Refactor to use NoiseCollection instead of Noise

This commit is contained in:
Namonay
2025-05-31 19:24:57 +02:00
parent 7c5ae10e79
commit 6ebd51b76e
6 changed files with 25 additions and 9 deletions

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@@ -47,7 +47,7 @@ void Chunk::GenerateChunk()
for(std::uint32_t x = 0; x < CHUNK_SIZE.x; x++) for(std::uint32_t x = 0; x < CHUNK_SIZE.x; x++)
{ {
for(std::uint32_t z = 0; z < CHUNK_SIZE.z; z++) for(std::uint32_t z = 0; z < CHUNK_SIZE.z; z++)
std::memcpy(m_data[POS_TO_INDEX(x, z)].data(), m_world.GetNoiseGenerator().GetHeight(m_position + Scop::Vec2i(x, z)).data(), CHUNK_SIZE.y * sizeof(std::uint32_t)); std::memcpy(m_data[POS_TO_INDEX(x, z)].data(), m_world.GetNoiseGenerator().GetBlocks(m_position + Scop::Vec2i(x, z)).data(), CHUNK_SIZE.y * sizeof(std::uint32_t));
} }
} }

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@@ -14,7 +14,7 @@ constexpr std::uint32_t WATER_LEVEL = 20;
class Noise class Noise
{ {
public: public:
Noise(const std::uint32_t seed = 42, float frequency = 0.045f, float amplitude = 0.80f, int octaves = 4, float lacunarity = 2.0f, float persistance = 0.7f, int redistribution = 4, float compensatory_factor = 1.2f); Noise(const std::uint32_t seed, float frequency, float amplitude, int octaves, float lacunarity, float persistance, int redistribution, float compensatory_factor);
[[nodiscard]] std::array<std::uint32_t, CHUNK_SIZE.y> GetHeight(Scop::Vec2i pos); [[nodiscard]] std::array<std::uint32_t, CHUNK_SIZE.y> GetHeight(Scop::Vec2i pos);
[[nodiscard]] const int Perlin2D(int x, int y) noexcept; [[nodiscard]] const int Perlin2D(int x, int y) noexcept;

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@@ -1,5 +1,8 @@
#include "Chunk.h"
#include "Maths/Vec2.h"
#include <NoiseCollection.h> #include <NoiseCollection.h>
#include <Noise.h> #include <Noise.h>
#include <cstdint>
#include <memory> #include <memory>
Noise* NoiseCollection::GetNoise(const std::string& key) const Noise* NoiseCollection::GetNoise(const std::string& key) const
@@ -10,3 +13,8 @@ Noise* NoiseCollection::GetNoise(const std::string& key) const
Scop::FatalError("A non existant Noise has been requested"); Scop::FatalError("A non existant Noise has been requested");
return nullptr; return nullptr;
} }
const std::array<std::uint32_t, CHUNK_SIZE.y> NoiseCollection::GetBlocks(Scop::Vec2i pos)
{
return m_collection["terrain"]->GetHeight(pos);
}

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@@ -11,15 +11,23 @@ class NoiseCollection
public: public:
inline NoiseCollection(const std::uint32_t seed) inline NoiseCollection(const std::uint32_t seed)
{ {
m_collection.emplace("terrain", std::make_unique<Noise>(seed)); m_collection.emplace("terrain", std::make_unique<Noise>(seed, // seed
m_collection.emplace("caves", std::make_unique<Noise>(seed)); // TODO !!!!!! 0.045f,
0.8f,
4,
2.0f,
0.7f,
4,
1.2f
));
//m_collection.emplace("caves", std::make_unique<Noise>(seed)); // TODO !!!!!!
} }
Noise* GetNoise(const std::string& key) const; Noise* GetNoise(const std::string& key) const;
inline void AddNoise(std::string key, std::unique_ptr<Noise> noise) { m_collection.emplace(std::move(key), std::move(noise)); } inline void AddNoise(std::string key, std::unique_ptr<Noise> noise) { m_collection.emplace(std::move(key), std::move(noise)); }
[[nodiscard]] inline std::array<std::uint32_t, CHUNK_SIZE.y> GetBlocks(Scop::Vec2i pos) const { return m_collection.at("terrain")->GetHeight(pos); } [[nodiscard]] inline std::array<std::uint32_t, CHUNK_SIZE.y> GetBlocks(Scop::Vec2i pos) const { return m_collection.at("terrain")->GetHeight(pos); }
const std::array<std::uint32_t, CHUNK_SIZE.y> GetBlocks(Scop::Vec2i pos);
~NoiseCollection() = default; ~NoiseCollection() = default;
private: private:

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@@ -6,7 +6,7 @@
#include <World.h> #include <World.h>
#include <Utils.h> #include <Utils.h>
World::World(Scop::Scene& scene) : m_scene(scene), m_previous_chunk_position(-1000, 10000) World::World(Scop::Scene& scene) : m_noisecollection(42), m_scene(scene), m_previous_chunk_position(-1000, 10000)
{ {
Scop::Vec2ui32 map_size; Scop::Vec2ui32 map_size;
Scop::MaterialTextures material_params; Scop::MaterialTextures material_params;

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@@ -8,7 +8,7 @@
#include <Chunk.h> #include <Chunk.h>
#include <Utils.h> #include <Utils.h>
#include <Noise.h> #include <NoiseCollection.h>
constexpr std::uint8_t RENDER_DISTANCE = 10; constexpr std::uint8_t RENDER_DISTANCE = 10;
constexpr std::uint8_t CHUNKS_UPLOAD_PER_FRAME = 3; constexpr std::uint8_t CHUNKS_UPLOAD_PER_FRAME = 3;
@@ -29,7 +29,7 @@ class World
[[nodiscard]] inline Scop::Scene& GetScene() noexcept { return m_scene; } [[nodiscard]] inline Scop::Scene& GetScene() noexcept { return m_scene; }
[[nodiscard]] inline std::shared_ptr<Scop::Material> GetBlockMaterial() const { return p_block_material; } [[nodiscard]] inline std::shared_ptr<Scop::Material> GetBlockMaterial() const { return p_block_material; }
[[nodiscard]] Scop::NonOwningPtr<Chunk> GetChunk(Scop::Vec2i position); [[nodiscard]] Scop::NonOwningPtr<Chunk> GetChunk(Scop::Vec2i position);
[[nodiscard]] Noise& GetNoiseGenerator() noexcept { return m_noise; } [[nodiscard]] NoiseCollection& GetNoiseGenerator() noexcept { return m_noisecollection; }
~World(); ~World();
@@ -39,7 +39,7 @@ class World
void Upload(); void Upload();
private: private:
Noise m_noise; NoiseCollection m_noisecollection;
std::unordered_map<Scop::Vec2i, Chunk> m_chunks; std::unordered_map<Scop::Vec2i, Chunk> m_chunks;
ThreadSafeQueue<std::reference_wrapper<Chunk>> m_chunks_to_upload; ThreadSafeQueue<std::reference_wrapper<Chunk>> m_chunks_to_upload;
std::shared_ptr<Scop::Material> p_block_material; std::shared_ptr<Scop::Material> p_block_material;