]> git.localhorst.tv Git - blank.git/blobdiff - src/world/Generator.cpp
smoother type selection during chunk generation
[blank.git] / src / world / Generator.cpp
index c49dce17bf153d15bdc7dd12360254b2d86d137a..fa6e01e5920ed72a698d67c2ff7e60bc2cb4518b 100644 (file)
@@ -1,5 +1,7 @@
 #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.solid_seed)
-, typeNoise(config.type_seed)
-, stretch(1.0f/config.stretch)
-, solid_threshold(config.solid_threshold)
-, space(0)
-, light(0)
-, solids() {
+: 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 &reg) {
+       types.clear();
+       min_solidity = 2.0f;
+       for (const BlockType &type : reg) {
+               if (type.generate) {
+                       types.push_back(&type);
+                       if (type.solidity.Min() < min_solidity) {
+                               min_solidity = type.solidity.Min();
+                       }
+               }
+       }
+       candidates.reserve(types.size());
 }
 
+namespace {
 
-void Generator::operator ()(Chunk &chunk) const noexcept {
-       Chunk::Pos pos(chunk.Position());
-       glm::vec3 coords(pos * Chunk::Extent());
-       for (int z = 0; z < Chunk::depth; ++z) {
-               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));
+struct Interpolation {
+       /// sample points for interpolation
+       /// given coordinates should be the absoloute position of the chunk's (0,0,0) block
+       Interpolation(
+               const SimplexNoise &noise,
+               const glm::vec3 &base,
+               const Generator::Config::NoiseParam &conf
+       ) noexcept {
+               for (int z = 0; z < 5; ++z) {
+                       for (int y = 0; y < 5; ++y) {
+                               for (int x = 0; x < 5; ++x) {
+                                       samples[z][y][x] = OctaveNoise(
+                                               noise,
+                                               base + (glm::vec3(x, y, z) * 4.0f),
+                                               conf.octaves,
+                                               conf.persistence,
+                                               conf.frequency,
+                                               conf.amplitude,
+                                               conf.growth
+                                       );
                                }
                        }
                }
        }
-       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));
+       float samples[5][5][5];
+};
+
+struct Parameters {
+       glm::ivec3 a;
+       glm::ivec3 b;
+       glm::ivec3 d;
+};
+
+struct Detail {
+       float humidity;
+       float temperature;
+       float richness;
+       float randomness;
+};
+
+}
+
+struct Generator::ValueField {
+
+       Interpolation solidity;
+       Interpolation humidity;
+       Interpolation temperature;
+       Interpolation richness;
+       Interpolation randomness;
+
+       static Parameters GetParams(const glm::ivec3 &pos) noexcept {
+               Parameters p;
+               p.a = pos / 4;
+               p.b = p.a + 1;
+               p.d = pos % 4;
+               return p;
+       }
+
+       static float Interpolate(const Interpolation &i, const Parameters &p) noexcept {
+               constexpr float A[4] = { 1.0f, 0.75f, 0.5f, 0.25f };
+               constexpr float B[4] = { 0.0f, 0.25f, 0.5f, 0.75f };
+               const float l1[4] = {
+                       i.samples[p.a.z][p.a.y][p.a.x] * A[p.d.x] + i.samples[p.a.z][p.a.y][p.b.x] * B[p.d.x],
+                       i.samples[p.a.z][p.b.y][p.a.x] * A[p.d.x] + i.samples[p.a.z][p.b.y][p.b.x] * B[p.d.x],
+                       i.samples[p.b.z][p.a.y][p.a.x] * A[p.d.x] + i.samples[p.b.z][p.a.y][p.b.x] * B[p.d.x],
+                       i.samples[p.b.z][p.b.y][p.a.x] * A[p.d.x] + i.samples[p.b.z][p.b.y][p.b.x] * B[p.d.x],
+               };
+               const float l2[2] = {
+                       l1[0] * A[p.d.y] + l1[1] * B[p.d.y],
+                       l1[2] * A[p.d.y] + l1[3] * B[p.d.y],
+               };
+               return l2[0] * A[p.d.z] + l2[1] * B[p.d.z];
+       }
+
+};
+
+void Generator::operator ()(Chunk &chunk) const noexcept {
+       ExactLocation::Fine coords(chunk.Position() * ExactLocation::Extent());
+       coords += 0.5f;
+       ValueField field {
+               { solidity_noise, coords, config.solidity },
+               { humidity_noise, coords, config.humidity },
+               { temperature_noise, coords, config.temperature },
+               { richness_noise, coords, config.richness },
+               { random_noise, coords, config.randomness },
+       };
+       for (int z = 0; z < Chunk::side; ++z) {
+               for (int y = 0; y < Chunk::side; ++y) {
+                       for (int x = 0; x < Chunk::side; ++x) {
+                               chunk.SetBlock(RoughLocation::Fine(x, y, z), Generate(field, RoughLocation::Fine(x, y, z)));
                        }
                }
        }
-       chunk.Invalidate();
-       chunk.CheckUpdate();
+       chunk.SetGenerated();
+}
+
+Block Generator::Generate(const ValueField &field, const glm::ivec3 &pos) const noexcept {
+       Parameters params(ValueField::GetParams(pos));
+       float solidity = ValueField::Interpolate(field.solidity, params);
+       if (solidity < min_solidity) {
+               return Block(0);
+       }
+       float humidity = ValueField::Interpolate(field.humidity, params);
+       float temperature = ValueField::Interpolate(field.temperature, params);
+       float richness = ValueField::Interpolate(field.richness, params);
+
+       candidates.clear();
+       float total = 0.0f;
+       for (const BlockType *type : types) {
+               if (!type->solidity.Valid(solidity)) continue;
+               if (!type->humidity.Valid(humidity)) continue;
+               if (!type->temperature.Valid(temperature)) continue;
+               if (!type->richness.Valid(richness)) continue;
+               float solidity_match = type->solidity.Map(solidity);
+               float humidity_match = type->humidity.Map(humidity);
+               float temperature_match = type->temperature.Map(temperature);
+               float richness_match = type->richness.Map(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 = ValueField::Interpolate(field.randomness, params);
+       // as weird as it sounds, but this is faster tham glm::fract and generates a
+       // better distribution than (transformed variants of) erf, erfc, atan, and smoothstep
+       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);
 }
 
 }