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feat: add perlin noise
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@@ -1,6 +1,8 @@
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#include <Cubed/gameplay/chunk.hpp>
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#include <Cubed/gameplay/world.hpp>
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#include <Cubed/tools/cubed_assert.hpp>
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#include <Cubed/tools/log.hpp>
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#include <Cubed/tools/perlin_noise.hpp>
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Chunk::Chunk(World& world, ChunkPos chunk_pos) :
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m_world(world),
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m_chunk_pos(chunk_pos)
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@@ -18,15 +20,19 @@ const std::vector<uint8_t>& Chunk::get_chunk_blocks() const{
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int Chunk::get_index(int x, int y, int z) {
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return x * CHUCK_SIZE * CHUCK_SIZE + y * CHUCK_SIZE + z;
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if ((x * WORLD_SIZE_Y + y) * CHUCK_SIZE + z < 0 || (x * WORLD_SIZE_Y + y) * CHUCK_SIZE + z >= CHUCK_SIZE * CHUCK_SIZE * WORLD_SIZE_Y) {
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Logger::error("block pos x {} y {} z {} range error", x, y, z);
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CUBED_ASSERT(0);
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}
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return (x * WORLD_SIZE_Y + y) * CHUCK_SIZE + z;
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}
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void Chunk::gen_vertex_data() {
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m_vertexs_data.clear();
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glDeleteBuffers(1, &m_vbo);
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for (int x = 0; x < CHUCK_SIZE; x++) {
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for (int z = 0; z < CHUCK_SIZE; z++) {
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for (int y = 0; y < CHUCK_SIZE; y++) {
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for (int y = 0; y < WORLD_SIZE_Y; y++) {
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for (int z = 0; z < CHUCK_SIZE; z++) {
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int world_x = x + m_chunk_pos.x * CHUCK_SIZE;
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int world_z = z + m_chunk_pos.z * CHUCK_SIZE;
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int world_y = y;
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@@ -73,7 +79,7 @@ const std::vector<Vertex>& Chunk::get_vertex_data() const{
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}
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void Chunk::init_chunk() {
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m_blocks.assign(CHUCK_SIZE * CHUCK_SIZE * CHUCK_SIZE, 0);
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m_blocks.assign(CHUCK_SIZE * CHUCK_SIZE * WORLD_SIZE_Y, 0);
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for (int x = 0; x < CHUCK_SIZE; x++) {
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for (int y = 0; y < 5; y++) {
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for (int z = 0; z < CHUCK_SIZE; z++) {
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@@ -81,6 +87,26 @@ void Chunk::init_chunk() {
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}
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}
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}
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for (int x = 0; x < CHUCK_SIZE; x++) {
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for (int z = 0; z < CHUCK_SIZE; z++) {
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float world_x = static_cast<float>(x + m_chunk_pos.x * CHUCK_SIZE);
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float world_z = static_cast<float>(z + m_chunk_pos.z * CHUCK_SIZE);
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float noise =
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0.5f * PerlinNoise::noise(world_x * 0.01f, world_z * 0.01f, 0.5f) +
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0.25f * PerlinNoise::noise(world_x * 0.02f, world_z * 0.02f, 0.5f) +
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0.125f * PerlinNoise::noise(world_x * 0.04f, world_z * 0.04f, 0.5f);
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int y_max = height * noise;
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for (int y = 5; y < y_max; y++) {
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m_blocks[get_index(x, y, z)] = 1;
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}
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}
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}
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}
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