mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-18 00:27:02 +08:00
refactor: prevent desert from generation adjacent to mountain in biome generation
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@@ -4,13 +4,13 @@ constexpr int MAX_BLOCK_NUM = 5;
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constexpr int MAX_UI_NUM = 1;
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constexpr int MAX_UI_NUM = 1;
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constexpr int CHUCK_SIZE = 16;
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constexpr int CHUCK_SIZE = 16;
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constexpr int DISTANCE = 16;
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constexpr int DISTANCE = 24;
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constexpr int MAX_BLOCK_STATUS = 1;
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constexpr int MAX_BLOCK_STATUS = 1;
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constexpr int MAX_CHARACTER = 128;
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constexpr int MAX_CHARACTER = 128;
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constexpr float NORMAL_FOV = 70.0f;
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constexpr float NORMAL_FOV = 70.0f;
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constexpr int MAX_BIOME_SUM = 4;
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constexpr int MAX_BIOME_SUM = 4;
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constexpr float BIOME_NOISE_FREQUENCY = 0.005f;
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constexpr float BIOME_NOISE_FREQUENCY = 0.003f;
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constexpr float VERTICES_POS[6][6][3] = {
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constexpr float VERTICES_POS[6][6][3] = {
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// ===== front (z = +1) =====
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// ===== front (z = +1) =====
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@@ -1,4 +1,5 @@
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#pragma once
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#pragma once
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#include <cmath>
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#include <array>
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#include <array>
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#include <functional>
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#include <functional>
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#include <string>
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#include <string>
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@@ -29,6 +30,11 @@ struct ChunkPos {
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};
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};
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};
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};
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constexpr float PLAIN_FREQ = 0.5f;
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constexpr float FOREST_FREQ = 1.0f;
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constexpr float DESERT_FREQ = 1.0f;
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constexpr float MOUNTAIN_FREQ = 2.0f;
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enum class Biome {
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enum class Biome {
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PLAIN = 0,
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PLAIN = 0,
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FOREST,
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FOREST,
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@@ -62,9 +68,20 @@ constexpr inline std::string get_biome_str(Biome biome) {
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};
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};
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inline Biome get_biome_from_noise(float temp, float humid) {
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inline Biome get_biome_from_noise(float temp, float humid) {
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if (temp < 0.5f && humid < 0.5f) return Biome::MOUNTAIN;
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auto weight = [](float t, float h, float ct, float ch) -> float {
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if (temp < 0.5f && humid >= 0.5f) return Biome::PLAIN;
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float dt = t - ct;
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if (temp >= 0.5f && humid < 0.5f) return Biome::DESERT;
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float dh = h - ch;
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float dist = std::sqrt(dt*dt + dh*dh);
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return std::max(0.0f, 0.5f - dist);
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};
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float w_m = weight(temp, humid, 0.25f, 0.15f);
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float w_p = weight(temp, humid, 0.50f, 0.40f);
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float w_d = weight(temp, humid, 0.75f, 0.15f);
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float w_f = weight(temp, humid, 0.75f, 0.75f);
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w_m = pow(w_m, 8); w_p = pow(w_p, 8); w_d = pow(w_d, 8); w_f = pow(w_f, 8);
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if (w_m >= w_p && w_m >= w_d && w_m >= w_f) return Biome::MOUNTAIN;
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if (w_p >= w_m && w_p >= w_d && w_p >= w_f) return Biome::PLAIN;
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if (w_d >= w_m && w_d >= w_p && w_d >= w_f) return Biome::DESERT;
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return Biome::FOREST;
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return Biome::FOREST;
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}
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}
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@@ -72,13 +89,13 @@ inline std::array<float, 3> get_noise_frequencies_for_biome(Biome biome) {
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using enum Biome;
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using enum Biome;
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switch (biome) {
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switch (biome) {
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case PLAIN:
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case PLAIN:
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return {0.003f, 0.008f, 0.018f};
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return {0.003f, 0.010f, 0.020f};
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case FOREST:
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case FOREST:
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return {0.004f, 0.012f, 0.022f};
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return {0.004f, 0.012f, 0.022f};
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case DESERT:
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case DESERT:
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return {0.003f, 0.008f, 0.018f};
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return {0.003f, 0.010f, 0.020f};
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case MOUNTAIN:
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case MOUNTAIN:
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return {0.006f, 0.015f, 0.03f};
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return {0.006f, 0.015f, 0.030f};
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}
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}
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Logger::warn("Unknown Biome");
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Logger::warn("Unknown Biome");
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return {0.003f, 0.015f, 0.06f};
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return {0.003f, 0.015f, 0.06f};
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@@ -88,11 +105,11 @@ inline BiomeHeightRange get_biome_height_range(Biome biome) {
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using enum Biome;
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using enum Biome;
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switch (biome) {
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switch (biome) {
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case PLAIN:
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case PLAIN:
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return {62, 4};
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return {62, 8};
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case FOREST:
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case FOREST:
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return {64, 8};
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return {64, 12};
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case DESERT:
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case DESERT:
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return {61, 8};
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return {61, 12};
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case MOUNTAIN:
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case MOUNTAIN:
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return {70, 70};
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return {70, 70};
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}
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}
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@@ -2,5 +2,5 @@
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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namespace Math {
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namespace Math {
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void extract_frustum_planes(const glm::mat4& mvp_matrix, std::vector<glm::vec4>& planes);
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void extract_frustum_planes(const glm::mat4& mvp_matrix, std::vector<glm::vec4>& planes);
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int get_interpolated_height(float world_x, float world_z, float biome_noise, float temp, float humid);
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int get_interpolated_height(float world_x, float world_z, float temp, float humid);
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}
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}
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@@ -281,15 +281,9 @@ void Chunk::resolve_blocks() {
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float world_x = static_cast<float>(x + m_chunk_pos.x * CHUCK_SIZE);
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float world_x = static_cast<float>(x + m_chunk_pos.x * CHUCK_SIZE);
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float world_z = static_cast<float>(z + m_chunk_pos.z * CHUCK_SIZE);
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float world_z = static_cast<float>(z + m_chunk_pos.z * CHUCK_SIZE);
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float biome_noise = PerlinNoise::noise(
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world_x * BIOME_NOISE_FREQUENCY,
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0.5f,
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world_z * BIOME_NOISE_FREQUENCY
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);
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float temp = PerlinNoise::noise(world_x * BIOME_NOISE_FREQUENCY, 0.0f, world_z * BIOME_NOISE_FREQUENCY);
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float temp = PerlinNoise::noise(world_x * BIOME_NOISE_FREQUENCY, 0.0f, world_z * BIOME_NOISE_FREQUENCY);
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float humid = PerlinNoise::noise(world_x * BIOME_NOISE_FREQUENCY, 1.0f, world_z * BIOME_NOISE_FREQUENCY);
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float humid = PerlinNoise::noise(world_x * BIOME_NOISE_FREQUENCY, 1.0f, world_z * BIOME_NOISE_FREQUENCY);
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int height = Math::get_interpolated_height(world_x, world_z, biome_noise, temp, humid);
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int height = Math::get_interpolated_height(world_x, world_z, temp, humid);
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auto biome = get_biome_from_noise(temp, humid);
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auto biome = get_biome_from_noise(temp, humid);
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for (int y = 5; y < height - 5; y++) {
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for (int y = 5; y < height - 5; y++) {
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m_blocks[get_index(x, y, z)] = 3;
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m_blocks[get_index(x, y, z)] = 3;
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@@ -34,8 +34,7 @@ namespace Math {
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}
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}
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}
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}
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int get_interpolated_height(float world_x, float world_z, float biome_noise, float temp, float humid) {
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int get_interpolated_height(float world_x, float world_z, float temp, float humid) {
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auto weight = [](float t, float h, float ct, float ch) -> float {
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auto weight = [](float t, float h, float ct, float ch) -> float {
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float dt = t - ct;
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float dt = t - ct;
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@@ -44,16 +43,16 @@ namespace Math {
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return std::max(0.0f, 0.5f - dist);
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return std::max(0.0f, 0.5f - dist);
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};
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};
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float w_mountain = weight(temp, humid, 0.25f, 0.25f);
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float w_mountain = weight(temp, humid, 0.25f, 0.15f);
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float w_plain = weight(temp, humid, 0.25f, 0.75f);
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float w_plain = weight(temp, humid, 0.50f, 0.40f);
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float w_desert = weight(temp, humid, 0.75f, 0.25f);
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float w_desert = weight(temp, humid, 0.75f, 0.15f);
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float w_forest = weight(temp, humid, 0.75f, 0.75f);
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float w_forest = weight(temp, humid, 0.75f, 0.75f);
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// adjust transitions between chunks
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// adjust transitions between chunks
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float pow_n = 8.0f; // the larger n is, the purer the biome
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float pow_n = 8.0f; // the larger n is, the purer the biome
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w_mountain = std::pow(w_mountain, pow_n);
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w_mountain = std::pow(w_mountain, pow_n) * MOUNTAIN_FREQ;
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w_plain = std::pow(w_plain, pow_n);
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w_plain = std::pow(w_plain, pow_n) * PLAIN_FREQ;
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w_desert = std::pow(w_desert, pow_n);
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w_desert = std::pow(w_desert, pow_n) * DESERT_FREQ;
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w_forest = std::pow(w_forest, pow_n);
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w_forest = std::pow(w_forest, pow_n) * FOREST_FREQ;
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float total = w_mountain + w_plain + w_desert + w_forest;
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float total = w_mountain + w_plain + w_desert + w_forest;
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w_mountain /= total; w_plain /= total; w_desert /= total; w_forest /= total;
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w_mountain /= total; w_plain /= total; w_desert /= total; w_forest /= total;
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