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optimize worldgen
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parent
e73b336670
commit
1886126f62
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@ -3,6 +3,9 @@ use glam::ivec3;
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use crate::{block::Block, chunk::CHUNK_SIZE};
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use super::super::{SeedThingy, WorldGenStep, WorldGenerator};
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pub const MAX_TERAIN_HEIGHT: i32 = 32;
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pub const MIN_TERRAIN_HEIGHT: i32 = -MAX_TERAIN_HEIGHT;
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pub struct TerrainStep {
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noise: FastNoiseLite,
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}
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@ -17,11 +20,26 @@ impl WorldGenStep for TerrainStep {
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}
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fn generate(&mut self, gen: &mut WorldGenerator) {
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let is_oob_upper = gen.offset().y > MAX_TERAIN_HEIGHT;
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if is_oob_upper { return }
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let is_oob_lower = (gen.offset().y + CHUNK_SIZE as i32) < MIN_TERRAIN_HEIGHT;
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if is_oob_lower {
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for x in 0..CHUNK_SIZE as i32 {
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for y in 0..CHUNK_SIZE as i32 {
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for z in 0..CHUNK_SIZE as i32 {
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gen.place(ivec3(x, y, z), Block::Stone);
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}
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}
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}
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return
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}
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let mut height_map = vec![vec![0; CHUNK_SIZE]; CHUNK_SIZE];
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for x in 0..CHUNK_SIZE as i32 {
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for z in 0..CHUNK_SIZE as i32 {
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let global_xz = gen.global_position(ivec3(x, 0, z));
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let height = (self.noise.get_noise_2d(global_xz.x as f64, global_xz.z as f64) * 32.0) as i32;
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let height = (self.noise.get_noise_2d(global_xz.x as f64, global_xz.z as f64) * MAX_TERAIN_HEIGHT as f32) as i32;
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height_map[x as usize][z as usize] = height;
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for y in 0..gen.local_height(height) {
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gen.place(ivec3(x, y, z), Block::Stone);
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@ -1,6 +1,9 @@
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use glam::ivec3;
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use crate::{block::Block, chunk::CHUNK_SIZE, worldgen::SeedThingy};
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use super::super::{WorldGenerator, WorldGenStep};
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use super::{
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super::{WorldGenStep, WorldGenerator},
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_01_terrain::MIN_TERRAIN_HEIGHT,
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};
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pub const WATER_LEVEL: i32 = 0;
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@ -9,6 +12,14 @@ pub struct WaterStep;
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impl WorldGenStep for WaterStep {
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fn initialize(_: &WorldGenerator, _: &mut SeedThingy) -> Self { Self }
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fn generate(&mut self, gen: &mut WorldGenerator) {
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// If chunk's lower bound is above water level, we can skip this step
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if gen.offset().y > WATER_LEVEL {
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return
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}
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// If upper bound is below terrain, skip this step
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if (gen.offset().y + CHUNK_SIZE as i32) < MIN_TERRAIN_HEIGHT {
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return
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}
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for x in 0..CHUNK_SIZE as i32 {
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for z in 0..CHUNK_SIZE as i32 {
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for y in 0..gen.local_height(WATER_LEVEL) {
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@ -1,7 +1,10 @@
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use fastnoise_lite::{FastNoiseLite, FractalType};
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use glam::ivec3;
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use crate::{block::Block, chunk::CHUNK_SIZE};
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use super::super::{SeedThingy, WorldGenStep, WorldGenerator};
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use super::{
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super::{SeedThingy, WorldGenStep, WorldGenerator},
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_01_terrain::MAX_TERAIN_HEIGHT,
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};
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pub struct CaveStep {
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a: FastNoiseLite,
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@ -22,6 +25,10 @@ impl WorldGenStep for CaveStep {
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}
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fn generate(&mut self, gen: &mut WorldGenerator) {
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// If chunk's lower bound is above max terrain height,
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// ...we can skip this step as caves cannot exist here
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if gen.offset().y > MAX_TERAIN_HEIGHT { return }
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for x in 0..CHUNK_SIZE as i32 {
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for y in 0..CHUNK_SIZE as i32 {
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for z in 0..CHUNK_SIZE as i32 {
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@ -11,6 +11,8 @@ impl WorldGenStep for LayersStep {
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fn initialize(_: &WorldGenerator, _: &mut SeedThingy) -> Self { Self }
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fn generate(&mut self, gen: &mut WorldGenerator) {
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if gen.data.master_height_map.is_none() { return }
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for x in 0..CHUNK_SIZE as i32 {
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for z in 0..CHUNK_SIZE as i32 {
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let terrain_height = gen.data.master_height_map.as_ref().unwrap()[x as usize][z as usize];
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@ -11,6 +11,8 @@ impl WorldGenStep for DecorateStep {
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fn initialize(_: &WorldGenerator, _: &mut SeedThingy) -> Self { Self }
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fn generate(&mut self, gen: &mut WorldGenerator) {
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if gen.data.master_height_map.is_none() { return }
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for x in 0..CHUNK_SIZE as i32 {
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for z in 0..CHUNK_SIZE as i32 {
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let global_xz = gen.global_position(ivec3(x, 0, z));
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@ -21,6 +21,8 @@ impl WorldGenStep for TreesStep {
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}
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fn generate(&mut self, gen: &mut WorldGenerator) {
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if gen.data.master_height_map.is_none() { return }
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for x in 0..CHUNK_SIZE as i32 {
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for z in 0..CHUNK_SIZE as i32 {
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let terrain_height = gen.data.master_height_map.as_ref().unwrap()[x as usize][z as usize];
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