Merge pull request 'Better World Generation' (#6) from better-generation into main

Reviewed-on: #6
hud
EmaMaker 2023-07-30 12:28:59 +02:00
commit ca04afcc89
8 changed files with 193 additions and 46 deletions

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@ -6,7 +6,9 @@ enum class Block{
AIR, AIR,
STONE, STONE,
DIRT, DIRT,
GRASS GRASS,
WOOD,
LEAVES
}; };
#endif #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)); constexpr int chunks_volume = static_cast<int>(1.333333333333*M_PI*(RENDER_DISTANCE*RENDER_DISTANCE*RENDER_DISTANCE));
extr bool wireframe; 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_ENCODE[CHUNK_SIZE][CHUNK_SIZE][CHUNK_SIZE];
extr uint32_t MORTON_XYZ_DECODE[CHUNK_VOLUME][3]; extr uint32_t MORTON_XYZ_DECODE[CHUNK_VOLUME][3];
extr uint32_t HILBERT_XYZ_ENCODE[CHUNK_SIZE][CHUNK_SIZE][CHUNK_SIZE]; extr uint32_t HILBERT_XYZ_ENCODE[CHUNK_SIZE][CHUNK_SIZE][CHUNK_SIZE];

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@ -23,6 +23,7 @@ void main(){
// Load the texture // Load the texture
// anti-gamma-correction of the texture. Without this it would be gamma corrected twice! // anti-gamma-correction of the texture. Without this it would be gamma corrected twice!
vec3 vColor = pow(texture(textureArray, TexCoord).rgb, vec3(gamma)); vec3 vColor = pow(texture(textureArray, TexCoord).rgb, vec3(gamma));
if(TexCoord.z == 4) vColor = vColor * normalize(vec3(10, 250, 10));
vec3 normal = normalize(Normal); vec3 normal = normalize(Normal);

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@ -9,62 +9,111 @@
#include "utils.hpp" #include "utils.hpp"
#define GRASS_OFFSET 40 #define GRASS_OFFSET 40
#define NOISE_GRASS_MULT 20 #define NOISE_GRASS_MULT 30
#define NOISE_DIRT_MULT 3 #define NOISE_DIRT_MULT 3
#define NOISE_DIRT_MIN 2 #define NOISE_DIRT_MIN 3
#define NOISE_DIRT_X_MULT 0.001f #define NOISE_DIRT_X_MULT 0.001f
#define NOISE_DIRT_Z_MULT 0.001f #define NOISE_DIRT_Z_MULT 0.001f
#define NOISE_GRASS_X_MULT 0.018f #define NOISE_GRASS_X_MULT 0.018f
#define NOISE_GRASS_Z_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 TREE_STANDARD_HEIGHT 7
#define TREE_HEIGHT_VARIATION 2
#define WOOD_CELL_BORDER (LEAVES_RADIUS-1)
#define WOOD_MAX_OFFSET (WOOD_CELL_SIZE-WOOD_CELL_CENTER-WOOD_CELL_BORDER)
void generatePyramid(Chunk::Chunk *chunk);
void generateNoise(Chunk::Chunk *chunk); void generateNoise(Chunk::Chunk *chunk);
void generateNoise3D(Chunk::Chunk *chunk); void generateNoise3D(Chunk::Chunk *chunk);
double evaluateNoise(OpenSimplexNoise::Noise noiseGen, double x, double y, double amplitude, double
void generateChunk(Chunk::Chunk *chunk) frequency, double persistence, double lacunarity, int octaves);
{ struct TreeCellInfo evaluateTreeCell(int wcx, int wcz);
generateNoise(chunk);
}
Block block;
std::random_device dev; std::random_device dev;
std::mt19937 mt(dev()); std::mt19937 mt(dev());
OpenSimplexNoise::Noise noiseGen1(mt()); OpenSimplexNoise::Noise noiseGen1(mt());
OpenSimplexNoise::Noise noiseGen2(mt()); OpenSimplexNoise::Noise noiseGen2(mt());
OpenSimplexNoise::Noise noiseGenWood(mt());
// Trees are generated by virtually dividing the world into cells. Each cell can contain exactly one
// tree, with some offset in the position. Having a border in the cell ensures that no trees are generated in
// adjacent blocks
// cover CHUNK_SIZE with WOOD_CELLS + 2 cells before and after the chunk
constexpr int TREE_LUT_SIZE = std::ceil(static_cast<float>(CHUNK_SIZE)/static_cast<float>(WOOD_CELL_SIZE)) + 2;
// Info on the tree cell to generate
struct TreeCellInfo{
// Cell coordinates (in "tree cell space")
int wcx, wcz;
// trunk offset from 0,0 in the cell
int trunk_x_offset, trunk_z_offset;
// Global x,z position of the trunk
int trunk_x, trunk_z;
// Y of the center of the leaves sphere
int leaves_y_pos;
};
// Lookup tables for generation
std::array<int, CHUNK_SIZE * CHUNK_SIZE> grassNoiseLUT; std::array<int, CHUNK_SIZE * CHUNK_SIZE> grassNoiseLUT;
std::array<int, CHUNK_SIZE * CHUNK_SIZE> dirtNoiseLUT; std::array<int, CHUNK_SIZE * CHUNK_SIZE> dirtNoiseLUT;
std::array<TreeCellInfo, TREE_LUT_SIZE*TREE_LUT_SIZE> treeLUT;
void generateNoise(Chunk::Chunk *chunk) 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
// Terrain LUTs
// Noise value at a given (x,z), position represents:
// Grass Noise LUT: Height of the terrain: when the grass is placed and the player will stand
// Dirt Noise LUT: How many blocks of dirt to place before there is stone
// Anything below (grass-level - dirt_height) will be stone
for (int i = 0; i < grassNoiseLUT.size(); i++) for (int i = 0; i < grassNoiseLUT.size(); i++)
{ {
grassNoiseLUT[i] = -1; int bx = i / CHUNK_SIZE;
dirtNoiseLUT[i] = -1; 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}; // Tree LUT
int block_prev_start{0}; int tree_lut_x_offset = cx / WOOD_CELL_SIZE - 1;
int tree_lut_z_offset = cz / WOOD_CELL_SIZE - 1;
// A space filling curve is continuous, so there is no particular order for(int i = 0; i < TREE_LUT_SIZE; i++)
for(int k = 0; k < TREE_LUT_SIZE; k++){
int wcx = (tree_lut_x_offset + i);
int wcz = (tree_lut_z_offset + k);
treeLUT[i * TREE_LUT_SIZE + k] = evaluateTreeCell(wcx, wcz);
}
// Generation of terrain
// March along the space-filling curve, calculate information about the block at every position
// A space-filling curve is continuous, so there is no particular order
// Take advantage of the interval-map structure by only inserting contigous runs of blocks
Block block_prev{Block::AIR}, block;
int block_prev_start{0};
for (int s = 0; s < CHUNK_VOLUME; s++) for (int s = 0; s < CHUNK_VOLUME; s++)
{ {
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 lut_index = bx * CHUNK_SIZE + bz;
int x = HILBERT_XYZ_DECODE[s][0] + CHUNK_SIZE * chunk->getPosition().x; int grassNoise = grassNoiseLUT[lut_index];
int y = HILBERT_XYZ_DECODE[s][1] + CHUNK_SIZE * chunk->getPosition().y; int dirtNoise = dirtNoiseLUT[lut_index];
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 + (int)((0.5 + noiseGen1.eval(x * NOISE_GRASS_X_MULT, z * NOISE_GRASS_Z_MULT) * NOISE_GRASS_MULT));
}
if (dirtNoiseLUT[d2] == -1){
dirtNoiseLUT[d2] = NOISE_DIRT_MIN + (int)((0.5 + noiseGen2.eval(x * NOISE_DIRT_X_MULT, z * NOISE_DIRT_Z_MULT) * NOISE_DIRT_MULT));
}
int grassNoise = grassNoiseLUT[d2];
int dirtNoise = dirtNoiseLUT[d2];
int stoneLevel = grassNoise - dirtNoise; int stoneLevel = grassNoise - dirtNoise;
if (y < stoneLevel) if (y < stoneLevel)
@ -73,24 +122,116 @@ void generateNoise(Chunk::Chunk *chunk)
block = Block::DIRT; block = Block::DIRT;
else if (y == grassNoise) else if (y == grassNoise)
block = Block::GRASS; block = Block::GRASS;
else else
block = Block::AIR; block = Block::AIR;
// Divide the world into cells, each with exactly one tree, so that no two trees will be adjacent of each other
struct TreeCellInfo info;
int wcx = (int)(x / WOOD_CELL_SIZE) - tree_lut_x_offset; // wood cell x
int wcz = (int)(z / WOOD_CELL_SIZE) - tree_lut_z_offset; // wood cell z
// Retrieve info on the cell from LUT
info = treeLUT[wcx * TREE_LUT_SIZE + wcz];
// A tree is to be placed in this position if the coordinates are those of the tree of the current cell
int wood_height = TREE_STANDARD_HEIGHT;
bool wood = x == info.trunk_x && z == info.trunk_z && y > grassNoiseLUT[lut_index] && y <= info.leaves_y_pos;
bool leaf{false};
// Check placing of leaves
if(wood) leaf = y > info.leaves_y_pos && y < info.leaves_y_pos+LEAVES_RADIUS;
else{
if(!leaf) leaf = utils::withinDistance(x,y,z, info.trunk_x, info.leaves_y_pos, info.trunk_z, LEAVES_RADIUS);
// Eventually search neighboring cells
if(!leaf && wcx+1 < TREE_LUT_SIZE){
info = treeLUT[(wcx+1) * TREE_LUT_SIZE + wcz];
leaf = utils::withinDistance(x,y,z, info.trunk_x, info.leaves_y_pos, info.trunk_z, LEAVES_RADIUS);
}
if(!leaf && wcx-1 >= 0){
info = treeLUT[(wcx-1) * TREE_LUT_SIZE + wcz];
leaf = utils::withinDistance(x,y,z, info.trunk_x, info.leaves_y_pos, info.trunk_z, LEAVES_RADIUS);
}
if(!leaf && wcz-1 >= 0){
info = treeLUT[wcx * TREE_LUT_SIZE + (wcz-1)];
leaf = utils::withinDistance(x,y,z, info.trunk_x, info.leaves_y_pos, info.trunk_z, LEAVES_RADIUS);
}
if(!leaf && wcz+1 < TREE_LUT_SIZE){
info = treeLUT[wcx * TREE_LUT_SIZE + (wcz+1)];
leaf = utils::withinDistance(x,y,z, info.trunk_x, info.leaves_y_pos, info.trunk_z, LEAVES_RADIUS);
}
}
if(wood) block = Block::WOOD;
if(leaf) block = Block::LEAVES;
// Use the interval-map structure of the chunk to compress the world: insert "runs" of
// equal blocks using indices in the hilbert curve
if (block != block_prev) if (block != block_prev)
{ {
chunk->setBlocks(block_prev_start, s, block_prev); chunk->setBlocks(block_prev_start, s, block_prev);
block_prev_start = s; block_prev_start = s;
} }
block_prev = block; block_prev = block;
} }
// Insert the last run of blocks
chunk->setBlocks(block_prev_start, CHUNK_VOLUME, block_prev); chunk->setBlocks(block_prev_start, CHUNK_VOLUME, block_prev);
// Mark the chunk as generated, is needed to trigger the next steps
chunk->setState(Chunk::CHUNK_STATE_GENERATED, true); chunk->setState(Chunk::CHUNK_STATE_GENERATED, true);
} }
// Noise evaluation with Fractal Brownian Motion
double evaluateNoise(OpenSimplexNoise::Noise noiseGen, double x, double y, double amplitude, double
frequency, double persistence, double lacunarity, int octaves){
double sum = 0;
for(int i = 0; i < octaves; i++){
sum += amplitude * noiseGen.eval(x*frequency, y*frequency);
amplitude *= persistence;
frequency *= lacunarity;
}
return sum;
}
// Tree cell Info
const int TREE_MASTER_SEED_X = mt();
const int TREE_MASTER_SEED_Z = mt();
struct TreeCellInfo evaluateTreeCell(int wcx, int wcz){
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];
struct TreeCellInfo result{};
// Cell to world coordinates
result.trunk_x = wcx * WOOD_CELL_SIZE + wcx_off;
result.trunk_z = wcz * WOOD_CELL_SIZE + wcz_off;
result.trunk_x_offset = wcx_off;
result.trunk_z_offset = wcz_off;
result.leaves_y_pos = 1 + TREE_STANDARD_HEIGHT + GRASS_OFFSET + evaluateNoise(noiseGen1,
result.trunk_x, result.trunk_z, NOISE_GRASS_MULT, 0.01, 0.35, 2.1, 5);
return result;
}
void generateChunk(Chunk::Chunk *chunk)
{
generateNoise(chunk);
}
/* EXPERIMENTAL STUFF */
void generateNoise3D(Chunk::Chunk *chunk) { void generateNoise3D(Chunk::Chunk *chunk) {
Block block_prev{Block::AIR}; Block block_prev{Block::AIR}, block;
int block_prev_start{0}; int block_prev_start{0};
// A space filling curve is continuous, so there is no particular order // A space filling curve is continuous, so there is no particular order
@ -124,11 +265,3 @@ void generateNoise3D(Chunk::Chunk *chunk) {
chunk->setBlocks(block_prev_start, CHUNK_VOLUME, block_prev); chunk->setBlocks(block_prev_start, CHUNK_VOLUME, block_prev);
} }
void generatePyramid(Chunk::Chunk *chunk)
{
for (int i = 0; i < CHUNK_SIZE; i++)
for (int j = 0; j < CHUNK_SIZE; j++)
for (int k = 0; k < CHUNK_SIZE; k++)
chunk->setBlock(i >= j && i < CHUNK_SIZE - j && k >= j && k < CHUNK_SIZE - j ? (j & 1) == 0 ? Block::GRASS : Block::STONE : Block::AIR, i, j, k);
}

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@ -63,8 +63,12 @@ int main()
std::cout << "Using GPU: " << glGetString(GL_VENDOR) << " " << glGetString(GL_RENDERER) << "\n"; std::cout << "Using GPU: " << glGetString(GL_VENDOR) << " " << glGetString(GL_RENDERER) << "\n";
SpaceFilling::initLUT();
wireframe = false; 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(); renderer::init();
std::thread chunkmanager_thread = chunkmanager::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"}; theShader = new Shader{"shaders/shader-texture.gs", "shaders/shader-texture.vs", "shaders/shader-texture.fs"};
// Create 3d array texture // Create 3d array texture
constexpr int layerCount = 3; constexpr int layerCount = 5;
glGenTextures(1, &chunkTexture); glGenTextures(1, &chunkTexture);
glBindTexture(GL_TEXTURE_2D_ARRAY, 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); 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); 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); 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_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MAG_FILTER,GL_NEAREST);

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