#include "WorldGenerator.h" #include "voxel.h" #include "Chunk.h" #include #include #include #include #define FNL_IMPL #include "../maths/FastNoiseLite.h" #include #include "../declarations.h" class PseudoRandom { unsigned short seed; public: PseudoRandom(){ seed = (unsigned short)time(0); } int rand(){ seed = (seed + 0x7ed5 + (seed << 6)); seed = (seed ^ 0xc23c ^ (seed >> 9)); seed = (seed + 0x1656 + (seed << 3)); seed = ((seed + 0xa264) ^ (seed << 4)); seed = (seed + 0xfd70 - (seed << 3)); seed = (seed ^ 0xba49 ^ (seed >> 8)); return (int)seed; } void setSeed(int number){ seed = ((unsigned short)(number*23729) ^ (unsigned short)(number+16786)); rand(); } void setSeed(int number1,int number2){ seed = (((unsigned short)(number1*23729) | (unsigned short)(number2%16786)) ^ (unsigned short)(number2*number1)); rand(); } }; float calc_height(fnl_state *noise, int real_x, int real_z){ float height = 0; height += fnlGetNoise3D(noise, real_x*0.0125f*8-125567,real_z*0.0125f*8+3546, 0.0f); height += fnlGetNoise3D(noise, real_x*0.025f*8+4647,real_z*0.025f*8-3436, 0.0f)*0.5f; height += fnlGetNoise3D(noise, real_x*0.05f*8-834176,real_z*0.05f*8+23678, 0.0f)*0.25f; height += fnlGetNoise3D(noise, real_x*0.2f*8 + fnlGetNoise3D(noise, real_x*0.1f*8-23557,real_z*0.1f*8-6568, 0.0f)*50, real_z*0.2f*8 + fnlGetNoise3D(noise, real_x*0.1f*8+4363,real_z*0.1f*8+4456, 0.0f)*50, 0.0f)*0.1f; height += fnlGetNoise3D(noise, real_x*0.1f*8-3465,real_z*0.1f*8+4534, 0.0f)*0.125f; height += fnlGetNoise3D(noise, real_x*0.4f*8+4565,real_z*0.4f*8+46456, 0.0f)*0.0625f; // height += fnlGetNoise3D(noise, real_x*8,real_z*8, 0.0f)*0.03f*(fnlGetNoise3D(noise, -real_x*0.0125f*8-1000,real_z*0.0125f*8+2000, 0.0f)/2+0.5f); height *= fnlGetNoise3D(noise, real_x*0.0125f*8+1000,real_z*0.0125f*8+1000, 0.0f)/2+0.5f; height += 1.0f; height *= 64.0f; return height; } float calc_height_faster(fnl_state *noise, int real_x, int real_z){ float height = 0; height += fnlGetNoise3D(noise, real_x*0.0125f*8-125567,real_z*0.0125f*8+3546, 0.0f); height += fnlGetNoise3D(noise, real_x*0.025f*8+4647,real_z*0.025f*8-3436, 0.0f)*0.5f; height += fnlGetNoise3D(noise, real_x*0.05f*8-834176,real_z*0.05f*8+23678, 0.0f)*0.25f; height += fnlGetNoise3D(noise, real_x*0.2f*8 + fnlGetNoise3D(noise, real_x*0.1f*8-23557,real_z*0.1f*8-6568, 0.0f)*50, real_z*0.2f*8 + fnlGetNoise3D(noise, real_x*0.1f*8+4363,real_z*0.1f*8+4456, 0.0f)*50, 0.0f)*0.1f; height += fnlGetNoise3D(noise, real_x*0.1f*8-3465,real_z*0.1f*8+4534, 0.0f)*0.125f; height *= fnlGetNoise3D(noise, real_x*0.0125f*8+1000,real_z*0.0125f*8+1000, 0.0f)/2+0.5f; height += 1.0f; height *= 64.0f; return height; } int generate_tree(fnl_state *noise, PseudoRandom* random, float* heights, int real_x, int real_y, int real_z, int tileSize){ const int tileX = floor((double)real_x/(double)tileSize); const int tileZ = floor((double)real_z/(double)tileSize); random->setSeed(tileX*4325261+tileZ*12160951+tileSize*9431111); bool gentree = fnlGetNoise3D(noise, tileX*3.0f+633, 0.0, tileZ*3.0f) > -0.1f && (random->rand() % 10) < 7; if (!gentree) return 0; const int randomX = (random->rand() % (tileSize/2)) - tileSize/4; const int randomZ = (random->rand() % (tileSize/2)) - tileSize/4; int centerX = tileX * tileSize + tileSize/2 + randomX; int centerZ = tileZ * tileSize + tileSize/2 + randomZ; // int height = (int)(heights[centerX*CHUNK_W+centerZ]); int height = (int)calc_height_faster(noise, centerX, centerZ); if ((height < 57)/* || (fnlGetNoise3D(noise, real_x*0.025f,real_z*0.025f, 0.0f)*0.5f > 0.5)*/) return 0; int lx = real_x - centerX; int radius = random->rand() % 4 + 2; int ly = real_y - height - 3 * radius; int lz = real_z - centerZ; if (lx == 0 && lz == 0 && real_y - height < (3*radius + radius/2)) return 6; if (lx*lx+ly*ly/2+lz*lz < radius*radius) return 7; return 0; } void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){ fnl_state noise = fnlCreateState(); noise.noise_type = FNL_NOISE_OPENSIMPLEX2; noise.seed = seed * 60617077 % 25896307; PseudoRandom randomtree; PseudoRandom randomgrass; float heights[CHUNK_VOL]; for (int z = 0; z < CHUNK_D; z++){ for (int x = 0; x < CHUNK_W; x++){ int real_x = x + cx * CHUNK_W; int real_z = z + cz * CHUNK_D; float height = calc_height(&noise, real_x, real_z); heights[z*CHUNK_W+x] = height; } } for (int z = 0; z < CHUNK_D; z++){ int real_z = z + cz * CHUNK_D; for (int x = 0; x < CHUNK_W; x++){ int real_x = x + cx * CHUNK_W; float height = heights[z*CHUNK_W+x]; for (int y = 0; y < CHUNK_H; y++){ int real_y = y; int id = real_y < 55 ? BLOCK_WATER : BLOCK_AIR; int states = 0; if ((real_y == (int)height) && (54 < real_y)) { id = BLOCK_GRASS_BLOCK; } else if (real_y < (height - 6)){ id = BLOCK_STONE; } else if (real_y < height){ id = BLOCK_DIRT; } else { int tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 23); if (tree) { id = tree; states = 0x32; // } else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 19))){ // id = tree; // } else if ((tree = generate_tree(&noise, &randomtree, heights, real_x, real_y, real_z, 23))){ // id = tree; } } if ( ((height - (1.5 - 0.2 * pow(height - 54, 4))) < real_y) && (real_y < height)){ id = BLOCK_SAND; } if (real_y <= 2) id = BLOCK_BEDROCK; randomgrass.setSeed(real_x,real_z); if ((id == 0) && (height > 55.5) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 56000)){ id = BLOCK_GRASS; } if ((id == 0) && (height > 55.5) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 65000)){ id = BLOCK_FLOWER; } if ((height > 56) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 65533)){ id = BLOCK_WOOD; states = 0x32; } voxels[(y * CHUNK_D + z) * CHUNK_W + x].id = id; voxels[(y * CHUNK_D + z) * CHUNK_W + x].states = states; } } } }