mirror of
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:
@@ -111,6 +111,12 @@ add_executable(${PROJECT_NAME}
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src/tools/perlin_noise.cpp
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src/tools/perlin_noise.cpp
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src/ui/text.cpp
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src/ui/text.cpp
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src/window.cpp
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src/window.cpp
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src/gameplay/builders/biome_builder.cpp
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src/gameplay/builders/plain_builder.cpp
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src/gameplay/builders/mountain_builder.cpp
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src/gameplay/builders/river_builder.cpp
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src/gameplay/builders/desert_builder.cpp
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src/gameplay/builders/forest_builder.cpp
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)
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)
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if(CMAKE_BUILD_TYPE STREQUAL "Debug")
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if(CMAKE_BUILD_TYPE STREQUAL "Debug")
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@@ -22,6 +22,9 @@ constexpr float DEFAULT_MAX_RUN_SPEED = 7.0f;
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constexpr float DEFAULT_ACCELERATION = 10.0f;
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constexpr float DEFAULT_ACCELERATION = 10.0f;
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constexpr float DEFAULT_DECELERATION = 15.0f;
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constexpr float DEFAULT_DECELERATION = 15.0f;
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constexpr float DEFAULT_G = 22.5f;
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constexpr float DEFAULT_G = 22.5f;
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static constexpr int SIZE_X = CHUCK_SIZE;
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static constexpr int SIZE_Y = WORLD_SIZE_Y;
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static constexpr int SIZE_Z = CHUCK_SIZE;
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using HeightMapArray = std::array<std::array<float, CHUCK_SIZE>, CHUCK_SIZE>;
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using HeightMapArray = std::array<std::array<float, CHUCK_SIZE>, CHUCK_SIZE>;
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@@ -7,12 +7,7 @@ namespace Cubed {
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constexpr float BIOME_NOISE_FREQUENCY = 0.03f;
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constexpr float BIOME_NOISE_FREQUENCY = 0.03f;
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constexpr float PLAIN_FREQ = 0.4f;
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enum class BiomeType { PLAIN = 0, FOREST, DESERT, MOUNTAIN, RIVER, NONE };
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constexpr float FOREST_FREQ = 1.2f;
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constexpr float DESERT_FREQ = 1.2f;
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constexpr float MOUNTAIN_FREQ = 2.0f;
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enum class Biome { PLAIN = 0, FOREST, DESERT, MOUNTAIN, RIVER, NONE };
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struct BiomeHeightRange {
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struct BiomeHeightRange {
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int base_y;
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int base_y;
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@@ -20,19 +15,23 @@ struct BiomeHeightRange {
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};
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};
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struct BiomeNonAdjacent {
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struct BiomeNonAdjacent {
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Biome first;
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BiomeType first;
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std::vector<Biome> second;
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std::vector<BiomeType> second;
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Biome replace;
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BiomeType replace;
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};
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};
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static inline const std::vector<BiomeNonAdjacent> NON_ADJACENT{
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static inline const std::vector<BiomeNonAdjacent> NON_ADJACENT{
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{{Biome::PLAIN, {Biome::DESERT}, Biome::RIVER},
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{{BiomeType::PLAIN, {BiomeType::DESERT}, BiomeType::RIVER},
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{Biome::FOREST, {Biome::DESERT}, Biome::RIVER},
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{BiomeType::FOREST, {BiomeType::DESERT}, BiomeType::RIVER},
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{Biome::DESERT, {Biome::MOUNTAIN, Biome::FOREST}, Biome::RIVER},
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{BiomeType::DESERT,
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{Biome::MOUNTAIN, {Biome::DESERT, Biome::FOREST}, Biome::RIVER}}};
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{BiomeType::MOUNTAIN, BiomeType::FOREST},
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BiomeType::RIVER},
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{BiomeType::MOUNTAIN,
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{BiomeType::DESERT, BiomeType::FOREST},
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BiomeType::RIVER}}};
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struct BaseBiomeParams {
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struct BaseBiomeParams {
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Biome biome;
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BiomeType biome;
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std::pair<float, float> temp;
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std::pair<float, float> temp;
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std::pair<float, float> humid;
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std::pair<float, float> humid;
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std::array<float, 3> frequencies;
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std::array<float, 3> frequencies;
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@@ -51,11 +50,11 @@ struct MountainParams : public BaseBiomeParams {};
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struct RiverParams : public BaseBiomeParams {};
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struct RiverParams : public BaseBiomeParams {};
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std::string get_biome_str(Biome biome);
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std::string get_biome_str(BiomeType biome);
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Biome get_biome_from_noise(float temp, float humid);
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BiomeType get_biome_from_noise(float temp, float humid);
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std::array<float, 3> get_noise_frequencies_for_biome(Biome biome);
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std::array<float, 3> get_noise_frequencies_for_biome(BiomeType biome);
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BiomeHeightRange get_biome_height_range(Biome biome);
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BiomeHeightRange get_biome_height_range(BiomeType biome);
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Biome safe_int_to_biome(int x);
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BiomeType safe_int_to_biome(int x);
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int get_interpolated_height(float world_x, float world_z, float temp,
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int get_interpolated_height(float world_x, float world_z, float temp,
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float humid);
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float humid);
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@@ -64,4 +63,5 @@ ForestParams& forest_params();
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DesertParams& desert_params();
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DesertParams& desert_params();
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MountainParams& mountain_params();
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MountainParams& mountain_params();
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RiverParams& river_params();
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RiverParams& river_params();
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} // namespace Cubed
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} // namespace Cubed
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16
include/Cubed/gameplay/builders/biome_builder.hpp
Normal file
16
include/Cubed/gameplay/builders/biome_builder.hpp
Normal file
@@ -0,0 +1,16 @@
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#pragma once
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namespace Cubed {
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class ChunkGenerator;
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class BiomeBuilder {
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public:
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BiomeBuilder() = default;
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virtual ~BiomeBuilder() = default;
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virtual ChunkGenerator& get_chunk_generator() = 0;
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virtual void build_biome() = 0;
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virtual void build_vegetation() = 0;
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protected:
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void build_bottom();
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};
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} // namespace Cubed
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21
include/Cubed/gameplay/builders/desert_builder.hpp
Normal file
21
include/Cubed/gameplay/builders/desert_builder.hpp
Normal file
@@ -0,0 +1,21 @@
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#pragma once
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#include "Cubed/gameplay/builders/biome_builder.hpp"
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namespace Cubed {
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class ChunkGenerator;
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class DesertBuilder : public BiomeBuilder {
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public:
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DesertBuilder(ChunkGenerator& chunk_generator);
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void build_biome() override;
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ChunkGenerator& get_chunk_generator() override;
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void build_vegetation() override;
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private:
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ChunkGenerator& m_chunk_generator;
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void build_blocks();
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};
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} // namespace Cubed
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21
include/Cubed/gameplay/builders/forest_builder.hpp
Normal file
21
include/Cubed/gameplay/builders/forest_builder.hpp
Normal file
@@ -0,0 +1,21 @@
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#pragma once
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#include "Cubed/gameplay/builders/biome_builder.hpp"
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namespace Cubed {
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class ChunkGenerator;
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class ForestBuilder : public BiomeBuilder {
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public:
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ForestBuilder(ChunkGenerator& chunk_generator);
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void build_biome() override;
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ChunkGenerator& get_chunk_generator() override;
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void build_vegetation() override;
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private:
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ChunkGenerator& m_chunk_generator;
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void build_blocks();
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};
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} // namespace Cubed
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21
include/Cubed/gameplay/builders/mountain_builder.hpp
Normal file
21
include/Cubed/gameplay/builders/mountain_builder.hpp
Normal file
@@ -0,0 +1,21 @@
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#pragma once
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#include "Cubed/gameplay/builders/biome_builder.hpp"
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namespace Cubed {
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class ChunkGenerator;
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class MountainBuilder : public BiomeBuilder {
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public:
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MountainBuilder(ChunkGenerator& chunk_generator);
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void build_biome() override;
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ChunkGenerator& get_chunk_generator() override;
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void build_vegetation() override;
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private:
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ChunkGenerator& m_chunk_generator;
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void build_blocks();
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};
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} // namespace Cubed
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21
include/Cubed/gameplay/builders/plain_builder.hpp
Normal file
21
include/Cubed/gameplay/builders/plain_builder.hpp
Normal file
@@ -0,0 +1,21 @@
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#pragma once
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#include "Cubed/gameplay/builders/biome_builder.hpp"
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namespace Cubed {
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class ChunkGenerator;
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class PlainBuilder : public BiomeBuilder {
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public:
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PlainBuilder(ChunkGenerator& chunk_generator);
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void build_biome() override;
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ChunkGenerator& get_chunk_generator() override;
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void build_vegetation() override;
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private:
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ChunkGenerator& m_chunk_generator;
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void build_blocks();
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};
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} // namespace Cubed
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21
include/Cubed/gameplay/builders/river_builder.hpp
Normal file
21
include/Cubed/gameplay/builders/river_builder.hpp
Normal file
@@ -0,0 +1,21 @@
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#pragma once
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#include "Cubed/gameplay/builders/biome_builder.hpp"
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namespace Cubed {
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class ChunkGenerator;
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class RiverBuilder : public BiomeBuilder {
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public:
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RiverBuilder(ChunkGenerator& chunk_generator);
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void build_biome() override;
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ChunkGenerator& get_chunk_generator() override;
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void build_vegetation() override;
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private:
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ChunkGenerator& m_chunk_generator;
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void build_blocks();
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};
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} // namespace Cubed
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@@ -24,7 +24,7 @@ private:
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std::atomic<bool> m_need_upload{true};
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std::atomic<bool> m_need_upload{true};
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std::atomic<bool> m_is_on_gen_vertex_data{false};
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std::atomic<bool> m_is_on_gen_vertex_data{false};
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std::atomic<size_t> m_vertex_sum = 0;
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std::atomic<size_t> m_vertex_sum = 0;
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std::atomic<Biome> m_biome = Biome::PLAIN;
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std::atomic<BiomeType> m_biome = BiomeType::PLAIN;
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std::mutex m_vertexs_data_mutex;
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std::mutex m_vertexs_data_mutex;
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std::unique_ptr<ChunkGenerator> m_generator;
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std::unique_ptr<ChunkGenerator> m_generator;
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@@ -50,7 +50,7 @@ public:
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Chunk(Chunk&&) noexcept;
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Chunk(Chunk&&) noexcept;
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Chunk& operator=(Chunk&&) noexcept;
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Chunk& operator=(Chunk&&) noexcept;
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Biome get_biome() const;
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BiomeType get_biome() const;
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ChunkPos get_chunk_pos() const;
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ChunkPos get_chunk_pos() const;
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const std::vector<uint8_t>& get_chunk_blocks() const;
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const std::vector<uint8_t>& get_chunk_blocks() const;
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HeightMapArray get_heightmap() const;
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HeightMapArray get_heightmap() const;
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@@ -94,8 +94,8 @@ public:
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void set_chunk_block(int index, unsigned id);
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void set_chunk_block(int index, unsigned id);
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ChunkPos chunk_pos() const;
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ChunkPos chunk_pos() const;
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Biome biome() const;
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BiomeType biome() const;
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void biome(Biome b);
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void biome(BiomeType b);
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HeightMapArray& heightmap();
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HeightMapArray& heightmap();
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std::vector<uint8_t>& blocks();
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std::vector<uint8_t>& blocks();
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};
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};
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@@ -2,21 +2,17 @@
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#include "Cubed/constants.hpp"
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#include "Cubed/constants.hpp"
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#include "Cubed/gameplay/biome.hpp"
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#include "Cubed/gameplay/biome.hpp"
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#include "Cubed/gameplay/builders/biome_builder.hpp"
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#include "Cubed/tools/cubed_random.hpp"
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#include "Cubed/tools/cubed_random.hpp"
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#include <atomic>
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#include <atomic>
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#include <memory>
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#include <optional>
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#include <optional>
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namespace Cubed {
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namespace Cubed {
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class Chunk;
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class Chunk;
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class ChunkGenerator {
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class ChunkGenerator {
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static constexpr int SIZE_X = CHUCK_SIZE;
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static constexpr int SIZE_Y = WORLD_SIZE_Y;
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static constexpr int SIZE_Z = CHUCK_SIZE;
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using HeightMapArray =
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std::array<std::array<float, CHUCK_SIZE>, CHUCK_SIZE>;
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public:
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public:
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ChunkGenerator(Chunk& chunk);
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ChunkGenerator(Chunk& chunk);
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@@ -44,15 +40,22 @@ public:
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// Generate Structure
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// Generate Structure
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void generate_vegetation();
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void generate_vegetation();
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Chunk& chunk();
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Random& random();
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bool neighbor_river() const;
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private:
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private:
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static inline std::atomic<bool> is_init{false};
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static inline std::atomic<bool> is_init{false};
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static inline unsigned m_generator_seed{0};
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static inline unsigned m_generator_seed{0};
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static inline std::atomic<bool> is_seed_change{false};
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static inline std::atomic<bool> is_seed_change{false};
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Chunk& m_chunk;
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Chunk& m_chunk;
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Random m_random;
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Random m_random;
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std::array<Biome, 4> neighbor_biome{Biome::NONE, Biome::NONE, Biome::NONE,
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std::array<BiomeType, 4> neighbor_biome{BiomeType::NONE, BiomeType::NONE,
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Biome::NONE};
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BiomeType::NONE, BiomeType::NONE};
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std::unique_ptr<BiomeBuilder> m_biome_builder{nullptr};
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bool is_neighbor_river = false;
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bool is_neighbor_river = false;
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void make_biome_builder();
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};
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};
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} // namespace Cubed
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} // namespace Cubed
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@@ -2,20 +2,18 @@
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#include "Cubed/tools/cubed_assert.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/log.hpp"
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#include "Cubed/tools/perlin_noise.hpp"
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#include <cmath>
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#include <unordered_map>
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#include <unordered_map>
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namespace Cubed {
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namespace Cubed {
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static PlainParams plain{{Biome::PLAIN,
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static PlainParams plain{{BiomeType::PLAIN,
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{0.0f, 0.5f},
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{0.0f, 0.5f},
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{0.0f, 0.5f},
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{0.0f, 0.5f},
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{0.003f, 0.010f, 0.020f},
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{0.003f, 0.010f, 0.020f},
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{62, 8}}};
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{62, 8}}};
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static ForestParams forest{{Biome::FOREST,
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static ForestParams forest{{BiomeType::FOREST,
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{0.5f, 1.0f},
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{0.5f, 1.0f},
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{0.5f, 1.0f},
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{0.5f, 1.0f},
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{0.004f, 0.010f, 0.020f},
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{0.004f, 0.010f, 0.020f},
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@@ -24,27 +22,27 @@ static ForestParams forest{{Biome::FOREST,
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|
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};
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};
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static DesertParams desert{{Biome::DESERT,
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static DesertParams desert{{BiomeType::DESERT,
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{0.5f, 1.0f},
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{0.5f, 1.0f},
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||||||
{0.0f, 0.5f},
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{0.0f, 0.5f},
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{0.003f, 0.010f, 0.020f},
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{0.003f, 0.010f, 0.020f},
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{61, 12}}};
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{61, 12}}};
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static MountainParams mountain{{Biome::MOUNTAIN,
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static MountainParams mountain{{BiomeType::MOUNTAIN,
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||||||
{0.0f, 0.5f},
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{0.0f, 0.5f},
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||||||
{0.5f, 1.0f},
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{0.5f, 1.0f},
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{0.006f, 0.014f, 0.010f},
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{0.006f, 0.014f, 0.010f},
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||||||
{70, 70}}};
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{70, 70}}};
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||||||
|
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||||||
static RiverParams river{{Biome::RIVER,
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static RiverParams river{{BiomeType::RIVER,
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||||||
{-0.1f, -0.1f},
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{-0.1f, -0.1f},
|
||||||
{-0.1f, -0.1f},
|
{-0.1f, -0.1f},
|
||||||
{0.003f, 0.010f, 0.020f},
|
{0.003f, 0.010f, 0.020f},
|
||||||
{50, 6}}};
|
{50, 6}}};
|
||||||
|
|
||||||
std::string get_biome_str(Biome biome) {
|
std::string get_biome_str(BiomeType biome) {
|
||||||
std::string str;
|
std::string str;
|
||||||
using enum Biome;
|
using enum BiomeType;
|
||||||
switch (biome) {
|
switch (biome) {
|
||||||
case PLAIN:
|
case PLAIN:
|
||||||
str = "Plain";
|
str = "Plain";
|
||||||
@@ -86,8 +84,8 @@ Biome get_biome_from_noise(float temp, float humid) {
|
|||||||
return Biome::FOREST;
|
return Biome::FOREST;
|
||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
Biome get_biome_from_noise(float temp, float humid) {
|
BiomeType get_biome_from_noise(float temp, float humid) {
|
||||||
using enum Biome;
|
using enum BiomeType;
|
||||||
if (plain.temp.first <= temp && temp < plain.temp.second &&
|
if (plain.temp.first <= temp && temp < plain.temp.second &&
|
||||||
plain.humid.first <= humid && humid < plain.humid.second) {
|
plain.humid.first <= humid && humid < plain.humid.second) {
|
||||||
return PLAIN;
|
return PLAIN;
|
||||||
@@ -107,8 +105,8 @@ Biome get_biome_from_noise(float temp, float humid) {
|
|||||||
Logger::warn("Invail Temp {} or Humid {}", temp, humid);
|
Logger::warn("Invail Temp {} or Humid {}", temp, humid);
|
||||||
return PLAIN;
|
return PLAIN;
|
||||||
}
|
}
|
||||||
std::array<float, 3> get_noise_frequencies_for_biome(Biome biome) {
|
std::array<float, 3> get_noise_frequencies_for_biome(BiomeType biome) {
|
||||||
using enum Biome;
|
using enum BiomeType;
|
||||||
switch (biome) {
|
switch (biome) {
|
||||||
case PLAIN:
|
case PLAIN:
|
||||||
return plain.frequencies;
|
return plain.frequencies;
|
||||||
@@ -128,8 +126,8 @@ std::array<float, 3> get_noise_frequencies_for_biome(Biome biome) {
|
|||||||
return {0.003f, 0.015f, 0.06f};
|
return {0.003f, 0.015f, 0.06f};
|
||||||
}
|
}
|
||||||
|
|
||||||
BiomeHeightRange get_biome_height_range(Biome biome) {
|
BiomeHeightRange get_biome_height_range(BiomeType biome) {
|
||||||
using enum Biome;
|
using enum BiomeType;
|
||||||
switch (biome) {
|
switch (biome) {
|
||||||
case PLAIN:
|
case PLAIN:
|
||||||
return plain.height_range;
|
return plain.height_range;
|
||||||
@@ -149,16 +147,16 @@ BiomeHeightRange get_biome_height_range(Biome biome) {
|
|||||||
return {62, 4};
|
return {62, 4};
|
||||||
}
|
}
|
||||||
|
|
||||||
Biome safe_int_to_biome(int x) {
|
BiomeType safe_int_to_biome(int x) {
|
||||||
using enum Biome;
|
using enum BiomeType;
|
||||||
static const std::unordered_map<int, Biome> INT_TO_BIOME_MAP{
|
static const std::unordered_map<int, BiomeType> INT_TO_BIOME_MAP{
|
||||||
{0, PLAIN}, {1, FOREST}, {2, DESERT}, {3, MOUNTAIN}, {4, RIVER}};
|
{0, PLAIN}, {1, FOREST}, {2, DESERT}, {3, MOUNTAIN}, {4, RIVER}};
|
||||||
|
|
||||||
auto it = INT_TO_BIOME_MAP.find(x);
|
auto it = INT_TO_BIOME_MAP.find(x);
|
||||||
ASSERT_MSG(it != INT_TO_BIOME_MAP.end(), ":Can't Find");
|
ASSERT_MSG(it != INT_TO_BIOME_MAP.end(), ":Can't Find");
|
||||||
return it->second;
|
return it->second;
|
||||||
}
|
}
|
||||||
|
/*
|
||||||
int get_interpolated_height(float world_x, float world_z, float temp,
|
int get_interpolated_height(float world_x, float world_z, float temp,
|
||||||
float humid) {
|
float humid) {
|
||||||
|
|
||||||
@@ -186,7 +184,7 @@ int get_interpolated_height(float world_x, float world_z, float temp,
|
|||||||
w_desert /= total;
|
w_desert /= total;
|
||||||
w_forest /= total;
|
w_forest /= total;
|
||||||
|
|
||||||
auto sample_height = [&](Biome b) -> float {
|
auto sample_height = [&](BiomeType b) -> float {
|
||||||
auto range = get_biome_height_range(b);
|
auto range = get_biome_height_range(b);
|
||||||
auto [f1, f2, f3] = get_noise_frequencies_for_biome(b);
|
auto [f1, f2, f3] = get_noise_frequencies_for_biome(b);
|
||||||
float n = 1.00f * PerlinNoise::noise(world_x * f1, 0.5f, world_z * f1) +
|
float n = 1.00f * PerlinNoise::noise(world_x * f1, 0.5f, world_z * f1) +
|
||||||
@@ -196,13 +194,13 @@ int get_interpolated_height(float world_x, float world_z, float temp,
|
|||||||
return range.base_y + n * range.amplitude;
|
return range.base_y + n * range.amplitude;
|
||||||
};
|
};
|
||||||
|
|
||||||
float h = w_mountain * sample_height(Biome::MOUNTAIN) +
|
float h = w_mountain * sample_height(BiomeType::MOUNTAIN) +
|
||||||
w_plain * sample_height(Biome::PLAIN) +
|
w_plain * sample_height(BiomeType::PLAIN) +
|
||||||
w_desert * sample_height(Biome::DESERT) +
|
w_desert * sample_height(BiomeType::DESERT) +
|
||||||
w_forest * sample_height(Biome::FOREST);
|
w_forest * sample_height(BiomeType::FOREST);
|
||||||
return static_cast<int>(h);
|
return static_cast<int>(h);
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
PlainParams& plain_params() { return plain; }
|
PlainParams& plain_params() { return plain; }
|
||||||
ForestParams& forest_params() { return forest; }
|
ForestParams& forest_params() { return forest; }
|
||||||
DesertParams& desert_params() { return desert; }
|
DesertParams& desert_params() { return desert; }
|
||||||
|
|||||||
18
src/gameplay/builders/biome_builder.cpp
Normal file
18
src/gameplay/builders/biome_builder.cpp
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
#include "Cubed/gameplay/builders/biome_builder.hpp"
|
||||||
|
|
||||||
|
#include "Cubed/gameplay/chunk.hpp"
|
||||||
|
#include "Cubed/gameplay/chunk_generator.hpp"
|
||||||
|
namespace Cubed {
|
||||||
|
void BiomeBuilder::build_bottom() {
|
||||||
|
ChunkGenerator& chunk_generator = get_chunk_generator();
|
||||||
|
Chunk& chunk = chunk_generator.chunk();
|
||||||
|
auto& m_blocks = chunk.blocks();
|
||||||
|
for (int x = 0; x < CHUCK_SIZE; x++) {
|
||||||
|
for (int y = 0; y < 5; y++) {
|
||||||
|
for (int z = 0; z < CHUCK_SIZE; z++) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 3;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} // namespace Cubed
|
||||||
55
src/gameplay/builders/desert_builder.cpp
Normal file
55
src/gameplay/builders/desert_builder.cpp
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
#include "Cubed/gameplay/builders/desert_builder.hpp"
|
||||||
|
|
||||||
|
#include "Cubed/gameplay/chunk.hpp"
|
||||||
|
#include "Cubed/gameplay/chunk_generator.hpp"
|
||||||
|
namespace Cubed {
|
||||||
|
DesertBuilder::DesertBuilder(ChunkGenerator& chunk_generator)
|
||||||
|
: m_chunk_generator(chunk_generator) {}
|
||||||
|
|
||||||
|
void DesertBuilder::build_biome() {
|
||||||
|
BiomeBuilder::build_bottom();
|
||||||
|
build_blocks();
|
||||||
|
};
|
||||||
|
|
||||||
|
void DesertBuilder::build_blocks() {
|
||||||
|
auto& m_chunk = m_chunk_generator.chunk();
|
||||||
|
auto& m_blocks = m_chunk.blocks();
|
||||||
|
auto& m_heightmap = m_chunk.heightmap();
|
||||||
|
for (int x = 0; x < CHUCK_SIZE; x++) {
|
||||||
|
for (int z = 0; z < CHUCK_SIZE; z++) {
|
||||||
|
int height = static_cast<int>(m_heightmap[x][z]);
|
||||||
|
for (int y = 5; y < height - 5; y++) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 3;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int y = height - 5; y <= height; y++) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 4;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DesertBuilder::build_vegetation() {
|
||||||
|
auto& m_chunk = m_chunk_generator.chunk();
|
||||||
|
auto& m_blocks = m_chunk.blocks();
|
||||||
|
auto& m_heightmap = m_chunk.heightmap();
|
||||||
|
if (m_chunk_generator.neighbor_river()) {
|
||||||
|
for (int x = 0; x < SIZE_X; x++) {
|
||||||
|
for (int z = 0; z < SIZE_Z; z++) {
|
||||||
|
int height = static_cast<int>(m_heightmap[x][z]);
|
||||||
|
if (height >= SEA_LEVEL) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
for (int y = height + 1; y < SEA_LEVEL; y++) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 7;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ChunkGenerator& DesertBuilder::get_chunk_generator() {
|
||||||
|
return m_chunk_generator;
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace Cubed
|
||||||
72
src/gameplay/builders/forest_builder.cpp
Normal file
72
src/gameplay/builders/forest_builder.cpp
Normal file
@@ -0,0 +1,72 @@
|
|||||||
|
#include "Cubed/gameplay/builders/forest_builder.hpp"
|
||||||
|
|
||||||
|
#include "Cubed/gameplay/chunk.hpp"
|
||||||
|
#include "Cubed/gameplay/chunk_generator.hpp"
|
||||||
|
#include "Cubed/gameplay/tree.hpp"
|
||||||
|
namespace Cubed {
|
||||||
|
ForestBuilder::ForestBuilder(ChunkGenerator& chunk_generator)
|
||||||
|
: m_chunk_generator(chunk_generator) {}
|
||||||
|
|
||||||
|
void ForestBuilder::build_biome() {
|
||||||
|
BiomeBuilder::build_bottom();
|
||||||
|
build_blocks();
|
||||||
|
};
|
||||||
|
|
||||||
|
void ForestBuilder::build_blocks() {
|
||||||
|
auto& m_chunk = m_chunk_generator.chunk();
|
||||||
|
auto& m_blocks = m_chunk.blocks();
|
||||||
|
auto& m_heightmap = m_chunk.heightmap();
|
||||||
|
for (int x = 0; x < CHUCK_SIZE; x++) {
|
||||||
|
for (int z = 0; z < CHUCK_SIZE; z++) {
|
||||||
|
int height = static_cast<int>(m_heightmap[x][z]);
|
||||||
|
for (int y = 5; y < height - 5; y++) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 3;
|
||||||
|
}
|
||||||
|
for (int y = height - 5; y < height; y++) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 2;
|
||||||
|
}
|
||||||
|
m_blocks[Chunk::get_index(x, height, z)] = 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ForestBuilder::build_vegetation() {
|
||||||
|
auto& m_chunk = m_chunk_generator.chunk();
|
||||||
|
auto& m_heightmap = m_chunk.heightmap();
|
||||||
|
auto& m_random = m_chunk_generator.random();
|
||||||
|
std::array<int, SIZE_X> x_arr;
|
||||||
|
std::iota(x_arr.begin(), x_arr.end(), 0);
|
||||||
|
std::shuffle(x_arr.begin(), x_arr.end(), m_random.engine());
|
||||||
|
std::array<int, SIZE_Z> z_arr;
|
||||||
|
std::iota(z_arr.begin(), z_arr.end(), 0);
|
||||||
|
std::shuffle(z_arr.begin(), z_arr.end(), m_random.engine());
|
||||||
|
for (auto x : x_arr) {
|
||||||
|
for (auto z : z_arr) {
|
||||||
|
int y = static_cast<int>(m_heightmap[x][z]);
|
||||||
|
if (m_random.random_bool(forest_params().tree_frequency) &&
|
||||||
|
y >= SEA_LEVEL) {
|
||||||
|
build_tree(m_chunk, {x, y, z});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
auto& m_blocks = m_chunk.blocks();
|
||||||
|
if (m_chunk_generator.neighbor_river()) {
|
||||||
|
for (int x = 0; x < SIZE_X; x++) {
|
||||||
|
for (int z = 0; z < SIZE_Z; z++) {
|
||||||
|
int height = static_cast<int>(m_heightmap[x][z]);
|
||||||
|
if (height >= SEA_LEVEL) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
for (int y = height + 1; y < SEA_LEVEL; y++) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 7;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ChunkGenerator& ForestBuilder::get_chunk_generator() {
|
||||||
|
return m_chunk_generator;
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace Cubed
|
||||||
63
src/gameplay/builders/mountain_builder.cpp
Normal file
63
src/gameplay/builders/mountain_builder.cpp
Normal file
@@ -0,0 +1,63 @@
|
|||||||
|
#include "Cubed/gameplay/builders/mountain_builder.hpp"
|
||||||
|
|
||||||
|
#include "Cubed/gameplay/chunk.hpp"
|
||||||
|
#include "Cubed/gameplay/chunk_generator.hpp"
|
||||||
|
namespace Cubed {
|
||||||
|
MountainBuilder::MountainBuilder(ChunkGenerator& chunk_generator)
|
||||||
|
: m_chunk_generator(chunk_generator) {}
|
||||||
|
|
||||||
|
void MountainBuilder::build_biome() {
|
||||||
|
BiomeBuilder::build_bottom();
|
||||||
|
build_blocks();
|
||||||
|
};
|
||||||
|
|
||||||
|
void MountainBuilder::build_blocks() {
|
||||||
|
auto& m_chunk = m_chunk_generator.chunk();
|
||||||
|
auto& m_blocks = m_chunk.blocks();
|
||||||
|
auto& m_heightmap = m_chunk.heightmap();
|
||||||
|
for (int x = 0; x < CHUCK_SIZE; x++) {
|
||||||
|
for (int z = 0; z < CHUCK_SIZE; z++) {
|
||||||
|
int height = static_cast<int>(m_heightmap[x][z]);
|
||||||
|
for (int y = 5; y < height - 5; y++) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 3;
|
||||||
|
}
|
||||||
|
for (int y = height - 5; y <= height - 1; y++) {
|
||||||
|
if (y > 110) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 3;
|
||||||
|
} else {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (height > 110) {
|
||||||
|
m_blocks[Chunk::get_index(x, height - 1, z)] = 3;
|
||||||
|
} else {
|
||||||
|
m_blocks[Chunk::get_index(x, height - 1, z)] = 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void MountainBuilder::build_vegetation() {
|
||||||
|
auto& m_chunk = m_chunk_generator.chunk();
|
||||||
|
auto& m_blocks = m_chunk.blocks();
|
||||||
|
auto& m_heightmap = m_chunk.heightmap();
|
||||||
|
if (m_chunk_generator.neighbor_river()) {
|
||||||
|
for (int x = 0; x < SIZE_X; x++) {
|
||||||
|
for (int z = 0; z < SIZE_Z; z++) {
|
||||||
|
int height = static_cast<int>(m_heightmap[x][z]);
|
||||||
|
if (height >= SEA_LEVEL) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
for (int y = height + 1; y < SEA_LEVEL; y++) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 7;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ChunkGenerator& MountainBuilder::get_chunk_generator() {
|
||||||
|
return m_chunk_generator;
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace Cubed
|
||||||
55
src/gameplay/builders/plain_builder.cpp
Normal file
55
src/gameplay/builders/plain_builder.cpp
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
#include "Cubed/gameplay/builders/plain_builder.hpp"
|
||||||
|
|
||||||
|
#include "Cubed/gameplay/chunk.hpp"
|
||||||
|
#include "Cubed/gameplay/chunk_generator.hpp"
|
||||||
|
namespace Cubed {
|
||||||
|
PlainBuilder::PlainBuilder(ChunkGenerator& chunk_generator)
|
||||||
|
: m_chunk_generator(chunk_generator) {}
|
||||||
|
|
||||||
|
void PlainBuilder::build_biome() {
|
||||||
|
BiomeBuilder::build_bottom();
|
||||||
|
build_blocks();
|
||||||
|
};
|
||||||
|
|
||||||
|
void PlainBuilder::build_blocks() {
|
||||||
|
auto& m_chunk = m_chunk_generator.chunk();
|
||||||
|
auto& m_blocks = m_chunk.blocks();
|
||||||
|
auto& m_heightmap = m_chunk.heightmap();
|
||||||
|
for (int x = 0; x < CHUCK_SIZE; x++) {
|
||||||
|
for (int z = 0; z < CHUCK_SIZE; z++) {
|
||||||
|
int height = static_cast<int>(m_heightmap[x][z]);
|
||||||
|
for (int y = 5; y < height - 5; y++) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 3;
|
||||||
|
}
|
||||||
|
for (int y = height - 5; y < height; y++) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 2;
|
||||||
|
}
|
||||||
|
m_blocks[Chunk::get_index(x, height, z)] = 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void PlainBuilder::build_vegetation() {
|
||||||
|
auto& m_chunk = m_chunk_generator.chunk();
|
||||||
|
auto& m_blocks = m_chunk.blocks();
|
||||||
|
auto& m_heightmap = m_chunk.heightmap();
|
||||||
|
if (m_chunk_generator.neighbor_river()) {
|
||||||
|
for (int x = 0; x < SIZE_X; x++) {
|
||||||
|
for (int z = 0; z < SIZE_Z; z++) {
|
||||||
|
int height = static_cast<int>(m_heightmap[x][z]);
|
||||||
|
if (height >= SEA_LEVEL) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
for (int y = height + 1; y < SEA_LEVEL; y++) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 7;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ChunkGenerator& PlainBuilder::get_chunk_generator() {
|
||||||
|
return m_chunk_generator;
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace Cubed
|
||||||
59
src/gameplay/builders/river_builder.cpp
Normal file
59
src/gameplay/builders/river_builder.cpp
Normal file
@@ -0,0 +1,59 @@
|
|||||||
|
#include "Cubed/gameplay/builders/river_builder.hpp"
|
||||||
|
|
||||||
|
#include "Cubed/gameplay/chunk.hpp"
|
||||||
|
#include "Cubed/gameplay/chunk_generator.hpp"
|
||||||
|
namespace Cubed {
|
||||||
|
RiverBuilder::RiverBuilder(ChunkGenerator& chunk_generator)
|
||||||
|
: m_chunk_generator(chunk_generator) {}
|
||||||
|
|
||||||
|
void RiverBuilder::build_biome() {
|
||||||
|
BiomeBuilder::build_bottom();
|
||||||
|
build_blocks();
|
||||||
|
};
|
||||||
|
|
||||||
|
void RiverBuilder::build_blocks() {
|
||||||
|
auto& m_chunk = m_chunk_generator.chunk();
|
||||||
|
auto& m_blocks = m_chunk.blocks();
|
||||||
|
auto& m_heightmap = m_chunk.heightmap();
|
||||||
|
for (int x = 0; x < CHUCK_SIZE; x++) {
|
||||||
|
for (int z = 0; z < CHUCK_SIZE; z++) {
|
||||||
|
int height = static_cast<int>(m_heightmap[x][z]);
|
||||||
|
for (int y = 5; y < height - 5; y++) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 3;
|
||||||
|
}
|
||||||
|
for (int y = height - 5; y <= height - 1; y++) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 2;
|
||||||
|
}
|
||||||
|
for (int y = height; y <= height; y++) {
|
||||||
|
if (y >= SEA_LEVEL - 1) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 1;
|
||||||
|
} else {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void RiverBuilder::build_vegetation() {
|
||||||
|
auto& m_chunk = m_chunk_generator.chunk();
|
||||||
|
auto& m_blocks = m_chunk.blocks();
|
||||||
|
auto& m_heightmap = m_chunk.heightmap();
|
||||||
|
for (int x = 0; x < SIZE_X; x++) {
|
||||||
|
for (int z = 0; z < SIZE_Z; z++) {
|
||||||
|
int height = static_cast<int>(m_heightmap[x][z]);
|
||||||
|
if (height >= SEA_LEVEL) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
for (int y = height + 1; y < SEA_LEVEL; y++) {
|
||||||
|
m_blocks[Chunk::get_index(x, y, z)] = 7;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ChunkGenerator& RiverBuilder::get_chunk_generator() {
|
||||||
|
return m_chunk_generator;
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace Cubed
|
||||||
@@ -46,7 +46,7 @@ Chunk& Chunk::operator=(Chunk&& other) noexcept {
|
|||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
Biome Chunk::get_biome() const { return m_biome.load(); }
|
BiomeType Chunk::get_biome() const { return m_biome.load(); }
|
||||||
|
|
||||||
ChunkPos Chunk::get_chunk_pos() const { return m_chunk_pos; }
|
ChunkPos Chunk::get_chunk_pos() const { return m_chunk_pos; }
|
||||||
|
|
||||||
@@ -300,9 +300,9 @@ void Chunk::set_chunk_block(int index, unsigned id) {
|
|||||||
|
|
||||||
ChunkPos Chunk::chunk_pos() const { return m_chunk_pos; }
|
ChunkPos Chunk::chunk_pos() const { return m_chunk_pos; }
|
||||||
|
|
||||||
Biome Chunk::biome() const { return m_biome; }
|
BiomeType Chunk::biome() const { return m_biome; }
|
||||||
|
|
||||||
void Chunk::biome(Biome b) { m_biome = b; }
|
void Chunk::biome(BiomeType b) { m_biome = b; }
|
||||||
|
|
||||||
HeightMapArray& Chunk::heightmap() { return m_heightmap; }
|
HeightMapArray& Chunk::heightmap() { return m_heightmap; }
|
||||||
std::vector<uint8_t>& Chunk::blocks() { return m_blocks; }
|
std::vector<uint8_t>& Chunk::blocks() { return m_blocks; }
|
||||||
|
|||||||
@@ -1,12 +1,19 @@
|
|||||||
#include "Cubed/gameplay/chunk_generator.hpp"
|
#include "Cubed/gameplay/chunk_generator.hpp"
|
||||||
|
|
||||||
|
#include "Cubed/gameplay/builders/desert_builder.hpp"
|
||||||
|
#include "Cubed/gameplay/builders/forest_builder.hpp"
|
||||||
|
#include "Cubed/gameplay/builders/mountain_builder.hpp"
|
||||||
|
#include "Cubed/gameplay/builders/plain_builder.hpp"
|
||||||
|
#include "Cubed/gameplay/builders/river_builder.hpp"
|
||||||
#include "Cubed/gameplay/chunk.hpp"
|
#include "Cubed/gameplay/chunk.hpp"
|
||||||
#include "Cubed/gameplay/tree.hpp"
|
#include "Cubed/gameplay/tree.hpp"
|
||||||
#include "Cubed/tools/cubed_hash.hpp"
|
#include "Cubed/tools/cubed_hash.hpp"
|
||||||
#include "Cubed/tools/perlin_noise.hpp"
|
#include "Cubed/tools/perlin_noise.hpp"
|
||||||
|
|
||||||
#include <numeric>
|
|
||||||
namespace Cubed {
|
namespace Cubed {
|
||||||
|
|
||||||
|
using enum BiomeType;
|
||||||
|
|
||||||
constexpr int BLEND_RADIUS = 12;
|
constexpr int BLEND_RADIUS = 12;
|
||||||
ChunkGenerator::ChunkGenerator(Chunk& chunk) : m_chunk(chunk) {
|
ChunkGenerator::ChunkGenerator(Chunk& chunk) : m_chunk(chunk) {
|
||||||
ASSERT_MSG(is_init, "ChunksGenerator is not init");
|
ASSERT_MSG(is_init, "ChunksGenerator is not init");
|
||||||
@@ -57,9 +64,9 @@ void ChunkGenerator::resolve_biome_adjacency_conflict(
|
|||||||
if (chunk == nullptr) {
|
if (chunk == nullptr) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
Biome biome = chunk->get_biome();
|
BiomeType biome = chunk->get_biome();
|
||||||
neighbor_biome[i] = biome;
|
neighbor_biome[i] = biome;
|
||||||
if (biome == Biome::RIVER) {
|
if (biome == BiomeType::RIVER) {
|
||||||
is_neighbor_river = true;
|
is_neighbor_river = true;
|
||||||
}
|
}
|
||||||
for (const auto& non : NON_ADJACENT) {
|
for (const auto& non : NON_ADJACENT) {
|
||||||
@@ -89,7 +96,7 @@ void ChunkGenerator::generate_heightmap() {
|
|||||||
float world_x = static_cast<float>(x + m_chunk_pos.x * CHUCK_SIZE);
|
float world_x = static_cast<float>(x + m_chunk_pos.x * CHUCK_SIZE);
|
||||||
float world_z = static_cast<float>(z + m_chunk_pos.z * CHUCK_SIZE);
|
float world_z = static_cast<float>(z + m_chunk_pos.z * CHUCK_SIZE);
|
||||||
|
|
||||||
auto sample_height = [&](Biome b) -> float {
|
auto sample_height = [&](BiomeType b) -> float {
|
||||||
auto range = get_biome_height_range(b);
|
auto range = get_biome_height_range(b);
|
||||||
auto [f1, f2, f3] = get_noise_frequencies_for_biome(b);
|
auto [f1, f2, f3] = get_noise_frequencies_for_biome(b);
|
||||||
float n = 1.00f * PerlinNoise::noise(world_x * f1, 0.5f,
|
float n = 1.00f * PerlinNoise::noise(world_x * f1, 0.5f,
|
||||||
@@ -185,63 +192,13 @@ void ChunkGenerator::blend_heightmap_boundaries(
|
|||||||
}
|
}
|
||||||
|
|
||||||
void ChunkGenerator::generate_terrain_blocks() {
|
void ChunkGenerator::generate_terrain_blocks() {
|
||||||
auto& m_blocks = m_chunk.blocks();
|
make_biome_builder();
|
||||||
auto& m_heightmap = m_chunk.heightmap();
|
if (!m_biome_builder) {
|
||||||
auto m_biome = m_chunk.biome();
|
Logger::error("BiomeBuilder is nullptr");
|
||||||
// bottom
|
return;
|
||||||
m_blocks.assign(CHUCK_SIZE * CHUCK_SIZE * WORLD_SIZE_Y, 0);
|
|
||||||
for (int x = 0; x < CHUCK_SIZE; x++) {
|
|
||||||
for (int y = 0; y < 5; y++) {
|
|
||||||
for (int z = 0; z < CHUCK_SIZE; z++) {
|
|
||||||
m_blocks[Chunk::get_index(x, y, z)] = 3;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int x = 0; x < CHUCK_SIZE; x++) {
|
|
||||||
for (int z = 0; z < CHUCK_SIZE; z++) {
|
|
||||||
int height = static_cast<int>(m_heightmap[x][z]);
|
|
||||||
for (int y = 5; y < height - 5; y++) {
|
|
||||||
m_blocks[Chunk::get_index(x, y, z)] = 3;
|
|
||||||
}
|
|
||||||
if (m_biome == Biome::MOUNTAIN) {
|
|
||||||
for (int y = height - 5; y <= height - 1; y++) {
|
|
||||||
if (y > 110) {
|
|
||||||
m_blocks[Chunk::get_index(x, y, z)] = 3;
|
|
||||||
} else {
|
|
||||||
m_blocks[Chunk::get_index(x, y, z)] = 2;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (height > 110) {
|
|
||||||
m_blocks[Chunk::get_index(x, height - 1, z)] = 3;
|
|
||||||
} else {
|
|
||||||
m_blocks[Chunk::get_index(x, height - 1, z)] = 1;
|
|
||||||
}
|
|
||||||
} else if (m_biome == Biome::DESERT) {
|
|
||||||
for (int y = height - 5; y <= height; y++) {
|
|
||||||
m_blocks[Chunk::get_index(x, y, z)] = 4;
|
|
||||||
}
|
|
||||||
} else if (m_biome == Biome::RIVER) {
|
|
||||||
for (int y = height - 5; y <= height - 1; y++) {
|
|
||||||
m_blocks[Chunk::get_index(x, y, z)] = 2;
|
|
||||||
}
|
|
||||||
for (int y = height; y <= height; y++) {
|
|
||||||
if (y >= SEA_LEVEL - 1) {
|
|
||||||
m_blocks[Chunk::get_index(x, y, z)] = 1;
|
|
||||||
} else {
|
|
||||||
m_blocks[Chunk::get_index(x, y, z)] = 2;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
for (int y = height - 5; y <= height - 1; y++) {
|
|
||||||
m_blocks[Chunk::get_index(x, y, z)] = 2;
|
|
||||||
}
|
|
||||||
for (int y = height; y <= height; y++) {
|
|
||||||
m_blocks[Chunk::get_index(x, y, z)] = 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
m_chunk.blocks().assign(CHUCK_SIZE * CHUCK_SIZE * WORLD_SIZE_Y, 0);
|
||||||
|
m_biome_builder->build_biome();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ChunkGenerator::blend_surface_blocks_borders(
|
void ChunkGenerator::blend_surface_blocks_borders(
|
||||||
@@ -344,7 +301,7 @@ void ChunkGenerator::blend_surface_blocks_borders(
|
|||||||
// Update the top block if the type changed
|
// Update the top block if the type changed
|
||||||
if (final_type != type_self) {
|
if (final_type != type_self) {
|
||||||
// top block
|
// top block
|
||||||
if (m_chunk.biome() == Biome::RIVER && final_type == 1) {
|
if (m_chunk.biome() == BiomeType::RIVER && final_type == 1) {
|
||||||
final_type = 2;
|
final_type = 2;
|
||||||
}
|
}
|
||||||
if (is_neighbor_river && final_type == 1) {
|
if (is_neighbor_river && final_type == 1) {
|
||||||
@@ -371,52 +328,41 @@ void ChunkGenerator::blend_surface_blocks_borders(
|
|||||||
}
|
}
|
||||||
|
|
||||||
void ChunkGenerator::generate_vegetation() {
|
void ChunkGenerator::generate_vegetation() {
|
||||||
auto m_biome = m_chunk.biome();
|
|
||||||
auto& m_blocks = m_chunk.blocks();
|
if (!m_biome_builder) {
|
||||||
auto& m_heightmap = m_chunk.heightmap();
|
Logger::error("BiomeBuilder is nullptr");
|
||||||
if (m_biome == Biome::FOREST) {
|
return;
|
||||||
std::array<int, SIZE_X> x_arr;
|
|
||||||
std::iota(x_arr.begin(), x_arr.end(), 0);
|
|
||||||
std::shuffle(x_arr.begin(), x_arr.end(), m_random.engine());
|
|
||||||
std::array<int, SIZE_Z> z_arr;
|
|
||||||
std::iota(z_arr.begin(), z_arr.end(), 0);
|
|
||||||
std::shuffle(z_arr.begin(), z_arr.end(), m_random.engine());
|
|
||||||
for (auto x : x_arr) {
|
|
||||||
for (auto z : z_arr) {
|
|
||||||
int y = static_cast<int>(m_heightmap[x][z]);
|
|
||||||
if (m_random.random_bool(forest_params().tree_frequency) &&
|
|
||||||
y >= SEA_LEVEL) {
|
|
||||||
build_tree(m_chunk, {x, y, z});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
if (m_biome == Biome::RIVER) {
|
m_biome_builder->build_vegetation();
|
||||||
for (int x = 0; x < SIZE_X; x++) {
|
}
|
||||||
for (int z = 0; z < SIZE_Z; z++) {
|
|
||||||
int height = static_cast<int>(m_heightmap[x][z]);
|
void ChunkGenerator::make_biome_builder() {
|
||||||
if (height >= SEA_LEVEL) {
|
auto biome = m_chunk.biome();
|
||||||
continue;
|
switch (biome) {
|
||||||
}
|
case PLAIN:
|
||||||
for (int y = height + 1; y < SEA_LEVEL; y++) {
|
m_biome_builder = std::make_unique<PlainBuilder>(*this);
|
||||||
m_blocks[Chunk::get_index(x, y, z)] = 7;
|
break;
|
||||||
}
|
case DESERT:
|
||||||
}
|
m_biome_builder = std::make_unique<DesertBuilder>(*this);
|
||||||
}
|
break;
|
||||||
}
|
case FOREST:
|
||||||
if (is_neighbor_river) {
|
m_biome_builder = std::make_unique<ForestBuilder>(*this);
|
||||||
for (int x = 0; x < SIZE_X; x++) {
|
break;
|
||||||
for (int z = 0; z < SIZE_Z; z++) {
|
case MOUNTAIN:
|
||||||
int height = static_cast<int>(m_heightmap[x][z]);
|
m_biome_builder = std::make_unique<MountainBuilder>(*this);
|
||||||
if (height >= SEA_LEVEL) {
|
break;
|
||||||
continue;
|
case RIVER:
|
||||||
}
|
m_biome_builder = std::make_unique<RiverBuilder>(*this);
|
||||||
for (int y = height + 1; y < SEA_LEVEL; y++) {
|
break;
|
||||||
m_blocks[Chunk::get_index(x, y, z)] = 7;
|
case NONE:
|
||||||
}
|
m_biome_builder = nullptr;
|
||||||
}
|
break;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Chunk& ChunkGenerator::chunk() { return m_chunk; }
|
||||||
|
|
||||||
|
Random& ChunkGenerator::random() { return m_random; }
|
||||||
|
bool ChunkGenerator::neighbor_river() const { return is_neighbor_river; }
|
||||||
|
|
||||||
} // namespace Cubed
|
} // namespace Cubed
|
||||||
Reference in New Issue
Block a user