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feat: add 4 biomes
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@@ -2,7 +2,10 @@
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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/math_tools.hpp>
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#include <Cubed/tools/perlin_noise.hpp>
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#include <utility>
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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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@@ -23,7 +26,8 @@ Chunk::Chunk(Chunk&& other) :
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m_world(other.m_world),
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m_blocks(std::move(other.m_blocks)),
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m_dirty(other.is_dirty()),
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m_vertexs_data(std::move(other.m_vertexs_data))
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m_vertexs_data(std::move(other.m_vertexs_data)),
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m_biome(other.m_biome)
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{
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other.m_vbo = 0;
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}
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@@ -35,9 +39,14 @@ Chunk& Chunk::operator=(Chunk&& other) {
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m_blocks = std::move(other.m_blocks);
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m_dirty = other.is_dirty();
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m_vertexs_data = std::move(other.m_vertexs_data);
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m_biome = other.m_biome;
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return *this;
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}
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Biome Chunk::get_biome() const {
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return m_biome;
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}
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const std::vector<uint8_t>& Chunk::get_chunk_blocks() const{
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return m_blocks;
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}
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@@ -212,41 +221,8 @@ 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 * 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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m_blocks[get_index(x, y, z)] = 3;
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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 - 5; y++) {
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m_blocks[get_index(x, y, z)] = 3;
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}
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for (int y = y_max - 5; y < y_max - 1; y++) {
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m_blocks[get_index(x, y, z)] = 2;
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}
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for (int y = y_max - 1; 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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mark_dirty();
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resolve_biome();
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resolve_blocks();
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}
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void Chunk::upload_to_gpu() {
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@@ -281,3 +257,72 @@ void Chunk::set_chunk_block(int index ,unsigned id) {
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}
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void Chunk::resolve_biome() {
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float cx = (m_chunk_pos.x + 0.5f) * CHUCK_SIZE;
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float cz = (m_chunk_pos.z + 0.5f) * CHUCK_SIZE;
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float temp = PerlinNoise::noise(cx * BIOME_NOISE_FREQUENCY, 0.0f, cz * BIOME_NOISE_FREQUENCY);
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float humid = PerlinNoise::noise(cx * BIOME_NOISE_FREQUENCY, 1.0f, cz * BIOME_NOISE_FREQUENCY);
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m_biome = get_biome_from_noise(temp, humid);
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}
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void Chunk::resolve_blocks() {
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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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m_blocks[get_index(x, y, z)] = 3;
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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 biome_noise = PerlinNoise::noise(
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world_x * BIOME_NOISE_FREQUENCY,
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0.5f,
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world_z * BIOME_NOISE_FREQUENCY
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);
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float temp = PerlinNoise::noise(world_x * BIOME_NOISE_FREQUENCY, 0.0f, world_z * BIOME_NOISE_FREQUENCY);
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float humid = PerlinNoise::noise(world_x * BIOME_NOISE_FREQUENCY, 1.0f, world_z * BIOME_NOISE_FREQUENCY);
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int height = Math::get_interpolated_height(world_x, world_z, biome_noise, temp, humid);
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auto biome = get_biome_from_noise(temp, humid);
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for (int y = 5; y < height - 5; y++) {
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m_blocks[get_index(x, y, z)] = 3;
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}
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if (biome == Biome::MOUNTAIN) {
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for (int y = height - 5; y < height - 1; y++) {
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if (y > 101) {
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m_blocks[get_index(x, y, z)] = 3;
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} else {
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m_blocks[get_index(x, y, z)] = 2;
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}
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}
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if (height - 1 > 101) {
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m_blocks[get_index(x, height - 1, z)] = 3;
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} else {
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m_blocks[get_index(x, height - 1, z)] = 1;
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}
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} else if (biome == Biome::DESERT) {
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for (int y = height - 5; y < height; y++) {
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m_blocks[get_index(x, y, z)] = 4;
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}
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} else {
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for (int y = height - 5; y < height - 1; y++) {
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m_blocks[get_index(x, y, z)] = 2;
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}
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for (int y = height - 1; y < height; 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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mark_dirty();
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}
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