voxelotl-engine/Sources/Voxelotl/Generator/StandardWorldGenerator.swift

56 lines
2.1 KiB
Swift

struct StandardWorldGenerator: WorldGenerator {
private var heightNoise: LayeredNoiseAlt<SimplexNoise<Float>>!
private var terrainNoise: LayeredNoise<ImprovedPerlin<Float>>!
private var ravineNoise: LayeredNoise<SimplexNoise<Float>>!
private var ravineMask: LayeredNoise<SimplexNoise<Float>>!
private var colorNoise: LayeredNoiseAlt<SimplexNoise<Float>>!
public mutating func reset(seed: UInt64) {
var random = PCG32Random(seed: SplitMix64.createState(seed: seed))
self.heightNoise = .init(random: &random, octaves: 28, frequency: 0.0008, amplitude: 1.4)
self.terrainNoise = .init(random: &random, octaves: 10, frequency: 0.01, amplitude: 0.437)
self.ravineNoise = .init(random: &random, octaves: 12, frequency: 0.01)
self.ravineMask = .init(random: &random, octaves: 2, frequency: 0.00241, amplitude: 2)
self.colorNoise = .init(random: &random, octaves: 15, frequency: 0.006667, amplitude: 3)
}
public func makeChunk(id chunkID: ChunkID) -> Chunk {
let blockFunc = { (height: Float, position: SIMD3<Float>) -> BlockType in
#if true
let value = height + self.terrainNoise.get(position * SIMD3(1, 2, 1))
if value >= 0 {
return .air
}
#else
if height >= 0 {
return .air
}
#endif
#if true
// Carve out ravines
if self.ravineMask.get(position * SIMD3(1, 0.441, 1)) >= 0.8 &&
abs(self.ravineNoise.get(position * SIMD3(1, 0.6, 1))) <= 0.1 { return .air }
#endif
return .solid(Color<UInt8>(.init(
hue: Float(180 + self.colorNoise.get(position) * 180),
saturation: 0.47, value: 0.9)))
}
let chunkOrigin = chunkID.getPosition()
var chunk = Chunk(position: chunkOrigin)
for z in 0..<Chunk.size {
for x in 0..<Chunk.size {
let fpos2D = SIMD2<Float>(chunkOrigin.xz &+ SIMD2<Int>(x, z))
let height = self.heightNoise.get(fpos2D)
for y in 0..<Chunk.size {
let ipos = SIMD3(x, y, z)
let fpos = SIMD3<Float>(chunkOrigin &+ ipos)
chunk.setBlock(internal: ipos, type: blockFunc(fpos.y / 64.0 + height, fpos))
}
}
}
return chunk
}
}