Add an option to keep (some) of the original terrain data for transition biomes.

This commit is contained in:
IntegratedQuantum 2024-12-15 12:33:47 +01:00
parent 60f5da1724
commit 92348c09e3
2 changed files with 10 additions and 4 deletions

View File

@ -326,6 +326,7 @@ pub const Biome = struct { // MARK: Biome
.chance = src.get(f32, "chance", 1),
.propertyMask = GenerationProperties.fromZon(src.getChild("properties"), false),
.width = src.get(u8, "width", 2),
.keepOriginalTerrain = src.get(f32, "keepOriginalTerrain", 0),
};
// Fill all unspecified property groups:
var properties: u12 = @bitCast(dst.propertyMask);
@ -587,12 +588,14 @@ const UnfinishedTransitionBiomeData = struct {
chance: f32,
propertyMask: Biome.GenerationProperties,
width: u8,
keepOriginalTerrain: f32,
};
const TransitionBiome = struct {
biome: *const Biome,
chance: f32,
propertyMask: Biome.GenerationProperties,
width: u8,
keepOriginalTerrain: f32,
};
var unfinishedTransitionBiomes: std.StringHashMapUnmanaged([]UnfinishedTransitionBiomeData) = .{};
@ -695,12 +698,14 @@ pub fn finishLoading() void {
.chance = 0,
.propertyMask = .{},
.width = 0,
.keepOriginalTerrain = 0,
};
continue;
},
.chance = src.chance,
.propertyMask = src.propertyMask,
.width = src.width,
.keepOriginalTerrain = src.keepOriginalTerrain,
};
}
main.globalAllocator.free(transitionBiomes);

View File

@ -358,12 +358,13 @@ const GenerationStructure = struct {
result = (result | result >> 1 | result >> 2);
if(result & mask == mask) {
if(random.nextFloat(&seed) < transitionBiome.chance) {
const newHeight = @as(f32, @floatFromInt(transitionBiome.biome.minHeight)) + @as(f32, @floatFromInt(transitionBiome.biome.maxHeight - transitionBiome.biome.minHeight))*random.nextFloat(&seed);
map[x][y] = .{
.biome = transitionBiome.biome,
.roughness = transitionBiome.biome.roughness,
.hills = transitionBiome.biome.hills,
.mountains = transitionBiome.biome.mountains,
.height = @as(f32, @floatFromInt(transitionBiome.biome.minHeight)) + @as(f32, @floatFromInt(transitionBiome.biome.maxHeight - transitionBiome.biome.minHeight))*random.nextFloat(&seed),
.roughness = std.math.lerp(transitionBiome.biome.roughness, map[x][y].roughness, transitionBiome.keepOriginalTerrain),
.hills = std.math.lerp(transitionBiome.biome.hills, map[x][y].hills, transitionBiome.keepOriginalTerrain),
.mountains = std.math.lerp(transitionBiome.biome.mountains, map[x][y].mountains, transitionBiome.keepOriginalTerrain),
.height = std.math.lerp(newHeight, map[x][y].height, transitionBiome.keepOriginalTerrain),
.seed = map[x][y].seed,
};
break;