#include "Generator.hpp"
+#include "BlockType.hpp"
+#include "BlockTypeRegistry.hpp"
#include "Chunk.hpp"
#include "../rand/OctaveNoise.hpp"
namespace blank {
+namespace {
+
+struct Candidate {
+ const BlockType *type;
+ float threshold;
+ Candidate(const BlockType *type, float threshold)
+ : type(type), threshold(threshold) { }
+};
+
+std::vector<Candidate> candidates;
+
+}
+
Generator::Generator(const Config &config) noexcept
-: solidNoise(config.seed)
-, typeNoise(config.seed)
-, stretch(1.0f/config.stretch)
-, solid_threshold(config.solid_threshold)
-// TODO: stable dynamic generator configuration
-, space(0)
-, light(13)
-, solids({ 1, 4, 7, 10 }) {
+: config(config)
+, types()
+, min_solidity(2.0f)
+, solidity_noise(config.seed ^ config.solidity.seed_mask)
+, humidity_noise(config.seed ^ config.humidity.seed_mask)
+, temperature_noise(config.seed ^ config.temperature.seed_mask)
+, richness_noise(config.seed ^ config.richness.seed_mask)
+, random_noise(config.seed ^ config.randomness.seed_mask) {
}
+void Generator::LoadTypes(const BlockTypeRegistry ®) {
+ types.clear();
+ min_solidity = 2.0f;
+ for (const BlockType &type : reg) {
+ if (type.generate) {
+ types.push_back(&type);
+ if (type.min_solidity < min_solidity) {
+ min_solidity = type.min_solidity;
+ }
+ }
+ }
+ candidates.reserve(types.size());
+}
void Generator::operator ()(Chunk &chunk) const noexcept {
Chunk::Pos pos(chunk.Position());
for (int y = 0; y < Chunk::height; ++y) {
for (int x = 0; x < Chunk::width; ++x) {
Block::Pos block_pos(x, y, z);
- glm::vec3 gen_pos = (coords + block_pos) * stretch;
- float val = OctaveNoise(solidNoise, coords + block_pos, 3, 0.5f, stretch, 2.0f);
- if (val > solid_threshold) {
- int type_val = int((typeNoise(gen_pos) + 1.0f) * solids.size()) % solids.size();
- chunk.SetBlock(block_pos, Block(solids[type_val]));
- } else {
- chunk.SetBlock(block_pos, Block(space));
- }
+ chunk.SetBlock(block_pos, Generate(coords + block_pos));
}
}
}
- unsigned int random = 263167 * pos.x + 2097593 * pos.y + 426389 * pos.z;
- for (int index = 0; index < Chunk::size; ++index) {
- if (chunk.IsSurface(index)) {
- random = random * 666649 + 7778777;
- if ((random % 32) == 0) {
- chunk.SetBlock(index, Block(light));
- }
+ chunk.SetGenerated();
+}
+
+Block Generator::Generate(const glm::vec3 &pos) const noexcept {
+ float solidity = GetValue(solidity_noise, pos, config.solidity);
+ if (solidity < min_solidity) {
+ return Block(0);
+ }
+ float humidity = GetValue(humidity_noise, pos, config.humidity);
+ float temperature = GetValue(temperature_noise, pos, config.temperature);
+ float richness = GetValue(richness_noise, pos, config.richness);
+
+ candidates.clear();
+ float total = 0.0f;
+ for (const BlockType *type : types) {
+ if (solidity < type->min_solidity || solidity > type->max_solidity) continue;
+ if (humidity < type->min_humidity || humidity > type->max_humidity) continue;
+ if (temperature < type->min_temperature || temperature > type->max_temperature) continue;
+ if (richness < type->min_richness || richness > type->max_richness) continue;
+ float solidity_match = 4.0f - ((solidity - type->mid_solidity) * (solidity - type->mid_solidity));
+ float humidity_match = 4.0f - ((humidity - type->mid_humidity) * (humidity - type->mid_humidity));
+ float temperature_match = 4.0f - ((temperature - type->mid_temperature) * (temperature - type->mid_temperature));
+ float richness_match = 4.0f - ((richness - type->mid_richness) * (richness - type->mid_richness));
+ float chance = (solidity_match + humidity_match + temperature_match + richness_match) * type->commonness;
+ total += chance;
+ candidates.emplace_back(type, total);
+ }
+ if (candidates.empty()) {
+ return Block(0);
+ }
+ float random = GetValue(random_noise, pos, config.randomness);
+ if (random < 0.0f) random += 1.0f;
+ float value = random * total;
+ // TODO: change to binary search
+ for (const Candidate &cand : candidates) {
+ if (value < cand.threshold) {
+ return Block(cand.type->id);
}
}
+ // theoretically, this should never happen
+ return Block(candidates.back().type->id);
+}
+
+float Generator::GetValue(
+ const SimplexNoise &noise,
+ const glm::vec3 &pos,
+ const Config::NoiseParam &conf
+) noexcept {
+ return OctaveNoise(
+ noise,
+ pos,
+ conf.octaves,
+ conf.persistence,
+ conf.frequency,
+ conf.amplitude,
+ conf.growth
+ );
}
}