Compare commits

16 Commits

Author SHA1 Message Date
zhenyan121
f4114c2699 refactor: world generation (#17)
* refactor: use TBB for concurrent hash maps and parallelize chunk processing

* fix: tbb link fail

* refactor(chunk): remove biome check for caves in rivers and oceans

* refactor(random): replace std distributions with custom implementations

Avoid overhead and platform-dependent behavior of `<random>` distributions by using direct engine operations and integer arithmetic. This ensures deterministic, cross-platform results and improves performance.

* refactor(generation): use chunk seed for cave and river paths

- Use per-chunk seed instead of global path_id for cave and river generation.
- Remove unused m_sum variables and m_path_id members.
- Clamp river yaw within 10 degrees of initial direction.
- Fix river radius interpolation (use t instead of 1-t).
- Lower sea level from 64 to 63.
2026-06-14 11:36:37 +08:00
zhenyan121
932463663f feat: ocean (#16)
* feat(gameplay): add Ocean biome with water generation and heightmap adjustments

- Introduce Ocean biome enum, builder, and detection logic.
- Add ocean water building to all existing biomes and modify heightmap thresholds for low mountainous areas.
- Skip cave and river generation in Ocean (and River) biomes; avoid carving water blocks.
- Comment out border blending call and update block fill logic.

* fix(gameplay): re-enable border blending and protect water in cave gen

* refactor(generation): move ocean water build to later phase

* feat(block): add is_transitional property and refine border blending

* fix(block): set stone block as transitional

* fix(world): generate temporary chunks for surface blend neighbor data

* fix(gameplay): simplify block fill logic in blend_surface_blocks_borders

* refactor(tree): remove debug logging and unused include
2026-06-12 19:42:59 +08:00
zhenyan121
bac3df801b refactor: chunk render (#15)
* refactor(renderer): centralize VAO setup and rename init_underwater

* refactor(gameplay): replace VBO with VAO for vertex data

* fix(renderer): move depth test enable to world rendering

The `glEnable(GL_DEPTH_TEST)` call was incorrectly placed in the general `render()` function, affecting UI and text rendering. Moved it to the start of the world rendering loop to ensure depth testing is only active during 3D world pass.
2026-06-11 14:58:39 +08:00
zhenyan121
d0bc8d627f refactor: transparent render (#14)
* fix(renderer): defer uniform location retrieval and add view matrix in outline rendering

* refactor(gameplay): encapsulate per-type vertex data into VertexData struct

* feat(rendering): separate transparent blocks into discard and blend modes

* feat(renderer): implement order-independent transparency

* fix(shaders): reduce alpha discard threshold to 0.8
2026-06-11 12:21:19 +08:00
zhenyan121
2906106597 feat: water rendering (#13)
* refactor: update water texture

* feat(gameplay): implement transparent block rendering with depth sorting

* fix(world): use camera pos for distance calculations, make water passable

* refactor(player): use ivec3 for block pass check

* feat(camera): add underwater detection

* feat(renderer): add underwater effect with framebuffer post-processing

* feat(block): add gas property and refactor solid block check

* fix(assets): set leaf block transparency to false

* fix(block): set leaf as transparent
2026-05-30 15:11:40 +08:00
zhenyan121
a0139dd315 fix: msvc build fail (#12) 2026-05-28 21:55:44 +08:00
zhenyan121
5901ab7cd9 feat: grass (#11)
* feat: add grass texture and update grass_block texture

* feat: add block data

* feat: add blocks_tool

* feat: add sync info and change function in blocks_tools

* feat: add check and new function

* refactor: make block texture loading data-driven

* feat: add rendering for grass

* feat: passable grass

* feat: random grass place

* fix: memory leak in TextureManager::load_cross_plane_texture
2026-05-28 21:34:36 +08:00
zhenyan121
bbf8b4e969 refactor: river (#10)
* fix: correct snowy grass block texture

* refactor: river generation

* fix: water placement error due to interpolation

* perf: improve river naturalness

* feat: add river tab item

* fix: path truncation
2026-05-23 14:29:41 +08:00
zhenyan121
a54e87dbc6 refactor: terrain generation (#9)
* feat: add BlockType

* refactor: use fBM for heightmap generation

* feat: improve mountain realism

* refactor: adjust mountain spawn probability

* feat: add biome boundary blending

* refactor: remove resolve_biome_adjacency_conflict function

* feat: add snowy plain

* perf: speed up world generation

* refactor: lower overall terrain height
2026-05-23 10:33:52 +08:00
zhenyan121
1a26474a05 feat: add cave (#8)
* feat: add cave generate

* fix: incorrect blocks on cave surface

* fix: non-deterministic cave generator

* refactor: move all chunk generation to dedicated generation thread

* refactor: remove inital cave

* feat: add cave parameter adjustment

* refactor: adjust cave probability
2026-05-09 20:13:55 +08:00
zhenyan121
d986e03f9c fix: windows build fail (#7) 2026-05-03 19:45:14 +08:00
zhenyan121
9d200f31be refactor: chunk interpolate (#6)
* refactor: rewrite blend_heightmap_boundaries

* refactor: init_world

* fix: unnatural biome boundary transition
2026-05-03 16:02:01 +08:00
zhenyan121
a02bfad639 refactor: biome build (#5)
* refactor: rename Biome to BiomeType

* feat: add biome builder
2026-05-02 13:40:46 +08:00
zhenyan121
a63dfa7f47 feat: add river biome (#4)
* feat: add river biome

* fix: duplicate mountain terrain generation

* fix: safe_int_to_biome not include river
2026-05-01 19:18:46 +08:00
zhenyan121
d4d761b2aa Potential fix for code scanning alert no. 1: Workflow does not contain permissions (#3)
Co-authored-by: Copilot Autofix powered by AI <62310815+github-advanced-security[bot]@users.noreply.github.com>
2026-04-30 12:08:12 +08:00
zhenyan121
315c60e4a6 feat: block switching (#2)
* feat: add item tab item in dev panel

* feat: add block switching via mouse wheel
2026-04-30 11:53:35 +08:00
119 changed files with 4721 additions and 858 deletions

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@@ -3,6 +3,9 @@ name: Code Format Check
on: [push, pull_request] on: [push, pull_request]
permissions:
contents: read
jobs: jobs:
formatting: formatting:
runs-on: ubuntu-latest runs-on: ubuntu-latest

1
.gitignore vendored
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@@ -41,3 +41,4 @@ CMakeError.log
*~ *~
.DS_Store .DS_Store
assets/config.toml assets/config.toml
.venv/

1
.python-version Normal file
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@@ -0,0 +1 @@
3.14

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@@ -58,6 +58,21 @@ if (WIN32)
if(TARGET freetype) if(TARGET freetype)
add_library(Freetype::Freetype ALIAS freetype) add_library(Freetype::Freetype ALIAS freetype)
endif() endif()
set(_BUILD_SHARED_LIBS_SAVED ${BUILD_SHARED_LIBS})
set(BUILD_SHARED_LIBS ON)
FetchContent_Declare(
onetbb
GIT_REPOSITORY https://github.com/uxlfoundation/oneTBB.git
GIT_TAG v2023.0.0
)
set(BUILD_TESTING OFF CACHE BOOL "Build tests" FORCE)
set(TBB_TEST OFF CACHE BOOL "Build TBB tests" FORCE)
FetchContent_MakeAvailable(onetbb)
set(BUILD_SHARED_LIBS ${_BUILD_SHARED_LIBS_SAVED})
unset(_BUILD_SHARED_LIBS_SAVED)
endif() endif()
FetchContent_Declare( FetchContent_Declare(
@@ -83,7 +98,6 @@ FetchContent_MakeAvailable(tomlplusplus)
add_subdirectory(third_party/imgui) add_subdirectory(third_party/imgui)
set(INCLUDE_DIR ${PROJECT_SOURCE_DIR}/include) set(INCLUDE_DIR ${PROJECT_SOURCE_DIR}/include)
add_executable(${PROJECT_NAME} add_executable(${PROJECT_NAME}
@@ -111,20 +125,34 @@ add_executable(${PROJECT_NAME}
src/tools/perlin_noise.cpp src/tools/perlin_noise.cpp
src/ui/text.cpp src/ui/text.cpp
src/window.cpp src/window.cpp
src/gameplay/builders/biome_builder.cpp
src/gameplay/builders/plain_builder.cpp
src/gameplay/builders/mountain_builder.cpp
src/gameplay/builders/river_builder.cpp
src/gameplay/builders/desert_builder.cpp
src/gameplay/builders/forest_builder.cpp
src/gameplay/cave_carver.cpp
src/gameplay/cave_path.cpp
src/gameplay/builders/snowy_plain_builder.cpp
src/gameplay/river_worm.cpp
src/gameplay/river_path.cpp
src/block.cpp
src/gameplay/vertex_data.cpp
src/gameplay/builders/ocean_builder.cpp
) )
if(CMAKE_BUILD_TYPE STREQUAL "Debug") if(CMAKE_BUILD_TYPE STREQUAL "Debug")
message(STATUS "Building with AddressSanitizer enabled for target: ${PROJECT_NAME}") message(STATUS "Building with AddressSanitizer enabled for target: ${PROJECT_NAME}")
target_compile_options(${PROJECT_NAME} PRIVATE target_compile_options(${PROJECT_NAME} PRIVATE
-fsanitize=address #-fsanitize=address
#-fsanitize=thread #-fsanitize=thread
-fno-omit-frame-pointer -fno-omit-frame-pointer
-g -g
) )
target_link_options(${PROJECT_NAME} PRIVATE target_link_options(${PROJECT_NAME} PRIVATE
-fsanitize=address #-fsanitize=address
#-fsanitize=thread #-fsanitize=thread
) )
@@ -150,10 +178,11 @@ target_link_libraries(${PROJECT_NAME}
Freetype::Freetype Freetype::Freetype
tomlplusplus::tomlplusplus tomlplusplus::tomlplusplus
imgui imgui
tbb
) )
if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang") if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
target_link_libraries(${PROJECT_NAME} PRIVATE tbb) # target_link_libraries(${PROJECT_NAME} PRIVATE tbb)
endif() endif()
if (UNIX AND NOT APPLE) if (UNIX AND NOT APPLE)
@@ -173,3 +202,19 @@ if (UNIX AND NOT APPLE)
target_compile_options(${PROJECT_NAME} PRIVATE ${EGL_CFLAGS_OTHER} ${Wayland_CFLAGS_OTHER}) target_compile_options(${PROJECT_NAME} PRIVATE ${EGL_CFLAGS_OTHER} ${Wayland_CFLAGS_OTHER})
endif() endif()
if (WIN32)
foreach(TBB_LIB IN ITEMS tbb tbbmalloc tbbmalloc_proxy)
if(TARGET ${TBB_LIB})
add_custom_command(
TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
$<TARGET_FILE:${TBB_LIB}>
$<TARGET_FILE_DIR:${PROJECT_NAME}>
COMMENT "Copying ${TBB_LIB}.dll"
)
else()
message(STATUS "Target ${TBB_LIB} not found, skipping copy")
endif()
endforeach()
endif()

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@@ -0,0 +1,10 @@
id = 0
is_blend = false
is_cross_plane = false
is_discard = true
is_gas = true
is_liquid = false
is_passable = true
is_transitional = false
is_transparent = true
name = 'air'

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@@ -0,0 +1,10 @@
id = 2
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'dirt'

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@@ -0,0 +1,10 @@
id = 9
is_blend = false
is_cross_plane = true
is_discard = true
is_gas = false
is_liquid = false
is_passable = true
is_transitional = false
is_transparent = true
name = 'grass'

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@@ -0,0 +1,10 @@
id = 1
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'grass_block'

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@@ -0,0 +1,10 @@
id = 6
is_blend = false
is_cross_plane = false
is_discard = true
is_gas = false
is_liquid = false
is_passable = false
is_transitional = false
is_transparent = true
name = 'leaf'

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@@ -0,0 +1,10 @@
id = 5
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = false
is_transparent = false
name = 'log'

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@@ -0,0 +1,10 @@
id = 4
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'sand'

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@@ -0,0 +1,10 @@
id = 8
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'snowy_grass_block'

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@@ -0,0 +1,10 @@
id = 3
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'stone'

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@@ -0,0 +1,10 @@
name = "template"
id = 0
is_liquid = false
is_gas = false
is_passable = false
is_cross_plane = false
is_transparent = false
is_discard = false
is_blend = false
is_transitional = false

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@@ -0,0 +1,10 @@
id = 7
is_blend = true
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = true
is_passable = true
is_transitional = false
is_transparent = true
name = 'water'

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@@ -0,0 +1,28 @@
#version 460
layout (location = 0) out vec4 accum;
layout (location = 1) out float reveal;
in vec2 tc;
flat in int tex_layer;
in float v_depth;
layout (binding = 0) uniform sampler2DArray samp;
float weight(float z, float a) {
float intermediate = 0.03 / (1e-5 + pow(z / 200.0, 4.0));
return a * clamp(intermediate, 1e-2, 3e2);
}
void main() {
vec4 color = texture(samp, vec3(tc, tex_layer));
float alpha = color.a;
if (alpha < 1e-4) discard;
float w = weight(v_depth, alpha);
accum = vec4(color.rgb * alpha * w, alpha * w);
reveal = alpha;
}

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@@ -0,0 +1,21 @@
#version 460
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in float layer;
out vec2 tc;
flat out int tex_layer;
out float v_depth;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
void main(void) {
vec4 view_pos = mv_matrix * vec4(pos, 1.0);
gl_Position = proj_matrix * view_pos;
tc = texCoord;
tex_layer = int(layer);
v_depth = -view_pos.z;
}

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@@ -0,0 +1,19 @@
#version 460
uniform sampler2D u_accumTex;
uniform sampler2D u_revealTex;
in vec2 TexCoord;
out vec4 FragColor;
void main() {
vec4 a = texture(u_accumTex, TexCoord);
float r = texture(u_revealTex, TexCoord).r;
if (a.a < 1e-4) discard;
vec3 color = a.rgb / max(a.a, 1e-5);
float transmittance = r;
float opacity = 1.0 - transmittance;
FragColor = vec4(color * opacity, opacity);
}

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@@ -0,0 +1,11 @@
#version 460
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texCoord;
out vec2 TexCoord;
void main() {
gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
TexCoord = texCoord;
}

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@@ -8,7 +8,7 @@ layout (binding = 0) uniform sampler2DArray samp;
void main(void) { void main(void) {
color = texture(samp, vec3(tc, tex_layer)); color = texture(samp, vec3(tc, tex_layer));
if (color.a < 0.5) { if (color.a < 0.8) {
discard; discard;
} }
//color = varyingColor; //color = varyingColor;

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@@ -0,0 +1,35 @@
#version 460
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D u_sceneTexture;
uniform float u_time;
uniform bool u_underwater;
uniform vec3 u_waterColor;
uniform float u_fogDensity;
void main() {
vec4 original = texture(u_sceneTexture, TexCoord);
if (!u_underwater) {
FragColor = original;
return;
}
vec2 distoredUV = TexCoord;
float strength = 0.003;
distoredUV.x += sin(TexCoord.y * 15.0 + u_time * 5.0) * strength;
distoredUV.y += cos(TexCoord.x * 15.0 + u_time * 4.3) * strength;
distoredUV = clamp(distoredUV, 0.001, 0.999);
vec4 distorted = texture(u_sceneTexture, distoredUV);
float caustic = 0.9 + 0.1 * sin(TexCoord.x * 20.0 + u_time) * cos(TexCoord.y * 20.0 + u_time * 1.2);
vec3 causticLight = vec3(caustic, caustic * 0.95, caustic * 0.9);
//vec3 causticLight = vec3(1.0);
float fogFactor = clamp(1.0 - (TexCoord.y * u_fogDensity * 10.0), 0.0, 1.0);
vec3 mixed = mix(u_waterColor, distorted.rgb * causticLight, fogFactor);
FragColor = vec4(mixed, 1.0);
}

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@@ -0,0 +1,11 @@
#version 460
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texCoord;
out vec2 TexCoord;
void main() {
gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
TexCoord = texCoord;
}

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@@ -16,6 +16,7 @@ private:
Player* m_player; Player* m_player;
float m_last_mouse_x, m_last_mouse_y; float m_last_mouse_x, m_last_mouse_y;
glm::vec3 m_camera_pos; glm::vec3 m_camera_pos;
bool m_under_water = false;
public: public:
Camera(); Camera();
@@ -29,6 +30,8 @@ public:
const glm::mat4 get_camera_lookat() const; const glm::mat4 get_camera_lookat() const;
const glm::vec3& get_camera_pos() const; const glm::vec3& get_camera_pos() const;
bool is_under_water() const;
}; };
} // namespace Cubed } // namespace Cubed

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@@ -1,11 +1,13 @@
#pragma once #pragma once
#include "Cubed/gameplay/chunk_pos.hpp"
#include <array> #include <array>
namespace Cubed { namespace Cubed {
constexpr int WORLD_SIZE_Y = 256; constexpr int WORLD_SIZE_Y = 256;
constexpr int CHUCK_SIZE = 16; constexpr int CHUNK_SIZE = 16;
constexpr int SEA_LEVEL = 63;
constexpr int MAX_BLOCK_NUM = 7;
constexpr int MAX_UI_NUM = 1; constexpr int MAX_UI_NUM = 1;
constexpr int MAX_BLOCK_STATUS = 1; constexpr int MAX_BLOCK_STATUS = 1;
constexpr int MAX_BIOME_SUM = 4; constexpr int MAX_BIOME_SUM = 4;
@@ -14,14 +16,20 @@ constexpr int MAX_CHARACTER = 128;
constexpr int PRE_LOAD_DISTANCE = 24; constexpr int PRE_LOAD_DISTANCE = 24;
constexpr int MAX_DISTANCE = 128; constexpr int MAX_DISTANCE = 128;
constexpr int CROSS_PLANE_DISTANCE = 8;
constexpr float DEFAULT_FOV = 70.0f; constexpr float DEFAULT_FOV = 70.0f;
constexpr float DEFAULT_MAX_WALK_SPEED = 4.5f; constexpr float DEFAULT_MAX_WALK_SPEED = 4.5f;
constexpr float DEFAULT_MAX_RUN_SPEED = 7.0f; constexpr float DEFAULT_MAX_RUN_SPEED = 7.0f;
constexpr float DEFAULT_ACCELERATION = 10.0f; constexpr float DEFAULT_ACCELERATION = 10.0f;
constexpr float DEFAULT_DECELERATION = 15.0f; constexpr float DEFAULT_DECELERATION = 15.0f;
constexpr float DEFAULT_G = 22.5f; constexpr float DEFAULT_G = 22.5f;
static constexpr int SIZE_X = CHUNK_SIZE;
static constexpr int SIZE_Y = WORLD_SIZE_Y;
static constexpr int SIZE_Z = CHUNK_SIZE;
using HeightMapArray = std::array<std::array<float, CHUCK_SIZE>, CHUCK_SIZE>; constexpr ChunkPos CHUNK_DIR[]{{1, 0}, {-1, 0}, {0, 1}, {0, -1},
{1, 1}, {-1, 1}, {1, -1}, {-1, -1}};
using HeightMapArray = std::array<std::array<int, CHUNK_SIZE>, CHUNK_SIZE>;
} // namespace Cubed } // namespace Cubed

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@@ -42,12 +42,16 @@ private:
PlayerProfile m_player_profile; PlayerProfile m_player_profile;
TextEditing m_text_editing; TextEditing m_text_editing;
bool m_need_save_config = false; bool m_need_save_config = false;
bool m_gen_thread_running = true;
int m_theme = 0; int m_theme = 0;
void show_about_table_bar(); void show_about_table_bar();
void show_biome_table_bar(); void show_biome_table_bar();
void show_cave_table_bar();
void show_river_table_bar();
void show_settings_tab_item(); void show_settings_tab_item();
void show_world_tab_item(); void show_world_tab_item();
void show_player_tab_item(); void show_player_tab_item();
void show_items_tab_item();
void update_config_view(); void update_config_view();
void update_player_profile(); void update_player_profile();

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@@ -5,14 +5,25 @@
namespace Cubed { namespace Cubed {
constexpr float BIOME_NOISE_FREQUENCY = 0.03f; constexpr float BIOME_NOISE_FREQUENCY = 0.06f;
constexpr float HEIGHTMAP_NOISE_FREQUENCY = 0.001f;
constexpr float MOUNTAINOUS_NOISE_FREQUENCY = 0.003f;
enum class BiomeType {
PLAIN = 0,
FOREST,
DESERT,
MOUNTAIN,
RIVER,
SNOWY_PLAIN,
OCEAN,
NONE
};
constexpr float PLAIN_FREQ = 0.4f; struct BiomeConditions {
constexpr float FOREST_FREQ = 1.2f; float temp = 0.0f;
constexpr float DESERT_FREQ = 1.2f; float humid = 0.0f;
constexpr float MOUNTAIN_FREQ = 2.0f; float mountainous = 0.0f;
};
enum class Biome { PLAIN = 0, FOREST, DESERT, MOUNTAIN, NONE };
struct BiomeHeightRange { struct BiomeHeightRange {
int base_y; int base_y;
@@ -20,19 +31,19 @@ struct BiomeHeightRange {
}; };
struct BiomeNonAdjacent { struct BiomeNonAdjacent {
Biome first; BiomeType first;
std::vector<Biome> second; std::vector<BiomeType> second;
Biome replace; BiomeType replace;
}; };
static inline const std::vector<BiomeNonAdjacent> NON_ADJACENT{ static inline const std::vector<BiomeNonAdjacent> NON_ADJACENT{
{{Biome::PLAIN, {Biome::NONE}, Biome::PLAIN}, {{BiomeType::PLAIN, {BiomeType::DESERT}, BiomeType::RIVER},
{Biome::FOREST, {Biome::DESERT}, Biome::PLAIN}, {BiomeType::FOREST, {BiomeType::DESERT}, BiomeType::RIVER},
{Biome::DESERT, {Biome::MOUNTAIN, Biome::FOREST}, Biome::PLAIN}, {BiomeType::DESERT, {BiomeType::FOREST}, BiomeType::RIVER},
{Biome::MOUNTAIN, {Biome::DESERT}, Biome::PLAIN}}}; {BiomeType::MOUNTAIN, {BiomeType::NONE}, BiomeType::RIVER}}};
struct BaseBiomeParams { struct BaseBiomeParams {
Biome biome; BiomeType biome;
std::pair<float, float> temp; std::pair<float, float> temp;
std::pair<float, float> humid; std::pair<float, float> humid;
std::array<float, 3> frequencies; std::array<float, 3> frequencies;
@@ -49,17 +60,21 @@ struct DesertParams : public BaseBiomeParams {};
struct MountainParams : public BaseBiomeParams {}; struct MountainParams : public BaseBiomeParams {};
std::string get_biome_str(Biome biome); struct RiverParams : public BaseBiomeParams {};
Biome get_biome_from_noise(float temp, float humid);
std::array<float, 3> get_noise_frequencies_for_biome(Biome biome); std::string get_biome_str(BiomeType biome);
BiomeHeightRange get_biome_height_range(Biome biome); // std::array<float, 3> get_noise_frequencies_for_biome(BiomeType biome);
Biome safe_int_to_biome(int x); // BiomeHeightRange get_biome_height_range(BiomeType biome);
BiomeType safe_int_to_biome(int x);
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);
BiomeType determine_biome(const BiomeConditions& conditions);
PlainParams& plain_params(); PlainParams& plain_params();
ForestParams& forest_params(); ForestParams& forest_params();
DesertParams& desert_params(); DesertParams& desert_params();
MountainParams& mountain_params(); MountainParams& mountain_params();
RiverParams& river_params();
} // namespace Cubed } // namespace Cubed

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@@ -1,8 +1,5 @@
#pragma once #pragma once
#include "Cubed/constants.hpp"
#include "Cubed/tools/cubed_assert.hpp"
#include <array>
#include <glad/glad.h> #include <glad/glad.h>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <string> #include <string>
@@ -10,6 +7,8 @@
namespace Cubed { namespace Cubed {
using BlockType = uint8_t;
struct BlockTexture { struct BlockTexture {
std::string name; std::string name;
unsigned id; unsigned id;
@@ -38,15 +37,55 @@ struct LookBlock {
glm::ivec3 normal; glm::ivec3 normal;
}; };
constexpr std::array<std::string_view, MAX_BLOCK_NUM> BLOCK_REISTER{ struct BlockData {
"air", "grass_block", "dirt", "stone", "sand", "log", "leaf"}; std::string name;
BlockType id = 0;
const std::array<bool, MAX_BLOCK_NUM> TRANSPARENT_MAP{ bool is_liquid = false;
true, false, false, false, false, false, true}; bool is_gas = false;
inline bool is_in_transparent_map(unsigned id) { bool is_passable = false;
ASSERT_MSG(id < MAX_BLOCK_NUM, "ID is invaild"); bool is_cross_plane = false;
return TRANSPARENT_MAP[id]; bool is_transparent = false;
bool is_discard = false;
bool is_blend = false;
bool is_transitional = false;
BlockData(BlockType b_id, std::string_view b_name, bool liquid,
bool passable, bool cross_plane, bool transparent, bool gas,
bool discard, bool blend, bool transitional)
: name(b_name), id(b_id), is_liquid(liquid), is_gas(gas),
is_passable(passable), is_cross_plane(cross_plane),
is_transparent(transparent), is_discard(discard), is_blend(blend),
is_transitional(transitional) {}
};
class BlockManager {
public:
static const std::vector<BlockData>& datas();
static void init();
static unsigned sums();
static unsigned cross_plane_sum();
static const std::string& name_form_id(BlockType id);
static bool is_gas(BlockType id);
static bool is_liquid(BlockType id);
static bool is_cross_plane(BlockType id);
static bool is_transparent(BlockType id);
static bool is_passable(BlockType id);
static bool is_discard(BlockType id);
static bool is_blend(BlockType id);
static bool is_transitional(BlockType id);
static BlockType cross_plane_index(BlockType id);
private:
static void set_up_cross_plane_map();
static inline std::vector<BlockData> m_datas;
static inline bool is_init = false;
static inline std::unordered_map<BlockType, BlockType> m_cross_plane_map;
}; };
} // namespace Cubed } // namespace Cubed

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@@ -0,0 +1,18 @@
#pragma once
namespace Cubed {
class ChunkGenerator;
class BiomeBuilder {
public:
BiomeBuilder() = default;
virtual ~BiomeBuilder() = default;
virtual ChunkGenerator& get_chunk_generator() = 0;
virtual void build_biome() = 0;
virtual void build_vegetation() = 0;
void ocean_water_build();
protected:
void build_bottom();
void place_grass();
};
} // namespace Cubed

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@@ -0,0 +1,21 @@
#pragma once
#include "Cubed/gameplay/builders/biome_builder.hpp"
namespace Cubed {
class ChunkGenerator;
class DesertBuilder : public BiomeBuilder {
public:
DesertBuilder(ChunkGenerator& chunk_generator);
void build_biome() override;
ChunkGenerator& get_chunk_generator() override;
void build_vegetation() override;
private:
ChunkGenerator& m_chunk_generator;
void build_blocks();
};
} // namespace Cubed

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@@ -0,0 +1,21 @@
#pragma once
#include "Cubed/gameplay/builders/biome_builder.hpp"
namespace Cubed {
class ChunkGenerator;
class ForestBuilder : public BiomeBuilder {
public:
ForestBuilder(ChunkGenerator& chunk_generator);
void build_biome() override;
ChunkGenerator& get_chunk_generator() override;
void build_vegetation() override;
private:
ChunkGenerator& m_chunk_generator;
void build_blocks();
};
} // namespace Cubed

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@@ -0,0 +1,21 @@
#pragma once
#include "Cubed/gameplay/builders/biome_builder.hpp"
namespace Cubed {
class ChunkGenerator;
class MountainBuilder : public BiomeBuilder {
public:
MountainBuilder(ChunkGenerator& chunk_generator);
void build_biome() override;
ChunkGenerator& get_chunk_generator() override;
void build_vegetation() override;
private:
ChunkGenerator& m_chunk_generator;
void build_blocks();
};
} // namespace Cubed

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@@ -0,0 +1,23 @@
#pragma once
#pragma once
#include "Cubed/gameplay/builders/biome_builder.hpp"
namespace Cubed {
class ChunkGenerator;
class OceanBuilder : public BiomeBuilder {
public:
OceanBuilder(ChunkGenerator& chunk_generator);
void build_biome() override;
ChunkGenerator& get_chunk_generator() override;
void build_vegetation() override;
private:
ChunkGenerator& m_chunk_generator;
void build_blocks();
};
} // namespace Cubed

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@@ -0,0 +1,21 @@
#pragma once
#include "Cubed/gameplay/builders/biome_builder.hpp"
namespace Cubed {
class ChunkGenerator;
class PlainBuilder : public BiomeBuilder {
public:
PlainBuilder(ChunkGenerator& chunk_generator);
void build_biome() override;
ChunkGenerator& get_chunk_generator() override;
void build_vegetation() override;
private:
ChunkGenerator& m_chunk_generator;
void build_blocks();
};
} // namespace Cubed

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@@ -0,0 +1,21 @@
#pragma once
#include "Cubed/gameplay/builders/biome_builder.hpp"
namespace Cubed {
class ChunkGenerator;
class RiverBuilder : public BiomeBuilder {
public:
RiverBuilder(ChunkGenerator& chunk_generator);
void build_biome() override;
ChunkGenerator& get_chunk_generator() override;
void build_vegetation() override;
private:
ChunkGenerator& m_chunk_generator;
void build_blocks();
};
} // namespace Cubed

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@@ -0,0 +1,21 @@
#pragma once
#include "Cubed/gameplay/builders/biome_builder.hpp"
namespace Cubed {
class ChunkGenerator;
class SnowyPlainBuilder : public BiomeBuilder {
public:
SnowyPlainBuilder(ChunkGenerator& chunk_generator);
void build_biome() override;
ChunkGenerator& get_chunk_generator() override;
void build_vegetation() override;
private:
ChunkGenerator& m_chunk_generator;
void build_blocks();
};
} // namespace Cubed

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@@ -0,0 +1,27 @@
#pragma once
#include "Cubed/gameplay/cave_path.hpp"
#include <tbb/concurrent_hash_map.h>
namespace Cubed {
class CaveCarver {
using CaveHashMap = tbb::concurrent_hash_map<unsigned, CavePath>;
public:
CaveCarver();
CaveHashMap& paths();
void init(unsigned world_seed);
void reload(unsigned world_seed);
void add_path(const glm::vec3& pos, unsigned chunk_seed);
void try_to_add_path(const ChunkPos& pos, unsigned chunk_seed);
void cleanup_finished_caves();
int cave_sum() const;
float& cave_probability();
private:
CaveHashMap m_paths;
unsigned m_seed = 0;
Random m_random;
float m_cave_probability = 0.035f;
};
} // namespace Cubed

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@@ -0,0 +1,54 @@
#pragma once
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/path_point.hpp"
#include "Cubed/tools/cubed_random.hpp"
#include <glm/glm.hpp>
#include <tbb/concurrent_hash_map.h>
namespace Cubed {
class CavePath {
using ChunkPosSet =
tbb::concurrent_hash_map<ChunkPos, bool, ChunkPos::TBBHash>;
public:
CavePath(unsigned int chunk_seed, unsigned world_seed,
const glm::vec3& start_pos);
const std::vector<PathPoint>& points() const;
void clear_chunk(const ChunkPos& pos);
bool is_finished() const;
static float& radius_xz_min();
static float& radius_xz_max();
static float& radius_y_min();
static float& radius_y_max();
static float& delta_angle_min();
static float& delta_angle_max();
static int& step_min();
static int& step_max();
private:
static inline float m_radius_xz_min = 5.0f;
static inline float m_radius_xz_max = 15.0f;
static inline float m_radius_y_min = 4.0f;
static inline float m_radius_y_max = 10.0f;
static inline float m_delta_angle_min = -5.0f;
static inline float m_delta_angle_max = 5.0f;
static inline int m_step_min = 10;
static inline int m_step_max = 400;
unsigned int m_seed = 0;
float m_yaw = 0.0f;
float m_pitch = 0.0f;
int m_step = 0;
float m_step_len = 1.0f;
PathPoint m_start_path_point{{0.0f, 0.0f, 0.0f}, 0.0f, 0.0f};
Random m_random;
std::vector<PathPoint> m_points;
ChunkPosSet m_pending_chunks;
void collect_path_points();
void precompute_chunk_coverage();
};
} // namespace Cubed

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@@ -4,27 +4,26 @@
#include "Cubed/gameplay/block.hpp" #include "Cubed/gameplay/block.hpp"
#include "Cubed/gameplay/chunk_generator.hpp" #include "Cubed/gameplay/chunk_generator.hpp"
#include "Cubed/gameplay/chunk_pos.hpp" #include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/primitive_data.hpp" #include "Cubed/gameplay/vertex_data.hpp"
#include <atomic> #include <atomic>
#include <cstdint> #include <mutex>
namespace Cubed { namespace Cubed {
class World; class World;
// if want to use, do init_chunk(), gen_vertex_data() and // if want to use, do init_chunk(), gen_vertex_data() and
class Chunk { class Chunk {
private: private:
static constexpr int SIZE_X = CHUCK_SIZE; using OptionalBlockVectorArray =
std::array<std::optional<std::vector<BlockType>>, 4>;
static constexpr int SIZE_X = CHUNK_SIZE;
static constexpr int SIZE_Y = WORLD_SIZE_Y; static constexpr int SIZE_Y = WORLD_SIZE_Y;
static constexpr int SIZE_Z = CHUCK_SIZE; static constexpr int SIZE_Z = CHUNK_SIZE;
static constexpr int VERTEX_DATA_SUM = 4;
using HeightMapArray = std::array<std::array<float, SIZE_Z>, SIZE_X>;
std::atomic<bool> m_dirty{false}; std::atomic<bool> m_dirty{false};
std::atomic<bool> m_need_upload{true}; std::atomic<bool> m_need_upload{true};
std::atomic<bool> m_is_on_gen_vertex_data{false}; std::atomic<bool> m_is_on_gen_vertex_data{false};
std::atomic<size_t> m_vertex_sum = 0; std::atomic<BiomeType> m_biome = BiomeType::PLAIN;
std::atomic<Biome> m_biome = Biome::PLAIN;
std::mutex m_vertexs_data_mutex; std::mutex m_vertexs_data_mutex;
std::unique_ptr<ChunkGenerator> m_generator; std::unique_ptr<ChunkGenerator> m_generator;
@@ -33,14 +32,25 @@ private:
World& m_world; World& m_world;
HeightMapArray m_heightmap; HeightMapArray m_heightmap;
// the index is a array of block id // the index is a array of block id
std::vector<uint8_t> m_blocks; std::vector<BlockType> m_blocks;
GLuint m_vbo = 0;
std::vector<Vertex> m_vertexs_data;
/*
0 - normal
1 - cross_plane
2 - normal_discard
3 - transparent and blend
*/
std::vector<VertexData> m_vertex_data;
float frequency = 0.01f; float frequency = 0.01f;
float height = 80; float height = 80;
unsigned m_seed = 0;
BiomeConditions m_conditions;
void clear_dirty(); void clear_dirty();
void gen_vertices(const OptionalBlockVectorArray& neighbor_block);
void gen_cross_plane_vertices(int world_x, int world_y, int world_z,
BlockType id);
public: public:
Chunk(World& world, ChunkPos chunk_pos); Chunk(World& world, ChunkPos chunk_pos);
@@ -50,27 +60,37 @@ public:
Chunk(Chunk&&) noexcept; Chunk(Chunk&&) noexcept;
Chunk& operator=(Chunk&&) noexcept; Chunk& operator=(Chunk&&) noexcept;
Biome get_biome() const; static std::tuple<int, int, int> world_to_block(int world_x, int world_y,
int world_z, int chunk_x,
int chunk_z);
static std::tuple<int, int, int> world_to_block(const glm::ivec3& block_pos,
ChunkPos chunk_pos);
static std::tuple<int, int, int> block_to_world(int x, int y, int z,
int chunk_x, int chunk_z);
static std::tuple<int, int, int> block_to_world(const glm::ivec3& block_pos,
ChunkPos chunk_pos);
BiomeType get_biome() const;
ChunkPos get_chunk_pos() const; ChunkPos get_chunk_pos() const;
const std::vector<uint8_t>& get_chunk_blocks() const; const std::vector<BlockType>& get_chunk_blocks() const;
HeightMapArray get_heightmap() const; HeightMapArray get_heightmap() const;
static int get_index(int x, int y, int z); static int index(int x, int y, int z);
static int get_index(const glm::vec3& pos); static int index(const glm::vec3& pos);
// Init Chunk // Init Chunk
// Determine biome from temperature and humidity noise // Determine biome from temperature and humidity noise
void gen_phase_one(); void gen_phase_one();
// Resolve biome adjacency conflicts with neighbor chunks // Resolve biome adjacency conflicts with neighbor chunks
void gen_phase_two(const std::array<const Chunk*, 4>& adj_chunks); void gen_phase_two(const std::array<const Chunk*, 8>& adj_chunks);
// Generate heightmap using biome-specific noise // Generate heightmap using biome-specific noise
void gen_phase_three(); void gen_phase_three();
// Blend heightmap with neighbors for smooth transitions // Blend heightmap with neighbors for smooth transitions
void gen_phase_four( void gen_phase_four(
const std::array<std::optional<HeightMapArray>, 4>& neighbor_heightmap); const std::array<std::optional<HeightMapArray>, 8>& neighbor_heightmap,
const std::array<BiomeType, 8>& neighbor_biome);
// Generate terrain blocks from heightmap and biome // Generate terrain blocks from heightmap and biome
void gen_phase_five(); void gen_phase_five();
// Blend surface blocks at chunk borders with neighbors // Blend surface blocks at chunk borders with neighbors
void gen_phase_six(const std::array<std::optional<std::vector<uint8_t>>, 4>& void gen_phase_six(const std::array<std::optional<std::vector<BlockType>>,
neighbor_block); 4>& neighbor_block);
// Generate biome-specific vegetation/structures // Generate biome-specific vegetation/structures
void gen_phase_seven(); void gen_phase_seven();
// void gen_vertex_data(); // void gen_vertex_data();
@@ -78,12 +98,20 @@ public:
// 1 : (-1, 0) // 1 : (-1, 0)
// 2 : (0, 1) // 2 : (0, 1)
// 3 : (0, -1) // 3 : (0, -1)
void gen_vertex_data( void gen_vertex_data(const OptionalBlockVectorArray& neighbor_block);
const std::array<const std::vector<uint8_t>*, 4>& neighbor_block);
void upload_to_gpu(); void upload_to_gpu();
GLuint get_vbo() const; GLuint get_normal_vao() const;
size_t get_vertex_sum() const; size_t get_normal_vertices_sum() const;
GLuint get_cross_vao() const;
size_t get_cross_vertices_sum() const;
GLuint get_normal_discard_vao() const;
size_t get_normal_discard_vertices_sum() const;
GLuint get_normal_blend_vao() const;
size_t get_normal_blend_vertices_sum() const;
bool is_dirty() const; bool is_dirty() const;
void mark_dirty(); void mark_dirty();
@@ -94,10 +122,13 @@ public:
void set_chunk_block(int index, unsigned id); void set_chunk_block(int index, unsigned id);
ChunkPos chunk_pos() const; ChunkPos chunk_pos() const;
Biome biome() const; BiomeType biome() const;
void biome(Biome b); void biome(BiomeType b);
HeightMapArray& heightmap(); HeightMapArray& heightmap();
std::vector<uint8_t>& blocks(); std::vector<BlockType>& blocks();
World& world();
unsigned seed() const;
BiomeConditions& conditions();
}; };
} // namespace Cubed } // namespace Cubed

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@@ -1,21 +1,20 @@
#pragma once #pragma once
#include "Cubed/constants.hpp" #include "Cubed/constants.hpp"
#include "Cubed/gameplay/biome.hpp"
#include "Cubed/gameplay/block.hpp"
#include "Cubed/gameplay/builders/biome_builder.hpp"
#include "Cubed/gameplay/path_point.hpp"
#include "Cubed/tools/cubed_random.hpp" #include "Cubed/tools/cubed_random.hpp"
#include <atomic> #include <atomic>
#include <memory>
#include <optional> #include <optional>
namespace Cubed { namespace Cubed {
class Chunk; class Chunk;
class ChunkGenerator { class ChunkGenerator {
static constexpr int SIZE_X = CHUCK_SIZE;
static constexpr int SIZE_Y = WORLD_SIZE_Y;
static constexpr int SIZE_Z = CHUCK_SIZE;
using HeightMapArray =
std::array<std::array<float, CHUCK_SIZE>, CHUCK_SIZE>;
public: public:
ChunkGenerator(Chunk& chunk); ChunkGenerator(Chunk& chunk);
@@ -23,25 +22,33 @@ public:
static void reload(); static void reload();
static const unsigned& seed(); static const unsigned& seed();
static void seed(unsigned s); static void seed(unsigned s);
unsigned chunk_seed() const;
// Generate Biome // Generate Biome
void assign_chunk_biome(); void assign_chunk_biome();
// Adjust Biome // Adjust Biome
void resolve_biome_adjacency_conflict( void resolve_biome_adjacency_conflict(
const std::array<const Chunk*, 4>& adj_chunks); const std::array<const Chunk*, 8>& adj_chunks);
// Generate Heightmap // Generate Heightmap
void generate_heightmap(); void generate_heightmap();
// Adjust Height // Adjust Height
void blend_heightmap_boundaries( void blend_heightmap_boundaries(
const std::array<std::optional<HeightMapArray>, 4>& neighbor_heightmap); const std::array<std::optional<HeightMapArray>, 8>& neighbor_heightmap,
const std::array<BiomeType, 8>& neighbor_biome);
// Generate Block // Generate Block
void generate_terrain_blocks(); void generate_terrain_blocks();
// Adjust Block; // Adjust Block;
void blend_surface_blocks_borders( void blend_surface_blocks_borders(
const std::array<std::optional<std::vector<uint8_t>>, 4>& const std::array<std::optional<std::vector<BlockType>>, 4>&
neighbor_block); neighbor_block);
// Generate Structure // Generate Structure
void generate_vegetation(); void generate_vegetation();
BiomeType get_biome_at(float world_x, float world_z);
Chunk& chunk();
Random& random();
const std::array<BiomeType, 8>& neighbor_biome() const;
void ocean_build();
void generate_cave();
void generate_river();
private: private:
static inline std::atomic<bool> is_init{false}; static inline std::atomic<bool> is_init{false};
@@ -49,6 +56,15 @@ private:
static inline std::atomic<bool> is_seed_change{false}; static inline std::atomic<bool> is_seed_change{false};
Chunk& m_chunk; Chunk& m_chunk;
Random m_random; Random m_random;
std::unique_ptr<BiomeBuilder> m_biome_builder{nullptr};
bool is_cur_chunk_ins = false;
std::array<BiomeType, 8> m_neighbor_biome;
unsigned m_chunk_seed = 0;
void make_biome_builder();
void
carve_worm(const std::vector<PathPoint>& points, const ChunkPos& chunk_pos,
std::function<void(int /*x*/, int /*y*/, int /*z*/)> on_hit);
}; };
} // namespace Cubed } // namespace Cubed

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@@ -16,7 +16,14 @@ struct ChunkPos {
return h1 ^ (h2 + 0x9e3779b9 + (h1 << 6) + (h1 >> 2)); return h1 ^ (h2 + 0x9e3779b9 + (h1 << 6) + (h1 >> 2));
} }
}; };
struct TBBHash {
std::size_t hash(const ChunkPos& p) const {
return ChunkPos::Hash{}(p);
}
bool equal(const ChunkPos& a, const ChunkPos& b) const {
return a == b;
}
};
ChunkPos operator+(const ChunkPos& pos) const { ChunkPos operator+(const ChunkPos& pos) const {
return ChunkPos{x + pos.x, z + pos.z}; return ChunkPos{x + pos.x, z + pos.z};
} }

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@@ -0,0 +1,36 @@
#pragma once
#include <glm/glm.hpp>
struct PathPoint {
glm::vec3 pos;
glm::vec3 tangent{0.0f, 0.0f, 1.0f};
float rad_xz;
float rad_y;
PathPoint(const glm::vec3& p, float rx, float ry)
: pos(p), rad_xz(rx), rad_y(ry) {}
bool contains(const glm::vec3& other_pos) const {
glm::vec3 to_point = other_pos - pos;
glm::vec3 world_up(0.0f, 1.0f, 0.0f);
glm::vec3 right = glm::normalize(glm::cross(tangent, world_up));
if (glm::length(right) < 0.001f) {
glm::vec3 alt_up(1.0f, 0.0f, 0.0f);
right = glm::normalize(glm::cross(tangent, alt_up));
}
glm::vec3 up = glm::normalize(glm::cross(right, tangent));
float horizontal_dist = glm::dot(to_point, right);
float vertical_dist = glm::dot(to_point, up);
float a = rad_xz;
float b = rad_y;
if (a <= 0.0f || b <= 0.0f)
return false;
float check = (horizontal_dist * horizontal_dist) / (a * a) +
(vertical_dist * vertical_dist) / (b * b);
return check <= 1.0f;
}
};

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@@ -42,6 +42,8 @@ private:
float m_xz_speed = 0.0f; float m_xz_speed = 0.0f;
unsigned m_place_block = 1;
glm::vec3 direction = glm::vec3(0.0f, 0.0f, 0.0f); glm::vec3 direction = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 move_distance{0.0f, 0.0f, 0.0f}; glm::vec3 move_distance{0.0f, 0.0f, 0.0f};
// player is tow block tall, the pos is the lower pos // player is tow block tall, the pos is the lower pos
@@ -85,6 +87,7 @@ public:
void change_mode(GameMode mode); void change_mode(GameMode mode);
void hot_reload(); void hot_reload();
void set_player_pos(const glm::vec3& pos); void set_player_pos(const glm::vec3& pos);
void set_place_block(unsigned id);
void update(float delta_time); void update(float delta_time);
void update_front_vec(float offset_x, float offset_y); void update_front_vec(float offset_x, float offset_y);
void update_player_move_state(int key, int action); void update_player_move_state(int key, int action);
@@ -97,8 +100,11 @@ public:
float& deceleration(); float& deceleration();
float& g(); float& g();
unsigned place_block() const;
Gait& gait(); Gait& gait();
GameMode& game_mode(); GameMode& game_mode();
const World& get_world() const;
}; };
} // namespace Cubed } // namespace Cubed

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@@ -0,0 +1,55 @@
#pragma once
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/path_point.hpp"
#include "Cubed/tools/cubed_random.hpp"
#include <glm/glm.hpp>
#include <tbb/concurrent_hash_map.h>
namespace Cubed {
class RiverPath {
using ChunkPosSet =
tbb::concurrent_hash_map<ChunkPos, bool, ChunkPos::TBBHash>;
public:
RiverPath(unsigned int chunk_seed, unsigned world_seed,
const glm::vec3& start_pos);
const std::vector<PathPoint>& points() const;
void clear_chunk(const ChunkPos& pos);
bool is_finished() const;
static float& radius_xz_min();
static float& radius_xz_max();
static float& radius_y_min();
static float& radius_y_max();
static float& delta_angle_min();
static float& delta_angle_max();
static int& step_min();
static int& step_max();
private:
static inline float m_radius_xz_min = 5.0f;
static inline float m_radius_xz_max = 10.0f;
static inline float m_radius_y_min = 4.0f;
static inline float m_radius_y_max = 8.0f;
static inline float m_delta_angle_min = -3.0f;
static inline float m_delta_angle_max = 3.0f;
static inline int m_step_min = 200;
static inline int m_step_max = 400;
unsigned int m_seed = 0;
float m_yaw = 0.0f;
float m_initial_yaw = 0.0f;
float m_pitch = 0.0f;
int m_step = 0;
float m_step_len = 1.0f;
PathPoint m_start_path_point{{0.0f, 0.0f, 0.0f}, 0.0f, 0.0f};
Random m_random;
std::vector<PathPoint> m_points;
ChunkPosSet m_pending_chunks;
void collect_path_points();
void precompute_chunk_coverage();
};
} // namespace Cubed

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@@ -0,0 +1,32 @@
#pragma once
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/river.path.hpp"
#include "Cubed/tools/cubed_random.hpp"
#include <glm/glm.hpp>
#include <tbb/concurrent_hash_map.h>
namespace Cubed {
class RiverWorm {
using RiverHashMap = tbb::concurrent_hash_map<unsigned, RiverPath>;
public:
RiverWorm();
RiverHashMap& paths();
void init(unsigned world_seed);
void reload(unsigned world_seed);
void add_path(const glm::vec3& pos, unsigned chunk_seed);
void try_to_add_path(const ChunkPos& pos, unsigned chunk_seed);
void cleanup_finished_rivers();
int river_sum() const;
float& river_probability();
private:
RiverHashMap m_paths;
unsigned m_seed = 0;
Random m_random;
float m_probability = 0.01f;
};
}; // namespace Cubed

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@@ -0,0 +1,25 @@
#pragma once
#include "Cubed/primitive_data.hpp"
#include <atomic>
#include <glad/glad.h>
#include <vector>
namespace Cubed {
class World;
struct VertexData {
std::vector<Vertex> m_vertices;
GLuint m_vbo = 0;
GLuint m_vao = 0;
std::atomic<std::size_t> m_sum{0};
World& m_world;
VertexData(World& world);
~VertexData();
VertexData(const VertexData&) = delete;
VertexData(VertexData&&) noexcept;
VertexData& operator=(const VertexData&) = delete;
VertexData& operator=(VertexData&&) noexcept;
void upload();
void update_sum();
};
} // namespace Cubed

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@@ -1,6 +1,8 @@
#pragma once #pragma once
#include "Cubed/AABB.hpp" #include "Cubed/AABB.hpp"
#include "Cubed/gameplay/cave_carver.hpp"
#include "Cubed/gameplay/chunk.hpp" #include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/river_worm.hpp"
#include <atomic> #include <atomic>
#include <condition_variable> #include <condition_variable>
@@ -13,24 +15,32 @@
namespace Cubed { namespace Cubed {
struct ChunkRenderSnapshot { struct ChunkRenderSnapshot {
GLuint vbo; GLuint normal_vao;
size_t vertex_count; size_t normal_vertices_count;
GLuint cross_vao;
size_t cross_vertices_count;
GLuint normal_discard_vao;
size_t normal_discard_vertices_count;
GLuint normal_blend_vao;
size_t normal_blend_vertices_count;
glm::vec3 center; glm::vec3 center;
glm::vec3 half_extents; glm::vec3 half_extents;
}; };
class Player; class Player;
class TextureManager;
class World { class World {
private: private:
using OptionalBlockVectorArray =
std::array<std::optional<std::vector<BlockType>>, 4>;
using ChunkPtrUpdateList = std::vector<std::pair<ChunkPos, Chunk*>>; using ChunkPtrUpdateList = std::vector<std::pair<ChunkPos, Chunk*>>;
using ChunkUpdateList = std::vector<std::pair<ChunkPos, Chunk>>; using ChunkPairVector = std::vector<std::pair<ChunkPos, Chunk>>;
using ConstChunkMap = using ConstChunkMap =
std::unordered_map<ChunkPos, const Chunk*, ChunkPos::Hash>; std::unordered_map<ChunkPos, const Chunk*, ChunkPos::Hash>;
using ChunkPosSet = std::unordered_set<ChunkPos, ChunkPos::Hash>; using ChunkPosSet = std::unordered_set<ChunkPos, ChunkPos::Hash>;
using ChunkHashMap = std::unordered_map<ChunkPos, Chunk, ChunkPos::Hash>;
glm::vec3 m_gen_player_pos{0.0f, 0.0f, 0.0f}; glm::vec3 m_gen_player_pos{0.0f, 0.0f, 0.0f};
std::unordered_map<ChunkPos, Chunk, ChunkPos::Hash> m_chunks; ChunkHashMap m_chunks;
std::unordered_map<std::size_t, Player> m_players; std::unordered_map<std::size_t, Player> m_players;
std::vector<glm::vec4> m_planes; std::vector<glm::vec4> m_planes;
@@ -39,12 +49,15 @@ private:
std::mutex m_gen_signal_mutex; std::mutex m_gen_signal_mutex;
std::mutex m_new_chunk_queue_mutex; std::mutex m_new_chunk_queue_mutex;
std::mutex m_delete_vbo_mutex; std::mutex m_delete_vbo_mutex;
std::mutex m_delete_vao_mutex;
std::mutex m_gen_player_pos_mutex; std::mutex m_gen_player_pos_mutex;
std::vector<GLuint> m_pending_delete_vbo; std::vector<GLuint> m_pending_delete_vbo;
std::vector<GLuint> m_pending_delete_vao;
std::condition_variable m_gen_cv; std::condition_variable m_gen_cv;
std::atomic<bool> m_gen_running{false}; std::atomic<bool> m_gen_running{false};
std::atomic<bool> m_need_gen_chunk{false}; std::atomic<bool> m_need_gen_chunk{false};
std::atomic<bool> m_is_rebuilding{false}; std::atomic<bool> m_is_rebuilding{false};
std::atomic<bool> m_chunk_gen_finished{false};
std::atomic<bool> m_could_gen{true}; std::atomic<bool> m_could_gen{true};
std::atomic<int> m_rendering_distance{24}; std::atomic<int> m_rendering_distance{24};
std::atomic<float> m_chunk_gen_fraction{0.0f}; std::atomic<float> m_chunk_gen_fraction{0.0f};
@@ -53,21 +66,24 @@ private:
std::vector<std::pair<ChunkPos, Chunk>> m_new_chunk; std::vector<std::pair<ChunkPos, Chunk>> m_new_chunk;
std::vector<std::pair<ChunkPos, Chunk>> m_new_chunk_queue; std::vector<std::pair<ChunkPos, Chunk>> m_new_chunk_queue;
CaveCarver m_cave_carcer;
RiverWorm m_river_worm;
void init_chunks(); void init_chunks();
void gen_chunks_internal(); void gen_chunks_internal();
void sync_player_pos(glm::vec3& player_pos); void sync_player_pos(glm::vec3& player_pos);
void compute_required_chunks(ChunkPosSet& required_chunks); void
compute_required_chunks(ChunkPosSet& required_chunks,
ChunkPairVector& temp_neighbor,
std::vector<ChunkPos>& need_gen_temp_chunks_pos);
void sync_and_collect_missing_chunks(std::vector<ChunkPos>&, void sync_and_collect_missing_chunks(std::vector<ChunkPos>&,
const ChunkPosSet&); const ChunkPosSet&);
void void
build_neighbor_context_for_new_chunks(ConstChunkMap& new_chunks_neighbor, build_neighbor_context_for_new_chunks(ConstChunkMap& new_chunks_neighbor,
ChunkPtrUpdateList& affected_neighbor, ChunkPtrUpdateList& affected_neighbor,
const ChunkUpdateList& new_chunks); const ChunkPairVector& new_chunks);
void build_neighbor_context_for_affected_neighbors(ChunkPtrUpdateList&, void build_neighbor_context_for_affected_neighbors(ChunkPtrUpdateList&,
ConstChunkMap&); ConstChunkMap&);
void start_gen_thread();
void stop_gen_thread();
public: public:
World(); World();
@@ -82,22 +98,19 @@ public:
Player& get_player(const std::string& name); Player& get_player(const std::string& name);
void init_world(); void init_world();
bool is_aabb_in_frustum(const glm::vec3& center,
const glm::vec3& half_extents);
int get_block(const glm::ivec3& block_pos) const; int get_block(const glm::ivec3& block_pos) const;
bool is_block(const glm::ivec3& block_pos) const; bool is_solid(const glm::ivec3& block_pos) const;
bool can_pass_block(const glm::ivec3& block_pos) const;
BlockType get_block_tpye(const glm::ivec3& block_pos) const;
static ChunkPos chunk_pos(int world_x, int world_z); static ChunkPos chunk_pos(int world_x, int world_z);
void need_gen(); void need_gen();
void render(const glm::mat4& mvp_matrix);
void set_block(const glm::ivec3& pos, unsigned id); void set_block(const glm::ivec3& pos, unsigned id);
void update(float delta_time); void update(float delta_time);
void push_delete_vbo(GLuint vbo); void push_delete_vbo(GLuint vbo);
void push_delete_vao(GLuint vao);
void hot_reload(); void hot_reload();
void rebuild_world(); void rebuild_world();
@@ -105,6 +118,13 @@ public:
float chunk_gen_fraction() const; float chunk_gen_fraction() const;
int rendering_distance() const; int rendering_distance() const;
void rendering_distance(int rendering_distance); void rendering_distance(int rendering_distance);
void start_gen_thread();
void stop_gen_thread();
CaveCarver& cave_carcer();
RiverWorm& river_worm();
std::vector<glm::vec4>& planes();
std::vector<ChunkRenderSnapshot>& render_snapshots();
}; };
} // namespace Cubed } // namespace Cubed

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@@ -1,18 +1,25 @@
#pragma once #pragma once
#include <string> // #include <string>
#include <unordered_map> // #include <unordered_map>
// #include <vector>
namespace Cubed { namespace Cubed {
class MapTable { class MapTable {
private: private:
static std::unordered_map<unsigned, std::string> id_to_name_map; /*
static std::unordered_map<size_t, unsigned> name_to_id_map; static inline std::unordered_map<unsigned, std::string> id_to_name_map;
static inline std::unordered_map<size_t, unsigned> name_to_id_map;
static inline std::vector<std::string> item_id_to_name;
*/
public: public:
// please using reference // please using reference
static const std::string& get_name_from_id(unsigned id); /*
static std::string_view get_name_from_id(unsigned id);
static unsigned get_id_from_name(const std::string& name); static unsigned get_id_from_name(const std::string& name);
static std::string_view item_name(unsigned id);
static const std::vector<std::string>& item_map();
*/
static void init_map(); static void init_map();
}; };

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@@ -1,7 +1,7 @@
#pragma once #pragma once
namespace Cubed { namespace Cubed {
#pragma region NORMAL_BLOCK
constexpr float VERTICES_POS[6][6][3] = { constexpr float VERTICES_POS[6][6][3] = {
// ===== front (z = +1) ===== // ===== front (z = +1) =====
{{0.0f, 0.0f, 1.0f}, // bottom left {{0.0f, 0.0f, 1.0f}, // bottom left
@@ -91,7 +91,7 @@ constexpr float TEX_COORDS[6][6][2] = {
{0.0f, 1.0f}, // back left {0.0f, 1.0f}, // back left
{0.0f, 0.0f}} // front left {0.0f, 0.0f}} // front left
}; };
#pragma endregion
constexpr float CUBE_VER[24] = {0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, constexpr float CUBE_VER[24] = {0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0,
0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0,
0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0}; 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0};
@@ -112,6 +112,49 @@ constexpr float SQUARE_TEXTURE_POS[6][2] = {
{0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f},
{1.0f, 1.0f}, {1.0f, 0.0f}, {0.0f, 0.0f}, {1.0f, 1.0f}, {1.0f, 0.0f}, {0.0f, 0.0f},
}; };
#pragma region CROSS_PLANE
constexpr float CROSS_VERTICES_POS[2][6][3] = {
// ===== Plane 1: bottom-front-left to top-back-right =====
{{0.0f, 0.0f, 0.0f}, // bottom front left
{0.0f, 1.0f, 0.0f}, // top front left
{1.0f, 1.0f, 1.0f}, // top back right
{1.0f, 1.0f, 1.0f}, // top back right
{1.0f, 0.0f, 1.0f}, // bottom back right
{0.0f, 0.0f, 0.0f}}, // bottom front left
// ===== Plane 2: bottom-front-right to top-back-left =====
{{1.0f, 0.0f, 0.0f}, // bottom front right
{1.0f, 1.0f, 0.0f}, // top front right
{0.0f, 1.0f, 1.0f}, // top back left
{0.0f, 1.0f, 1.0f}, // top back left
{0.0f, 0.0f, 1.0f}, // bottom back left
{1.0f, 0.0f, 0.0f}}, // bottom front right
};
constexpr float CROSS_TEX_COORDS[2][6][2] = {
// ===== Plane 1: bottom-front-left to top-back-right =====
{{0.0f, 1.0f}, // bottom left
{0.0f, 0.0f}, // top left
{1.0f, 0.0f}, // top right
{1.0f, 0.0f}, // top right
{1.0f, 1.0f}, // bottom right
{0.0f, 1.0f}}, // bottom left
// ===== Plane 2: bottom-front-right to top-back-left =====
{{0.0f, 1.0f}, // bottom left
{0.0f, 0.0f}, // top left
{1.0f, 0.0f}, // top right
{1.0f, 0.0f}, // top right
{1.0f, 1.0f}, // bottom right
{0.0f, 1.0f}}, // bottom left
};
#pragma endregion
constexpr float QUAD_VERTICES[] = {
// postion // texcoorlds
-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f};
struct Vertex { struct Vertex {
float x = 0.0f, y = 0.0f, z = 0.0f; float x = 0.0f, y = 0.0f, z = 0.0f;

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@@ -15,7 +15,7 @@ class World;
class DevPanel; class DevPanel;
class Renderer { class Renderer {
public: public:
constexpr static int NUM_VAO = 5; constexpr static int NUM_VAO = 7;
Renderer(const Camera& camera, World& world, Renderer(const Camera& camera, World& world,
const TextureManager& texture_manager, DevPanel& dev_panel); const TextureManager& texture_manager, DevPanel& dev_panel);
@@ -24,8 +24,10 @@ public:
void init(); void init();
const Shader& get_shader(const std::string& name) const; const Shader& get_shader(const std::string& name) const;
void render(); void render();
void update(float delta_time);
void update_fov(float fov); void update_fov(float fov);
void update_proj_matrix(float aspect, float width, float height); void update_proj_matrix(float aspect, float width, float height);
void updata_framebuffer(int width, int height);
private: private:
const Camera& m_camera; const Camera& m_camera;
@@ -35,23 +37,48 @@ private:
float m_aspect = 0.0f; float m_aspect = 0.0f;
float m_fov = DEFAULT_FOV; float m_fov = DEFAULT_FOV;
float m_delta_time = 0.0f;
float m_width = 0.0f;
float m_height = 0.0f;
glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat; glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat;
GLuint m_mv_loc; GLuint m_mv_loc = 0;
GLuint m_proj_loc; GLuint m_proj_loc = 0;
GLuint m_sky_vbo; GLuint m_sky_vbo = 0;
GLuint m_text_vbo; GLuint m_text_vbo = 0;
GLuint m_outline_indices_vbo; GLuint m_outline_indices_vbo = 0;
GLuint m_outline_vbo; GLuint m_outline_vbo = 0;
GLuint m_ui_vbo; GLuint m_ui_vbo = 0;
GLuint m_fbo = 0;
GLuint m_screen_texture = 0;
GLuint m_depth_render_buffer = 0;
GLuint m_oit_fbo = 0;
GLuint m_accum_texture = 0;
GLuint m_reveal_texture = 0;
GLuint m_oit_depth_render_buffer = 0;
GLuint m_quad_vbo = 0;
glm::mat4 m_ui_proj; glm::mat4 m_ui_proj;
glm::mat4 m_ui_m_matrix; glm::mat4 m_ui_m_matrix;
std::unordered_map<std::size_t, Shader> m_shaders; std::unordered_map<std::size_t, Shader> m_shaders;
/*
0 - quad vao
1 - sky vao
2 - outline vao
3 - ui vao
4 - text vao
*/
std::vector<GLuint> m_vao; std::vector<GLuint> m_vao;
std::vector<Vertex2D> m_ui; std::vector<Vertex2D> m_ui;
void init_quad();
void init_text(); void init_text();
void render_outline(); void render_outline();
@@ -59,6 +86,7 @@ private:
void render_text(); void render_text();
void render_ui(); void render_ui();
void render_world(); void render_world();
void render_underwater();
void render_dev_panel(); void render_dev_panel();
}; };

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <glad/glad.h> #include <glad/glad.h>
#include <string> #include <string>
#include <unordered_map>
namespace Cubed { namespace Cubed {
class Shader { class Shader {
@@ -26,6 +26,7 @@ private:
GLuint m_program = 0; GLuint m_program = 0;
std::size_t m_hash = 0; std::size_t m_hash = 0;
std::string m_name = "-1"; std::string m_name = "-1";
mutable std::unordered_map<std::string, GLint> m_uniform_cache;
}; };
} // namespace Cubed } // namespace Cubed

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@@ -8,14 +8,24 @@ namespace Cubed {
class TextureManager { class TextureManager {
private: private:
bool m_need_reload = false; bool m_need_reload = false;
GLuint m_block_status_array; GLuint m_block_status_array = 0;
GLuint m_texture_array; GLuint m_texture_array = 0;
GLuint m_ui_array; GLuint m_cross_plane_array = 0;
GLuint m_ui_array = 0;
GLfloat m_max_aniso = 0.0f; GLfloat m_max_aniso = 0.0f;
int m_aniso = 1; int m_aniso = 1;
std::vector<GLuint> m_item_textures;
void load_block_status(unsigned status_id); void load_block_status(unsigned status_id);
void load_block_texture(unsigned block_id); void load_block_texture(unsigned block_id);
void load_block_item_texture(unsigned id);
void load_cross_plane_texture(unsigned id);
void load_ui_texture(unsigned id); void load_ui_texture(unsigned id);
void init_item();
void init_block();
void init_ui();
void init_block_status();
public: public:
TextureManager(); TextureManager();
@@ -24,7 +34,9 @@ public:
void delet_texture(); void delet_texture();
GLuint get_block_status_array() const; GLuint get_block_status_array() const;
GLuint get_texture_array() const; GLuint get_texture_array() const;
GLuint get_cross_plane_array() const;
GLuint get_ui_array() const; GLuint get_ui_array() const;
const std::vector<GLuint>& item_textures() const;
// Must call after MapTable::init_map() and glfwMakeContextCurrent(window); // Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
void init_texture(); void init_texture();
void hot_reload(); void hot_reload();

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@@ -7,7 +7,17 @@ namespace HASH {
inline std::size_t str(std::string_view value) { inline std::size_t str(std::string_view value) {
return std::hash<std::string_view>{}(value); return std::hash<std::string_view>{}(value);
} }
inline uint32_t mix_hash(int32_t a, int32_t b, uint32_t fixed_seed) { inline uint32_t combine_32(uint32_t seed, uint32_t v) {
seed ^= v + 0x9e3779b9 + (seed << 6) + (seed >> 2);
return seed;
}
inline uint32_t chunk_seed_hash(int32_t a, int32_t b, uint32_t fixed_seed) {
uint32_t seed =
combine_32(combine_32(fixed_seed, (uint32_t)a), (uint32_t)b);
return seed;
}
/*
inline uint32_t chunk_seed_hash(int32_t a, int32_t b, uint32_t fixed_seed) {
uint32_t h = fixed_seed; uint32_t h = fixed_seed;
h ^= (uint32_t)a * 0xcc9e2d51u; h ^= (uint32_t)a * 0xcc9e2d51u;
@@ -27,6 +37,8 @@ inline uint32_t mix_hash(int32_t a, int32_t b, uint32_t fixed_seed) {
return h; return h;
} }
*/
} // namespace HASH } // namespace HASH
} // namespace Cubed } // namespace Cubed

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@@ -5,12 +5,14 @@ namespace Cubed {
class Random { class Random {
public: public:
Random(); Random();
Random(unsigned seed);
bool random_bool(double probability); bool random_bool(double probability);
std::mt19937& engine(); std::mt19937& engine();
unsigned seed(); unsigned seed();
void init(unsigned seed); void init(unsigned seed);
int random_int(int min, int max);
float random_float(float min, float max);
private: private:
unsigned int m_seed = 0; unsigned int m_seed = 0;

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@@ -4,8 +4,14 @@
namespace Cubed { namespace Cubed {
namespace Math { namespace Math {
void extract_frustum_planes(const glm::mat4& mvp_matrix, void extract_frustum_planes(const glm::mat4& mvp_matrix,
std::vector<glm::vec4>& planes); std::vector<glm::vec4>& planes);
}
float smootherstep(float edge0, float edge1, float x);
bool is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents,
const std::vector<glm::vec4>& planes);
float deterministic_random(int x, int z, uint64_t seed);
} // namespace Math
} // namespace Cubed } // namespace Cubed

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@@ -4,7 +4,7 @@
namespace Cubed { namespace Cubed {
class PerlinNoise { class PerlinNoise3D {
public: public:
static void init(unsigned seed); static void init(unsigned seed);
static float noise(float x, float y, float z); static float noise(float x, float y, float z);
@@ -18,4 +18,19 @@ private:
static float grad(int hash, float x, float y, float z); static float grad(int hash, float x, float y, float z);
}; };
class PerlinNoise2D {
public:
static void init(unsigned seed);
static float noise(float x, float y);
static void reload(unsigned seed);
private:
static inline std::atomic<bool> is_init = false;
static inline std::vector<int> p;
static float fade(float t);
static float lerp(float t, float a, float b);
static float grad(int hash, float x, float y);
};
} // namespace Cubed } // namespace Cubed

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@@ -6,8 +6,10 @@
#ifdef _WIN32 #ifdef _WIN32
#define WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN
#include <psapi.h> // clang-format off
#include <windows.h> #include <windows.h>
#include <psapi.h>
// clang-format on
typedef LONG(WINAPI* RtlGetVersionPtr)(PRTL_OSVERSIONINFOW); typedef LONG(WINAPI* RtlGetVersionPtr)(PRTL_OSVERSIONINFOW);
#elif defined(__linux__) #elif defined(__linux__)
#include <fstream> #include <fstream>

15
pyproject.toml Normal file
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@@ -0,0 +1,15 @@
[project]
name = "cubed"
version = "0.1.0"
description = "Add your description here"
readme = "README.md"
requires-python = ">=3.14"
dependencies = [
"loguru>=0.7.3",
"pytomlpp>=1.1.0",
]
[dependency-groups]
dev = [
"ruff>=0.15.14",
]

403
scripts/blocks_tool.py Normal file
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@@ -0,0 +1,403 @@
import argparse
import copy
import sys
from functools import singledispatch
from pathlib import Path
from pprint import pprint
from typing import Any
import pytomlpp
from loguru import logger
VERSION = "0.0.1"
DATA_PATH = "assets/data/block"
TEXTURE_PATH = "assets/texture/block"
work_path = Path(__file__).parent.parent
data_path = work_path / DATA_PATH
texture_path = work_path / TEXTURE_PATH
def collect_blocks() -> list[dict[str, Any]]:
blocks: list[dict[str, Any]] = []
for block in data_path.rglob("*.toml"):
if not block.is_file():
continue
if block.name == "template.toml":
continue
blocks.append(pytomlpp.loads(block.read_text(encoding="utf-8")))
blocks.sort(key=lambda x: x["id"])
return blocks
def save_data(blocks: list[dict[str, Any]]):
for block in blocks:
block_path: Path = data_path / (block["name"] + ".toml")
if not block_path.is_file():
logger.warning(
f"Block: {block_path} is not Exists and Will Create A New One"
)
block_path.write_text(pytomlpp.dumps(block))
def sync_template_value():
blocks = collect_blocks()
template_path = data_path / "template.toml"
if not template_path.is_file():
logger.error("Template.toml is not Exists!")
return
template_block = pytomlpp.loads(template_path.read_text(encoding="utf-8"))
add_count = 0
for key, value in template_block.items():
for block in blocks:
if key not in block:
block[key] = value
add_count += 1
save_data(blocks)
logger.info(f"Synced {add_count} template fields to blocks")
@singledispatch
def show_data_info(arg: Any):
logger.error("No Match show_data_info")
@show_data_info.register(type(None))
def _(arg: None):
blocks = collect_blocks()
print("Please Input Block Name or Id, Input exit or e to Exit")
while True:
input_str = input("Name or Id: ")
try:
id = int(input_str)
if id >= len(blocks) or id < 0:
print(f"Id: {id} Not Find, Input e or exit to Exit")
continue
pprint(blocks[id])
except ValueError:
if input_str.lower() == "exit" or input_str.lower() == "e":
break
find = False
for block in blocks:
if block["name"] == input_str:
pprint(block)
find = True
break
if not find:
print(f"Name: {input_str} Not Find, Input e or exit to Exit")
@show_data_info.register(int)
def _(id: int):
blocks = collect_blocks()
if id >= len(blocks) or id < 0:
logger.error(f"ID: {id} is Not Invaild!")
return
pprint(blocks[id])
@show_data_info.register(str)
def _(name: str):
blocks = collect_blocks()
find = False
for block in blocks:
if block["name"] == name:
pprint(block)
find = True
break
if not find:
logger.error(f"Block Name: {name} Not Find")
def change_key(block: dict[str, Any], key: str, value: str):
if type(block[key]) is str:
block[key] = value
elif type(block[key]) is int:
try:
v = int(value)
block[key] = v
except ValueError:
logger.error("The Value Is Not A Int")
return False
elif type(block[key]) is bool:
if value.lower() == "true" or value.lower() == "t":
block[key] = True
elif value.lower() == "false" or value.lower() == "f":
block[key] = False
else:
logger.error("The Value Is Not A Bool")
return False
elif type(block[key]) is float:
try:
v = float(value)
block[key] = v
except ValueError:
logger.error("The Value Is Not A Float")
return False
else:
logger.error("Unkown Key Type")
return False
return True
def handle_change(block: dict[str, Any]) -> dict[str, Any]:
print("Please Input Block Key, Input exit or e to Exit")
while True:
key = input("Key: ")
if key.lower() == "exit" or key.lower() == "e":
break
if key not in block:
logger.error("The Key Is Not Exists!")
continue
value = input("Value: ")
old_name = block[key]
if change_key(block, key, value):
print("Change Success")
if key == "name":
old_path: Path = data_path / (old_name + ".toml")
try:
old_path.unlink()
except FileNotFoundError:
logger.warning(
f"Name Change But Old File {old_name}.toml is Not Exists!"
)
else:
print("Change Fail")
pprint(block)
return block
@singledispatch
def change_data(arg: Any):
logger.error("Not Match change")
@change_data.register(int)
def _(id: int):
blocks = collect_blocks()
if id >= len(blocks) or id < 0:
logger.error(f"ID: {id} is Invaild!")
return
pprint(blocks[id])
blocks[id] = handle_change(blocks[id])
save_data(blocks)
@change_data.register(str)
def _(name: str):
blocks = collect_blocks()
find = False
for i, block in enumerate(blocks):
if block["name"] == name:
pprint(block)
blocks[i] = handle_change(block)
save_data(blocks)
find = True
break
if not find:
logger.error(f"Block Name: {name} Not Find")
@change_data.register(type(None))
def _(arg: None):
blocks = collect_blocks()
print("Please Input Block Name or Id, Input exit or e to Exit")
while True:
input_str = input("Name or Id: ")
try:
id = int(input_str)
if id >= len(blocks) or id < 0:
print(f"Id: {id} Not Find, Input e or exit to Exit")
continue
pprint(blocks[id])
blocks[id] = handle_change(blocks[id])
save_data(blocks)
except ValueError:
if input_str.lower() == "exit" or input_str.lower() == "e":
break
find = False
for i, block in enumerate(blocks):
if block["name"] == input_str:
pprint(block)
blocks[i] = handle_change(block)
save_data(blocks)
find = True
break
if not find:
print(f"Name: {input_str} Not Find, Input e or exit to Exit")
def show_data_list():
blocks = collect_blocks()
for block in blocks:
print(f"id: {block['id']} name: {block['name']}")
def check_path():
logger.info(f"Work Path {work_path.resolve()}")
logger.info(f"Script Dir {sys.path[0]}")
data_exists = True
if not data_path.exists():
logger.error(f"Blocks Data Path {data_path} not Exists!")
data_exists = False
else:
logger.info(f"Blocks Data Path {data_path}")
texture_exists = True
if not texture_path.exists():
logger.error(f"Blocks Texture Path {texture_path} not Exists!")
texture_exists = False
else:
logger.info(f"Blocks Texture Path {texture_path}")
return data_exists and texture_exists
def check_integrity():
find_error = False
errors = 0
if check_path():
blocks = collect_blocks()
template_path = data_path / "template.toml"
if not template_path.is_file():
logger.error("Template.toml is not Exists!")
find_error = True
errors += 1
return
template_block = pytomlpp.loads(template_path.read_text(encoding="utf-8"))
n = len(blocks)
for i in range(n):
if "id" not in blocks[i]:
logger.error(f"Id: {i} not Exists!")
find_error = True
errors += 1
continue
if blocks[i]["id"] != i:
logger.error(
f"Id Error, Block {blocks[i].get('name', 'Unknow')} Id Should Be {i} Instead of {blocks[i]['id']}"
)
find_error = True
errors += 1
for key, value in template_block.items():
if key not in blocks[i]:
logger.error(
f"Key Error, Block {blocks[i].get('name', 'Unknow')} Key {key} not Exists!"
)
find_error = True
errors += 1
continue
if type(blocks[i][key]) is not type(value):
logger.error(
f"Value Type Error, Block {blocks[i].get(key, 'Unknow')} The Type Should Be {type(value)}, Instead of {type(blocks[i][key])}"
)
find_error = True
errors += 1
if find_error:
logger.error(f"Find {errors} Errors")
else:
logger.info("No Error")
def add_new_block():
blocks = collect_blocks()
template_path = data_path / "template.toml"
if not template_path.is_file():
logger.error("Template.toml is not Exists, Can't Create A New Block!")
return
template_block = pytomlpp.loads(template_path.read_text(encoding="utf-8"))
new_block = copy.deepcopy(template_block)
num = len(blocks)
logger.info(f"New Block Id is {num}")
new_block["id"] = num
for key in template_block:
if key == "id":
continue
nvalue = input(f"Input {key}: ")
if not change_key(new_block, key, nvalue):
logger.error(f"Add Key {key} Value {nvalue} Fail")
return
new_block_path: Path = data_path / (new_block["name"] + ".toml")
new_block_path.write_text(pytomlpp.dumps(new_block))
logger.info("Successfully Add New Block!")
pprint(new_block)
def handle_args(args: argparse.Namespace):
if args.version:
print(f"Blocks Tools: {VERSION}")
print(f"Python: {sys.version}")
if args.path:
check_path()
if args.list:
show_data_list()
if args.sync:
sync_template_value()
if args.info:
if args.info == "EMPTY":
show_data_info(None)
else:
try:
id = int(args.info)
show_data_info(id)
except ValueError:
show_data_info(args.info)
if args.change:
if args.change == "EMPTY":
change_data(None)
else:
try:
id = int(args.change)
change_data(id)
except ValueError:
change_data(args.change)
if args.check:
check_integrity()
if args.new:
add_new_block()
def init_parser(parser: argparse.ArgumentParser):
parser.add_argument(
"-v", "--version", action="store_true", help="Show Blocks Tools Version"
)
parser.add_argument(
"--path", action="store_true", help="Check Blcoks Data and Texture Path"
)
parser.add_argument("-l", "--list", action="store_true", help="Show Blocks List")
parser.add_argument(
"-s",
"--sync",
action="store_true",
help="Sync Template.toml Value to Other Toml, Only New Value Will Add",
)
parser.add_argument(
"-i",
"--info",
nargs="?",
const="EMPTY",
help="Show Block Data, If Provide Id Will Print the Corresponding Blcok Data, You Can Input Id or Name",
)
parser.add_argument(
"-c", "--change", nargs="?", const="EMPTY", help="Change Block Data"
)
parser.add_argument(
"-C", "--check", action="store_true", help="Check The Block Data Integrity"
)
parser.add_argument("-n", "--new", action="store_true", help="Add A New Block")
def main():
parser = argparse.ArgumentParser(description="Block Manage Tool")
init_parser(parser)
if len(sys.argv) == 1:
parser.print_help()
exit(0)
args = parser.parse_args()
handle_args(args)
if __name__ == "__main__":
main()

View File

@@ -51,7 +51,7 @@ void App::init() {
cursor_enter_callback); cursor_enter_callback);
glfwSetCharCallback(m_window.get_glfw_window(), char_callback); glfwSetCharCallback(m_window.get_glfw_window(), char_callback);
ChunkGenerator::init(); ChunkGenerator::init();
BlockManager::init();
m_renderer.init(); m_renderer.init();
Logger::info("Renderer Init Success"); Logger::info("Renderer Init Success");
m_window.update_viewport(); m_window.update_viewport();
@@ -257,6 +257,7 @@ void App::update() {
m_renderer.update_fov(fov + 5.0f); m_renderer.update_fov(fov + 5.0f);
} }
} }
m_renderer.update(delta_time);
} }
int App::start_cubed_application(int argc, char** argv) { int App::start_cubed_application(int argc, char** argv) {

185
src/block.cpp Normal file
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@@ -0,0 +1,185 @@
#include "Cubed/gameplay/block.hpp"
#include "Cubed/config.hpp"
#include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/log.hpp"
#include <filesystem>
#include <toml++/toml.hpp>
namespace fs = std::filesystem;
using namespace std::string_literals;
namespace {
std::string block_data_dir = ASSETS_PATH + "data/block"s;
template <Cubed::TomlValueType T>
std::optional<T> safe_get_value(const toml::table& table, std::string_view key,
const T& default_value) {
auto value = table[key].value<T>();
if (value == std::nullopt) {
Cubed::Logger::warn("Key {} Is Not Find, Wiil Set the Default Value {}",
key, default_value);
value = default_value;
}
return value;
}
} // namespace
namespace Cubed {
const std::vector<BlockData>& BlockManager::datas() {
ASSERT(is_init);
return m_datas;
}
unsigned BlockManager::sums() {
ASSERT(is_init);
return m_datas.size();
}
unsigned BlockManager::cross_plane_sum() {
ASSERT(is_init);
return m_cross_plane_map.size();
}
const std::string& BlockManager::name_form_id(BlockType id) {
if (id >= sums()) {
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
return m_datas[0].name;
}
return m_datas[id].name;
}
bool BlockManager::is_gas(BlockType id) {
if (id >= sums()) {
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
return m_datas[0].is_gas;
}
return m_datas[id].is_gas;
}
bool BlockManager::is_liquid(BlockType id) {
if (id >= sums()) {
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
return m_datas[0].is_liquid;
}
return m_datas[id].is_liquid;
}
bool BlockManager::is_cross_plane(BlockType id) {
if (id >= sums()) {
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
return m_datas[0].is_cross_plane;
}
return m_datas[id].is_cross_plane;
}
bool BlockManager::is_transparent(BlockType id) {
if (id >= sums()) {
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
return m_datas[0].is_transparent;
}
return m_datas[id].is_transparent;
}
bool BlockManager::is_passable(BlockType id) {
if (id >= sums()) {
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
return m_datas[0].is_passable;
}
return m_datas[id].is_passable;
}
bool BlockManager::is_discard(BlockType id) {
if (id >= sums()) {
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
return m_datas[0].is_discard;
}
return m_datas[id].is_discard;
}
bool BlockManager::is_blend(BlockType id) {
if (id >= sums()) {
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
return m_datas[0].is_blend;
}
return m_datas[id].is_blend;
}
bool BlockManager::is_transitional(BlockType id) {
if (id >= sums()) {
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
return m_datas[0].is_transitional;
}
return m_datas[id].is_transitional;
}
void BlockManager::init() {
fs::path data_path{block_data_dir};
for (auto entry : fs::recursive_directory_iterator(data_path)) {
if (!entry.is_regular_file()) {
continue;
}
if (entry.path().filename() == "template.toml") {
continue;
}
toml::table block;
try {
block = toml::parse_file(entry.path().string());
} catch (const toml::parse_error& err) {
Logger::error("Load Block Data {} Fail, Parser Error {}",
entry.path().string(), err.what());
ASSERT(false);
}
auto id = block["id"].value<int>();
if (id == std::nullopt) {
Logger::error("Very Serious Error, Block Id Not Find !!!, Please "
"Check The Block Data Integrity");
std::abort();
}
auto name = block["name"].value<std::string>();
if (name == std::nullopt) {
Logger::error("Very Serious Error, Block Name Not Find !!!, Please "
"Check The Block Data Integrity");
std::abort();
}
auto is_liquid = safe_get_value(block, "is_liquid", false);
auto is_passable = safe_get_value(block, "is_passable", false);
auto is_cross_plane = safe_get_value(block, "is_cross_plane", false);
auto is_transparent = safe_get_value(block, "is_transparent", false);
auto is_gas = safe_get_value(block, "is_gas", false);
auto is_discard = safe_get_value(block, "is_discard", false);
auto is_blend = safe_get_value(block, "is_blend", false);
auto is_transitional = safe_get_value(block, "is_transitional", false);
m_datas.emplace_back(*id, *name, *is_liquid, *is_passable,
*is_cross_plane, *is_transparent, *is_gas,
*is_discard, *is_blend, *is_transitional);
}
std::sort(
m_datas.begin(), m_datas.end(),
[](const BlockData& a, const BlockData& b) { return a.id < b.id; });
set_up_cross_plane_map();
is_init = true;
}
BlockType BlockManager::cross_plane_index(BlockType id) {
auto it = m_cross_plane_map.find(id);
if (it == m_cross_plane_map.end()) {
Logger::error("Can't Find Cross Plane Id {}", id);
ASSERT(false);
throw std::out_of_range{"Can't Find Cross Plane Id" +
std::to_string(id)};
}
return it->second;
}
void BlockManager::set_up_cross_plane_map() {
unsigned cur_id = 0;
for (const auto& data : m_datas) {
if (data.is_cross_plane) {
m_cross_plane_map[data.id] = cur_id;
cur_id++;
}
}
}
} // namespace Cubed

View File

@@ -1,6 +1,7 @@
#include "Cubed/camera.hpp" #include "Cubed/camera.hpp"
#include "Cubed/gameplay/player.hpp" #include "Cubed/gameplay/player.hpp"
#include "Cubed/gameplay/world.hpp"
#include "Cubed/tools/cubed_assert.hpp" #include "Cubed/tools/cubed_assert.hpp"
namespace Cubed { namespace Cubed {
@@ -12,6 +13,13 @@ void Camera::update_move_camera() {
auto pos = m_player->get_player_pos(); auto pos = m_player->get_player_pos();
// pos.y need to add 1.6f to center // pos.y need to add 1.6f to center
m_camera_pos = glm::vec3(pos.x, pos.y + 1.6f, pos.z); m_camera_pos = glm::vec3(pos.x, pos.y + 1.6f, pos.z);
glm::ivec3 block_pos = glm::floor(m_camera_pos);
auto& world = m_player->get_world();
if (world.get_block_tpye(block_pos) == 7) {
m_under_water = true;
} else {
m_under_water = false;
}
} }
void Camera::camera_init(Player* player) { void Camera::camera_init(Player* player) {
@@ -50,4 +58,6 @@ const glm::mat4 Camera::get_camera_lookat() const {
const glm::vec3& Camera::get_camera_pos() const { return m_camera_pos; } const glm::vec3& Camera::get_camera_pos() const { return m_camera_pos; }
bool Camera::is_under_water() const { return m_under_water; }
} // namespace Cubed } // namespace Cubed

View File

@@ -33,6 +33,17 @@ constexpr int AMPLITUDE_MAX = 80;
constexpr float TREE_FREQ_MIM = 0.001f; constexpr float TREE_FREQ_MIM = 0.001f;
constexpr float TREE_FREQ_MAX = 0.3f; constexpr float TREE_FREQ_MAX = 0.3f;
constexpr float PATH_PROBABILITY_MIN = 0.005f;
constexpr float PATH_PROBABILITY_MAX = 0.1f;
constexpr float RADIUS_XZ_MIN = 1.0f;
constexpr float RADIUS_XZ_MAX = 50.0f;
constexpr float RADIUS_Y_MIN = 1.0f;
constexpr float RADIUS_Y_MAX = 50.0f;
constexpr float DELTA_ANGLE_MIN = -30.0f;
constexpr float DELTA_ANGLE_MAX = 30.0f;
constexpr int PATH_STEP_MIN = 1;
constexpr int PATH_STEP_MAX = 1000;
static int filter_unsigned(ImGuiInputTextCallbackData* data) { static int filter_unsigned(ImGuiInputTextCallbackData* data) {
if (data->EventFlag == ImGuiInputTextFlags_CallbackCharFilter) { if (data->EventFlag == ImGuiInputTextFlags_CallbackCharFilter) {
char c = data->EventChar; char c = data->EventChar;
@@ -72,7 +83,9 @@ void DevPanel::render() {
show_settings_tab_item(); show_settings_tab_item();
show_world_tab_item(); show_world_tab_item();
show_player_tab_item(); show_player_tab_item();
show_items_tab_item();
show_about_table_bar(); show_about_table_bar();
ImGui::EndTabBar(); ImGui::EndTabBar();
} }
ImGui::End(); ImGui::End();
@@ -105,7 +118,7 @@ void DevPanel::show_about_table_bar() {
} }
void DevPanel::show_biome_table_bar() { void DevPanel::show_biome_table_bar() {
ImGui::Text("Biome");
if (ImGui::BeginTabBar("Biome")) { if (ImGui::BeginTabBar("Biome")) {
if (ImGui::BeginTabItem("Plain")) { if (ImGui::BeginTabItem("Plain")) {
ImGui::SliderFloat("MinTemp##plain", &plain_params().temp.first, ImGui::SliderFloat("MinTemp##plain", &plain_params().temp.first,
@@ -220,10 +233,84 @@ void DevPanel::show_biome_table_bar() {
AMPLITUDE_MIN, AMPLITUDE_MAX); AMPLITUDE_MIN, AMPLITUDE_MAX);
ImGui::EndTabItem(); ImGui::EndTabItem();
} }
if (ImGui::BeginTabItem("River")) {
ImGui::SliderFloat("MinTemp##river", &river_params().temp.first,
TEMP_MIN, TEMP_MAX);
ImGui::SliderFloat("MaxTemp##river", &river_params().temp.second,
TEMP_MIN, TEMP_MAX);
ImGui::SliderFloat("MinHumid##river", &river_params().humid.first,
HUMID_MIN, HUMID_MAX);
ImGui::SliderFloat("MaxHumid##river", &river_params().humid.second,
HUMID_MIN, HUMID_MAX);
ImGui::SliderFloat("Freq One##river",
&river_params().frequencies[0], FREQ1_MIN,
FREQ1_MAX);
ImGui::SliderFloat("Freq Two##river",
&river_params().frequencies[1], FREQ2_MIN,
FREQ2_MAX);
ImGui::SliderFloat("Freq Three##river",
&river_params().frequencies[2], FREQ3_MIN,
FREQ3_MAX);
ImGui::SliderInt("Base Y##river",
&river_params().height_range.base_y,
HEIGHT_BASE_MIN, HEIGHT_BASE_MAX);
ImGui::SliderInt("Amplitude##river",
&river_params().height_range.amplitude,
AMPLITUDE_MIN, AMPLITUDE_MAX);
ImGui::EndTabItem();
}
ImGui::EndTabBar(); ImGui::EndTabBar();
} }
} }
void DevPanel::show_cave_table_bar() {
auto& cave_carcer = m_app.world().cave_carcer();
ImGui::Text("Total Cave Sum %d", cave_carcer.cave_sum());
ImGui::SliderFloat("Cave Probability", &cave_carcer.cave_probability(),
PATH_PROBABILITY_MIN, PATH_PROBABILITY_MAX);
ImGui::SliderFloat("Radius XZ Min", &CavePath::radius_xz_min(),
RADIUS_XZ_MIN, RADIUS_XZ_MAX);
ImGui::SliderFloat("Radius XZ Max", &CavePath::radius_xz_max(),
RADIUS_XZ_MIN, RADIUS_XZ_MAX);
ImGui::SliderFloat("Radius Y Min", &CavePath::radius_y_min(), RADIUS_Y_MIN,
RADIUS_Y_MAX);
ImGui::SliderFloat("Radius Y Max", &CavePath::radius_y_max(), RADIUS_Y_MIN,
RADIUS_Y_MAX);
ImGui::SliderFloat("Delta Angle Min", &CavePath::delta_angle_min(),
DELTA_ANGLE_MIN, 0.0f);
ImGui::SliderFloat("Delta Angle Max", &CavePath::delta_angle_max(), 0.0f,
DELTA_ANGLE_MAX);
ImGui::SliderInt("Step Min", &CavePath::step_min(), PATH_STEP_MIN,
PATH_STEP_MAX);
ImGui::SliderInt("Step Max", &CavePath::step_max(), PATH_STEP_MIN,
PATH_STEP_MAX);
}
void DevPanel::show_river_table_bar() {
auto& river_wrom = m_app.world().river_worm();
ImGui::Text("Total River Sum %d", river_wrom.river_sum());
ImGui::SliderFloat("River Probability", &river_wrom.river_probability(),
PATH_PROBABILITY_MIN, PATH_PROBABILITY_MAX);
ImGui::SliderFloat("Radius XZ Min##river", &RiverPath::radius_xz_min(),
RADIUS_XZ_MIN, RADIUS_XZ_MAX);
ImGui::SliderFloat("Radius XZ Max##river", &RiverPath::radius_xz_max(),
RADIUS_XZ_MIN, RADIUS_XZ_MAX);
ImGui::SliderFloat("Radius Y Min##river", &RiverPath::radius_y_min(),
RADIUS_Y_MIN, RADIUS_Y_MAX);
ImGui::SliderFloat("Radius Y Max##river", &RiverPath::radius_y_max(),
RADIUS_Y_MIN, RADIUS_Y_MAX);
ImGui::SliderFloat("Delta Angle Min##river", &RiverPath::delta_angle_min(),
DELTA_ANGLE_MIN, 0.0f);
ImGui::SliderFloat("Delta Angle Max##river", &RiverPath::delta_angle_max(),
0.0f, DELTA_ANGLE_MAX);
ImGui::SliderInt("Step Min##river", &RiverPath::step_min(), PATH_STEP_MIN,
PATH_STEP_MAX);
ImGui::SliderInt("Step Max##river", &RiverPath::step_max(), PATH_STEP_MIN,
PATH_STEP_MAX);
}
void DevPanel::show_settings_tab_item() { void DevPanel::show_settings_tab_item() {
if (ImGui::BeginTabItem("settings")) { if (ImGui::BeginTabItem("settings")) {
if (ImGui::SliderFloat("FOV", &m_config.fov, 1.0f, 140.0f)) { if (ImGui::SliderFloat("FOV", &m_config.fov, 1.0f, 140.0f)) {
@@ -325,7 +412,8 @@ void DevPanel::show_settings_tab_item() {
void DevPanel::show_world_tab_item() { void DevPanel::show_world_tab_item() {
if (ImGui::BeginTabItem("world")) { if (ImGui::BeginTabItem("world")) {
if (m_text_editing.perlin_seed) { if (m_text_editing.perlin_seed) {
if (ImGui::InputText("Perlin Noise Seed", perlin_noise_input_buffer, if (ImGui::InputText("ChunkGenerator Seed",
perlin_noise_input_buffer,
sizeof(perlin_noise_input_buffer), sizeof(perlin_noise_input_buffer),
ImGuiInputTextFlags_CallbackCharFilter | ImGuiInputTextFlags_CallbackCharFilter |
ImGuiInputTextFlags_EnterReturnsTrue, ImGuiInputTextFlags_EnterReturnsTrue,
@@ -358,11 +446,33 @@ void DevPanel::show_world_tab_item() {
if (ImGui::Button("Spawn Point")) { if (ImGui::Button("Spawn Point")) {
m_player->set_player_pos({0.0f, 255.0f, 0.0f}); m_player->set_player_pos({0.0f, 255.0f, 0.0f});
} }
ImGui::SameLine();
if (ImGui::Checkbox("Gen Thread", &m_gen_thread_running)) {
if (m_gen_thread_running) {
m_app.world().start_gen_thread();
} else {
m_app.world().stop_gen_thread();
}
}
ImGui::Text("Chunk Build Progress\n"); ImGui::Text("Chunk Build Progress\n");
ImGui::ProgressBar(m_app.world().chunk_gen_fraction()); ImGui::ProgressBar(m_app.world().chunk_gen_fraction());
if (ImGui::BeginTabBar("World Settings")) {
if (ImGui::BeginTabItem("Cave")) {
show_cave_table_bar();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("River")) {
show_river_table_bar();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Biome")) {
show_biome_table_bar(); show_biome_table_bar();
ImGui::EndTabItem(); ImGui::EndTabItem();
} }
ImGui::EndTabBar();
}
ImGui::EndTabItem();
}
} }
void DevPanel::show_player_tab_item() { void DevPanel::show_player_tab_item() {
@@ -437,6 +547,36 @@ void DevPanel::show_player_tab_item() {
ImGui::EndTabItem(); ImGui::EndTabItem();
} }
} }
void DevPanel::show_items_tab_item() {
auto& textures = m_app.texture_manager().item_textures();
// auto& names = MapTable::item_map();
if (ImGui::BeginTabItem("item")) {
ImGui::Text("Place Block ");
ImGui::SameLine();
ImGui::Image(static_cast<ImTextureID>(static_cast<intptr_t>(
textures[m_player->place_block()])),
ImVec2{48, 48});
for (size_t i = 1; i < textures.size(); i++) {
if (ImGui::ImageButton(("##item" + std::to_string(i)).c_str(),
static_cast<ImTextureID>(
static_cast<intptr_t>(textures[i])),
ImVec2{48, 48})) {
m_player->set_place_block(i);
}
if (ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
ImGui::Text("%s", BlockManager::name_form_id(i).c_str());
ImGui::EndTooltip();
}
if (i % 10 != 0) {
ImGui::SameLine();
}
}
ImGui::EndTabItem();
}
}
void DevPanel::update_config_view() { void DevPanel::update_config_view() {
auto config = Config::get(); auto config = Config::get();
m_config.fov = m_config.fov =

View File

@@ -1,44 +1,49 @@
#include "Cubed/gameplay/biome.hpp" #include "Cubed/gameplay/biome.hpp"
#include "Cubed/tools/cubed_assert.hpp" #include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/log.hpp"
#include "Cubed/tools/perlin_noise.hpp"
#include <cmath>
#include <unordered_map> #include <unordered_map>
namespace Cubed { namespace Cubed {
static PlainParams plain{{Biome::PLAIN, using enum BiomeType;
static PlainParams plain{{BiomeType::PLAIN,
{0.0f, 0.5f}, {0.0f, 0.5f},
{0.0f, 0.5f}, {0.0f, 0.5f},
{0.003f, 0.010f, 0.020f}, {0.003f, 0.010f, 0.020f},
{62, 8}}}; {62, 8}}};
static ForestParams forest{{Biome::FOREST, static ForestParams forest{{BiomeType::FOREST,
{0.5f, 1.0f}, {0.5f, 1.0f},
{0.5f, 1.0f}, {0.5f, 1.0f},
{0.004f, 0.010f, 0.020f}, {0.004f, 0.010f, 0.020f},
{62, 12}}, {62, 8}},
0.1f 0.1f
}; };
static DesertParams desert{{Biome::DESERT, static DesertParams desert{{BiomeType::DESERT,
{0.5f, 1.0f}, {0.5f, 1.0f},
{0.0f, 0.5f}, {0.0f, 0.5f},
{0.003f, 0.010f, 0.020f}, {0.003f, 0.010f, 0.020f},
{61, 12}}}; {61, 12}}};
static MountainParams mountain{{Biome::MOUNTAIN, static MountainParams mountain{{BiomeType::MOUNTAIN,
{0.0f, 0.5f}, {0.0f, 0.5f},
{0.5f, 1.0f}, {0.5f, 1.0f},
{0.006f, 0.014f, 0.010f}, {0.006f, 0.014f, 0.010f},
{70, 70}}}; {70, 70}}};
std::string get_biome_str(Biome biome) { static RiverParams river{{BiomeType::RIVER,
{-0.1f, -0.1f},
{-0.1f, -0.1f},
{0.003f, 0.010f, 0.020f},
{50, 6}}};
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";
@@ -52,6 +57,15 @@ std::string get_biome_str(Biome biome) {
case MOUNTAIN: case MOUNTAIN:
str = "Mountain"; str = "Mountain";
break; break;
case RIVER:
str = "River";
break;
case SNOWY_PLAIN:
str = "Snowy Plain";
break;
case OCEAN:
str = "Ocean";
break;
case NONE: case NONE:
str = "Unknown"; str = "Unknown";
break; break;
@@ -77,29 +91,9 @@ Biome get_biome_from_noise(float temp, float humid) {
return Biome::FOREST; return Biome::FOREST;
} }
*/ */
Biome get_biome_from_noise(float temp, float humid) { /*
using enum Biome; std::array<float, 3> get_noise_frequencies_for_biome(BiomeType biome) {
if (plain.temp.first <= temp && temp < plain.temp.second && using enum BiomeType;
plain.humid.first <= humid && humid < plain.humid.second) {
return PLAIN;
}
if (forest.temp.first <= temp && temp < forest.temp.second &&
forest.humid.first <= humid && humid < forest.humid.second) {
return FOREST;
}
if (desert.temp.first <= temp && temp < desert.temp.second &&
desert.humid.first <= humid && humid < desert.humid.second) {
return DESERT;
}
if (mountain.temp.first <= temp && temp <= mountain.temp.second &&
mountain.humid.first <= humid && humid <= mountain.humid.second) {
return MOUNTAIN;
}
Logger::warn("Invail Temp {} or Humid {}", temp, humid);
return PLAIN;
}
std::array<float, 3> get_noise_frequencies_for_biome(Biome biome) {
using enum Biome;
switch (biome) { switch (biome) {
case PLAIN: case PLAIN:
return plain.frequencies; return plain.frequencies;
@@ -109,6 +103,8 @@ std::array<float, 3> get_noise_frequencies_for_biome(Biome biome) {
return desert.frequencies; return desert.frequencies;
case MOUNTAIN: case MOUNTAIN:
return mountain.frequencies; return mountain.frequencies;
case RIVER:
return river.frequencies;
case NONE: case NONE:
ASSERT_MSG(false, "Chunk Biome is None"); ASSERT_MSG(false, "Chunk Biome is None");
throw std::invalid_argument{"Chunk Biome is None"}; throw std::invalid_argument{"Chunk Biome is None"};
@@ -116,9 +112,10 @@ std::array<float, 3> get_noise_frequencies_for_biome(Biome biome) {
Logger::warn("Unknown Biome"); Logger::warn("Unknown Biome");
return {0.003f, 0.015f, 0.06f}; return {0.003f, 0.015f, 0.06f};
} }
*/
BiomeHeightRange get_biome_height_range(Biome biome) { /*
using enum Biome; BiomeHeightRange get_biome_height_range(BiomeType biome) {
using enum BiomeType;
switch (biome) { switch (biome) {
case PLAIN: case PLAIN:
return plain.height_range; return plain.height_range;
@@ -128,6 +125,8 @@ BiomeHeightRange get_biome_height_range(Biome biome) {
return desert.height_range; return desert.height_range;
case MOUNTAIN: case MOUNTAIN:
return mountain.height_range; return mountain.height_range;
case RIVER:
return river.height_range;
case NONE: case NONE:
ASSERT_MSG(false, "Chunk Biome is None"); ASSERT_MSG(false, "Chunk Biome is None");
throw std::invalid_argument{"Chunk Biome is None"}; throw std::invalid_argument{"Chunk Biome is None"};
@@ -135,17 +134,17 @@ BiomeHeightRange get_biome_height_range(Biome biome) {
Logger::warn("Unknown Biome"); Logger::warn("Unknown 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}}; {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) {
@@ -173,7 +172,7 @@ 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) +
@@ -183,16 +182,43 @@ 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);
} }
*/
BiomeType determine_biome(const BiomeConditions& conditions) {
if (conditions.mountainous > 0.75) {
return MOUNTAIN;
}
if (conditions.mountainous < 0.25) {
return OCEAN;
}
auto temp = conditions.temp;
auto humid = conditions.humid;
if (temp < 0.5) {
if (humid < 0.5) {
return SNOWY_PLAIN;
} else {
return PLAIN;
}
} else {
if (humid < 0.5) {
return DESERT;
} else {
return FOREST;
}
}
return PLAIN;
}
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; }
MountainParams& mountain_params() { return mountain; } MountainParams& mountain_params() { return mountain; }
RiverParams& river_params() { return river; }
} // namespace Cubed } // namespace Cubed

View File

@@ -0,0 +1,61 @@
#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 < CHUNK_SIZE; x++) {
for (int y = 0; y < 5; y++) {
for (int z = 0; z < CHUNK_SIZE; z++) {
m_blocks[Chunk::index(x, y, z)] = 3;
}
}
}
}
void BiomeBuilder::place_grass() {
ChunkGenerator& chunk_generator = get_chunk_generator();
Chunk& chunk = chunk_generator.chunk();
auto& blocks = chunk.blocks();
const auto& heightmap = chunk.get_heightmap();
auto& random = chunk_generator.random();
for (int x = 0; x < SIZE_X; ++x) {
for (int z = 0; z < SIZE_Z; ++z) {
int y = heightmap[x][z];
BlockType top_id = blocks[Chunk::index(x, y, z)];
if (top_id != 1) {
continue;
}
if (blocks[Chunk::index(x, y + 1, z)] != 0) {
continue;
}
if (random.random_bool(0.2)) {
if (y + 1 < SIZE_Y) {
blocks[Chunk::index(x, y + 1, z)] = 9;
}
}
}
}
}
void BiomeBuilder::ocean_water_build() {
ChunkGenerator& chunk_generator = get_chunk_generator();
Chunk& chunk = chunk_generator.chunk();
auto& blocks = chunk.blocks();
const auto& heightmap = chunk.get_heightmap();
for (int x = 0; x < SIZE_X; ++x) {
for (int z = 0; z < SIZE_Z; ++z) {
int height = heightmap[x][z];
if (height <= SEA_LEVEL) {
for (int y = height; y <= SEA_LEVEL; y++) {
blocks[Chunk::index(x, y, z)] = 7;
}
}
}
}
}
} // namespace Cubed

View File

@@ -0,0 +1,38 @@
#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 < CHUNK_SIZE; x++) {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y < height - 5; y++) {
m_blocks[Chunk::index(x, y, z)] = 3;
}
for (int y = height - 5; y <= height; y++) {
m_blocks[Chunk::index(x, y, z)] = 4;
}
}
}
}
void DesertBuilder::build_vegetation() {}
ChunkGenerator& DesertBuilder::get_chunk_generator() {
return m_chunk_generator;
};
} // namespace Cubed

View File

@@ -0,0 +1,63 @@
#include "Cubed/gameplay/builders/forest_builder.hpp"
#include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/chunk_generator.hpp"
#include "Cubed/gameplay/tree.hpp"
#include <algorithm>
#include <numeric>
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 < CHUNK_SIZE; x++) {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y < height - 5; y++) {
m_blocks[Chunk::index(x, y, z)] = 3;
}
for (int y = height - 5; y < height; y++) {
m_blocks[Chunk::index(x, y, z)] = 2;
}
m_blocks[Chunk::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});
}
}
}
place_grass();
}
ChunkGenerator& ForestBuilder::get_chunk_generator() {
return m_chunk_generator;
};
} // namespace Cubed

View File

@@ -0,0 +1,34 @@
#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 < CHUNK_SIZE; x++) {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y <= height; y++) {
m_blocks[Chunk::index(x, y, z)] = 3;
}
}
}
}
void MountainBuilder::build_vegetation() {}
ChunkGenerator& MountainBuilder::get_chunk_generator() {
return m_chunk_generator;
};
} // namespace Cubed

View File

@@ -0,0 +1,34 @@
#include "Cubed/gameplay/builders/ocean_builder.hpp"
#include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/chunk_generator.hpp"
namespace Cubed {
OceanBuilder::OceanBuilder(ChunkGenerator& chunk_generator)
: m_chunk_generator(chunk_generator) {}
void OceanBuilder::build_biome() {
BiomeBuilder::build_bottom();
build_blocks();
};
void OceanBuilder::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 < CHUNK_SIZE; x++) {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y <= height; y++) {
m_blocks[Chunk::index(x, y, z)] = 3;
}
}
}
}
void OceanBuilder::build_vegetation() {}
ChunkGenerator& OceanBuilder::get_chunk_generator() {
return m_chunk_generator;
};
} // namespace Cubed

View File

@@ -0,0 +1,38 @@
#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 < CHUNK_SIZE; x++) {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y < height - 5; y++) {
m_blocks[Chunk::index(x, y, z)] = 3;
}
for (int y = height - 5; y < height; y++) {
m_blocks[Chunk::index(x, y, z)] = 2;
}
m_blocks[Chunk::index(x, height, z)] = 1;
}
}
}
void PlainBuilder::build_vegetation() { place_grass(); }
ChunkGenerator& PlainBuilder::get_chunk_generator() {
return m_chunk_generator;
};
} // namespace Cubed

View File

@@ -0,0 +1,62 @@
#include "Cubed/gameplay/builders/river_builder.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 < CHUNK_SIZE; x++) {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y < height - 5; y++) {
m_blocks[Chunk::index(x, y, z)] = 3;
}
for (int y = height - 5; y <= height - 1; y++) {
m_blocks[Chunk::index(x, y, z)] = 2;
}
for (int y = height; y <= height; y++) {
if (y >= SEA_LEVEL - 1) {
m_blocks[Chunk::index(x, y, z)] = 1;
} else {
m_blocks[Chunk::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::index(x, y, z)] = 7;
}
}
}
*/
}
ChunkGenerator& RiverBuilder::get_chunk_generator() {
return m_chunk_generator;
};
} // namespace Cubed

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#include "Cubed/gameplay/builders/snowy_plain_builder.hpp"
#include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/chunk_generator.hpp"
namespace Cubed {
SnowyPlainBuilder::SnowyPlainBuilder(ChunkGenerator& chunk_generator)
: m_chunk_generator(chunk_generator) {}
void SnowyPlainBuilder::build_biome() {
BiomeBuilder::build_bottom();
build_blocks();
};
void SnowyPlainBuilder::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 < CHUNK_SIZE; x++) {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y < height - 5; y++) {
m_blocks[Chunk::index(x, y, z)] = 3;
}
for (int y = height - 5; y < height; y++) {
m_blocks[Chunk::index(x, y, z)] = 2;
}
m_blocks[Chunk::index(x, height, z)] = 8;
}
}
}
void SnowyPlainBuilder::build_vegetation() {}
ChunkGenerator& SnowyPlainBuilder::get_chunk_generator() {
return m_chunk_generator;
};
} // namespace Cubed

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#include "Cubed/gameplay/cave_carver.hpp"
#include "Cubed/constants.hpp"
namespace Cubed {
CaveCarver::CaveCarver() {}
CaveCarver::CaveHashMap& CaveCarver::paths() { return m_paths; }
void CaveCarver::init(unsigned world_seed) {
m_seed = world_seed;
m_random.init(m_seed);
}
void CaveCarver::reload(unsigned world_seed) {
m_seed = world_seed;
m_paths.clear();
init(world_seed);
}
void CaveCarver::add_path(const glm::vec3& pos, unsigned chunk_seed) {
m_paths.emplace(chunk_seed, CavePath{chunk_seed, m_seed, pos});
}
void CaveCarver::try_to_add_path(const ChunkPos& chunk_pos,
unsigned chunk_seed) {
{
CaveHashMap::const_accessor acc;
if (m_paths.find(acc, chunk_seed)) {
return;
}
}
Random random{chunk_seed};
if (random.random_bool(static_cast<double>(m_cave_probability))) {
const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE;
const int CHUNK_MIN_Z = chunk_pos.z * CHUNK_SIZE;
const int CHUNK_MAX_X = CHUNK_MIN_X + SIZE_X - 1;
const int CHUNK_MAX_Z = CHUNK_MIN_Z + SIZE_Z - 1;
const int CHUNK_MIN_Y = 0;
const int CHUNK_MAX_Y = SIZE_Y - 1;
int max_y = std::min(CHUNK_MAX_Y, 40);
int x = random.random_int(CHUNK_MIN_X, CHUNK_MAX_X);
int y = random.random_int(CHUNK_MIN_Y + 1, max_y);
int z = random.random_int(CHUNK_MIN_Z, CHUNK_MAX_Z);
add_path(glm::vec3{x, y, z}, chunk_seed);
}
}
void CaveCarver::cleanup_finished_caves() {
std::vector<unsigned int> finished_keys;
for (const auto& pair : m_paths) {
if (pair.second.is_finished()) {
finished_keys.push_back(pair.first);
}
}
for (const auto& key : finished_keys) {
m_paths.erase(key);
}
}
int CaveCarver::cave_sum() const { return m_paths.size(); }
float& CaveCarver::cave_probability() { return m_cave_probability; }
} // namespace Cubed

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