VoxelEngine/src/world/generator/WorldGenerator.hpp
2025-11-24 21:23:59 +03:00

147 lines
3.8 KiB
C++

#pragma once
#include <array>
#include <string>
#include <memory>
#include <vector>
#include <unordered_map>
#include "constants.hpp"
#include "typedefs.hpp"
#include "voxels/voxel.hpp"
#include "SurroundMap.hpp"
#include "StructurePlacement.hpp"
class Content;
struct GeneratorDef;
class Heightmap;
struct Biome;
class VoxelFragment;
enum class ChunkPrototypeLevel {
VOID=0, WIDE_STRUCTS, BIOMES, HEIGHTMAP, STRUCTURES
};
struct ChunkPrototype {
ChunkPrototypeLevel level = ChunkPrototypeLevel::VOID;
/// @brief chunk biomes matrix
std::unique_ptr<const Biome*[]> biomes;
/// @brief chunk heightmap
std::shared_ptr<Heightmap> heightmap;
std::vector<Placement> placements;
/// @brief biome parameters maps saved until heightmaps generation
std::vector<std::shared_ptr<Heightmap>> heightmapInputs {};
};
struct WorldGenDebugInfo {
int areaOffsetX;
int areaOffsetY;
uint areaWidth;
uint areaHeight;
std::unique_ptr<ubyte[]> areaLevels;
};
/// @brief High-level world generation controller
class WorldGenerator {
/// @param def generator definition
const GeneratorDef& def;
/// @param content world content
const Content& content;
/// @param seed world seed
uint64_t seed;
/// @brief Chunk prototypes main storage
std::unordered_map<glm::ivec2, std::unique_ptr<ChunkPrototype>> prototypes;
/// @brief Chunk prototypes loading surround map
SurroundMap surroundMap;
/// @brief Generate chunk prototype (see ChunkPrototype)
/// @param x chunk position X divided by CHUNK_W
/// @param z chunk position Y divided by CHUNK_D
std::unique_ptr<ChunkPrototype> generatePrototype(int x, int z);
ChunkPrototype& requirePrototype(int x, int z);
void generateStructuresWide(ChunkPrototype& prototype, int x, int z);
void generateStructures(ChunkPrototype& prototype, int x, int z);
void generateBiomes(ChunkPrototype& prototype, int x, int z);
void generateHeightmap(ChunkPrototype& prototype, int x, int z);
void placeStructure(
const StructurePlacement& placement, int priority,
int chunkX, int chunkZ
);
void placeLine(const LinePlacement& line, int priority);
void placeBlock(const BlockPlacement& block, int priority);
void generatePlacements(
const ChunkPrototype& prototype, voxel* voxels, int x, int z
);
void generateLine(
const ChunkPrototype& prototype,
const LinePlacement& placement,
voxel* voxels,
int x, int z
);
void generateBlock(
const ChunkPrototype& prototype,
const BlockPlacement& placement,
voxel* voxels,
int x, int z
);
void generateStructure(
const ChunkPrototype& prototype,
const StructurePlacement& placement,
voxel* voxels,
int x, int z
);
void generatePlants(
const ChunkPrototype& prototype,
float* values,
voxel* voxels,
int x,
int z,
const Biome** biomes
);
void generateLand(
const ChunkPrototype& prototype,
float* values,
voxel* voxels,
int x,
int z,
const Biome** biomes
);
void placeStructures(
const std::vector<Placement>& placements,
ChunkPrototype& prototype,
int x, int z
);
public:
WorldGenerator(
const GeneratorDef& def,
const Content& content,
uint64_t seed
);
~WorldGenerator();
void update(int centerX, int centerY, int loadDistance);
/// @brief Generate complete chunk voxels
/// @param voxels destinatiopn chunk voxels buffer
/// @param x chunk position X divided by CHUNK_W
/// @param z chunk position Y divided by CHUNK_D
void generate(voxel* voxels, int x, int z);
WorldGenDebugInfo createDebugInfo() const;
uint64_t getSeed() const;
};