mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-18 00:27:02 +08:00
* refactor: use TBB for concurrent hash maps and parallelize chunk processing * fix: tbb link fail * refactor(chunk): remove biome check for caves in rivers and oceans * refactor(random): replace std distributions with custom implementations Avoid overhead and platform-dependent behavior of `<random>` distributions by using direct engine operations and integer arithmetic. This ensures deterministic, cross-platform results and improves performance. * refactor(generation): use chunk seed for cave and river paths - Use per-chunk seed instead of global path_id for cave and river generation. - Remove unused m_sum variables and m_path_id members. - Clamp river yaw within 10 degrees of initial direction. - Fix river radius interpolation (use t instead of 1-t). - Lower sea level from 64 to 63.
781 lines
30 KiB
C++
781 lines
30 KiB
C++
#include "Cubed/gameplay/chunk_generator.hpp"
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#include "Cubed/gameplay/builders/desert_builder.hpp"
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#include "Cubed/gameplay/builders/forest_builder.hpp"
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#include "Cubed/gameplay/builders/mountain_builder.hpp"
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#include "Cubed/gameplay/builders/ocean_builder.hpp"
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#include "Cubed/gameplay/builders/plain_builder.hpp"
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#include "Cubed/gameplay/builders/river_builder.hpp"
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#include "Cubed/gameplay/builders/snowy_plain_builder.hpp"
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#include "Cubed/gameplay/chunk.hpp"
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#include "Cubed/gameplay/tree.hpp"
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#include "Cubed/gameplay/world.hpp"
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#include "Cubed/tools/cubed_assert.hpp"
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#include "Cubed/tools/cubed_hash.hpp"
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#include "Cubed/tools/math_tools.hpp"
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#include "Cubed/tools/perlin_noise.hpp"
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namespace Cubed {
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using enum BiomeType;
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constexpr int BLEND_RADIUS = 8;
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ChunkGenerator::ChunkGenerator(Chunk& chunk) : m_chunk(chunk) {
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ASSERT_MSG(is_init, "ChunksGenerator is not init");
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ChunkPos pos = m_chunk.get_chunk_pos();
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unsigned seed = HASH::chunk_seed_hash(pos.x, pos.z, m_generator_seed);
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m_random.init(seed);
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m_chunk_seed = seed;
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}
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void ChunkGenerator::init() {
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std::random_device d;
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m_generator_seed = d();
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Logger::info("Chunk Generator Seed {}", m_generator_seed);
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PerlinNoise3D::init(m_generator_seed);
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PerlinNoise2D::init(m_generator_seed);
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is_init = true;
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}
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void ChunkGenerator::reload() {
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if (!is_seed_change) {
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return;
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}
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PerlinNoise3D::reload(m_generator_seed);
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is_seed_change = false;
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}
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const unsigned& ChunkGenerator::seed() { return m_generator_seed; }
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void ChunkGenerator::seed(unsigned s) {
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is_seed_change = true;
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m_generator_seed = s;
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}
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unsigned ChunkGenerator::chunk_seed() const {
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if (m_chunk_seed == 0) {
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Logger::warn("Chunk Seed Generator Fail");
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}
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return m_chunk_seed;
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}
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void ChunkGenerator::assign_chunk_biome() {
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auto m_chunk_pos = m_chunk.chunk_pos();
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float x = static_cast<float>(m_chunk_pos.x);
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float z = static_cast<float>(m_chunk_pos.z);
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float temp = PerlinNoise3D::noise(x * BIOME_NOISE_FREQUENCY, 0.0f,
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z * BIOME_NOISE_FREQUENCY);
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float humid = PerlinNoise3D::noise(x * BIOME_NOISE_FREQUENCY, 1.0f,
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z * BIOME_NOISE_FREQUENCY);
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float center_x = static_cast<float>(SIZE_X / 2) + x * CHUNK_SIZE + 0.5f;
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float center_z = static_cast<float>(SIZE_Z / 2) + z * CHUNK_SIZE + 0.5f;
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float mountainous =
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PerlinNoise2D::noise(center_x * MOUNTAINOUS_NOISE_FREQUENCY,
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center_z * MOUNTAINOUS_NOISE_FREQUENCY);
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auto& conditions = m_chunk.conditions();
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conditions.mountainous = mountainous;
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conditions.humid = humid;
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conditions.temp = temp;
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auto biome = determine_biome(conditions);
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m_chunk.biome(biome);
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}
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void ChunkGenerator::resolve_biome_adjacency_conflict(
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const std::array<const Chunk*, 8>& adj_chunks) {
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auto m_biome = m_chunk.biome();
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for (int i = 0; i < 8; i++) {
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auto& chunk = adj_chunks[i];
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if (chunk == nullptr) {
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continue;
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}
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BiomeType biome = chunk->get_biome();
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for (const auto& non : NON_ADJACENT) {
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if (m_biome != non.first) {
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continue;
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}
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for (auto b : non.second) {
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if (b == biome) {
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m_biome = non.replace;
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m_chunk.biome(m_biome);
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return;
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}
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}
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}
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}
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}
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/*
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void ChunkGenerator::generate_heightmap() {
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auto m_chunk_pos = m_chunk.chunk_pos();
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auto& m_heightmap = m_chunk.heightmap();
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auto m_biome = m_chunk.biome();
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for (int x = 0; x < CHUNK_SIZE; x++) {
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for (int z = 0; z < CHUNK_SIZE; z++) {
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float world_x = static_cast<float>(x + m_chunk_pos.x * CHUNK_SIZE);
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float world_z = static_cast<float>(z + m_chunk_pos.z * CHUNK_SIZE);
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auto sample_height = [&](BiomeType b) -> int {
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auto range = get_biome_height_range(b);
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auto [f1, f2, f3] = get_noise_frequencies_for_biome(b);
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float n = 1.00f * PerlinNoise::noise(world_x * f1, 0.5f,
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world_z * f1) +
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0.50f * PerlinNoise::noise(world_x * f2, 0.5f,
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world_z * f2) +
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0.25f * PerlinNoise::noise(world_x * f3, 0.5f,
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world_z * f3);
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n /= 1.75f;
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return range.base_y + std::round(n * range.amplitude);
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};
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m_heightmap[x][z] = sample_height(m_biome);
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}
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}
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}
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*/
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void ChunkGenerator::generate_heightmap() {
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auto chunk_pos = m_chunk.chunk_pos();
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auto& heightmap = m_chunk.heightmap();
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for (int x = 0; x < CHUNK_SIZE; ++x) {
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for (int z = 0; z < CHUNK_SIZE; ++z) {
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float world_x = static_cast<float>(x + chunk_pos.x * CHUNK_SIZE);
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float world_z = static_cast<float>(z + chunk_pos.z * CHUNK_SIZE);
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auto fbm_height = [](float x, float y, int octaves,
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float lacunarity, float gain, float amplitude,
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float frequency) -> float {
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float value = 0.0f;
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for (int i = 0; i < octaves; i++) {
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value += amplitude *
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PerlinNoise2D::noise(x * frequency, y * frequency);
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frequency *= lacunarity;
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amplitude *= gain;
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}
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return value;
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};
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int octaves = 4;
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float lacunarity = 2.0f;
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float gain = 0.5f;
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float base_y = 64;
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float amplitude = 40.0f;
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float mountainous =
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PerlinNoise2D::noise(world_x * MOUNTAINOUS_NOISE_FREQUENCY,
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world_z * MOUNTAINOUS_NOISE_FREQUENCY);
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/*
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float t = Math::smootherstep(0.6, 0.7, mountainous);
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base_y = std::lerp(64, 85, t);
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amplitude = std::lerp(10, 40, t);
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*/
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float t;
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if (mountainous >= 0.95f) {
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t = Math::smootherstep(0.95f, 1.0f, mountainous);
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base_y = std::lerp(130, 140, t);
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amplitude = std::lerp(38, 48, t);
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} else if (mountainous >= 0.85f) {
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t = Math::smootherstep(0.85f, 0.95f, mountainous);
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base_y = std::lerp(100, 130, t);
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amplitude = std::lerp(28, 38, t);
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} else if (mountainous >= 0.8) {
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t = Math::smootherstep(0.8f, 0.85f, mountainous);
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base_y = std::lerp(85, 100, t);
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amplitude = std::lerp(18, 28, t);
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} else if (mountainous >= 0.75f) {
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t = Math::smootherstep(0.75f, 0.8f, mountainous);
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base_y = std::lerp(70, 85, t);
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amplitude = std::lerp(6, 18, t);
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} else if (mountainous >= 0.7) {
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t = Math::smootherstep(0.7f, 0.75f, mountainous);
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base_y = std::lerp(66, 70, t);
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amplitude = std::lerp(6, 6, t);
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} else if (mountainous >= 0.45f) {
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t = Math::smootherstep(0.45f, 0.7f, mountainous);
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base_y = std::lerp(64, 66, t);
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amplitude = std::lerp(6, 6, t);
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} else if (mountainous >= 0.3f) {
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t = Math::smootherstep(0.3f, 0.45f, mountainous);
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base_y = std::lerp(60, 64, t);
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amplitude = std::lerp(6, 6, t);
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} else if (mountainous >= 0.25f) {
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t = Math::smootherstep(0.25f, 0.3f, mountainous);
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base_y = std::lerp(44, 60, t);
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amplitude = std::lerp(6, 6, t);
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} else {
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t = Math::smootherstep(0.0f, 0.25f, mountainous);
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base_y = std::lerp(35, 44, t);
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amplitude = std::lerp(3, 6, t);
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}
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heightmap[x][z] =
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base_y + fbm_height(world_x, world_z, octaves, lacunarity, gain,
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amplitude, 0.005f);
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}
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}
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}
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void ChunkGenerator::blend_heightmap_boundaries(
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const std::array<std::optional<HeightMapArray>, 8>& neighbor_heightmap,
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const std::array<BiomeType, 8>& neighbor_biome) {
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auto& m_heightmap = m_chunk.heightmap();
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auto m_biome = m_chunk.biome();
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m_neighbor_biome = neighbor_biome;
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// --- Right neighbor neighbor[0]: (1, 0) ---
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for (int z = 0; z < SIZE_Z; z++) {
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if (neighbor_heightmap[0] != std::nullopt &&
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neighbor_biome[0] != m_biome) {
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is_cur_chunk_ins = true;
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int edge_x = CHUNK_SIZE - 1;
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int h = m_heightmap[edge_x][z];
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int neighbor_h = (*neighbor_heightmap[0])[0][z];
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if (h <= neighbor_h) {
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continue;
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}
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const int DIR = (edge_x == 0) ? 1 : -1;
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for (int i = 0; i < BLEND_RADIUS; i++) {
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int x = edge_x + DIR * i;
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float t = static_cast<float>(i) / BLEND_RADIUS;
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// float smooth_t = t * t * (3.0f - 2.0f * t);
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float smooth_t = t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
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m_heightmap[x][z] = static_cast<int>(
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std::round(neighbor_h + (h - neighbor_h) * smooth_t));
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}
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}
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}
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// --- Left neighbor neighbor[1]: (-1, 0) ---
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for (int z = 0; z < SIZE_Z; z++) {
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if (neighbor_heightmap[1] != std::nullopt &&
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neighbor_biome[1] != m_biome) {
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is_cur_chunk_ins = true;
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int edge_x = 0;
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int h = m_heightmap[edge_x][z];
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int neighbor_h = (*neighbor_heightmap[1])[CHUNK_SIZE - 1][z];
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if (h <= neighbor_h) {
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continue;
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}
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const int DIR = (edge_x == 0) ? 1 : -1;
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for (int i = 0; i < BLEND_RADIUS; i++) {
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int x = edge_x + DIR * i;
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float t = static_cast<float>(i) / BLEND_RADIUS;
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// float smooth_t = t * t * (3.0f - 2.0f * t);
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float smooth_t = t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
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m_heightmap[x][z] = static_cast<int>(
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std::round(neighbor_h + (h - neighbor_h) * smooth_t));
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}
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}
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}
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// --- Front neighbor neighbor[2]: (0, 1) ---
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for (int x = 0; x < SIZE_X; x++) {
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if (neighbor_heightmap[2] != std::nullopt &&
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neighbor_biome[2] != m_biome) {
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is_cur_chunk_ins = true;
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int edge_z = CHUNK_SIZE - 1;
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int h = m_heightmap[x][edge_z];
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int neighbor_h = (*neighbor_heightmap[2])[x][0];
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if (h <= neighbor_h) {
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continue;
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}
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const int DIR = (edge_z == 0) ? 1 : -1;
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for (int i = 0; i < BLEND_RADIUS; i++) {
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int z = edge_z + DIR * i;
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float t = static_cast<float>(i) / BLEND_RADIUS;
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// float smooth_t = t * t * (3.0f - 2.0f * t);
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float smooth_t = t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
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m_heightmap[x][z] = static_cast<int>(
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std::round(neighbor_h + (h - neighbor_h) * smooth_t));
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}
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}
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}
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// --- Back neighbor neighbor[3]: (0, -1) ---
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for (int x = 0; x < SIZE_X; x++) {
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if (neighbor_heightmap[3] != std::nullopt &&
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neighbor_biome[3] != m_biome) {
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is_cur_chunk_ins = true;
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int edge_z = 0;
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int h = m_heightmap[x][edge_z];
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int neighbor_h = (*neighbor_heightmap[3])[x][CHUNK_SIZE - 1];
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if (h <= neighbor_h) {
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continue;
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}
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const int DIR = (edge_z == 0) ? 1 : -1;
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for (int i = 0; i < BLEND_RADIUS; i++) {
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int z = edge_z + DIR * i;
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float t = static_cast<float>(i) / BLEND_RADIUS;
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// float smooth_t = t * t * (3.0f - 2.0f * t);
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float smooth_t = t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
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m_heightmap[x][z] = static_cast<int>(
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std::round(neighbor_h + (h - neighbor_h) * smooth_t));
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}
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}
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}
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if (is_cur_chunk_ins) {
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return;
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}
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// --- Right-Front corner neighbor[4]: (1, 1) ---
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if (neighbor_heightmap[4] != std::nullopt && neighbor_biome[4] != m_biome) {
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for (int i = 0; i < BLEND_RADIUS; i++) {
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for (int j = 0; j < BLEND_RADIUS; j++) {
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int x = (CHUNK_SIZE - 1) - i;
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int z = (CHUNK_SIZE - 1) - j;
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int h = m_heightmap[x][z];
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int h_right = (neighbor_heightmap[0] != std::nullopt)
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? (*neighbor_heightmap[0])[0][z]
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: h;
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int h_front = (neighbor_heightmap[2] != std::nullopt)
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? (*neighbor_heightmap[2])[x][0]
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: h;
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int h_corner = (*neighbor_heightmap[4])[0][0];
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float tx = static_cast<float>(i) / BLEND_RADIUS;
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float tz = static_cast<float>(j) / BLEND_RADIUS;
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float target_h = h_corner * (1 - tx) * (1 - tz) +
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h_front * tx * (1 - tz) +
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h_right * (1 - tx) * tz + h * tx * tz;
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if (h <= static_cast<int>(std::round(target_h)))
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continue;
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float t = static_cast<float>(std::max(i, j)) / BLEND_RADIUS;
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float smooth_t = t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
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m_heightmap[x][z] = static_cast<int>(
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std::round(target_h + (h - target_h) * smooth_t));
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}
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}
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}
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// --- Left-Front corner neighbor[5]: (-1, 1) ---
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if (neighbor_heightmap[5] != std::nullopt && neighbor_biome[5] != m_biome) {
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for (int i = 0; i < BLEND_RADIUS; i++) {
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for (int j = 0; j < BLEND_RADIUS; j++) {
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int x = i;
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int z = (CHUNK_SIZE - 1) - j;
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int h = m_heightmap[x][z];
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int h_left = (neighbor_heightmap[1] != std::nullopt)
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? (*neighbor_heightmap[1])[CHUNK_SIZE - 1][z]
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: h;
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int h_front = (neighbor_heightmap[2] != std::nullopt)
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? (*neighbor_heightmap[2])[x][0]
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: h;
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int h_corner = (*neighbor_heightmap[5])[CHUNK_SIZE - 1][0];
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float tx = static_cast<float>(i) / BLEND_RADIUS;
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float tz = static_cast<float>(j) / BLEND_RADIUS;
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float target_h = h_corner * (1 - tx) * (1 - tz) +
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h_front * tx * (1 - tz) +
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h_left * (1 - tx) * tz + h * tx * tz;
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if (h <= static_cast<int>(std::round(target_h)))
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continue;
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float t = static_cast<float>(std::max(i, j)) / BLEND_RADIUS;
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float smooth_t = t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
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m_heightmap[x][z] = static_cast<int>(
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std::round(target_h + (h - target_h) * smooth_t));
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}
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}
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}
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// --- Right-Back corner neighbor[6]: (1, -1) ---
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if (neighbor_heightmap[6] != std::nullopt && neighbor_biome[6] != m_biome) {
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for (int i = 0; i < BLEND_RADIUS; i++) {
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for (int j = 0; j < BLEND_RADIUS; j++) {
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int x = (CHUNK_SIZE - 1) - i;
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int z = j;
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int h = m_heightmap[x][z];
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int h_right = (neighbor_heightmap[0] != std::nullopt)
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? (*neighbor_heightmap[0])[0][z]
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: h;
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int h_back = (neighbor_heightmap[3] != std::nullopt)
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? (*neighbor_heightmap[3])[x][CHUNK_SIZE - 1]
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: h;
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int h_corner = (*neighbor_heightmap[6])[0][CHUNK_SIZE - 1];
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float tx = static_cast<float>(i) / BLEND_RADIUS;
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float tz = static_cast<float>(j) / BLEND_RADIUS;
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float target_h = h_corner * (1 - tx) * (1 - tz) +
|
|
h_back * tx * (1 - tz) +
|
|
h_right * (1 - tx) * tz + h * tx * tz;
|
|
|
|
if (h <= static_cast<int>(std::round(target_h)))
|
|
continue;
|
|
|
|
float t = static_cast<float>(std::max(i, j)) / BLEND_RADIUS;
|
|
float smooth_t = t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
|
|
m_heightmap[x][z] = static_cast<int>(
|
|
std::round(target_h + (h - target_h) * smooth_t));
|
|
}
|
|
}
|
|
}
|
|
|
|
// --- Left-Back corner neighbor[7]: (-1, -1) ---
|
|
if (neighbor_heightmap[7] != std::nullopt && neighbor_biome[7] != m_biome) {
|
|
for (int i = 0; i < BLEND_RADIUS; i++) {
|
|
for (int j = 0; j < BLEND_RADIUS; j++) {
|
|
int x = i;
|
|
int z = j;
|
|
int h = m_heightmap[x][z];
|
|
int h_left = (neighbor_heightmap[1] != std::nullopt)
|
|
? (*neighbor_heightmap[1])[CHUNK_SIZE - 1][z]
|
|
: h;
|
|
int h_back = (neighbor_heightmap[3] != std::nullopt)
|
|
? (*neighbor_heightmap[3])[x][CHUNK_SIZE - 1]
|
|
: h;
|
|
int h_corner =
|
|
(*neighbor_heightmap[7])[CHUNK_SIZE - 1][CHUNK_SIZE - 1];
|
|
|
|
float tx = static_cast<float>(i) / BLEND_RADIUS;
|
|
float tz = static_cast<float>(j) / BLEND_RADIUS;
|
|
float target_h = h_corner * (1 - tx) * (1 - tz) +
|
|
h_back * tx * (1 - tz) +
|
|
h_left * (1 - tx) * tz + h * tx * tz;
|
|
|
|
if (h <= static_cast<int>(std::round(target_h)))
|
|
continue;
|
|
|
|
float t = static_cast<float>(std::max(i, j)) / BLEND_RADIUS;
|
|
float smooth_t = t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
|
|
m_heightmap[x][z] = static_cast<int>(
|
|
std::round(target_h + (h - target_h) * smooth_t));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ChunkGenerator::generate_terrain_blocks() {
|
|
make_biome_builder();
|
|
if (!m_biome_builder) {
|
|
Logger::error("BiomeBuilder is nullptr");
|
|
return;
|
|
}
|
|
m_chunk.blocks().assign(CHUNK_SIZE * CHUNK_SIZE * WORLD_SIZE_Y, 0);
|
|
m_biome_builder->build_biome();
|
|
}
|
|
|
|
void ChunkGenerator::blend_surface_blocks_borders(
|
|
const std::array<std::optional<std::vector<BlockType>>, 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<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::index(nx, y,
|
|
nz); // linear index: y * area + z * size + x
|
|
if (idx >= 0 && idx < static_cast<int>(blocks.size())) {
|
|
BlockType neighbor_type = blocks[idx];
|
|
if (BlockManager::is_transitional(neighbor_type)) {
|
|
return neighbor_type;
|
|
}
|
|
}
|
|
}
|
|
return 0; // fallback, should not happen for valid chunks
|
|
};
|
|
|
|
// For each column (x, z)
|
|
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
|
|
BlockType type_self = 0;
|
|
int top_y = -1;
|
|
top_y = m_heightmap[x][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<BlockType, float> weights;
|
|
float self_weight = 1.0f;
|
|
weights[type_self] = self_weight;
|
|
// --- Right neighbor (index 0) ---
|
|
if (neighbor_block[0] && x >= CHUNK_SIZE - BLEND_RADIUS) {
|
|
int dist = (CHUNK_SIZE - 1) - x;
|
|
float t = 1.0f - static_cast<float>(dist) / BLEND_RADIUS;
|
|
t = t * t * (3.0f - 2.0f * t); // smoothstep
|
|
if (t > 0.0f) {
|
|
BlockType 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<float>(dist) / BLEND_RADIUS;
|
|
t = t * t * (3.0f - 2.0f * t);
|
|
if (t > 0.0f) {
|
|
BlockType type_neighbor = get_top_block_from_neighbor(
|
|
*neighbor_block[1], CHUNK_SIZE - 1, z);
|
|
weights[type_neighbor] += t;
|
|
}
|
|
}
|
|
|
|
// --- Front neighbor (index 2) ---
|
|
if (neighbor_block[2] && z >= CHUNK_SIZE - BLEND_RADIUS) {
|
|
int dist = (CHUNK_SIZE - 1) - z;
|
|
float t = 1.0f - static_cast<float>(dist) / BLEND_RADIUS;
|
|
t = t * t * (3.0f - 2.0f * t);
|
|
if (t > 0.0f) {
|
|
BlockType 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<float>(dist) / BLEND_RADIUS;
|
|
t = t * t * (3.0f - 2.0f * t);
|
|
if (t > 0.0f) {
|
|
BlockType type_neighbor = get_top_block_from_neighbor(
|
|
*neighbor_block[3], x, CHUNK_SIZE - 1);
|
|
weights[type_neighbor] += t;
|
|
}
|
|
}
|
|
|
|
if (weights.empty()) {
|
|
continue;
|
|
}
|
|
// Find type with maximum total weight
|
|
BlockType 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;
|
|
}
|
|
}*/
|
|
|
|
float sum = 0.0f;
|
|
for (auto& kv : weights) {
|
|
sum += kv.second;
|
|
}
|
|
float rnd = m_random.random_float(0.0f, 1.0f);
|
|
float accum = 0.0f;
|
|
for (auto [t, w] : weights) {
|
|
accum += w / sum;
|
|
if (rnd < accum) {
|
|
final_type = t;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!BlockManager::is_transitional(final_type)) {
|
|
continue;
|
|
}
|
|
// Update the top block if the type changed
|
|
if (final_type != type_self) {
|
|
// top block
|
|
BlockType new_surface = final_type;
|
|
m_blocks[Chunk::index(x, top_y, z)] = new_surface;
|
|
// bottom block
|
|
unsigned fill_type = 2;
|
|
if (final_type == 1 || final_type == 8) {
|
|
fill_type = 2;
|
|
} else {
|
|
fill_type = final_type;
|
|
}
|
|
for (int y = std::max(0, top_y - 5); y < top_y; y++) {
|
|
m_blocks[Chunk::index(x, y, z)] = fill_type;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ChunkGenerator::generate_vegetation() {
|
|
|
|
if (!m_biome_builder) {
|
|
Logger::error("BiomeBuilder is nullptr");
|
|
return;
|
|
}
|
|
m_biome_builder->build_vegetation();
|
|
}
|
|
|
|
void ChunkGenerator::make_biome_builder() {
|
|
auto biome = m_chunk.biome();
|
|
switch (biome) {
|
|
case PLAIN:
|
|
m_biome_builder = std::make_unique<PlainBuilder>(*this);
|
|
break;
|
|
case DESERT:
|
|
m_biome_builder = std::make_unique<DesertBuilder>(*this);
|
|
break;
|
|
case FOREST:
|
|
m_biome_builder = std::make_unique<ForestBuilder>(*this);
|
|
break;
|
|
case MOUNTAIN:
|
|
m_biome_builder = std::make_unique<MountainBuilder>(*this);
|
|
break;
|
|
case RIVER:
|
|
m_biome_builder = std::make_unique<RiverBuilder>(*this);
|
|
break;
|
|
case SNOWY_PLAIN:
|
|
m_biome_builder = std::make_unique<SnowyPlainBuilder>(*this);
|
|
break;
|
|
case OCEAN:
|
|
m_biome_builder = std::make_unique<OceanBuilder>(*this);
|
|
break;
|
|
case NONE:
|
|
m_biome_builder = nullptr;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void ChunkGenerator::ocean_build() { m_biome_builder->ocean_water_build(); }
|
|
|
|
void ChunkGenerator::carve_worm(
|
|
const std::vector<PathPoint>& points, const ChunkPos& chunk_pos,
|
|
std::function<void(int /*x*/, int /*y*/, int /*z*/)> on_hit) {
|
|
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;
|
|
for (const auto& point : points) {
|
|
|
|
const glm::vec3& center = point.pos;
|
|
float rad_xz = point.rad_xz;
|
|
float rad_y = point.rad_y;
|
|
|
|
if (center.x + rad_xz < CHUNK_MIN_X ||
|
|
center.x - rad_xz > CHUNK_MAX_X ||
|
|
center.z + rad_xz < CHUNK_MIN_Z ||
|
|
center.z - rad_xz > CHUNK_MAX_Z || center.y + rad_y < CHUNK_MIN_Y ||
|
|
center.y - rad_y > CHUNK_MAX_Y) {
|
|
continue;
|
|
}
|
|
|
|
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);
|
|
|
|
glm::vec3 right_raw =
|
|
glm::cross(point.tangent, glm::vec3(0.0f, 1.0f, 0.0f));
|
|
if (glm::dot(right_raw, right_raw) < 1e-6f)
|
|
right_raw = glm::cross(point.tangent, glm::vec3(1.0f, 0.0f, 0.0f));
|
|
glm::vec3 right = glm::normalize(right_raw);
|
|
glm::vec3 up = glm::normalize(glm::cross(point.tangent, right));
|
|
|
|
float inv_a2 = 1.0f / (point.rad_xz * point.rad_xz);
|
|
float inv_b2 = 1.0f / (point.rad_y * point.rad_y);
|
|
|
|
for (int wy = min_y; wy <= max_y; ++wy) {
|
|
if (wy == 0)
|
|
continue;
|
|
float dy = static_cast<float>(wy) - point.pos.y;
|
|
|
|
float vy_contrib = dy * up.y;
|
|
float vy2 = vy_contrib * vy_contrib * inv_b2;
|
|
if (vy2 >= 1.0f)
|
|
continue;
|
|
|
|
for (int wx = min_x; wx <= max_x; ++wx) {
|
|
float dx = static_cast<float>(wx) - point.pos.x;
|
|
for (int wz = min_z; wz <= max_z; ++wz) {
|
|
float dz = static_cast<float>(wz) - point.pos.z;
|
|
glm::vec3 to_point(dx, dy, dz);
|
|
|
|
float h = glm::dot(to_point, right);
|
|
float v = glm::dot(to_point, up);
|
|
|
|
if (h * h * inv_a2 + v * v * inv_b2 > 1.0f)
|
|
continue;
|
|
int x = wx - CHUNK_MIN_X;
|
|
on_hit(x, wy, wz - CHUNK_MIN_Z);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ChunkGenerator::generate_cave() {
|
|
auto& cave_carver = m_chunk.world().cave_carcer();
|
|
auto& paths = cave_carver.paths();
|
|
const auto& chunk_pos = m_chunk.chunk_pos();
|
|
auto& blocks = m_chunk.blocks();
|
|
|
|
for (auto& [id, path] : paths) {
|
|
|
|
carve_worm(path.points(), chunk_pos, [&](int x, int y, int z) -> void {
|
|
int idx = Chunk::index(x, y, z);
|
|
if (blocks[idx] == 7)
|
|
return;
|
|
if (y < WORLD_SIZE_Y - 1 && blocks[Chunk::index(x, y + 1, z)] == 7)
|
|
return;
|
|
blocks[idx] = 0;
|
|
});
|
|
path.clear_chunk(chunk_pos);
|
|
}
|
|
}
|
|
|
|
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();
|
|
|
|
bool is_river = false;
|
|
|
|
for (auto& [id, path] : paths) {
|
|
if ((m_chunk.biome() == BiomeType::DESERT) ||
|
|
(m_chunk.biome() == BiomeType::OCEAN)) {
|
|
path.clear_chunk(chunk_pos);
|
|
continue;
|
|
}
|
|
carve_worm(path.points(), chunk_pos, [&](int x, int y, int z) -> void {
|
|
int idx = Chunk::index(x, y, z);
|
|
if (y > SEA_LEVEL) {
|
|
blocks[idx] = 0;
|
|
return;
|
|
}
|
|
is_river = true;
|
|
if (blocks[idx] == 0) {
|
|
return;
|
|
}
|
|
blocks[idx] = 7;
|
|
});
|
|
path.clear_chunk(chunk_pos);
|
|
}
|
|
if (is_river) {
|
|
m_chunk.biome(RIVER);
|
|
}
|
|
}
|
|
|
|
Chunk& ChunkGenerator::chunk() { return m_chunk; }
|
|
|
|
Random& ChunkGenerator::random() { return m_random; }
|
|
const std::array<BiomeType, 8>& ChunkGenerator::neighbor_biome() const {
|
|
return m_neighbor_biome;
|
|
}
|
|
} // namespace Cubed
|