Initial tree generation

Still very slow because multiple noise evaluations are needed
pull/6/head
EmaMaker 2023-07-23 11:49:40 +02:00
parent 9bc5bab3b2
commit 381cd698c7
7 changed files with 138 additions and 31 deletions

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@ -6,7 +6,9 @@ enum class Block{
AIR,
STONE,
DIRT,
GRASS
GRASS,
WOOD,
LEAVES
};
#endif

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@ -16,6 +16,9 @@ extr Camera theCamera;
constexpr int chunks_volume = static_cast<int>(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];

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@ -1,6 +1,7 @@
#include <array>
#include <iostream>
#include <random> // for std::mt19937
#include <experimental/random>
#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<int, CHUNK_SIZE * CHUNK_SIZE> grassNoiseLUT;
std::array<int, CHUNK_SIZE * CHUNK_SIZE> 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;
@ -49,12 +59,60 @@ 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};
@ -64,18 +122,13 @@ void generateNoise(Chunk::Chunk *chunk)
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];
@ -90,15 +143,56 @@ void generateNoise(Chunk::Chunk *chunk)
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);
}

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@ -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();

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@ -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);

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