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authorMel <einebeere@gmail.com>2023-07-08 03:25:44 +0200
committerMel <einebeere@gmail.com>2023-07-08 03:25:44 +0200
commitfe2baedc760c2f29e2c720f6b1132a2de33c5430 (patch)
treedfbe1c72a17805a3cab6e0d47433e9021890c9ca /src/World
parent41fbca10f6c6cdd9c1623f1347e7ecb40f5e7f59 (diff)
downloadmeowcraft-fe2baedc760c2f29e2c720f6b1132a2de33c5430.tar.zst
meowcraft-fe2baedc760c2f29e2c720f6b1132a2de33c5430.zip
Use own size types
Diffstat (limited to 'src/World')
-rw-r--r--src/World/BiomeType.hpp6
-rw-r--r--src/World/BlockSide.hpp6
-rw-r--r--src/World/BlockType.hpp8
-rw-r--r--src/World/Chunk.cpp10
-rw-r--r--src/World/Chunk.hpp22
-rw-r--r--src/World/ChunkIndex.hpp12
-rw-r--r--src/World/Generation/ChunkMeshing.cpp52
-rw-r--r--src/World/Generation/Decoration.cpp42
-rw-r--r--src/World/Generation/Decoration.hpp10
-rw-r--r--src/World/Generation/Generator.cpp86
-rw-r--r--src/World/Generation/Generator.hpp49
-rw-r--r--src/World/World.cpp24
-rw-r--r--src/World/World.hpp16
13 files changed, 171 insertions, 172 deletions
diff --git a/src/World/BiomeType.hpp b/src/World/BiomeType.hpp
index 40583d9..2380b60 100644
--- a/src/World/BiomeType.hpp
+++ b/src/World/BiomeType.hpp
@@ -1,6 +1,6 @@
#pragma once
-#include <cstdint>
+#include "../Common/Sizes.hpp"
#include <vector>
#include <string>
@@ -8,7 +8,7 @@ namespace MC::World {
class BiomeType {
public:
- enum Value : uint8_t {
+ enum Value : U8 {
Plains,
Forest,
Alpine,
@@ -21,7 +21,7 @@ public:
Ocean,
};
- static constexpr uint8_t Size = Ocean + 1;
+ static constexpr U8 Size = Ocean + 1;
BiomeType() : m_biome(Plains) {}
BiomeType(const Value biome) : m_biome(biome) {}
diff --git a/src/World/BlockSide.hpp b/src/World/BlockSide.hpp
index 57d3c68..69df159 100644
--- a/src/World/BlockSide.hpp
+++ b/src/World/BlockSide.hpp
@@ -1,6 +1,6 @@
#pragma once
-#include <cstdint>
+#include "../Common/Sizes.hpp"
#include <vector>
#include <array>
#include "../Math/Vector.hpp"
@@ -9,7 +9,7 @@ namespace MC::World {
class BlockSide {
public:
- enum Value : uint8_t {
+ enum Value : U8 {
Front,
Back,
@@ -25,7 +25,7 @@ public:
operator Value() const { return m_side; }
- std::array<Vector<3>, 4> face() {
+ std::array<Vector<3, F32>, 4> face() {
switch (m_side) {
case Front:
return {{
diff --git a/src/World/BlockType.hpp b/src/World/BlockType.hpp
index 82c63d3..dbf6f78 100644
--- a/src/World/BlockType.hpp
+++ b/src/World/BlockType.hpp
@@ -1,13 +1,13 @@
#pragma once
-#include <cstdint>
+#include "../Common/Sizes.hpp"
#include <vector>
namespace MC::World {
class BlockType {
public:
- enum Value : uint8_t {
+ enum Value : U8 {
Air,
Dirt,
Grass,
@@ -19,14 +19,14 @@ public:
Water,
};
- static constexpr uint8_t Size = Water + 1;
+ static constexpr U8 Size = Water + 1;
BlockType() : m_block(Air) {}
BlockType(Value block) : m_block(block) {}
operator Value() const { return m_block; }
- bool is_transparent() const {
+ Bool is_transparent() const {
switch (m_block) {
case Air:
case Leaves:
diff --git a/src/World/Chunk.cpp b/src/World/Chunk.cpp
index 079575a..94e757e 100644
--- a/src/World/Chunk.cpp
+++ b/src/World/Chunk.cpp
@@ -3,15 +3,15 @@
namespace MC::World {
-void Chunk::set(uint32_t x, uint32_t y, uint32_t z, BlockData data) {
+void Chunk::set(U32 x, U32 y, U32 z, BlockData data) {
m_blocks.at(pos(x, y, z)) = data;
}
-Chunk::BlockData Chunk::get(uint32_t x, uint32_t y, uint32_t z) const {
+Chunk::BlockData Chunk::get(U32 x, U32 y, U32 z) const {
return m_blocks.at(pos(x, y, z));
}
-bool Chunk::is_empty(uint32_t x, uint32_t y, uint32_t z) const {
+Bool Chunk::is_empty(U32 x, U32 y, U32 z) const {
return get(x, y, z).empty();
}
@@ -19,11 +19,11 @@ Vector<3> Chunk::position() const {
return m_position;
}
-bool Chunk::is_valid_position(uint32_t x, uint32_t y, uint32_t z) {
+Bool Chunk::is_valid_position(U32 x, U32 y, U32 z) {
return x < Width && y < Height && z < Width;
}
-uint64_t Chunk::pos(uint32_t x, uint32_t y, uint32_t z) {
+U64 Chunk::pos(U32 x, U32 y, U32 z) {
return x + Width * y + Width * Height * z;
}
diff --git a/src/World/Chunk.hpp b/src/World/Chunk.hpp
index b3eb06f..bc44137 100644
--- a/src/World/Chunk.hpp
+++ b/src/World/Chunk.hpp
@@ -1,6 +1,6 @@
#pragma once
-#include <cstdint>
+#include "../Common/Sizes.hpp"
#include "BiomeType.hpp"
#include "BlockType.hpp"
#include "../GFX/Mesh.hpp"
@@ -10,22 +10,22 @@ namespace MC::World {
class Chunk {
public:
- static constexpr uint32_t Width = 16;
- static constexpr uint32_t Height = 128;
+ static constexpr U32 Width = 16;
+ static constexpr U32 Height = 128;
- Chunk(int64_t x, int64_t y)
+ Chunk(I64 x, I64 y)
: m_blocks{Width * Height * Width, {BlockType::Air}},
- m_position{(float)x * Width, 0.0f, (float)y * Width} {}
+ m_position{(Real)x * Width, 0.0f, (Real)y * Width} {}
struct BlockData {
BlockType type;
- bool empty() const { return type == BlockType::Air; }
+ Bool empty() const { return type == BlockType::Air; }
};
- void set(uint32_t x, uint32_t y, uint32_t z, BlockData data);
- BlockData get(uint32_t x, uint32_t y, uint32_t z) const;
- bool is_empty(uint32_t x, uint32_t y, uint32_t z) const;
+ void set(U32 x, U32 y, U32 z, BlockData data);
+ BlockData get(U32 x, U32 y, U32 z) const;
+ Bool is_empty(U32 x, U32 y, U32 z) const;
struct Details {
Matrix<Width, Width> landmass_values{};
@@ -41,9 +41,9 @@ public:
Vector<3> position() const;
- static bool is_valid_position(uint32_t x, uint32_t y, uint32_t z);
+ static Bool is_valid_position(U32 x, U32 y, U32 z);
private:
- static uint64_t pos(uint32_t x, uint32_t y, uint32_t z);
+ static U64 pos(U32 x, U32 y, U32 z);
Vector<3> m_position;
std::vector<BlockData> m_blocks;
diff --git a/src/World/ChunkIndex.hpp b/src/World/ChunkIndex.hpp
index ef61f24..7d6fdbf 100644
--- a/src/World/ChunkIndex.hpp
+++ b/src/World/ChunkIndex.hpp
@@ -1,30 +1,30 @@
#pragma once
-#include <cstdint>
+#include "../Common/Sizes.hpp"
namespace MC::World {
struct ChunkIndex {
ChunkIndex() : x(0), y(0) {}
- ChunkIndex(int32_t x, int32_t y) : x(x), y(y) {}
+ ChunkIndex(I32 x, I32 y) : x(x), y(y) {}
Vector<3> middle() const {
return {(x + 0.5f) * Chunk::Width, Chunk::Height / 2.0f, (y + 0.5f) * Chunk::Width};
}
- int32_t x, y;
+ I32 x, y;
};
}
template<> struct std::equal_to<MC::World::ChunkIndex> {
- bool operator()(const MC::World::ChunkIndex& i1, const MC::World::ChunkIndex& i2) const noexcept {
+ Bool operator()(const MC::World::ChunkIndex& i1, const MC::World::ChunkIndex& i2) const noexcept {
return i1.x == i2.x && i1.y == i2.y;
}
};
template<> struct std::hash<MC::World::ChunkIndex> {
- size_t operator()(const MC::World::ChunkIndex& i) const noexcept {
- return (int64_t)i.x << 32 | i.y;
+ USize operator()(const MC::World::ChunkIndex& i) const noexcept {
+ return (I64)i.x << 32 | i.y;
}
}; \ No newline at end of file
diff --git a/src/World/Generation/ChunkMeshing.cpp b/src/World/Generation/ChunkMeshing.cpp
index e065987..8996169 100644
--- a/src/World/Generation/ChunkMeshing.cpp
+++ b/src/World/Generation/ChunkMeshing.cpp
@@ -2,20 +2,20 @@
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;
+std::array<Vector<2, F32>, 4> face_tex_coords(BlockType type, BlockSide side) {
+ U8 atlas_width = 4;
+ U8 atlas_height = 4;
- float width_step = 1.0f / atlas_width;
- float height_step = 1.0f / atlas_height;
+ Real width_step = 1.0f / atlas_width;
+ Real height_step = 1.0f / atlas_height;
- auto block_coords = [=](uint8_t x, uint8_t y) {
+ auto block_coords = [=](U8 x, U8 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>{{
+ return std::array<Vector<2, F32>, 4>{{
{l, b}, {r, b}, {r, t}, {l, t},
}};
};
@@ -71,10 +71,10 @@ std::array<Vector<2>, 4> face_tex_coords(BlockType type, BlockSide side) {
}
}
-std::array<Vector<3>, 4> face_normals(BlockSide side) {
- auto is_side = [=](BlockSide s) -> float { return s == side; };
+std::array<Vector<3, F32>, 4> face_normals(BlockSide side) {
+ auto is_side = [=](BlockSide s) -> Real { return s == side; };
- Vector<3> normal = {
+ Vector<3, F32> 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),
@@ -83,8 +83,8 @@ std::array<Vector<3>, 4> face_normals(BlockSide side) {
return {normal, normal, normal, normal};
}
-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{};
+Bool is_face_visible(Chunk& chunk, const ChunkMeshing::ChunkNeighbors& neighbors, U32 x, U32 y, U32 z, BlockSide side) {
+ Vector<3, I32> offset{};
switch (side) {
case BlockSide::Front:
offset[2] = 1;
@@ -106,8 +106,8 @@ bool is_face_visible(Chunk& chunk, const ChunkMeshing::ChunkNeighbors& neighbors
break;
}
- Vector<3, int32_t> neighbor_pos{
- (int32_t)x + offset.x(), (int32_t)y + offset.y(), (int32_t)z + offset.z(),
+ Vector<3, I32> neighbor_pos{
+ (I32)x + offset.x(), (I32)y + offset.y(), (I32)z + offset.z(),
};
Chunk* chunk_to_ask;
@@ -115,10 +115,10 @@ bool is_face_visible(Chunk& chunk, const ChunkMeshing::ChunkNeighbors& neighbors
if (neighbor_pos.z() < 0) {
chunk_to_ask = &neighbors.north;
neighbor_pos.z() += Chunk::Width;
- } else if (neighbor_pos.x() >= (int32_t)Chunk::Width) {
+ } else if (neighbor_pos.x() >= (I32)Chunk::Width) {
chunk_to_ask = &neighbors.east;
neighbor_pos.x() -= Chunk::Width;
- } else if (neighbor_pos.z() >= (int32_t)Chunk::Width) {
+ } else if (neighbor_pos.z() >= (I32)Chunk::Width) {
chunk_to_ask = &neighbors.south;
neighbor_pos.z() -= Chunk::Width;
} else if (neighbor_pos.x() < 0) {
@@ -133,14 +133,14 @@ bool is_face_visible(Chunk& chunk, const 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{};
- std::vector<uint32_t> indices{};
+ std::vector<Vector<3, F32>> positions{};
+ std::vector<Vector<3, F32>> normals{};
+ std::vector<Vector<2, F32>> tex_coords{};
+ std::vector<U32> 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++) {
+ 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;
@@ -156,10 +156,10 @@ GFX::Mesh ChunkMeshing::create_mesh_for_chunk(Chunk& chunk, const ChunkNeighbors
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)};
+ position = position + Vector<3, F32>{x, y, z};
}
- uint32_t s = positions.size();
+ U32 s = positions.size();
positions.insert(positions.end(), side_positions.begin(), side_positions.end());
normals.insert(normals.end(), side_normals.begin(), side_normals.end());
@@ -170,7 +170,7 @@ GFX::Mesh ChunkMeshing::create_mesh_for_chunk(Chunk& chunk, const ChunkNeighbors
}
}
- return GFX::Mesh{
+ return {
{positions, normals, tex_coords},
indices,
};
diff --git a/src/World/Generation/Decoration.cpp b/src/World/Generation/Decoration.cpp
index 26eb397..f3f7c46 100644
--- a/src/World/Generation/Decoration.cpp
+++ b/src/World/Generation/Decoration.cpp
@@ -12,26 +12,26 @@ void Decorator::put_block(Chunk& chunk, Pos pos, BlockType block) {
}
}
-void Decorator::draw_column(Chunk& chunk, Pos pos, uint height, BlockType block) {
+void Decorator::draw_column(Chunk& chunk, Pos pos, UInt height, BlockType block) {
Pos current_pos = pos;
- for (uint i = 0; i < height; i++) {
+ 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) {
+void Decorator::draw_circle(Chunk& chunk, Pos pos, Vector<3> axis, Real 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)); };
+ auto r = [](const Real 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++) {
+ Int radius_round = std::round(radius);
+ for (I32 d1 = -radius_round; d1 <= radius_round; d1++) {
+ Real height = std::sqrt(radius * radius - d1 * d1);
+ for (I32 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);
@@ -41,9 +41,9 @@ void Decorator::draw_circle(Chunk& chunk, Pos pos, Vector<3> axis, float radius,
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--) {
+ 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;
@@ -56,7 +56,7 @@ void TreeDecorator::decorate_chunk(Chunk& chunk) {
if (type != BlockType::Snow && type != BlockType::Grass && type != BlockType::Dirt)
break;
- auto noise = m_tree_noise.at({(float)x, (float)z});
+ auto noise = m_tree_noise.at({(Real)x, (Real)z});
if (noise < 0.8f)
continue;
@@ -73,24 +73,24 @@ void TreeDecorator::decorate_chunk(Chunk& chunk) {
}
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);
+ auto noise = m_tree_noise.at({(Real)pos.x(), (Real)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++) {
+ 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);
+ Real 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
+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
+ && (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
index a592e72..b7a839b 100644
--- a/src/World/Generation/Decoration.hpp
+++ b/src/World/Generation/Decoration.hpp
@@ -7,15 +7,15 @@ namespace MC::World::Generation {
class Decorator {
public:
- using Pos = Vector<3, uint>;
+ 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);
+ static void draw_column(Chunk& chunk, Pos pos, UInt height, BlockType block);
+ static void draw_circle(Chunk& chunk, Pos pos, Vector<3> axis, Real radius, BlockType block);
};
class TreeDecorator final : public Decorator {
@@ -24,9 +24,9 @@ public:
private:
void draw_tree(Chunk& chunk, Pos pos) const;
- static bool is_valid_position(Pos pos);
+ static Bool is_valid_position(Pos pos);
- static constexpr uint s_tree_radius = 3;
+ 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
index 19a3dc8..88e69a7 100644
--- a/src/World/Generation/Generator.cpp
+++ b/src/World/Generation/Generator.cpp
@@ -4,7 +4,7 @@
namespace MC::World::Generation {
-Chunk Generator::generate(int64_t chunk_x, int64_t chunk_y) {
+Chunk Generator::generate(I64 chunk_x, I64 chunk_y) {
Chunk chunk(chunk_x, chunk_y);
auto landmass_map = generate_landmass_map(chunk_x, chunk_y);
@@ -24,10 +24,10 @@ Chunk Generator::generate(int64_t chunk_x, int64_t chunk_y) {
}
#define SIMPLE_MAP_GENERATOR(name, getter) \
-Generator::Map2D<float> Generator::name(int64_t chunk_x, int64_t chunk_y) { \
+Generator::Map2D<Real> Generator::name(I64 chunk_x, I64 chunk_y) { \
Matrix<Chunk::Width, Chunk::Width> map{}; \
- for (uint x = 0; x < Chunk::Width; x++) { \
- for (uint y = 0; y < Chunk::Width; y++) { \
+ 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); \
} \
@@ -38,11 +38,11 @@ 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) {
- Map2D<float> height_map{};
+Generator::Map2D<Real> Generator::generate_height_map(Map2D<Real>& landmass_map, Map2D<Real>& hill_map) {
+ Map2D<Real> height_map{};
- for (uint x = 0; x < Chunk::Width; x++) {
- for (uint y = 0; y < Chunk::Width; y++) {
+ 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);
@@ -62,18 +62,18 @@ 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
+ Map2D<Real>& landmass_map, Map2D<Real>& hill_map,
+ Map2D<Real>& temperature_map, Map2D<Real>& humidity_map
) {
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);
+ for (UInt x = 0; x < Chunk::Width; x++) {
+ for (UInt y = 0; y < Chunk::Width; y++) {
+ Real landmass = landmass_map(x, y);
+ Real hill = hill_map(x, y);
- float temperature = temperature_map(x, y);
- float humidity = humidity_map(x, y);
+ Real temperature = temperature_map(x, y);
+ Real humidity = humidity_map(x, y);
HillSlice hill_slice;
if (hill > 0.55) { hill_slice = HillSlice::Mountain; }
@@ -103,17 +103,17 @@ Generator::Map2D<BiomeType> Generator::generate_biome_map(
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;
+Generator::Map3D<Bool> Generator::generate_terrain(Map2D<Real>& height_map, I64 chunk_x, I64 chunk_y) {
+ Real jaggedness = 0.10f;
- Map3D<bool> terrain_map{};
- for (uint x = 0; x < Chunk::Width; x++) {
- for (uint z = 0; z < Chunk::Width; z++) {
+ 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);
+ for (UInt y = 0; y < Chunk::Height; y++) {
+ Real density = get_density({Chunk::Width * chunk_x + (Real)x, (Real)y, Chunk::Width * chunk_y + (Real)z});
+ Real threshold = Math::sigmoid(((Real)y / (Chunk::Height * height * 2) - 0.5f) / jaggedness);
if (density > threshold) {
terrain_map(x, y, z) = true;
@@ -125,12 +125,12 @@ Generator::Map3D<bool> Generator::generate_terrain(Map2D<float>& height_map, int
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;
+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++) {
+ 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{};
@@ -160,7 +160,7 @@ void Generator::decorate_soil(Chunk& chunk, Map2D<BiomeType>& biome_map, Map3D<b
}
auto column_depth = 0;
- for (uint y = Chunk::Height - 1; y > 0; y--) {
+ 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) {
@@ -186,11 +186,11 @@ 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_START(y) constexpr auto lerp = Math::linear_interpolation; Real _py = (y); Real _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 {
+Real Generator::get_landmass(Vector<2> pos) const {
auto v = m_landmass_noise.at(pos);
CURVE_START(1.0f);
@@ -205,7 +205,7 @@ float Generator::get_landmass(Vector<2> pos) const {
CURVE_END(1.0f);
}
-float Generator::get_hill(Vector<2> pos) const {
+Real Generator::get_hill(Vector<2> pos) const {
auto v = m_hill_noise.at(pos);
CURVE_START(0.33f);
@@ -219,30 +219,30 @@ float Generator::get_hill(Vector<2> pos) const {
CURVE_END(0.33f);
}
-float Generator::get_humidity(Vector<2> pos) const {
+Real Generator::get_humidity(Vector<2> pos) const {
auto v = m_humidity_noise.at(pos);
return v;
}
-float Generator::get_temperature(Vector<2> pos) const {
+Real Generator::get_temperature(Vector<2> pos) const {
auto v = m_temperature_noise.at(pos);
return v;
}
-float Generator::get_density(Vector<3> pos) const {
+Real 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};
+Vector<2> Generator::chunk_position_to_world_vector(I64 chunk_x, I64 chunk_y, UInt x, UInt y) {
+ return {(Real)x + chunk_x * Chunk::Width, (Real)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; };
+ 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)) {
@@ -317,9 +317,9 @@ std::array<BiomeType, Generator::biome_lookup_table_size> Generator::create_biom
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;
+USize Generator::biome_lookup_table_index(HillSlice hill_slice, LandmassSlice landmass_slice, TemperatureZone temperature_zone, HumidityZone humidity_zone) {
+ auto hs = (U8)hill_slice; auto ls = (U8)landmass_slice; auto tz = (U8)temperature_zone; auto hz = (U8)humidity_zone;
+ auto LS_S = (U8)LandmassSliceSize; auto TZ_S = (U8)TemperatureZoneSize; auto HZ_S = (U8)HumidityZoneSize;
return (hs * LS_S * TZ_S * HZ_S) + (ls * TZ_S * HZ_S) + (tz * HZ_S) + hz;
}
diff --git a/src/World/Generation/Generator.hpp b/src/World/Generation/Generator.hpp
index c18de45..ee78dc5 100644
--- a/src/World/Generation/Generator.hpp
+++ b/src/World/Generation/Generator.hpp
@@ -1,48 +1,47 @@
#pragma once
-#include <cstdint>
-
-#include "Decoration.hpp"
+#include "../../Common/Sizes.hpp"
#include "../Chunk.hpp"
#include "../BiomeType.hpp"
#include "../../Math/Perlin.hpp"
#include "../../Math/Tensor.hpp"
+#include "Decoration.hpp"
namespace MC::World::Generation {
class Generator {
public:
Generator() = default;
- Chunk generate(int64_t chunk_x, int64_t chunk_y);
+ Chunk generate(I64 chunk_x, I64 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);
+ Map2D<Real> generate_landmass_map(I64 chunk_x, I64 chunk_y);
+ Map2D<Real> generate_hill_map(I64 chunk_x, I64 chunk_y);
+ Map2D<Real> generate_height_map(Map2D<Real>& landmass_map, Map2D<Real>& 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<Real> generate_temperature_map(I64 chunk_x, I64 chunk_y);
+ Map2D<Real> generate_humidity_map(I64 chunk_x, I64 chunk_y);
Map2D<BiomeType> generate_biome_map(
- Map2D<float>& landmass_map, Map2D<float>& hill_map,
- Map2D<float>& temperature_map, Map2D<float>& humidity_map
+ Map2D<Real>& landmass_map, Map2D<Real>& hill_map,
+ Map2D<Real>& temperature_map, Map2D<Real>& humidity_map
);
- Map3D<bool> generate_terrain(Map2D<float>& height_map, int64_t chunk_x, int64_t chunk_y);
+ Map3D<Bool> generate_terrain(Map2D<Real>& height_map, I64 chunk_x, I64 chunk_y);
- void decorate_soil(Chunk& chunk, Map2D<BiomeType>& biome_map, Map3D<bool>& terrain_map);
+ 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]] Real get_landmass(Vector<2> pos) const;
+ [[nodiscard]] Real get_hill(Vector<2> pos) const;
- [[nodiscard]] float get_humidity(Vector<2> pos) const;
- [[nodiscard]] float get_temperature(Vector<2> pos) const;
+ [[nodiscard]] Real get_humidity(Vector<2> pos) const;
+ [[nodiscard]] Real get_temperature(Vector<2> pos) const;
- [[nodiscard]] float get_density(Vector<3> pos) const;
+ [[nodiscard]] Real 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 Vector<2> chunk_position_to_world_vector(I64 chunk_x, I64 chunk_y, UInt x, UInt y);
static inline std::vector<Decorator*> s_decorators = {
new TreeDecorator(),
@@ -60,14 +59,14 @@ private:
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 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 constexpr USize biome_lookup_table_size = (USize)HillSliceSize * (USize)LandmassSliceSize * (USize)TemperatureZoneSize * (USize)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 USize 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();
};
diff --git a/src/World/World.cpp b/src/World/World.cpp
index 7570d8c..a0b2b0d 100644
--- a/src/World/World.cpp
+++ b/src/World/World.cpp
@@ -36,8 +36,8 @@ std::vector<World::ChunkData*> World::get_visible_chunks(Vector<3> position) {
}
Chunk* World::get_chunk_for_position(Vector<3> position) {
- int32_t x = std::round(position.x() / Chunk::Width);
- int32_t y = std::round(position.z() / Chunk::Width);
+ I32 x = std::round(position.x() / Chunk::Width);
+ I32 y = std::round(position.z() / Chunk::Width);
auto& data = get({x, y});
if (data.chunk.has_value()) {
return &data.chunk.value();
@@ -56,15 +56,15 @@ void World::process_chunk_visibility_updates(const std::unordered_set<ChunkIndex
}
std::unordered_set<ChunkIndex> World::get_visible_chunk_indices(const Vector<3> position) const {
- int32_t center_x = std::round(position.x() / Chunk::Width);
- int32_t center_y = std::round(position.z() / Chunk::Width);
+ I32 center_x = std::round(position.x() / Chunk::Width);
+ I32 center_y = std::round(position.z() / Chunk::Width);
std::unordered_set<ChunkIndex> indices{};
indices.reserve(m_view_distance_radius * m_view_distance_radius * 4);
auto radius = m_view_distance_radius;
- for (int32_t x = -radius; x <= radius; x++) {
- int32_t height = std::round(std::sqrt(radius * radius - x * x) + 0.5);
- for (int32_t y = -height; y <= height; y++) {
+ for (I32 x = -radius; x <= radius; x++) {
+ I32 height = std::round(std::sqrt(radius * radius - x * x) + 0.5);
+ for (I32 y = -height; y <= height; y++) {
indices.emplace(x + center_x, y + center_y);
}
}
@@ -85,7 +85,7 @@ std::unordered_set<ChunkIndex> World::load_finished_chunks_from_queue() {
return indices;
}
-void World::request_generation(ChunkIndex index, float priority) {
+void World::request_generation(ChunkIndex index, Real priority) {
m_queue.add(index, priority, [=]() -> GenerationResult {
auto start = timestamp();
auto chunk = m_generator.generate(index.x, index.y);
@@ -105,7 +105,7 @@ World::ChunkData& World::get(ChunkIndex index) {
return entry->second;
}
-uint64_t World::timestamp() {
+U64 World::timestamp() {
auto time = std::chrono::system_clock::now().time_since_epoch();
auto ms = std::chrono::duration_cast<std::chrono::milliseconds>(time);
return ms.count();
@@ -135,12 +135,12 @@ void World::try_to_create_mesh_for_chunk(ChunkData& data) {
data.status = ChunkStatus::Done;
}
-void World::log_chunk_time(uint64_t chunk_time_ms) {
+void World::log_chunk_time(U64 chunk_time_ms) {
m_statistics.chunk_time_sample_count++;
- m_statistics.average_chunk_time_ms += ((float)chunk_time_ms - m_statistics.average_chunk_time_ms) / m_statistics.chunk_time_sample_count;
+ m_statistics.average_chunk_time_ms += ((Real)chunk_time_ms - m_statistics.average_chunk_time_ms) / m_statistics.chunk_time_sample_count;
}
-float World::get_average_chunk_time() const {
+Real World::get_average_chunk_time() const {
return m_statistics.average_chunk_time_ms;
}
diff --git a/src/World/World.hpp b/src/World/World.hpp
index bc008b3..ae9f2a4 100644
--- a/src/World/World.hpp
+++ b/src/World/World.hpp
@@ -32,25 +32,25 @@ public:
std::vector<ChunkData*> get_visible_chunks(Vector<3> position);
Chunk* get_chunk_for_position(Vector<3> position);
- float get_average_chunk_time() const;
+ Real get_average_chunk_time() const;
private:
std::unordered_set<ChunkIndex> get_visible_chunk_indices(Vector<3> position) const;
std::unordered_set<ChunkIndex> load_finished_chunks_from_queue();
void process_chunk_visibility_updates(const std::unordered_set<ChunkIndex>& new_chunks, Vector<3> player);
- void request_generation(ChunkIndex index, float priority);
+ void request_generation(ChunkIndex index, Real priority);
void try_to_create_mesh_for_chunk(ChunkData& data);
- void log_chunk_time(uint64_t chunk_time_ms);
+ void log_chunk_time(U64 chunk_time_ms);
ChunkData& get(ChunkIndex index);
- static uint64_t timestamp();
+ static U64 timestamp();
- uint8_t m_view_distance_radius = 13;
+ U8 m_view_distance_radius = 13;
struct GenerationResult {
Chunk chunk;
- uint64_t generation_duration;
+ U64 generation_duration;
};
Compute::Queue<GenerationResult, ChunkIndex> m_queue;
Generation::Generator m_generator;
@@ -59,8 +59,8 @@ private:
std::unordered_set<ChunkIndex> m_visible_chunks;
struct Statistics {
- uint chunk_time_sample_count;
- float average_chunk_time_ms;
+ UInt chunk_time_sample_count;
+ Real average_chunk_time_ms;
};
Statistics m_statistics{0, 0.0f};
};