mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-21 22:38:41 -06:00
improve worldgen
This commit is contained in:
parent
fd54eb7e4e
commit
9268a293a8
BIN
assets/blocks/solid_water.png
Normal file
BIN
assets/blocks/solid_water.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 210 B |
|
@ -25,6 +25,7 @@ pub enum BlockTexture {
|
|||
#[repr(u8)]
|
||||
pub enum Block {
|
||||
Air,
|
||||
Marker,
|
||||
Stone,
|
||||
Dirt,
|
||||
Grass,
|
||||
|
@ -47,6 +48,12 @@ impl Block {
|
|||
collision: CollisionType::None,
|
||||
raycast_collision: false,
|
||||
},
|
||||
Self::Marker => BlockDescriptor {
|
||||
name: "marker",
|
||||
render: RenderType::None,
|
||||
collision: CollisionType::None,
|
||||
raycast_collision: false,
|
||||
},
|
||||
Self::Stone => BlockDescriptor {
|
||||
name: "stone",
|
||||
render: RenderType::SolidBlock(CubeTexture::all(BlockTexture::Stone)),
|
||||
|
|
|
@ -76,9 +76,24 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
|
|||
|
||||
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(1);
|
||||
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) << 0)
|
||||
|
@ -89,23 +104,46 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
|
|||
|
||||
//Generate height map
|
||||
let mut within_heightmap = false;
|
||||
let mut heightmap = [[0i32; CHUNK_SIZE]; CHUNK_SIZE];
|
||||
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
|
||||
//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;
|
||||
if height < 0 { height /= 2 }
|
||||
//Generate rivers
|
||||
{
|
||||
let river_value = river_noise.get_noise(noise_x, noise_y);
|
||||
if (-0.00625..0.00625).contains(&(river_value.powi(2))) {
|
||||
is_surface = false;
|
||||
river_fill_height = Some(height);
|
||||
height -= (20. * (0.00625 - river_value.powi(2)) * (1. / 0.00625)).round() as i32;
|
||||
}
|
||||
}
|
||||
if height < 0 {
|
||||
height /= 2; //Flatten valleys
|
||||
//Generate ravines
|
||||
if 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
|
||||
heightmap[x as usize][z as usize] = height;
|
||||
if is_surface {
|
||||
deco_heightmap[x as usize][z as usize] = Some(height);
|
||||
//place dirt
|
||||
for y in 0..local_height(height, chunk_position) {
|
||||
blocks[x][y][z] = Block::Dirt;
|
||||
|
@ -119,6 +157,13 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
|
|||
//place grass
|
||||
if let Some(y) = local_y_position(height, chunk_position) {
|
||||
blocks[x][y][z] = Block::Grass;
|
||||
within_heightmap = true;
|
||||
}
|
||||
} else {
|
||||
for y in 0..local_height(height, chunk_position) {
|
||||
blocks[x][y][z] = Block::Stone;
|
||||
within_heightmap = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -128,15 +173,30 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
|
|||
for z in 0..CHUNK_SIZE {
|
||||
for y in 0..CHUNK_SIZE {
|
||||
for x in 0..CHUNK_SIZE {
|
||||
if blocks[x][y][z] == Block::Air { continue }
|
||||
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);
|
||||
let is_cave = (-0.1..=0.1).contains(&raw_cavemap_value_a) && (-0.1..=0.1).contains(&raw_cavemap_value_b);
|
||||
let is_hole_cave = (0.9..=1.0).contains(&raw_cavemap_value_holes.abs());
|
||||
if is_cave || is_hole_cave {
|
||||
((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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -147,7 +207,11 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
|
|||
for x in 0..CHUNK_SIZE {
|
||||
for z in 0..CHUNK_SIZE {
|
||||
//get height
|
||||
let height = heightmap[x][z];
|
||||
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) {
|
||||
|
@ -163,9 +227,16 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
|
|||
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;
|
||||
|
@ -197,6 +268,7 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
(blocks, queue)
|
||||
|
||||
// let mut cave_noise = FastNoise::seeded(seed);
|
||||
|
|
Loading…
Reference in a new issue