cooler chunk generation

This commit is contained in:
tylermurphy534 2022-09-28 22:55:07 -04:00
parent fdbe207540
commit 001cbb9141
8 changed files with 44 additions and 20 deletions

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res/image/snow.png Normal file

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res/image/stone.png Normal file

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res/image/water.png Normal file

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@ -6,7 +6,7 @@ layout (location = 2) in flat int fragTex;
layout (location = 0) out vec4 outColor;
layout (binding = 1) uniform sampler2D texSampler[3];
layout (binding = 1) uniform sampler2D texSampler[6];
void main() {
outColor = texture(texSampler[fragTex], fragUv) + fragLight;

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@ -57,13 +57,12 @@ static std::map<uint8_t, Block> blocks{};
static std::map<std::string, uint32_t> texturesIds{};
static std::vector<xe::Image*> textures{};
void loadTexture(const std::string& filePath) {
uint32_t getTexture(const std::string& filePath) {
if(!texturesIds.count(filePath)) {
xe::Image* image = xe::Image::createImage(filePath, false);
texturesIds[filePath] = static_cast<uint32_t>(textures.size());
textures.push_back(image);
}
uint32_t getTexture(const std::string& filePath) {
}
return texturesIds[filePath];
}
@ -72,11 +71,13 @@ std::vector<xe::Image*>& Chunk::getTextures() {
}
void Chunk::load() {
loadTexture(DIRT_TEXTURE);
loadTexture(GRASS_TEXTURE);
loadTexture(GRASS_TOP_TEXTURE);
blocks[DIRT] = {{getTexture(DIRT_TEXTURE), getTexture(DIRT_TEXTURE), getTexture(DIRT_TEXTURE), getTexture(DIRT_TEXTURE), getTexture(DIRT_TEXTURE), getTexture(DIRT_TEXTURE)}};
blocks[GRASS] = {{getTexture(GRASS_TEXTURE), getTexture(GRASS_TEXTURE), getTexture(GRASS_TOP_TEXTURE), getTexture(DIRT_TEXTURE), getTexture(GRASS_TEXTURE), getTexture(GRASS_TEXTURE)}};
blocks[GREEN] = {{getTexture(GRASS_TOP_TEXTURE), getTexture(GRASS_TOP_TEXTURE), getTexture(GRASS_TOP_TEXTURE), getTexture(GRASS_TOP_TEXTURE), getTexture(GRASS_TOP_TEXTURE), getTexture(GRASS_TOP_TEXTURE)}};
blocks[STONE] = {{getTexture(STONE_TEXTURE), getTexture(STONE_TEXTURE), getTexture(STONE_TEXTURE), getTexture(STONE_TEXTURE), getTexture(STONE_TEXTURE), getTexture(STONE_TEXTURE)}};
blocks[SNOW] = {{getTexture(SNOW_TEXTURE), getTexture(SNOW_TEXTURE), getTexture(SNOW_TEXTURE), getTexture(SNOW_TEXTURE), getTexture(SNOW_TEXTURE), getTexture(SNOW_TEXTURE)}};
blocks[SAND] = {{getTexture(SAND_TEXTURE), getTexture(SAND_TEXTURE), getTexture(SAND_TEXTURE), getTexture(SAND_TEXTURE), getTexture(SAND_TEXTURE), getTexture(SAND_TEXTURE)}};
blocks[WATER] = {{getTexture(WATER_TEXTURE), getTexture(WATER_TEXTURE), getTexture(WATER_TEXTURE), getTexture(WATER_TEXTURE), getTexture(WATER_TEXTURE), getTexture(WATER_TEXTURE)}};
}
void Chunk::unload() {
@ -177,14 +178,25 @@ void Chunk::generate(Chunk* c) {
for(int x = 0; x < 16; x++) {
for(int z = 0; z < 16; z++) {
int height = perlin.octave2D_01((( x + c->gridX * 16) * 0.01), ((z + c->gridZ * 16) * 0.01), 4) * 20;
for(int y = 0; y < 256; y++) {
if(y == height){
c->setBlock(x, y, z, GRASS);
} else if(y < height)
double noise = perlin.octave2D_01((( x + c->gridX * 16) * 0.01), ((z + c->gridZ * 16) * 0.01), 4);
int height = noise * 40;
for(int y = 0; y < std::max(height, WATER_LEVEL); y++) {
int difference = y - WATER_LEVEL;
if (difference < 0) {
c->setBlock(x, y, z, WATER);
} else if(difference < 3) {
c->setBlock(x, y, z, SAND);
} else if(difference < 5) {
c->setBlock(x, y, z, DIRT);
else
c->setBlock(x, y, z, AIR);
} else if(difference < 6) {
c->setBlock(x, y, z, GRASS);
} else if(difference < 10) {
c->setBlock(x, y, z, GREEN);
} else if(difference < 16) {
c->setBlock(x, y, z, STONE);
} else if(difference < 18) {
c->setBlock(x, y, z, SNOW);
}
}
}
}

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@ -13,15 +13,27 @@
#include <memory>
#include <string>
#include <map>
#include <algorithm>
#define INVALID -1
#define AIR 0
#define DIRT 1
#define GRASS 2
#define GREEN 3
#define STONE 4
#define SNOW 5
#define SAND 6
#define WATER 7
#define DIRT_TEXTURE "res/image/dirt.png"
#define GRASS_TEXTURE "res/image/grass.png"
#define GRASS_TOP_TEXTURE "res/image/grass_top.png"
#define STONE_TEXTURE "res/image/stone.png"
#define SNOW_TEXTURE "res/image/snow.png"
#define SAND_TEXTURE "res/image/sand.png"
#define WATER_TEXTURE "res/image/water.png"
static constexpr int WATER_LEVEL = 20;
namespace app {

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@ -18,9 +18,9 @@ void FirstApp::run() {
SimpleRenderer renderer{xeEngine, Chunk::getTextures()};
xe::Sound sound{"res/sound/when_the_world_ends.wav"};
sound.setLooping(true);
sound.play();
// xe::Sound sound{"res/sound/when_the_world_ends.wav"};
// sound.setLooping(true);
// sound.play();
KeyboardMovementController cameraController{xeEngine.getInput(), viewerObject};