Improved island generation

This commit is contained in:
Harrison Corlett 2026-09-17 11:31:52 +01:00
parent 8c301d0ac1
commit 4565188f15
5 changed files with 91 additions and 126 deletions

View file

@ -102,11 +102,16 @@ void main() {
ivec3 localPos = ivec3(gl_GlobalInvocationID.xyz);
ivec3 worldPos = chunkPos * CHUNK_SIZE + localPos;
float islandheight = valueNoise(vec2(worldPos.z, worldPos.x) * 0.005) * 100 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.1) * 20 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.1) * 5+ valueNoise(vec2(worldPos.x, worldPos.z)) * 0.5 - 15;
float YZone = floor(worldPos.y/150.0)*150.0;
float islandheight = valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.005) * 100 + valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 20 + valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 5+ valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2)) * 0.5 - 15 + YZone;
float height = valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.005) * 100 + valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.01) * 10 + valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 5+ valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2)) * 0.5 + YZone;
float height = valueNoise(vec2(worldPos.x, worldPos.z) * 0.005) * 100 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.01) * 10 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.1) * 5+ valueNoise(vec2(worldPos.x, worldPos.z)) * 0.5;
float height2 = valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.005) * 100 + valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.01) * 10 + valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.1) * 5+ valueNoise(vec2(-worldPos.x, -worldPos.z)) * 0.5 + 100;
float islandheight2 = 100 + valueNoise(vec2(-worldPos.z, -worldPos.x) * 0.005) * 100 + valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.1) * 20 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.1) * 5+ valueNoise(vec2(worldPos.x, worldPos.z)) * 0.5 - 5;
float YZone2 = floor(worldPos.y/75.0)*75.0;
float islandheight2 = valueNoise(vec2(worldPos.x - YZone2 * 2, worldPos.z -YZone2 * 2) * 0.005) * 60 + valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.1) * 20 + valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.1) * 10+ valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2)) * 0.5 - 5 + YZone2;
float height2 = valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.005) * 50 + valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.01) * 10 + valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.1) * 5+ valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2)) * 0.5 + YZone2;
//float height2 = valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.005) * 100 + valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.01) * 10 + valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.1) * 5+ valueNoise(vec2(-worldPos.x, -worldPos.z)) * 0.5 + 100;
//float islandheight2 = 100 + valueNoise(vec2(-worldPos.z, -worldPos.x) * 0.005) * 100 + valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.1) * 20 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.1) * 5+ valueNoise(vec2(worldPos.x, worldPos.z)) * 0.5 - 5;
//height = clamp(height, 4.0, 28.0);
uint voxelType = 0u;
@ -114,14 +119,14 @@ void main() {
float depthBelowSurface = height - float(worldPos.y);
if (depthBelowSurface < 1.5) {
voxelType = 1u; // Grass/topsoil
voxelType = 1u; // Grass
} else if (depthBelowSurface < 5.0) {
voxelType = 2u; // Dirt
voxelType = 2u; // Dirt(also stone rn)
} else {
voxelType = 3u; // Stone
}
}
if(float(worldPos.y) <= height2 && float(worldPos.y) >= islandheight2){
else if (float(worldPos.y) <= height2 && float(worldPos.y) >= islandheight2) {
float depthBelowSurface = height2 - float(worldPos.y);
if (depthBelowSurface < 1.5) {

View file

@ -51,78 +51,32 @@ const vec3 BITANGENTS[6] = vec3[6](
);
const vec2 CORNER_UVS[16] = vec2[16](
vec2(0.5, 0.0),
vec2(0.5, 0.5),
vec2(1.0, 0.5),
vec2(1.0, 0.0),
vec2(0.0, 0.5),
vec2(0.0, 1.0),
vec2(0.5, 1.0),
vec2(0.5, 0.5),
vec2(0.5, 0.0),
vec2(0.5, 0.5),
vec2(1.0, 0.5),
vec2(1.0, 0.0),
vec2(0.5, 0.0),
vec2(0.5, 0.5),
vec2(1.0, 0.5),
vec2(1.0, 0.0)
vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0),
vec2(0.0, 0.5), vec2(0.0, 1.0), vec2(0.5, 1.0), vec2(0.5, 0.5),
vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0),
vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0)
);
vec3 buildFaceCornerPosition(uvec3 voxelPos, uint faceId, uint cornerIndex) {
vec3 p = vec3(voxelPos);
if (faceId == 0u) {
if (cornerIndex == 0u) return p + vec3(0.0, 1.0, 0.0);
if (cornerIndex == 1u) return p + vec3(0.0, 1.0, 1.0);
if (cornerIndex == 2u) return p + vec3(1.0, 1.0, 1.0);
return p + vec3(1.0, 1.0, 0.0);
}
if (faceId == 1u) {
if (cornerIndex == 0u) return p + vec3(0.0, 0.0, 0.0);
if (cornerIndex == 1u) return p + vec3(1.0, 0.0, 0.0);
if (cornerIndex == 2u) return p + vec3(1.0, 0.0, 1.0);
return p + vec3(0.0, 0.0, 1.0);
}
if (faceId == 2u) {
if (cornerIndex == 0u) return p + vec3(1.0, 0.0, 0.0);
if (cornerIndex == 1u) return p + vec3(1.0, 1.0, 0.0);
if (cornerIndex == 2u) return p + vec3(1.0, 1.0, 1.0);
return p + vec3(1.0, 0.0, 1.0);
}
if (faceId == 3u) {
if (cornerIndex == 0u) return p + vec3(0.0, 0.0, 0.0);
if (cornerIndex == 1u) return p + vec3(0.0, 0.0, 1.0);
if (cornerIndex == 2u) return p + vec3(0.0, 1.0, 1.0);
return p + vec3(0.0, 1.0, 0.0);
}
if (faceId == 4u) {
if (cornerIndex == 0u) return p + vec3(0.0, 0.0, 1.0);
if (cornerIndex == 1u) return p + vec3(1.0, 0.0, 1.0);
if (cornerIndex == 2u) return p + vec3(1.0, 1.0, 1.0);
return p + vec3(0.0, 1.0, 1.0);
}
if (cornerIndex == 0u) return p + vec3(0.0, 0.0, 0.0);
if (cornerIndex == 1u) return p + vec3(0.0, 1.0, 0.0);
if (cornerIndex == 2u) return p + vec3(1.0, 1.0, 0.0);
return p + vec3(1.0, 0.0, 0.0);
}
const vec3 FACE_CORNERS[6][4] = vec3[6][4](
vec3[4](vec3(0.0, 1.0, 0.0), vec3(0.0, 1.0, 1.0), vec3(1.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0)), // Face 0 (+Y)
vec3[4](vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 1.0), vec3(0.0, 0.0, 1.0)), // Face 1 (-Y)
vec3[4](vec3(1.0, 0.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 1.0, 1.0), vec3(1.0, 0.0, 1.0)), // Face 2 (+X)
vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 1.0), vec3(0.0, 1.0, 0.0)), // Face 3 (-X)
vec3[4](vec3(0.0, 0.0, 1.0), vec3(1.0, 0.0, 1.0), vec3(1.0, 1.0, 1.0), vec3(0.0, 1.0, 1.0)), // Face 4 (+Z)
vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0)) // Face 5 (-Z)
);
void main() {
viewMatrix = viewUniform.matrix;
uint faceRecordIndex = uint(gl_VertexIndex) / 6u;
uint triangleVertex = uint(gl_VertexIndex) % 6u;
uint triangleVertex = (uint(gl_VertexIndex))% 6u;
uint cornerIndex = TRI_TO_CORNER[triangleVertex];
//uint faceRecordIndex = uint(gl_VertexIndex) / 6u;
//uint triangleVertex = uint(gl_VertexIndex) % 6u;
//uint cornerIndex = TRI_TO_CORNER[triangleVertex];
uint packedFace = faces[faceRecordIndex];
uint voxelX = packedFace & 0x1Fu;
@ -134,7 +88,7 @@ void main() {
faceId = min(faceId, 5u);
matId = min(matId, 3u);
vec3 localPos = buildFaceCornerPosition(uvec3(voxelX, voxelY, voxelZ), faceId, cornerIndex);
vec3 localPos = vec3(voxelX, voxelY, voxelZ) + FACE_CORNERS[faceId][cornerIndex];
vec3 worldPos = localPos + push_constants.ModelOffset.xyz * 16.0;
vec4 worldPosVec4 = vec4(worldPos, 1.0);
@ -145,5 +99,5 @@ void main() {
outNormal = NORMALS[faceId];
outTangent = TANGENTS[faceId];
outBitangent = BITANGENTS[faceId];
outTextCoords = CORNER_UVS[cornerIndex + 4u * matId];
outTextCoords = CORNER_UVS[cornerIndex + (matId << 2u)];
}