85 lines
2.3 KiB
C++
85 lines
2.3 KiB
C++
#pragma once
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#include <array>
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#include <string>
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#include <memory>
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#include <vector>
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#include <unordered_map>
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#include "constants.hpp"
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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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class Heightmap;
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struct Biome;
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class VoxelFragment;
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enum class ChunkPrototypeLevel {
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VOID=0, BIOMES, HEIGHTMAP, STRUCTURES
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};
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struct ChunkPrototype {
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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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/// @brief chunk heightmap
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std::shared_ptr<Heightmap> heightmap;
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std::vector<StructurePlacement> structures;
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};
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/// @brief High-level world generation controller
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class WorldGenerator {
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/// @param def generator definition
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const GeneratorDef& def;
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/// @param content world content
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const Content* content;
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/// @param seed world seed
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uint64_t seed;
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/// @brief Chunk prototypes main storage
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std::unordered_map<glm::ivec2, std::unique_ptr<ChunkPrototype>> prototypes;
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/// @brief Chunk prototypes loading surround map
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SurroundMap surroundMap;
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/// @brief Generate chunk prototype (see ChunkPrototype)
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/// @param x chunk position X divided by CHUNK_W
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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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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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void placeStructure(
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const glm::ivec3 offset, size_t structure, uint8_t rotation,
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int chunkX, int chunkZ
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);
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public:
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WorldGenerator(
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const GeneratorDef& def,
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const Content* content,
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uint64_t seed
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);
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~WorldGenerator();
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void update(int centerX, int centerY, int loadDistance);
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/// @brief Generate complete chunk voxels
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/// @param voxels destinatiopn chunk voxels buffer
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/// @param x chunk position X divided by CHUNK_W
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/// @param z chunk position Y divided by CHUNK_D
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void generate(voxel* voxels, int x, int z);
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inline static std::string DEFAULT = "core:default";
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};
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