#include "WorldGenerator.h" #include "voxel.h" #include "Chunk.h" #include #include #include #define FNL_IMPL #include "../maths/FastNoiseLite.h" #include class PseudoRandom { unsigned seed; public: PseudoRandom(){ seed = (unsigned)time(0); } int rand(){ seed = (8253729 * seed + 2396403); return seed % 32768; } void setSeed(int number){ seed = (unsigned)number+8253729; rand(); } }; float calc_height(fnl_state *noise, int real_x, int real_z){ const float s = 0.2f; float height = fnlGetNoise3D(noise, real_x*0.0125f*s*32,real_z*0.0125f*s*32, 0.0f); height += fnlGetNoise3D(noise, real_x*0.025f*s*32,real_z*0.025f*s*32, 0.0f)*0.5f; height += fnlGetNoise3D(noise, real_x*0.05f*s*32,real_z*0.05f*s*32, 0.0f)*0.25f; height += fnlGetNoise3D(noise, real_x*0.1f*s*32,real_z*0.1f*s*32, 0.0f)*0.225f; height += fnlGetNoise3D(noise, real_x*0.2f*s*32,real_z*0.2f*s*32, 0.0f)*0.125f; height += fnlGetNoise3D(noise, real_x*0.4f*s*32,real_z*0.4f*s*32, 0.0f)*0.125f*0.5F; height = height * 0.5f + 0.5f; height *= height; height *= (140.0f)*0.12f/s; height += (42)*0.12f/s; return height; } float calc_height_faster(fnl_state *noise, int real_x, int real_z){ const float s = 0.2f; float height = fnlGetNoise3D(noise, real_x*0.0125f*s*32,real_z*0.0125f*s*32, 0.0f); height += fnlGetNoise3D(noise, real_x*0.025f*s*32,real_z*0.025f*s*32, 0.0f)*0.5f; height += fnlGetNoise3D(noise, real_x*0.05f*s*32,real_z*0.05f*s*32, 0.0f)*0.25f; height += fnlGetNoise3D(noise, real_x*0.1f*s*32,real_z*0.1f*s*32, 0.0f)*0.225f; height += fnlGetNoise3D(noise, real_x*0.2f*s*32,real_z*0.2f*s*32, 0.0f)*0.125f; //height += fnlGetNoise3D(noise, real_x*0.4f*s*32,real_z*0.4f*s*32, 0.0f)*0.125f*0.5F; height = height * 0.5f + 0.5f; height *= height; height *= (140.0f)*0.12f/s; height += (42)*0.12f/s; return height; } #include int generate_tree(fnl_state *noise, PseudoRandom* random, const float* heights, int real_x, int real_y, int real_z, int tileSize){ const int tileX = floor((double)real_x/(double)tileSize); const int tileY = floor((double)real_z/(double)tileSize); random->setSeed(tileX*4325261+tileY*12160951+tileSize*9431111); bool gentree = fnlGetNoise3D(noise, tileX*3.0f+633, 0.0, tileY*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 centerY = tileY * tileSize + tileSize/2 + randomZ; int height = (int)calc_height_faster(noise, centerX, centerY); if (height < 55) return 0; int lx = real_x - centerX; int radius = random->rand() % 4 + 3; int ly = real_y - height - 3 * radius; int lz = real_z - centerY; if (lx == 0 && lz == 0 && real_y - height < 4*radius) return 6; if (lx*lx+ly*ly/2+lz*lz < radius*radius) return 7; return 0; } void WorldGenerator::generate(voxel* voxels, int cx, int cy, int cz){ fnl_state noise = fnlCreateState(); noise.noise_type = FNL_NOISE_OPENSIMPLEX2; PseudoRandom random; 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++){ for (int x = 0; x < CHUNK_W; x++){ int real_x = x + cx * CHUNK_W; int real_z = z + cz * CHUNK_D; float height = heights[z*CHUNK_W+x]; for (int y = 0; y < CHUNK_H; y++){ int real_y = y + cy * CHUNK_H; int id = real_y < 55 ? 9 : 0; if (real_y == (int)height) id = 2; else if (real_y < height){ if (real_y < height-6) id = 8; else id = 1; } else { int tree = generate_tree(&noise, &random, heights, real_x, real_y, real_z, 16); if (tree) id = tree; else if ((tree = generate_tree(&noise, &random, heights, real_x, real_y, real_z, 19))){ id = tree; }else if ((tree = generate_tree(&noise, &random, heights, real_x, real_y, real_z, 23))){ id = tree; } } if (real_y <= 2) id = 2; voxels[(y * CHUNK_D + z) * CHUNK_W + x].id = id; } } } }