foliage work
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@ -1,7 +1,13 @@
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{
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"name" : "test1",
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"sampler" : {
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"name" : "Invoke",
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"target" : "test2"
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"name" : "Add",
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"first" : {
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"name" : "Const",
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"value" : 0.2
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},
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"second" : {
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"name" : "OpenSimplex"
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}
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}
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}
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@ -26,7 +26,7 @@
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"name" : "Add",
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"first" : {
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"name" : "Const",
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"value" : 1.0
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"value" : 0.2
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},
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"second" : {
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"name" : "OpenSimplex"
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@ -1120,6 +1120,11 @@ Add functionality for texture freeing from asset manager
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Increase foliage chunk range
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Swtich collision engine to use reentrant lock
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(11/22/2024)
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Foliage manager non-collision engine height lookups
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Fix foliage manager not respecting graphics settings
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Small noise sampling refactor
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# TODO
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@ -173,7 +173,7 @@ public class FoliageCellManager {
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*/
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public void update(){
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Globals.profiler.beginCpuSample("FoliageCellManager.update");
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if(shouldUpdate && Globals.playerEntity != null){
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if(shouldUpdate && Globals.playerEntity != null && Globals.userSettings.getGraphicsPerformanceEnableFoliageManager()){
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Vector3d playerPos = EntityUtils.getPosition(Globals.playerEntity);
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Vector3i absVoxelPos = Globals.clientWorldData.convertRealToAbsoluteVoxelSpace(playerPos);
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int distCache = this.getDistCache(this.lastPlayerPos, absVoxelPos);
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@ -66,6 +66,16 @@ public class FoliageModel {
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*/
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static final int SINGLE_FOLIAGE_DATA_SIZE_BYTES = 3 * 4 + 2 * 4;
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/**
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* Cutoff to place foliage at, weight-wise
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*/
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static final double FOLIAGE_CUTOFF = 0.0;
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/**
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* Cutoff for the cummulative weight to place foliage at
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*/
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static final double FOLIAGE_CUMMULATIVE_WEIGHT_CUTOFF = 0;
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/**
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* The target number of foliage to place per cell
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*/
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@ -184,6 +194,7 @@ public class FoliageModel {
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currWorldPos, currRealPos, currVoxelPos,
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scale, placementRandomizer,
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x, y, z,
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data.getType(currVoxelPos.x,currVoxelPos.y,currVoxelPos.z),
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floatBufferView, data
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);
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drawCount = drawCount + numGenerated;
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@ -237,38 +248,97 @@ public class FoliageModel {
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Vector3i worldPos, Vector3d realPos, Vector3i voxelPos,
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int scale, Random placementRandomizer,
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int vX, int vY, int vZ,
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int targetVoxelType,
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FloatBuffer floatBufferView, ChunkData chunkData
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){
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int rVal = 0;
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//construct simple grid to place foliage on
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Vector3d sample_00 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add(-SAMPLE_OFFSET,SAMPLE_START_HEIGHT,-SAMPLE_OFFSET), new Vector3d(0,-1,0), RAY_LENGTH);
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Vector3d sample_01 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add(-SAMPLE_OFFSET,SAMPLE_START_HEIGHT, 0), new Vector3d(0,-1,0), RAY_LENGTH);
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Vector3d sample_02 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add(-SAMPLE_OFFSET,SAMPLE_START_HEIGHT, SAMPLE_OFFSET), new Vector3d(0,-1,0), RAY_LENGTH);
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Vector3d sample_10 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( 0,SAMPLE_START_HEIGHT,-SAMPLE_OFFSET), new Vector3d(0,-1,0), RAY_LENGTH);
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Vector3d sample_11 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( 0,SAMPLE_START_HEIGHT, 0), new Vector3d(0,-1,0), RAY_LENGTH);
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Vector3d sample_12 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( 0,SAMPLE_START_HEIGHT, SAMPLE_OFFSET), new Vector3d(0,-1,0), RAY_LENGTH);
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Vector3d sample_20 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( SAMPLE_OFFSET,SAMPLE_START_HEIGHT,-SAMPLE_OFFSET), new Vector3d(0,-1,0), RAY_LENGTH);
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Vector3d sample_21 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( SAMPLE_OFFSET,SAMPLE_START_HEIGHT, 0), new Vector3d(0,-1,0), RAY_LENGTH);
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Vector3d sample_22 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( SAMPLE_OFFSET,SAMPLE_START_HEIGHT, SAMPLE_OFFSET), new Vector3d(0,-1,0), RAY_LENGTH);
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// Vector3d sample_00 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add(-SAMPLE_OFFSET,SAMPLE_START_HEIGHT,-SAMPLE_OFFSET), new Vector3d(0,-1,0), RAY_LENGTH);
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// Vector3d sample_01 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add(-SAMPLE_OFFSET,SAMPLE_START_HEIGHT, 0), new Vector3d(0,-1,0), RAY_LENGTH);
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// Vector3d sample_02 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add(-SAMPLE_OFFSET,SAMPLE_START_HEIGHT, SAMPLE_OFFSET), new Vector3d(0,-1,0), RAY_LENGTH);
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// Vector3d sample_10 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( 0,SAMPLE_START_HEIGHT,-SAMPLE_OFFSET), new Vector3d(0,-1,0), RAY_LENGTH);
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// Vector3d sample_11 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( 0,SAMPLE_START_HEIGHT, 0), new Vector3d(0,-1,0), RAY_LENGTH);
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// Vector3d sample_12 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( 0,SAMPLE_START_HEIGHT, SAMPLE_OFFSET), new Vector3d(0,-1,0), RAY_LENGTH);
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// Vector3d sample_20 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( SAMPLE_OFFSET,SAMPLE_START_HEIGHT,-SAMPLE_OFFSET), new Vector3d(0,-1,0), RAY_LENGTH);
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// Vector3d sample_21 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( SAMPLE_OFFSET,SAMPLE_START_HEIGHT, 0), new Vector3d(0,-1,0), RAY_LENGTH);
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// Vector3d sample_22 = Globals.clientSceneWrapper.getCollisionEngine().rayCastPosition(new Vector3d(realPos).add( SAMPLE_OFFSET,SAMPLE_START_HEIGHT, SAMPLE_OFFSET), new Vector3d(0,-1,0), RAY_LENGTH);
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boolean sample_11 = true;
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boolean sample_12 = true;
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boolean sample_21 = true;
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boolean sample_22 = true;
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//get the heights of each sample
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float height_11 = (float)(sample_11 != null ? sample_11.y : 0);
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float height_00 = (float)(sample_00 != null ? sample_00.y : height_11);
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float height_01 = (float)(sample_01 != null ? sample_01.y : height_11);
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float height_02 = (float)(sample_02 != null ? sample_02.y : height_11);
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float height_10 = (float)(sample_10 != null ? sample_10.y : height_11);
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float height_12 = (float)(sample_12 != null ? sample_12.y : height_11);
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float height_20 = (float)(sample_20 != null ? sample_20.y : height_11);
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float height_21 = (float)(sample_21 != null ? sample_21.y : height_11);
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float height_22 = (float)(sample_22 != null ? sample_22.y : height_11);
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float weight_11 = (chunkData.getWeight(voxelPos) + 1) / 2.0f;
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float height_11 = weight_11 + voxelPos.y + worldPos.y * ServerTerrainChunk.CHUNK_DIMENSION;
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float height_12 = height_11;
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float weight_12 = 0;
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if(voxelPos.z < ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE - 1){
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if(voxelPos.y < ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE - 1 && chunkData.getWeight(voxelPos.x, voxelPos.y + 1, voxelPos.z + 1) > FOLIAGE_CUTOFF && chunkData.getType(voxelPos.x, voxelPos.y + 1, voxelPos.z + 1) == targetVoxelType){
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weight_12 = (chunkData.getWeight(voxelPos.x, voxelPos.y + 1, voxelPos.z + 1) + 1) / 2.0f;
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height_12 = weight_12 + voxelPos.y + 1 + worldPos.y * ServerTerrainChunk.CHUNK_DIMENSION;
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} else if(chunkData.getWeight(voxelPos.x, voxelPos.y, voxelPos.z + 1) > FOLIAGE_CUTOFF && chunkData.getType(voxelPos.x, voxelPos.y, voxelPos.z + 1) == targetVoxelType){
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weight_12 = (chunkData.getWeight(voxelPos.x, voxelPos.y, voxelPos.z + 1) + 1) / 2.0f;
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height_12 = weight_12 + voxelPos.y + worldPos.y * ServerTerrainChunk.CHUNK_DIMENSION;
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} else if(voxelPos.y > 0 && chunkData.getWeight(voxelPos.x, voxelPos.y - 1, voxelPos.z + 1) > FOLIAGE_CUTOFF && chunkData.getType(voxelPos.x, voxelPos.y - 1, voxelPos.z + 1) == targetVoxelType){
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weight_12 = (chunkData.getWeight(voxelPos.x, voxelPos.y - 1, voxelPos.z + 1) + 1) / 2.0f;
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height_12 = weight_12 + voxelPos.y - 1 + worldPos.y * ServerTerrainChunk.CHUNK_DIMENSION;
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} else {
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sample_12 = false;
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}
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} else {
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sample_12 = false;
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}
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float height_21 = height_11;
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float weight_21 = 0;
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if(voxelPos.x < ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE - 1){
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if(voxelPos.y < ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE - 1 && chunkData.getWeight(voxelPos.x + 1, voxelPos.y + 1, voxelPos.z) > FOLIAGE_CUTOFF && chunkData.getType(voxelPos.x + 1, voxelPos.y + 1, voxelPos.z) == targetVoxelType){
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weight_21 = (chunkData.getWeight(voxelPos.x + 1, voxelPos.y + 1, voxelPos.z) + 1) / 2.0f;
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height_21 = weight_21 + voxelPos.y + 1 + worldPos.y * ServerTerrainChunk.CHUNK_DIMENSION;
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} else if(chunkData.getWeight(voxelPos.x + 1, voxelPos.y, voxelPos.z) > FOLIAGE_CUTOFF && chunkData.getType(voxelPos.x + 1, voxelPos.y, voxelPos.z) == targetVoxelType){
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weight_21 = (chunkData.getWeight(voxelPos.x + 1, voxelPos.y, voxelPos.z) + 1) / 2.0f;
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height_21 = weight_21 + voxelPos.y + worldPos.y * ServerTerrainChunk.CHUNK_DIMENSION;
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} else if(voxelPos.y > 0 && chunkData.getWeight(voxelPos.x + 1, voxelPos.y - 1, voxelPos.z) > FOLIAGE_CUTOFF && chunkData.getType(voxelPos.x + 1, voxelPos.y - 1, voxelPos.z) == targetVoxelType){
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weight_21 = (chunkData.getWeight(voxelPos.x + 1, voxelPos.y - 1, voxelPos.z) + 1) / 2.0f;
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height_21 = weight_21 + voxelPos.y - 1 + worldPos.y * ServerTerrainChunk.CHUNK_DIMENSION;
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} else {
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sample_21 = false;
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}
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} else {
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sample_21 = false;
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}
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float height_22 = height_11;
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float weight_22 = 0;
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if(voxelPos.x < ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE - 1 && voxelPos.z < ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE - 1){
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if(voxelPos.y < ServerTerrainChunk.CHUNK_DATA_GENERATOR_SIZE - 1 && chunkData.getWeight(voxelPos.x + 1, voxelPos.y + 1, voxelPos.z + 1) > FOLIAGE_CUTOFF && chunkData.getType(voxelPos.x + 1, voxelPos.y + 1, voxelPos.z + 1) == targetVoxelType){
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weight_22 = (chunkData.getWeight(voxelPos.x + 1, voxelPos.y + 1, voxelPos.z + 1) + 1) / 2.0f;
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height_22 = weight_22 + voxelPos.y + 1 + worldPos.y * ServerTerrainChunk.CHUNK_DIMENSION;
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} else if(chunkData.getWeight(voxelPos.x + 1, voxelPos.y, voxelPos.z + 1) > FOLIAGE_CUTOFF && chunkData.getType(voxelPos.x + 1, voxelPos.y, voxelPos.z + 1) == targetVoxelType){
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weight_22 = (chunkData.getWeight(voxelPos.x + 1, voxelPos.y, voxelPos.z + 1) + 1) / 2.0f;
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height_22 = weight_22 + voxelPos.y + worldPos.y * ServerTerrainChunk.CHUNK_DIMENSION;
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} else if(voxelPos.y > 0 && chunkData.getWeight(voxelPos.x + 1, voxelPos.y - 1, voxelPos.z + 1) > FOLIAGE_CUTOFF && chunkData.getType(voxelPos.x + 1, voxelPos.y - 1, voxelPos.z + 1) == targetVoxelType){
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weight_22 = (chunkData.getWeight(voxelPos.x + 1, voxelPos.y - 1, voxelPos.z + 1) + 1) / 2.0f;
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height_22 = weight_22 + voxelPos.y - 1 + worldPos.y * ServerTerrainChunk.CHUNK_DIMENSION;
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} else {
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sample_22 = false;
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}
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} else {
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sample_22 = false;
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}
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//each height is in real world coordinates that are absolute
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//when rendering, there's already a y offset for the center of the field of grass (based on the model matrix)
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//so when offseting the position of the blade of grass RELATIVE to the overall instance being drawn, need to subtract the real world coordinates of the overall instance
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//in other words realPos SPECIFICALLY for the y dimension, for x and z you don't need to worry about it
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float cummulativeWeight = weight_11 + weight_12 + weight_21 + weight_22;
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//if we don't find data for the center sample, can't place grass so don't create entity
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if(sample_11 != null){
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//generate positions to place
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//generate positions to place
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if(sample_11 && sample_12 && sample_21 && sample_22 && cummulativeWeight > FOLIAGE_CUMMULATIVE_WEIGHT_CUTOFF){
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for(int x = 0; x < TARGET_FOLIAGE_SPACING; x=x+scale){
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for(int z = 0; z < TARGET_FOLIAGE_SPACING; z=z+scale){
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//get position to place
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@ -276,81 +346,39 @@ public class FoliageModel {
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double rand2 = placementRandomizer.nextDouble();
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double relativePositionOnGridX = x / (1.0 * TARGET_FOLIAGE_SPACING) + rand1 / TARGET_FOLIAGE_SPACING;
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double relativePositionOnGridZ = z / (1.0 * TARGET_FOLIAGE_SPACING) + rand2 / TARGET_FOLIAGE_SPACING;
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double offsetX = relativePositionOnGridX - 0.5;
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double offsetZ = relativePositionOnGridZ - 0.5;
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//determine quadrant we're placing in
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double offsetY = 0;
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boolean addBlade = false;
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if(relativePositionOnGridX >=0.5){
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if(relativePositionOnGridZ >= 0.5){
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relativePositionOnGridX = relativePositionOnGridX - 0.5;
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relativePositionOnGridZ = relativePositionOnGridZ - 0.5;
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relativePositionOnGridX /= 0.5;
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relativePositionOnGridZ /= 0.5;
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// System.out.println(relativePositionOnGridX + " " + relativePositionOnGridZ);
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//if we have heights for all four surrounding spots, interpolate for y value
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if(sample_11 != null && sample_12 != null && sample_21 != null && sample_22 != null){
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offsetY =
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height_11 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
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height_12 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
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height_21 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
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height_22 * ( relativePositionOnGridX) * ( relativePositionOnGridZ);
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addBlade = true;
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}
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} else {
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relativePositionOnGridX = relativePositionOnGridX - 0.5;
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relativePositionOnGridX /= 0.5;
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relativePositionOnGridZ /= 0.5;
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//if we have heights for all four surrounding spots, interpolate for y value
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if(sample_10 != null && sample_11 != null && sample_20 != null && sample_21 != null){
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offsetY =
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height_10 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
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height_11 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
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height_20 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
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height_21 * ( relativePositionOnGridX) * ( relativePositionOnGridZ);
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addBlade = true;
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}
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}
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} else {
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if(relativePositionOnGridZ >= 0.5){
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relativePositionOnGridZ = relativePositionOnGridZ - 0.5;
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relativePositionOnGridX /= 0.5;
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relativePositionOnGridZ /= 0.5;
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//if we have heights for all four surrounding spots, interpolate for y value
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if(sample_01 != null && sample_02 != null && sample_11 != null && sample_12 != null){
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offsetY =
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height_01 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
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height_02 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
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height_11 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
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height_12 * ( relativePositionOnGridX) * ( relativePositionOnGridZ);
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addBlade = true;
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}
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} else {
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relativePositionOnGridX /= 0.5;
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relativePositionOnGridZ /= 0.5;
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//if we have heights for all four surrounding spots, interpolate for y value
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if(sample_00 != null && sample_01 != null && sample_10 != null && sample_11 != null){
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offsetY =
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height_00 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
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height_01 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
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height_10 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
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height_11 * ( relativePositionOnGridX) * ( relativePositionOnGridZ);
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addBlade = true;
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}
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}
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}
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double manualAdjustment = -0.55;
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// System.out.println(relativePositionOnGridX + " " + relativePositionOnGridZ);
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//if we have heights for all four surrounding spots, interpolate for y value
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offsetY =
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height_11 * (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
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height_12 * (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
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height_21 * ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
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height_22 * ( relativePositionOnGridX) * ( relativePositionOnGridZ) +
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manualAdjustment
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;
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addBlade = true;
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// double percent =
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// (1-relativePositionOnGridX) * (1-relativePositionOnGridZ) +
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// (1-relativePositionOnGridX) * ( relativePositionOnGridZ) +
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// ( relativePositionOnGridX) * (1-relativePositionOnGridZ) +
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// ( relativePositionOnGridX) * ( relativePositionOnGridZ);
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// if(
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// percent < 0.99 || percent > 1.01
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// ){
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// System.out.println(percent);
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// }
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if(addBlade){
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// if(realPos.y == 20 && sample_11 != null){
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// System.out.println("asdf");
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// }
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//convert y to relative to chunk
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offsetY = offsetY - realPos.y;
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double rotVar = placementRandomizer.nextDouble() * Math.PI * 2;
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double rotVar2 = placementRandomizer.nextDouble();
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if(floatBufferView.limit() >= floatBufferView.position() + SINGLE_FOLIAGE_DATA_SIZE_BYTES / 4){
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floatBufferView.put((float)offsetX + vX);
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floatBufferView.put((float)relativePositionOnGridX + vX);
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floatBufferView.put((float)offsetY + vY);
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floatBufferView.put((float)offsetZ + vZ);
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floatBufferView.put((float)relativePositionOnGridZ + vZ);
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floatBufferView.put((float)rotVar);
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||||
floatBufferView.put((float)rotVar2);
|
||||
rVal++;
|
||||
|
||||
@ -1,6 +1,5 @@
|
||||
package electrosphere.server.terrain.generation.voxelphase;
|
||||
|
||||
import electrosphere.engine.Globals;
|
||||
import electrosphere.game.data.biome.BiomeData;
|
||||
import electrosphere.game.data.voxel.sampler.SamplerFile;
|
||||
import electrosphere.server.terrain.generation.interfaces.GeneratedVoxel;
|
||||
@ -53,48 +52,35 @@ public class NoiseVoxelGen implements VoxelGenerator {
|
||||
) {
|
||||
double strideMultiplier = Math.pow(2,stride);
|
||||
double heightDiff = realY - surfaceHeight;
|
||||
Globals.profiler.endCpuSample();
|
||||
double sample = this.sampler.getValue(0, realX, realY, realZ);
|
||||
if(sample <= 0){
|
||||
voxel.weight = -1.0f;
|
||||
voxel.type = 0;
|
||||
return;
|
||||
}
|
||||
if(heightDiff < -strideMultiplier * SURFACE_VOXEL_WIDTH){
|
||||
//below surface
|
||||
double sample = this.sampler.getValue(0, realX, realY, realZ);
|
||||
if(sample > 0){
|
||||
double finalSurface = MathUtils.clamp(sample,0,1);
|
||||
voxel.weight = (float)finalSurface * 2 - 1;
|
||||
voxel.type = 1;
|
||||
} else {
|
||||
voxel.weight = -1.0f;
|
||||
voxel.type = 0;
|
||||
}
|
||||
double finalSurface = MathUtils.clamp(sample,0,1);
|
||||
voxel.weight = (float)finalSurface * 2 - 1;
|
||||
voxel.type = 1;
|
||||
} else if(heightDiff > 0) {
|
||||
//above surface
|
||||
voxel.weight = -1.0f;
|
||||
voxel.type = 0;
|
||||
} else if(heightDiff < -strideMultiplier){
|
||||
//generate full-size surface-type voxel
|
||||
double sample = this.sampler.getValue(0, realX, realY, realZ);
|
||||
if(sample > 0){
|
||||
double finalHeight = MathUtils.clamp(sample,0,1);
|
||||
voxel.weight = (float)finalHeight * 2 - 1;
|
||||
voxel.type = 2;
|
||||
} else {
|
||||
voxel.weight = -1.0f;
|
||||
voxel.type = 0;
|
||||
}
|
||||
double finalHeight = MathUtils.clamp(sample,0,1);
|
||||
voxel.weight = (float)finalHeight * 2 - 1;
|
||||
voxel.type = 2;
|
||||
} else {
|
||||
//surface
|
||||
double sample = this.sampler.getValue(0, realX, realY, realZ);
|
||||
if(sample > 0){
|
||||
double surfacePercent = -heightDiff / strideMultiplier;
|
||||
if(surfacePercent > 1.0 || surfacePercent < 0){
|
||||
throw new Error("surfacePercent " + surfacePercent + " " + realY + " " + surfaceHeight + " " + heightDiff + " " + strideMultiplier);
|
||||
}
|
||||
double finalHeight = MathUtils.clamp(sample,0,1) * surfacePercent;
|
||||
voxel.weight = (float)finalHeight * 2 - 1;
|
||||
voxel.type = 2;
|
||||
} else {
|
||||
voxel.weight = -1.0f;
|
||||
voxel.type = 0;
|
||||
double surfacePercent = -heightDiff / strideMultiplier;
|
||||
if(surfacePercent > 1.0 || surfacePercent < 0){
|
||||
throw new Error("surfacePercent " + surfacePercent + " " + realY + " " + surfaceHeight + " " + heightDiff + " " + strideMultiplier);
|
||||
}
|
||||
double finalHeight = MathUtils.clamp(sample,0,1) * surfacePercent;
|
||||
voxel.weight = (float)finalHeight * 2 - 1;
|
||||
voxel.type = 2;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user