feat: improve mountain realism

This commit is contained in:
2026-05-22 20:33:38 +08:00
parent 17c7ad989d
commit ca4d767a52
6 changed files with 85 additions and 39 deletions

View File

@@ -9,6 +9,7 @@
#include "Cubed/gameplay/tree.hpp"
#include "Cubed/gameplay/world.hpp"
#include "Cubed/tools/cubed_hash.hpp"
#include "Cubed/tools/math_tools.hpp"
#include "Cubed/tools/perlin_noise.hpp"
namespace Cubed {
@@ -59,7 +60,16 @@ void ChunkGenerator::assign_chunk_biome() {
z * BIOME_NOISE_FREQUENCY);
float humid = PerlinNoise3D::noise(x * BIOME_NOISE_FREQUENCY, 1.0f,
z * BIOME_NOISE_FREQUENCY);
auto biome = get_biome_from_noise(temp, humid);
float center_x = static_cast<float>(SIZE_X / 2) + x * CHUNK_SIZE + 0.5f;
float center_z = static_cast<float>(SIZE_Z / 2) + z * CHUNK_SIZE + 0.5f;
float mountainous =
PerlinNoise2D::noise(center_x * MOUNTAINOUS_NOISE_FREQUENCY,
center_z * MOUNTAINOUS_NOISE_FREQUENCY);
auto& conditions = m_chunk.conditions();
conditions.mountainous = mountainous;
conditions.humid = humid;
conditions.temp = temp;
auto biome = determine_biome(conditions);
m_chunk.biome(biome);
}
@@ -139,11 +149,37 @@ void ChunkGenerator::generate_heightmap() {
}
return value;
};
int octaves = 4;
float lacunarity = 2.0f;
float gain = 0.5f;
heightmap[x][z] = 64 + fbm_height(world_x, world_z, octaves,
lacunarity, gain, 40, 0.005f);
float base_y = 64;
float amplitude = 40.0f;
float mountainous =
PerlinNoise2D::noise(world_x * MOUNTAINOUS_NOISE_FREQUENCY,
world_z * MOUNTAINOUS_NOISE_FREQUENCY);
/*
float t = Math::smootherstep(0.6, 0.7, mountainous);
base_y = std::lerp(64, 85, t);
amplitude = std::lerp(10, 40, t);
*/
float t;
if (mountainous >= 0.8f) {
t = Math::smootherstep(0.80f, 0.85, mountainous);
base_y = std::lerp(72, 88, t);
amplitude = std::lerp(28, 48, t);
} else if (mountainous >= 0.75f) {
t = Math::smootherstep(0.75f, 0.80f, mountainous);
base_y = std::lerp(68, 72, t);
amplitude = std::lerp(18, 28, t);
} else {
t = Math::smootherstep(0.5, 0.75, mountainous);
base_y = std::lerp(60, 68, t);
amplitude = std::lerp(8, 18, t);
}
heightmap[x][z] =
base_y + fbm_height(world_x, world_z, octaves, lacunarity, gain,
amplitude, 0.005f);
}
}
}