#include "Cubed/gameplay/chunk_generator.hpp" #include "Cubed/gameplay/chunk.hpp" #include "Cubed/gameplay/tree.hpp" #include "Cubed/tools/cubed_hash.hpp" #include "Cubed/tools/perlin_noise.hpp" #include namespace Cubed { constexpr int BLEND_RADIUS = 12; ChunkGenerator::ChunkGenerator(Chunk& chunk) : m_chunk(chunk) { ASSERT_MSG(is_init, "ChunksGenerator is not init"); ChunkPos pos = m_chunk.get_chunk_pos(); unsigned seed = HASH::mix_hash(pos.x, pos.z, m_generator_seed); m_random.init(seed); } void ChunkGenerator::init() { std::random_device d; m_generator_seed = d(); Logger::info("Chunk Generator Seed {}", m_generator_seed); PerlinNoise::init(m_generator_seed); is_init = true; } void ChunkGenerator::reload() { if (!is_seed_change) { return; } PerlinNoise::reload(m_generator_seed); is_seed_change = false; } const unsigned& ChunkGenerator::seed() { return m_generator_seed; } void ChunkGenerator::seed(unsigned s) { is_seed_change = true; m_generator_seed = s; } void ChunkGenerator::assign_chunk_biome() { auto m_chunk_pos = m_chunk.chunk_pos(); float x = static_cast(m_chunk_pos.x); float z = static_cast(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); auto biome = get_biome_from_noise(temp, humid); m_chunk.biome(biome); } void ChunkGenerator::resolve_biome_adjacency_conflict( const std::array& adj_chunks) { auto m_biome = m_chunk.biome(); for (int i = 0; i < 4; i++) { auto& chunk = adj_chunks[i]; if (chunk == nullptr) { continue; } Biome biome = chunk->get_biome(); neighbor_biome[i] = biome; if (biome == Biome::RIVER) { is_neighbor_river = true; } for (const auto& non : NON_ADJACENT) { if (m_biome != non.first) { continue; } for (auto b : non.second) { if (b == biome) { m_biome = non.replace; m_chunk.biome(m_biome); return; } } } } } void ChunkGenerator::generate_heightmap() { auto m_chunk_pos = m_chunk.chunk_pos(); auto& m_heightmap = m_chunk.heightmap(); auto m_biome = m_chunk.biome(); for (int x = 0; x < CHUCK_SIZE; x++) { for (int z = 0; z < CHUCK_SIZE; z++) { float world_x = static_cast(x + m_chunk_pos.x * CHUCK_SIZE); float world_z = static_cast(z + m_chunk_pos.z * CHUCK_SIZE); auto sample_height = [&](Biome b) -> float { auto range = get_biome_height_range(b); auto [f1, f2, f3] = get_noise_frequencies_for_biome(b); float n = 1.00f * PerlinNoise::noise(world_x * f1, 0.5f, world_z * f1) + 0.50f * PerlinNoise::noise(world_x * f2, 0.5f, world_z * f2) + 0.25f * PerlinNoise::noise(world_x * f3, 0.5f, world_z * f3); n /= 1.75f; return range.base_y + n * range.amplitude; }; m_heightmap[x][z] = sample_height(m_biome); } } } void ChunkGenerator::blend_heightmap_boundaries( const std::array, 4>& neighbor_heightmap) { auto& m_heightmap = m_chunk.heightmap(); auto m_biome = m_chunk.biome(); // Width of interpolation influence (in number of cells) for (int x = 0; x < SIZE_X; x++) { for (int z = 0; z < SIZE_Z; z++) { float h = static_cast(m_heightmap[x][z]); float total_weight = 1.0f; float blended = h; // --- Right neighbor neighbor[0]: (1, 0) --- // Blend when x is close to SIZE_X-1 if (neighbor_heightmap[0] != std::nullopt && neighbor_biome[0] != m_biome) { int dist = (SIZE_X - 1) - x; // distance from right border if (dist < BLEND_RADIUS) { // Neighbor's boundary row is its x=0 column float neighbor_h = static_cast((*neighbor_heightmap[0])[0][z]); float t = 1.0f - static_cast(dist) / BLEND_RADIUS; // larger weight when closer // Use smoothstep for a more natural transition t = t * t * (3.0f - 2.0f * t); blended += t * neighbor_h; total_weight += t; } } // --- Left neighbor neighbor[1]: (-1, 0) --- if (neighbor_heightmap[1] != std::nullopt && neighbor_biome[1] != m_biome) { int dist = x; // distance from left border if (dist < BLEND_RADIUS) { float neighbor_h = static_cast( (*neighbor_heightmap[1])[SIZE_X - 1][z]); float t = 1.0f - static_cast(dist) / BLEND_RADIUS; t = t * t * (3.0f - 2.0f * t); blended += t * neighbor_h; total_weight += t; } } // --- Front neighbor neighbor[2]: (0, 1) --- if (neighbor_heightmap[2] != std::nullopt && neighbor_biome[2] != m_biome) { int dist = (SIZE_Z - 1) - z; if (dist < BLEND_RADIUS) { float neighbor_h = static_cast((*neighbor_heightmap[2])[x][0]); float t = 1.0f - static_cast(dist) / BLEND_RADIUS; t = t * t * (3.0f - 2.0f * t); blended += t * neighbor_h; total_weight += t; } } // --- Back neighbor neighbor[3]: (0, -1) --- if (neighbor_heightmap[3] != std::nullopt && neighbor_biome[3] != m_biome) { int dist = z; if (dist < BLEND_RADIUS) { float neighbor_h = static_cast( (*neighbor_heightmap[3])[x][SIZE_Z - 1]); float t = 1.0f - static_cast(dist) / BLEND_RADIUS; t = t * t * (3.0f - 2.0f * t); blended += t * neighbor_h; total_weight += t; } } m_heightmap[x][z] = static_cast(blended / total_weight); } } } void ChunkGenerator::generate_terrain_blocks() { auto& m_blocks = m_chunk.blocks(); auto& m_heightmap = m_chunk.heightmap(); auto m_biome = m_chunk.biome(); // bottom m_blocks.assign(CHUCK_SIZE * CHUCK_SIZE * WORLD_SIZE_Y, 0); for (int x = 0; x < CHUCK_SIZE; x++) { for (int y = 0; y < 5; y++) { for (int z = 0; z < CHUCK_SIZE; z++) { m_blocks[Chunk::get_index(x, y, z)] = 3; } } } for (int x = 0; x < CHUCK_SIZE; x++) { for (int z = 0; z < CHUCK_SIZE; z++) { int height = static_cast(m_heightmap[x][z]); for (int y = 5; y < height - 5; y++) { m_blocks[Chunk::get_index(x, y, z)] = 3; } if (m_biome == Biome::MOUNTAIN) { for (int y = height - 5; y <= height - 1; y++) { if (y > 110) { m_blocks[Chunk::get_index(x, y, z)] = 3; } else { m_blocks[Chunk::get_index(x, y, z)] = 2; } } if (height > 110) { m_blocks[Chunk::get_index(x, height - 1, z)] = 3; } else { m_blocks[Chunk::get_index(x, height - 1, z)] = 1; } } else if (m_biome == Biome::DESERT) { for (int y = height - 5; y <= height; y++) { m_blocks[Chunk::get_index(x, y, z)] = 4; } } else if (m_biome == Biome::RIVER) { for (int y = height - 5; y <= height - 1; y++) { m_blocks[Chunk::get_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; } else { m_blocks[Chunk::get_index(x, y, z)] = 2; } } } else { for (int y = height - 5; y <= height - 1; y++) { m_blocks[Chunk::get_index(x, y, z)] = 2; } for (int y = height; y <= height; y++) { m_blocks[Chunk::get_index(x, y, z)] = 1; } } } } } void ChunkGenerator::blend_surface_blocks_borders( const std::array>, 4>& neighbor_block) { auto& m_blocks = m_chunk.blocks(); auto& m_heightmap = m_chunk.heightmap(); constexpr int WORLD_HEIGHT = WORLD_SIZE_Y; // Helper lambda: get top block type from a neighbor's block data at (nx, // nz) auto get_top_block_from_neighbor = [&](const std::vector& blocks, int nx, int nz) -> uint8_t { // 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 if (idx >= 0 && idx < static_cast(blocks.size()) && blocks[idx] != 0) { return blocks[idx]; } } return 0; // fallback, should not happen for valid chunks }; // For each column (x, z) for (int x = 0; x < CHUCK_SIZE; ++x) { for (int z = 0; z < CHUCK_SIZE; ++z) { // Get the current top block type of this column from m_blocks uint8_t type_self = 0; int top_y = -1; top_y = m_heightmap[x][z]; type_self = m_blocks[Chunk::get_index(x, top_y, z)]; if (top_y == -1) continue; // no block? skip // Weight map: type -> total weight std::unordered_map weights; weights[type_self] = 1.0f; // self weight // --- Right neighbor (index 0) --- if (neighbor_block[0] && x >= CHUCK_SIZE - BLEND_RADIUS) { int dist = (CHUCK_SIZE - 1) - x; float t = 1.0f - static_cast(dist) / BLEND_RADIUS; t = t * t * (3.0f - 2.0f * t); // smoothstep if (t > 0.0f) { uint8_t type_neighbor = get_top_block_from_neighbor(*neighbor_block[0], 0, z); weights[type_neighbor] += t; } } // --- Left neighbor (index 1) --- if (neighbor_block[1] && x < BLEND_RADIUS) { int dist = x; float t = 1.0f - static_cast(dist) / BLEND_RADIUS; t = t * t * (3.0f - 2.0f * t); if (t > 0.0f) { uint8_t type_neighbor = get_top_block_from_neighbor( *neighbor_block[1], CHUCK_SIZE - 1, z); weights[type_neighbor] += t; } } // --- Front neighbor (index 2) --- if (neighbor_block[2] && z >= CHUCK_SIZE - BLEND_RADIUS) { int dist = (CHUCK_SIZE - 1) - z; float t = 1.0f - static_cast(dist) / BLEND_RADIUS; t = t * t * (3.0f - 2.0f * t); if (t > 0.0f) { uint8_t type_neighbor = get_top_block_from_neighbor(*neighbor_block[2], x, 0); weights[type_neighbor] += t; } } // --- Back neighbor (index 3) --- if (neighbor_block[3] && z < BLEND_RADIUS) { int dist = z; float t = 1.0f - static_cast(dist) / BLEND_RADIUS; t = t * t * (3.0f - 2.0f * t); if (t > 0.0f) { uint8_t type_neighbor = get_top_block_from_neighbor( *neighbor_block[3], x, CHUCK_SIZE - 1); weights[type_neighbor] += t; } } // Find type with maximum total weight uint8_t final_type = type_self; float max_weight = weights[type_self]; for (const auto& [type, w] : weights) { if (w > max_weight) { max_weight = w; final_type = type; } } // Update the top block if the type changed if (final_type != type_self) { // top block if (m_chunk.biome() == Biome::RIVER && final_type == 1) { final_type = 2; } if (is_neighbor_river && final_type == 1) { if (top_y < SEA_LEVEL) { final_type = 2; } else { final_type = 1; } } m_blocks[Chunk::get_index(x, top_y, z)] = final_type; // bottom block unsigned fill_type = 2; if (final_type == 1) { fill_type = 2; } else if (final_type == 4) { fill_type = 4; } for (int y = top_y - 5; y < top_y; y++) { m_blocks[Chunk::get_index(x, y, z)] = fill_type; } } } } } void ChunkGenerator::generate_vegetation() { auto m_biome = m_chunk.biome(); auto& m_blocks = m_chunk.blocks(); auto& m_heightmap = m_chunk.heightmap(); if (m_biome == Biome::FOREST) { std::array x_arr; std::iota(x_arr.begin(), x_arr.end(), 0); std::shuffle(x_arr.begin(), x_arr.end(), m_random.engine()); std::array z_arr; std::iota(z_arr.begin(), z_arr.end(), 0); std::shuffle(z_arr.begin(), z_arr.end(), m_random.engine()); for (auto x : x_arr) { for (auto z : z_arr) { int y = static_cast(m_heightmap[x][z]); if (m_random.random_bool(forest_params().tree_frequency) && y >= SEA_LEVEL) { build_tree(m_chunk, {x, y, z}); } } } } if (m_biome == Biome::RIVER) { for (int x = 0; x < SIZE_X; x++) { for (int z = 0; z < SIZE_Z; z++) { int height = static_cast(m_heightmap[x][z]); if (height >= SEA_LEVEL) { continue; } for (int y = height + 1; y < SEA_LEVEL; y++) { m_blocks[Chunk::get_index(x, y, z)] = 7; } } } } if (is_neighbor_river) { for (int x = 0; x < SIZE_X; x++) { for (int z = 0; z < SIZE_Z; z++) { int height = static_cast(m_heightmap[x][z]); if (height >= SEA_LEVEL) { continue; } for (int y = height + 1; y < SEA_LEVEL; y++) { m_blocks[Chunk::get_index(x, y, z)] = 7; } } } } } } // namespace Cubed