add StructurePlacement & add SurroundMap visualization test
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@ -62,7 +62,7 @@ namespace util {
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return &firstBuffer[ly * sizeX + lx];
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}
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T get(TCoord x, TCoord y) {
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T get(TCoord x, TCoord y) const {
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auto lx = x - offsetX;
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auto ly = y - offsetY;
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if (lx < 0 || ly < 0 || lx >= sizeX || ly >= sizeY) {
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@ -7,6 +7,7 @@
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#include "maths/Heightmap.hpp"
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class Content;
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class VoxelStructure;
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struct BlocksLayer {
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/// @brief Layer block
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@ -99,8 +100,11 @@ class GeneratorScript {
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public:
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virtual ~GeneratorScript() = default;
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/// @brief Load all structures
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//virtual std::vector<std::shared_ptr<VoxelStructure>> loadStructures() = 0;
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/// @brief Generates a heightmap with values in range 0..1
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/// @param offset position of the heightmap top left corner in the world
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/// @param offset position of the heightmap in the world
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/// @param size size of the heightmap
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/// @param seed world seed
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/// @return generated heightmap of given size (can't be nullptr)
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@ -14,8 +14,8 @@
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static debug::Logger logger("world-generator");
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static inline constexpr uint MAX_PARAMETERS = 8;
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static inline constexpr uint MAX_CHUNK_PROTOTYPE_LEVELS = 8;
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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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WorldGenerator::WorldGenerator(
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const GeneratorDef& def, const Content* content, uint64_t seed
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@ -114,10 +114,11 @@ std::unique_ptr<ChunkPrototype> WorldGenerator::generatePrototype(
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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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std::vector<const Biome*> chunkBiomes(CHUNK_W*CHUNK_D);
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auto chunkBiomes = std::make_unique<const Biome*[]>(CHUNK_W*CHUNK_D);
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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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chunkBiomes[z * CHUNK_W + x] = choose_biome(biomes, biomeParams, x, z);
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chunkBiomes.get()[z * CHUNK_W + x] =
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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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@ -162,9 +163,10 @@ 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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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 = prototype->biomes[z * CHUNK_W + x];
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const Biome* biome = biomes[z * CHUNK_W + x];
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int height = values[z * CHUNK_W + x] * CHUNK_H;
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height = std::max(0, height);
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@ -20,18 +20,29 @@ 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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};
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struct ChunkPrototype {
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ChunkPrototypeLevel level;
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/// @brief chunk biomes matrix
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std::vector<const Biome*> biomes;
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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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ChunkPrototype(
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ChunkPrototypeLevel level,
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std::vector<const Biome*> biomes,
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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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@ -30,3 +30,49 @@ TEST(SurroundMap, InitTest) {
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map.completeAt(x - 1, y);
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EXPECT_EQ(affected, maxLevel * 2 - 1);
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}
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#define VISUAL_TEST
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#ifdef VISUAL_TEST
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#include <glm/gtc/random.hpp>
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#include "coders/png.hpp"
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#include "graphics/core/ImageData.hpp"
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void visualize(const SurroundMap& map, int mul, int max) {
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const auto& areaMap = map.getArea();
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int w = areaMap.getWidth();
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int h = areaMap.getHeight();
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int ox = areaMap.getOffsetX();
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int oy = areaMap.getOffsetY();
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ImageData image(ImageFormat::rgb888, w, h);
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ubyte* bytes = image.getData();
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for (int y = 0; y < h; y++) {
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for (int x = 0; x < w; x++) {
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int val = areaMap.get(x + ox, y + oy) * mul;
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if (val && val / mul < max) {
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val = val / 4 + 50;
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}
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bytes[(y * w + x) * 3] = val;
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bytes[(y * w + x) * 3 + 1] = val;
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bytes[(y * w + x) * 3 + 2] = val;
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}
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}
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png::write_image("test.png", &image);
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}
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TEST(SurroundMap, Visualize) {
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int levels = 3;
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SurroundMap map(50, levels);
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map.setCenter(0, 0);
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for (int i = 0; i < 1000; i++) {
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float x = glm::gaussRand(0.0f, 2.0f);
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float y = glm::gaussRand(0.0f, 2.0f);
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map.completeAt(x, y);
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}
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visualize(map, 30, levels);
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}
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#endif
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