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