add plants
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@@ -35,15 +35,56 @@ struct BlocksLayers {
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struct BiomeParameter {
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/// @brief Central parameter value for the biome
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float origin;
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float value;
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/// @brief Parameter score multiplier
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/// (the higher the value, the greater the chance of biome choosing)
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/// (the higher the weight, the greater the chance of biome choosing)
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float weight;
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};
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struct PlantEntry {
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/// @brief Plant block id
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std::string block;
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/// @brief Plant weight
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float weight;
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struct {
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blockid_t id;
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} rt;
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};
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struct BiomePlants {
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static inline float MIN_CHANCE = 0.000001f;
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/// @brief Plant entries sorted by weight descending.
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std::vector<PlantEntry> plants;
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/// @brief Sum of weight values
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float weightsSum;
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/// @brief Plant generation chance
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float chance;
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/// @brief Choose plant based on weight
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/// @param rand some random value in range [0, 1)
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/// @return index of chosen plant block
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inline blockid_t choose(float rand) const {
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if (plants.empty() || rand > chance || chance < MIN_CHANCE) {
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return 0;
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}
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rand = rand / chance;
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rand *= weightsSum;
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for (const auto& plant : plants) {
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rand -= plant.weight;
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if (rand <= 0.0f) {
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return plant.rt.id;
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}
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}
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return plants[plants.size()-1].rt.id;
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}
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};
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struct Biome {
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std::string name;
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std::vector<BiomeParameter> parameters;
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BiomePlants plants;
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BlocksLayers groundLayers;
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BlocksLayers seaLayers;
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};
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@@ -3,6 +3,7 @@
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#include <cstring>
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#include <iostream>
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#include "maths/util.hpp"
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#include "content/Content.hpp"
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#include "voxels/Block.hpp"
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#include "voxels/Chunk.hpp"
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@@ -63,7 +64,7 @@ static inline const Biome* choose_biome(
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for (const auto& biome : biomes) {
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float score = 0.0f;
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for (uint i = 0; i < paramsCount; i++) {
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score += glm::abs((params[i] - biome.parameters[i].origin) /
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score += glm::abs((params[i] - biome.parameters[i].value) /
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biome.parameters[i].weight);
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}
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if (score < chosenScore) {
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@@ -92,6 +93,9 @@ void WorldGenerator::generate(
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std::memset(voxels, 0, sizeof(voxel) * CHUNK_VOL);
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PseudoRandom plantsRand;
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plantsRand.setSeed(chunkX, chunkZ);
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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 = choose_biome(biomes, biomeParams, x, z);
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@@ -104,6 +108,15 @@ void WorldGenerator::generate(
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generate_pole(seaLayers, seaLevel, height, seaLevel, voxels, x, z);
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generate_pole(groundLayers, height, 0, seaLevel, voxels, x, z);
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if (height+1 > seaLevel) {
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// TODO: add underwater plants support
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float rand = (plantsRand.randU32() % RAND_MAX) / static_cast<float>(RAND_MAX);
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blockid_t plant = biome->plants.choose(rand);
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if (plant) {
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voxels[vox_index(x, height+1, z)].id = plant;
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}
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}
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}
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}
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}
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