rewrite worldgen

This commit is contained in:
griffi-gh 2024-05-02 12:42:14 +02:00
parent 7620717368
commit 64475022e3
2 changed files with 86 additions and 320 deletions

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@ -1,342 +1,80 @@
use bracket_noise::prelude::*;
use rand::prelude::*;
use glam::{IVec3, ivec3, Vec3Swizzles, IVec2};
use rand_xoshiro::Xoshiro256StarStar;
use std::sync::atomic::AtomicBool;
use glam::{ivec3, IVec3};
use crate::{
chunk::{BlockData, CHUNK_SIZE},
block::Block,
chunk::{BlockData, CHUNK_SIZE},
queue::QueuedBlock,
};
fn mountain_ramp(mut x: f32) -> f32 {
x *= 2.0;
if x < 0.4 {
0.5 * x
} else if x < 0.55 {
4. * (x - 0.4) + 0.2
} else {
0.4444 * (x - 0.55) + 0.8
mod _01_terrain;
trait WorldGenStep {
fn initialize(generator: &WorldGenerator) -> Self;
fn generate(&mut self, generator: &mut WorldGenerator);
}
macro_rules! run_steps {
($gen: expr, $abort: expr, [$($step:ty),* $(,)?]) => {
{
let _abort: AtomicBool = $abort.unwrap_or(AtomicBool::new(false));
$({
let _ensure_ref: &mut WorldGenerator = $gen;
struct _Ensure0<T: WorldGenStep>(T);
type _Ensure1 = _Ensure0<$step>;
let mut step: _Ensure1 = _Ensure0(<$step>::initialize(&*_ensure_ref));
step.0.generate(_ensure_ref);
})*
}
};
}
pub struct WorldGenerator {
seed: u64,
chunk_position: IVec3,
blocks: BlockData,
queue: Vec<QueuedBlock>,
}
impl WorldGenerator {
fn offset(&self) -> IVec3 {
self.chunk_position * CHUNK_SIZE as i32
}
}
fn local_height(height: i32, chunk_position: IVec3) -> usize {
let offset = chunk_position * CHUNK_SIZE as i32;
(height - offset.y).clamp(0, CHUNK_SIZE as i32) as usize
}
fn local_y_position(height: i32, chunk_position: IVec3) -> Option<usize> {
let offset = chunk_position * CHUNK_SIZE as i32;
let position = height - offset.y;
(0..CHUNK_SIZE as i32).contains(&position).then_some(position as usize)
}
pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<QueuedBlock>) {
let offset = chunk_position * CHUNK_SIZE as i32;
let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]);
let mut queue = Vec::with_capacity(0);
let mut smart_place = |blocks: &mut BlockData, position: IVec3, block: Block| {
fn place_or_queue(&mut self, position: IVec3, block: Block) {
let offset = self.offset();
if position.to_array().iter().any(|&x| !(0..CHUNK_SIZE).contains(&(x as usize))) {
let event_pos = offset + position;
queue.retain(|block: &QueuedBlock| {
self.queue.retain(|block: &QueuedBlock| {
block.position != event_pos
});
queue.push(QueuedBlock {
position: event_pos,
self.queue.push(QueuedBlock {
position: event_pos,
block_type: block,
soft: true
});
} else {
blocks[position.x as usize][position.y as usize][position.z as usize] = block;
}
};
//STICK
if chunk_position.x == 0 && chunk_position.y == 5 {
for z in 0..CHUNK_SIZE {
blocks[0][0][z] = Block::Stone;
}
}
//
let mut height_noise = FastNoise::seeded(seed);
height_noise.set_fractal_type(FractalType::FBM);
height_noise.set_fractal_octaves(4);
height_noise.set_frequency(0.003);
let mut elevation_noise = FastNoise::seeded(seed.rotate_left(1));
elevation_noise.set_fractal_type(FractalType::FBM);
elevation_noise.set_fractal_octaves(1);
elevation_noise.set_frequency(0.001);
let mut cave_noise_a = FastNoise::seeded(seed.rotate_left(2));
cave_noise_a.set_fractal_type(FractalType::FBM);
cave_noise_a.set_fractal_octaves(2);
cave_noise_a.set_frequency(0.01);
let mut cave_noise_b = FastNoise::seeded(seed.rotate_left(3));
cave_noise_b.set_fractal_type(FractalType::FBM);
cave_noise_b.set_fractal_octaves(3);
cave_noise_b.set_frequency(0.015);
let mut cave_noise_holes = FastNoise::seeded(seed.rotate_left(4));
cave_noise_holes.set_fractal_type(FractalType::FBM);
cave_noise_holes.set_fractal_octaves(2);
cave_noise_holes.set_frequency(0.005);
let mut ravine_nose_line = FastNoise::seeded(seed.rotate_left(5));
ravine_nose_line.set_fractal_type(FractalType::Billow);
ravine_nose_line.set_fractal_octaves(2);
ravine_nose_line.set_frequency(0.005);
let mut ravine_noise_location = FastNoise::seeded(seed.rotate_left(6));
ravine_noise_location.set_fractal_type(FractalType::FBM);
ravine_noise_location.set_fractal_octaves(1);
ravine_noise_location.set_frequency(0.005);
let mut river_noise = FastNoise::seeded(seed.rotate_left(7));
river_noise.set_fractal_type(FractalType::Billow);
river_noise.set_fractal_octaves(2);
river_noise.set_frequency(0.5 * 0.005);
let mut rng = Xoshiro256StarStar::seed_from_u64(
seed
^ (chunk_position.x as u32 as u64)
^ ((chunk_position.z as u32 as u64) << 32)
);
let rng_map_a: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen();
let rng_map_b: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen();
//Generate height map
let mut within_heightmap = false;
let mut deco_heightmap = [[None; CHUNK_SIZE]; CHUNK_SIZE];
for x in 0..CHUNK_SIZE {
for z in 0..CHUNK_SIZE {
let (noise_x, noise_y) = ((offset.x + x as i32) as f32, (offset.z + z as i32) as f32);
//sample noises (that are needed right now)
let raw_heightmap_value = height_noise.get_noise(noise_x, noise_y);
let raw_elevation_value = elevation_noise.get_noise(noise_x, noise_y);
let raw_ravine_location_value = ravine_noise_location.get_noise(noise_x, noise_y);
//compute height
let mut is_surface = true;
let mut river_fill_height = None;
let height = {
let local_elevation = raw_elevation_value.powi(4).sqrt();
let mut height = (mountain_ramp(raw_heightmap_value) * local_elevation * 100.) as i32;
//Flatten valleys
if height < 0 {
height /= 2;
}
//Generate rivers
{
let river_width = (height as f32 / -5.).clamp(0.5, 1.);
let river_value = river_noise.get_noise(noise_x, noise_y);
if ((-0.00625 * river_width)..(0.00625 * river_width)).contains(&(river_value.powi(2))) {
is_surface = false;
river_fill_height = Some(height - 1);
//river_fill_height = Some(-3);
height -= (river_width * 15. * ((0.00625 * river_width) - river_value.powi(2)) * (1. / (0.00625 * river_width))).round() as i32;
}
}
//Generate ravines
if height < 0 && raw_ravine_location_value > 0.4 {
let raw_ravine_value = ravine_nose_line.get_noise(noise_x, noise_y);
if (-0.0125..0.0125).contains(&(raw_ravine_value.powi(2))) {
is_surface = false;
height -= (100. * (0.0125 - raw_ravine_value.powi(2)) * (1. / 0.0125)).round() as i32;
}
}
height
};
//add to heightmap
if is_surface {
deco_heightmap[x][z] = Some(height);
//place dirt
for y in 0..local_height(height, chunk_position) {
blocks[x][y][z] = Block::Dirt;
within_heightmap = true;
}
//place stone
for y in 0..local_height(height - 5 - (raw_heightmap_value * 5.) as i32, chunk_position) {
blocks[x][y][z] = Block::Stone;
within_heightmap = true;
}
//place grass
if let Some(y) = local_y_position(height, chunk_position) {
blocks[x][y][z] = Block::Grass;
within_heightmap = true;
}
} else if let Some(river_fill_height) = river_fill_height {
//Place water
for y in 0..local_height(river_fill_height, chunk_position) {
blocks[x][y][z] = Block::Water;
within_heightmap = true;
}
//Place stone
for y in 0..local_height(height, chunk_position) {
blocks[x][y][z] = Block::Stone;
within_heightmap = true;
}
//Place dirt
if let Some(y) = local_y_position(height, chunk_position) {
blocks[x][y][z] = Block::Dirt;
within_heightmap = true;
}
} else {
//Place stone
for y in 0..local_height(height, chunk_position) {
blocks[x][y][z] = Block::Stone;
within_heightmap = true;
}
}
}
}
//Carve out caves
if within_heightmap {
for z in 0..CHUNK_SIZE {
for y in 0..CHUNK_SIZE {
for x in 0..CHUNK_SIZE {
if blocks[x][y][z] != Block::Stone { continue }
let cave_size = ((offset.y + y as i32) as f32 / -100.).clamp(0., 1.);
let inv_cave_size = 1. - cave_size;
if cave_size < 0.1 { continue }
let position = ivec3(x as i32, y as i32, z as i32) + offset;
let is_cave = || {
let raw_cavemap_value_a = cave_noise_a.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
let raw_cavemap_value_b = cave_noise_b.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_a) &&
((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_b)
};
let is_hole_cave = || {
let raw_cavemap_value_holes = cave_noise_holes.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
((0.9 + (0.1 * inv_cave_size))..=1.0).contains(&raw_cavemap_value_holes.abs())
};
if is_cave() || is_hole_cave() {
blocks[x][y][z] = Block::Air;
if deco_heightmap[x][z] == Some(y as i32 + offset.y) {
deco_heightmap[x][z] = None
}
}
}
}
self.blocks[position.x as usize][position.y as usize][position.z as usize] = block;
}
}
//Add decorations
for x in 0..CHUNK_SIZE {
for z in 0..CHUNK_SIZE {
//get height
let Some(height) = deco_heightmap[x][z] else { continue };
//check for air
// if blocks[x][local_y][z] == Block::Air {
// continue
// }
//place tall grass
if rng_map_a[x][z] < 0.03 {
if let Some(y) = local_y_position(height + 1, chunk_position) {
blocks[x][y][z] = Block::TallGrass;
}
}
//place trees!
if rng_map_a[x][z] < 0.001 {
//Replace grass with dirt under the tree
if let Some(y) = local_y_position(height, chunk_position) {
blocks[x][y][z] = Block::Dirt;
}
//Place wood (no smart_place needed here!)
let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32;
for tree_y in 0..tree_height {
if let Some(y) = local_y_position(height + 1 + tree_y, chunk_position) {
blocks[x][y][z] = Block::Wood;
}
}
let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32;
//Place leaf blocks
if let Some(y) = local_y_position(height + 1, chunk_position) {
let tree_pos = ivec3(x as i32, y as i32, z as i32);
// Place wood (smart_place)
// for tree_y in 0..tree_height {
// smart_place(&mut blocks, tree_pos + tree_y * IVec3::Y, Block::Wood);
// }
// Part that wraps around the tree
{
let tree_leaf_height = tree_height - 3;
let leaf_width = 2;
for tree_y in tree_leaf_height..tree_height {
for tree_x in (-leaf_width)..=leaf_width {
for tree_z in (-leaf_width)..=leaf_width {
let tree_offset = ivec3(tree_x, tree_y, tree_z);
if tree_offset.xz() == IVec2::ZERO { continue }
smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf);
}
}
}
}
//part above the tree
{
let leaf_above_height = 2;
let leaf_width = 1;
for tree_y in tree_height..(tree_height + leaf_above_height) {
for tree_x in (-leaf_width)..=leaf_width {
for tree_z in (-leaf_width)..=leaf_width {
let tree_offset = ivec3(tree_x, tree_y, tree_z);
smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf);
}
}
}
}
}
}
pub fn new(chunk_position: IVec3, seed: u64) -> Self {
Self {
seed,
chunk_position,
blocks: Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]),
queue: Vec::with_capacity(0),
}
}
(blocks, queue)
// let mut cave_noise = FastNoise::seeded(seed);
// cave_noise.set_fractal_type(FractalType::FBM);
// cave_noise.set_frequency(0.1);
// let mut dirt_noise = FastNoise::seeded(seed.rotate_left(1));
// dirt_noise.set_fractal_type(FractalType::FBM);
// dirt_noise.set_frequency(0.1);
//
// if chunk_position.y >= 0 {
// if chunk_position.y == 0 {
// for x in 0..CHUNK_SIZE {
// for z in 0..CHUNK_SIZE {
// blocks[x][0][z] = Block::Dirt;
// blocks[x][1][z] = Block::Grass;
// }
// }
// }
// } else {
// for x in 0..CHUNK_SIZE {
// for y in 0..CHUNK_SIZE {
// for z in 0..CHUNK_SIZE {
// let position = ivec3(x as i32, y as i32, z as i32) + offset;
// let v_cave_noise = cave_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32) * (-position.y as f32 - 10.0).clamp(0., 1.);
// let v_dirt_noise = dirt_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32) * (-position.y as f32).clamp(0., 1.);
// if v_cave_noise > 0.5 {
// blocks[x][y][z] = Block::Stone;
// } else if v_dirt_noise > 0.5 {
// blocks[x][y][z] = Block::Dirt;
// }
// }
// }
// }
// }
// blocks
pub fn generate(mut self, abort: Option<AtomicBool>) -> (BlockData, Vec<QueuedBlock>) {
run_steps!(&mut self, abort, [
_01_terrain::TerrainStep
]);
(self.blocks, self.queue)
}
}
pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<QueuedBlock>) {
WorldGenerator::new(chunk_position, seed).generate(None)
}

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@ -0,0 +1,28 @@
use bracket_noise::prelude::{FastNoise, FractalType};
use glam::ivec3;
use crate::{block::Block, chunk::CHUNK_SIZE};
use super::{WorldGenerator, WorldGenStep};
pub struct TerrainStep {
noise: FastNoise,
}
impl WorldGenStep for TerrainStep {
fn initialize(generator: &WorldGenerator) -> Self {
let mut noise = FastNoise::seeded(generator.seed);
noise.set_fractal_type(FractalType::FBM);
noise.set_fractal_octaves(4);
noise.set_frequency(0.003);
Self { noise }
}
fn generate(&mut self, generator: &mut WorldGenerator) {
for x in 0..CHUNK_SIZE as i32 {
for z in 0..CHUNK_SIZE as i32 {
let height = (self.noise.get_noise(x as f32, z as f32) * 8.0) as i32;
for y in 0..height {
generator.place_or_queue(ivec3(x, y, z), Block::Stone);
}
}
}
}
}