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2 Commits

Author SHA1 Message Date
17c7ad989d refactor: use fBM for heightmap generation 2026-05-22 17:16:15 +08:00
b824504502 feat: add BlockType 2026-05-22 15:57:28 +08:00
16 changed files with 242 additions and 97 deletions

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@@ -6,7 +6,7 @@
namespace Cubed {
constexpr float BIOME_NOISE_FREQUENCY = 0.03f;
constexpr float HEIGHTMAP_NOISE_FREQUENCY = 0.001f;
enum class BiomeType { PLAIN = 0, FOREST, DESERT, MOUNTAIN, RIVER, NONE };
struct BiomeHeightRange {

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@@ -10,6 +10,8 @@
namespace Cubed {
using BlockType = uint8_t;
struct BlockTexture {
std::string name;
unsigned id;

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@@ -7,7 +7,6 @@
#include "Cubed/primitive_data.hpp"
#include <atomic>
#include <cstdint>
namespace Cubed {
@@ -32,7 +31,7 @@ private:
World& m_world;
HeightMapArray m_heightmap;
// the index is a array of block id
std::vector<uint8_t> m_blocks;
std::vector<BlockType> m_blocks;
GLuint m_vbo = 0;
std::vector<Vertex> m_vertexs_data;
@@ -49,12 +48,21 @@ public:
Chunk(Chunk&&) noexcept;
Chunk& operator=(Chunk&&) noexcept;
static std::tuple<int, int, int> world_to_block(int world_x, int world_y,
int world_z, int chunk_x,
int chunk_z);
static std::tuple<int, int, int> world_to_block(const glm::ivec3& block_pos,
ChunkPos chunk_pos);
static std::tuple<int, int, int> block_to_world(int x, int y, int z,
int chunk_x, int chunk_z);
static std::tuple<int, int, int> block_to_world(const glm::ivec3& block_pos,
ChunkPos chunk_pos);
BiomeType get_biome() const;
ChunkPos get_chunk_pos() const;
const std::vector<uint8_t>& get_chunk_blocks() const;
const std::vector<BlockType>& get_chunk_blocks() const;
HeightMapArray get_heightmap() const;
static int get_index(int x, int y, int z);
static int get_index(const glm::vec3& pos);
static int index(int x, int y, int z);
static int index(const glm::vec3& pos);
// Init Chunk
// Determine biome from temperature and humidity noise
void gen_phase_one();
@@ -69,8 +77,8 @@ public:
// Generate terrain blocks from heightmap and biome
void gen_phase_five();
// Blend surface blocks at chunk borders with neighbors
void gen_phase_six(const std::array<std::optional<std::vector<uint8_t>>, 4>&
neighbor_block);
void gen_phase_six(const std::array<std::optional<std::vector<BlockType>>,
4>& neighbor_block);
// Generate biome-specific vegetation/structures
void gen_phase_seven();
// void gen_vertex_data();
@@ -79,7 +87,7 @@ public:
// 2 : (0, 1)
// 3 : (0, -1)
void gen_vertex_data(
const std::array<const std::vector<uint8_t>*, 4>& neighbor_block);
const std::array<const std::vector<BlockType>*, 4>& neighbor_block);
void upload_to_gpu();
GLuint get_vbo() const;
@@ -97,7 +105,7 @@ public:
BiomeType biome() const;
void biome(BiomeType b);
HeightMapArray& heightmap();
std::vector<uint8_t>& blocks();
std::vector<BlockType>& blocks();
World& world();
unsigned seed() const;
};

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@@ -2,6 +2,7 @@
#include "Cubed/constants.hpp"
#include "Cubed/gameplay/biome.hpp"
#include "Cubed/gameplay/block.hpp"
#include "Cubed/gameplay/builders/biome_builder.hpp"
#include "Cubed/tools/cubed_random.hpp"
@@ -36,7 +37,7 @@ public:
void generate_terrain_blocks();
// Adjust Block;
void blend_surface_blocks_borders(
const std::array<std::optional<std::vector<uint8_t>>, 4>&
const std::array<std::optional<std::vector<BlockType>>, 4>&
neighbor_block);
// Generate Structure
void generate_vegetation();

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@@ -4,7 +4,7 @@
namespace Cubed {
class PerlinNoise {
class PerlinNoise3D {
public:
static void init(unsigned seed);
static float noise(float x, float y, float z);
@@ -18,4 +18,19 @@ private:
static float grad(int hash, float x, float y, float z);
};
class PerlinNoise2D {
public:
static void init(unsigned seed);
static float noise(float x, float y);
static void reload(unsigned seed);
private:
static inline std::atomic<bool> is_init = false;
static inline std::vector<int> p;
static float fade(float t);
static float lerp(float t, float a, float b);
static float grad(int hash, float x, float y);
};
} // namespace Cubed

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@@ -10,7 +10,7 @@ void BiomeBuilder::build_bottom() {
for (int x = 0; x < CHUNK_SIZE; x++) {
for (int y = 0; y < 5; y++) {
for (int z = 0; z < CHUNK_SIZE; z++) {
m_blocks[Chunk::get_index(x, y, z)] = 3;
m_blocks[Chunk::index(x, y, z)] = 3;
}
}
}
@@ -30,7 +30,7 @@ void BiomeBuilder::fill_water() {
}
int height = heightmap[x][z];
for (int y = height; y < SEA_LEVEL; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 7;
m_blocks[Chunk::index(x, y, z)] = 7;
}
}
}

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@@ -19,11 +19,11 @@ void DesertBuilder::build_blocks() {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y < height - 5; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 3;
m_blocks[Chunk::index(x, y, z)] = 3;
}
for (int y = height - 5; y <= height; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 4;
m_blocks[Chunk::index(x, y, z)] = 4;
}
}
}

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@@ -23,12 +23,12 @@ void ForestBuilder::build_blocks() {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y < height - 5; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 3;
m_blocks[Chunk::index(x, y, z)] = 3;
}
for (int y = height - 5; y < height; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 2;
m_blocks[Chunk::index(x, y, z)] = 2;
}
m_blocks[Chunk::get_index(x, height, z)] = 1;
m_blocks[Chunk::index(x, height, z)] = 1;
}
}
}

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@@ -19,19 +19,19 @@ void MountainBuilder::build_blocks() {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y < height - 5; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 3;
m_blocks[Chunk::index(x, y, z)] = 3;
}
for (int y = height - 5; y <= height - 1; y++) {
if (y > 110) {
m_blocks[Chunk::get_index(x, y, z)] = 3;
m_blocks[Chunk::index(x, y, z)] = 3;
} else {
m_blocks[Chunk::get_index(x, y, z)] = 2;
m_blocks[Chunk::index(x, y, z)] = 2;
}
}
if (height > 110) {
m_blocks[Chunk::get_index(x, height, z)] = 3;
m_blocks[Chunk::index(x, height, z)] = 3;
} else {
m_blocks[Chunk::get_index(x, height, z)] = 1;
m_blocks[Chunk::index(x, height, z)] = 1;
}
}
}

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@@ -19,12 +19,12 @@ void PlainBuilder::build_blocks() {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y < height - 5; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 3;
m_blocks[Chunk::index(x, y, z)] = 3;
}
for (int y = height - 5; y < height; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 2;
m_blocks[Chunk::index(x, y, z)] = 2;
}
m_blocks[Chunk::get_index(x, height, z)] = 1;
m_blocks[Chunk::index(x, height, z)] = 1;
}
}
}

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@@ -19,16 +19,16 @@ void RiverBuilder::build_blocks() {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y < height - 5; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 3;
m_blocks[Chunk::index(x, y, z)] = 3;
}
for (int y = height - 5; y <= height - 1; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 2;
m_blocks[Chunk::index(x, y, z)] = 2;
}
for (int y = height; y <= height; y++) {
if (y >= SEA_LEVEL - 1) {
m_blocks[Chunk::get_index(x, y, z)] = 1;
m_blocks[Chunk::index(x, y, z)] = 1;
} else {
m_blocks[Chunk::get_index(x, y, z)] = 2;
m_blocks[Chunk::index(x, y, z)] = 2;
}
}
}
@@ -46,7 +46,7 @@ void RiverBuilder::build_vegetation() {
continue;
}
for (int y = height + 1; y < SEA_LEVEL; y++) {
m_blocks[Chunk::get_index(x, y, z)] = 7;
m_blocks[Chunk::index(x, y, z)] = 7;
}
}
}

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@@ -47,11 +47,42 @@ Chunk& Chunk::operator=(Chunk&& other) noexcept {
return *this;
}
std::tuple<int, int, int> Chunk::world_to_block(int world_x, int world_y,
int world_z, int chunk_x,
int chunk_z) {
int x, y, z;
y = world_y;
x = world_x - chunk_x * CHUNK_SIZE;
z = world_z - chunk_z * CHUNK_SIZE;
return {x, y, z};
}
std::tuple<int, int, int> Chunk::world_to_block(const glm::ivec3& block_pos,
ChunkPos chunk_pos) {
return world_to_block(block_pos.x, block_pos.y, block_pos.z, chunk_pos.x,
chunk_pos.z);
}
std::tuple<int, int, int> Chunk::block_to_world(int x, int y, int z,
int chunk_x, int chunk_z) {
int world_x = x + chunk_x * CHUNK_SIZE;
int world_z = z + chunk_z * CHUNK_SIZE;
int world_y = y;
return {world_x, world_y, world_z};
}
std::tuple<int, int, int> Chunk::block_to_world(const glm::ivec3& block_pos,
ChunkPos chunk_pos) {
return block_to_world(block_pos.x, block_pos.y, block_pos.z, chunk_pos.x,
chunk_pos.z);
}
BiomeType Chunk::get_biome() const { return m_biome.load(); }
ChunkPos Chunk::get_chunk_pos() const { return m_chunk_pos; }
const std::vector<uint8_t>& Chunk::get_chunk_blocks() const { return m_blocks; }
const std::vector<BlockType>& Chunk::get_chunk_blocks() const {
return m_blocks;
}
HeightMapArray Chunk::get_heightmap() const {
// Logger::info("Chunk pos {} {} in get_heightmap this {}", m_chunk_pos.x,
@@ -59,7 +90,7 @@ HeightMapArray Chunk::get_heightmap() const {
return m_heightmap;
}
int Chunk::get_index(int x, int y, int z) {
int Chunk::index(int x, int y, int z) {
ASSERT(!(x < 0 || y < 0 || z < 0 || x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
z >= CHUNK_SIZE));
if ((x * WORLD_SIZE_Y + y) * CHUNK_SIZE + z < 0 ||
@@ -71,12 +102,12 @@ int Chunk::get_index(int x, int y, int z) {
return (x * WORLD_SIZE_Y + y) * CHUNK_SIZE + z;
}
int Chunk::get_index(const glm::vec3& pos) {
return Chunk::get_index(pos.x, pos.y, pos.z);
int Chunk::index(const glm::vec3& pos) {
return Chunk::index(pos.x, pos.y, pos.z);
}
void Chunk::gen_vertex_data(
const std::array<const std::vector<uint8_t>*, 4>& neighbor_block) {
const std::array<const std::vector<BlockType>*, 4>& neighbor_block) {
if (m_is_on_gen_vertex_data) {
return;
}
@@ -93,7 +124,7 @@ void Chunk::gen_vertex_data(
int world_x = x + m_chunk_pos.x * CHUNK_SIZE;
int world_z = z + m_chunk_pos.z * CHUNK_SIZE;
int world_y = y;
int cur_id = m_blocks[get_index(x, y, z)];
int cur_id = m_blocks[index(x, y, z)];
// air
if (cur_id == 0) {
continue;
@@ -116,7 +147,7 @@ void Chunk::gen_vertex_data(
World::chunk_pos(world_nx, world_nz);
auto is_cull =
[&](const std::vector<uint8_t>* chunk_blocks) {
[&](const std::vector<BlockType>* chunk_blocks) {
if (chunk_blocks == nullptr) {
return false;
}
@@ -130,7 +161,7 @@ void Chunk::gen_vertex_data(
return false;
}
int idx = Chunk::get_index(x, y, z);
int idx = Chunk::index(x, y, z);
// not init
if (static_cast<size_t>(idx) >=
chunk_blocks->size()) {
@@ -162,7 +193,7 @@ void Chunk::gen_vertex_data(
// neighbor_cull = m_world.is_block(glm::ivec3(world_x,
// world_y, world_z) + DIR[face]);
} else {
auto id = m_blocks[get_index(nx, ny, nz)];
auto id = m_blocks[index(nx, ny, nz)];
if (!is_in_transparent_map(id)) {
neighbor_cull = true;
} else {
@@ -240,7 +271,8 @@ void Chunk::gen_phase_four(
Logger::error("ChunkGenerator is Nullptr");
return;
}
m_generator->blend_heightmap_boundaries(neighbor_heightmap, neighbor_biome);
// m_generator->blend_heightmap_boundaries(neighbor_heightmap,
// neighbor_biome);
}
void Chunk::gen_phase_five() {
@@ -252,7 +284,8 @@ void Chunk::gen_phase_five() {
}
void Chunk::gen_phase_six(
const std::array<std::optional<std::vector<uint8_t>>, 4>& neighbor_block) {
const std::array<std::optional<std::vector<BlockType>>, 4>&
neighbor_block) {
if (!m_generator) {
Logger::error("ChunkGenerator is Nullptr");
return;
@@ -308,7 +341,7 @@ BiomeType Chunk::biome() const { return m_biome; }
void Chunk::biome(BiomeType b) { m_biome = b; }
HeightMapArray& Chunk::heightmap() { return m_heightmap; }
std::vector<uint8_t>& Chunk::blocks() { return m_blocks; }
std::vector<BlockType>& Chunk::blocks() { return m_blocks; }
World& Chunk::world() { return m_world; }
unsigned Chunk::seed() const {
if (m_seed == 0) {

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@@ -27,7 +27,8 @@ void ChunkGenerator::init() {
std::random_device d;
m_generator_seed = d();
Logger::info("Chunk Generator Seed {}", m_generator_seed);
PerlinNoise::init(m_generator_seed);
PerlinNoise3D::init(m_generator_seed);
PerlinNoise2D::init(m_generator_seed);
is_init = true;
}
@@ -35,7 +36,7 @@ void ChunkGenerator::reload() {
if (!is_seed_change) {
return;
}
PerlinNoise::reload(m_generator_seed);
PerlinNoise3D::reload(m_generator_seed);
is_seed_change = false;
}
@@ -54,10 +55,10 @@ void ChunkGenerator::assign_chunk_biome() {
auto m_chunk_pos = m_chunk.chunk_pos();
float x = static_cast<float>(m_chunk_pos.x);
float z = static_cast<float>(m_chunk_pos.z);
float temp = PerlinNoise::noise(x * BIOME_NOISE_FREQUENCY, 0.0f,
z * BIOME_NOISE_FREQUENCY);
float humid = PerlinNoise::noise(x * BIOME_NOISE_FREQUENCY, 1.0f,
z * BIOME_NOISE_FREQUENCY);
float temp = PerlinNoise3D::noise(x * BIOME_NOISE_FREQUENCY, 0.0f,
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);
m_chunk.biome(biome);
}
@@ -86,6 +87,7 @@ void ChunkGenerator::resolve_biome_adjacency_conflict(
}
}
/*
void ChunkGenerator::generate_heightmap() {
auto m_chunk_pos = m_chunk.chunk_pos();
@@ -114,6 +116,37 @@ void ChunkGenerator::generate_heightmap() {
}
}
}
*/
void ChunkGenerator::generate_heightmap() {
auto chunk_pos = m_chunk.chunk_pos();
auto& heightmap = m_chunk.heightmap();
for (int x = 0; x < CHUNK_SIZE; ++x) {
for (int z = 0; z < CHUNK_SIZE; ++z) {
float world_x = static_cast<float>(x + chunk_pos.x * CHUNK_SIZE);
float world_z = static_cast<float>(z + chunk_pos.z * CHUNK_SIZE);
auto fbm_height = [](float x, float y, int octaves,
float lacunarity, float gain, float amplitude,
float frequency) -> float {
float value = 0.0f;
for (int i = 0; i < octaves; i++) {
value += amplitude *
PerlinNoise2D::noise(x * frequency, y * frequency);
frequency *= lacunarity;
amplitude *= gain;
}
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);
}
}
}
void ChunkGenerator::blend_heightmap_boundaries(
const std::array<std::optional<HeightMapArray>, 8>& neighbor_heightmap,
@@ -366,7 +399,8 @@ void ChunkGenerator::generate_terrain_blocks() {
}
void ChunkGenerator::blend_surface_blocks_borders(
const std::array<std::optional<std::vector<uint8_t>>, 4>& neighbor_block) {
const std::array<std::optional<std::vector<BlockType>>, 4>&
neighbor_block) {
auto& m_blocks = m_chunk.blocks();
auto& m_heightmap = m_chunk.heightmap();
@@ -374,12 +408,12 @@ void ChunkGenerator::blend_surface_blocks_borders(
// Helper lambda: get top block type from a neighbor's block data at (nx,
// nz)
auto get_top_block_from_neighbor = [&](const std::vector<uint8_t>& blocks,
int nx, int nz) -> uint8_t {
auto get_top_block_from_neighbor = [&](const std::vector<BlockType>& blocks,
int nx, int nz) -> BlockType {
// Search from topmost y downwards for the first non-zero block
for (int y = WORLD_HEIGHT - 1; y >= 0; --y) {
int idx = Chunk::get_index(
nx, y, nz); // linear index: y * area + z * size + x
int idx = Chunk::index(nx, y,
nz); // linear index: y * area + z * size + x
if (idx >= 0 && idx < static_cast<int>(blocks.size()) &&
blocks[idx] != 0) {
return blocks[idx];
@@ -392,16 +426,16 @@ void ChunkGenerator::blend_surface_blocks_borders(
for (int x = 0; x < CHUNK_SIZE; ++x) {
for (int z = 0; z < CHUNK_SIZE; ++z) {
// Get the current top block type of this column from m_blocks
uint8_t type_self = 0;
BlockType type_self = 0;
int top_y = -1;
top_y = m_heightmap[x][z];
type_self = m_blocks[Chunk::get_index(x, top_y, z)];
type_self = m_blocks[Chunk::index(x, top_y, z)];
if (top_y == -1)
continue; // no block? skip
// Weight map: type -> total weight
std::unordered_map<uint8_t, float> weights;
std::unordered_map<BlockType, float> weights;
weights[type_self] = 1.0f; // self weight
// --- Right neighbor (index 0) ---
@@ -410,7 +444,7 @@ void ChunkGenerator::blend_surface_blocks_borders(
float t = 1.0f - static_cast<float>(dist) / BLEND_RADIUS;
t = t * t * (3.0f - 2.0f * t); // smoothstep
if (t > 0.0f) {
uint8_t type_neighbor =
BlockType type_neighbor =
get_top_block_from_neighbor(*neighbor_block[0], 0, z);
weights[type_neighbor] += t;
}
@@ -422,7 +456,7 @@ void ChunkGenerator::blend_surface_blocks_borders(
float t = 1.0f - static_cast<float>(dist) / BLEND_RADIUS;
t = t * t * (3.0f - 2.0f * t);
if (t > 0.0f) {
uint8_t type_neighbor = get_top_block_from_neighbor(
BlockType type_neighbor = get_top_block_from_neighbor(
*neighbor_block[1], CHUNK_SIZE - 1, z);
weights[type_neighbor] += t;
}
@@ -434,7 +468,7 @@ void ChunkGenerator::blend_surface_blocks_borders(
float t = 1.0f - static_cast<float>(dist) / BLEND_RADIUS;
t = t * t * (3.0f - 2.0f * t);
if (t > 0.0f) {
uint8_t type_neighbor =
BlockType type_neighbor =
get_top_block_from_neighbor(*neighbor_block[2], x, 0);
weights[type_neighbor] += t;
}
@@ -446,14 +480,14 @@ void ChunkGenerator::blend_surface_blocks_borders(
float t = 1.0f - static_cast<float>(dist) / BLEND_RADIUS;
t = t * t * (3.0f - 2.0f * t);
if (t > 0.0f) {
uint8_t type_neighbor = get_top_block_from_neighbor(
BlockType type_neighbor = get_top_block_from_neighbor(
*neighbor_block[3], x, CHUNK_SIZE - 1);
weights[type_neighbor] += t;
}
}
// Find type with maximum total weight
uint8_t final_type = type_self;
BlockType final_type = type_self;
float max_weight = weights[type_self];
for (const auto& [type, w] : weights) {
if (w > max_weight) {
@@ -469,7 +503,7 @@ void ChunkGenerator::blend_surface_blocks_borders(
final_type = 2;
}
m_blocks[Chunk::get_index(x, top_y, z)] = final_type;
m_blocks[Chunk::index(x, top_y, z)] = final_type;
// bottom block
unsigned fill_type = 2;
if (final_type == 1) {
@@ -478,7 +512,7 @@ void ChunkGenerator::blend_surface_blocks_borders(
fill_type = 4;
}
for (int y = top_y - 5; y < top_y; y++) {
m_blocks[Chunk::get_index(x, y, z)] = fill_type;
m_blocks[Chunk::index(x, y, z)] = fill_type;
}
}
}
@@ -563,7 +597,7 @@ void ChunkGenerator::generate_cave() {
if (y == 0) {
continue;
}
blocks[Chunk::get_index(x, y, z)] = 0;
blocks[Chunk::index(x, y, z)] = 0;
}
}
}

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@@ -30,7 +30,7 @@ static constexpr std::array<TreeStructNode, 62> TREE{{
bool build_tree(Chunk& chunk, const glm::ivec3& pos) {
auto& block = chunk.get_chunk_blocks();
if (block[Chunk::get_index(pos)] != 1) {
if (block[Chunk::index(pos)] != 1) {
Logger::info("Root is not Grass Block");
return false;
}
@@ -43,13 +43,13 @@ bool build_tree(Chunk& chunk, const glm::ivec3& pos) {
z >= CHUNK_SIZE) {
return false;
}
if (block[Chunk::get_index(tree_node)] != 0) {
if (block[Chunk::index(tree_node)] != 0) {
return false;
}
}
for (const auto& d : TREE) {
auto tree_node = pos + d.offset;
chunk.set_chunk_block(Chunk::get_index(tree_node), d.id);
chunk.set_chunk_block(Chunk::index(tree_node), d.id);
}
return true;
}

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@@ -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;
@@ -456,7 +459,7 @@ void World::gen_chunks_internal() {
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);
@@ -477,7 +480,7 @@ void World::gen_chunks_internal() {
}
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]);
@@ -597,6 +600,8 @@ 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 +672,12 @@ 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 +689,12 @@ 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 +717,14 @@ 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 +781,7 @@ 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()) {

View File

@@ -1,8 +1,6 @@
#include "Cubed/tools/perlin_noise.hpp"
#include "Cubed/config.hpp"
#include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/cubed_random.hpp"
#include <algorithm>
#include <numeric>
@@ -10,7 +8,7 @@
namespace Cubed {
void PerlinNoise::init(unsigned seed) {
void PerlinNoise3D::init(unsigned seed) {
p.resize(256);
std::iota(p.begin(), p.end(), 0);
Logger::info("Init Perlin Noise With Seed {}", seed);
@@ -20,7 +18,7 @@ void PerlinNoise::init(unsigned seed) {
is_init = true;
}
float PerlinNoise::noise(float x, float y, float z) {
float PerlinNoise3D::noise(float x, float y, float z) {
ASSERT_MSG(is_init, "The PerlinNoise don't init!");
int ix = static_cast<int>(std::floor(x)) & 255;
int iy = static_cast<int>(std::floor(y)) & 255;
@@ -55,11 +53,13 @@ float PerlinNoise::noise(float x, float y, float z) {
return (res + 1.0f) / 2.0f;
}
float PerlinNoise::fade(float t) { return t * t * t * (t * (t * 6 - 15) + 10); }
float PerlinNoise3D::fade(float t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
float PerlinNoise::lerp(float t, float a, float b) { return a + t * (b - a); }
float PerlinNoise3D::lerp(float t, float a, float b) { return a + t * (b - a); }
float PerlinNoise::grad(int hash, float x, float y, float z) {
float PerlinNoise3D::grad(int hash, float x, float y, float z) {
int h = hash & 15;
float u = h < 8 ? x : y;
@@ -68,7 +68,7 @@ float PerlinNoise::grad(int hash, float x, float y, float z) {
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
void PerlinNoise::reload(unsigned seed) {
void PerlinNoise3D::reload(unsigned seed) {
is_init = false;
p.resize(256);
std::iota(p.begin(), p.end(), 0);
@@ -79,4 +79,59 @@ void PerlinNoise::reload(unsigned seed) {
is_init = true;
}
void PerlinNoise2D::init(unsigned seed) {
p.resize(256);
std::iota(p.begin(), p.end(), 0);
Logger::info("Init Perlin Noise With Seed {}", seed);
std::shuffle(p.begin(), p.end(), std::mt19937(seed));
p.insert(p.end(), p.begin(), p.end()); // 扩展到 512方便索引
is_init = true;
}
float PerlinNoise2D::noise(float x, float y) {
ASSERT_MSG(is_init, "The PerlinNoise2D don't init!");
int ix = static_cast<int>(std::floor(x)) & 255;
int iy = static_cast<int>(std::floor(y)) & 255;
x -= std::floor(x);
y -= std::floor(y);
float u = fade(x);
float v = fade(y);
int a = p[ix] + iy;
int b = p[ix + 1] + iy;
float res =
lerp(v, lerp(u, grad(p[a], x, y), grad(p[b], x - 1, y)),
lerp(u, grad(p[a + 1], x, y - 1), grad(p[b + 1], x - 1, y - 1)));
return (res + 1.0f) / 2.0f; // 映射到 [0, 1]
}
float PerlinNoise2D::fade(float t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
float PerlinNoise2D::lerp(float t, float a, float b) { return a + t * (b - a); }
float PerlinNoise2D::grad(int hash, float x, float y) {
int h = hash & 3; // 使用低 2 位选择 4 个梯度方向
float u = (h & 1) ? -x : x;
float v = (h & 2) ? -y : y;
return u + v;
}
void PerlinNoise2D::reload(unsigned seed) {
is_init = false;
p.resize(256);
std::iota(p.begin(), p.end(), 0);
Logger::info("Reload Perlin Noise With Seed {}", seed);
std::shuffle(p.begin(), p.end(), std::mt19937(seed));
p.insert(p.end(), p.begin(), p.end());
is_init = true;
}
} // namespace Cubed