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.
69 lines
2.4 KiB
C#
69 lines
2.4 KiB
C#
using OpenTK.Mathematics;
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using VoxelEngine.Core;
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using VoxelEngine.World.Blocks;
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using VoxelChunk = VoxelEngine.World.Chunk.Chunk;
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namespace VoxelEngine.World.WorldGen;
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public sealed class WorldGenerator
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{
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private readonly Configuration _cfg;
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private readonly BlockRegistry _blocks;
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private readonly BiomeMap _biomeMap;
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private readonly TerrainSampler _terrain;
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private readonly CaveCarver _caves;
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public WorldGenerator(int seed, BlockRegistry blocks, Configuration cfg)
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{
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this._cfg = cfg;
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this._blocks = blocks;
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NoiseSource noise = new(seed, cfg);
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VoronoiCells cells = new(seed, cfg.BiomeCellSize);
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BiomeRegistry biomes = new(seed, blocks, cfg);
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this._biomeMap = new BiomeMap(noise, cells, biomes, cfg);
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this._terrain = new TerrainSampler(noise, this._biomeMap, cfg);
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this._caves = new CaveCarver(seed, blocks, cfg);
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}
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public int SurfaceHeightAt(int worldX, int worldZ) => this._terrain.HeightAt(worldX, worldZ);
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public string BiomeNameAt(int worldX, int worldZ) => this._biomeMap.BiomeAt(worldX, worldZ).Name;
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public VoxelChunk Generate(Vector3i chunkPos)
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{
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VoxelChunk chunk = new();
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int baseX = chunkPos.X * VoxelChunk.Size;
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int baseY = chunkPos.Y * VoxelChunk.Size;
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int baseZ = chunkPos.Z * VoxelChunk.Size;
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for (int x = 0; x < VoxelChunk.Size; x++)
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for (int z = 0; z < VoxelChunk.Size; z++)
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{
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int worldX = baseX + x;
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int worldZ = baseZ + z;
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int height = this._terrain.HeightAt(worldX, worldZ);
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IBiome biome = this._biomeMap.BiomeAt(worldX, worldZ);
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for (int y = 0; y < VoxelChunk.Size; y++)
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{
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int worldY = baseY + y;
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chunk[x, y, z] = BlockAt(worldY, height, biome, this._blocks, this._cfg.SurfaceFillerDepth);
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}
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}
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this._caves.Carve(chunk, chunkPos);
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return chunk;
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}
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public static ushort BlockAt(int worldY, int surfaceHeight, IBiome biome, BlockRegistry blocks, int fillerDepth)
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{
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if (worldY > surfaceHeight)
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return worldY <= WorldConstants.SeaLevel ? blocks.Water.Id : blocks.Air.Id;
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if (worldY == surfaceHeight)
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return biome.TopBlock(worldY).Id;
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if (worldY >= surfaceHeight - fillerDepth)
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return biome.Surface.Filler.Id;
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return biome.Surface.Under.Id;
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}
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}
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