From: Daniel Karbach Date: Fri, 4 Dec 2015 14:44:13 +0000 (+0100) Subject: cutting corners in chunk generation X-Git-Url: https://git.localhorst.tv/?a=commitdiff_plain;h=6143a02000b2b67317aee88b9992efe9bd6436a0;p=blank.git cutting corners in chunk generation like, literally cutting them off, lol --- diff --git a/doc/todo b/doc/todo index 21bf7ae..4bbfb7d 100644 --- a/doc/todo +++ b/doc/todo @@ -103,12 +103,15 @@ world generator that is not boring exploration biomes seem too small, maybe that will become easier to tune when there's a little more diversity between them + chunk generation takes too long, it's incredibly annoying should look into speeding it up and executing on a different thread compute shaders might be another approach, though that would require opengl 4.3, block the gpu, and generally doesn't lend itself well to threading (cpu wise). It also requires servers to load GL. maybe not such a great idea after all + using interpolation between samples of simplex noise now (big thanks + to notch ;) ), I'll see how that fares or can be tweaked spawning diff --git a/src/world/Generator.cpp b/src/world/Generator.cpp index edb7e9c..b6d53ae 100644 --- a/src/world/Generator.cpp +++ b/src/world/Generator.cpp @@ -49,28 +49,113 @@ void Generator::LoadTypes(const BlockTypeRegistry ®) { 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; @@ -90,7 +175,7 @@ Block Generator::Generate(const glm::vec3 &pos) const noexcept { 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; @@ -105,20 +190,4 @@ Block Generator::Generate(const glm::vec3 &pos) const noexcept { 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 - ); -} - } diff --git a/src/world/Generator.hpp b/src/world/Generator.hpp index cf94356..50b5089 100644 --- a/src/world/Generator.hpp +++ b/src/world/Generator.hpp @@ -42,11 +42,8 @@ public: void operator ()(Chunk &) const noexcept; private: - Block Generate(const glm::vec3 &position) const noexcept; - static float GetValue( - const SimplexNoise &, - const glm::vec3 &, - const Config::NoiseParam &) noexcept; + struct ValueField; + Block Generate(const ValueField &, const glm::ivec3 &position) const noexcept; private: const Config &config;