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authorMel <einebeere@gmail.com>2023-07-07 23:05:14 +0200
committerMel <einebeere@gmail.com>2023-07-07 23:14:59 +0200
commit129f2e421e16bd008cdca8713cc91f67d103d94e (patch)
treea4d3e1005c57591b44fd57be4c1b00441512e36d /src/World/Generation
parentf1fc192ddc4c739fa8b4b376c759b7d3218a34eb (diff)
downloadmeowcraft-129f2e421e16bd008cdca8713cc91f67d103d94e.tar.zst
meowcraft-129f2e421e16bd008cdca8713cc91f67d103d94e.zip
Fix minor quality issues
Diffstat (limited to 'src/World/Generation')
-rw-r--r--src/World/Generation/ChunkMeshing.cpp10
-rw-r--r--src/World/Generation/ChunkMeshing.hpp2
-rw-r--r--src/World/Generation/Generator.cpp15
-rw-r--r--src/World/Generation/Generator.hpp5
4 files changed, 15 insertions, 17 deletions
diff --git a/src/World/Generation/ChunkMeshing.cpp b/src/World/Generation/ChunkMeshing.cpp
index 54abc85..0494da4 100644
--- a/src/World/Generation/ChunkMeshing.cpp
+++ b/src/World/Generation/ChunkMeshing.cpp
@@ -83,7 +83,7 @@ std::array<Vector<3>, 4> face_normals(BlockSide side) {
return {normal, normal, normal, normal};
}
-bool is_face_visible(Chunk& chunk, ChunkMeshing::ChunkNeighbors neighbors, uint32_t x, uint32_t y, uint32_t z, BlockSide side) {
+bool is_face_visible(Chunk& chunk, const ChunkMeshing::ChunkNeighbors& neighbors, uint32_t x, uint32_t y, uint32_t z, BlockSide side) {
Vector<3, int32_t> offset{};
switch (side) {
case BlockSide::Front:
@@ -128,15 +128,15 @@ bool is_face_visible(Chunk& chunk, ChunkMeshing::ChunkNeighbors neighbors, uint3
chunk_to_ask = &chunk;
}
- auto neighbor = chunk_to_ask->get(neighbor_pos.x(), neighbor_pos.y(), neighbor_pos.z());
- if (neighbor.type == BlockType::Air) {
+ auto [neighbor] = chunk_to_ask->get(neighbor_pos.x(), neighbor_pos.y(), neighbor_pos.z());
+ if (neighbor == BlockType::Air) {
return true;
}
return false;
}
-GFX::Mesh ChunkMeshing::create_mesh_for_chunk(Chunk& chunk, ChunkMeshing::ChunkNeighbors neighbors) {
+GFX::Mesh ChunkMeshing::create_mesh_for_chunk(Chunk& chunk, const ChunkNeighbors& neighbors) {
std::vector<Vector<3>> positions{};
std::vector<Vector<3>> normals{};
std::vector<Vector<2>> tex_coords{};
@@ -174,7 +174,7 @@ GFX::Mesh ChunkMeshing::create_mesh_for_chunk(Chunk& chunk, ChunkMeshing::ChunkN
}
}
- return {
+ return GFX::Mesh{
{positions, normals, tex_coords},
indices,
};
diff --git a/src/World/Generation/ChunkMeshing.hpp b/src/World/Generation/ChunkMeshing.hpp
index a4fed25..6ec77af 100644
--- a/src/World/Generation/ChunkMeshing.hpp
+++ b/src/World/Generation/ChunkMeshing.hpp
@@ -6,6 +6,6 @@
namespace MC::World::Generation::ChunkMeshing {
struct ChunkNeighbors { Chunk &north, &east, &south, &west; };
-GFX::Mesh create_mesh_for_chunk(Chunk& chunk, ChunkNeighbors neighbors);
+GFX::Mesh create_mesh_for_chunk(Chunk& chunk, const ChunkNeighbors& neighbors);
}
diff --git a/src/World/Generation/Generator.cpp b/src/World/Generation/Generator.cpp
index af3c54d..19a3dc8 100644
--- a/src/World/Generation/Generator.cpp
+++ b/src/World/Generation/Generator.cpp
@@ -9,11 +9,11 @@ Chunk Generator::generate(int64_t chunk_x, int64_t chunk_y) {
auto landmass_map = generate_landmass_map(chunk_x, chunk_y);
auto hill_map = generate_hill_map(chunk_x, chunk_y);
- auto height_map = generate_height_map(landmass_map, hill_map, chunk_x, chunk_y);
+ auto height_map = generate_height_map(landmass_map, hill_map);
auto temperature_map = generate_temperature_map(chunk_x, chunk_y);
auto humidity_map = generate_humidity_map(chunk_x, chunk_y);
- auto biome_map = generate_biome_map(landmass_map, hill_map, temperature_map, humidity_map, chunk_x, chunk_y);
+ auto biome_map = generate_biome_map(landmass_map, hill_map, temperature_map, humidity_map);
auto terrain_map = generate_terrain(height_map, chunk_x, chunk_y);
decorate_soil(chunk, biome_map, terrain_map);
@@ -38,7 +38,7 @@ Generator::Map2D<float> Generator::name(int64_t chunk_x, int64_t chunk_y) {
SIMPLE_MAP_GENERATOR(generate_landmass_map, get_landmass)
SIMPLE_MAP_GENERATOR(generate_hill_map, get_hill)
-Generator::Map2D<float> Generator::generate_height_map(Map2D<float>& landmass_map, Map2D<float>& hill_map, int64_t chunk_x, int64_t chunk_y) {
+Generator::Map2D<float> Generator::generate_height_map(Map2D<float>& landmass_map, Map2D<float>& hill_map) {
Map2D<float> height_map{};
for (uint x = 0; x < Chunk::Width; x++) {
@@ -63,8 +63,7 @@ SIMPLE_MAP_GENERATOR(generate_humidity_map, get_humidity)
Generator::Map2D<BiomeType> Generator::generate_biome_map(
Map2D<float>& landmass_map, Map2D<float>& hill_map,
- Map2D<float>& temperature_map, Map2D<float>& humidity_map,
- int64_t chunk_x, int64_t chunk_y
+ Map2D<float>& temperature_map, Map2D<float>& humidity_map
) {
Map2D<BiomeType> biome_map{};
@@ -187,9 +186,9 @@ void Generator::decorate_soil(Chunk& chunk, Map2D<BiomeType>& biome_map, Map3D<b
}
}
-#define CURVE_START(y) constexpr auto lerp = Math::linear_interpolation; float _py = y; float _px = 0.0f;
-#define CURVE_POINT(x, y) if (v < x) return lerp({_py, y}, _px, x, v); _py = y; _px = x
-#define CURVE_END(y) return lerp({_py, y}, _px, 1.0f, v);
+#define CURVE_START(y) constexpr auto lerp = Math::linear_interpolation; float _py = (y); float _px = 0.0f;
+#define CURVE_POINT(x, y) if (v < (x)) return lerp({_py, (y)}, _px, (x), v); _py = y; _px = (x)
+#define CURVE_END(y) return lerp({_py, (y)}, _px, 1.0f, v);
float Generator::get_landmass(Vector<2> pos) const {
auto v = m_landmass_noise.at(pos);
diff --git a/src/World/Generation/Generator.hpp b/src/World/Generation/Generator.hpp
index 464e36f..c18de45 100644
--- a/src/World/Generation/Generator.hpp
+++ b/src/World/Generation/Generator.hpp
@@ -20,15 +20,14 @@ private:
Map2D<float> generate_landmass_map(int64_t chunk_x, int64_t chunk_y);
Map2D<float> generate_hill_map(int64_t chunk_x, int64_t chunk_y);
- Map2D<float> generate_height_map(Map2D<float>& landmass_map, Map2D<float>& hill_map, int64_t chunk_x, int64_t chunk_y);
+ Map2D<float> generate_height_map(Map2D<float>& landmass_map, Map2D<float>& hill_map);
Map2D<float> generate_temperature_map(int64_t chunk_x, int64_t chunk_y);
Map2D<float> generate_humidity_map(int64_t chunk_x, int64_t chunk_y);
Map2D<BiomeType> generate_biome_map(
Map2D<float>& landmass_map, Map2D<float>& hill_map,
- Map2D<float>& temperature_map, Map2D<float>& humidity_map,
- int64_t chunk_x, int64_t chunk_y
+ Map2D<float>& temperature_map, Map2D<float>& humidity_map
);
Map3D<bool> generate_terrain(Map2D<float>& height_map, int64_t chunk_x, int64_t chunk_y);