chunk gen now tries nodes first, also messed around a lot w rendering

This commit is contained in:
2024-09-17 20:29:10 -04:00
parent 1fc1cd23fd
commit b68707b92c
14 changed files with 709 additions and 515 deletions

View File

@@ -0,0 +1,145 @@
use nalgebra::Vector3;
use simdnoise::NoiseBuilder;
use crate::{
common::component::{chunk, ChunkPos},
util::oct_tree::OctTree,
};
pub fn generate_tree(pos: ChunkPos) -> OctTree {
if pos.y > 0 || pos.y < -1 {
return OctTree::from_leaf(0, 8);
}
let posf: Vector3<f32> = pos.cast() * chunk::SIDE_LENGTH as f32;
let noise1 = generate_noise_map(0, 1.0, posf, chunk::SCALE, &mut |v: f32| {
(v * 2.0).exp2() * TOP * 0.25
});
let noise2 = generate_noise_map(1, 50.0, posf, chunk::SCALE, &mut |v: f32| v * 20.0 + GRASS);
OctTree::from_fn_rec(
&mut |p| generate_leaf(p, posf, (&noise1.base, &noise2.base)),
&mut |p, lvl| generate_node(p, lvl, posf, (&noise1, &noise2)),
chunk::SCALE,
)
}
const WATER: f32 = 0.18 * chunk::SIDE_LENGTH as f32;
const GRASS: f32 = 0.35 * chunk::SIDE_LENGTH as f32;
const TOP: f32 = 0.5 * chunk::SIDE_LENGTH as f32;
// 0 air 1 stone 2 grass 3 water
fn generate_leaf(p: Vector3<usize>, posf: Vector3<f32>, noise: (&[f32], &[f32])) -> u32 {
let y = p.y as f32 + posf.y;
let n = noise.0[p.x + p.z * chunk::SIDE_LENGTH];
let n2 = noise.1[p.x + p.z * chunk::SIDE_LENGTH];
if y < n {
if y < WATER {
1
} else if y < n2 {
2
} else {
1
}
} else if y <= WATER {
3
} else {
0
}
}
// 0 air 1 stone 2 grass 3 water
fn generate_node(
p: Vector3<usize>,
scale: u32,
posf: Vector3<f32>,
noise: (&NoiseMap, &NoiseMap),
) -> Option<u32> {
let side_len = 2usize.pow(scale);
let y = NumRange {
min: p.y as f32 + posf.y,
max: (p.y + side_len - 1) as f32 + posf.y,
};
let l = scale as usize - 1;
let i = (p.x >> scale) + (p.z >> scale) * (chunk::SIDE_LENGTH / side_len);
let n = &noise.0.levels[l][i];
let n2 = &noise.1.levels[l][i];
Some(if y.max < n.min {
if y.max < WATER {
1
} else if y.max < n2.min && y.min >= WATER {
2
} else if y.min > n2.max {
1
} else {
return None;
}
} else if y.max <= WATER && y.min > n.max {
3
} else if y.min > WATER && y.min > n.max {
0
} else {
return None;
})
}
fn generate_noise_map(
seed: i32,
freq: f32,
posf: Vector3<f32>,
levels: u32,
adjust: &mut impl FnMut(f32) -> f32,
) -> NoiseMap {
let mut size = 2usize.pow(levels);
let (mut base, min, max) = NoiseBuilder::gradient_2d_offset(posf.x, size, posf.z, size)
.with_seed(seed)
.with_freq(freq / (size as f32))
.generate();
for v in &mut base {
*v = adjust((*v - min) / (max - min));
}
let first_len = base.len() / 4;
let mut first = Vec::with_capacity(first_len);
for y in (0..size).step_by(2) {
for x in (0..size).step_by(2) {
let a = base[x + y * size];
let b = base[x + 1 + y * size];
let c = base[x + (y + 1) * size];
let d = base[x + 1 + (y + 1) * size];
first.push(NumRange {
min: a.min(b).min(c).min(d),
max: a.max(b).max(c).max(d),
})
}
}
let mut arr = vec![first];
for l in 1..levels as usize {
size /= 2;
let prev = &arr[l - 1];
let mut new = Vec::with_capacity(prev.len() / 4);
for y in (0..size).step_by(2) {
for x in (0..size).step_by(2) {
let a = &prev[x + y * size];
let b = &prev[x + 1 + y * size];
let c = &prev[x + (y + 1) * size];
let d = &prev[x + 1 + (y + 1) * size];
new.push(NumRange {
min: a.min.min(b.min).min(c.min).min(d.min),
max: a.max.max(b.max).max(c.max).max(d.max),
})
}
}
arr.push(new);
}
NoiseMap { base, levels: arr }
}
#[derive(Debug)]
pub struct NoiseMap {
levels: Vec<Vec<NumRange>>,
base: Vec<f32>,
}
#[derive(Debug)]
pub struct NumRange {
min: f32,
max: f32,
}