test voxel structures generation
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@ -57,10 +57,24 @@ biomes = {
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function load_structures()
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local structures = {}
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table.insert(structures, generation.load_structure("core:default.files/tree0"))
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local names = {"tree0"}
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for i, name in ipairs(names) do
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local filename = "core:default.files/"..name
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debug.log("loading structure "..filename)
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table.insert(structures, generation.load_structure(filename))
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end
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return structures
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end
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function place_structures(x, z, w, d, seed)
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local placements = {}
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local px = math.random() * w
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local py = 200;
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local pz = math.random() * d
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table.insert(placements, {0, {px, py, pz}})
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return placements
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end
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local function _generate_heightmap(x, y, w, h, seed, s)
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local umap = Heightmap(w, h)
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local vmap = Heightmap(w, h)
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@ -43,6 +43,7 @@ public:
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lua::touserdata<lua::LuaVoxelStructure>(L, -1)) {
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structures.push_back(lstruct->getStructure());
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}
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lua::pop(L);
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}
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}
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}
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@ -97,6 +98,40 @@ public:
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return maps;
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}
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std::vector<StructurePlacement> placeStructures(
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const glm::ivec2& offset, const glm::ivec2& size, uint64_t seed
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) override {
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std::vector<StructurePlacement> placements;
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auto L = lua::get_main_thread();
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lua::stackguard _(L);
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lua::pushenv(L, *env);
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if (lua::getfield(L, "place_structures")) {
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lua::pushivec_stack(L, offset);
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lua::pushivec_stack(L, size);
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lua::pushinteger(L, seed);
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if (lua::call_nothrow(L, 5, 1)) {
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int len = lua::objlen(L, -1);
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for (int i = 1; i <= len; i++) {
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lua::rawgeti(L, i);
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lua::rawgeti(L, 1);
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int structIndex = lua::tointeger(L, -1);
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lua::pop(L);
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lua::rawgeti(L, 2);
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glm::ivec3 pos = lua::tovec3(L, -1);
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lua::pop(L);
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placements.emplace_back(structIndex, pos);
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}
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lua::pop(L);
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}
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}
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return placements;
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}
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void prepare(const Content* content) override {
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for (auto& biome : biomes) {
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for (auto& layer : biome.groundLayers.layers) {
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@ -5,6 +5,7 @@
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#include "typedefs.hpp"
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#include "maths/Heightmap.hpp"
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#include "StructurePlacement.hpp"
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class Content;
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class VoxelStructure;
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@ -114,6 +115,10 @@ public:
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virtual std::vector<std::shared_ptr<Heightmap>> generateParameterMaps(
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const glm::ivec2& offset, const glm::ivec2& size, uint64_t seed) = 0;
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virtual std::vector<StructurePlacement> placeStructures(
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const glm::ivec2& offset, const glm::ivec2& size, uint64_t seed) = 0;
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/// @brief Get generator biomes
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virtual const std::vector<Biome>& getBiomes() const = 0;
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/// @return Number of biome parameters, that biome choosing depending on
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12
src/world/generator/StructurePlacement.hpp
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12
src/world/generator/StructurePlacement.hpp
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@ -0,0 +1,12 @@
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#pragma once
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#include <glm/glm.hpp>
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struct StructurePlacement {
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int structure;
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glm::ivec3 position;
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StructurePlacement(int structure, glm::ivec3 position)
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: structure(structure), position(std::move(position)) {}
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};
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@ -40,6 +40,7 @@ std::unique_ptr<VoxelStructure> VoxelStructure::create(
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index = found->second;
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}
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voxels[i].id = index;
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voxels[i].state = volVoxels[i].state;
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}
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return std::make_unique<VoxelStructure>(
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@ -67,6 +68,11 @@ void VoxelStructure::deserialize(const dv::value& src) {
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size = glm::ivec3();
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dv::get_vec(src, "size", size);
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const auto& namesArr = src["block-names"];
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for (const auto& elem : namesArr) {
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blockNames.push_back(elem.asString());
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}
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auto volume = size.x*size.y*size.z;
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voxels.resize(volume);
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@ -81,7 +87,7 @@ void VoxelStructure::prepare(const Content& content) {
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auto volume = size.x*size.y*size.z;
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voxelsRuntime.resize(volume);
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for (size_t i = 0; i < volume; i++) {
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const auto& name = blockNames[voxels[i].id];
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const auto& name = blockNames.at(voxels[i].id);
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voxelsRuntime[i].id = content.blocks.require(name).rt.id;
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voxelsRuntime[i].state = voxels[i].state;
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}
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@ -48,6 +48,7 @@ public:
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}
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const std::vector<voxel>& getRuntimeVoxels() {
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assert(!voxelsRuntime.empty());
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return voxelsRuntime;
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}
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};
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@ -15,7 +15,7 @@
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static debug::Logger logger("world-generator");
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static inline constexpr uint MAX_PARAMETERS = 4;
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static inline constexpr uint MAX_CHUNK_PROTOTYPE_LEVELS = 3;
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static inline constexpr uint MAX_CHUNK_PROTOTYPE_LEVELS = 5;
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WorldGenerator::WorldGenerator(
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const GeneratorDef& def, const Content* content, uint64_t seed
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@ -44,14 +44,31 @@ WorldGenerator::WorldGenerator(
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if (found == prototypes.end()) {
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throw std::runtime_error("prototype not found");
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}
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generateHeightmap(found->second.get(), x, z);
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generateStructures(requirePrototype(x, z), x, z);
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});
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surroundMap.setLevelCallback(3, [this](int const x, int const z) {
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generateBiomes(requirePrototype(x, z), x, z);
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});
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surroundMap.setLevelCallback(4, [this](int const x, int const z) {
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generateHeightmap(requirePrototype(x, z), x, z);
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});
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structures = def.script->loadStructures();
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for (auto& structure : structures) {
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structure->prepare(*content);
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}
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}
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WorldGenerator::~WorldGenerator() {}
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ChunkPrototype& WorldGenerator::requirePrototype(int x, int z) {
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const auto& found = prototypes.find({x, z});
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if (found == prototypes.end()) {
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throw std::runtime_error("prototype not found");
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}
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return *found->second;
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}
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static inline void generate_pole(
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const BlocksLayers& layers,
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int top, int bottom,
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@ -112,6 +129,27 @@ static inline const Biome* choose_biome(
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std::unique_ptr<ChunkPrototype> WorldGenerator::generatePrototype(
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int chunkX, int chunkZ
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) {
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return std::make_unique<ChunkPrototype>();
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}
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void WorldGenerator::generateStructures(
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ChunkPrototype& prototype, int chunkX, int chunkZ
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) {
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if (prototype.level >= ChunkPrototypeLevel::STRUCTURES) {
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return;
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}
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prototype.structures = def.script->placeStructures(
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{chunkX * CHUNK_W, chunkZ * CHUNK_D}, {CHUNK_W, CHUNK_D}, seed
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);
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prototype.level = ChunkPrototypeLevel::STRUCTURES;
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}
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void WorldGenerator::generateBiomes(
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ChunkPrototype& prototype, int chunkX, int chunkZ
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) {
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if (prototype.level >= ChunkPrototypeLevel::BIOMES) {
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return;
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}
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auto biomeParams = def.script->generateParameterMaps(
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{chunkX * CHUNK_W, chunkZ * CHUNK_D}, {CHUNK_W, CHUNK_D}, seed);
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const auto& biomes = def.script->getBiomes();
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@ -123,21 +161,19 @@ std::unique_ptr<ChunkPrototype> WorldGenerator::generatePrototype(
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choose_biome(biomes, biomeParams, x, z);
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}
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}
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return std::make_unique<ChunkPrototype>(
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ChunkPrototypeLevel::BIOMES,
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std::move(chunkBiomes),
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nullptr);
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prototype.biomes = std::move(chunkBiomes);
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prototype.level = ChunkPrototypeLevel::BIOMES;
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}
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void WorldGenerator::generateHeightmap(
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ChunkPrototype* prototype, int chunkX, int chunkZ
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ChunkPrototype& prototype, int chunkX, int chunkZ
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) {
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if (prototype->level >= ChunkPrototypeLevel::HEIGHTMAP) {
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if (prototype.level >= ChunkPrototypeLevel::HEIGHTMAP) {
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return;
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}
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prototype->heightmap = def.script->generateHeightmap(
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prototype.heightmap = def.script->generateHeightmap(
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{chunkX * CHUNK_W, chunkZ * CHUNK_D}, {CHUNK_W, CHUNK_D}, seed);
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prototype->level = ChunkPrototypeLevel::HEIGHTMAP;
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prototype.level = ChunkPrototypeLevel::HEIGHTMAP;
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}
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void WorldGenerator::update(int centerX, int centerY, int loadDistance) {
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@ -150,13 +186,8 @@ void WorldGenerator::update(int centerX, int centerY, int loadDistance) {
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void WorldGenerator::generate(voxel* voxels, int chunkX, int chunkZ) {
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surroundMap.completeAt(chunkX, chunkZ);
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const auto& found = prototypes.find({chunkX, chunkZ});
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if (found == prototypes.end()) {
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throw std::runtime_error("no prototype found");
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}
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auto prototype = found->second.get();
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const auto values = prototype->heightmap->getValues();
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const auto& prototype = requirePrototype(chunkX, chunkZ);
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const auto values = prototype.heightmap->getValues();
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uint seaLevel = def.script->getSeaLevel();
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@ -165,7 +196,7 @@ void WorldGenerator::generate(voxel* voxels, int chunkX, int chunkZ) {
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PseudoRandom plantsRand;
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plantsRand.setSeed(chunkX, chunkZ);
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const auto& biomes = prototype->biomes.get();
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const auto& biomes = prototype.biomes.get();
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for (uint z = 0; z < CHUNK_D; z++) {
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for (uint x = 0; x < CHUNK_W; x++) {
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const Biome* biome = biomes[z * CHUNK_W + x];
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@ -189,4 +220,34 @@ void WorldGenerator::generate(voxel* voxels, int chunkX, int chunkZ) {
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}
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}
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}
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for (const auto& placement : prototype.structures) {
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if (placement.structure < 0 || placement.structure >= structures.size()) {
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logger.error() << "invalid structure index " << placement.structure;
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}
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auto& structure = *structures[placement.structure];
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auto& structVoxels = structure.getRuntimeVoxels();
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const auto& offset = placement.position;
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const auto& size = structure.getSize();
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for (int y = 0; y < size.y; y++) {
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int sy = y + offset.y;
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if (sy < 0 || sy >= CHUNK_H) {
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continue;
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}
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for (int z = 0; z < size.z; z++) {
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int sz = z + offset.z;
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if (sz < 0 || sz >= CHUNK_D) {
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continue;
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}
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for (int x = 0; x < size.x; x++) {
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int sx = x + offset.x;
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if (sx < 0 || sx >= CHUNK_W) {
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continue;
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}
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voxels[vox_index(sx, sy, sz)] =
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structVoxels[vox_index(x, y, z, size.x, size.z)];
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}
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}
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}
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}
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}
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@ -9,6 +9,7 @@
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#include "typedefs.hpp"
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#include "voxels/voxel.hpp"
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#include "SurroundMap.hpp"
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#include "StructurePlacement.hpp"
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class Content;
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struct GeneratorDef;
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@ -17,20 +18,11 @@ struct Biome;
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class VoxelStructure;
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enum class ChunkPrototypeLevel {
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BIOMES, HEIGHTMAP
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};
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struct StructurePlacement {
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VoxelStructure& structure;
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glm::ivec3 position;
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StructurePlacement(VoxelStructure& structure, glm::ivec3 position)
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: structure(structure), position(std::move(position)) {}
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VOID=0, STRUCTURES, BIOMES, HEIGHTMAP
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};
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struct ChunkPrototype {
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ChunkPrototypeLevel level;
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ChunkPrototypeLevel level = ChunkPrototypeLevel::VOID;
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/// @brief chunk biomes matrix
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std::unique_ptr<const Biome*[]> biomes;
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@ -39,14 +31,6 @@ struct ChunkPrototype {
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std::shared_ptr<Heightmap> heightmap;
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std::vector<StructurePlacement> structures;
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ChunkPrototype(
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ChunkPrototypeLevel level,
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std::unique_ptr<const Biome*[]> biomes,
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std::shared_ptr<Heightmap> heightmap
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) : level(level),
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biomes(std::move(biomes)),
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heightmap(std::move(heightmap)) {};
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};
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/// @brief High-level world generation controller
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@ -69,7 +53,13 @@ class WorldGenerator {
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/// @param z chunk position Y divided by CHUNK_D
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std::unique_ptr<ChunkPrototype> generatePrototype(int x, int z);
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void generateHeightmap(ChunkPrototype* prototype, int x, int z);
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ChunkPrototype& requirePrototype(int x, int z);
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void generateStructures(ChunkPrototype& prototype, int x, int z);
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void generateBiomes(ChunkPrototype& prototype, int x, int z);
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void generateHeightmap(ChunkPrototype& prototype, int x, int z);
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public:
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WorldGenerator(
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const GeneratorDef& def,
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