunk = m_chunk_generator.chunk(); auto& m_chunk = m_chunk_generator.chunk();
auto& m_blocks = m_chunk.blocks(); auto& m_blocks = m_chunk.blocks();
auto& m_heightmap = m_chunk.heightmap(); auto& m_heightmap = m_chunk.heightmap();
@@ -50,6 +52,7 @@ void RiverBuilder::build_vegetation() {
} }
} }
} }
*/
} }
ChunkGenerator& RiverBuilder::get_chunk_generator() { ChunkGenerator& RiverBuilder::get_chunk_generator() {

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@@ -29,7 +29,7 @@ void SnowyPlainBuilder::build_blocks() {
} }
} }
void SnowyPlainBuilder::build_vegetation() { fill_water(); } void SnowyPlainBuilder::build_vegetation() {}
ChunkGenerator& SnowyPlainBuilder::get_chunk_generator() { ChunkGenerator& SnowyPlainBuilder::get_chunk_generator() {
return m_chunk_generator; return m_chunk_generator;

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@@ -5,7 +5,7 @@
namespace Cubed { namespace Cubed {
CaveCarver::CaveCarver() {} CaveCarver::CaveCarver() {}
std::unordered_map<int, CavePath>& CaveCarver::paths() { return m_paths; } std::unordered_map<unsigned, CavePath>& CaveCarver::paths() { return m_paths; }
void CaveCarver::init(unsigned world_seed) { void CaveCarver::init(unsigned world_seed) {
m_seed = world_seed; m_seed = world_seed;
@@ -19,13 +19,17 @@ void CaveCarver::reload(unsigned world_seed) {
init(world_seed); init(world_seed);
} }
void CaveCarver::add_path(const glm::vec3& pos) { void CaveCarver::add_path(const glm::vec3& pos, unsigned chunk_seed) {
m_paths.emplace(m_sum, CavePath{m_seed, m_sum, pos}); m_paths.emplace(chunk_seed, CavePath{m_seed, m_sum, pos});
m_sum++; m_sum++;
} }
void CaveCarver::try_to_add_path(const ChunkPos& chunk_pos, void CaveCarver::try_to_add_path(const ChunkPos& chunk_pos,
unsigned chunk_seed) { unsigned chunk_seed) {
auto it = m_paths.find(chunk_seed);
if (it != m_paths.end()) {
return;
}
Random random{chunk_seed}; Random random{chunk_seed};
if (random.random_bool(static_cast<double>(m_cave_probability))) { if (random.random_bool(static_cast<double>(m_cave_probability))) {
const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE; const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE;
@@ -38,7 +42,7 @@ void CaveCarver::try_to_add_path(const ChunkPos& chunk_pos,
int x = random.random_int(CHUNK_MIN_X, CHUNK_MAX_X); int x = random.random_int(CHUNK_MIN_X, CHUNK_MAX_X);
int y = random.random_int(CHUNK_MIN_Y + 1, max_y); int y = random.random_int(CHUNK_MIN_Y + 1, max_y);
int z = random.random_int(CHUNK_MIN_Z, CHUNK_MAX_Z); int z = random.random_int(CHUNK_MIN_Z, CHUNK_MAX_Z);
add_path(glm::vec3{x, y, z}); add_path(glm::vec3{x, y, z}, chunk_seed);
} }
} }

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@@ -151,7 +151,7 @@ void Chunk::gen_vertex_data(
auto is_cull = auto is_cull =
[&](const std::vector<BlockType>* chunk_blocks) { [&](const std::vector<BlockType>* chunk_blocks) {
if (chunk_blocks == nullptr) { if (chunk_blocks == nullptr) {
return false; return true;
} }
int x, y, z; int x, y, z;
y = world_ny; y = world_ny;
@@ -294,6 +294,7 @@ void Chunk::gen_phase_six(
} }
m_generator->blend_surface_blocks_borders(neighbor_block); m_generator->blend_surface_blocks_borders(neighbor_block);
m_generator->generate_cave(); m_generator->generate_cave();
m_generator->generate_river();
} }
void Chunk::gen_phase_seven() { void Chunk::gen_phase_seven() {

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@@ -539,11 +539,17 @@ void ChunkGenerator::blend_surface_blocks_borders(
// Update the top block if the type changed // Update the top block if the type changed
if (final_type != type_self) { if (final_type != type_self) {
// top block // top block
if (m_chunk.biome() == BiomeType::RIVER && final_type == 1) { if (final_type == 7 && top_y > SEA_LEVEL) {
final_type = 2; if (type_self == 7) {
m_blocks[Chunk::index(x, top_y, z)] = 0;
} else {
m_blocks[Chunk::index(x, top_y, z)] = type_self;
} }
} else {
m_blocks[Chunk::index(x, top_y, z)] = final_type; m_blocks[Chunk::index(x, top_y, z)] = final_type;
}
// bottom block // bottom block
unsigned fill_type = 2; unsigned fill_type = 2;
if (final_type == 1) { if (final_type == 1) {
@@ -552,12 +558,16 @@ void ChunkGenerator::blend_surface_blocks_borders(
fill_type = 4; fill_type = 4;
} }
for (int y = top_y - 5; y < top_y; y++) { for (int y = top_y - 5; y < top_y; y++) {
if (fill_type == 7 && y > SEA_LEVEL) {
m_blocks[Chunk::index(x, y, z)] = 0;
} else {
m_blocks[Chunk::index(x, y, z)] = fill_type; m_blocks[Chunk::index(x, y, z)] = fill_type;
} }
} }
} }
} }
} }
}
void ChunkGenerator::generate_vegetation() { void ChunkGenerator::generate_vegetation() {
@@ -650,6 +660,76 @@ void ChunkGenerator::generate_cave() {
} }
} }
void ChunkGenerator::generate_river() {
auto& river_worm = m_chunk.world().river_worm();
auto& paths = river_worm.paths();
const auto& chunk_pos = m_chunk.chunk_pos();
auto& blocks = m_chunk.blocks();
const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE;
const int CHUNK_MIN_Z = chunk_pos.z * CHUNK_SIZE;
const int CHUNK_MAX_X = CHUNK_MIN_X + SIZE_X - 1;
const int CHUNK_MAX_Z = CHUNK_MIN_Z + SIZE_Z - 1;
const int CHUNK_MIN_Y = 0;
const int CHUNK_MAX_Y = SIZE_Y - 1;
bool is_river = false;
for (auto& [id, path] : paths) {
for (const auto& point : path.points()) {
if (m_chunk.biome() == BiomeType::DESERT) {
path.clear_chunk(chunk_pos);
continue;
}
const glm::vec3& center = point.pos;
float rad_xz = point.rad_xz;
float rad_y = point.rad_y;
int min_x = static_cast<int>(std::floor(center.x - rad_xz));
int max_x = static_cast<int>(std::floor(center.x + rad_xz));
int min_z = static_cast<int>(std::floor(center.z - rad_xz));
int max_z = static_cast<int>(std::floor(center.z + rad_xz));
int min_y = static_cast<int>(std::floor(center.y - rad_y));
int max_y = static_cast<int>(std::floor(center.y + rad_y));
min_x = std::max(min_x, CHUNK_MIN_X);
max_x = std::min(max_x, CHUNK_MAX_X);
min_z = std::max(min_z, CHUNK_MIN_Z);
max_z = std::min(max_z, CHUNK_MAX_Z);
min_y = std::max(min_y, CHUNK_MIN_Y);
max_y = std::min(max_y, CHUNK_MAX_Y);
for (int wx = min_x; wx <= max_x; ++wx) {
int x = wx - CHUNK_MIN_X;
for (int wz = min_z; wz <= max_z; ++wz) {
int z = wz - CHUNK_MIN_Z;
for (int wy = min_y; wy <= max_y; ++wy) {
int y = wy;
glm::vec3 pos(static_cast<float>(wx),
static_cast<float>(wy),
static_cast<float>(wz));
if (point.contains(pos)) {
if (y > SEA_LEVEL) {
blocks[Chunk::index(x, y, z)] = 0;
continue;
}
is_river = true;
if (blocks[Chunk::index(x, y, z)] == 0) {
continue;
}
blocks[Chunk::index(x, y, z)] = 7;
}
}
}
}
}
path.clear_chunk(chunk_pos);
}
if (is_river) {
m_chunk.biome(RIVER);
}
}
Chunk& ChunkGenerator::chunk() { return m_chunk; } Chunk& ChunkGenerator::chunk() { return m_chunk; }
Random& ChunkGenerator::random() { return m_random; } Random& ChunkGenerator::random() { return m_random; }

View File

@@ -0,0 +1,93 @@
#include "Cubed/constants.hpp"
#include "Cubed/gameplay/river.path.hpp"
#include "Cubed/tools/cubed_hash.hpp"
#include "Cubed/tools/math_tools.hpp"
#include <algorithm>
namespace Cubed {
RiverPath::RiverPath(unsigned int world_seed, int path_id,
const glm::vec3& start_pos) {
m_path_id = path_id;
m_seed = HASH::combine_32(world_seed, path_id);
m_random.init(m_seed);
m_yaw = m_random.random_float(0.0f, 360.0f);
m_pitch = 0.0f;
m_start_path_point.pos = start_pos;
m_start_path_point.rad_xz =
m_random.random_float(m_radius_xz_min, m_radius_xz_max);
m_start_path_point.rad_y =
m_random.random_float(m_radius_y_min, m_radius_y_max);
m_step = m_random.random_int(m_step_min, m_step_max);
m_points.reserve(m_step + 1);
m_points.push_back(m_start_path_point);
collect_path_points();
precompute_chunk_coverage();
}
void RiverPath::collect_path_points() {
for (int i = 0; i < m_step; i++) {
m_yaw = std::fmod(m_yaw, 360.0f);
if (m_yaw < 0.0f)
m_yaw += 360.0f;
float dx = std::cos(glm::radians(m_pitch)) *
std::sin(glm::radians(m_yaw)) * m_step_len;
float dy = std::sin(glm::radians(m_pitch)) * m_step_len;
float dz = std::cos(glm::radians(m_pitch)) *
std::cos(glm::radians(m_yaw)) * m_step_len;
m_points[i].tangent = glm::normalize(glm::vec3{dx, dy, dz});
float t = Math::smootherstep(0, m_step - 1, i);
float drad_xz = m_start_path_point.rad_xz * (1.0f - t);
float drad_y = m_start_path_point.rad_y * (1.0f - t);
drad_xz = std::max(drad_xz, 4.0f);
drad_y = std::max(drad_y, 4.0f);
m_points.emplace_back(m_points[i].pos + glm::vec3{dx, dy, dz}, drad_xz,
drad_y);
m_yaw += m_random.random_float(m_delta_angle_min, m_delta_angle_max);
}
auto n = m_points.size();
if (n >= 2) {
m_points[n - 1].tangent = m_points[n - 2].tangent;
}
}
void RiverPath::precompute_chunk_coverage() {
for (const auto& point : m_points) {
float rad = point.rad_xz;
const glm::vec3& center = point.pos;
int min_cx =
static_cast<int>(std::floor((center.x - rad) / CHUNK_SIZE));
int max_cx =
static_cast<int>(std::floor((center.x + rad) / CHUNK_SIZE));
int min_cz =
static_cast<int>(std::floor((center.z - rad) / CHUNK_SIZE));
int max_cz =
static_cast<int>(std::floor((center.z + rad) / CHUNK_SIZE));
for (int cx = min_cx; cx <= max_cx; ++cx)
for (int cz = min_cz; cz <= max_cz; ++cz)
m_pending_chunks.insert({cx, cz});
}
}
void RiverPath::clear_chunk(const ChunkPos& pos) {
m_pending_chunks.erase(pos);
}
const std::vector<PathPoint>& RiverPath::points() const { return m_points; }
bool RiverPath::is_finished() const { return m_pending_chunks.empty(); }
float& RiverPath::radius_xz_min() { return m_radius_xz_min; }
float& RiverPath::radius_xz_max() { return m_radius_xz_max; }
float& RiverPath::radius_y_min() { return m_radius_y_min; }
float& RiverPath::radius_y_max() { return m_radius_y_max; }
float& RiverPath::delta_angle_min() { return m_delta_angle_min; }
float& RiverPath::delta_angle_max() { return m_delta_angle_max; }
int& RiverPath::step_min() { return m_step_min; }
int& RiverPath::step_max() { return m_step_max; }
} // namespace Cubed

View File

@@ -0,0 +1,53 @@
#include "Cubed/gameplay/river_worm.hpp"
#include "Cubed/constants.hpp"
namespace Cubed {
RiverWorm::RiverWorm() {}
std::unordered_map<unsigned, RiverPath>& RiverWorm::paths() { return m_paths; }
void RiverWorm::init(unsigned world_seed) {
m_seed = world_seed;
m_sum = 0;
m_random.init(m_seed);
}
void RiverWorm::reload(unsigned world_seed) {
m_seed = world_seed;
m_paths.clear();
init(world_seed);
}
void RiverWorm::add_path(const glm::vec3& pos, unsigned chunk_seed) {
m_paths.emplace(chunk_seed, RiverPath{m_seed, m_sum, pos});
m_sum++;
}
void RiverWorm::try_to_add_path(const ChunkPos& chunk_pos,
unsigned chunk_seed) {
auto it = m_paths.find(chunk_seed);
if (it != m_paths.end()) {
return;
}
Random random{chunk_seed};
if (random.random_bool(static_cast<double>(m_probability))) {
const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE;
const int CHUNK_MIN_Z = chunk_pos.z * CHUNK_SIZE;
const int CHUNK_MAX_X = CHUNK_MIN_X + SIZE_X - 1;
const int CHUNK_MAX_Z = CHUNK_MIN_Z + SIZE_Z - 1;
int x = random.random_int(CHUNK_MIN_X, CHUNK_MAX_X);
int y = SEA_LEVEL + 2;
int z = random.random_int(CHUNK_MIN_Z, CHUNK_MAX_Z);
add_path(glm::vec3{x, y, z}, chunk_seed);
}
}
void RiverWorm::cleanup_finished_rivers() {
std::erase_if(m_paths,
[](const auto& kv) { return kv.second.is_finished(); });
}
int RiverWorm::river_sum() const { return m_sum; }
float& RiverWorm::river_probability() { return m_probability; }
} // namespace Cubed

View File

@@ -64,6 +64,7 @@ Player& World::get_player(const std::string& name) {
void World::init_world() { void World::init_world() {
m_cave_carcer.init(ChunkGenerator::seed()); m_cave_carcer.init(ChunkGenerator::seed());
m_river_worm.init(ChunkGenerator::seed());
m_chunks.reserve(MAX_DISTANCE * MAX_DISTANCE * 4); m_chunks.reserve(MAX_DISTANCE * MAX_DISTANCE * 4);
auto t1 = std::chrono::system_clock::now(); auto t1 = std::chrono::system_clock::now();
@@ -339,15 +340,17 @@ void World::gen_chunks_internal() {
m_chunk_gen_fraction = 0.0f; m_chunk_gen_fraction = 0.0f;
m_chunk_gen_finished = false; m_chunk_gen_finished = false;
ChunkPosSet required_chunks; ChunkPosSet required_chunks;
compute_required_chunks(required_chunks); ChunkHashMap temp_neighbor;
compute_required_chunks(required_chunks, temp_neighbor);
ASSERT_MSG(!required_chunks.empty(), "required chunks is empty!!"); ASSERT_MSG(!required_chunks.empty(), "required chunks is empty!!");
std::vector<ChunkPos> need_gen_chunks_pos; std::vector<ChunkPos> need_gen_chunks_pos;
sync_and_collect_missing_chunks(need_gen_chunks_pos, required_chunks); sync_and_collect_missing_chunks(need_gen_chunks_pos, required_chunks);
Logger::info("New Gen Chunks Sum: {}", need_gen_chunks_pos.size()); Logger::info("New Gen Chunks Sum: {}", need_gen_chunks_pos.size());
Logger::info("Temp Chunks sum {}", temp_neighbor.size());
if (need_gen_chunks_pos.empty()) { if (need_gen_chunks_pos.empty()) {
m_could_gen = true; m_could_gen = true;
m_chunk_gen_fraction = 1.0f; m_chunk_gen_fraction = 1.0f;
@@ -364,26 +367,27 @@ void World::gen_chunks_internal() {
ConstChunkMap new_chunks_neighbor; ConstChunkMap new_chunks_neighbor;
// affected neighbor // affected neighbor
ChunkPtrUpdateList affected_neighbor; ChunkPtrUpdateList affected_neighbor;
ChunkHashMap temp_neighbor;
build_neighbor_context_for_new_chunks( build_neighbor_context_for_new_chunks(new_chunks_neighbor,
new_chunks_neighbor, affected_neighbor, new_chunks, temp_neighbor); affected_neighbor, new_chunks);
// Logger::info("Temp neighbor sum {}", temp_neighbor.size());
// build new chunk, but the neighbor in m_chunks also need to re-build // build new chunk, but the neighbor in m_chunks also need to re-build
for (auto& [pos, chunk] : new_chunks) { for (auto& [pos, chunk] : new_chunks) {
chunk.gen_phase_one(); chunk.gen_phase_one();
m_cave_carcer.try_to_add_path(pos, chunk.seed()); m_cave_carcer.try_to_add_path(pos, chunk.seed());
m_river_worm.try_to_add_path(pos, chunk.seed());
}
// precompute path to ensure the continuity of the path
for (auto& [pos, chunk] : temp_neighbor) {
chunk.gen_phase_one();
m_cave_carcer.try_to_add_path(pos, chunk.seed());
m_river_worm.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; m_chunk_gen_fraction = 0.2f;
/*
std::array<const Chunk*, 8> neighbor_chunks; std::array<const Chunk*, 8> neighbor_chunks;
for (auto& [pos, chunks] : new_chunks) { for (auto& [pos, chunks] : new_chunks) {
for (int i = 0; i < 8; i++) { for (int i = 0; i < 8; i++) {
@@ -391,13 +395,14 @@ void World::gen_chunks_internal() {
auto it = new_chunks_neighbor.find(neighbor_pos); auto it = new_chunks_neighbor.find(neighbor_pos);
if (it == new_chunks_neighbor.end()) { if (it == new_chunks_neighbor.end()) {
neighbor_chunks[i] = nullptr; neighbor_chunks[i] = nullptr;
ASSERT_MSG(false, "Cant Find Neighbot"); // ASSERT_MSG(false, "Cant Find Neighbot");
continue; continue;
} }
neighbor_chunks[i] = it->second; neighbor_chunks[i] = it->second;
} }
chunks.gen_phase_two(neighbor_chunks); chunks.gen_phase_two(neighbor_chunks);
} }
*/
/* /*
for (auto& [pos, chunks] : temp_neighbor) { for (auto& [pos, chunks] : temp_neighbor) {
@@ -545,6 +550,7 @@ void World::gen_chunks_internal() {
} }
} }
m_cave_carcer.cleanup_finished_caves(); m_cave_carcer.cleanup_finished_caves();
m_river_worm.cleanup_finished_rivers();
m_chunk_gen_fraction = 1.0f; m_chunk_gen_fraction = 1.0f;
m_chunk_gen_finished = true; m_chunk_gen_finished = true;
} }
@@ -554,7 +560,8 @@ void World::sync_player_pos(glm::vec3& player_pos) {
player_pos = m_gen_player_pos; player_pos = m_gen_player_pos;
} }
void World::compute_required_chunks(ChunkPosSet& required_chunks) { void World::compute_required_chunks(ChunkPosSet& required_chunks,
ChunkHashMap& temp_neighbor) {
glm::vec3 player_pos; glm::vec3 player_pos;
sync_player_pos(player_pos); sync_player_pos(player_pos);
@@ -569,6 +576,18 @@ void World::compute_required_chunks(ChunkPosSet& required_chunks) {
required_chunks.emplace(u, v); required_chunks.emplace(u, v);
} }
} }
int max_path_len = std::max(CavePath::step_max(), RiverPath::step_max());
half = std::ceil(static_cast<float>(max_path_len) / CHUNK_SIZE) * 2;
for (int u = chunk_x - half; u <= chunk_x + half; ++u) {
for (int v = chunk_z - half; v <= chunk_z + half; ++v) {
ChunkPos pos{u, v};
auto it = required_chunks.find(pos);
if (it != required_chunks.end()) {
continue;
}
temp_neighbor.emplace(pos, Chunk(*this, pos));
}
}
} }
void World::sync_and_collect_missing_chunks( void World::sync_and_collect_missing_chunks(
@@ -593,7 +612,7 @@ void World::sync_and_collect_missing_chunks(
void World::build_neighbor_context_for_new_chunks( void World::build_neighbor_context_for_new_chunks(
ConstChunkMap& new_chunks_neighbor, ChunkPtrUpdateList& affected_neighbor, ConstChunkMap& new_chunks_neighbor, ChunkPtrUpdateList& affected_neighbor,
const ChunkUpdateList& new_chunks, ChunkHashMap& temp_neighbor) { const ChunkUpdateList& new_chunks) {
{ {
std::lock_guard lk(m_chunks_mutex); std::lock_guard lk(m_chunks_mutex);
for (auto& [pos, chunk] : new_chunks) { for (auto& [pos, chunk] : new_chunks) {
@@ -602,8 +621,6 @@ void World::build_neighbor_context_for_new_chunks(
if (it != m_chunks.end()) { if (it != m_chunks.end()) {
new_chunks_neighbor.insert({it->first, &(it->second)}); new_chunks_neighbor.insert({it->first, &(it->second)});
affected_neighbor.push_back({it->first, &(it->second)}); affected_neighbor.push_back({it->first, &(it->second)});
} else {
temp_neighbor.emplace(pos + dir, Chunk(*this, pos + dir));
} }
} }
} }
@@ -611,9 +628,6 @@ void World::build_neighbor_context_for_new_chunks(
for (auto& [pos, chunk] : new_chunks) { for (auto& [pos, chunk] : new_chunks) {
new_chunks_neighbor.insert({pos, &chunk}); new_chunks_neighbor.insert({pos, &chunk});
} }
for (auto& [pos, chunk] : temp_neighbor) {
new_chunks_neighbor.insert({pos, &chunk});
}
} }
void World::build_neighbor_context_for_affected_neighbors( void World::build_neighbor_context_for_affected_neighbors(
@@ -860,6 +874,7 @@ void World::rebuild_world() {
m_is_rebuilding = true; m_is_rebuilding = true;
stop_gen_thread(); stop_gen_thread();
m_cave_carcer.reload(ChunkGenerator::seed()); m_cave_carcer.reload(ChunkGenerator::seed());
m_river_worm.reload(ChunkGenerator::seed());
{ {
std::scoped_lock lk(m_chunks_mutex, m_new_chunk_queue_mutex); std::scoped_lock lk(m_chunks_mutex, m_new_chunk_queue_mutex);
m_chunks.clear(); m_chunks.clear();
@@ -882,5 +897,5 @@ void World::rendering_distance(int rendering_distance) {
} }
CaveCarver& World::cave_carcer() { return m_cave_carcer; } CaveCarver& World::cave_carcer() { return m_cave_carcer; }
RiverWorm& World::river_worm() { return m_river_worm; }
} // namespace Cubed } // namespace Cubed