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https://github.com/zhenyan121/Cubed.git
synced 2026-06-17 16:17:02 +08:00
refactor: biome build (#5)
* refactor: rename Biome to BiomeType * feat: add biome builder
This commit is contained in:
@@ -1,12 +1,19 @@
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#include "Cubed/gameplay/chunk_generator.hpp"
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#include "Cubed/gameplay/builders/desert_builder.hpp"
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#include "Cubed/gameplay/builders/forest_builder.hpp"
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#include "Cubed/gameplay/builders/mountain_builder.hpp"
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#include "Cubed/gameplay/builders/plain_builder.hpp"
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#include "Cubed/gameplay/builders/river_builder.hpp"
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#include "Cubed/gameplay/chunk.hpp"
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#include "Cubed/gameplay/tree.hpp"
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#include "Cubed/tools/cubed_hash.hpp"
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#include "Cubed/tools/perlin_noise.hpp"
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#include <numeric>
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namespace Cubed {
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using enum BiomeType;
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constexpr int BLEND_RADIUS = 12;
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ChunkGenerator::ChunkGenerator(Chunk& chunk) : m_chunk(chunk) {
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ASSERT_MSG(is_init, "ChunksGenerator is not init");
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@@ -57,9 +64,9 @@ void ChunkGenerator::resolve_biome_adjacency_conflict(
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if (chunk == nullptr) {
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continue;
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}
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Biome biome = chunk->get_biome();
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BiomeType biome = chunk->get_biome();
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neighbor_biome[i] = biome;
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if (biome == Biome::RIVER) {
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if (biome == BiomeType::RIVER) {
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is_neighbor_river = true;
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}
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for (const auto& non : NON_ADJACENT) {
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@@ -89,7 +96,7 @@ void ChunkGenerator::generate_heightmap() {
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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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auto sample_height = [&](Biome b) -> float {
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auto sample_height = [&](BiomeType b) -> float {
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auto range = get_biome_height_range(b);
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auto [f1, f2, f3] = get_noise_frequencies_for_biome(b);
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float n = 1.00f * PerlinNoise::noise(world_x * f1, 0.5f,
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@@ -185,63 +192,13 @@ void ChunkGenerator::blend_heightmap_boundaries(
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}
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void ChunkGenerator::generate_terrain_blocks() {
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auto& m_blocks = m_chunk.blocks();
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auto& m_heightmap = m_chunk.heightmap();
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auto m_biome = m_chunk.biome();
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// bottom
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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[Chunk::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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int height = static_cast<int>(m_heightmap[x][z]);
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for (int y = 5; y < height - 5; y++) {
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m_blocks[Chunk::get_index(x, y, z)] = 3;
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}
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if (m_biome == Biome::MOUNTAIN) {
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for (int y = height - 5; y <= height - 1; y++) {
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if (y > 110) {
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m_blocks[Chunk::get_index(x, y, z)] = 3;
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} else {
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m_blocks[Chunk::get_index(x, y, z)] = 2;
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}
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}
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if (height > 110) {
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m_blocks[Chunk::get_index(x, height - 1, z)] = 3;
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} else {
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m_blocks[Chunk::get_index(x, height - 1, z)] = 1;
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}
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} else if (m_biome == Biome::DESERT) {
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for (int y = height - 5; y <= height; y++) {
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m_blocks[Chunk::get_index(x, y, z)] = 4;
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}
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} else if (m_biome == Biome::RIVER) {
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for (int y = height - 5; y <= height - 1; y++) {
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m_blocks[Chunk::get_index(x, y, z)] = 2;
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}
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for (int y = height; y <= height; y++) {
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if (y >= SEA_LEVEL - 1) {
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m_blocks[Chunk::get_index(x, y, z)] = 1;
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} else {
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m_blocks[Chunk::get_index(x, y, z)] = 2;
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}
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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[Chunk::get_index(x, y, z)] = 2;
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}
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for (int y = height; y <= height; y++) {
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m_blocks[Chunk::get_index(x, y, z)] = 1;
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}
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}
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}
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make_biome_builder();
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if (!m_biome_builder) {
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Logger::error("BiomeBuilder is nullptr");
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return;
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}
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m_chunk.blocks().assign(CHUCK_SIZE * CHUCK_SIZE * WORLD_SIZE_Y, 0);
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m_biome_builder->build_biome();
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}
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void ChunkGenerator::blend_surface_blocks_borders(
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@@ -344,7 +301,7 @@ void ChunkGenerator::blend_surface_blocks_borders(
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// Update the top block if the type changed
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if (final_type != type_self) {
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// top block
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if (m_chunk.biome() == Biome::RIVER && final_type == 1) {
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if (m_chunk.biome() == BiomeType::RIVER && final_type == 1) {
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final_type = 2;
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}
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if (is_neighbor_river && final_type == 1) {
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@@ -371,52 +328,41 @@ void ChunkGenerator::blend_surface_blocks_borders(
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}
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void ChunkGenerator::generate_vegetation() {
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auto m_biome = m_chunk.biome();
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auto& m_blocks = m_chunk.blocks();
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auto& m_heightmap = m_chunk.heightmap();
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if (m_biome == Biome::FOREST) {
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std::array<int, SIZE_X> x_arr;
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std::iota(x_arr.begin(), x_arr.end(), 0);
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std::shuffle(x_arr.begin(), x_arr.end(), m_random.engine());
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std::array<int, SIZE_Z> z_arr;
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std::iota(z_arr.begin(), z_arr.end(), 0);
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std::shuffle(z_arr.begin(), z_arr.end(), m_random.engine());
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for (auto x : x_arr) {
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for (auto z : z_arr) {
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int y = static_cast<int>(m_heightmap[x][z]);
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if (m_random.random_bool(forest_params().tree_frequency) &&
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y >= SEA_LEVEL) {
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build_tree(m_chunk, {x, y, z});
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}
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}
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}
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if (!m_biome_builder) {
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Logger::error("BiomeBuilder is nullptr");
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return;
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}
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if (m_biome == Biome::RIVER) {
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for (int x = 0; x < SIZE_X; x++) {
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for (int z = 0; z < SIZE_Z; z++) {
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int height = static_cast<int>(m_heightmap[x][z]);
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if (height >= SEA_LEVEL) {
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continue;
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}
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for (int y = height + 1; y < SEA_LEVEL; y++) {
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m_blocks[Chunk::get_index(x, y, z)] = 7;
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}
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}
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}
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}
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if (is_neighbor_river) {
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for (int x = 0; x < SIZE_X; x++) {
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for (int z = 0; z < SIZE_Z; z++) {
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int height = static_cast<int>(m_heightmap[x][z]);
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if (height >= SEA_LEVEL) {
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continue;
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}
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for (int y = height + 1; y < SEA_LEVEL; y++) {
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m_blocks[Chunk::get_index(x, y, z)] = 7;
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}
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}
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}
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m_biome_builder->build_vegetation();
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}
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void ChunkGenerator::make_biome_builder() {
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auto biome = m_chunk.biome();
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switch (biome) {
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case PLAIN:
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m_biome_builder = std::make_unique<PlainBuilder>(*this);
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break;
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case DESERT:
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m_biome_builder = std::make_unique<DesertBuilder>(*this);
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break;
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case FOREST:
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m_biome_builder = std::make_unique<ForestBuilder>(*this);
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break;
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case MOUNTAIN:
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m_biome_builder = std::make_unique<MountainBuilder>(*this);
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break;
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case RIVER:
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m_biome_builder = std::make_unique<RiverBuilder>(*this);
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break;
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case NONE:
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m_biome_builder = nullptr;
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break;
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}
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}
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Chunk& ChunkGenerator::chunk() { return m_chunk; }
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Random& ChunkGenerator::random() { return m_random; }
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bool ChunkGenerator::neighbor_river() const { return is_neighbor_river; }
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} // namespace Cubed
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