candidates.reserve(types.size());
}
+namespace {
+
+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
+ );
+ }
+ }
+ }
+ }
+ 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::Coarse pos(chunk.Position());
- ExactLocation::Fine coords(pos * ExactLocation::Extent());
+ 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) {
- ExactLocation::Fine block_pos(x, y, z);
- chunk.SetBlock(RoughLocation::Fine(x, y, z), Generate(coords + ExactLocation::Fine(x, y, z)));
+ chunk.SetBlock(RoughLocation::Fine(x, y, z), Generate(field, RoughLocation::Fine(x, y, z)));
}
}
}
chunk.SetGenerated();
}
-Block Generator::Generate(const glm::vec3 &pos) const noexcept {
- float solidity = GetValue(solidity_noise, pos, config.solidity);
+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 = GetValue(humidity_noise, pos, config.humidity);
- float temperature = GetValue(temperature_noise, pos, config.temperature);
- float richness = GetValue(richness_noise, pos, config.richness);
+ 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;
if (candidates.empty()) {
return Block(0);
}
- float random = GetValue(random_noise, pos, config.randomness);
+ 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;
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
- );
-}
-
}