- 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.
64 lines
2.8 KiB
Go
64 lines
2.8 KiB
Go
package worldgen
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// This file samples the climate density functions into a TargetPoint for the
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// biome finder. The climate router keys are 2D (flat_cache + y_scale=0) except
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// depth, which is 3D. For per-chunk surface biome selection we fix depth to
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// 0.0; for the per-cell 3D milestone we evaluate real depth at each cell.
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// Sample2D holds the five Y-invariant climate axes for one (x,z) column,
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// precomputed once so every vertical biome cell in that column reuses them.
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type Sample2D struct {
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Temperature, Humidity, Continentalness, Erosion, Weirdness float64
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}
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// SampleColumn2D evaluates the five 2D climate axes at block (wx, wz). The
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// vertical coordinate passed to the flat noises (seaLevelY) does not affect the
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// result because they are flat_cache/y_scale=0, but is kept for symmetry.
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func SampleColumn2D(od *OverworldDensity, seaLevelY, wx, wz int) Sample2D {
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ctx := FunctionContext{X: float64(wx), Y: float64(seaLevelY), Z: float64(wz)}
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return Sample2D{
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Temperature: computeOrZero(od.Temperature, ctx),
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Humidity: computeOrZero(od.Humidity, ctx),
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Continentalness: computeOrZero(od.Continentalness, ctx),
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Erosion: computeOrZero(od.Erosion, ctx),
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Weirdness: computeOrZero(od.Weirdness, ctx),
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}
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}
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// SampleCell builds a full 3D TargetPoint at block (wx, wy, wz): the five 2D
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// axes come from the precomputed s2D (sampled once per column), and depth is
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// evaluated at the cell's real Y — the only Y-dependent climate axis. This
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// keeps per-cell cost at a single DensityFunction call (depth) instead of six.
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func SampleCell(od *OverworldDensity, s2D Sample2D, wx, wy, wz int) TargetPoint {
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depth := 0.0
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if od.Depth != nil {
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depth = od.Depth.Compute(FunctionContext{X: float64(wx), Y: float64(wy), Z: float64(wz)})
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}
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return NewTargetPoint(s2D.Temperature, s2D.Humidity, s2D.Continentalness,
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s2D.Erosion, s2D.Weirdness, depth)
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}
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// SampleColumn evaluates the six climate parameters at block (wx, wz) using od
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// and returns the TargetPoint for surface biome lookup. seaLevelY is the Y at
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// which to sample the 2D climate noises (callers pass the world sea level).
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//
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// Kept for surface-only (per-chunk) lookups; per-cell 3D code uses
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// SampleColumn2D + SampleCell instead.
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func SampleColumn(od *OverworldDensity, seaLevelY int, wx, wz int) TargetPoint {
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s2D := SampleColumn2D(od, seaLevelY, wx, wz)
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// Surface layer: depth axis is fixed at 0.0 so only the depth=0 (surface)
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// biome parameter entries match.
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return NewTargetPoint(s2D.Temperature, s2D.Humidity, s2D.Continentalness,
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s2D.Erosion, s2D.Weirdness, 0.0)
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}
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// computeOrZero evaluates df at ctx, returning 0 when df is nil (a climate key
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// absent from the router). This keeps sampling robust without special-casing
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// each axis at the call site.
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func computeOrZero(df DensityFunction, ctx FunctionContext) float64 {
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if df == nil {
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return 0
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}
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return df.Compute(ctx)
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}
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