feat: generate procedural world on load via WorldGenerator
This commit is contained in:
33
Core/Game.cs
33
Core/Game.cs
@@ -6,6 +6,7 @@ using OpenTK.Windowing.GraphicsLibraryFramework;
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using VoxelEngine.Rendering;
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using VoxelEngine.World.Blocks;
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using VoxelEngine.World.Chunk;
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using VoxelEngine.World.WorldGen;
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namespace VoxelEngine.Core;
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@@ -13,12 +14,14 @@ public sealed class Game : GameWindow
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{
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private const float MoveSpeed = 8f; // units per second
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private const float Sensitivity = 0.15f; // degrees per pixel
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private const int Seed = 1337;
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private readonly BlockRegistry _registry = new();
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private Shader _shader = null!;
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private Texture _texture = null!;
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private readonly Dictionary<Vector3i, ChunkRenderer> _renderer = new();
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private Camera _camera = null!;
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private WorldGenerator _generator = null!;
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private World.World _world;
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@@ -37,11 +40,14 @@ public sealed class Game : GameWindow
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this._texture = new Texture("Assets/textures/VoxelShadeAtlas.png");
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this._world = new World.World(this._registry);
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this._generator = new WorldGenerator(Game.Seed, this._registry);
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for (int x = -2; x < 2; x++)
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for (int z = -2; z < 2; z++)
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for (int cx = -2; cx < 2; cx++)
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for (int cz = -2; cz < 2; cz++)
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for (int cy = 0; cy < WorldConstants.WorldHeightChunks; cy++)
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{
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this._world.SetChunk(new Vector3i(x, 0, z), this.BuildChunk());
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Vector3i pos = new(cx, cy, cz);
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this._world.SetChunk(pos, this._generator.Generate(pos));
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}
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ChunkMesher mesher = new(this._texture.Width, this._texture.Height);
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@@ -59,28 +65,13 @@ public sealed class Game : GameWindow
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this._renderer[pos] = new ChunkRenderer(mesh);
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}
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this._camera = new Camera(new Vector3(8f, 20f, 40f), this.ClientSize.X / (float)this.ClientSize.Y);
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this._camera = new Camera(
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new Vector3(8f, WorldConstants.SeaLevel + 30f, 40f),
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this.ClientSize.X / (float)this.ClientSize.Y);
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this.CursorState = CursorState.Grabbed;
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}
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private Chunk BuildChunk()
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{
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Chunk chunk = new();
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for (int x = 0; x < Chunk.Size; x++)
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for (int z = 0; z < Chunk.Size; z++)
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for (int y = 0; y < Chunk.Size; y++)
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{
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chunk[x, y, z] = y switch
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{
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Chunk.Size - 1 => this._registry.Grass.Id,
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>= Chunk.Size - 4 => this._registry.Dirt.Id,
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_ => this._registry.Stone.Id
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};
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}
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return chunk;
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}
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protected override void OnUpdateFrame(FrameEventArgs args)
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{
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base.OnUpdateFrame(args);
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