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| author | Mel <einebeere@gmail.com> | 2023-07-07 21:39:42 +0200 |
|---|---|---|
| committer | Mel <einebeere@gmail.com> | 2023-07-07 21:39:42 +0200 |
| commit | f1fc192ddc4c739fa8b4b376c759b7d3218a34eb (patch) | |
| tree | 9e9afb9a21ba3ca27d1f25d46230aa9d27f8be39 /src/World/Generation | |
| parent | 24b8124469350d1c80d0553cf3f4bf58cdb1489b (diff) | |
| download | meowcraft-f1fc192ddc4c739fa8b4b376c759b7d3218a34eb.tar.zst meowcraft-f1fc192ddc4c739fa8b4b376c759b7d3218a34eb.zip | |
Chunk-bound tree decoration
Diffstat (limited to 'src/World/Generation')
| -rw-r--r-- | src/World/Generation/ChunkMeshing.cpp | 183 | ||||
| -rw-r--r-- | src/World/Generation/ChunkMeshing.hpp | 11 | ||||
| -rw-r--r-- | src/World/Generation/Decoration.cpp | 97 | ||||
| -rw-r--r-- | src/World/Generation/Decoration.hpp | 34 | ||||
| -rw-r--r-- | src/World/Generation/Generator.cpp | 331 | ||||
| -rw-r--r-- | src/World/Generation/Generator.hpp | 76 |
6 files changed, 732 insertions, 0 deletions
diff --git a/src/World/Generation/ChunkMeshing.cpp b/src/World/Generation/ChunkMeshing.cpp new file mode 100644 index 0000000..54abc85 --- /dev/null +++ b/src/World/Generation/ChunkMeshing.cpp @@ -0,0 +1,183 @@ +#include "ChunkMeshing.hpp" + +namespace MC::World::Generation { + +std::array<Vector<2>, 4> face_tex_coords(BlockType type, BlockSide side) { + uint8_t atlas_width = 4; + uint8_t atlas_height = 4; + + float width_step = 1.0f / atlas_width; + float height_step = 1.0f / atlas_height; + + auto block_coords = [=](uint8_t x, uint8_t y) { + auto t = y * height_step; + auto l = x * width_step; + auto b = t + height_step; + auto r = l + width_step; + + return std::array<Vector<2>, 4>{{ + {l, b}, {r, b}, {r, t}, {l, t}, + }}; + }; + + switch (type) { + case BlockType::Dirt: + return block_coords(1, 0); + case BlockType::Grass: + switch (side) { + case BlockSide::Front: + case BlockSide::Back: + case BlockSide::Left: + case BlockSide::Right: + return block_coords(2, 0); + case BlockSide::Bottom: + return block_coords(1, 0); + case BlockSide::Top: + return block_coords(0, 0); + } + case BlockType::Stone: + return block_coords(3, 0); + case BlockType::Sand: + return block_coords(1, 1); + case BlockType::Water: + return block_coords(0, 1); + case BlockType::Snow: + switch (side) { + case BlockSide::Front: + case BlockSide::Back: + case BlockSide::Left: + case BlockSide::Right: + return block_coords(3, 1); + case BlockSide::Bottom: + return block_coords(1, 0); + case BlockSide::Top: + return block_coords(2, 1); + } + case BlockType::Wood: + switch (side) { + case BlockSide::Front: + case BlockSide::Back: + case BlockSide::Right: + case BlockSide::Left: + return block_coords(0, 2); + case BlockSide::Bottom: + case BlockSide::Top: + return block_coords(1, 2); + } + case BlockType::Leaves: + return block_coords(2, 2); + case BlockType::Air: + return {}; + } +} + +std::array<Vector<3>, 4> face_normals(BlockSide side) { + auto is_side = [=](BlockSide s) -> float { return s == side; }; + + Vector<3> normal = { + is_side(BlockSide::Right) - is_side(BlockSide::Left), + is_side(BlockSide::Top) - is_side(BlockSide::Bottom), + is_side(BlockSide::Front) - is_side(BlockSide::Back), + }; + + 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) { + Vector<3, int32_t> offset{}; + switch (side) { + case BlockSide::Front: + offset[2] = 1; + break; + case BlockSide::Back: + offset[2] = -1; + break; + case BlockSide::Top: + offset[1] = 1; + break; + case BlockSide::Bottom: + offset[1] = -1; + break; + case BlockSide::Left: + offset[0] = -1; + break; + case BlockSide::Right: + offset[0] = 1; + break; + } + + Vector<3, int32_t> neighbor_pos{ + (int32_t)x + offset.x(), (int32_t)y + offset.y(), (int32_t)z + offset.z(), + }; + + Chunk* chunk_to_ask; + + if (neighbor_pos.z() < 0) { + chunk_to_ask = &neighbors.north; + neighbor_pos.z() += Chunk::Width; + } else if (neighbor_pos.x() >= (int32_t)Chunk::Width) { + chunk_to_ask = &neighbors.east; + neighbor_pos.x() -= Chunk::Width; + } else if (neighbor_pos.z() >= (int32_t)Chunk::Width) { + chunk_to_ask = &neighbors.south; + neighbor_pos.z() -= Chunk::Width; + } else if (neighbor_pos.x() < 0) { + chunk_to_ask = &neighbors.west; + neighbor_pos.x() += Chunk::Width; + } else { + chunk_to_ask = &chunk; + } + + auto neighbor = chunk_to_ask->get(neighbor_pos.x(), neighbor_pos.y(), neighbor_pos.z()); + if (neighbor.type == BlockType::Air) { + return true; + } + + return false; +} + +GFX::Mesh ChunkMeshing::create_mesh_for_chunk(Chunk& chunk, ChunkMeshing::ChunkNeighbors neighbors) { + std::vector<Vector<3>> positions{}; + std::vector<Vector<3>> normals{}; + std::vector<Vector<2>> tex_coords{}; + std::vector<uint32_t> indices{}; + + for (int x = 0; x < Chunk::Width; x++) { + for (int y = 0; y < Chunk::Height; y++) { + for (int z = 0; z < Chunk::Width; z++) { + auto type = chunk.get(x, y, z).type; + if (type == BlockType::Air) { + continue; + } + + for (auto side: BlockSide::all()) { + if (!is_face_visible(chunk, neighbors, x, y, z, side)) { + continue; + } + + auto side_positions = side.face(); + auto side_normals = face_normals(side); + auto side_tex_coords = face_tex_coords(type, side); + + for (auto& position : side_positions) { + position = position + Vector<3>{static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)}; + } + + uint32_t s = positions.size(); + + positions.insert(positions.end(), side_positions.begin(), side_positions.end()); + normals.insert(normals.end(), side_normals.begin(), side_normals.end()); + tex_coords.insert(tex_coords.end(), side_tex_coords.begin(), side_tex_coords.end()); + indices.insert(indices.end(), {s, s + 1, s + 3, s + 1, s + 2, s + 3}); + } + } + } + } + + return { + {positions, normals, tex_coords}, + indices, + }; +} + +} \ No newline at end of file diff --git a/src/World/Generation/ChunkMeshing.hpp b/src/World/Generation/ChunkMeshing.hpp new file mode 100644 index 0000000..a4fed25 --- /dev/null +++ b/src/World/Generation/ChunkMeshing.hpp @@ -0,0 +1,11 @@ +#pragma once + +#include "../../GFX/Mesh.hpp" +#include "../Chunk.hpp" + +namespace MC::World::Generation::ChunkMeshing { + +struct ChunkNeighbors { Chunk &north, &east, &south, &west; }; +GFX::Mesh create_mesh_for_chunk(Chunk& chunk, ChunkNeighbors neighbors); + +} diff --git a/src/World/Generation/Decoration.cpp b/src/World/Generation/Decoration.cpp new file mode 100644 index 0000000..26eb397 --- /dev/null +++ b/src/World/Generation/Decoration.cpp @@ -0,0 +1,97 @@ +#include "Decoration.hpp" + +#include <iostream> + +namespace MC::World::Generation { +void Decorator::put_block(Chunk& chunk, Pos pos, BlockType block) { + if (!Chunk::is_valid_position(pos.x(), pos.y(), pos.z())) { + return; + } + if (chunk.is_empty(pos.x(), pos.y(), pos.z())) { + chunk.set(pos.x(), pos.y(), pos.z(), {block}); + } +} + +void Decorator::draw_column(Chunk& chunk, Pos pos, uint height, BlockType block) { + Pos current_pos = pos; + for (uint i = 0; i < height; i++) { + put_block(chunk, current_pos, block); + current_pos += Pos::up(); + } +} + +void Decorator::draw_circle(Chunk& chunk, Pos pos, Vector<3> axis, float radius, BlockType block) { + auto normalized_axis = axis.normalize(); + + auto ortho1 = normalized_axis.any_orthogonal(); + auto ortho2 = normalized_axis.cross(ortho1); + + auto r = [](const float x) { return static_cast<uint>(std::round(x)); }; + + int radius_round = std::round(radius); + for (int32_t d1 = -radius_round; d1 <= radius_round; d1++) { + float height = std::sqrt(radius * radius - d1 * d1); + for (int32_t d2 = -height; d2 <= (int)height; d2++) { + auto p = ortho1 * d1 + ortho2 * d2; + Pos block_pos = pos + Pos{r(p.x()), r(p.y()), r(p.z())}; + put_block(chunk, block_pos, block); + } + } +} + +void TreeDecorator::decorate_chunk(Chunk& chunk) { + Pos last_tree = Pos::max(); + for (uint x = 0; x < Chunk::Width; x++) { + for (uint z = 0; z < Chunk::Width; z++) { + for (uint y = Chunk::Height; y > 1; y--) { + Pos pos{x, y, z}; + if (!is_valid_position(pos)) + continue; + + auto block_below = chunk.get(x, y-1, z); + if (block_below.empty()) + continue; + + auto type = block_below.type; + if (type != BlockType::Snow && type != BlockType::Grass && type != BlockType::Dirt) + break; + + auto noise = m_tree_noise.at({(float)x, (float)z}); + if (noise < 0.8f) + continue; + + if (last_tree.distance(pos) < s_tree_radius * 3) + continue; + + draw_tree(chunk, pos); + chunk.set(x, y-1, z, {BlockType::Dirt}); + last_tree = pos; + break; + } + } + } +} + +void TreeDecorator::draw_tree(Chunk& chunk, Pos pos) const { + auto noise = m_tree_noise.at({(float)pos.x(), (float)pos.z()}); + uint height = std::round(10 * noise - 4.75f); + + draw_column(chunk, pos, height, BlockType::Wood); + + uint max_leaf_height = 4; + for (int x = 0; x < max_leaf_height; x++) { + Pos p{pos.x(), pos.y() + height + x - 2, pos.z()}; + float radius = s_tree_radius - 0.5f + x * ((0.3f * x - 1.45f) * x + 1.25f); + draw_circle(chunk, p, Vector<3>::up(), radius, BlockType::Leaves); + } +} + +bool TreeDecorator::is_valid_position(Vector<3, uint> pos) { + int tree_radius = s_tree_radius; + return (int)pos.x() - tree_radius >= 0 + && pos.x() + tree_radius <= Chunk::Width + && (int)pos.z() - tree_radius >= 0 + && pos.z() + tree_radius <= Chunk::Width; +} + +} diff --git a/src/World/Generation/Decoration.hpp b/src/World/Generation/Decoration.hpp new file mode 100644 index 0000000..a592e72 --- /dev/null +++ b/src/World/Generation/Decoration.hpp @@ -0,0 +1,34 @@ +#pragma once + +#include "../Chunk.hpp" +#include "../../Math/Random.hpp" + +namespace MC::World::Generation { + +class Decorator { +public: + using Pos = Vector<3, uint>; + + virtual ~Decorator() = default; + + virtual void decorate_chunk(Chunk& chunk) = 0; + + static void put_block(Chunk& chunk, Pos pos, BlockType block); + static void draw_column(Chunk& chunk, Pos pos, uint height, BlockType block); + static void draw_circle(Chunk& chunk, Pos pos, Vector<3> axis, float radius, BlockType block); +}; + +class TreeDecorator final : public Decorator { +public: + void decorate_chunk(Chunk& chunk) override; +private: + void draw_tree(Chunk& chunk, Pos pos) const; + + static bool is_valid_position(Pos pos); + + static constexpr uint s_tree_radius = 3; + + Math::Random::Noise<2> m_tree_noise; +}; + +} diff --git a/src/World/Generation/Generator.cpp b/src/World/Generation/Generator.cpp new file mode 100644 index 0000000..af3c54d --- /dev/null +++ b/src/World/Generation/Generator.cpp @@ -0,0 +1,331 @@ +#include "Generator.hpp" +#include "../../Math/Interpolation.hpp" +#include "../../Math/Sigmoid.hpp" + +namespace MC::World::Generation { + +Chunk Generator::generate(int64_t chunk_x, int64_t chunk_y) { + Chunk chunk(chunk_x, 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 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 terrain_map = generate_terrain(height_map, chunk_x, chunk_y); + + decorate_soil(chunk, biome_map, terrain_map); + + chunk.set_details({landmass_map, hill_map, temperature_map, humidity_map, biome_map}); + + return chunk; +} + +#define SIMPLE_MAP_GENERATOR(name, getter) \ +Generator::Map2D<float> Generator::name(int64_t chunk_x, int64_t chunk_y) { \ + Matrix<Chunk::Width, Chunk::Width> map{}; \ + for (uint x = 0; x < Chunk::Width; x++) { \ + for (uint y = 0; y < Chunk::Width; y++) { \ + auto pos = chunk_position_to_world_vector(chunk_x, chunk_y, x, y); \ + map(x, y) = getter(pos); \ + } \ + } \ + return map; \ +} + +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) { + Map2D<float> height_map{}; + + for (uint x = 0; x < Chunk::Width; x++) { + for (uint y = 0; y < Chunk::Width; y++) { + auto landmass_effect = landmass_map(x, y); + auto hill_effect = hill_map(x, y); + + auto hill = hill_effect * landmass_effect * 1.4 - 0.4; + auto landmass = landmass_effect * 0.6 + 0.4; + + auto height = (hill + landmass) / 2.0f; + + height_map(x, y) = height; + } + } + + return height_map; +} + +SIMPLE_MAP_GENERATOR(generate_temperature_map, get_temperature) +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<BiomeType> biome_map{}; + + for (uint x = 0; x < Chunk::Width; x++) { + for (uint y = 0; y < Chunk::Width; y++) { + float landmass = landmass_map(x, y); + float hill = hill_map(x, y); + + float temperature = temperature_map(x, y); + float humidity = humidity_map(x, y); + + HillSlice hill_slice; + if (hill > 0.55) { hill_slice = HillSlice::Mountain; } + else if (hill > 0.03) { hill_slice = HillSlice::Middle; } + else { hill_slice = HillSlice::Valley; } + + LandmassSlice landmass_slice; + if (landmass > 0.8) { landmass_slice = LandmassSlice::Land; } + else if (landmass > 0.45) { landmass_slice = LandmassSlice::Beach; } + else { landmass_slice = LandmassSlice::Ocean; } + + TemperatureZone temparature_zone; + if (temperature > 0.6) { temparature_zone = TemperatureZone::Hot; } + else if (temperature > 0.4) { temparature_zone = TemperatureZone::Fair; } + else { temparature_zone = TemperatureZone::Cold; } + + HumidityZone humidity_zone; + if (humidity > 0.66) { humidity_zone = HumidityZone::Wet; } + else if (humidity > 0.33) { humidity_zone = HumidityZone::Temperate; } + else { humidity_zone = HumidityZone::Dry; } + + auto biome = lookup_biome(hill_slice, landmass_slice, temparature_zone, humidity_zone); + biome_map(x, y) = biome; + } + } + + return biome_map; +} + +Generator::Map3D<bool> Generator::generate_terrain(Map2D<float>& height_map, int64_t chunk_x, int64_t chunk_y) { + float jaggedness = 0.10f; + + Map3D<bool> terrain_map{}; + for (uint x = 0; x < Chunk::Width; x++) { + for (uint z = 0; z < Chunk::Width; z++) { + auto height = height_map(x, z); + + for (uint y = 0; y < Chunk::Height; y++) { + float density = get_density({Chunk::Width * chunk_x + (float)x, (float)y, Chunk::Width * chunk_y + (float)z}); + float threshold = Math::sigmoid(((float)y / (Chunk::Height * height * 2) - 0.5f) / jaggedness); + + if (density > threshold) { + terrain_map(x, y, z) = true; + } + } + } + } + + return terrain_map; +} + +void Generator::decorate_soil(Chunk& chunk, Map2D<BiomeType>& biome_map, Map3D<bool>& terrain_map) { + constexpr uint dirt_depth = 4; + constexpr uint water_height = 40; + + for (uint x = 0; x < Chunk::Width; x++) { + for (uint z = 0; z < Chunk::Width; z++) { + auto biome = biome_map(x, z); + + BlockType top_block{}; + BlockType soil_block{}; + switch (biome) { + case BiomeType::Beach: + case BiomeType::Desert: + top_block = BlockType::Sand; + soil_block = BlockType::Sand; + break; + case BiomeType::Jungle: + case BiomeType::Forest: + case BiomeType::Plains: + case BiomeType::Ocean: + case BiomeType::River: + top_block = BlockType::Grass; + soil_block = BlockType::Dirt; + break; + case BiomeType::Alpine: + top_block = BlockType::Snow; + soil_block = BlockType::Dirt; + break; + case BiomeType::Shore: + case BiomeType::RockyPeaks: + top_block = BlockType::Stone; + soil_block = BlockType::Stone; + } + + auto column_depth = 0; + for (uint y = Chunk::Height - 1; y > 0; y--) { + auto block = terrain_map(x, y, z); + if (block) { + if (column_depth == 0 && y >= water_height - 1) { + chunk.set(x, y, z, {top_block}); + } else if (column_depth < dirt_depth) { + chunk.set(x, y, z, {soil_block}); + } else { + chunk.set(x, y, z, {BlockType::Stone}); + } + column_depth++; + } else { + if (y < water_height) { + chunk.set(x, y, z, {BlockType::Water}); + } + column_depth = 0; + } + } + } + } + + for (auto& decorator : s_decorators) { + decorator->decorate_chunk(chunk); + } +} + +#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); + + CURVE_START(1.0f); + CURVE_POINT(0.1f, 0.8f); + CURVE_POINT(0.3f, 0.8f); + CURVE_POINT(0.37f, 0.125f); + CURVE_POINT(0.4f, 0.4f); + CURVE_POINT(0.46f, 0.45f); + CURVE_POINT(0.47f, 0.875f); + CURVE_POINT(0.48f, 0.9f); + CURVE_POINT(0.55f, 0.95f); + CURVE_END(1.0f); +} + +float Generator::get_hill(Vector<2> pos) const { + auto v = m_hill_noise.at(pos); + + CURVE_START(0.33f); + CURVE_POINT(0.25f, 1.0f); + + CURVE_POINT(0.49f, 0.1f); + CURVE_POINT(0.5f, 0.0f); + CURVE_POINT(0.51f, 0.1f); + + CURVE_POINT(0.75f, 1.0f); + CURVE_END(0.33f); +} + +float Generator::get_humidity(Vector<2> pos) const { + auto v = m_humidity_noise.at(pos); + return v; +} + +float Generator::get_temperature(Vector<2> pos) const { + auto v = m_temperature_noise.at(pos); + return v; +} + +float Generator::get_density(Vector<3> pos) const { + auto v = m_density_noise.at(pos); + return v; +} + +Vector<2> Generator::chunk_position_to_world_vector(int64_t chunk_x, int64_t chunk_y, uint x, uint y) { + return {(float)x + chunk_x * Chunk::Width, (float)y + chunk_y * Chunk::Width}; +} + +std::array<BiomeType, Generator::biome_lookup_table_size> Generator::create_biome_lookup_table() { + std::array<BiomeType, biome_lookup_table_size> table{}; + + auto inc = [](auto& x) { x = (std::remove_reference_t<decltype(x)>)((uint)x + 1); }; + auto cmp = [](auto x, auto s) { return (uint)x < (uint)s; }; + + for (HillSlice hill_slice{}; cmp(hill_slice, HillSliceSize); inc(hill_slice)) { + for (LandmassSlice landmass_slice{}; cmp(landmass_slice, LandmassSliceSize); inc(landmass_slice)) { + for (TemperatureZone temperature_zone{}; cmp(temperature_zone, TemperatureZoneSize); inc(temperature_zone)) { + for (HumidityZone humidity_zone{}; cmp(humidity_zone, HumidityZoneSize); inc(humidity_zone)) { + BiomeType biome{}; + if (landmass_slice == LandmassSlice::Ocean) { + biome = BiomeType::Ocean; + goto set; + } + if (landmass_slice == LandmassSlice::Beach) { + if (temperature_zone == TemperatureZone::Cold) { + biome = BiomeType::Shore; + } else { + biome = BiomeType::Beach; + } + goto set; + } + + if (hill_slice == HillSlice::Valley) { + biome = BiomeType::River; + goto set; + } + if (hill_slice == HillSlice::Mountain) { + if (temperature_zone == TemperatureZone::Cold) { + biome = BiomeType::Alpine; + } else { + biome = BiomeType::RockyPeaks; + } + goto set; + } + + switch (temperature_zone) { + case TemperatureZone::Hot: + biome = BiomeType::Desert; + break; + case TemperatureZone::Fair: + switch (humidity_zone) { + case HumidityZone::Wet: + biome = BiomeType::Jungle; + break; + case HumidityZone::Lush: + biome = BiomeType::Forest; + break; + case HumidityZone::Temperate: + case HumidityZone::Dry: + biome = BiomeType::Plains; + break; + } + break; + case TemperatureZone::Cold: + switch (humidity_zone) { + case HumidityZone::Wet: + case HumidityZone::Lush: + biome = BiomeType::Alpine; + break; + case HumidityZone::Temperate: + case HumidityZone::Dry: + biome = BiomeType::Plains; + break; + } + break; + } + + set: + table[biome_lookup_table_index(hill_slice, landmass_slice, temperature_zone, humidity_zone)] = biome; + } + } + } + } + + return table; +} + +size_t Generator::biome_lookup_table_index(HillSlice hill_slice, LandmassSlice landmass_slice, TemperatureZone temperature_zone, HumidityZone humidity_zone) { + auto hs = (uint8_t)hill_slice; auto ls = (uint8_t)landmass_slice; auto tz = (uint8_t)temperature_zone; auto hz = (uint8_t)humidity_zone; + auto LS_S = (uint8_t)LandmassSliceSize; auto TZ_S = (uint8_t)TemperatureZoneSize; auto HZ_S = (uint8_t)HumidityZoneSize; + return (hs * LS_S * TZ_S * HZ_S) + (ls * TZ_S * HZ_S) + (tz * HZ_S) + hz; +} + +BiomeType Generator::lookup_biome(HillSlice hill_slice, LandmassSlice landmass_slice, TemperatureZone temperature_zone, HumidityZone humidity_zone) { + return biome_lookup_table.at(biome_lookup_table_index(hill_slice, landmass_slice, temperature_zone, humidity_zone)); +} + +} diff --git a/src/World/Generation/Generator.hpp b/src/World/Generation/Generator.hpp new file mode 100644 index 0000000..464e36f --- /dev/null +++ b/src/World/Generation/Generator.hpp @@ -0,0 +1,76 @@ +#pragma once + +#include <cstdint> + +#include "Decoration.hpp" +#include "../Chunk.hpp" +#include "../BiomeType.hpp" +#include "../../Math/Perlin.hpp" +#include "../../Math/Tensor.hpp" + +namespace MC::World::Generation { + +class Generator { +public: + Generator() = default; + Chunk generate(int64_t chunk_x, int64_t chunk_y); +private: + template <typename V> using Map2D = Matrix<Chunk::Width, Chunk::Width, V>; + template <typename V> using Map3D = Tensor<3, V, Chunk::Width, Chunk::Height, Chunk::Width>; + + 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_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 + ); + + Map3D<bool> generate_terrain(Map2D<float>& height_map, int64_t chunk_x, int64_t chunk_y); + + void decorate_soil(Chunk& chunk, Map2D<BiomeType>& biome_map, Map3D<bool>& terrain_map); + + [[nodiscard]] float get_landmass(Vector<2> pos) const; + [[nodiscard]] float get_hill(Vector<2> pos) const; + + [[nodiscard]] float get_humidity(Vector<2> pos) const; + [[nodiscard]] float get_temperature(Vector<2> pos) const; + + [[nodiscard]] float get_density(Vector<3> pos) const; + + static Vector<2> chunk_position_to_world_vector(int64_t chunk_x, int64_t chunk_y, uint x, uint y); + + static inline std::vector<Decorator*> s_decorators = { + new TreeDecorator(), + }; + + Math::Perlin::Noise<2> m_landmass_noise{.scale=800.0f, .octaves=4, .persistence=0.3f, .lacunarity=3.5f}; + Math::Perlin::Noise<2> m_hill_noise{.scale=400.0f, .octaves=3, .persistence=0.5f, .lacunarity=2.0f}; + + Math::Perlin::Noise<2> m_temperature_noise{.scale=700.0f, .octaves=4, .persistence=0.4f, .lacunarity=3.0f}; + Math::Perlin::Noise<2> m_humidity_noise{.scale=400.0f, .octaves=2, .persistence=0.4f, .lacunarity=3.0f}; + + Math::Perlin::Noise<3> m_density_noise{.scale=30.0f, .octaves=2, .persistence=0.7f, .lacunarity=2.0f}; + + enum class HillSlice { Mountain, Middle, Valley }; + enum class LandmassSlice { Land, Beach, Ocean }; + enum class TemperatureZone { Hot, Fair, Cold }; + enum class HumidityZone { Wet, Lush, Temperate, Dry }; + static constexpr uint HillSliceSize = (uint)HillSlice::Valley + 1; + static constexpr uint LandmassSliceSize = (uint)LandmassSlice::Ocean + 1; + static constexpr uint TemperatureZoneSize = (uint)TemperatureZone::Cold + 1; + static constexpr uint HumidityZoneSize = (uint)HumidityZone::Dry + 1; + + static constexpr size_t biome_lookup_table_size = (size_t)HillSliceSize * (size_t)LandmassSliceSize * (size_t)TemperatureZoneSize * (size_t)HumidityZoneSize; + static std::array<BiomeType, biome_lookup_table_size> create_biome_lookup_table(); + static size_t biome_lookup_table_index(HillSlice hill_slice, LandmassSlice landmass_slice, TemperatureZone temperature_zone, HumidityZone humidity_zone); + static BiomeType lookup_biome(HillSlice hill_slice, LandmassSlice landmass_slice, TemperatureZone temperature_zone, HumidityZone humidity_zone); + static inline std::array<BiomeType, biome_lookup_table_size> biome_lookup_table = create_biome_lookup_table(); +}; + +} |
