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improve worldgen
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BIN
assets/blocks/solid_water.png
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assets/blocks/solid_water.png
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@ -25,6 +25,7 @@ pub enum BlockTexture {
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#[repr(u8)]
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pub enum Block {
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Air,
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Marker,
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Stone,
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Dirt,
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Grass,
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@ -47,6 +48,12 @@ impl Block {
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collision: CollisionType::None,
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raycast_collision: false,
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},
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Self::Marker => BlockDescriptor {
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name: "marker",
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render: RenderType::None,
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collision: CollisionType::None,
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raycast_collision: false,
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},
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Self::Stone => BlockDescriptor {
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name: "stone",
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render: RenderType::SolidBlock(CubeTexture::all(BlockTexture::Stone)),
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@ -63,7 +63,7 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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elevation_noise.set_fractal_type(FractalType::FBM);
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elevation_noise.set_fractal_octaves(1);
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elevation_noise.set_frequency(0.001);
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let mut cave_noise_a = FastNoise::seeded(seed.rotate_left(2));
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cave_noise_a.set_fractal_type(FractalType::FBM);
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cave_noise_a.set_fractal_octaves(2);
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@ -76,9 +76,24 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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let mut cave_noise_holes = FastNoise::seeded(seed.rotate_left(4));
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cave_noise_holes.set_fractal_type(FractalType::FBM);
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cave_noise_holes.set_fractal_octaves(1);
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cave_noise_holes.set_fractal_octaves(2);
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cave_noise_holes.set_frequency(0.005);
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let mut ravine_nose_line = FastNoise::seeded(seed.rotate_left(5));
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ravine_nose_line.set_fractal_type(FractalType::Billow);
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ravine_nose_line.set_fractal_octaves(2);
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ravine_nose_line.set_frequency(0.005);
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let mut ravine_noise_location = FastNoise::seeded(seed.rotate_left(6));
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ravine_noise_location.set_fractal_type(FractalType::FBM);
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ravine_noise_location.set_fractal_octaves(1);
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ravine_noise_location.set_frequency(0.005);
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let mut river_noise = FastNoise::seeded(seed.rotate_left(7));
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river_noise.set_fractal_type(FractalType::Billow);
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river_noise.set_fractal_octaves(2);
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river_noise.set_frequency(0.5 * 0.005);
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let mut rng = Xoshiro256StarStar::seed_from_u64(
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seed
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^ ((chunk_position.x as u32 as u64) << 0)
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@ -89,36 +104,66 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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//Generate height map
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let mut within_heightmap = false;
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let mut heightmap = [[0i32; CHUNK_SIZE]; CHUNK_SIZE];
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let mut deco_heightmap = [[None; CHUNK_SIZE]; CHUNK_SIZE];
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for x in 0..CHUNK_SIZE {
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for z in 0..CHUNK_SIZE {
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let (noise_x, noise_y) = ((offset.x + x as i32) as f32, (offset.z + z as i32) as f32);
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//sample noises
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//sample noises (that are needed right now)
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let raw_heightmap_value = height_noise.get_noise(noise_x, noise_y);
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let raw_elevation_value = elevation_noise.get_noise(noise_x, noise_y);
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let raw_ravine_location_value = ravine_noise_location.get_noise(noise_x, noise_y);
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//compute height
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let mut is_surface = true;
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let mut river_fill_height = None;
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let height = {
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let local_elevation = raw_elevation_value.powi(4).sqrt();
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let mut height = (mountain_ramp(raw_heightmap_value) * local_elevation * 100.) as i32;
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if height < 0 { height /= 2 }
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//Generate rivers
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{
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let river_value = river_noise.get_noise(noise_x, noise_y);
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if (-0.00625..0.00625).contains(&(river_value.powi(2))) {
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is_surface = false;
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river_fill_height = Some(height);
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height -= (20. * (0.00625 - river_value.powi(2)) * (1. / 0.00625)).round() as i32;
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}
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}
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if height < 0 {
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height /= 2; //Flatten valleys
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//Generate ravines
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if raw_ravine_location_value > 0.4 {
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let raw_ravine_value = ravine_nose_line.get_noise(noise_x, noise_y);
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if (-0.0125..0.0125).contains(&(raw_ravine_value.powi(2))) {
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is_surface = false;
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height -= (100. * (0.0125 - raw_ravine_value.powi(2)) * (1. / 0.0125)).round() as i32;
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}
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}
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}
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height
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};
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//add to heightmap
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heightmap[x as usize][z as usize] = height;
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//place dirt
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for y in 0..local_height(height, chunk_position) {
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blocks[x][y][z] = Block::Dirt;
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within_heightmap = true;
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}
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//place stone
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for y in 0..local_height(height - 5 - (raw_heightmap_value * 5.) as i32, chunk_position) {
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blocks[x][y][z] = Block::Stone;
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within_heightmap = true;
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}
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//place grass
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if let Some(y) = local_y_position(height, chunk_position) {
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blocks[x][y][z] = Block::Grass;
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if is_surface {
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deco_heightmap[x as usize][z as usize] = Some(height);
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//place dirt
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for y in 0..local_height(height, chunk_position) {
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blocks[x][y][z] = Block::Dirt;
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within_heightmap = true;
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}
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//place stone
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for y in 0..local_height(height - 5 - (raw_heightmap_value * 5.) as i32, chunk_position) {
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blocks[x][y][z] = Block::Stone;
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within_heightmap = true;
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}
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//place grass
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if let Some(y) = local_y_position(height, chunk_position) {
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blocks[x][y][z] = Block::Grass;
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within_heightmap = true;
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}
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} else {
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for y in 0..local_height(height, chunk_position) {
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blocks[x][y][z] = Block::Stone;
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within_heightmap = true;
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}
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}
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}
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}
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@ -128,15 +173,30 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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for z in 0..CHUNK_SIZE {
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for y in 0..CHUNK_SIZE {
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for x in 0..CHUNK_SIZE {
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if blocks[x][y][z] == Block::Air { continue }
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if blocks[x][y][z] != Block::Stone { continue }
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let cave_size = ((offset.y + y as i32) as f32 / -100.).clamp(0., 1.);
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let inv_cave_size = 1. - cave_size;
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if cave_size < 0.1 { continue }
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let position = ivec3(x as i32, y as i32, z as i32) + offset;
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let raw_cavemap_value_a = cave_noise_a.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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let raw_cavemap_value_b = cave_noise_b.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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let raw_cavemap_value_holes = cave_noise_holes.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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let is_cave = (-0.1..=0.1).contains(&raw_cavemap_value_a) && (-0.1..=0.1).contains(&raw_cavemap_value_b);
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let is_hole_cave = (0.9..=1.0).contains(&raw_cavemap_value_holes.abs());
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if is_cave || is_hole_cave {
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let is_cave = || {
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let raw_cavemap_value_a = cave_noise_a.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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let raw_cavemap_value_b = cave_noise_b.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_a) &&
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((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_b)
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};
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let is_hole_cave = || {
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let raw_cavemap_value_holes = cave_noise_holes.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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((0.9 + (0.1 * inv_cave_size))..=1.0).contains(&raw_cavemap_value_holes.abs())
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};
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if is_cave() || is_hole_cave() {
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blocks[x][y][z] = Block::Air;
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if deco_heightmap[x][z] == Some(y as i32 + offset.y) {
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deco_heightmap[x][z] = None
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}
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}
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}
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}
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@ -147,7 +207,11 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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for x in 0..CHUNK_SIZE {
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for z in 0..CHUNK_SIZE {
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//get height
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let height = heightmap[x][z];
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let Some(height) = deco_heightmap[x][z] else { continue };
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//check for air
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// if blocks[x][local_y][z] == Block::Air {
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// continue
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// }
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//place tall grass
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if rng_map_a[x][z] < 0.03 {
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if let Some(y) = local_y_position(height + 1, chunk_position) {
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@ -163,9 +227,16 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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blocks[x][y][z] = Block::Wood;
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}
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}
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let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32;
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//Place leaf blocks
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if let Some(y) = local_y_position(height + 1, chunk_position) {
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let tree_pos = ivec3(x as i32, y as i32, z as i32);
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// Place wood (smart_place)
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// for tree_y in 0..tree_height {
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// smart_place(&mut blocks, tree_pos + tree_y * IVec3::Y, Block::Wood);
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// }
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// Part that wraps around the tree
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{
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let tree_leaf_height = tree_height - 3;
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@ -197,6 +268,7 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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}
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}
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}
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(blocks, queue)
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// let mut cave_noise = FastNoise::seeded(seed);
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