diff --git a/include/block.hpp b/include/block.hpp index 7a36a03..7d31874 100644 --- a/include/block.hpp +++ b/include/block.hpp @@ -6,7 +6,9 @@ enum class Block{ AIR, STONE, DIRT, - GRASS + GRASS, + WOOD, + LEAVES }; -#endif \ No newline at end of file +#endif diff --git a/include/globals.hpp b/include/globals.hpp index 470e729..4b9c243 100644 --- a/include/globals.hpp +++ b/include/globals.hpp @@ -16,6 +16,9 @@ extr Camera theCamera; constexpr int chunks_volume = static_cast(1.333333333333*M_PI*(RENDER_DISTANCE*RENDER_DISTANCE*RENDER_DISTANCE)); extr bool wireframe; +extr float sines[360]; +extr float cosines[360]; + extr uint32_t MORTON_XYZ_ENCODE[CHUNK_SIZE][CHUNK_SIZE][CHUNK_SIZE]; extr uint32_t MORTON_XYZ_DECODE[CHUNK_VOLUME][3]; extr uint32_t HILBERT_XYZ_ENCODE[CHUNK_SIZE][CHUNK_SIZE][CHUNK_SIZE]; diff --git a/src/chunkgenerator.cpp b/src/chunkgenerator.cpp index 7521def..3435f60 100644 --- a/src/chunkgenerator.cpp +++ b/src/chunkgenerator.cpp @@ -1,6 +1,7 @@ #include #include #include // for std::mt19937 +#include #include "block.hpp" #include "chunkgenerator.hpp" @@ -8,34 +9,43 @@ #include "OpenSimplexNoise.h" #include "utils.hpp" -#define GRASS_OFFSET 100 -#define NOISE_GRASS_MULT 50 +#define GRASS_OFFSET 40 +#define NOISE_GRASS_MULT 30 #define NOISE_DIRT_MULT 3 #define NOISE_DIRT_MIN 3 #define NOISE_DIRT_X_MULT 0.001f #define NOISE_DIRT_Z_MULT 0.001f #define NOISE_GRASS_X_MULT 0.018f #define NOISE_GRASS_Z_MULT 0.018f +#define NOISE_TREE_X_MULT 0.01f +#define NOISE_TREE_Z_MULT 0.01f + +#define LEAVES_RADIUS 3 +#define WOOD_CELL_SIZE 13 +#define WOOD_CELL_CENTER 7 +#define WOOD_CELL_BORDER (LEAVES_RADIUS-1) +#define WOOD_MAX_OFFSET (WOOD_CELL_SIZE-WOOD_CELL_CENTER-WOOD_CELL_BORDER) +#define TREE_STANDARD_HEIGHT 7 +#define TREE_HEIGHT_VARIATION 2 void generatePyramid(Chunk::Chunk *chunk); void generateNoise(Chunk::Chunk *chunk); void generateNoise3D(Chunk::Chunk *chunk); -void generateChunk(Chunk::Chunk *chunk) -{ - generateNoise(chunk); -} - -Block block; - std::random_device dev; std::mt19937 mt(dev()); OpenSimplexNoise::Noise noiseGen1(mt()); OpenSimplexNoise::Noise noiseGen2(mt()); +OpenSimplexNoise::Noise noiseGenWood(mt()); std::array grassNoiseLUT; std::array dirtNoiseLUT; +void generateChunk(Chunk::Chunk *chunk) +{ + generateNoise(chunk); +} + double evaluateNoise(OpenSimplexNoise::Noise noiseGen, double x, double y, double amplitude, double frequency, double persistence, double lacunarity, int octaves){ double sum = 0; @@ -49,33 +59,76 @@ double evaluateNoise(OpenSimplexNoise::Noise noiseGen, double x, double y, doubl return sum; } +const int TREE_MASTER_SEED_X = mt(); +const int TREE_MASTER_SEED_Z = mt(); + +void evaluateTreeCell(int cx, int cz, int wcx, int wcz, int* wcx_offset, int* + wcz_offset, int* wx, int* wz, int* bwx, int* bwz, int* leaves_noise){ + + static int old_cx = -1, old_cz = -1, old_leaves_noise = -1; + + int anglex = TREE_MASTER_SEED_X*wcx+TREE_MASTER_SEED_Z*wcz; + int anglez = TREE_MASTER_SEED_Z*wcz+TREE_MASTER_SEED_X*wcx; + + // Start at the center of the cell, with a bit of random offset + int wcx_off = WOOD_CELL_CENTER + WOOD_MAX_OFFSET * sines[anglex % 360]; + int wcz_off = WOOD_CELL_CENTER + WOOD_MAX_OFFSET * cosines[anglez % 360]; + + //std::cout << "cell: (" << wcx << "," << wcz << "): offset: (" << (int)wcx_off << "," << (int)wcz_off << ")\n"; + + // Cell to world coordinates + *wx = wcx * WOOD_CELL_SIZE + wcx_off; + *wz = wcz * WOOD_CELL_SIZE + wcz_off; + + *wcx_offset = wcx_off; + *wcz_offset = wcz_off; + + *bwx = *wx - cx; + *bwz = *wz - cz; + + if(old_leaves_noise == -1 || old_cx != cx || old_cz != cx || *bwx < 0 || *bwz < 0 || *bwx >= CHUNK_SIZE || *bwz >= CHUNK_SIZE) + *leaves_noise = TREE_STANDARD_HEIGHT + GRASS_OFFSET + evaluateNoise(noiseGen1, *wx, *wz, NOISE_GRASS_MULT, 0.01, 0.35, 2.1, 5); + else *leaves_noise = TREE_STANDARD_HEIGHT + grassNoiseLUT[*bwx * CHUNK_SIZE + *bwz]; + + old_leaves_noise = *leaves_noise; + old_cx = cx; + old_cz = cz; +} + + +Block block; + void generateNoise(Chunk::Chunk *chunk) { + int cx = chunk->getPosition().x * CHUNK_SIZE; + int cy = chunk->getPosition().y * CHUNK_SIZE; + int cz = chunk->getPosition().z * CHUNK_SIZE; + + // Precalculate LUTs for (int i = 0; i < grassNoiseLUT.size(); i++) { - grassNoiseLUT[i] = -1; - dirtNoiseLUT[i] = -1; + int bx = i / CHUNK_SIZE; + int bz = i % CHUNK_SIZE; + + grassNoiseLUT[i] = GRASS_OFFSET + evaluateNoise(noiseGen1, cx+bx, cz+bz, NOISE_GRASS_MULT, 0.01, 0.35, 2.1, 5); + dirtNoiseLUT[i] = NOISE_DIRT_MIN + (int)((1 + noiseGen2.eval(cx+bx * NOISE_DIRT_X_MULT, + cz+bz * NOISE_DIRT_Z_MULT)) * NOISE_DIRT_MULT); } Block block_prev{Block::AIR}; int block_prev_start{0}; - + // A space filling curve is continuous, so there is no particular order for (int s = 0; s < CHUNK_VOLUME; s++) { - int x = HILBERT_XYZ_DECODE[s][0] + CHUNK_SIZE * chunk->getPosition().x; - int y = HILBERT_XYZ_DECODE[s][1] + CHUNK_SIZE * chunk->getPosition().y; - int z = HILBERT_XYZ_DECODE[s][2] + CHUNK_SIZE * chunk->getPosition().z; - int d2 = HILBERT_XYZ_DECODE[s][0] * CHUNK_SIZE + HILBERT_XYZ_DECODE[s][2]; - - if (grassNoiseLUT[d2] == -1) - grassNoiseLUT[d2] = GRASS_OFFSET + evaluateNoise(noiseGen1, x, z, NOISE_GRASS_MULT, - 0.01, 0.35, 2.1, 5); - if (dirtNoiseLUT[d2] == -1) - dirtNoiseLUT[d2] = NOISE_DIRT_MIN + (int)((1 + noiseGen2.eval(x - * NOISE_DIRT_X_MULT, z * NOISE_DIRT_Z_MULT)) * NOISE_DIRT_MULT); - + int bx = HILBERT_XYZ_DECODE[s][0]; + int by = HILBERT_XYZ_DECODE[s][1]; + int bz = HILBERT_XYZ_DECODE[s][2]; + int x = bx + cx; + int y = by + cy; + int z = bz + cz; + int d2 = bx * CHUNK_SIZE + bz; int grassNoise = grassNoiseLUT[d2]; int dirtNoise = dirtNoiseLUT[d2]; @@ -87,18 +140,59 @@ void generateNoise(Chunk::Chunk *chunk) block = Block::DIRT; else if (y == grassNoise) block = Block::GRASS; - else + else block = Block::AIR; + + // Divide the world into cells, so that no two trees will be adjacent of each other + int wcx = x / WOOD_CELL_SIZE, wcz = z / WOOD_CELL_SIZE; + int wcx_offset, wcz_offset, wx, wz, bwx, bwz, leavesNoise; + + evaluateTreeCell(cx, cz, wcx, wcz, &wcx_offset, &wcz_offset, &wx, &wz, &bwx, &bwz, + &leavesNoise); + + // A tree is to be places if the coordinates are those of the tree of the current cell + int wood_height = TREE_STANDARD_HEIGHT;// + noiseGenWood.eval(wcx * NOISE_TREE_X_MULT, wcz * NOISE_TREE_Z_MULT) * TREE_HEIGHT_VARIATION; + bool wood = x == wx && z == wz && y > grassNoiseLUT[d2] && y <= leavesNoise; + bool leaf = false; + + leaf = wood && y > leavesNoise && y < leavesNoise+LEAVES_RADIUS; + if(!leaf) leaf = utils::withinDistance(x,y,z, wx, leavesNoise, wz, LEAVES_RADIUS); + + if(!leaf){ + evaluateTreeCell(cx, cz, wcx+1, wcz, &wcx_offset, &wcz_offset, &wx, &wz, &bwx, &bwz, + &leavesNoise); + leaf = utils::withinDistance(x,y,z, wx, leavesNoise, wz, LEAVES_RADIUS); + } + + if(!leaf){ + evaluateTreeCell(cx, cz, wcx, wcz+1, &wcx_offset, &wcz_offset, &wx, &wz, &bwx, &bwz, + &leavesNoise); + leaf = utils::withinDistance(x,y,z, wx, leavesNoise, wz, LEAVES_RADIUS); + } + + if(!leaf){ + evaluateTreeCell(cx, cz, wcx-1, wcz, &wcx_offset, &wcz_offset, &wx, &wz, &bwx, &bwz, + &leavesNoise); + leaf = utils::withinDistance(x,y,z, wx, leavesNoise, wz, LEAVES_RADIUS); + } + + if(!leaf){ + evaluateTreeCell(cx, cz, wcx, wcz-1, &wcx_offset, &wcz_offset, &wx, &wz, &bwx, &bwz, + &leavesNoise); + leaf = utils::withinDistance(x,y,z, wx, leavesNoise, wz, LEAVES_RADIUS); + } + + if(wood) block = Block::WOOD; + if(leaf) block = Block::LEAVES; + if (block != block_prev) { chunk->setBlocks(block_prev_start, s, block_prev); block_prev_start = s; } - block_prev = block; } - chunk->setBlocks(block_prev_start, CHUNK_VOLUME, block_prev); chunk->setState(Chunk::CHUNK_STATE_GENERATED, true); } diff --git a/src/main.cpp b/src/main.cpp index 8769986..f2ce389 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -63,8 +63,12 @@ int main() std::cout << "Using GPU: " << glGetString(GL_VENDOR) << " " << glGetString(GL_RENDERER) << "\n"; - SpaceFilling::initLUT(); wireframe = false; + for(int i = 0; i < 360; i++){ + sines[i] = sin(3.14 / 180 * i); + cosines[i] = cos(3.14 / 180 * i); + } + SpaceFilling::initLUT(); renderer::init(); std::thread chunkmanager_thread = chunkmanager::init(); diff --git a/src/renderer.cpp b/src/renderer.cpp index 6df7c4a..f5b084c 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp @@ -26,7 +26,7 @@ namespace renderer{ theShader = new Shader{"shaders/shader-texture.gs", "shaders/shader-texture.vs", "shaders/shader-texture.fs"}; // Create 3d array texture - constexpr int layerCount = 3; + constexpr int layerCount = 5; glGenTextures(1, &chunkTexture); glBindTexture(GL_TEXTURE_2D_ARRAY, chunkTexture); @@ -38,6 +38,10 @@ namespace renderer{ glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE, texels1); unsigned char *texels2 = stbi_load("textures/grass_top.png", &width, &height, &nrChannels, 0); glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 2, width, height, 1, GL_RGB, GL_UNSIGNED_BYTE, texels2); + unsigned char *texels3 = stbi_load("textures/wood.png", &width, &height, &nrChannels, 0); + glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 3, width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE, texels3); + unsigned char *texels4 = stbi_load("textures/leaves.png", &width, &height, &nrChannels, 0); + glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 4, width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE, texels4); glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MAG_FILTER,GL_NEAREST); diff --git a/textures/leaves.png b/textures/leaves.png new file mode 100644 index 0000000..02e8b86 Binary files /dev/null and b/textures/leaves.png differ diff --git a/textures/oak_log.png b/textures/wood.png similarity index 100% rename from textures/oak_log.png rename to textures/wood.png