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-rw-r--r--game/server/world/overworld.cc766
1 files changed, 383 insertions, 383 deletions
diff --git a/game/server/world/overworld.cc b/game/server/world/overworld.cc
index fca3edf..eb801de 100644
--- a/game/server/world/overworld.cc
+++ b/game/server/world/overworld.cc
@@ -1,383 +1,383 @@
-#include "server/pch.hh"
-
-#include "server/world/overworld.hh"
-
-#include "core/math/vectors.hh"
-
-#include "shared/world/voxel_storage.hh"
-
-#include "shared/coord.hh"
-#include "shared/game_voxels.hh"
-
-// FIXME: load these from a file
-static void compute_tree_feature(unsigned int height, world::Feature& feature, voxel_id log_voxel, voxel_id leaves_voxel)
-{
- // Ensure the tree height is too small
- height = math::max<unsigned int>(height, 4U);
-
- // Put down a single piece of dirt
- feature.push_back({ voxel_pos(0, -1, 0), game_voxels::dirt, true });
-
- // Generate tree stem
- for(unsigned int i = 0; i < height; ++i) {
- feature.push_back({ voxel_pos(0, i, 0), log_voxel, true });
- }
-
- auto leaves_start = height - 3U;
- auto leaves_thick_end = height - 2U;
- auto leaves_thin_end = height - 1U;
-
- // Generate the thin 3x3 layer of leaves that
- // starts from leaves_start and ends at leaves_thin_end
- for(unsigned int i = leaves_start; i <= leaves_thin_end; ++i) {
- feature.push_back({ local_pos(-1, i, -1), leaves_voxel, false });
- feature.push_back({ local_pos(-1, i, +0), leaves_voxel, false });
- feature.push_back({ local_pos(-1, i, +1), leaves_voxel, false });
- feature.push_back({ local_pos(+0, i, -1), leaves_voxel, false });
- feature.push_back({ local_pos(+0, i, +1), leaves_voxel, false });
- feature.push_back({ local_pos(+1, i, -1), leaves_voxel, false });
- feature.push_back({ local_pos(+1, i, +0), leaves_voxel, false });
- feature.push_back({ local_pos(+1, i, +1), leaves_voxel, false });
- }
-
- // Generate the tree cap; a 3x3 patch of leaves
- // that is slapped right on top of the thin 3x3 layer
- feature.push_back({ local_pos(-1, height, +0), leaves_voxel, false });
- feature.push_back({ local_pos(+0, height, -1), leaves_voxel, false });
- feature.push_back({ local_pos(+0, height, +0), leaves_voxel, false });
- feature.push_back({ local_pos(+0, height, +1), leaves_voxel, false });
- feature.push_back({ local_pos(+1, height, +0), leaves_voxel, false });
-
- // Generate the thin 5x5 layer of leaves that
- // starts from leaves_start and ends at leaves_thin_end
- for(unsigned int i = leaves_start; i <= leaves_thick_end; ++i) {
- feature.push_back({ local_pos(-1, i, -2), leaves_voxel, false });
- feature.push_back({ local_pos(-1, i, +2), leaves_voxel, false });
- feature.push_back({ local_pos(-2, i, -1), leaves_voxel, false });
- feature.push_back({ local_pos(-2, i, -2), leaves_voxel, false });
- feature.push_back({ local_pos(-2, i, +0), leaves_voxel, false });
- feature.push_back({ local_pos(-2, i, +1), leaves_voxel, false });
- feature.push_back({ local_pos(-2, i, +2), leaves_voxel, false });
- feature.push_back({ local_pos(+0, i, -2), leaves_voxel, false });
- feature.push_back({ local_pos(+0, i, +2), leaves_voxel, false });
- feature.push_back({ local_pos(+1, i, -2), leaves_voxel, false });
- feature.push_back({ local_pos(+1, i, +2), leaves_voxel, false });
- feature.push_back({ local_pos(+2, i, -1), leaves_voxel, false });
- feature.push_back({ local_pos(+2, i, -2), leaves_voxel, false });
- feature.push_back({ local_pos(+2, i, +0), leaves_voxel, false });
- feature.push_back({ local_pos(+2, i, +1), leaves_voxel, false });
- feature.push_back({ local_pos(+2, i, +2), leaves_voxel, false });
- }
-}
-
-world::Overworld::Overworld(std::string_view name) : Dimension(name, -30.0f)
-{
- m_bottommost_chunk.set_limits(-64, -4);
- m_terrain_variation.set_limits(16, 256);
-
- compute_tree_feature(4U, m_feat_tree[0], game_voxels::oak_log, game_voxels::oak_leaves);
- compute_tree_feature(5U, m_feat_tree[1], game_voxels::oak_log, game_voxels::oak_leaves);
- compute_tree_feature(6U, m_feat_tree[2], game_voxels::oak_log, game_voxels::oak_leaves);
- compute_tree_feature(8U, m_feat_tree[3], game_voxels::oak_log, game_voxels::oak_leaves);
-}
-
-void world::Overworld::init(io::ConfigMap& config)
-{
- m_terrain_variation.set_value(64);
- m_bottommost_chunk.set_value(-4);
-
- config.add_value("overworld.terrain_variation", m_terrain_variation);
- config.add_value("overworld.bottommost_chunk", m_bottommost_chunk);
-}
-
-void world::Overworld::init_late(std::uint64_t global_seed)
-{
- std::mt19937 twister(global_seed);
-
- m_fnl_variation = fnlCreateState();
- m_fnl_variation.seed = static_cast<int>(twister());
- m_fnl_variation.noise_type = FNL_NOISE_PERLIN;
- m_fnl_variation.frequency = 0.001f;
-
- m_fnl_terrain = fnlCreateState();
- m_fnl_terrain.seed = static_cast<int>(twister());
- m_fnl_terrain.noise_type = FNL_NOISE_OPENSIMPLEX2S;
- m_fnl_terrain.fractal_type = FNL_FRACTAL_FBM;
- m_fnl_terrain.frequency = 0.005f;
- m_fnl_terrain.octaves = 4;
-
- m_fnl_caves_a = fnlCreateState();
- m_fnl_caves_a.seed = static_cast<int>(twister());
- m_fnl_caves_a.noise_type = FNL_NOISE_PERLIN;
- m_fnl_caves_a.fractal_type = FNL_FRACTAL_RIDGED;
- m_fnl_caves_a.frequency = 0.0125f;
- m_fnl_caves_a.octaves = 1;
-
- m_fnl_caves_b = fnlCreateState();
- m_fnl_caves_b.seed = static_cast<int>(twister());
- m_fnl_caves_b.noise_type = FNL_NOISE_OPENSIMPLEX2S;
- m_fnl_caves_b.fractal_type = FNL_FRACTAL_RIDGED;
- m_fnl_caves_b.frequency = 0.0125f;
- m_fnl_caves_b.octaves = 1;
-
- m_fnl_nvdi = fnlCreateState();
- m_fnl_nvdi.seed = static_cast<int>(twister());
- m_fnl_nvdi.noise_type = FNL_NOISE_OPENSIMPLEX2S;
- m_fnl_nvdi.frequency = 1.0f;
-
- m_metamap.clear();
-}
-
-bool world::Overworld::generate(const chunk_pos& cpos, VoxelStorage& voxels)
-{
- if(cpos.y <= m_bottommost_chunk.get_value()) {
- // If the player asks the generator
- // to generate a lot of stuff below
- // the surface, it will happily chew
- // through all the server threads
- return false;
- }
-
- voxels.fill(NULL_VOXEL_ID);
-
- m_mutex.lock();
- generate_terrain(cpos, voxels);
- m_mutex.unlock();
-
- m_mutex.lock();
- generate_surface(cpos, voxels);
- m_mutex.unlock();
-
- m_mutex.lock();
- generate_caves(cpos, voxels);
- m_mutex.unlock();
-
- m_mutex.lock();
- generate_features(cpos, voxels);
- m_mutex.unlock();
-
- return true;
-}
-
-bool world::Overworld::is_inside_cave(const voxel_pos& vpos)
-{
- auto noise_a = fnlGetNoise3D(&m_fnl_caves_a, vpos.x, vpos.y * 2.0f, vpos.z);
- auto noise_b = fnlGetNoise3D(&m_fnl_caves_b, vpos.x, vpos.y * 2.0f, vpos.z);
- return (noise_a > 0.95f) && (noise_b > 0.85f);
-}
-
-bool world::Overworld::is_inside_terrain(const voxel_pos& vpos)
-{
- auto variation_noise = fnlGetNoise3D(&m_fnl_terrain, vpos.x, vpos.y, vpos.z);
- auto variation = m_terrain_variation.get_value() * (1.0f - (variation_noise * variation_noise));
- auto noise = variation * fnlGetNoise3D(&m_fnl_terrain, vpos.x, vpos.y, vpos.z) - vpos.y;
- return noise > 0.0f;
-}
-
-const world::Overworld_Metadata& world::Overworld::get_or_create_metadata(const chunk_pos_xz& cpos)
-{
- auto it = m_metamap.find(cpos);
-
- if(it != m_metamap.cend()) {
- // Metadata is present
- return it->second;
- }
-
- auto& metadata = m_metamap.insert_or_assign(cpos, Overworld_Metadata()).first->second;
- metadata.entropy.fill(std::numeric_limits<std::uint64_t>::max());
- metadata.heightmap.fill(std::numeric_limits<voxel_pos::value_type>::min());
-
- auto twister = std::mt19937_64(std::hash<chunk_pos_xz>()(cpos));
- auto variation = m_terrain_variation.get_value();
-
- // Generator might need some randomness
- // that depends on 2D coordinates, so we
- // generate this entropy ahead of time
- for(int i = 0; i < CHUNK_AREA; ++i) {
- metadata.entropy[i] = twister();
- }
-
- // Generate speculative heightmap;
- // Cave generation might have issues with placing
- // surface features such as trees but I genuinely don't give a shit
- for(int lx = 0; lx < CHUNK_SIZE; lx += 1) {
- for(int lz = 0; lz < CHUNK_SIZE; lz += 1) {
- auto hdx = static_cast<std::size_t>(lx + lz * CHUNK_SIZE);
- auto vpos = coord::to_voxel(chunk_pos(cpos.x, 0, cpos.y), local_pos(lx, 0, lz));
-
- for(vpos.y = variation; vpos.y >= -variation; vpos.y -= 1) {
- if(is_inside_terrain(vpos)) {
- metadata.heightmap[hdx] = vpos.y;
- break;
- }
- }
- }
- }
-
- auto nvdi_value = 0.5f + 0.5f * fnlGetNoise2D(&m_fnl_nvdi, cpos.x, cpos.y);
- auto tree_density = (nvdi_value >= 0.33f) ? math::floor<unsigned int>(nvdi_value * 4.0f) : 0U;
-
- for(unsigned int i = 0U; i < tree_density; ++i) {
- auto lpos = local_pos((twister() % CHUNK_SIZE), (twister() % OW_NUM_TREES), (twister() % CHUNK_SIZE));
- auto is_unique = true;
-
- for(const auto& check_lpos : metadata.trees) {
- if(math::distance2(check_lpos, lpos) <= 9) {
- is_unique = false;
- break;
- }
- }
-
- if(is_unique) {
- metadata.trees.push_back(lpos);
- }
- }
-
- return metadata;
-}
-
-void world::Overworld::generate_terrain(const chunk_pos& cpos, VoxelStorage& voxels)
-{
- auto& metadata = get_or_create_metadata(chunk_pos_xz(cpos.x, cpos.z));
- auto variation = m_terrain_variation.get_value();
-
- for(unsigned long i = 0; i < CHUNK_VOLUME; ++i) {
- auto lpos = coord::to_local(i);
- auto vpos = coord::to_voxel(cpos, lpos);
-
- if(vpos.y > variation) {
- voxels[i] = NULL_VOXEL_ID;
- continue;
- }
-
- if(vpos.y < -variation) {
- voxels[i] = game_voxels::stone;
- continue;
- }
-
- if(is_inside_terrain(vpos)) {
- voxels[i] = game_voxels::stone;
- continue;
- }
- }
-}
-
-void world::Overworld::generate_surface(const chunk_pos& cpos, VoxelStorage& voxels)
-{
- auto& metadata = get_or_create_metadata(chunk_pos_xz(cpos.x, cpos.z));
- auto variation = m_terrain_variation.get_value();
-
- for(unsigned long i = 0; i < CHUNK_VOLUME; ++i) {
- auto lpos = coord::to_local(i);
- auto vpos = coord::to_voxel(cpos, lpos);
- auto hdx = static_cast<std::size_t>(lpos.x + lpos.z * CHUNK_SIZE);
-
- if((vpos.y > variation) || (vpos.y < -variation)) {
- // Speculative optimization
- continue;
- }
-
- if(voxels[i] == NULL_VOXEL_ID) {
- // Surface voxel checks only apply for solid voxels;
- // it's kind of obvious you can't replace air with grass
- continue;
- }
-
- unsigned int depth = 0U;
-
- for(unsigned int dy = 0U; dy < 5U; dy += 1U) {
- auto d_lpos = local_pos(lpos.x, lpos.y + dy + 1, lpos.z);
- auto d_vpos = coord::to_voxel(cpos, d_lpos);
- auto d_index = coord::to_index(d_lpos);
-
- if(d_lpos.y >= CHUNK_SIZE) {
- if(!is_inside_terrain(d_vpos)) {
- break;
- }
-
- depth += 1U;
- }
- else {
- if(voxels[d_index] == NULL_VOXEL_ID) {
- break;
- }
-
- depth += 1U;
- }
- }
-
- if(depth < 5U) {
- if(depth == 0U) {
- voxels[i] = game_voxels::grass;
- }
- else {
- voxels[i] = game_voxels::dirt;
- }
- }
- }
-}
-
-void world::Overworld::generate_caves(const chunk_pos& cpos, VoxelStorage& voxels)
-{
- auto& metadata = get_or_create_metadata(chunk_pos_xz(cpos.x, cpos.z));
- auto variation = m_terrain_variation.get_value();
-
- for(unsigned long i = 0U; i < CHUNK_VOLUME; ++i) {
- auto lpos = coord::to_local(i);
- auto vpos = coord::to_voxel(cpos, lpos);
-
- if(vpos.y > variation) {
- // Speculative optimization - there's no solid
- // terrain above variation to carve caves out from
- continue;
- }
-
- if(is_inside_cave(vpos)) {
- voxels[i] = NULL_VOXEL_ID;
- continue;
- }
- }
-}
-
-void world::Overworld::generate_features(const chunk_pos& cpos, VoxelStorage& voxels)
-{
- const chunk_pos_xz tree_chunks[] = {
- chunk_pos_xz(cpos.x - 0, cpos.z - 1),
- chunk_pos_xz(cpos.x - 1, cpos.z - 1),
- chunk_pos_xz(cpos.x - 1, cpos.z + 0),
- chunk_pos_xz(cpos.x - 1, cpos.z + 1),
- chunk_pos_xz(cpos.x + 0, cpos.z + 0),
- chunk_pos_xz(cpos.x + 0, cpos.z + 1),
- chunk_pos_xz(cpos.x + 1, cpos.z - 1),
- chunk_pos_xz(cpos.x + 1, cpos.z + 0),
- chunk_pos_xz(cpos.x + 1, cpos.z + 1),
- };
-
- for(unsigned int i = 0U; i < math::array_size(tree_chunks); ++i) {
- const auto& cpos_xz = tree_chunks[i];
- const auto& metadata = get_or_create_metadata(cpos_xz);
-
- for(const auto& tree_info : metadata.trees) {
- auto hdx = static_cast<std::size_t>(tree_info.x + tree_info.z * CHUNK_SIZE);
- auto height = metadata.heightmap[hdx];
-
- if(height == std::numeric_limits<voxel_pos::value_type>::min()) {
- // What happened? Cave happened
- continue;
- }
-
- auto cpos_xyz = chunk_pos(cpos_xz.x, 0, cpos_xz.y);
- auto lpos_xyz = local_pos(tree_info.x, 0, tree_info.z);
-
- auto vpos = coord::to_voxel(cpos_xyz, lpos_xyz);
- vpos.y = height;
-
- if(is_inside_cave(vpos)) {
- // Cave is in the way
- continue;
- }
-
- m_feat_tree[tree_info.y].place(vpos + DIR_UP<voxel_pos::value_type>, cpos, voxels);
- }
- }
-}
+#include "server/pch.hh"
+
+#include "server/world/overworld.hh"
+
+#include "core/math/vectors.hh"
+
+#include "shared/world/voxel_storage.hh"
+
+#include "shared/coord.hh"
+#include "shared/game_voxels.hh"
+
+// FIXME: load these from a file
+static void compute_tree_feature(unsigned int height, world::Feature& feature, voxel_id log_voxel, voxel_id leaves_voxel)
+{
+ // Ensure the tree height is too small
+ height = math::max<unsigned int>(height, 4U);
+
+ // Put down a single piece of dirt
+ feature.push_back({ voxel_pos(0, -1, 0), game_voxels::dirt, true });
+
+ // Generate tree stem
+ for(unsigned int i = 0; i < height; ++i) {
+ feature.push_back({ voxel_pos(0, i, 0), log_voxel, true });
+ }
+
+ auto leaves_start = height - 3U;
+ auto leaves_thick_end = height - 2U;
+ auto leaves_thin_end = height - 1U;
+
+ // Generate the thin 3x3 layer of leaves that
+ // starts from leaves_start and ends at leaves_thin_end
+ for(unsigned int i = leaves_start; i <= leaves_thin_end; ++i) {
+ feature.push_back({ local_pos(-1, i, -1), leaves_voxel, false });
+ feature.push_back({ local_pos(-1, i, +0), leaves_voxel, false });
+ feature.push_back({ local_pos(-1, i, +1), leaves_voxel, false });
+ feature.push_back({ local_pos(+0, i, -1), leaves_voxel, false });
+ feature.push_back({ local_pos(+0, i, +1), leaves_voxel, false });
+ feature.push_back({ local_pos(+1, i, -1), leaves_voxel, false });
+ feature.push_back({ local_pos(+1, i, +0), leaves_voxel, false });
+ feature.push_back({ local_pos(+1, i, +1), leaves_voxel, false });
+ }
+
+ // Generate the tree cap; a 3x3 patch of leaves
+ // that is slapped right on top of the thin 3x3 layer
+ feature.push_back({ local_pos(-1, height, +0), leaves_voxel, false });
+ feature.push_back({ local_pos(+0, height, -1), leaves_voxel, false });
+ feature.push_back({ local_pos(+0, height, +0), leaves_voxel, false });
+ feature.push_back({ local_pos(+0, height, +1), leaves_voxel, false });
+ feature.push_back({ local_pos(+1, height, +0), leaves_voxel, false });
+
+ // Generate the thin 5x5 layer of leaves that
+ // starts from leaves_start and ends at leaves_thin_end
+ for(unsigned int i = leaves_start; i <= leaves_thick_end; ++i) {
+ feature.push_back({ local_pos(-1, i, -2), leaves_voxel, false });
+ feature.push_back({ local_pos(-1, i, +2), leaves_voxel, false });
+ feature.push_back({ local_pos(-2, i, -1), leaves_voxel, false });
+ feature.push_back({ local_pos(-2, i, -2), leaves_voxel, false });
+ feature.push_back({ local_pos(-2, i, +0), leaves_voxel, false });
+ feature.push_back({ local_pos(-2, i, +1), leaves_voxel, false });
+ feature.push_back({ local_pos(-2, i, +2), leaves_voxel, false });
+ feature.push_back({ local_pos(+0, i, -2), leaves_voxel, false });
+ feature.push_back({ local_pos(+0, i, +2), leaves_voxel, false });
+ feature.push_back({ local_pos(+1, i, -2), leaves_voxel, false });
+ feature.push_back({ local_pos(+1, i, +2), leaves_voxel, false });
+ feature.push_back({ local_pos(+2, i, -1), leaves_voxel, false });
+ feature.push_back({ local_pos(+2, i, -2), leaves_voxel, false });
+ feature.push_back({ local_pos(+2, i, +0), leaves_voxel, false });
+ feature.push_back({ local_pos(+2, i, +1), leaves_voxel, false });
+ feature.push_back({ local_pos(+2, i, +2), leaves_voxel, false });
+ }
+}
+
+world::Overworld::Overworld(std::string_view name) : Dimension(name, -30.0f)
+{
+ m_bottommost_chunk.set_limits(-64, -4);
+ m_terrain_variation.set_limits(16, 256);
+
+ compute_tree_feature(4U, m_feat_tree[0], game_voxels::oak_log, game_voxels::oak_leaves);
+ compute_tree_feature(5U, m_feat_tree[1], game_voxels::oak_log, game_voxels::oak_leaves);
+ compute_tree_feature(6U, m_feat_tree[2], game_voxels::oak_log, game_voxels::oak_leaves);
+ compute_tree_feature(8U, m_feat_tree[3], game_voxels::oak_log, game_voxels::oak_leaves);
+}
+
+void world::Overworld::init(io::ConfigMap& config)
+{
+ m_terrain_variation.set_value(64);
+ m_bottommost_chunk.set_value(-4);
+
+ config.add_value("overworld.terrain_variation", m_terrain_variation);
+ config.add_value("overworld.bottommost_chunk", m_bottommost_chunk);
+}
+
+void world::Overworld::init_late(std::uint64_t global_seed)
+{
+ std::mt19937 twister(global_seed);
+
+ m_fnl_variation = fnlCreateState();
+ m_fnl_variation.seed = static_cast<int>(twister());
+ m_fnl_variation.noise_type = FNL_NOISE_PERLIN;
+ m_fnl_variation.frequency = 0.001f;
+
+ m_fnl_terrain = fnlCreateState();
+ m_fnl_terrain.seed = static_cast<int>(twister());
+ m_fnl_terrain.noise_type = FNL_NOISE_OPENSIMPLEX2S;
+ m_fnl_terrain.fractal_type = FNL_FRACTAL_FBM;
+ m_fnl_terrain.frequency = 0.005f;
+ m_fnl_terrain.octaves = 4;
+
+ m_fnl_caves_a = fnlCreateState();
+ m_fnl_caves_a.seed = static_cast<int>(twister());
+ m_fnl_caves_a.noise_type = FNL_NOISE_PERLIN;
+ m_fnl_caves_a.fractal_type = FNL_FRACTAL_RIDGED;
+ m_fnl_caves_a.frequency = 0.0125f;
+ m_fnl_caves_a.octaves = 1;
+
+ m_fnl_caves_b = fnlCreateState();
+ m_fnl_caves_b.seed = static_cast<int>(twister());
+ m_fnl_caves_b.noise_type = FNL_NOISE_OPENSIMPLEX2S;
+ m_fnl_caves_b.fractal_type = FNL_FRACTAL_RIDGED;
+ m_fnl_caves_b.frequency = 0.0125f;
+ m_fnl_caves_b.octaves = 1;
+
+ m_fnl_nvdi = fnlCreateState();
+ m_fnl_nvdi.seed = static_cast<int>(twister());
+ m_fnl_nvdi.noise_type = FNL_NOISE_OPENSIMPLEX2S;
+ m_fnl_nvdi.frequency = 1.0f;
+
+ m_metamap.clear();
+}
+
+bool world::Overworld::generate(const chunk_pos& cpos, VoxelStorage& voxels)
+{
+ if(cpos.y <= m_bottommost_chunk.get_value()) {
+ // If the player asks the generator
+ // to generate a lot of stuff below
+ // the surface, it will happily chew
+ // through all the server threads
+ return false;
+ }
+
+ voxels.fill(NULL_VOXEL_ID);
+
+ m_mutex.lock();
+ generate_terrain(cpos, voxels);
+ m_mutex.unlock();
+
+ m_mutex.lock();
+ generate_surface(cpos, voxels);
+ m_mutex.unlock();
+
+ m_mutex.lock();
+ generate_caves(cpos, voxels);
+ m_mutex.unlock();
+
+ m_mutex.lock();
+ generate_features(cpos, voxels);
+ m_mutex.unlock();
+
+ return true;
+}
+
+bool world::Overworld::is_inside_cave(const voxel_pos& vpos)
+{
+ auto noise_a = fnlGetNoise3D(&m_fnl_caves_a, vpos.x, vpos.y * 2.0f, vpos.z);
+ auto noise_b = fnlGetNoise3D(&m_fnl_caves_b, vpos.x, vpos.y * 2.0f, vpos.z);
+ return (noise_a > 0.95f) && (noise_b > 0.85f);
+}
+
+bool world::Overworld::is_inside_terrain(const voxel_pos& vpos)
+{
+ auto variation_noise = fnlGetNoise3D(&m_fnl_terrain, vpos.x, vpos.y, vpos.z);
+ auto variation = m_terrain_variation.get_value() * (1.0f - (variation_noise * variation_noise));
+ auto noise = variation * fnlGetNoise3D(&m_fnl_terrain, vpos.x, vpos.y, vpos.z) - vpos.y;
+ return noise > 0.0f;
+}
+
+const world::Overworld_Metadata& world::Overworld::get_or_create_metadata(const chunk_pos_xz& cpos)
+{
+ auto it = m_metamap.find(cpos);
+
+ if(it != m_metamap.cend()) {
+ // Metadata is present
+ return it->second;
+ }
+
+ auto& metadata = m_metamap.insert_or_assign(cpos, Overworld_Metadata()).first->second;
+ metadata.entropy.fill(std::numeric_limits<std::uint64_t>::max());
+ metadata.heightmap.fill(std::numeric_limits<voxel_pos::value_type>::min());
+
+ auto twister = std::mt19937_64(std::hash<chunk_pos_xz>()(cpos));
+ auto variation = m_terrain_variation.get_value();
+
+ // Generator might need some randomness
+ // that depends on 2D coordinates, so we
+ // generate this entropy ahead of time
+ for(int i = 0; i < CHUNK_AREA; ++i) {
+ metadata.entropy[i] = twister();
+ }
+
+ // Generate speculative heightmap;
+ // Cave generation might have issues with placing
+ // surface features such as trees but I genuinely don't give a shit
+ for(int lx = 0; lx < CHUNK_SIZE; lx += 1) {
+ for(int lz = 0; lz < CHUNK_SIZE; lz += 1) {
+ auto hdx = static_cast<std::size_t>(lx + lz * CHUNK_SIZE);
+ auto vpos = coord::to_voxel(chunk_pos(cpos.x, 0, cpos.y), local_pos(lx, 0, lz));
+
+ for(vpos.y = variation; vpos.y >= -variation; vpos.y -= 1) {
+ if(is_inside_terrain(vpos)) {
+ metadata.heightmap[hdx] = vpos.y;
+ break;
+ }
+ }
+ }
+ }
+
+ auto nvdi_value = 0.5f + 0.5f * fnlGetNoise2D(&m_fnl_nvdi, cpos.x, cpos.y);
+ auto tree_density = (nvdi_value >= 0.33f) ? math::floor<unsigned int>(nvdi_value * 4.0f) : 0U;
+
+ for(unsigned int i = 0U; i < tree_density; ++i) {
+ auto lpos = local_pos((twister() % CHUNK_SIZE), (twister() % OW_NUM_TREES), (twister() % CHUNK_SIZE));
+ auto is_unique = true;
+
+ for(const auto& check_lpos : metadata.trees) {
+ if(math::distance2(check_lpos, lpos) <= 9) {
+ is_unique = false;
+ break;
+ }
+ }
+
+ if(is_unique) {
+ metadata.trees.push_back(lpos);
+ }
+ }
+
+ return metadata;
+}
+
+void world::Overworld::generate_terrain(const chunk_pos& cpos, VoxelStorage& voxels)
+{
+ auto& metadata = get_or_create_metadata(chunk_pos_xz(cpos.x, cpos.z));
+ auto variation = m_terrain_variation.get_value();
+
+ for(unsigned long i = 0; i < CHUNK_VOLUME; ++i) {
+ auto lpos = coord::to_local(i);
+ auto vpos = coord::to_voxel(cpos, lpos);
+
+ if(vpos.y > variation) {
+ voxels[i] = NULL_VOXEL_ID;
+ continue;
+ }
+
+ if(vpos.y < -variation) {
+ voxels[i] = game_voxels::stone;
+ continue;
+ }
+
+ if(is_inside_terrain(vpos)) {
+ voxels[i] = game_voxels::stone;
+ continue;
+ }
+ }
+}
+
+void world::Overworld::generate_surface(const chunk_pos& cpos, VoxelStorage& voxels)
+{
+ auto& metadata = get_or_create_metadata(chunk_pos_xz(cpos.x, cpos.z));
+ auto variation = m_terrain_variation.get_value();
+
+ for(unsigned long i = 0; i < CHUNK_VOLUME; ++i) {
+ auto lpos = coord::to_local(i);
+ auto vpos = coord::to_voxel(cpos, lpos);
+ auto hdx = static_cast<std::size_t>(lpos.x + lpos.z * CHUNK_SIZE);
+
+ if((vpos.y > variation) || (vpos.y < -variation)) {
+ // Speculative optimization
+ continue;
+ }
+
+ if(voxels[i] == NULL_VOXEL_ID) {
+ // Surface voxel checks only apply for solid voxels;
+ // it's kind of obvious you can't replace air with grass
+ continue;
+ }
+
+ unsigned int depth = 0U;
+
+ for(unsigned int dy = 0U; dy < 5U; dy += 1U) {
+ auto d_lpos = local_pos(lpos.x, lpos.y + dy + 1, lpos.z);
+ auto d_vpos = coord::to_voxel(cpos, d_lpos);
+ auto d_index = coord::to_index(d_lpos);
+
+ if(d_lpos.y >= CHUNK_SIZE) {
+ if(!is_inside_terrain(d_vpos)) {
+ break;
+ }
+
+ depth += 1U;
+ }
+ else {
+ if(voxels[d_index] == NULL_VOXEL_ID) {
+ break;
+ }
+
+ depth += 1U;
+ }
+ }
+
+ if(depth < 5U) {
+ if(depth == 0U) {
+ voxels[i] = game_voxels::grass;
+ }
+ else {
+ voxels[i] = game_voxels::dirt;
+ }
+ }
+ }
+}
+
+void world::Overworld::generate_caves(const chunk_pos& cpos, VoxelStorage& voxels)
+{
+ auto& metadata = get_or_create_metadata(chunk_pos_xz(cpos.x, cpos.z));
+ auto variation = m_terrain_variation.get_value();
+
+ for(unsigned long i = 0U; i < CHUNK_VOLUME; ++i) {
+ auto lpos = coord::to_local(i);
+ auto vpos = coord::to_voxel(cpos, lpos);
+
+ if(vpos.y > variation) {
+ // Speculative optimization - there's no solid
+ // terrain above variation to carve caves out from
+ continue;
+ }
+
+ if(is_inside_cave(vpos)) {
+ voxels[i] = NULL_VOXEL_ID;
+ continue;
+ }
+ }
+}
+
+void world::Overworld::generate_features(const chunk_pos& cpos, VoxelStorage& voxels)
+{
+ const chunk_pos_xz tree_chunks[] = {
+ chunk_pos_xz(cpos.x - 0, cpos.z - 1),
+ chunk_pos_xz(cpos.x - 1, cpos.z - 1),
+ chunk_pos_xz(cpos.x - 1, cpos.z + 0),
+ chunk_pos_xz(cpos.x - 1, cpos.z + 1),
+ chunk_pos_xz(cpos.x + 0, cpos.z + 0),
+ chunk_pos_xz(cpos.x + 0, cpos.z + 1),
+ chunk_pos_xz(cpos.x + 1, cpos.z - 1),
+ chunk_pos_xz(cpos.x + 1, cpos.z + 0),
+ chunk_pos_xz(cpos.x + 1, cpos.z + 1),
+ };
+
+ for(unsigned int i = 0U; i < math::array_size(tree_chunks); ++i) {
+ const auto& cpos_xz = tree_chunks[i];
+ const auto& metadata = get_or_create_metadata(cpos_xz);
+
+ for(const auto& tree_info : metadata.trees) {
+ auto hdx = static_cast<std::size_t>(tree_info.x + tree_info.z * CHUNK_SIZE);
+ auto height = metadata.heightmap[hdx];
+
+ if(height == std::numeric_limits<voxel_pos::value_type>::min()) {
+ // What happened? Cave happened
+ continue;
+ }
+
+ auto cpos_xyz = chunk_pos(cpos_xz.x, 0, cpos_xz.y);
+ auto lpos_xyz = local_pos(tree_info.x, 0, tree_info.z);
+
+ auto vpos = coord::to_voxel(cpos_xyz, lpos_xyz);
+ vpos.y = height;
+
+ if(is_inside_cave(vpos)) {
+ // Cave is in the way
+ continue;
+ }
+
+ m_feat_tree[tree_info.y].place(vpos + DIR_UP<voxel_pos::value_type>, cpos, voxels);
+ }
+ }
+}