forked from EXTERNAL/bareiron
add biomes
This commit is contained in:
276
src/worldgen.c
276
src/worldgen.c
@@ -20,21 +20,97 @@ uint32_t getChunkHash (short x, short z) {
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}
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int getCornerHeight (uint32_t hash) {
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uint8_t getChunkBiome (short x, short z) {
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// Use parts of the hash as random values for the height variation.
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// We stack multiple different numbers to stabilize the distribution
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// while allowing for occasional variances.
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int height = TERRAIN_BASE_HEIGHT + (
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(hash & 3) +
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(hash >> 4 & 3) +
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(hash >> 8 & 3) +
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(hash >> 12 & 3)
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);
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// Center biomes on 0;0
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x += BIOME_RADIUS;
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z += BIOME_RADIUS;
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// If height dips below sea level, push it down further
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// This selectively makes bodies of water larger and deeper
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if (height < 64) height -= (hash >> 24) & 7;
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// Calculate "biome coordinates" (one step above chunk coordinates)
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// The pattern repeats every 4 biomes, so the coordinate range is [0;3]
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uint8_t _x = mod_abs(x / BIOME_SIZE, 16) & 3;
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uint8_t _z = mod_abs(z / BIOME_SIZE, 16) & 3;
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// To prevent obvious mirroring, invert values on negative axes
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if (x < 0) _x = 3 - _x;
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if (z < 0) _z = 3 - _z;
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// Calculate distance from biome center
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int8_t dx = BIOME_RADIUS - mod_abs(x, BIOME_SIZE);
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int8_t dz = BIOME_RADIUS - mod_abs(z, BIOME_SIZE);
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// Each biome is a circular island, with beaches in-between
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// Determine whether the given chunk is within the island
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if (dx * dx + dz * dz > BIOME_RADIUS * BIOME_RADIUS) return W_beach;
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// Finally, the biome itself is plucked from the world seed.
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// The 32-bit seed is treated as a 4x4 biome matrix, with each biome
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// taking up 2 bytes. This is why there are only 4 biomes, excluding
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// beaches. Using the world seed as a repeating pattern avoids
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// having to generate and layer yet another hash.
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return (world_seed >> (_x + _z * 4)) & 3;
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}
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int getCornerHeight (uint32_t hash, uint8_t biome) {
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// When calculating the height, parts of the hash are used as random values.
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// Often, multiple values are stacked to stabilize the distribution while
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// allowing for occasionally larger variances.
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int height;
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switch (biome) {
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case W_mangrove_swamp: {
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height = TERRAIN_BASE_HEIGHT + (
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(hash % 3) +
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((hash >> 4) % 3) +
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((hash >> 8) % 3) +
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((hash >> 12) % 3)
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);
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// If height dips below sea level, push it down further
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// This ends up creating many large ponds of water
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if (height < 64) height -= (hash >> 24) & 3;
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break;
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}
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case W_plains: {
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height = TERRAIN_BASE_HEIGHT + (
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(hash & 3) +
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(hash >> 4 & 3) +
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(hash >> 8 & 3) +
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(hash >> 12 & 3)
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);
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break;
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}
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case W_desert: {
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height = TERRAIN_BASE_HEIGHT + 4 + (
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(hash & 3) +
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(hash >> 4 & 3)
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);
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break;
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}
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case W_beach: {
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// Start slightly below sea level to ensure it's all water
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height = 62 - (
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(hash & 3) +
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(hash >> 4 & 3) +
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(hash >> 8 & 3)
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);
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break;
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}
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case W_snowy_plains: {
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// Use fewer components with larger ranges to create hills
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height = TERRAIN_BASE_HEIGHT + (
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(hash & 7) +
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(hash >> 4 & 7)
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);
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break;
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}
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default: break;
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}
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return height;
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@@ -46,17 +122,17 @@ int interpolate (int a, int b, int c, int d, int x, int z) {
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return (top * (CHUNK_SIZE - z) + bottom * z) / (CHUNK_SIZE * CHUNK_SIZE);
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}
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int getHeightAt (int rx, int rz, int _x, int _z, uint32_t chunk_hash) {
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int getHeightAt (int rx, int rz, int _x, int _z, uint32_t chunk_hash, uint8_t biome) {
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if (rx == 0 && rz == 0) {
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int height = getCornerHeight(chunk_hash);
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int height = getCornerHeight(chunk_hash, biome);
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if (height > 67) return height - 1;
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}
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return interpolate(
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getCornerHeight(chunk_hash),
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getCornerHeight(getChunkHash(_x + 1, _z)),
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getCornerHeight(getChunkHash(_x, _z + 1)),
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getCornerHeight(getChunkHash(_x + 1, _z + 1)),
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getCornerHeight(chunk_hash, biome),
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getCornerHeight(getChunkHash(_x + 1, _z), getChunkBiome(_x + 1, _z)),
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getCornerHeight(getChunkHash(_x, _z + 1), getChunkBiome(_x, _z + 1)),
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getCornerHeight(getChunkHash(_x + 1, _z + 1), getChunkBiome(_x + 1, _z + 1)),
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rx, rz
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);
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@@ -71,54 +147,118 @@ uint8_t getTerrainAt (int x, int y, int z, ChunkAnchor anchor) {
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if (rx < 0) rx += CHUNK_SIZE;
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if (rz < 0) rz += CHUNK_SIZE;
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int height = getHeightAt(rx, rz, anchor.x, anchor.z, anchor.hash);
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int height = getHeightAt(rx, rz, anchor.x, anchor.z, anchor.hash, anchor.biome);
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if (y >= 64 && y >= height) {
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if (y < 64 || y < height) goto skip_feature;
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uint8_t tree_position = anchor.hash % (CHUNK_SIZE * CHUNK_SIZE);
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uint8_t feature_position = anchor.hash % (CHUNK_SIZE * CHUNK_SIZE);
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short tree_x = tree_position % CHUNK_SIZE;
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if (tree_x < 3 || tree_x > CHUNK_SIZE - 3) goto skip_tree;
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short tree_z = tree_position / CHUNK_SIZE;
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if (tree_z < 3 || tree_z > CHUNK_SIZE - 3) goto skip_tree;
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uint8_t tree_short = (anchor.hash >> (tree_x + tree_z)) & 1;
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tree_x += anchor.x * CHUNK_SIZE;
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tree_z += anchor.z * CHUNK_SIZE;
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uint8_t tree_y = getHeightAt(
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tree_x < 0 ? tree_x % CHUNK_SIZE + CHUNK_SIZE : tree_x % CHUNK_SIZE,
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tree_z < 0 ? tree_z % CHUNK_SIZE + CHUNK_SIZE : tree_z % CHUNK_SIZE,
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anchor.x, anchor.z, anchor.hash
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) + 1;
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if (tree_y < 64) goto skip_tree;
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if (x == tree_x && z == tree_z) {
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if (y == tree_y - 1) return B_dirt;
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if (y >= tree_y && y < tree_y - tree_short + 6) return B_oak_log;
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}
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uint8_t dx = x > tree_x ? x - tree_x : tree_x - x;
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uint8_t dz = z > tree_z ? z - tree_z : tree_z - z;
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if (dx < 3 && dz < 3 && y > tree_y - tree_short + 2 && y < tree_y - tree_short + 5) {
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if (y == tree_y - tree_short + 4 && dx == 2 && dz == 2) return B_air;
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return B_oak_leaves;
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}
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if (dx < 2 && dz < 2 && y >= tree_y - tree_short + 5 && y <= tree_y - tree_short + 6) {
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if (y == tree_y - tree_short + 6 && dx == 1 && dz == 1) return B_air;
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return B_oak_leaves;
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}
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if (y == height) return B_grass_block;
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return B_air;
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short feature_x = feature_position % CHUNK_SIZE;
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short feature_z = feature_position / CHUNK_SIZE;
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// The following check does two things:
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// firstly, it ensures that trees don't cross chunk boundaries;
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// secondly, it reduces overall feature count. This is favorable
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// everywhere except for swamps, which are otherwise very boring.
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if (anchor.biome != W_mangrove_swamp) {
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if (feature_x < 3 || feature_x > CHUNK_SIZE - 3) goto skip_feature;
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if (feature_z < 3 || feature_z > CHUNK_SIZE - 3) goto skip_feature;
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}
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skip_tree:
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// For surface-level terrain, generate grass blocks
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if (y == height && height >= 63) return B_grass_block;
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uint8_t feature_variant = (anchor.hash >> (feature_x + feature_z)) & 1;
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feature_x += anchor.x * CHUNK_SIZE;
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feature_z += anchor.z * CHUNK_SIZE;
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switch (anchor.biome) {
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case W_plains: { // Generate trees in the plains biome
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uint8_t feature_y = getHeightAt(
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feature_x < 0 ? feature_x % CHUNK_SIZE + CHUNK_SIZE : feature_x % CHUNK_SIZE,
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feature_z < 0 ? feature_z % CHUNK_SIZE + CHUNK_SIZE : feature_z % CHUNK_SIZE,
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anchor.x, anchor.z, anchor.hash, anchor.biome
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) + 1;
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if (feature_y < 64) break;
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if (x == feature_x && z == feature_z) {
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if (y == feature_y - 1) return B_dirt;
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if (y >= feature_y && y < feature_y - feature_variant + 6) return B_oak_log;
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}
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uint8_t dx = x > feature_x ? x - feature_x : feature_x - x;
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uint8_t dz = z > feature_z ? z - feature_z : feature_z - z;
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if (dx < 3 && dz < 3 && y > feature_y - feature_variant + 2 && y < feature_y - feature_variant + 5) {
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if (y == feature_y - feature_variant + 4 && dx == 2 && dz == 2) break;
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return B_oak_leaves;
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}
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if (dx < 2 && dz < 2 && y >= feature_y - feature_variant + 5 && y <= feature_y - feature_variant + 6) {
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if (y == feature_y - feature_variant + 6 && dx == 1 && dz == 1) break;
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return B_oak_leaves;
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}
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if (y == height) return B_grass_block;
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return B_air;
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}
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case W_desert: { // Generate dead bushes and cacti in deserts
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if (x != feature_x || z != feature_z) break;
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if (feature_variant == 0) {
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if (y == height + 1) return B_dead_bush;
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} else if (y > height) {
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// The size of the cactus is determined based on whether the terrain
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// height is even or odd at the target location
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if (height & 1 && y <= height + 3) return B_cactus;
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if (y <= height + 2) return B_cactus;
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}
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break;
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}
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case W_mangrove_swamp: { // Generate lilypads and moss carpets in swamps
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if (x == feature_x && z == feature_z && y == 64 && height < 63) {
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return B_lily_pad;
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}
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if (y == height + 1) {
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uint8_t dx = x > feature_x ? x - feature_x : feature_x - x;
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uint8_t dz = z > feature_z ? z - feature_z : feature_z - z;
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if (dx + dz < 4) return B_moss_carpet;
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}
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break;
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}
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case W_snowy_plains: { // Generate grass stubs in snowy plains
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if (x == feature_x && z == feature_z && y == height + 1 && height >= 64) {
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return B_short_grass;
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}
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break;
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}
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default: break;
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}
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skip_feature:
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// Handle surface-level terrain (the very topmost blocks)
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if (height >= 63) {
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if (y == height) {
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if (anchor.biome == W_mangrove_swamp) return B_mud;
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if (anchor.biome == W_snowy_plains) return B_snowy_grass_block;
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if (anchor.biome == W_desert) return B_sand;
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if (anchor.biome == W_beach) return B_sand;
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return B_grass_block;
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}
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if (anchor.biome == W_snowy_plains && y == height + 1) {
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return B_snow;
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}
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}
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// Starting at 4 blocks below terrain level, generate minerals and caves
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if (y <= height - 4) {
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// Caves use the same shape as surface terrain, just mirrored
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@@ -149,9 +289,15 @@ skip_tree:
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// For everything else, fall back to stone
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return B_stone;
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}
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// Under water and in the space between stone and grass, generate dirt
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if (y <= height) return B_dirt;
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// If all else failed, but we're below sea level, generate water
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// Handle the space between stone and grass
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if (y <= height) {
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if (anchor.biome == W_desert) return B_sandstone;
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if (anchor.biome == W_mangrove_swamp) return B_mud;
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if (anchor.biome == W_beach && height > 64) return B_sandstone;
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return B_dirt;
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}
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// If all else failed, but we're below sea level, generate water (or ice)
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if (y == 63 && anchor.biome == W_snowy_plains) return B_ice;
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if (y < 64) return B_water;
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// For everything else, fall back to air
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@@ -171,6 +317,7 @@ uint8_t getBlockAt (int x, int y, int z) {
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if (x % CHUNK_SIZE < 0) anchor.x --;
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if (z % CHUNK_SIZE < 0) anchor.z --;
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anchor.hash = getChunkHash(anchor.x, anchor.z);
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anchor.biome = getChunkBiome(anchor.x, anchor.z);
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return getTerrainAt(x, y, z, anchor);
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@@ -191,6 +338,7 @@ void buildChunkSection (int cx, int cy, int cz) {
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anchor->x = j / CHUNK_SIZE;
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anchor->z = i / CHUNK_SIZE;
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anchor->hash = getChunkHash(anchor->x, anchor->z);
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anchor->biome = getChunkBiome(anchor->x, anchor->z);
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anchor_index ++;
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}
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