feat(world-gen): larger biomes, smooth height blending, capped mountains; centralize tunables in Configuration

Terrain feel: biome regions ~10x larger (Voronoi cell size 96->960); terrain height now eases across biome borders via a Voronoi distance blend (smooth, and ~25x cheaper than the old 169-sample box blur); mountains capped to ~2/3 world height and gentled (ridged amplitude/frequency lowered), snow line lowered to match.

Centralization: ~27 world-gen/render tuning constants (biome amplitudes & frequencies, climate-noise frequencies/octaves, biome-selection thresholds, blend width, cell size, filler depth, snow line, camera near plane, spawn offset, overlay scale) hoisted from scattered literals into a region-organized, fully-commented Configuration. Configuration is threaded into NoiseSource, the biomes, BiomeRegistry, BiomeMap (+Classify), TerrainSampler, WorldGenerator (+BlockAt filler depth), and Camera via Player. Defaults equal the prior values, so generation is unchanged; worldgen tests updated for the new constructor signatures.
This commit is contained in:
MDietermann
2026-06-03 16:27:06 +02:00
parent 96b8fffcd4
commit e034d10339
18 changed files with 367 additions and 136 deletions

View File

@@ -1,38 +1,40 @@
using VoxelEngine.Core;
namespace VoxelEngine.World.WorldGen;
public sealed class TerrainSampler
{
// Box-blur radius (in blocks) applied to the biome-height field to smooth
// biome borders. A full (2R+1)x(2R+1) kernel at 1-block spacing bounds the
// per-block height change to ~maxBiomeHeightDiff / (2R+1), preventing cliffs.
// A sparse kernel does NOT bound it (axis-aligned borders flip several samples
// at once), so the kernel must be dense.
private const int BlendRadius = 6;
private readonly NoiseSource _noise;
private readonly BiomeMap _biomes;
private readonly Configuration _cfg;
public TerrainSampler(NoiseSource noise, BiomeMap biomes)
public TerrainSampler(NoiseSource noise, BiomeMap biomes, Configuration cfg)
{
this._noise = noise;
this._biomes = biomes;
this._cfg = cfg;
}
public int HeightAt(float worldX, float worldZ)
{
// For each kernel point find the biome THERE, but evaluate its height AT the
// column. Averaging blurs the hard biome borders into smooth transitions.
float sum = 0f;
int count = 0;
for (int dz = -TerrainSampler.BlendRadius; dz <= TerrainSampler.BlendRadius; dz++)
for (int dx = -TerrainSampler.BlendRadius; dx <= TerrainSampler.BlendRadius; dx++)
{
IBiome biome = this._biomes.BiomeAt(worldX + dx, worldZ + dz);
sum += biome.SampleHeight(this._noise, worldX, worldZ);
count++;
}
float avg = sum / count;
int h = (int)System.MathF.Round(avg);
return System.Math.Clamp(h, 0, WorldConstants.WorldHeight - 1);
// Blend the two nearest biomes' heights (each evaluated AT this column) by
// how deep inside the nearer cell we are: exactly on the border they mix
// 50/50, easing to 100% of the nearer biome over BiomeBlendWidth blocks.
BiomeMap.BiomeBlend blend = this._biomes.NearestTwo(worldX, worldZ);
float hNear = blend.Near.SampleHeight(this._noise, worldX, worldZ);
float hFar = blend.Far.SampleHeight(this._noise, worldX, worldZ);
float fracFar = 0.5f * (1f - SmoothStep01(blend.BorderDistance / this._cfg.BiomeBlendWidth));
float avg = hNear * (1f - fracFar) + hFar * fracFar;
int h = (int)MathF.Round(avg);
return Math.Clamp(h, 0, WorldConstants.WorldHeight - 1);
}
// Hermite smoothstep on [0,1].
private static float SmoothStep01(float t)
{
t = Math.Clamp(t, 0f, 1f);
return t * t * (3f - 2f * t);
}
}