106 lines
2.4 KiB
Go
106 lines
2.4 KiB
Go
package worldgen
|
|
|
|
import (
|
|
"sync"
|
|
|
|
packworld "edgaru089.ml/go/gl01/internal/world"
|
|
"edgaru089.ml/go/gl01/internal/world/blocks"
|
|
"github.com/aquilax/go-perlin"
|
|
)
|
|
|
|
const (
|
|
Alpha = 5 // Weight forming the noise sum
|
|
Beta = 2 // harmonic scaling/spacing
|
|
N = 3 // iterations
|
|
|
|
AltitudeDensity = 20 // Density of the noise in altitude
|
|
|
|
Sealevel = 63 // Space with Y=63 and lower should be the sea
|
|
Highest = 74 // Highest part of the terrain
|
|
Lowest = 54 // Lowest part of the terrain
|
|
)
|
|
|
|
var perlins map[int64]*perlin.Perlin
|
|
var perlinsLock sync.RWMutex
|
|
|
|
func init() {
|
|
perlins = make(map[int64]*perlin.Perlin)
|
|
}
|
|
|
|
func fractal(p *perlin.Perlin, x, y float64, levels int) float64 {
|
|
ans := 0.0
|
|
amp := 1.0
|
|
for i := 0; i < levels; i++ {
|
|
ans += amp * p.Noise2D(x, y)
|
|
amp /= 3
|
|
x *= 2
|
|
y *= 2
|
|
}
|
|
return ans
|
|
}
|
|
|
|
// Chunk generates the chunk (must with chunkID set!!) with seed.
|
|
func Chunk(chunk *packworld.Chunk, world *packworld.World, seed int64) {
|
|
|
|
perlinsLock.RLock()
|
|
p, ok := perlins[seed]
|
|
if !ok {
|
|
perlinsLock.RUnlock()
|
|
perlinsLock.Lock()
|
|
p = perlin.NewPerlin(Alpha, Beta, N, seed)
|
|
perlins[seed] = p
|
|
perlinsLock.Unlock()
|
|
} else {
|
|
perlinsLock.RUnlock()
|
|
}
|
|
|
|
//log.Printf("noise=%.5f", p.Noise2D(0.1, 0.1))
|
|
|
|
offX := packworld.ChunkSizeX * chunk.X
|
|
offZ := packworld.ChunkSizeZ * chunk.Z
|
|
|
|
for x := 0; x < packworld.ChunkSizeX; x++ {
|
|
for z := 0; z < packworld.ChunkSizeZ; z++ {
|
|
|
|
height := Lowest + int(float64(Highest-Lowest)*(fractal(
|
|
p,
|
|
float64(offX+x)/AltitudeDensity,
|
|
float64(offZ+z)/AltitudeDensity, 6)/2+0.5))
|
|
//log.Printf("height = %d (noise=%.5f)", height, p.Noise2D(float64(offX+x)/AltitudeDensity, float64(offZ+z)/AltitudeDensity)/2+0.5)
|
|
|
|
// water
|
|
for y := Sealevel; y > height; y-- {
|
|
chunk.Id[x][y][z] = blocks.Water
|
|
}
|
|
|
|
// covering dirt
|
|
if height >= Sealevel {
|
|
chunk.Id[x][height][z] = blocks.Grass
|
|
} else {
|
|
chunk.Id[x][height][z] = blocks.Dirt
|
|
}
|
|
//chunk.Id[x][height][z] = blocks.DebugDir
|
|
chunk.Id[x][height-1][z] = blocks.Dirt
|
|
chunk.Id[x][height-2][z] = blocks.Dirt
|
|
chunk.Id[x][height-3][z] = blocks.Dirt
|
|
height -= 4
|
|
|
|
// stone in the middle
|
|
for y := height; y >= 1; y-- {
|
|
chunk.Id[x][y][z] = blocks.Stone
|
|
}
|
|
|
|
// bedrock at the bottom
|
|
chunk.Id[x][0][z] = blocks.Bedrock
|
|
|
|
// plant trees
|
|
if height >= 50 && height <= 70 {
|
|
if p.Noise2D(float64(offX+x), float64(offZ+z)) > 0.9 {
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
chunk.InvalidateRender()
|
|
}
|