From 52732d71e72b02ff45e25f44e414f87ec9ab7666 Mon Sep 17 00:00:00 2001 From: Mel Date: Thu, 29 Jun 2023 22:15:32 +0200 Subject: Pretty terrain generation --- src/World/BiomeType.hpp | 22 ++-- src/World/BlockType.hpp | 6 +- src/World/Chunk.cpp | 64 ++++++---- src/World/Chunk.hpp | 25 ++-- src/World/Generator.cpp | 314 ++++++++++++++++++++++++++++++++++++++++++++++-- src/World/Generator.hpp | 59 +++++++++ src/World/World.cpp | 12 +- src/World/World.hpp | 3 +- 8 files changed, 443 insertions(+), 62 deletions(-) (limited to 'src/World') diff --git a/src/World/BiomeType.hpp b/src/World/BiomeType.hpp index 026b3ef..2e3d8c6 100644 --- a/src/World/BiomeType.hpp +++ b/src/World/BiomeType.hpp @@ -8,34 +8,32 @@ namespace MC::World { class BiomeType { public: enum Value : uint8_t { - Forest, Plains, + Forest, + Alpine, Desert, + Jungle, + Beach, + River, Ocean, }; - static constexpr const size_t Size = 4; + static constexpr uint8_t Size = Ocean + 1; - BiomeType() = default; - BiomeType(Value biome) : m_biome(biome) {} + BiomeType() : m_biome(Plains) {} + BiomeType(const Value biome) : m_biome(biome) {} operator Value() const { return m_biome; } static std::vector all() { - return { - Plains, Forest, Desert, Ocean - }; + return { Plains, Forest, Alpine, Desert, Jungle, Beach, River, Ocean }; } static std::vector all_ground() { - return { - Plains, Forest, Desert - }; + return { Plains, Forest, Alpine, Desert, Jungle, Beach }; } private: - - Value m_biome; }; diff --git a/src/World/BlockType.hpp b/src/World/BlockType.hpp index 65afe0d..dcb8e44 100644 --- a/src/World/BlockType.hpp +++ b/src/World/BlockType.hpp @@ -13,12 +13,13 @@ public: Grass, Stone, Sand, + Snow, Water, }; - static constexpr const size_t Size = 6; + static constexpr uint8_t Size = Water + 1; - BlockType() = default; + BlockType() : m_block(Air) {} BlockType(Value block) : m_block(block) {} operator Value() const { return m_block; } @@ -30,6 +31,7 @@ public: Grass, Stone, Sand, + Snow, Water, }; } diff --git a/src/World/Chunk.cpp b/src/World/Chunk.cpp index 1874950..9642fa9 100644 --- a/src/World/Chunk.cpp +++ b/src/World/Chunk.cpp @@ -4,11 +4,11 @@ namespace MC::World { void Chunk::set(uint32_t x, uint32_t y, uint32_t z, BlockData data) { - m_blocks[pos(x, y, z)] = data; + m_blocks.at(pos(x, y, z)) = data; } -Chunk::BlockData Chunk::get(uint32_t x, uint32_t y, uint32_t z) { - return m_blocks[pos(x, y, z)]; +Chunk::BlockData Chunk::get(uint32_t x, uint32_t y, uint32_t z) const { + return m_blocks.at(pos(x, y, z)); } GFX::Mesh Chunk::mesh() { @@ -17,9 +17,9 @@ GFX::Mesh Chunk::mesh() { std::vector> tex_coords{}; std::vector 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 < Width; x++) { + for (int y = 0; y < Height; y++) { + for (int z = 0; z < Width; z++) { auto type = get(x, y, z).type; if (type == BlockType::Air) { continue; @@ -31,8 +31,8 @@ GFX::Mesh Chunk::mesh() { } auto side_positions = side.face(); - auto side_normals = Chunk::face_normals(side); - auto side_tex_coords = Chunk::face_tex_coords(type, side); + 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(x), static_cast(y), static_cast(z)}; @@ -87,9 +87,9 @@ bool Chunk::is_face_visible(uint32_t x, uint32_t y, uint32_t z, BlockSide side) }; if ( - neighbor_pos.x() >= Chunk::Width || neighbor_pos.x() < 0 || - neighbor_pos.y() >= Chunk::Height || neighbor_pos.y() < 0 || - neighbor_pos.z() >= Chunk::Width || neighbor_pos.z() < 0 + neighbor_pos.x() >= Width || neighbor_pos.x() < 0 || + neighbor_pos.y() >= Height || neighbor_pos.y() < 0 || + neighbor_pos.z() >= Width || neighbor_pos.z() < 0 ) { return true; } @@ -103,8 +103,8 @@ bool Chunk::is_face_visible(uint32_t x, uint32_t y, uint32_t z, BlockSide side) } std::array, 4> Chunk::face_tex_coords(BlockType type, BlockSide side) { - uint8_t atlas_width = 2; - uint8_t atlas_height = 3; + uint8_t atlas_width = 4; + uint8_t atlas_height = 4; float width_step = 1.0f / atlas_width; float height_step = 1.0f / atlas_height; @@ -125,22 +125,34 @@ std::array, 4> Chunk::face_tex_coords(BlockType type, BlockSide side) 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(0, 1); - case BlockSide::Top: - return block_coords(0, 0); - case BlockSide::Bottom: - return block_coords(1, 0); + 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(1, 1); + return block_coords(3, 0); case BlockType::Sand: - return block_coords(0, 2); + return block_coords(0, 1); case BlockType::Water: - return block_coords(1, 2); + return block_coords(1, 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::Air: return {}; } @@ -159,7 +171,7 @@ std::array, 4> Chunk::face_normals(BlockSide side) { } uint64_t Chunk::pos(uint32_t x, uint32_t y, uint32_t z) { - return x + Chunk::Width * y + Chunk::Width * Chunk::Height * z; + return x + Width * y + Width * Height * z; } } diff --git a/src/World/Chunk.hpp b/src/World/Chunk.hpp index 2b0379c..d200039 100644 --- a/src/World/Chunk.hpp +++ b/src/World/Chunk.hpp @@ -1,29 +1,36 @@ #pragma once #include -#include +#include "BiomeType.hpp" #include "BlockType.hpp" #include "../GFX/Mesh.hpp" #include "BlockSide.hpp" -#include "../GFX/Binder.hpp" namespace MC::World { class Chunk { public: - static constexpr const uint32_t Width = 16; - static constexpr const uint32_t Height = 128; + static constexpr uint32_t Width = 16; + static constexpr uint32_t Height = 128; Chunk(int64_t x, int64_t y) - : m_blocks{Chunk::Width * Chunk::Height * Chunk::Width, {BlockType::Air}}, - m_position{(float)x * Chunk::Width, 0.0f, (float)y * Chunk::Width} {}; + : m_blocks{Width * Height * Width, {BlockType::Air}}, + m_position{(float)x * Width, 0.0f, (float)y * Width} {} struct BlockData { BlockType type; }; - void set(uint32_t x, uint32_t y, uint32_t z, BlockData type); - BlockData get(uint32_t x, uint32_t y, uint32_t z); + 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; + + struct Details { + Matrix landmass_values{}; + Matrix hill_values{}; + Matrix biome_values{}; + }; + void set_details(const Details& details) { m_details = details; } + Details& details(){ return m_details; } Vector<3> position(); GFX::Mesh mesh(); @@ -37,6 +44,8 @@ private: Vector<3> m_position; std::vector m_blocks; + + Details m_details; }; } diff --git a/src/World/Generator.cpp b/src/World/Generator.cpp index e8b3bbd..f528278 100644 --- a/src/World/Generator.cpp +++ b/src/World/Generator.cpp @@ -1,30 +1,320 @@ #include "Generator.hpp" -#include "../Math/Perlin.hpp" +#include "../Math/Interpolation.hpp" +#include "../Math/Sigmoid.hpp" namespace MC::World { Chunk Generator::generate(int64_t chunk_x, int64_t chunk_y) { Chunk chunk(chunk_x, chunk_y); - Math::Perlin::Noise<3> noise{.scale=20.0f, .octaves=2}; + 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 biome_map = generate_biome_map(landmass_map, hill_map, height_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.map}, {hill_map.map}, {biome_map.map}}); + + return chunk; +} + +Generator::ChunkMap2D Generator::generate_landmass_map(int64_t chunk_x, int64_t chunk_y) { + ChunkMap2D landmass_map{}; + + for (uint x = 0; x < Chunk::Width; x++) { + for (uint y = 0; y < Chunk::Width; y++) { + landmass_map.set(x, y, get_landmass(chunk_position_to_world_vector(chunk_x, chunk_y, x, y))); + } + } + + return landmass_map; +} + +Generator::ChunkMap2D Generator::generate_hill_map(int64_t chunk_x, int64_t chunk_y) { + ChunkMap2D hill_map{}; + + for (uint x = 0; x < Chunk::Width; x++) { + for (uint y = 0; y < Chunk::Width; y++) { + hill_map.set(x, y, get_hill(chunk_position_to_world_vector(chunk_x, chunk_y, x, y))); + } + } + + return hill_map; +} + +Generator::ChunkMap2D Generator::generate_height_map(ChunkMap2D& landmass_map, ChunkMap2D& hill_map, int64_t chunk_x, int64_t chunk_y) { + ChunkMap2D height_map{}; + for (uint x = 0; x < Chunk::Width; x++) { + for (uint y = 0; y < Chunk::Width; y++) { + auto landmass_effect = landmass_map.get(x, y); + auto hill_effect = hill_map.get(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.set(x, y, height); + } + } + + return height_map; +} + +Generator::ChunkMap2D Generator::generate_biome_map(ChunkMap2D& landmass_map, ChunkMap2D& hill_map, ChunkMap2D& height_map, int64_t chunk_x, int64_t chunk_y) { + ChunkMap2D biome_map{}; + + for (uint x = 0; x < Chunk::Width; x++) { + for (uint y = 0; y < Chunk::Width; y++) { + float landmass = landmass_map.get(x, y); + float hill = hill_map.get(x, y); + + auto world_pos = chunk_position_to_world_vector(chunk_x, chunk_y, x, y); + float temperature = get_temperature(world_pos); + float humidity = get_humidity(world_pos); + + HillSlice hill_slice; + if (hill > 0.9) { hill_slice = HillSlice::Mountain; } + else if (hill > 0.33) { 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 > 0.66) { temparature_zone = TemperatureZone::Hot; } + else if (temperature > 0.33) { 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.set(x, y, biome); + } + } + + return biome_map; +} + +Generator::ChunkMap3D Generator::generate_terrain(ChunkMap2D& height_map, int64_t chunk_x, int64_t chunk_y) { + float jaggedness = 0.10f; + + ChunkMap3D terrain_map{}; for (uint x = 0; x < Chunk::Width; x++) { for (uint z = 0; z < Chunk::Width; z++) { + auto height = height_map.get(x, z); + for (uint y = 0; y < Chunk::Height; y++) { - auto value = noise.at({ - (float)(chunk_x * Chunk::Width + x), - (float)y, - (float)(chunk_y * Chunk::Width + z), - }); - - if (value > 0.6f && value < 0.7f) { - chunk.set(x, y, z, {BlockType::Stone}); + 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.set(x, y, z, true); } } } } - return chunk; + return terrain_map; } -} \ No newline at end of file +void Generator::decorate_soil(Chunk& chunk, ChunkMap2D& biome_map, ChunkMap3D& terrain_map) { + constexpr uint dirt_depth = 4; + constexpr uint water_height = 39; + + for (uint x = 0; x < Chunk::Width; x++) { + for (uint z = 0; z < Chunk::Width; z++) { + auto biome = biome_map.get(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::River: + case BiomeType::Ocean: + top_block = BlockType::Grass; + soil_block = BlockType::Dirt; + break; + case BiomeType::Alpine: + top_block = BlockType::Snow; + soil_block = BlockType::Dirt; + break; + } + + auto column_depth = 0; + for (uint y = Chunk::Height - 1; y > 0; y--) { + auto block = terrain_map.get(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; + } + } + } + } +} + +#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 Generator::create_biome_lookup_table() { + std::array table{}; + + auto inc = [](auto& x) { x = (std::remove_reference_t)((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) { + biome = BiomeType::Beach; + goto set; + } + + if (hill_slice == HillSlice::Valley) { + biome = BiomeType::River; + goto set; + } + if (hill_slice == HillSlice::Mountain) { + if (temperature_zone == TemperatureZone::Hot) { + biome = BiomeType::Desert; + } else { + biome = BiomeType::Alpine; + } + 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/Generator.hpp b/src/World/Generator.hpp index afe43c6..523136a 100644 --- a/src/World/Generator.hpp +++ b/src/World/Generator.hpp @@ -3,6 +3,7 @@ #include #include "Chunk.hpp" #include "BiomeType.hpp" +#include "../Math/Perlin.hpp" namespace MC::World { @@ -10,6 +11,64 @@ class Generator { public: Generator() = default; Chunk generate(int64_t chunk_x, int64_t chunk_y); +private: + template + struct ChunkMap2D { + V map[Chunk::Width * Chunk::Width]; + void set(uint x, uint y, V v) { map[x * Chunk::Width + y] = v; } + V get(uint x, uint y) { return map[x * Chunk::Width + y]; } + }; + + template + struct ChunkMap3D { + V map[Chunk::Width * Chunk::Width * Chunk::Height]; + void set(uint x, uint y, uint z, V v) { map[pos(x, y, z)] = v; } + V get(uint x, uint y, uint z) { return map[pos(x, y, z)]; } + static uint pos(uint x, uint y, uint z) { return x + Chunk::Width * y + Chunk::Width * Chunk::Height * z; } + }; + + ChunkMap2D generate_landmass_map(int64_t chunk_x, int64_t chunk_y); + ChunkMap2D generate_hill_map(int64_t chunk_x, int64_t chunk_y); + ChunkMap2D generate_height_map(ChunkMap2D& landmass_map, ChunkMap2D& hill_map, int64_t chunk_x, int64_t chunk_y); + + ChunkMap2D generate_biome_map(ChunkMap2D& landmass_map, ChunkMap2D& hill_map, ChunkMap2D& height_map, int64_t chunk_x, int64_t chunk_y); + + ChunkMap3D generate_terrain(ChunkMap2D& height_map, int64_t chunk_x, int64_t chunk_y); + + void decorate_soil(Chunk& chunk, ChunkMap2D& biome_map, ChunkMap3D& 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); + + 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=3, .persistence=0.5f, .lacunarity=2.0f}; + Math::Perlin::Noise<2> m_humidity_noise{.scale=400.0f, .octaves=2, .persistence=0.5f, .lacunarity=2.0f}; + + 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 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 biome_lookup_table = create_biome_lookup_table(); }; } diff --git a/src/World/World.cpp b/src/World/World.cpp index 9d88af3..03ce60e 100644 --- a/src/World/World.cpp +++ b/src/World/World.cpp @@ -19,7 +19,7 @@ std::vector World::get_visible_chunks(Vector<3> position) { m_visible_chunks = visible_chunks; } - std::vector chunks{}; + std::vector chunks{}; chunks.reserve(visible_chunks.size()); for (auto index : visible_chunks) { auto& data = get(index); @@ -31,6 +31,16 @@ std::vector World::get_visible_chunks(Vector<3> position) { return chunks; } +Chunk* World::get_chunk_for_positon(Vector<3> position) { + int32_t x = std::round(position.x() / Chunk::Width); + int32_t y = std::round(position.z() / Chunk::Width); + auto& data = get({x, y}); + if (data.chunk.has_value()) { + return &data.chunk.value(); + } + return nullptr; +} + void World::process_chunk_visibility_updates(std::unordered_set& new_chunks, Vector<3> player) { for (auto new_index: new_chunks) { auto& data = get(new_index); diff --git a/src/World/World.hpp b/src/World/World.hpp index d842600..a5f73ec 100644 --- a/src/World/World.hpp +++ b/src/World/World.hpp @@ -3,9 +3,9 @@ #include #include #include -#include #include "Generator.hpp" #include "ChunkIndex.hpp" +#include "../GFX/Binder.hpp" #include "../Compute/Queue.hpp" namespace MC::World { @@ -28,6 +28,7 @@ public: }; std::vector get_visible_chunks(Vector<3> position); + Chunk* get_chunk_for_positon(Vector<3> position); private: std::unordered_set get_visible_chunk_indices(Vector<3> position) const; std::unordered_set load_finished_chunks_from_queue(); -- cgit 1.4.1