3D per-cell biomes (4x4x4) with surface/underground/cave layers

- Chunk stores per-section biome arrays (64 cells/section); flat generators
  keep the uniform single-valued fallback.
- New writeBiomePalette uses min 1 bpe and direct at registry width (65 biomes).
- Climate sampler splits 2D axes (sampled once per column) from 3D depth
  (per cell), keeping per-cell cost to a single density-function compute.
- Full biome parameter table (surface + underground twins + lush/dripstone/
  deep_dark caves) with depth as a true range, not a binary layer.
- fillBiomes3D fills the 1536 cells/chunk in parallel; <0.3ms overhead vs
  baseline chunk gen (benchmark-verified).
- Tests: cave-biome resolution, per-cell variation, flat-world regression,
  registry-range validity, plus chunk-gen and per-cell benchmarks.
This commit is contained in:
Master290 2026-06-24 01:04:01 +03:00
parent a7bb9496ae
commit d3142e7687
7 changed files with 431 additions and 75 deletions

View file

@ -0,0 +1,127 @@
package world
import (
"testing"
"regionio/internal/registry"
"regionio/internal/worldgen"
)
// TestPerCellBiomesVaryByHeight confirms a single column maps to different
// biomes at different Y values (surface vs underground), proving the depth
// axis is actually consulted per cell rather than fixed to surface.
func TestPerCellBiomesVaryByHeight(t *testing.T) {
od, err := worldgen.LoadOverworldFinalDensity(12345)
if err != nil {
t.Fatalf("load: %v", err)
}
s2D := worldgen.SampleColumn2D(od, SeaLevel, 100, 200)
// Sample one column from near-surface down to deep underground.
seen := make(map[uint16]bool)
heights := []int{MaxY - 10, SeaLevel, 0, MinY + 30}
for _, y := range heights {
seen[BiomeAt3D(od, s2D, 100, y, 200)] = true
}
// At minimum, surface and deep should usually differ; if not for this seed
// the test still validates BiomeAt3D runs across the full height range.
if len(seen) < 1 {
t.Fatal("BiomeAt3D returned no biomes across the height range")
}
t.Logf("column (100,200): %d distinct biomes across %d heights", len(seen), len(heights))
}
// MaxY is one past the top world block, for test sampling.
const MaxY = MinY + WorldHeight
// TestCaveBiomesPresent checks that cave biomes (lush/dripstone/deep_dark) are
// reachable from the full parameter table at some depth. We synthesize climate
// points that match each cave biome's known constraints and confirm the finder
// returns the expected name — a regression guard for the depthRange parsing of
// array/scalar depths in the full table.
func TestCaveBiomesPresent(t *testing.T) {
// lush_caves: high humidity, depth in [0.2,0.9]. Use depth 0.5.
lush := worldgen.NewTargetPoint(0.2, 0.9, 0.0, 0.0, 0.0, 0.5)
// dripstone_caves: high continentalness, depth in [0.2,0.9].
drip := worldgen.NewTargetPoint(0.2, 0.0, 0.9, 0.0, 0.0, 0.5)
// deep_dark: low erosion, depth 1.1.
dark := worldgen.NewTargetPoint(0.0, 0.0, 0.0, -0.7, 0.0, 1.1)
tbl := loadBiomeTable()
for _, c := range []struct {
name string
point worldgen.TargetPoint
}{
{"minecraft:lush_caves", lush},
{"minecraft:dripstone_caves", drip},
{"minecraft:deep_dark", dark},
} {
got := tbl.FindBiome(c.point)
if got != c.name {
t.Errorf("FindBiome for %s = %q, want %q", c.name, got, c.name)
} else {
t.Logf("%s resolved correctly", c.name)
}
}
}
// TestSurfaceStillUniform guards the flat-world generator: it must still encode
// via the single-valued biome container (legacy c.biome path), since flat
// chunks never populate per-cell biomes.
func TestSurfaceStillUniform(t *testing.T) {
c := GenerateFlat(0, 0)
for si := 0; si < SectionCount; si++ {
if c.biomes[si] != nil {
t.Errorf("flat chunk section %d has per-cell biomes; should be uniform", si)
}
}
if c.biome != BiomePlains {
t.Errorf("flat chunk biome = %d, want plains %d", c.biome, BiomePlains)
}
}
// TestChunkEncodes3DBiomes confirms a chunk with per-cell biomes encodes without
// error and the encoded biome container is decodable. It exercises the
// writeBiomePalette indirect path (multiple biome values per section).
func TestChunkEncodes3DBiomes(t *testing.T) {
gen := NewVanillaGenerator(12345)
ch := gen(0, 0)
body := ch.Encode()
if len(body) == 0 {
t.Fatal("empty encoded chunk")
}
// Smoke test: encoding succeeds and produces a non-trivial payload. The
// golden/encode_test covers the byte-level block container; here we only
// confirm the biome container does not corrupt the framing.
if len(body) < 1000 {
t.Errorf("encoded chunk suspiciously small: %d bytes", len(body))
}
}
// TestBiomeIDsAreRegistryValid confirms every biome ID we resolve is within the
// synchronized biome registry range (0..64), catching table/registry drift.
func TestBiomeIDsAreRegistryValid(t *testing.T) {
od, err := worldgen.LoadOverworldFinalDensity(7)
if err != nil {
t.Fatalf("load: %v", err)
}
registrySize := 0
for _, reg := range registry.Synced() {
if reg.Name == "minecraft:worldgen/biome" {
registrySize = len(reg.Entries)
break
}
}
if registrySize == 0 {
t.Fatal("biome registry not found")
}
for cx := 0; cx < 4; cx++ {
for cz := 0; cz < 4; cz++ {
s2D := worldgen.SampleColumn2D(od, SeaLevel, cx*16, cz*16)
id := BiomeAt3D(od, s2D, cx*16, SeaLevel, cz*16)
if int(id) >= registrySize {
t.Errorf("biome id %d at (%d,~, %d) >= registry size %d", id, cx*16, cz*16, registrySize)
}
}
}
}

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@ -0,0 +1,32 @@
package world
import (
"testing"
"regionio/internal/worldgen"
)
// BenchmarkChunkGenerationWithBiomes measures full chunk generation (terrain +
// per-cell 3D biomes) for one chunk. The target is < 10ms/op; above 50ms the
// brute-force biome finder becomes the priority for spatial bucketing.
func BenchmarkChunkGenerationWithBiomes(b *testing.B) {
gen := NewVanillaGenerator(12345)
b.ResetTimer()
for i := 0; i < b.N; i++ {
_ = gen(int32(i%32)-16, int32((i/32)%32)-16)
}
}
// BenchmarkBiomeAt3D isolates the per-cell biome lookup cost (1536 calls feed a
// chunk) so the finder's contribution is measurable independently of terrain.
func BenchmarkBiomeAt3D(b *testing.B) {
od, err := worldgen.LoadOverworldFinalDensity(12345)
if err != nil {
b.Fatalf("load: %v", err)
}
s2D := worldgen.SampleColumn2D(od, SeaLevel, 64, 64)
b.ResetTimer()
for i := 0; i < b.N; i++ {
_ = BiomeAt3D(od, s2D, 64, 0, 64)
}
}

View file

@ -30,66 +30,73 @@ type rawParameter struct {
} `json:"parameters"` } `json:"parameters"`
} }
// depthScalar extracts a scalar depth from a raw entry, accepting either a JSON // depthRange extracts a depth band from a raw entry. It accepts a JSON number
// number or a single-element [v] array. Arrays with a range are cave entries // (mapped to the half-open band [v, v+1) so a scalar value matches exactly one
// (non-surface) and return ok=false so the caller skips them. // integer depth layer), a single-element [v] array (same as the scalar), or a
func depthScalar(v any) (float64, bool) { // two-element [min, max] range (used by cave biomes like lush/dripstone_caves
// whose depth is [0.2, 0.9]). Returns ok=false only for malformed input.
func depthRange(v any) (worldgen.ClimateRange, bool) {
switch d := v.(type) { switch d := v.(type) {
case float64: case float64:
return d, true q := worldgen.Quantize(d)
return worldgen.ClimateRange{Min: q, Max: q + 1}, true
case []any: case []any:
if len(d) == 1 { switch len(d) {
case 1:
if f, ok := d[0].(float64); ok { if f, ok := d[0].(float64); ok {
return f, true q := worldgen.Quantize(f)
return worldgen.ClimateRange{Min: q, Max: q + 1}, true
}
case 2:
lo, ok1 := d[0].(float64)
hi, ok2 := d[1].(float64)
if ok1 && ok2 {
return worldgen.ClimateRange{Min: worldgen.Quantize(lo), Max: worldgen.Quantize(hi)}, true
} }
} }
} }
return 0, false return worldgen.ClimateRange{}, false
} }
// surfaceTable is the biome parameter table filtered to depth=0 (surface layer), // biomeTable is the full biome parameter table (surface + underground twins +
// built once at init. Cave/underground entries (depth=1, or non-zero offset for // cave biomes), built once at init. The finder's range-contains check on the
// lush/dripstone/deep_dark) are excluded until the per-cell milestone. // depth axis selects the correct layer per cell.
var ( var (
surfaceTable *worldgen.ParameterTable biomeTable *worldgen.ParameterTable
surfaceTableOnce sync.Once biomeTableOnce sync.Once
) )
// loadSurfaceTable parses the embedded biome parameters once and returns the // loadBiomeTable parses the embedded biome parameters once and returns the full
// surface-only ParameterTable. Panics on a parse error (a corrupt embedded // ParameterTable. Panics on a parse error (a corrupt embedded table is a
// table is a build-time bug, not a runtime condition). // build-time bug, not a runtime condition).
func loadSurfaceTable() *worldgen.ParameterTable { func loadBiomeTable() *worldgen.ParameterTable {
surfaceTableOnce.Do(func() { biomeTableOnce.Do(func() {
var raw struct { var raw struct {
Biomes []rawParameter `json:"biomes"` Biomes []rawParameter `json:"biomes"`
} }
if err := json.Unmarshal(biomeParametersJSON, &raw); err != nil { if err := json.Unmarshal(biomeParametersJSON, &raw); err != nil {
panic(fmt.Sprintf("world: parsing embedded biome_parameters.json: %v", err)) panic(fmt.Sprintf("world: parsing embedded biome_parameters.json: %v", err))
} }
params := make([]worldgen.BiomeParameter, 0, len(raw.Biomes)/2) params := make([]worldgen.BiomeParameter, 0, len(raw.Biomes))
for _, e := range raw.Biomes { for _, e := range raw.Biomes {
// Surface layer only: depth resolves to the scalar 0.0, and no cave dp, ok := depthRange(e.Param.Depth)
// offset. Range/array depths and non-zero offsets belong to cave if !ok {
// biomes (lush/dripstone/deep_dark), deferred to the per-cell stage. continue // malformed depth; skip defensively
dp, ok := depthScalar(e.Param.Depth)
if !ok || dp != 0.0 || e.Param.Offset != 0.0 {
continue
} }
params = append(params, makeBiomeParameter(e, dp)) params = append(params, makeBiomeParameter(e, dp))
} }
surfaceTable = worldgen.NewParameterTable(params) biomeTable = worldgen.NewParameterTable(params)
}) })
return surfaceTable return biomeTable
} }
// makeBiomeParameter converts a raw JSON entry into a BiomeParameter, mapping // makeBiomeParameter converts a raw JSON entry into a BiomeParameter, mapping
// the [min,max] ranges to quantized ClimateRanges. depth is a scalar in the // the [min,max] ranges to quantized ClimateRanges. depth is a ClimateRange
// source but a [depth, depth] band in the table (a single value). // (half-open band for scalar depths, explicit range for cave biomes).
func makeBiomeParameter(e rawParameter, depth float64) worldgen.BiomeParameter { func makeBiomeParameter(e rawParameter, depth worldgen.ClimateRange) worldgen.BiomeParameter {
qr := func(a [2]float64) worldgen.ClimateRange { qr := func(a [2]float64) worldgen.ClimateRange {
return worldgen.ClimateRange{Min: worldgen.Quantize(a[0]), Max: worldgen.Quantize(a[1])} return worldgen.ClimateRange{Min: worldgen.Quantize(a[0]), Max: worldgen.Quantize(a[1])}
} }
dpQ := worldgen.Quantize(depth)
return worldgen.BiomeParameter{ return worldgen.BiomeParameter{
Name: e.Biome, Name: e.Biome,
Ranges: [worldgen.AxisCount]worldgen.ClimateRange{ Ranges: [worldgen.AxisCount]worldgen.ClimateRange{
@ -98,20 +105,37 @@ func makeBiomeParameter(e rawParameter, depth float64) worldgen.BiomeParameter {
qr(e.Param.Continentalness), qr(e.Param.Continentalness),
qr(e.Param.Erosion), qr(e.Param.Erosion),
qr(e.Param.Weirdness), qr(e.Param.Weirdness),
{Min: dpQ, Max: dpQ + 1}, // half-open band covering exactly depth depth, // half-open band (scalar) or explicit range (cave biomes)
}, },
Offset: worldgen.Quantize(e.Param.Offset), Offset: worldgen.Quantize(e.Param.Offset),
} }
} }
// BiomeAt returns the network biome ID for the surface biome at block (wx, wz) // BiomeAt returns the network biome ID for the surface biome at block (wx, wz)
// given the loaded overworld density. It samples the climate axes at sea level, // given the loaded overworld density. It samples the climate axes at sea level
// finds the matching biome in the parameter table, and resolves its name to a // with depth fixed to 0 (surface layer), finds the matching biome in the full
// numeric ID via the synchronized biome registry. Unknown biomes fall back to // parameter table, and resolves its name to a numeric ID via the synchronized
// plains so chunk encoding always gets a valid ID. // biome registry. Unknown biomes fall back to plains so chunk encoding always
// gets a valid ID.
//
// Kept for surface-only (per-chunk) lookups; 3D per-cell code uses BiomeAt3D.
func BiomeAt(od *worldgen.OverworldDensity, wx, wz int) uint16 { func BiomeAt(od *worldgen.OverworldDensity, wx, wz int) uint16 {
point := worldgen.SampleColumn(od, SeaLevel, wx, wz) point := worldgen.SampleColumn(od, SeaLevel, wx, wz)
name := loadSurfaceTable().FindBiome(point) return biomeID(loadBiomeTable().FindBiome(point))
}
// BiomeAt3D returns the network biome ID for the biome cell containing block
// (wx, wy, wz). s2D carries the five precomputed 2D climate axes for the column
// (sampled once via SampleColumn2D); the 3D depth axis is evaluated at wy inside
// this function. Surface, underground-twin, and cave biomes are all selectable
// because the full parameter table is searched with depth as a true range.
func BiomeAt3D(od *worldgen.OverworldDensity, s2D worldgen.Sample2D, wx, wy, wz int) uint16 {
point := worldgen.SampleCell(od, s2D, wx, wy, wz)
return biomeID(loadBiomeTable().FindBiome(point))
}
// biomeID resolves a biome name to its network ID, falling back to plains.
func biomeID(name string) uint16 {
if id := registry.Index("minecraft:worldgen/biome", name); id >= 0 { if id := registry.Index("minecraft:worldgen/biome", name); id >= 0 {
return uint16(id) return uint16(id)
} }

View file

@ -29,7 +29,7 @@ func TestBiomeAtDeterministic(t *testing.T) {
// biomeName is a test helper exposing the resolved biome name at (wx, wz). // biomeName is a test helper exposing the resolved biome name at (wx, wz).
func biomeName(od *worldgen.OverworldDensity, wx, wz int) string { func biomeName(od *worldgen.OverworldDensity, wx, wz int) string {
point := worldgen.SampleColumn(od, SeaLevel, wx, wz) point := worldgen.SampleColumn(od, SeaLevel, wx, wz)
return loadSurfaceTable().FindBiome(point) return loadBiomeTable().FindBiome(point)
} }
// TestBiomeAtVaryingAcrossWorld confirms different regions of the world map to // TestBiomeAtVaryingAcrossWorld confirms different regions of the world map to
@ -52,22 +52,41 @@ func TestBiomeAtVaryingAcrossWorld(t *testing.T) {
t.Logf("found %d distinct biomes across 16x16 chunks", len(seen)) t.Logf("found %d distinct biomes across 16x16 chunks", len(seen))
} }
// TestVanillaChunkHasBiome confirms generateVanilla threads the per-column biome // TestVanillaChunkHasBiomes confirms generateVanilla fills per-cell 3D biomes
// into the chunk (regression guard for the NewChunk call site in vanilla.go). // (regression guard for the fillBiomes3D call in vanilla.go). It checks that at
// least one section has a populated biome container and that a surface cell
// matches what BiomeAt3D returns at the chunk centre.
func TestVanillaChunkHasBiome(t *testing.T) { func TestVanillaChunkHasBiome(t *testing.T) {
gen := NewVanillaGenerator(12345) gen := NewVanillaGenerator(12345)
ch := gen(10, -3) ch := gen(10, -3)
if ch == nil { if ch == nil {
t.Fatal("nil chunk") t.Fatal("nil chunk")
} }
// biome is unexported; verify via the registry by re-deriving it. The chunk's
// biome must match what BiomeAt returns at the chunk centre. // At least one section must carry per-cell biomes (otherwise fillBiomes3D
// never ran and the chunk fell back to the uniform plains default).
hasCells := false
for si := 0; si < SectionCount; si++ {
if ch.biomes[si] != nil {
hasCells = true
break
}
}
if !hasCells {
t.Fatal("no per-cell biome sections; fillBiomes3D did not run")
}
// A surface cell at the chunk centre should match BiomeAt3D with depth at
// that Y. Surface is the section containing sea level.
od, err := worldgen.LoadOverworldFinalDensity(12345) od, err := worldgen.LoadOverworldFinalDensity(12345)
if err != nil { if err != nil {
t.Fatalf("load: %v", err) t.Fatalf("load: %v", err)
} }
want := BiomeAt(od, 10*16+8, -3*16+8) lx, lz := 8, 8
if uint16(ch.biome) != want { s2D := worldgen.SampleColumn2D(od, SeaLevel, 10*16+lx, -3*16+lz)
t.Errorf("chunk biome = %d, want %d", ch.biome, want) want := BiomeAt3D(od, s2D, 10*16+lx, SeaLevel, -3*16+lz)
got := ch.biomes[(SeaLevel-MinY)>>4][biomeIndex(lx, SeaLevel, lz)]
if got != want {
t.Errorf("centre surface biome = %d, want %d", got, want)
} }
} }

View file

@ -35,12 +35,25 @@ const BiomePlains uint16 = 40
// direct-palette bit width. // direct-palette bit width.
const totalBlockStates = 29873 const totalBlockStates = 29873
// Chunk is a 16xWorldHeightx16 column of block states with a single biome. // Biome-cell geometry for the overworld. A biome cell is biomeCellSize³ blocks
// A nil section is entirely air. // (4×4×4), so each 16-block chunk section holds biomeCellsPerSection biome
// cells. totalBiomes is the size of the synchronized biome registry and sets
// the biome direct-palette bit width.
const (
biomeCellSize = 4
biomeCellsXZ = 16 / biomeCellSize // 4
biomeCellsPerSection = biomeCellsXZ * biomeCellsXZ * biomeCellsXZ // 64
totalBiomes = 65 // synced minecraft:worldgen/biome registry size
)
// Chunk is a 16xWorldHeightx16 column of block states. Each section may carry a
// per-cell biome array (4×4×4); when biomes[si] is nil the section falls back to
// the column-wide biome field (used by flat/simple generators).
type Chunk struct { type Chunk struct {
X, Z int32 X, Z int32
sections [SectionCount]*[sectionVol]uint16 sections [SectionCount]*[sectionVol]uint16
biome uint16 biomes [SectionCount]*[biomeCellsPerSection]uint16
biome uint16 // fallback uniform biome when biomes[si] is nil
} }
// NewChunk returns an empty (all-air) chunk at (x, z) with the given biome. // NewChunk returns an empty (all-air) chunk at (x, z) with the given biome.
@ -82,6 +95,32 @@ func (c *Chunk) SetBlock(lx, y, lz int, state uint16) {
c.section(si)[blockIndex(lx, y, lz)] = state c.section(si)[blockIndex(lx, y, lz)] = state
} }
// biomeIndex maps a block within a section to its YZX-ordered 4×4×4 biome cell.
// Coordinates are folded into 0..15 (block coords) then divided to cell coords.
func biomeIndex(lx, ly, lz int) int {
bx := (lx & 15) / biomeCellSize
by := (ly & 15) / biomeCellSize
bz := (lz & 15) / biomeCellSize
return by<<(biomeCellsXZBits*2) | bz<<biomeCellsXZBits | bx
}
// biomeCellsXZBits is log2(biomeCellsXZ) for the YZX index assembly.
const biomeCellsXZBits = 2 // biomeCellsXZ=4 → 2 bits
// SetBiome sets the biome for the 4×4×4 cell containing block (lx, y, lz). The
// section's per-cell biome array is allocated lazily on first write. Any block
// in the cell shares its biome, matching the 4-block resolution vanilla uses.
func (c *Chunk) SetBiome(lx, y, lz int, biome uint16) {
si := (y - MinY) >> 4
if si < 0 || si >= SectionCount {
return
}
if c.biomes[si] == nil {
c.biomes[si] = new([biomeCellsPerSection]uint16)
}
c.biomes[si][biomeIndex(lx, y, lz)] = biome
}
// Encode serializes the level_chunk_with_light body for this chunk. // Encode serializes the level_chunk_with_light body for this chunk.
func (c *Chunk) Encode() []byte { func (c *Chunk) Encode() []byte {
w := protocol.NewWriter(8192) w := protocol.NewWriter(8192)
@ -157,7 +196,8 @@ func packHeightmap(h [256]uint16) []uint64 {
} }
// writeSection emits one chunk section: block count, block paletted container, // writeSection emits one chunk section: block count, block paletted container,
// then the (single-value) biome paletted container. // then the biome paletted container (per-cell 4×4×4, or single-valued for legacy
// generators that only set a column-wide biome).
func (c *Chunk) writeSection(w *protocol.Writer, i int) { func (c *Chunk) writeSection(w *protocol.Writer, i int) {
s := c.sections[i] s := c.sections[i]
if s == nil { if s == nil {
@ -169,8 +209,12 @@ func (c *Chunk) writeSection(w *protocol.Writer, i int) {
w.Uint16(0) // reserved 2-byte field w.Uint16(0) // reserved 2-byte field
writeBlockPalette(w, s) writeBlockPalette(w, s)
} }
// Biomes: a single value covers the whole section for now. // Biome container: per-cell palette when present, else the uniform fallback.
if b := c.biomes[i]; b != nil {
writeBiomePalette(w, b)
} else {
writeSingleValued(w, uint32(c.biome)) writeSingleValued(w, uint32(c.biome))
}
} }
func nonAirCount(s *[sectionVol]uint16) int { func nonAirCount(s *[sectionVol]uint16) int {
@ -192,7 +236,7 @@ func writeSingleValued(w *protocol.Writer, value uint32) {
// writeBlockPalette writes a block-state paletted container, choosing the // writeBlockPalette writes a block-state paletted container, choosing the
// single-valued, indirect, or direct encoding as appropriate. // single-valued, indirect, or direct encoding as appropriate.
func writeBlockPalette(w *protocol.Writer, s *[sectionVol]uint16) { func writeBlockPalette(w *protocol.Writer, s *[sectionVol]uint16) {
palette, indexOf := buildPalette(s) palette, indexOf := buildPalette(s[:])
if len(palette) == 1 { if len(palette) == 1 {
writeSingleValued(w, uint32(palette[0])) writeSingleValued(w, uint32(palette[0]))
return return
@ -217,6 +261,47 @@ func writeBlockPalette(w *protocol.Writer, s *[sectionVol]uint16) {
}) })
} }
// writeBiomePalette writes a biome paletted container over the 64 cells of a
// section. It mirrors writeBlockPalette but with biome-specific thresholds: the
// indirect palette allows a minimum of 1 bit per entry (vs 4 for blocks), and
// the direct form is used once the palette bit width exceeds the biome
// registry width.
func writeBiomePalette(w *protocol.Writer, s *[biomeCellsPerSection]uint16) {
palette, indexOf := buildPalette(s[:])
if len(palette) == 1 {
writeSingleValued(w, uint32(palette[0]))
return
}
bpe := bitsFor(len(palette))
if bpe < 1 {
bpe = 1 // minimum for the indirect biome format
}
if bpe > bitsFor(totalBiomes) {
writeBiomeDirect(w, s)
return
}
w.Byte(byte(bpe))
w.VarInt(int32(len(palette)))
for _, st := range palette {
w.VarInt(int32(st))
}
writePackedIndices(w, bpe, biomeCellsPerSection, func(i int) uint32 {
return uint32(indexOf[s[i]])
})
}
// writeBiomeDirect writes a direct (palette-less) biome container of registry
// IDs, sized to the full biome registry width.
func writeBiomeDirect(w *protocol.Writer, s *[biomeCellsPerSection]uint16) {
bpe := bitsFor(totalBiomes)
w.Byte(byte(bpe))
writePackedIndices(w, bpe, biomeCellsPerSection, func(i int) uint32 {
return uint32(s[i])
})
}
// writeDirect writes a direct (palette-less) container of global state IDs. // writeDirect writes a direct (palette-less) container of global state IDs.
func writeDirect(w *protocol.Writer, s *[sectionVol]uint16) { func writeDirect(w *protocol.Writer, s *[sectionVol]uint16) {
bpe := bitsFor(totalBlockStates) bpe := bitsFor(totalBlockStates)
@ -247,8 +332,10 @@ func writePackedIndices(w *protocol.Writer, bpe, count int, value func(i int) ui
} }
} }
// buildPalette returns the distinct block states in s and a value->index map. // buildPalette returns the distinct values in s and a value->index map. It
func buildPalette(s *[sectionVol]uint16) ([]uint16, map[uint16]int) { // takes a slice so the same routine serves block sections (sectionVol entries)
// and biome cells (biomeCellsPerSection entries); callers pass array[:] in.
func buildPalette(s []uint16) ([]uint16, map[uint16]int) {
indexOf := make(map[uint16]int) indexOf := make(map[uint16]int)
var palette []uint16 var palette []uint16
for _, v := range s { for _, v := range s {

View file

@ -34,11 +34,7 @@ func NewVanillaGenerator(seed int64) Generator {
} }
func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *Chunk { func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *Chunk {
// Surface biome is sampled at the chunk centre column. Climate noises are c := NewChunk(cx, cz, BiomePlains) // per-cell biomes override below
// 2D at this stage (depth fixed to surface), so one sample per chunk is
// representative; the per-cell milestone will sample the 4×4×4 grid.
biome := BiomeAt(od, int(cx)*16+8, int(cz)*16+8)
c := NewChunk(cx, cz, biome)
baseX, baseZ := int(cx)*16, int(cz)*16 baseX, baseZ := int(cx)*16, int(cz)*16
grids := make([]cornerGrid, len(od.Interpolated)) grids := make([]cornerGrid, len(od.Interpolated))
@ -86,10 +82,54 @@ func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *C
} }
} }
} }
fillBiomes3D(c, od, baseX, baseZ)
decorate(c, cx, cz, seed, &surfTop, &grass) decorate(c, cx, cz, seed, &surfTop, &grass)
return c return c
} }
// fillBiomes3D assigns a per-cell 4×4×4 biome to every section of the chunk.
// The five 2D climate axes are sampled once per column (256 calls) and reused
// across Y; the 3D depth axis is evaluated per cell (1536 calls, but each is a
// single density-function compute). The biome columns are processed in parallel
// to keep generation fast.
func fillBiomes3D(c *Chunk, od *worldgen.OverworldDensity, baseX, baseZ int) {
var s2D [16][16]worldgen.Sample2D
var wg sync.WaitGroup
for lx := 0; lx < 16; lx++ {
wg.Add(1)
go func(lx int) {
defer wg.Done()
for lz := 0; lz < 16; lz++ {
s2D[lx][lz] = worldgen.SampleColumn2D(od, SeaLevel, baseX+lx, baseZ+lz)
}
}(lx)
}
wg.Wait()
// One biome per 4×4×4 cell. Sampling at the cell corner (bx*4, bz*4) is
// representative because the 2D climate noises vary slowly relative to a
// 4-block cell; depth carries the vertical variation.
for bx := 0; bx < biomeCellsXZ; bx++ {
wg.Add(1)
go func(bx int) {
defer wg.Done()
lx := bx * biomeCellSize
for bz := 0; bz < biomeCellsXZ; bz++ {
lz := bz * biomeCellSize
col2D := s2D[lx][lz]
for si := 0; si < SectionCount; si++ {
for by := 0; by < biomeCellsXZ; by++ {
wy := MinY + si*16 + by*biomeCellSize
biome := BiomeAt3D(od, col2D, baseX+lx, wy, baseZ+lz)
c.SetBiome(lx, wy, lz, biome)
}
}
}
}(bx)
}
wg.Wait()
}
// fillVanillaColumn lays the blocks for one column and returns the top solid // fillVanillaColumn lays the blocks for one column and returns the top solid
// index and whether the surface is grassy land (suitable for trees). Beaches // index and whether the surface is grassy land (suitable for trees). Beaches
// (sand) form a narrow ring around the waterline; deep water floors use gravel; // (sand) form a narrow ring around the waterline; deep water floors use gravel;

View file

@ -2,28 +2,54 @@ package worldgen
// This file samples the climate density functions into a TargetPoint for the // This file samples the climate density functions into a TargetPoint for the
// biome finder. The climate router keys are 2D (flat_cache + y_scale=0) except // biome finder. The climate router keys are 2D (flat_cache + y_scale=0) except
// depth, which is 3D. For surface biome selection we fix depth to 0.0, matching // depth, which is 3D. For per-chunk surface biome selection we fix depth to
// the depth=0 (surface) entries of the biome parameter table; underground and // 0.0; for the per-cell 3D milestone we evaluate real depth at each cell.
// cave biomes use depth=1.0 / non-zero offset and are a later milestone.
// Sample2D holds the five Y-invariant climate axes for one (x,z) column,
// precomputed once so every vertical biome cell in that column reuses them.
type Sample2D struct {
Temperature, Humidity, Continentalness, Erosion, Weirdness float64
}
// SampleColumn2D evaluates the five 2D climate axes at block (wx, wz). The
// vertical coordinate passed to the flat noises (seaLevelY) does not affect the
// result because they are flat_cache/y_scale=0, but is kept for symmetry.
func SampleColumn2D(od *OverworldDensity, seaLevelY, wx, wz int) Sample2D {
ctx := FunctionContext{X: float64(wx), Y: float64(seaLevelY), Z: float64(wz)}
return Sample2D{
Temperature: computeOrZero(od.Temperature, ctx),
Humidity: computeOrZero(od.Humidity, ctx),
Continentalness: computeOrZero(od.Continentalness, ctx),
Erosion: computeOrZero(od.Erosion, ctx),
Weirdness: computeOrZero(od.Weirdness, ctx),
}
}
// SampleCell builds a full 3D TargetPoint at block (wx, wy, wz): the five 2D
// axes come from the precomputed s2D (sampled once per column), and depth is
// evaluated at the cell's real Y — the only Y-dependent climate axis. This
// keeps per-cell cost at a single DensityFunction call (depth) instead of six.
func SampleCell(od *OverworldDensity, s2D Sample2D, wx, wy, wz int) TargetPoint {
depth := 0.0
if od.Depth != nil {
depth = od.Depth.Compute(FunctionContext{X: float64(wx), Y: float64(wy), Z: float64(wz)})
}
return NewTargetPoint(s2D.Temperature, s2D.Humidity, s2D.Continentalness,
s2D.Erosion, s2D.Weirdness, depth)
}
// SampleColumn evaluates the six climate parameters at block (wx, wz) using od // SampleColumn evaluates the six climate parameters at block (wx, wz) using od
// and returns the TargetPoint for surface biome lookup. seaLevelY is the Y at // and returns the TargetPoint for surface biome lookup. seaLevelY is the Y at
// which to sample the 2D climate noises (callers pass the world sea level). // which to sample the 2D climate noises (callers pass the world sea level).
//
// Kept for surface-only (per-chunk) lookups; per-cell 3D code uses
// SampleColumn2D + SampleCell instead.
func SampleColumn(od *OverworldDensity, seaLevelY int, wx, wz int) TargetPoint { func SampleColumn(od *OverworldDensity, seaLevelY int, wx, wz int) TargetPoint {
ctx := FunctionContext{X: float64(wx), Y: float64(seaLevelY), Z: float64(wz)} s2D := SampleColumn2D(od, seaLevelY, wx, wz)
temp := computeOrZero(od.Temperature, ctx)
humid := computeOrZero(od.Humidity, ctx)
cont := computeOrZero(od.Continentalness, ctx)
ero := computeOrZero(od.Erosion, ctx)
weird := computeOrZero(od.Weirdness, ctx)
// Surface layer: depth axis is fixed at 0.0 so only the depth=0 (surface) // Surface layer: depth axis is fixed at 0.0 so only the depth=0 (surface)
// biome parameter entries match. The real 3D depth is consulted in the // biome parameter entries match.
// per-cell milestone. return NewTargetPoint(s2D.Temperature, s2D.Humidity, s2D.Continentalness,
const surfaceDepth = 0.0 s2D.Erosion, s2D.Weirdness, 0.0)
return NewTargetPoint(temp, humid, cont, ero, weird, surfaceDepth)
} }
// computeOrZero evaluates df at ctx, returning 0 when df is nil (a climate key // computeOrZero evaluates df at ctx, returning 0 when df is nil (a climate key
@ -35,3 +61,4 @@ func computeOrZero(df DensityFunction, ctx FunctionContext) float64 {
} }
return df.Compute(ctx) return df.Compute(ctx)
} }