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feat/proce
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3
.gitignore
vendored
3
.gitignore
vendored
@@ -22,6 +22,9 @@ project.fragment.lock.json
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|||||||
# Local design docs — kept out of the repo by request
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# Local design docs — kept out of the repo by request
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||||||
docs/
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docs/
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||||||
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||||||
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# Runtime logs
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||||||
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logs/
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||||||
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||||||
# OS noise
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# OS noise
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||||||
Thumbs.db
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Thumbs.db
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desktop.ini
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desktop.ini
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@@ -1,13 +1,35 @@
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#version 330 core
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#version 330 core
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in vec2 vUv;
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in vec2 vUv;
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in float vShade;
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in float vShade;
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in float vWorldY;
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in vec3 vWorldPos;
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out vec4 FragColor;
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out vec4 FragColor;
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uniform sampler2D atlas;
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uniform sampler2D atlas;
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uniform float u_caveDarkStartY;
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uniform float u_caveDarkEndY;
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uniform float u_caveMinBrightness;
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uniform vec3 u_cameraPos;
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uniform float u_fogStart;
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uniform float u_fogEnd;
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uniform vec3 u_skyColor;
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void main()
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void main()
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{
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{
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vec4 texel = texture(atlas, vUv);
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vec4 texel = texture(atlas, vUv);
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FragColor = vec4(texel.rgb * vShade, 1.0);
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// Y-based cave darkness.
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float t = clamp((u_caveDarkStartY - vWorldY) /
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(u_caveDarkStartY - u_caveDarkEndY), 0.0, 1.0);
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float brightness = mix(1.0, u_caveMinBrightness, t);
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vec3 color = texel.rgb * vShade * brightness;
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// Distance fog to the sky color, applied after cave darkness.
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float dist = length(vWorldPos - u_cameraPos);
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float fog = clamp((dist - u_fogStart) / (u_fogEnd - u_fogStart), 0.0, 1.0);
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color = mix(color, u_skyColor, fog);
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FragColor = vec4(color, 1.0);
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}
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}
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@@ -5,6 +5,8 @@ layout(location = 2) in float aShade;
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out vec2 vUv;
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out vec2 vUv;
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out float vShade;
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out float vShade;
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out float vWorldY;
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out vec3 vWorldPos;
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uniform mat4 model;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 view;
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@@ -14,6 +16,9 @@ void main()
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{
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{
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vUv = aUv;
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vUv = aUv;
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vShade = aShade;
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vShade = aShade;
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// Vector-on-left convention; matrices are uploaded with transpose=true.
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// World-space position uses row-vector convention (matches gl_Position below).
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gl_Position = vec4(aPos, 1.0) * model * view * projection;
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vec4 worldPos = vec4(aPos, 1.0) * model;
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vWorldPos = worldPos.xyz;
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vWorldY = worldPos.y;
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gl_Position = worldPos * view * projection;
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}
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}
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10
Assets/shaders/debugtext.frag
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10
Assets/shaders/debugtext.frag
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@@ -0,0 +1,10 @@
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#version 330 core
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out vec4 FragColor;
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uniform vec3 u_color;
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void main()
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{
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FragColor = vec4(u_color, 1.0);
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}
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12
Assets/shaders/debugtext.vert
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12
Assets/shaders/debugtext.vert
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@@ -0,0 +1,12 @@
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#version 330 core
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// Positions are already in normalized device coordinates; u_offset nudges the
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// whole batch by a few pixels (in NDC) for the drop-shadow pass.
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layout (location = 0) in vec2 aPos;
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uniform vec2 u_offset;
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void main()
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{
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gl_Position = vec4(aPos + u_offset, 0.0, 1.0);
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}
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3
Assets/shaders/loading.frag
Normal file
3
Assets/shaders/loading.frag
Normal file
@@ -0,0 +1,3 @@
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#version 330 core
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out vec4 FragColor;
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void main() { FragColor = vec4(0.10, 0.12, 0.16, 1.0); }
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3
Assets/shaders/loading.vert
Normal file
3
Assets/shaders/loading.vert
Normal file
@@ -0,0 +1,3 @@
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#version 330 core
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layout(location = 0) in vec2 aPos;
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void main() { gl_Position = vec4(aPos, 0.0, 1.0); }
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Binary file not shown.
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Before Width: | Height: | Size: 4.6 KiB After Width: | Height: | Size: 12 KiB |
Binary file not shown.
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Before Width: | Height: | Size: 910 KiB |
13
Core/ChunkMath.cs
Normal file
13
Core/ChunkMath.cs
Normal file
@@ -0,0 +1,13 @@
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namespace VoxelEngine.Core;
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internal static class ChunkMath
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{
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// Floor division: floors toward negative infinity (not toward zero like C#'s /).
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// Required for correct world-coord -> chunk-index mapping for negative coordinates.
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internal static int FloorDiv(int value, int size)
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{
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int q = value / size;
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if (value % size != 0 && value < 0) q--;
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return q;
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}
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}
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208
Core/Configuration.cs
Normal file
208
Core/Configuration.cs
Normal file
@@ -0,0 +1,208 @@
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namespace VoxelEngine.Core;
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using OpenTK.Mathematics;
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public sealed class Configuration
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{
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#region -- World --
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// World generation seed. null → a fresh random seed each run; set a value for
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// a reproducible world.
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public int? Seed { get; set; } = null;
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// Blocks above the terrain surface at (0,0) where the player spawns.
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public float SpawnHeightOffset { get; set; } = 2f;
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#endregion -- World --
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#region -- Rendering & View --
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// Horizontal view radius in chunks (Chebyshev). Drives how far terrain loads
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// and the fog / far-plane distance. Higher = see further, much heavier load.
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public int RenderDistanceHorizontal { get; set; } = 8;
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// Camera vertical field of view, in degrees.
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public float Fov { get; set; } = 60f;
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// Near clip plane distance (world units); anything nearer is not drawn.
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// (The far plane is derived from RenderDistanceHorizontal over in Player.)
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public float CameraNearPlane { get; set; } = 0.1f;
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// Distance fog begins at this fraction of the fog-end distance (fog end is
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// derived from RenderDistanceHorizontal). 0.7 → fog starts at 70% of the edge.
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public float FogStartFraction { get; set; } = 0.7f;
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// Sky / clear colour, also the distance-fog target colour (RGB, 0–1).
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public Vector3 SkyColor { get; set; } = new(0.45f, 0.65f, 0.95f);
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|
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||||||
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#endregion -- Rendering & View --
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||||||
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#region -- Window --
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// Initial window size in pixels.
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public int WindowWidth { get; set; } = 1280;
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public int WindowHeight { get; set; } = 720;
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#endregion -- Window --
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#region -- Chunk Streaming --
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// Horizontal radius (chunks) around spawn that must finish loading before the
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// loading screen clears.
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public int SpawnReadyRadiusHorizontal { get; set; } = 1;
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// Max chunk generate/mesh jobs running on worker threads at once.
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public int MaxGenerateJobsInFlight { get; set; } = 8;
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// Max finished chunk meshes uploaded to the GPU per frame (caps per-frame hitches).
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public int MaxMeshUploadsPerFrame { get; set; } = 4;
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// Background worker threads used for chunk generation/meshing.
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||||||
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public int WorkerThreadCount { get; set; } = Math.Max(1, Environment.ProcessorCount / 2);
|
||||||
|
|
||||||
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// Multiplier applied to (dy)² in chunk-load priority. >1 prioritizes chunks at
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||||||
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// the player's Y over equally-distant chunks above/below, so the visible
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// surface fills in before far-underground / overhead chunks.
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public int VerticalPriorityWeight { get; set; } = 4;
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#endregion -- Chunk Streaming --
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|
#region -- Player & Controls --
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// Movement speed, in blocks per second.
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public float MoveSpeed { get; set; } = 8f;
|
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|
||||||
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// Mouse-look sensitivity (degrees of rotation per pixel of mouse movement).
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public float MouseSensitivity { get; set; } = 0.15f;
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#endregion -- Player & Controls --
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#region -- World Gen: Terrain Shape --
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// Average width in blocks of one biome region (Voronoi cell). Larger = bigger,
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// fewer biomes.
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public float BiomeCellSize { get; set; } = 960f;
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// Blocks over which terrain height eases from one biome to its neighbour across
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// their shared border. Larger = gentler, wider transitions.
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public float BiomeBlendWidth { get; set; } = 128f;
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// Filler layers (dirt/sand) placed directly below the surface block before the
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// biome's solid under-material (usually stone) begins.
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public int SurfaceFillerDepth { get; set; } = 3;
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#endregion -- World Gen: Terrain Shape --
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#region -- World Gen: Climate Noise --
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|
// Low-frequency fields that decide biome placement. Lower frequency = larger,
|
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// smoother climate regions; more octaves = more fine variation.
|
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|
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// Elevation field — high values become Mountains, low values lowland.
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public float ContinentFrequency { get; set; } = 0.0035f;
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public int ContinentOctaves { get; set; } = 4;
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// Temperature field — high values become Desert.
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public float TemperatureFrequency { get; set; } = 0.0015f;
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public int TemperatureOctaves { get; set; } = 3;
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// Forest-density field — high values become Forest (else Plains).
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public float ForestFrequency { get; set; } = 0.02f;
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#endregion -- World Gen: Climate Noise --
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#region -- World Gen: Biome Selection --
|
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// Thresholds on the climate fields (values ≈ -1..1), tested in order:
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// mountains → desert → forest → plains.
|
||||||
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|
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// Elevation at/above which a cell is Mountains.
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public float MountainsElevationThreshold { get; set; } = 0.25f;
|
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|
||||||
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// Temperature above which a non-mountain cell is Desert.
|
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|
public float DesertTemperatureThreshold { get; set; } = 0.33f;
|
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|
|
||||||
|
// Minimum temperature for Forest (colder than this → Plains).
|
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|
public float ForestTemperatureThreshold { get; set; } = -0.33f;
|
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|
|
||||||
|
// Minimum forest-density for Forest (below this → Plains).
|
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|
public float ForestDensityThreshold { get; set; } = 0f;
|
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|
|
||||||
|
#endregion -- World Gen: Biome Selection --
|
||||||
|
|
||||||
|
#region -- World Gen: Biome Surface Heights --
|
||||||
|
// Per biome: surfaceHeight = SeaLevel + ContinentAmplitude·continentNoise
|
||||||
|
// + DetailAmplitude·detailNoise. Amplitudes are in blocks; detail frequency
|
||||||
|
// sets the bumpiness scale (higher = smaller, choppier features).
|
||||||
|
|
||||||
|
// Plains — gentle rolling grassland.
|
||||||
|
public float PlainsContinentAmplitude { get; set; } = 24f;
|
||||||
|
public float PlainsDetailAmplitude { get; set; } = 8f;
|
||||||
|
public float PlainsDetailFrequency { get; set; } = 0.01f;
|
||||||
|
|
||||||
|
// Forest — like plains, a touch hillier.
|
||||||
|
public float ForestContinentAmplitude { get; set; } = 24f;
|
||||||
|
public float ForestDetailAmplitude { get; set; } = 16f;
|
||||||
|
public float ForestDetailFrequency { get; set; } = 0.01f;
|
||||||
|
|
||||||
|
// Desert — flat with low dunes.
|
||||||
|
public float DesertContinentAmplitude { get; set; } = 16f;
|
||||||
|
public float DesertDetailAmplitude { get; set; } = 6f;
|
||||||
|
public float DesertDetailFrequency { get; set; } = 0.008f;
|
||||||
|
|
||||||
|
// Mountains — tall ridged peaks (uses ridged noise instead of a smooth detail
|
||||||
|
// field). Peaks roughly cap at SeaLevel + ContinentAmplitude + RidgedAmplitude.
|
||||||
|
public float MountainsContinentAmplitude { get; set; } = 40f;
|
||||||
|
public float MountainsRidgedAmplitude { get; set; } = 45f;
|
||||||
|
public float MountainsRidgedFrequency { get; set; } = 0.005f;
|
||||||
|
public int MountainsRidgedOctaves { get; set; } = 4;
|
||||||
|
// World-Y at/above which mountain tops render as snow.
|
||||||
|
public int MountainsSnowLine { get; set; } = 280;
|
||||||
|
|
||||||
|
#endregion -- World Gen: Biome Surface Heights --
|
||||||
|
|
||||||
|
#region -- Cave Generation --
|
||||||
|
|
||||||
|
// Spatial frequency of the 3D simplex cave-density field; higher = smaller,
|
||||||
|
// more frequent pockets.
|
||||||
|
public float CaveNoiseFrequency { get; set; } = 0.03f;
|
||||||
|
|
||||||
|
// Density cutoff below which a solid voxel becomes air; higher = more cave.
|
||||||
|
public float CaveNoiseThreshold { get; set; } = -0.3f;
|
||||||
|
|
||||||
|
// Edge length (blocks) of a worm-spawn grid cell; one worm candidate per cell.
|
||||||
|
public int WormCellSize { get; set; } = 64;
|
||||||
|
|
||||||
|
// Per-cell chance out of 1000 that a worm spawns; 300 = 30%.
|
||||||
|
public int WormSpawnProbabilityPermille { get; set; } = 300;
|
||||||
|
|
||||||
|
// Number of trace steps (≈ blocks) a worm travels.
|
||||||
|
public int WormMaxLength { get; set; } = 80;
|
||||||
|
|
||||||
|
// Worm tunnel radius bounds; interpolated + sine-modulated along the path to
|
||||||
|
// form bulges/chambers.
|
||||||
|
public float WormMinRadius { get; set; } = 1.5f;
|
||||||
|
public float WormMaxRadius { get; set; } = 3.5f;
|
||||||
|
|
||||||
|
// Ceiling: caves carve only at or below this world-Y ("no caves above").
|
||||||
|
// Default 256 = SeaLevel → caves stay below sea level, keeping the taller
|
||||||
|
// surface terrain solid. Raise toward WorldHeight-1 to allow surface caves.
|
||||||
|
public int MinCaveY { get; set; } = 256;
|
||||||
|
|
||||||
|
#endregion -- Cave Generation --
|
||||||
|
|
||||||
|
#region -- Cave Lighting --
|
||||||
|
// Underground darkening: brightness fades from CaveDarkStartY down to
|
||||||
|
// CaveDarkEndY, never dropping below CaveMinBrightness.
|
||||||
|
|
||||||
|
public float CaveDarkStartY { get; set; } = 264f; // WorldConstants.SeaLevel + 8
|
||||||
|
public float CaveDarkEndY { get; set; } = 224f; // WorldConstants.SeaLevel - 32
|
||||||
|
public float CaveMinBrightness { get; set; } = 0.15f; // floor brightness deep underground (0–1)
|
||||||
|
|
||||||
|
#endregion -- Cave Lighting --
|
||||||
|
|
||||||
|
#region -- Debug Overlay --
|
||||||
|
|
||||||
|
// Pixel size of each font "pixel" in the on-screen debug text (biome + coords).
|
||||||
|
public int DebugOverlayTextScale { get; set; } = 3;
|
||||||
|
|
||||||
|
#endregion -- Debug Overlay --
|
||||||
|
}
|
||||||
182
Core/Game.cs
182
Core/Game.cs
@@ -3,107 +3,104 @@ using OpenTK.Mathematics;
|
|||||||
using OpenTK.Windowing.Common;
|
using OpenTK.Windowing.Common;
|
||||||
using OpenTK.Windowing.Desktop;
|
using OpenTK.Windowing.Desktop;
|
||||||
using OpenTK.Windowing.GraphicsLibraryFramework;
|
using OpenTK.Windowing.GraphicsLibraryFramework;
|
||||||
|
using Serilog;
|
||||||
|
using VoxelEngine.Game;
|
||||||
using VoxelEngine.Rendering;
|
using VoxelEngine.Rendering;
|
||||||
using VoxelEngine.World.Blocks;
|
using VoxelEngine.World.Blocks;
|
||||||
using VoxelEngine.World.Chunk;
|
using VoxelEngine.World.Chunk;
|
||||||
|
using VoxelEngine.World.Persistence;
|
||||||
|
using VoxelEngine.World.Streaming;
|
||||||
|
using VoxelEngine.World.WorldGen;
|
||||||
|
|
||||||
namespace VoxelEngine.Core;
|
namespace VoxelEngine.Core;
|
||||||
|
|
||||||
public sealed class Game : GameWindow
|
public sealed class Game : GameWindow
|
||||||
{
|
{
|
||||||
private const float MoveSpeed = 8f; // units per second
|
private static readonly ILogger Log = Serilog.Log.ForContext<Game>();
|
||||||
private const float Sensitivity = 0.15f; // degrees per pixel
|
|
||||||
|
|
||||||
|
private readonly Configuration _cfg;
|
||||||
private readonly BlockRegistry _registry = new();
|
private readonly BlockRegistry _registry = new();
|
||||||
|
|
||||||
private Shader _shader = null!;
|
private Shader _shader = null!;
|
||||||
private Texture _texture = null!;
|
private Texture _texture = null!;
|
||||||
private readonly Dictionary<Vector3i, ChunkRenderer> _renderer = new();
|
private LoadingScreen _loading = null!;
|
||||||
private Camera _camera = null!;
|
private DebugOverlay _debugOverlay = null!;
|
||||||
|
private World.World _world = null!;
|
||||||
|
private InMemoryChunkModificationStore _modStore = null!;
|
||||||
|
private WorldGenerator _generator = null!;
|
||||||
|
private ChunkStreamer _streamer = null!;
|
||||||
|
private Player _player = null!;
|
||||||
|
private double _logAccumSeconds;
|
||||||
|
|
||||||
private World.World _world;
|
public Game(Configuration cfg, GameWindowSettings gameSettings, NativeWindowSettings nativeSettings)
|
||||||
|
: base(gameSettings, nativeSettings)
|
||||||
public Game(GameWindowSettings gameSettings, NativeWindowSettings nativeSettings)
|
{
|
||||||
: base(gameSettings, nativeSettings) { }
|
this._cfg = cfg;
|
||||||
|
}
|
||||||
|
|
||||||
protected override void OnLoad()
|
protected override void OnLoad()
|
||||||
{
|
{
|
||||||
base.OnLoad();
|
base.OnLoad();
|
||||||
|
|
||||||
GL.ClearColor(0.45f, 0.65f, 0.95f, 1.0f);
|
Log.Information("Game starting with seed={Seed} renderDistanceH={H}",
|
||||||
|
this._cfg.Seed, this._cfg.RenderDistanceHorizontal);
|
||||||
|
|
||||||
|
GL.ClearColor(this._cfg.SkyColor.X, this._cfg.SkyColor.Y, this._cfg.SkyColor.Z, 1.0f);
|
||||||
GL.Enable(EnableCap.DepthTest);
|
GL.Enable(EnableCap.DepthTest);
|
||||||
GL.Enable(EnableCap.CullFace);
|
GL.Enable(EnableCap.CullFace);
|
||||||
|
|
||||||
this._shader = new Shader("Assets/shaders/chunk.vert", "Assets/shaders/chunk.frag");
|
this._shader = new Shader("Assets/shaders/chunk.vert", "Assets/shaders/chunk.frag");
|
||||||
this._texture = new Texture("Assets/textures/VoxelShadeAtlas.png");
|
this._texture = new Texture("Assets/textures/VoxelShadeAtlas.png");
|
||||||
|
this._loading = new LoadingScreen();
|
||||||
|
this._debugOverlay = new DebugOverlay();
|
||||||
|
|
||||||
this._world = new World.World(this._registry);
|
this._modStore = new InMemoryChunkModificationStore();
|
||||||
|
this._world = new World.World(this._registry, this._modStore);
|
||||||
|
|
||||||
for (int x = -2; x < 2; x++)
|
int seed = this._cfg.Seed ?? new Random().Next();
|
||||||
for (int z = -2; z < 2; z++)
|
this._generator = new WorldGenerator(seed, this._registry, this._cfg);
|
||||||
{
|
|
||||||
this._world.SetChunk(new Vector3i(x, 0, z), this.BuildChunk());
|
|
||||||
}
|
|
||||||
|
|
||||||
ChunkMesher mesher = new();
|
// Spawn at terrain surface above (0, 0).
|
||||||
foreach ((Vector3i pos, Chunk chunk) in this._world)
|
int surfaceY = this._generator.SurfaceHeightAt(0, 0);
|
||||||
{
|
Vector3 spawnPosition = new(0.5f, surfaceY + this._cfg.SpawnHeightOffset, 0.5f);
|
||||||
Vector3i origin = pos * Chunk.Size;
|
|
||||||
float[] mesh = mesher.Build(
|
this._player = new Player(this._cfg, spawnPosition, this.ClientSize.X / (float)this.ClientSize.Y);
|
||||||
chunk,
|
|
||||||
|
ChunkMesher mesher = new(this._texture.Width, this._texture.Height);
|
||||||
|
this._streamer = new ChunkStreamer(
|
||||||
|
this._cfg,
|
||||||
|
this._world,
|
||||||
|
this._generator.Generate,
|
||||||
|
this._generator.SurfaceHeightAt,
|
||||||
|
mesher,
|
||||||
this._registry,
|
this._registry,
|
||||||
(nx, ny, nz) => this._world.GetBlock(
|
new ThreadPoolJobExecutor(),
|
||||||
origin.X + nx,
|
mesh => new ChunkRenderer(mesh));
|
||||||
origin.Y + ny,
|
|
||||||
origin.Z + nz).IsOpaque
|
|
||||||
);
|
|
||||||
this._renderer[pos] = new ChunkRenderer(mesh);
|
|
||||||
}
|
|
||||||
|
|
||||||
this._camera = new Camera(new Vector3(8f, 20f, 40f), this.ClientSize.X / (float)this.ClientSize.Y);
|
|
||||||
|
|
||||||
this.CursorState = CursorState.Grabbed;
|
this.CursorState = CursorState.Grabbed;
|
||||||
}
|
}
|
||||||
|
|
||||||
private Chunk BuildChunk()
|
|
||||||
{
|
|
||||||
Chunk chunk = new();
|
|
||||||
for (int x = 0; x < Chunk.Size; x++)
|
|
||||||
for (int z = 0; z < Chunk.Size; z++)
|
|
||||||
for (int y = 0; y < Chunk.Size; y++)
|
|
||||||
{
|
|
||||||
chunk[x, y, z] = y switch
|
|
||||||
{
|
|
||||||
Chunk.Size - 1 => this._registry.Grass.Id,
|
|
||||||
>= Chunk.Size - 4 => this._registry.Dirt.Id,
|
|
||||||
_ => this._registry.Stone.Id
|
|
||||||
};
|
|
||||||
}
|
|
||||||
return chunk;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnUpdateFrame(FrameEventArgs args)
|
protected override void OnUpdateFrame(FrameEventArgs args)
|
||||||
{
|
{
|
||||||
base.OnUpdateFrame(args);
|
base.OnUpdateFrame(args);
|
||||||
if (!this.IsFocused) return;
|
if (!this.IsFocused) return;
|
||||||
|
|
||||||
if (this.KeyboardState.IsKeyDown(Keys.Escape)) {
|
if (this.KeyboardState.IsKeyDown(Keys.Escape)) { this.Close(); return; }
|
||||||
this.Close(); return;
|
|
||||||
}
|
|
||||||
|
|
||||||
float speedMulti = 1f;
|
float speedMulti = this.KeyboardState.IsKeyDown(Keys.LeftShift) ? 1.8f : 1f;
|
||||||
|
float distance = this._player.MoveSpeed * speedMulti * (float)args.Time;
|
||||||
|
|
||||||
if (this.KeyboardState.IsKeyDown(Keys.LeftShift)) speedMulti = 1.8f ;
|
if (this.KeyboardState.IsKeyDown(Keys.W)) this._player.Move(this._player.Camera.Front * distance);
|
||||||
|
if (this.KeyboardState.IsKeyDown(Keys.S)) this._player.Move(-this._player.Camera.Front * distance);
|
||||||
float distance = Game.MoveSpeed * speedMulti * (float)args.Time;
|
if (this.KeyboardState.IsKeyDown(Keys.A)) this._player.Move(-this._player.Camera.Right * distance);
|
||||||
if (this.KeyboardState.IsKeyDown(Keys.W)) this._camera.Move(this._camera.Front * distance);
|
if (this.KeyboardState.IsKeyDown(Keys.D)) this._player.Move(this._player.Camera.Right * distance);
|
||||||
if (this.KeyboardState.IsKeyDown(Keys.S)) this._camera.Move(-this._camera.Front * distance);
|
if (this.KeyboardState.IsKeyDown(Keys.Space)) this._player.Move(Vector3.UnitY * distance);
|
||||||
if (this.KeyboardState.IsKeyDown(Keys.A)) this._camera.Move(-this._camera.Right * distance);
|
if (this.KeyboardState.IsKeyDown(Keys.LeftControl)) this._player.Move(-Vector3.UnitY * distance);
|
||||||
if (this.KeyboardState.IsKeyDown(Keys.D)) this._camera.Move(this._camera.Right * distance);
|
|
||||||
if (this.KeyboardState.IsKeyDown(Keys.Space)) this._camera.Move(Vector3.UnitY * distance);
|
|
||||||
if (this.KeyboardState.IsKeyDown(Keys.LeftControl)) this._camera.Move(-Vector3.UnitY * distance);
|
|
||||||
|
|
||||||
Vector2 delta = this.MouseState.Delta;
|
Vector2 delta = this.MouseState.Delta;
|
||||||
this._camera.AddRotation(delta.X * Game.Sensitivity, -delta.Y * Game.Sensitivity);
|
this._player.AddRotation(delta.X * this._player.MouseSensitivity, -delta.Y * this._player.MouseSensitivity);
|
||||||
|
|
||||||
|
this._streamer.Tick(this._player.ChunkPosition);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void OnRenderFrame(FrameEventArgs args)
|
protected override void OnRenderFrame(FrameEventArgs args)
|
||||||
@@ -112,21 +109,53 @@ public sealed class Game : GameWindow
|
|||||||
|
|
||||||
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
||||||
|
|
||||||
|
if (!this._streamer.SpawnReady)
|
||||||
|
{
|
||||||
|
this._loading.Draw();
|
||||||
|
this.SwapBuffers();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
this._shader.Use();
|
this._shader.Use();
|
||||||
this._shader.SetMatrix4("view", this._camera.GetViewMatrix());
|
this._shader.SetMatrix4("view", this._player.Camera.GetViewMatrix());
|
||||||
this._shader.SetMatrix4("projection", this._camera.GetProjectionMatrix());
|
this._shader.SetMatrix4("projection", this._player.Camera.GetProjectionMatrix());
|
||||||
this._shader.SetInt("atlas", 0);
|
this._shader.SetInt("atlas", 0);
|
||||||
|
this._shader.SetFloat("u_caveDarkStartY", this._cfg.CaveDarkStartY);
|
||||||
|
this._shader.SetFloat("u_caveDarkEndY", this._cfg.CaveDarkEndY);
|
||||||
|
this._shader.SetFloat("u_caveMinBrightness", this._cfg.CaveMinBrightness);
|
||||||
|
float fogEnd = this._cfg.RenderDistanceHorizontal * Chunk.Size;
|
||||||
|
this._shader.SetFloat("u_fogEnd", fogEnd);
|
||||||
|
this._shader.SetFloat("u_fogStart", fogEnd * this._cfg.FogStartFraction);
|
||||||
|
this._shader.SetVector3("u_cameraPos", this._player.Camera.Position);
|
||||||
|
this._shader.SetVector3("u_skyColor", this._cfg.SkyColor);
|
||||||
this._texture.Use(TextureUnit.Texture0);
|
this._texture.Use(TextureUnit.Texture0);
|
||||||
|
|
||||||
foreach ((Vector3i pos, ChunkRenderer renderer) in this._renderer)
|
Matrix4 viewProj = this._player.Camera.GetViewMatrix() * this._player.Camera.GetProjectionMatrix();
|
||||||
|
Frustum frustum = Frustum.FromViewProjection(viewProj);
|
||||||
|
|
||||||
|
int drawn = this._streamer.DrawVisible(
|
||||||
|
pos =>
|
||||||
|
{
|
||||||
|
Vector3 min = new(pos.X * Chunk.Size, pos.Y * Chunk.Size, pos.Z * Chunk.Size);
|
||||||
|
Vector3 max = min + new Vector3(Chunk.Size);
|
||||||
|
return frustum.Intersects(min, max);
|
||||||
|
},
|
||||||
|
(pos, renderer) =>
|
||||||
{
|
{
|
||||||
this._shader.SetMatrix4("model", Matrix4.CreateTranslation(
|
this._shader.SetMatrix4("model", Matrix4.CreateTranslation(
|
||||||
pos.X * Chunk.Size,
|
pos.X * Chunk.Size, pos.Y * Chunk.Size, pos.Z * Chunk.Size));
|
||||||
pos.Y * Chunk.Size,
|
|
||||||
pos.Z * Chunk.Size
|
|
||||||
));
|
|
||||||
renderer.Draw();
|
renderer.Draw();
|
||||||
}
|
});
|
||||||
|
|
||||||
|
Vector3 playerPos = this._player.Position;
|
||||||
|
int px = (int)System.Math.Floor(playerPos.X);
|
||||||
|
int py = (int)System.Math.Floor(playerPos.Y);
|
||||||
|
int pz = (int)System.Math.Floor(playerPos.Z);
|
||||||
|
this._debugOverlay.Draw(new[]
|
||||||
|
{
|
||||||
|
$"BIOME: {this._generator.BiomeNameAt(px, pz)}",
|
||||||
|
$"XYZ: {px}, {py}, {pz}",
|
||||||
|
}, this.ClientSize.X, this.ClientSize.Y, this._cfg.DebugOverlayTextScale);
|
||||||
|
|
||||||
this.SwapBuffers();
|
this.SwapBuffers();
|
||||||
}
|
}
|
||||||
@@ -135,18 +164,17 @@ public sealed class Game : GameWindow
|
|||||||
{
|
{
|
||||||
base.OnResize(e);
|
base.OnResize(e);
|
||||||
GL.Viewport(0, 0, e.Width, e.Height);
|
GL.Viewport(0, 0, e.Width, e.Height);
|
||||||
// OnResize can fire before OnLoad (where _camera is created), so guard against it.
|
if (this._player is not null) this._player.Camera.AspectRatio = e.Width / (float)e.Height;
|
||||||
if (this._camera is not null) this._camera.AspectRatio = e.Width / (float)e.Height;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void OnUnload()
|
protected override void OnUnload()
|
||||||
{
|
{
|
||||||
foreach (ChunkRenderer rendererValue in this._renderer.Values)
|
Log.Information("Game shutting down");
|
||||||
{
|
this._streamer?.Dispose();
|
||||||
rendererValue.Dispose();
|
this._debugOverlay?.Dispose();
|
||||||
}
|
this._loading?.Dispose();
|
||||||
this._texture.Dispose();
|
this._texture?.Dispose();
|
||||||
this._shader.Dispose();
|
this._shader?.Dispose();
|
||||||
base.OnUnload();
|
base.OnUnload();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
43
Game/Player.cs
Normal file
43
Game/Player.cs
Normal file
@@ -0,0 +1,43 @@
|
|||||||
|
using OpenTK.Mathematics;
|
||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.Rendering;
|
||||||
|
using VoxelChunk = VoxelEngine.World.Chunk.Chunk;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Game;
|
||||||
|
|
||||||
|
public sealed class Player
|
||||||
|
{
|
||||||
|
private readonly Configuration _cfg;
|
||||||
|
|
||||||
|
public Camera Camera { get; }
|
||||||
|
public Vector3 Position => this.Camera.Position;
|
||||||
|
public float MoveSpeed => this._cfg.MoveSpeed;
|
||||||
|
public float MouseSensitivity => this._cfg.MouseSensitivity;
|
||||||
|
|
||||||
|
public Vector3i ChunkPosition
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
Vector3 p = this.Position;
|
||||||
|
return new Vector3i(
|
||||||
|
ChunkMath.FloorDiv((int)MathF.Floor(p.X), VoxelChunk.Size),
|
||||||
|
ChunkMath.FloorDiv((int)MathF.Floor(p.Y), VoxelChunk.Size),
|
||||||
|
ChunkMath.FloorDiv((int)MathF.Floor(p.Z), VoxelChunk.Size));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Player(Configuration cfg, Vector3 spawnPosition, float aspectRatio)
|
||||||
|
{
|
||||||
|
this._cfg = cfg;
|
||||||
|
this.Camera = new Camera(spawnPosition, aspectRatio)
|
||||||
|
{
|
||||||
|
Fov = cfg.Fov,
|
||||||
|
NearPlane = cfg.CameraNearPlane,
|
||||||
|
FarPlane = (cfg.RenderDistanceHorizontal + 1) * VoxelChunk.Size,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Move(Vector3 delta) => this.Camera.Move(delta);
|
||||||
|
|
||||||
|
public void AddRotation(float yawDelta, float pitchDelta) => this.Camera.AddRotation(yawDelta, pitchDelta);
|
||||||
|
}
|
||||||
39
Program.cs
39
Program.cs
@@ -1,16 +1,45 @@
|
|||||||
using OpenTK.Mathematics;
|
using OpenTK.Mathematics;
|
||||||
using OpenTK.Windowing.Common;
|
using OpenTK.Windowing.Common;
|
||||||
using OpenTK.Windowing.Desktop;
|
using OpenTK.Windowing.Desktop;
|
||||||
|
using Serilog;
|
||||||
|
using Serilog.Events;
|
||||||
using VoxelEngine.Core;
|
using VoxelEngine.Core;
|
||||||
|
|
||||||
NativeWindowSettings nativeSettings = new()
|
Log.Logger = new LoggerConfiguration()
|
||||||
|
.MinimumLevel.Debug()
|
||||||
|
.Enrich.FromLogContext()
|
||||||
|
.WriteTo.Console(
|
||||||
|
restrictedToMinimumLevel: LogEventLevel.Information,
|
||||||
|
outputTemplate: "[{Timestamp:HH:mm:ss.fff} {Level:u3}] [{SourceContext}] {Message:lj}{NewLine}{Exception}")
|
||||||
|
.WriteTo.File(
|
||||||
|
path: "logs/voxelengine-.log",
|
||||||
|
rollingInterval: RollingInterval.Day,
|
||||||
|
retainedFileCountLimit: 14,
|
||||||
|
outputTemplate: "[{Timestamp:HH:mm:ss.fff} {Level:u3}] [{SourceContext}] {Message:lj}{NewLine}{Exception}")
|
||||||
|
.CreateLogger();
|
||||||
|
|
||||||
|
try
|
||||||
{
|
{
|
||||||
ClientSize = new Vector2i(1280, 720),
|
Configuration cfg = new();
|
||||||
|
|
||||||
|
NativeWindowSettings nativeSettings = new()
|
||||||
|
{
|
||||||
|
ClientSize = new Vector2i(cfg.WindowWidth, cfg.WindowHeight),
|
||||||
Title = "VoxelEngine",
|
Title = "VoxelEngine",
|
||||||
APIVersion = new Version(3, 3),
|
APIVersion = new Version(3, 3),
|
||||||
Profile = ContextProfile.Core,
|
Profile = ContextProfile.Core,
|
||||||
Flags = ContextFlags.ForwardCompatible
|
Flags = ContextFlags.ForwardCompatible
|
||||||
};
|
};
|
||||||
|
|
||||||
using Game game = new(GameWindowSettings.Default, nativeSettings);
|
using Game game = new(cfg, GameWindowSettings.Default, nativeSettings);
|
||||||
game.Run();
|
game.Run();
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Log.Fatal(ex, "Unhandled exception at top level");
|
||||||
|
throw;
|
||||||
|
}
|
||||||
|
finally
|
||||||
|
{
|
||||||
|
Log.CloseAndFlush();
|
||||||
|
}
|
||||||
|
|||||||
@@ -10,6 +10,8 @@ public sealed class Camera
|
|||||||
public float Yaw { get; private set; } = -90f; // degrees; -90 looks down -Z
|
public float Yaw { get; private set; } = -90f; // degrees; -90 looks down -Z
|
||||||
public float Pitch { get; private set; } // degrees
|
public float Pitch { get; private set; } // degrees
|
||||||
public float Fov { get; set; } = 60f; // degrees
|
public float Fov { get; set; } = 60f; // degrees
|
||||||
|
public float NearPlane { get; set; } = 0.1f; // world units
|
||||||
|
public float FarPlane { get; set; } = 100f; // world units
|
||||||
public float AspectRatio { get; set; }
|
public float AspectRatio { get; set; }
|
||||||
|
|
||||||
public Vector3 Front { get; private set; } = -Vector3.UnitZ;
|
public Vector3 Front { get; private set; } = -Vector3.UnitZ;
|
||||||
@@ -36,7 +38,7 @@ public sealed class Camera
|
|||||||
|
|
||||||
public Matrix4 GetProjectionMatrix() =>
|
public Matrix4 GetProjectionMatrix() =>
|
||||||
Matrix4.CreatePerspectiveFieldOfView(
|
Matrix4.CreatePerspectiveFieldOfView(
|
||||||
MathHelper.DegreesToRadians(this.Fov), this.AspectRatio, 0.1f, 100f);
|
MathHelper.DegreesToRadians(this.Fov), this.AspectRatio, this.NearPlane, this.FarPlane);
|
||||||
|
|
||||||
private void UpdateVectors()
|
private void UpdateVectors()
|
||||||
{
|
{
|
||||||
@@ -48,7 +50,7 @@ public sealed class Camera
|
|||||||
MathF.Sin(pitch),
|
MathF.Sin(pitch),
|
||||||
MathF.Sin(yaw) * MathF.Cos(pitch)));
|
MathF.Sin(yaw) * MathF.Cos(pitch)));
|
||||||
|
|
||||||
this.Right = Vector3.Normalize(Vector3.Cross(this.Front, Camera.WorldUp));
|
this.Right = Vector3.Normalize(Vector3.Cross(this.Front, WorldUp));
|
||||||
this.Up = Vector3.Normalize(Vector3.Cross(this.Right, this.Front));
|
this.Up = Vector3.Normalize(Vector3.Cross(this.Right, this.Front));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,7 +2,7 @@ using OpenTK.Graphics.OpenGL4;
|
|||||||
|
|
||||||
namespace VoxelEngine.Rendering;
|
namespace VoxelEngine.Rendering;
|
||||||
|
|
||||||
public sealed class ChunkRenderer : IDisposable
|
public sealed class ChunkRenderer : World.Streaming.IChunkRenderer
|
||||||
{
|
{
|
||||||
private const int FloatsPerVertex = 6; // pos.xyz, uv, shade
|
private const int FloatsPerVertex = 6; // pos.xyz, uv, shade
|
||||||
|
|
||||||
@@ -12,8 +12,8 @@ public sealed class ChunkRenderer : IDisposable
|
|||||||
|
|
||||||
public ChunkRenderer(float[] vertices)
|
public ChunkRenderer(float[] vertices)
|
||||||
{
|
{
|
||||||
this._vertexCount = vertices.Length / ChunkRenderer.FloatsPerVertex;
|
this._vertexCount = vertices.Length / FloatsPerVertex;
|
||||||
int stride = ChunkRenderer.FloatsPerVertex * sizeof(float);
|
int stride = FloatsPerVertex * sizeof(float);
|
||||||
|
|
||||||
this._vao = GL.GenVertexArray();
|
this._vao = GL.GenVertexArray();
|
||||||
GL.BindVertexArray(this._vao);
|
GL.BindVertexArray(this._vao);
|
||||||
|
|||||||
164
Rendering/DebugOverlay.cs
Normal file
164
Rendering/DebugOverlay.cs
Normal file
@@ -0,0 +1,164 @@
|
|||||||
|
using OpenTK.Graphics.OpenGL4;
|
||||||
|
using OpenTK.Mathematics;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Rendering;
|
||||||
|
|
||||||
|
// Minimal, asset-free debug text. A 5x7 bitmap font is rendered as solid quads
|
||||||
|
// (one quad per lit font pixel) through a trivial 2D shader. Glyphs are defined
|
||||||
|
// as visual ASCII-art rows so they can be eyeballed for correctness. Meant for
|
||||||
|
// low-volume debug HUDs, not general text.
|
||||||
|
public sealed class DebugOverlay : IDisposable
|
||||||
|
{
|
||||||
|
private const int GlyphW = 5;
|
||||||
|
private const int GlyphH = 7;
|
||||||
|
|
||||||
|
private readonly int _vao;
|
||||||
|
private readonly int _vbo;
|
||||||
|
private readonly Shader _shader;
|
||||||
|
private readonly List<float> _verts = new();
|
||||||
|
|
||||||
|
public DebugOverlay()
|
||||||
|
{
|
||||||
|
this._shader = new Shader("Assets/shaders/debugtext.vert", "Assets/shaders/debugtext.frag");
|
||||||
|
|
||||||
|
this._vao = GL.GenVertexArray();
|
||||||
|
GL.BindVertexArray(this._vao);
|
||||||
|
this._vbo = GL.GenBuffer();
|
||||||
|
GL.BindBuffer(BufferTarget.ArrayBuffer, this._vbo);
|
||||||
|
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 2 * sizeof(float), 0);
|
||||||
|
GL.EnableVertexAttribArray(0);
|
||||||
|
GL.BindVertexArray(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draws `lines` stacked top-down in the top-left corner. `scale` is pixels
|
||||||
|
// per font pixel; fbWidth/fbHeight are the current framebuffer size, used to
|
||||||
|
// map pixel coordinates to NDC. Drawn over the scene (no depth, no culling).
|
||||||
|
public void Draw(IReadOnlyList<string> lines, int fbWidth, int fbHeight, int scale = 3)
|
||||||
|
{
|
||||||
|
if (fbWidth <= 0 || fbHeight <= 0 || lines.Count == 0) return;
|
||||||
|
|
||||||
|
this._verts.Clear();
|
||||||
|
const int marginX = 10;
|
||||||
|
const int marginY = 10;
|
||||||
|
int lineStride = (GlyphH + 2) * scale;
|
||||||
|
for (int i = 0; i < lines.Count; i++)
|
||||||
|
this.AddString(lines[i], marginX, marginY + i * lineStride, scale, fbWidth, fbHeight);
|
||||||
|
|
||||||
|
if (this._verts.Count == 0) return;
|
||||||
|
|
||||||
|
GL.BindVertexArray(this._vao);
|
||||||
|
GL.BindBuffer(BufferTarget.ArrayBuffer, this._vbo);
|
||||||
|
GL.BufferData(BufferTarget.ArrayBuffer, this._verts.Count * sizeof(float),
|
||||||
|
this._verts.ToArray(), BufferUsageHint.DynamicDraw);
|
||||||
|
|
||||||
|
bool depthWasOn = GL.IsEnabled(EnableCap.DepthTest);
|
||||||
|
bool cullWasOn = GL.IsEnabled(EnableCap.CullFace);
|
||||||
|
GL.Disable(EnableCap.DepthTest);
|
||||||
|
GL.Disable(EnableCap.CullFace);
|
||||||
|
|
||||||
|
this._shader.Use();
|
||||||
|
int vertexCount = this._verts.Count / 2;
|
||||||
|
|
||||||
|
// Drop shadow (offset down-right by ~2px) then white text, so it stays
|
||||||
|
// legible over sky, grass or stone alike.
|
||||||
|
this._shader.SetVector2("u_offset", new Vector2(4f / fbWidth, -4f / fbHeight));
|
||||||
|
this._shader.SetVector3("u_color", new Vector3(0f, 0f, 0f));
|
||||||
|
GL.DrawArrays(PrimitiveType.Triangles, 0, vertexCount);
|
||||||
|
|
||||||
|
this._shader.SetVector2("u_offset", Vector2.Zero);
|
||||||
|
this._shader.SetVector3("u_color", new Vector3(1f, 1f, 1f));
|
||||||
|
GL.DrawArrays(PrimitiveType.Triangles, 0, vertexCount);
|
||||||
|
|
||||||
|
GL.BindVertexArray(0);
|
||||||
|
if (depthWasOn) GL.Enable(EnableCap.DepthTest);
|
||||||
|
if (cullWasOn) GL.Enable(EnableCap.CullFace);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void AddString(string text, int pxX, int pxY, int scale, int fbWidth, int fbHeight)
|
||||||
|
{
|
||||||
|
int cursorX = pxX;
|
||||||
|
foreach (char ch in text)
|
||||||
|
{
|
||||||
|
if (DebugOverlay.Glyphs.TryGetValue(char.ToUpperInvariant(ch), out string[]? rows))
|
||||||
|
{
|
||||||
|
for (int r = 0; r < GlyphH; r++)
|
||||||
|
for (int c = 0; c < GlyphW; c++)
|
||||||
|
{
|
||||||
|
if (rows[r][c] != ' ')
|
||||||
|
this.AddQuad(cursorX + c * scale, pxY + r * scale, scale, fbWidth, fbHeight);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
cursorX += (GlyphW + 1) * scale; // one font-pixel gap between glyphs
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Append two triangles for the pixel-space square at (px,py) of side `s`.
|
||||||
|
// Pixel space is top-left origin, y down; converted to NDC here.
|
||||||
|
private void AddQuad(int px, int py, int s, int fbWidth, int fbHeight)
|
||||||
|
{
|
||||||
|
float x0 = px / (float)fbWidth * 2f - 1f;
|
||||||
|
float x1 = (px + s) / (float)fbWidth * 2f - 1f;
|
||||||
|
float y0 = 1f - py / (float)fbHeight * 2f;
|
||||||
|
float y1 = 1f - (py + s) / (float)fbHeight * 2f;
|
||||||
|
|
||||||
|
this._verts.AddRange(new[]
|
||||||
|
{
|
||||||
|
x0, y0, x1, y0, x1, y1,
|
||||||
|
x0, y0, x1, y1, x0, y1,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
GL.DeleteBuffer(this._vbo);
|
||||||
|
GL.DeleteVertexArray(this._vao);
|
||||||
|
this._shader.Dispose();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 5x7 font. Each glyph is 7 rows of 5 columns; non-space = lit pixel.
|
||||||
|
private static readonly Dictionary<char, string[]> Glyphs = new()
|
||||||
|
{
|
||||||
|
['A'] = new[] { " ### ", "# #", "# #", "#####", "# #", "# #", "# #" },
|
||||||
|
['B'] = new[] { "#### ", "# #", "# #", "#### ", "# #", "# #", "#### " },
|
||||||
|
['C'] = new[] { " ####", "# ", "# ", "# ", "# ", "# ", " ####" },
|
||||||
|
['D'] = new[] { "#### ", "# #", "# #", "# #", "# #", "# #", "#### " },
|
||||||
|
['E'] = new[] { "#####", "# ", "# ", "#### ", "# ", "# ", "#####" },
|
||||||
|
['F'] = new[] { "#####", "# ", "# ", "#### ", "# ", "# ", "# " },
|
||||||
|
['G'] = new[] { " ####", "# ", "# ", "# ##", "# #", "# #", " ####" },
|
||||||
|
['H'] = new[] { "# #", "# #", "# #", "#####", "# #", "# #", "# #" },
|
||||||
|
['I'] = new[] { "#####", " # ", " # ", " # ", " # ", " # ", "#####" },
|
||||||
|
['J'] = new[] { "#####", " # ", " # ", " # ", "# # ", "# # ", " ## " },
|
||||||
|
['K'] = new[] { "# #", "# # ", "# # ", "## ", "# # ", "# # ", "# #" },
|
||||||
|
['L'] = new[] { "# ", "# ", "# ", "# ", "# ", "# ", "#####" },
|
||||||
|
['M'] = new[] { "# #", "## ##", "# # #", "# #", "# #", "# #", "# #" },
|
||||||
|
['N'] = new[] { "# #", "## #", "# # #", "# ##", "# #", "# #", "# #" },
|
||||||
|
['O'] = new[] { " ### ", "# #", "# #", "# #", "# #", "# #", " ### " },
|
||||||
|
['P'] = new[] { "#### ", "# #", "# #", "#### ", "# ", "# ", "# " },
|
||||||
|
['Q'] = new[] { " ### ", "# #", "# #", "# #", "# # #", "# # ", " ## #" },
|
||||||
|
['R'] = new[] { "#### ", "# #", "# #", "#### ", "# # ", "# # ", "# #" },
|
||||||
|
['S'] = new[] { " ####", "# ", "# ", " ### ", " #", " #", "#### " },
|
||||||
|
['T'] = new[] { "#####", " # ", " # ", " # ", " # ", " # ", " # " },
|
||||||
|
['U'] = new[] { "# #", "# #", "# #", "# #", "# #", "# #", " ### " },
|
||||||
|
['V'] = new[] { "# #", "# #", "# #", "# #", "# #", " # # ", " # " },
|
||||||
|
['W'] = new[] { "# #", "# #", "# #", "# # #", "# # #", "## ##", "# #" },
|
||||||
|
['X'] = new[] { "# #", "# #", " # # ", " # ", " # # ", "# #", "# #" },
|
||||||
|
['Y'] = new[] { "# #", "# #", " # # ", " # ", " # ", " # ", " # " },
|
||||||
|
['Z'] = new[] { "#####", " #", " # ", " # ", " # ", "# ", "#####" },
|
||||||
|
['0'] = new[] { " ### ", "# #", "# ##", "# # #", "## #", "# #", " ### " },
|
||||||
|
['1'] = new[] { " # ", " ## ", " # ", " # ", " # ", " # ", "#####" },
|
||||||
|
['2'] = new[] { " ### ", "# #", " #", " # ", " # ", " # ", "#####" },
|
||||||
|
['3'] = new[] { "#####", " # ", " # ", " # ", " #", "# #", " ### " },
|
||||||
|
['4'] = new[] { " # ", " ## ", " # # ", "# # ", "#####", " # ", " # " },
|
||||||
|
['5'] = new[] { "#####", "# ", "#### ", " #", " #", "# #", " ### " },
|
||||||
|
['6'] = new[] { " ### ", "# ", "# ", "#### ", "# #", "# #", " ### " },
|
||||||
|
['7'] = new[] { "#####", " #", " # ", " # ", " # ", " # ", " # " },
|
||||||
|
['8'] = new[] { " ### ", "# #", "# #", " ### ", "# #", "# #", " ### " },
|
||||||
|
['9'] = new[] { " ### ", "# #", "# #", " ####", " #", " #", " ### " },
|
||||||
|
[' '] = new[] { " ", " ", " ", " ", " ", " ", " " },
|
||||||
|
[':'] = new[] { " ", " # ", " # ", " ", " # ", " # ", " " },
|
||||||
|
[','] = new[] { " ", " ", " ", " ", " # ", " # ", " # " },
|
||||||
|
['-'] = new[] { " ", " ", " ", "#####", " ", " ", " " },
|
||||||
|
['.'] = new[] { " ", " ", " ", " ", " ", " ## ", " ## " },
|
||||||
|
['/'] = new[] { " #", " #", " # ", " # ", " # ", "# ", "# " },
|
||||||
|
};
|
||||||
|
}
|
||||||
61
Rendering/Frustum.cs
Normal file
61
Rendering/Frustum.cs
Normal file
@@ -0,0 +1,61 @@
|
|||||||
|
using OpenTK.Mathematics;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Rendering;
|
||||||
|
|
||||||
|
// View-frustum for culling chunk AABBs. Built from a world→clip matrix in this
|
||||||
|
// engine's row-vector convention (clip = worldPos * view * projection, matching
|
||||||
|
// the chunk vertex shader). Planes point inward; a point is inside when it is on
|
||||||
|
// the positive side of all six.
|
||||||
|
public readonly struct Frustum
|
||||||
|
{
|
||||||
|
// Each Vector4 is (a, b, c, d) for plane a*x + b*y + c*z + d = 0, normalized.
|
||||||
|
private readonly Vector4 _left, _right, _bottom, _top, _near, _far;
|
||||||
|
|
||||||
|
private Frustum(Vector4 l, Vector4 r, Vector4 b, Vector4 t, Vector4 n, Vector4 f)
|
||||||
|
{
|
||||||
|
this._left = l; this._right = r; this._bottom = b;
|
||||||
|
this._top = t; this._near = n; this._far = f;
|
||||||
|
}
|
||||||
|
|
||||||
|
// `vp` maps a world-space row vector p to clip space via p * vp. In that
|
||||||
|
// convention clip.x = p · column0, clip.w = p · column3, etc., so each plane
|
||||||
|
// is a combination of vp's columns (Gribb–Hartmann, row-vector form).
|
||||||
|
public static Frustum FromViewProjection(Matrix4 vp)
|
||||||
|
{
|
||||||
|
Vector4 c0 = vp.Column0, c1 = vp.Column1, c2 = vp.Column2, c3 = vp.Column3;
|
||||||
|
return new Frustum(
|
||||||
|
Normalize(c3 + c0), // left: clip.w + clip.x >= 0
|
||||||
|
Normalize(c3 - c0), // right: clip.w - clip.x >= 0
|
||||||
|
Normalize(c3 + c1), // bottom: clip.w + clip.y >= 0
|
||||||
|
Normalize(c3 - c1), // top: clip.w - clip.y >= 0
|
||||||
|
Normalize(c3 + c2), // near: clip.w + clip.z >= 0 (GL NDC z in [-1,1])
|
||||||
|
Normalize(c3 - c2)); // far: clip.w - clip.z >= 0
|
||||||
|
}
|
||||||
|
|
||||||
|
// True if the axis-aligned box [min,max] is at least partially inside.
|
||||||
|
public bool Intersects(Vector3 min, Vector3 max)
|
||||||
|
{
|
||||||
|
return InsideOrCrossing(this._left, min, max)
|
||||||
|
&& InsideOrCrossing(this._right, min, max)
|
||||||
|
&& InsideOrCrossing(this._bottom, min, max)
|
||||||
|
&& InsideOrCrossing(this._top, min, max)
|
||||||
|
&& InsideOrCrossing(this._near, min, max)
|
||||||
|
&& InsideOrCrossing(this._far, min, max);
|
||||||
|
}
|
||||||
|
|
||||||
|
// The box is fully outside a plane only if its most-positive vertex (the
|
||||||
|
// corner farthest along the plane normal) is still behind the plane.
|
||||||
|
private static bool InsideOrCrossing(Vector4 plane, Vector3 min, Vector3 max)
|
||||||
|
{
|
||||||
|
float px = plane.X >= 0 ? max.X : min.X;
|
||||||
|
float py = plane.Y >= 0 ? max.Y : min.Y;
|
||||||
|
float pz = plane.Z >= 0 ? max.Z : min.Z;
|
||||||
|
return plane.X * px + plane.Y * py + plane.Z * pz + plane.W >= 0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static Vector4 Normalize(Vector4 p)
|
||||||
|
{
|
||||||
|
float len = new Vector3(p.X, p.Y, p.Z).Length;
|
||||||
|
return len > 0f ? p / len : p;
|
||||||
|
}
|
||||||
|
}
|
||||||
52
Rendering/LoadingScreen.cs
Normal file
52
Rendering/LoadingScreen.cs
Normal file
@@ -0,0 +1,52 @@
|
|||||||
|
using OpenTK.Graphics.OpenGL4;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Rendering;
|
||||||
|
|
||||||
|
public sealed class LoadingScreen : IDisposable
|
||||||
|
{
|
||||||
|
private readonly int _vao;
|
||||||
|
private readonly int _vbo;
|
||||||
|
private readonly Shader _shader;
|
||||||
|
|
||||||
|
public LoadingScreen()
|
||||||
|
{
|
||||||
|
this._shader = new Shader("Assets/shaders/loading.vert", "Assets/shaders/loading.frag");
|
||||||
|
|
||||||
|
// Single triangle covering the entire NDC quad.
|
||||||
|
float[] vertices =
|
||||||
|
{
|
||||||
|
-1f, -1f,
|
||||||
|
3f, -1f,
|
||||||
|
-1f, 3f,
|
||||||
|
};
|
||||||
|
|
||||||
|
this._vao = GL.GenVertexArray();
|
||||||
|
GL.BindVertexArray(this._vao);
|
||||||
|
|
||||||
|
this._vbo = GL.GenBuffer();
|
||||||
|
GL.BindBuffer(BufferTarget.ArrayBuffer, this._vbo);
|
||||||
|
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);
|
||||||
|
|
||||||
|
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 2 * sizeof(float), 0);
|
||||||
|
GL.EnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
GL.BindVertexArray(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Draw()
|
||||||
|
{
|
||||||
|
GL.Disable(EnableCap.DepthTest);
|
||||||
|
this._shader.Use();
|
||||||
|
GL.BindVertexArray(this._vao);
|
||||||
|
GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
|
||||||
|
GL.BindVertexArray(0);
|
||||||
|
GL.Enable(EnableCap.DepthTest);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
GL.DeleteBuffer(this._vbo);
|
||||||
|
GL.DeleteVertexArray(this._vao);
|
||||||
|
this._shader.Dispose();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -10,8 +10,8 @@ public sealed class Shader : IDisposable
|
|||||||
|
|
||||||
public Shader(string vertexPath, string fragmentPath)
|
public Shader(string vertexPath, string fragmentPath)
|
||||||
{
|
{
|
||||||
int vertex = Shader.CompileFromFile(ShaderType.VertexShader, vertexPath);
|
int vertex = CompileFromFile(ShaderType.VertexShader, vertexPath);
|
||||||
int fragment = Shader.CompileFromFile(ShaderType.FragmentShader, fragmentPath);
|
int fragment = CompileFromFile(ShaderType.FragmentShader, fragmentPath);
|
||||||
|
|
||||||
this._handle = GL.CreateProgram();
|
this._handle = GL.CreateProgram();
|
||||||
GL.AttachShader(this._handle, vertex);
|
GL.AttachShader(this._handle, vertex);
|
||||||
@@ -36,13 +36,20 @@ public sealed class Shader : IDisposable
|
|||||||
public void SetInt(string name, int value) =>
|
public void SetInt(string name, int value) =>
|
||||||
GL.Uniform1(this.Location(name), value);
|
GL.Uniform1(this.Location(name), value);
|
||||||
|
|
||||||
|
public void SetFloat(string name, float value) =>
|
||||||
|
GL.Uniform1(this.Location(name), value);
|
||||||
|
|
||||||
|
public void SetVector3(string name, Vector3 value) =>
|
||||||
|
GL.Uniform3(this.Location(name), value.X, value.Y, value.Z);
|
||||||
|
|
||||||
|
public void SetVector2(string name, Vector2 value) =>
|
||||||
|
GL.Uniform2(this.Location(name), value.X, value.Y);
|
||||||
|
|
||||||
private int Location(string name)
|
private int Location(string name)
|
||||||
{
|
{
|
||||||
if (!this._uniforms.TryGetValue(name, out int location))
|
if (this._uniforms.TryGetValue(name, out int location)) return location;
|
||||||
{
|
|
||||||
location = GL.GetUniformLocation(this._handle, name);
|
location = GL.GetUniformLocation(this._handle, name);
|
||||||
this._uniforms[name] = location;
|
this._uniforms[name] = location;
|
||||||
}
|
|
||||||
return location;
|
return location;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -7,6 +7,9 @@ public sealed class Texture : IDisposable
|
|||||||
{
|
{
|
||||||
private readonly int _handle;
|
private readonly int _handle;
|
||||||
|
|
||||||
|
public int Width { get; }
|
||||||
|
public int Height { get; }
|
||||||
|
|
||||||
public Texture(string path)
|
public Texture(string path)
|
||||||
{
|
{
|
||||||
this._handle = GL.GenTexture();
|
this._handle = GL.GenTexture();
|
||||||
@@ -15,6 +18,8 @@ public sealed class Texture : IDisposable
|
|||||||
StbImage.stbi_set_flip_vertically_on_load(1);
|
StbImage.stbi_set_flip_vertically_on_load(1);
|
||||||
using FileStream stream = File.OpenRead(path);
|
using FileStream stream = File.OpenRead(path);
|
||||||
ImageResult image = ImageResult.FromStream(stream, ColorComponents.RedGreenBlueAlpha);
|
ImageResult image = ImageResult.FromStream(stream, ColorComponents.RedGreenBlueAlpha);
|
||||||
|
this.Width = image.Width;
|
||||||
|
this.Height = image.Height;
|
||||||
|
|
||||||
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba,
|
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba,
|
||||||
image.Width, image.Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, image.Data);
|
image.Width, image.Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, image.Data);
|
||||||
|
|||||||
@@ -49,4 +49,58 @@ public class BlockRegistryTests
|
|||||||
Assert.Equal((ushort)2, registry.Dirt.Id);
|
Assert.Equal((ushort)2, registry.Dirt.Id);
|
||||||
Assert.Equal((ushort)3, registry.Grass.Id);
|
Assert.Equal((ushort)3, registry.Grass.Id);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void SandAndSnow_AreOpaque_WaterIsOpaque()
|
||||||
|
{
|
||||||
|
var registry = new BlockRegistry();
|
||||||
|
Assert.True(registry.Get(4).IsOpaque); // Sand
|
||||||
|
Assert.True(registry.Get(5).IsOpaque); // Snow
|
||||||
|
Assert.True(registry.Get(6).IsOpaque); // Water (single-pass renderer => opaque)
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Registry_ResolvesAllSevenBlocks()
|
||||||
|
{
|
||||||
|
var registry = new BlockRegistry();
|
||||||
|
Assert.Equal("Air", registry.Get(0).Name);
|
||||||
|
Assert.Equal("Stone", registry.Get(1).Name);
|
||||||
|
Assert.Equal("Dirt", registry.Get(2).Name);
|
||||||
|
Assert.Equal("Grass", registry.Get(3).Name);
|
||||||
|
Assert.Equal("Sand", registry.Get(4).Name);
|
||||||
|
Assert.Equal("Snow Block", registry.Get(5).Name);
|
||||||
|
Assert.Equal("Water", registry.Get(6).Name);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Registry_ResolvesOreBlocks_ByStableIds()
|
||||||
|
{
|
||||||
|
var registry = new BlockRegistry();
|
||||||
|
|
||||||
|
Assert.Equal("Coal Ore", registry.Get(7).Name);
|
||||||
|
Assert.Equal("Iron Ore", registry.Get(8).Name);
|
||||||
|
Assert.Equal("Gold Ore", registry.Get(9).Name);
|
||||||
|
Assert.Equal("Diamond Ore", registry.Get(10).Name);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Ores_AreOpaqueAndSolid()
|
||||||
|
{
|
||||||
|
var registry = new BlockRegistry();
|
||||||
|
foreach (ushort id in new ushort[] { 7, 8, 9, 10 })
|
||||||
|
{
|
||||||
|
Assert.True(registry.Get(id).IsOpaque, $"ore id {id} should be opaque");
|
||||||
|
Assert.True(registry.Get(id).IsSolid, $"ore id {id} should be solid");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void NamedOreAccessors_MatchIds()
|
||||||
|
{
|
||||||
|
var registry = new BlockRegistry();
|
||||||
|
Assert.Equal((ushort)7, registry.CoalOre.Id);
|
||||||
|
Assert.Equal((ushort)8, registry.IronOre.Id);
|
||||||
|
Assert.Equal((ushort)9, registry.GoldOre.Id);
|
||||||
|
Assert.Equal((ushort)10, registry.DiamondOre.Id);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -40,4 +40,12 @@ public class CameraTests
|
|||||||
var camera = new Camera(Vector3.Zero, 1.5f);
|
var camera = new Camera(Vector3.Zero, 1.5f);
|
||||||
Assert.NotEqual(Matrix4.Identity, camera.GetProjectionMatrix());
|
Assert.NotEqual(Matrix4.Identity, camera.GetProjectionMatrix());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void FarPlane_ChangesProjection()
|
||||||
|
{
|
||||||
|
var near = new Camera(Vector3.Zero, 1f) { FarPlane = 100f };
|
||||||
|
var far = new Camera(Vector3.Zero, 1f) { FarPlane = 200f };
|
||||||
|
Assert.NotEqual(near.GetProjectionMatrix(), far.GetProjectionMatrix());
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -16,7 +16,7 @@ public class ChunkMesherTests
|
|||||||
[Fact]
|
[Fact]
|
||||||
public void EmptyChunk_ProducesNoFaces()
|
public void EmptyChunk_ProducesNoFaces()
|
||||||
{
|
{
|
||||||
var mesh = new ChunkMesher().Build(new Chunk(), new BlockRegistry());
|
var mesh = new ChunkMesher(128, 128).Build(new Chunk(), new BlockRegistry());
|
||||||
Assert.Empty(mesh);
|
Assert.Empty(mesh);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -26,7 +26,7 @@ public class ChunkMesherTests
|
|||||||
var chunk = new Chunk();
|
var chunk = new Chunk();
|
||||||
chunk[8, 8, 8] = 1; // stone
|
chunk[8, 8, 8] = 1; // stone
|
||||||
|
|
||||||
var mesh = new ChunkMesher().Build(chunk, new BlockRegistry());
|
var mesh = new ChunkMesher(128, 128).Build(chunk, new BlockRegistry());
|
||||||
|
|
||||||
Assert.Equal(6, FaceCount(mesh));
|
Assert.Equal(6, FaceCount(mesh));
|
||||||
}
|
}
|
||||||
@@ -40,7 +40,7 @@ public class ChunkMesherTests
|
|||||||
for (int z = 0; z < Chunk.Size; z++)
|
for (int z = 0; z < Chunk.Size; z++)
|
||||||
chunk[x, y, z] = 1; // stone
|
chunk[x, y, z] = 1; // stone
|
||||||
|
|
||||||
var mesh = new ChunkMesher().Build(chunk, new BlockRegistry());
|
var mesh = new ChunkMesher(128, 128).Build(chunk, new BlockRegistry());
|
||||||
|
|
||||||
// 6 sides * 16 * 16 visible faces
|
// 6 sides * 16 * 16 visible faces
|
||||||
Assert.Equal(6 * Chunk.Size * Chunk.Size, FaceCount(mesh));
|
Assert.Equal(6 * Chunk.Size * Chunk.Size, FaceCount(mesh));
|
||||||
@@ -52,10 +52,32 @@ public class ChunkMesherTests
|
|||||||
var chunk = new Chunk();
|
var chunk = new Chunk();
|
||||||
chunk[0, 0, 0] = 1; // corner block: all 6 neighbors are air/out-of-bounds -> 6 faces
|
chunk[0, 0, 0] = 1; // corner block: all 6 neighbors are air/out-of-bounds -> 6 faces
|
||||||
|
|
||||||
var mesh = new ChunkMesher().Build(chunk, new BlockRegistry());
|
var mesh = new ChunkMesher(128, 128).Build(chunk, new BlockRegistry());
|
||||||
|
|
||||||
// Pins the layout: 6 faces * 6 vertices/face * 6 floats/vertex.
|
// Pins the layout: 6 faces * 6 vertices/face * 6 floats/vertex.
|
||||||
Assert.Equal(6 * VerticesPerFace * FloatsPerVertex, mesh.Length);
|
Assert.Equal(6 * VerticesPerFace * FloatsPerVertex, mesh.Length);
|
||||||
Assert.Equal(0, mesh.Length % FloatsPerVertex);
|
Assert.Equal(0, mesh.Length % FloatsPerVertex);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Mesher_UsesAtlasDimensions_ForTileSize()
|
||||||
|
{
|
||||||
|
var chunk = new Chunk();
|
||||||
|
chunk[0, 0, 0] = 1; // stone, tile (1,0)
|
||||||
|
|
||||||
|
// 128px atlas, 32px tiles => 4x4 grid, normalized tile size 0.25.
|
||||||
|
var mesh = new ChunkMesher(128, 128).Build(chunk, new BlockRegistry());
|
||||||
|
|
||||||
|
// Gather all U coords (offset 3) and V coords (offset 4); each must be a
|
||||||
|
// multiple of 0.25 within [0,1].
|
||||||
|
for (int i = 0; i < mesh.Length; i += 6)
|
||||||
|
{
|
||||||
|
float u = mesh[i + 3];
|
||||||
|
float v = mesh[i + 4];
|
||||||
|
Assert.InRange(u, 0f, 1f);
|
||||||
|
Assert.InRange(v, 0f, 1f);
|
||||||
|
Assert.True(System.Math.Abs(u * 4f - System.MathF.Round(u * 4f)) < 1e-4f, $"u={u} not on 0.25 grid");
|
||||||
|
Assert.True(System.Math.Abs(v * 4f - System.MathF.Round(v * 4f)) < 1e-4f, $"v={v} not on 0.25 grid");
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
84
VoxelEngine.Tests/ConfigurationTests.cs
Normal file
84
VoxelEngine.Tests/ConfigurationTests.cs
Normal file
@@ -0,0 +1,84 @@
|
|||||||
|
using VoxelEngine.Core;
|
||||||
|
using Xunit;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Tests;
|
||||||
|
|
||||||
|
public class ConfigurationTests
|
||||||
|
{
|
||||||
|
[Fact]
|
||||||
|
public void Defaults_AreSane()
|
||||||
|
{
|
||||||
|
var c = new Configuration();
|
||||||
|
Assert.True(c.RenderDistanceHorizontal >= 1);
|
||||||
|
Assert.True(c.SpawnReadyRadiusHorizontal >= 0);
|
||||||
|
Assert.True(c.MaxGenerateJobsInFlight >= 1);
|
||||||
|
Assert.True(c.MaxMeshUploadsPerFrame >= 1);
|
||||||
|
Assert.True(c.WorkerThreadCount >= 1);
|
||||||
|
Assert.True(c.MoveSpeed > 0f);
|
||||||
|
Assert.True(c.MouseSensitivity > 0f);
|
||||||
|
Assert.InRange(c.Fov, 1f, 179f);
|
||||||
|
Assert.True(c.WindowWidth > 0);
|
||||||
|
Assert.True(c.WindowHeight > 0);
|
||||||
|
Assert.Null(c.Seed);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Properties_AreMutable()
|
||||||
|
{
|
||||||
|
var c = new Configuration { RenderDistanceHorizontal = 4, Seed = 1337 };
|
||||||
|
Assert.Equal(4, c.RenderDistanceHorizontal);
|
||||||
|
Assert.Equal(1337, c.Seed);
|
||||||
|
|
||||||
|
var c2 = new Configuration
|
||||||
|
{
|
||||||
|
SpawnReadyRadiusHorizontal = 0,
|
||||||
|
MaxGenerateJobsInFlight = 2,
|
||||||
|
MaxMeshUploadsPerFrame = 1,
|
||||||
|
WorkerThreadCount = 2,
|
||||||
|
MoveSpeed = 4f,
|
||||||
|
MouseSensitivity = 0.5f,
|
||||||
|
Fov = 90f,
|
||||||
|
WindowWidth = 800,
|
||||||
|
WindowHeight = 600,
|
||||||
|
};
|
||||||
|
Assert.Equal(0, c2.SpawnReadyRadiusHorizontal);
|
||||||
|
Assert.Equal(2, c2.MaxGenerateJobsInFlight);
|
||||||
|
Assert.Equal(1, c2.MaxMeshUploadsPerFrame);
|
||||||
|
Assert.Equal(2, c2.WorkerThreadCount);
|
||||||
|
Assert.Equal(4f, c2.MoveSpeed);
|
||||||
|
Assert.Equal(0.5f, c2.MouseSensitivity);
|
||||||
|
Assert.Equal(90f, c2.Fov);
|
||||||
|
Assert.Equal(800, c2.WindowWidth);
|
||||||
|
Assert.Equal(600, c2.WindowHeight);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Defaults_HaveCaveTuningConstants()
|
||||||
|
{
|
||||||
|
var c = new Configuration();
|
||||||
|
|
||||||
|
// Algorithm
|
||||||
|
Assert.Equal(0.03f, c.CaveNoiseFrequency);
|
||||||
|
Assert.Equal(-0.3f, c.CaveNoiseThreshold);
|
||||||
|
Assert.Equal(64, c.WormCellSize);
|
||||||
|
Assert.Equal(300, c.WormSpawnProbabilityPermille);
|
||||||
|
Assert.Equal(80, c.WormMaxLength);
|
||||||
|
Assert.Equal(1.5f, c.WormMinRadius);
|
||||||
|
Assert.Equal(3.5f, c.WormMaxRadius);
|
||||||
|
|
||||||
|
// Lighting (fog)
|
||||||
|
Assert.Equal(264f, c.CaveDarkStartY); // SeaLevel (256) + 8
|
||||||
|
Assert.Equal(224f, c.CaveDarkEndY); // SeaLevel (256) - 32
|
||||||
|
Assert.Equal(0.15f, c.CaveMinBrightness);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Defaults_HaveVisibilityAndCaveCeilingConstants()
|
||||||
|
{
|
||||||
|
var c = new Configuration();
|
||||||
|
|
||||||
|
Assert.Equal(0.7f, c.FogStartFraction);
|
||||||
|
Assert.Equal(new OpenTK.Mathematics.Vector3(0.45f, 0.65f, 0.95f), c.SkyColor);
|
||||||
|
Assert.Equal(256, c.MinCaveY);
|
||||||
|
}
|
||||||
|
}
|
||||||
44
VoxelEngine.Tests/FrustumTests.cs
Normal file
44
VoxelEngine.Tests/FrustumTests.cs
Normal file
@@ -0,0 +1,44 @@
|
|||||||
|
using OpenTK.Mathematics;
|
||||||
|
using VoxelEngine.Rendering;
|
||||||
|
using Xunit;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Tests;
|
||||||
|
|
||||||
|
public class FrustumTests
|
||||||
|
{
|
||||||
|
// Camera at the origin, default yaw -90° → looks down -Z.
|
||||||
|
private static Frustum MakeFrustum()
|
||||||
|
{
|
||||||
|
var cam = new Camera(new Vector3(0, 0, 0), 16f / 9f);
|
||||||
|
return Frustum.FromViewProjection(cam.GetViewMatrix() * cam.GetProjectionMatrix());
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void AABBInFront_IsVisible()
|
||||||
|
{
|
||||||
|
var f = MakeFrustum();
|
||||||
|
Assert.True(f.Intersects(new Vector3(-2, -2, -22), new Vector3(2, 2, -18)));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void AABBBehindCamera_IsCulled()
|
||||||
|
{
|
||||||
|
var f = MakeFrustum();
|
||||||
|
Assert.False(f.Intersects(new Vector3(-2, -2, 18), new Vector3(2, 2, 22)));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void AABBStraddlingCamera_Intersects()
|
||||||
|
{
|
||||||
|
var f = MakeFrustum();
|
||||||
|
Assert.True(f.Intersects(new Vector3(-2, -2, -5), new Vector3(2, 2, 5)));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void AABBFarToTheSide_IsCulled()
|
||||||
|
{
|
||||||
|
var f = MakeFrustum();
|
||||||
|
// Far along +X at a depth in front of the camera — outside horizontal FOV.
|
||||||
|
Assert.False(f.Intersects(new Vector3(1000, -2, -5), new Vector3(1004, 2, -1)));
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,65 @@
|
|||||||
|
using OpenTK.Mathematics;
|
||||||
|
using VoxelEngine.World.Persistence;
|
||||||
|
using Xunit;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Tests.Persistence;
|
||||||
|
|
||||||
|
public class InMemoryChunkModificationStoreTests
|
||||||
|
{
|
||||||
|
[Fact]
|
||||||
|
public void NewStore_HasNoDiffs()
|
||||||
|
{
|
||||||
|
var s = new InMemoryChunkModificationStore();
|
||||||
|
Assert.False(s.HasDiff(new Vector3i(0, 0, 0)));
|
||||||
|
Assert.False(s.TryGetDiff(new Vector3i(0, 0, 0), out _));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void RecordEdit_StoresAndIsRetrievable()
|
||||||
|
{
|
||||||
|
var s = new InMemoryChunkModificationStore();
|
||||||
|
Vector3i pos = new(1, 2, 3);
|
||||||
|
s.RecordEdit(pos, 42, 7);
|
||||||
|
|
||||||
|
Assert.True(s.HasDiff(pos));
|
||||||
|
Assert.True(s.TryGetDiff(pos, out var diff));
|
||||||
|
Assert.Single(diff!);
|
||||||
|
Assert.Equal((ushort)7, diff![42]);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void RecordEdit_OverwritesSameLocalIndex()
|
||||||
|
{
|
||||||
|
var s = new InMemoryChunkModificationStore();
|
||||||
|
Vector3i pos = new(0, 0, 0);
|
||||||
|
s.RecordEdit(pos, 10, 1);
|
||||||
|
s.RecordEdit(pos, 10, 2);
|
||||||
|
|
||||||
|
Assert.True(s.TryGetDiff(pos, out var diff));
|
||||||
|
Assert.Single(diff!);
|
||||||
|
Assert.Equal((ushort)2, diff![10]);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void RecordEdit_MultipleChunks_AreIndependent()
|
||||||
|
{
|
||||||
|
var s = new InMemoryChunkModificationStore();
|
||||||
|
s.RecordEdit(new Vector3i(0, 0, 0), 0, 1);
|
||||||
|
s.RecordEdit(new Vector3i(1, 0, 0), 0, 2);
|
||||||
|
|
||||||
|
Assert.True(s.TryGetDiff(new Vector3i(0, 0, 0), out var a));
|
||||||
|
Assert.True(s.TryGetDiff(new Vector3i(1, 0, 0), out var b));
|
||||||
|
Assert.Equal((ushort)1, a![0]);
|
||||||
|
Assert.Equal((ushort)2, b![0]);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void ClearDiff_RemovesChunk()
|
||||||
|
{
|
||||||
|
var s = new InMemoryChunkModificationStore();
|
||||||
|
Vector3i pos = new(5, 5, 5);
|
||||||
|
s.RecordEdit(pos, 0, 1);
|
||||||
|
s.ClearDiff(pos);
|
||||||
|
Assert.False(s.HasDiff(pos));
|
||||||
|
}
|
||||||
|
}
|
||||||
53
VoxelEngine.Tests/PlayerTests.cs
Normal file
53
VoxelEngine.Tests/PlayerTests.cs
Normal file
@@ -0,0 +1,53 @@
|
|||||||
|
using OpenTK.Mathematics;
|
||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.Game;
|
||||||
|
using Xunit;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Tests;
|
||||||
|
|
||||||
|
public class PlayerTests
|
||||||
|
{
|
||||||
|
[Fact]
|
||||||
|
public void ChunkPosition_Origin_IsZero()
|
||||||
|
{
|
||||||
|
var p = new Player(new Configuration(), new Vector3(0, 0, 0), aspectRatio: 1f);
|
||||||
|
Assert.Equal(new Vector3i(0, 0, 0), p.ChunkPosition);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void ChunkPosition_PositiveCoords_FloorsDown()
|
||||||
|
{
|
||||||
|
var p = new Player(new Configuration(), new Vector3(17.5f, 32f, 8f), aspectRatio: 1f);
|
||||||
|
Assert.Equal(new Vector3i(1, 2, 0), p.ChunkPosition);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void ChunkPosition_NegativeCoords_FloorsToNegativeInfinity()
|
||||||
|
{
|
||||||
|
var p = new Player(new Configuration(), new Vector3(-1f, -16f, -17f), aspectRatio: 1f);
|
||||||
|
Assert.Equal(new Vector3i(-1, -1, -2), p.ChunkPosition);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void ChunkPosition_PositiveExactBoundary_IsNextChunk()
|
||||||
|
{
|
||||||
|
var p = new Player(new Configuration(), new Vector3(16f, 0f, 0f), aspectRatio: 1f);
|
||||||
|
Assert.Equal(new Vector3i(1, 0, 0), p.ChunkPosition);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Move_UpdatesPosition()
|
||||||
|
{
|
||||||
|
var p = new Player(new Configuration(), new Vector3(0, 0, 0), aspectRatio: 1f);
|
||||||
|
p.Move(new Vector3(5, 0, 0));
|
||||||
|
Assert.Equal(5f, p.Position.X);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Constructor_AppliesFovFromConfiguration()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration { Fov = 75f };
|
||||||
|
var p = new Player(cfg, new Vector3(0, 0, 0), aspectRatio: 1.5f);
|
||||||
|
Assert.Equal(75f, p.Camera.Fov);
|
||||||
|
}
|
||||||
|
}
|
||||||
575
VoxelEngine.Tests/Streaming/ChunkStreamerTests.cs
Normal file
575
VoxelEngine.Tests/Streaming/ChunkStreamerTests.cs
Normal file
@@ -0,0 +1,575 @@
|
|||||||
|
using System.Linq;
|
||||||
|
using OpenTK.Mathematics;
|
||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.World;
|
||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
using VoxelEngine.World.Chunk;
|
||||||
|
using VoxelEngine.World.Persistence;
|
||||||
|
using VoxelEngine.World.Streaming;
|
||||||
|
using VoxelEngine.World.WorldGen;
|
||||||
|
using Xunit;
|
||||||
|
using VoxelChunk = VoxelEngine.World.Chunk.Chunk;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Tests.Streaming;
|
||||||
|
|
||||||
|
// Synchronous executor: runs the submitted action on the calling thread.
|
||||||
|
internal sealed class SynchronousJobExecutor : IJobExecutor
|
||||||
|
{
|
||||||
|
public void Submit(Action work) => work();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Fake renderer: never touches GL. Just records lifecycle.
|
||||||
|
internal sealed class FakeRenderer : IChunkRenderer
|
||||||
|
{
|
||||||
|
public bool Disposed { get; private set; }
|
||||||
|
public int DrawCount { get; private set; }
|
||||||
|
public float[] Mesh { get; }
|
||||||
|
|
||||||
|
public FakeRenderer(float[] mesh) { this.Mesh = mesh; }
|
||||||
|
public void Draw() => this.DrawCount++;
|
||||||
|
public void Dispose() => this.Disposed = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Minimal mesher returning a fixed-length non-empty mesh.
|
||||||
|
internal sealed class FakeMesher : IChunkMesher
|
||||||
|
{
|
||||||
|
public float[] Build(VoxelChunk chunk, BlockRegistry registry, Func<int, int, int, bool>? neighborOpaqueOutside = null)
|
||||||
|
=> new float[6]; // one vertex worth
|
||||||
|
}
|
||||||
|
|
||||||
|
// Mesher that returns an empty mesh, simulating a pure-air chunk.
|
||||||
|
internal sealed class EmptyMesher : IChunkMesher
|
||||||
|
{
|
||||||
|
public float[] Build(VoxelChunk chunk, BlockRegistry registry, Func<int, int, int, bool>? neighborOpaqueOutside = null)
|
||||||
|
=> Array.Empty<float>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public class ChunkStreamerTests
|
||||||
|
{
|
||||||
|
private static (ChunkStreamer streamer, World.World world, List<FakeRenderer> created) CreateStreamer(
|
||||||
|
Configuration cfg, Func<int, int, int>? surfaceHeightAt = null)
|
||||||
|
{
|
||||||
|
var registry = new BlockRegistry();
|
||||||
|
var store = new InMemoryChunkModificationStore();
|
||||||
|
var world = new World.World(registry, store);
|
||||||
|
var mesher = new FakeMesher();
|
||||||
|
var executor = new SynchronousJobExecutor();
|
||||||
|
var created = new List<FakeRenderer>();
|
||||||
|
Func<float[], IChunkRenderer> factory = m =>
|
||||||
|
{
|
||||||
|
var r = new FakeRenderer(m);
|
||||||
|
created.Add(r);
|
||||||
|
return r;
|
||||||
|
};
|
||||||
|
Func<Vector3i, VoxelChunk> generate = _ => new VoxelChunk();
|
||||||
|
Func<int, int, int> height = surfaceHeightAt ?? ((_, _) => 8);
|
||||||
|
var streamer = new ChunkStreamer(cfg, world, generate, height, mesher, registry, executor, factory);
|
||||||
|
return (streamer, world, created);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Ticks at a fixed player position until the streamer stops producing new
|
||||||
|
// renderers (queued loads + their one-shot in-column remesh cascade have all
|
||||||
|
// drained). Capped to avoid an infinite loop if something never settles.
|
||||||
|
private static void TickToQuiescence(ChunkStreamer streamer, List<FakeRenderer> created, Vector3i player)
|
||||||
|
{
|
||||||
|
int last = -1;
|
||||||
|
for (int i = 0; i < 200 && created.Count != last; i++)
|
||||||
|
{
|
||||||
|
last = created.Count;
|
||||||
|
streamer.Tick(player);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Tick_FirstCall_LoadsAllChunksInLoadBox()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 1,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
var (streamer, world, created) = CreateStreamer(cfg);
|
||||||
|
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0));
|
||||||
|
|
||||||
|
// H=1 → a 3×3 horizontal box of full columns. The default test surface
|
||||||
|
// (8) is below sea level, so each column loads bedrock→waterline; assert
|
||||||
|
// the box is covered at the player's chunk Y rather than a raw count.
|
||||||
|
for (int x = -1; x <= 1; x++)
|
||||||
|
for (int z = -1; z <= 1; z++)
|
||||||
|
{
|
||||||
|
var pos = new Vector3i(x, 0, z);
|
||||||
|
Assert.NotNull(world.GetChunk(pos));
|
||||||
|
Assert.True(streamer.IsReady(pos));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Tick_PlayerMoves_LoadsNewChunks()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 1,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
var (streamer, world, created) = CreateStreamer(cfg);
|
||||||
|
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0)); // loads 9
|
||||||
|
|
||||||
|
// After the second tick the 3 new x=2 chunks must be ready.
|
||||||
|
// Cardinal-neighbor dirty-marking may also produce remesh renderers, so
|
||||||
|
// we assert on world state rather than an exact renderer count.
|
||||||
|
streamer.Tick(new Vector3i(1, 0, 0));
|
||||||
|
|
||||||
|
for (int z = -1; z <= 1; z++)
|
||||||
|
{
|
||||||
|
var newPos = new Vector3i(2, 0, z);
|
||||||
|
Assert.NotNull(world.GetChunk(newPos));
|
||||||
|
Assert.True(streamer.IsReady(newPos));
|
||||||
|
}
|
||||||
|
// x=-1 column must be unloaded
|
||||||
|
for (int z = -1; z <= 1; z++)
|
||||||
|
{
|
||||||
|
Assert.Null(world.GetChunk(new Vector3i(-1, 0, z)));
|
||||||
|
Assert.False(streamer.IsReady(new Vector3i(-1, 0, z)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Tick_RespectsMaxMeshUploadsPerFrame()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 1,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 2, // cap drains per tick
|
||||||
|
};
|
||||||
|
var (streamer, _, created) = CreateStreamer(cfg);
|
||||||
|
|
||||||
|
// With sync executor every submitted job completes immediately and
|
||||||
|
// posts into _completed. The cap throttles how many drain per Tick().
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0)); // dispatch fills the queue; drain ≤ 2
|
||||||
|
Assert.Equal(2, created.Count);
|
||||||
|
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0)); // same player chunk, drains 2 more
|
||||||
|
Assert.Equal(4, created.Count);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Tick_ClampsYToWorldBounds()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 0,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
// Surface far above the world ceiling -> top chunk clamps to
|
||||||
|
// WorldHeightChunks-1 (31). Full column loads cy 0..31 and nothing above.
|
||||||
|
var (streamer, world, _) = CreateStreamer(cfg, surfaceHeightAt: (_, _) => 100_000);
|
||||||
|
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0));
|
||||||
|
|
||||||
|
for (int cy = 0; cy < WorldConstants.WorldHeightChunks; cy++)
|
||||||
|
{
|
||||||
|
var pos = new Vector3i(0, cy, 0);
|
||||||
|
Assert.NotNull(world.GetChunk(pos));
|
||||||
|
Assert.True(streamer.IsReady(pos));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Tick_AppliesModificationDiffOnLoad()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 0,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
var registry = new BlockRegistry();
|
||||||
|
var store = new InMemoryChunkModificationStore();
|
||||||
|
var world = new World.World(registry, store);
|
||||||
|
var mesher = new FakeMesher();
|
||||||
|
var executor = new SynchronousJobExecutor();
|
||||||
|
Func<float[], IChunkRenderer> factory = m => new FakeRenderer(m);
|
||||||
|
Func<Vector3i, VoxelChunk> generate = _ => new VoxelChunk(); // all air
|
||||||
|
|
||||||
|
// Pre-record an edit before the chunk loads.
|
||||||
|
var pos = new Vector3i(0, 0, 0);
|
||||||
|
int localIndex = (5 * VoxelChunk.Size + 6) * VoxelChunk.Size + 7;
|
||||||
|
store.RecordEdit(pos, localIndex, registry.Stone.Id);
|
||||||
|
|
||||||
|
var streamer = new ChunkStreamer(cfg, world, generate, (_, _) => 8, mesher, registry, executor, factory);
|
||||||
|
streamer.Tick(pos);
|
||||||
|
|
||||||
|
Assert.Equal(registry.Stone.Id, world.GetBlock(5, 6, 7).Id);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Tick_PlayerMovesAway_UnloadsOldChunksAndDisposesRenderer()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 0,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
var (streamer, world, created) = CreateStreamer(cfg);
|
||||||
|
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0)); // loads the (0,*,0) column
|
||||||
|
Assert.NotNull(world.GetChunk(new Vector3i(0, 0, 0)));
|
||||||
|
Assert.NotEmpty(created);
|
||||||
|
|
||||||
|
streamer.Tick(new Vector3i(5, 0, 0)); // (0,*,0) now out of range → unloaded
|
||||||
|
|
||||||
|
// The player chunk (priority 0) loaded first, so created[0] is its
|
||||||
|
// renderer; moving away must dispose it and drop the chunk.
|
||||||
|
Assert.True(created[0].Disposed);
|
||||||
|
Assert.Null(world.GetChunk(new Vector3i(0, 0, 0)));
|
||||||
|
Assert.False(streamer.IsReady(new Vector3i(0, 0, 0)));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Tick_UnloadKeepsModificationStoreDiff()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 0,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
var registry = new BlockRegistry();
|
||||||
|
var store = new InMemoryChunkModificationStore();
|
||||||
|
var world = new World.World(registry, store);
|
||||||
|
var mesher = new FakeMesher();
|
||||||
|
var executor = new SynchronousJobExecutor();
|
||||||
|
Func<float[], IChunkRenderer> factory = m => new FakeRenderer(m);
|
||||||
|
Func<Vector3i, VoxelChunk> generate = _ => new VoxelChunk();
|
||||||
|
var streamer = new ChunkStreamer(cfg, world, generate, (_, _) => 8, mesher, registry, executor, factory);
|
||||||
|
|
||||||
|
var pos = new Vector3i(0, 0, 0);
|
||||||
|
streamer.Tick(pos);
|
||||||
|
store.RecordEdit(pos, 0, registry.Stone.Id);
|
||||||
|
|
||||||
|
streamer.Tick(new Vector3i(99, 0, 0)); // unloads (0,0,0)
|
||||||
|
Assert.True(store.HasDiff(pos)); // diff survives unload
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void SpawnReady_FlipsTrueOnceSpawnAreaLoaded()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 1,
|
||||||
|
SpawnReadyRadiusHorizontal = 1,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
var (streamer, _, _) = CreateStreamer(cfg);
|
||||||
|
|
||||||
|
Assert.False(streamer.SpawnReady);
|
||||||
|
// The spawn area is now full columns (bedrock→waterline) per (x,z); tick
|
||||||
|
// until it finishes loading. Cap generously to avoid an infinite loop.
|
||||||
|
for (int i = 0; i < 200 && !streamer.SpawnReady; i++)
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0));
|
||||||
|
Assert.True(streamer.SpawnReady);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void MarkDirty_RemeshesChunkOnNextTick()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 0,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
var (streamer, _, created) = CreateStreamer(cfg);
|
||||||
|
|
||||||
|
// The default test surface (8) is below sea level, so (0,*,0) is a full
|
||||||
|
// bedrock→waterline column. Loads mark in-column vertical neighbours
|
||||||
|
// dirty, so tick to quiescence (loads + the one-shot remesh cascade)
|
||||||
|
// before measuring. Remeshes do NOT re-dirty neighbours, so it settles.
|
||||||
|
TickToQuiescence(streamer, created, new Vector3i(0, 0, 0));
|
||||||
|
int afterLoad = created.Count;
|
||||||
|
int liveBefore = streamer.RendererCount;
|
||||||
|
|
||||||
|
// Capture the live renderer currently installed for (0,0,0).
|
||||||
|
IChunkRenderer? initialRenderer = null;
|
||||||
|
streamer.DrawVisible(
|
||||||
|
pos => pos == new Vector3i(0, 0, 0),
|
||||||
|
(_, r) => initialRenderer = r);
|
||||||
|
Assert.NotNull(initialRenderer);
|
||||||
|
|
||||||
|
streamer.MarkDirty(new Vector3i(0, 0, 0));
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0)); // exactly one remesh queued (no cascade)
|
||||||
|
|
||||||
|
// Exactly one extra renderer (the remesh) — old disposed, new live, live
|
||||||
|
// count unchanged.
|
||||||
|
Assert.Equal(afterLoad + 1, created.Count);
|
||||||
|
Assert.Equal(liveBefore, streamer.RendererCount);
|
||||||
|
Assert.True(((FakeRenderer)initialRenderer!).Disposed);
|
||||||
|
Assert.False(created[^1].Disposed);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Tick_LoadingChunk_MarksReadyCardinalNeighborsDirty()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 1,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
var (streamer, _, created) = CreateStreamer(cfg);
|
||||||
|
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0)); // load initial 3×3
|
||||||
|
int firstWave = created.Count; // 9 chunks
|
||||||
|
|
||||||
|
// Move so we load a new x=2 column. The new chunks become ready and
|
||||||
|
// mark their cardinal neighbors (x=1 column) dirty during Drain.
|
||||||
|
streamer.Tick(new Vector3i(1, 0, 0)); // dispatch + drain new loads → dirty marks set
|
||||||
|
streamer.Tick(new Vector3i(1, 0, 0)); // dispatch the queued remeshes → drain them
|
||||||
|
|
||||||
|
// Should have: 3 new loads + at least 3 remeshes of the x=1 column.
|
||||||
|
Assert.True(created.Count > firstWave + 3,
|
||||||
|
$"Expected remeshes beyond the 3 new loads; got {created.Count - firstWave}");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void MarkDirty_OnUntrackedChunk_IsNoOp()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 0,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
var (streamer, _, created) = CreateStreamer(cfg);
|
||||||
|
|
||||||
|
// Settle the full submerged column (loads + their one-shot remesh
|
||||||
|
// cascade) so the renderer count is stable before the no-op check.
|
||||||
|
TickToQuiescence(streamer, created, new Vector3i(0, 0, 0));
|
||||||
|
int afterLoad = created.Count;
|
||||||
|
|
||||||
|
streamer.MarkDirty(new Vector3i(99, 0, 99)); // not tracked
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0)); // no remesh should be queued
|
||||||
|
|
||||||
|
Assert.Equal(afterLoad, created.Count);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Tick_GeneratorThrows_LogsAndDoesNotRetry()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 0,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
var registry = new BlockRegistry();
|
||||||
|
var store = new InMemoryChunkModificationStore();
|
||||||
|
var world = new World.World(registry, store);
|
||||||
|
var mesher = new FakeMesher();
|
||||||
|
var executor = new SynchronousJobExecutor();
|
||||||
|
int generateCalls = 0;
|
||||||
|
Func<Vector3i, VoxelChunk> generate = _ =>
|
||||||
|
{
|
||||||
|
generateCalls++;
|
||||||
|
throw new InvalidOperationException("boom");
|
||||||
|
};
|
||||||
|
Func<float[], IChunkRenderer> factory = m => new FakeRenderer(m);
|
||||||
|
|
||||||
|
var streamer = new ChunkStreamer(cfg, world, generate, (_, _) => 8, mesher, registry, executor, factory);
|
||||||
|
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0));
|
||||||
|
int callsAfterFirst = generateCalls;
|
||||||
|
Assert.True(callsAfterFirst > 0);
|
||||||
|
Assert.False(streamer.IsReady(new Vector3i(0, 0, 0)));
|
||||||
|
|
||||||
|
// Tick again — same position. Failed chunks must not be retried.
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0));
|
||||||
|
Assert.Equal(callsAfterFirst, generateCalls);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void InstallResult_EmptyMesh_SkipsRendererCreationButMarksReady()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 0,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
var registry = new BlockRegistry();
|
||||||
|
var store = new InMemoryChunkModificationStore();
|
||||||
|
var world = new World.World(registry, store);
|
||||||
|
var mesher = new EmptyMesher();
|
||||||
|
var executor = new SynchronousJobExecutor();
|
||||||
|
int rendererFactoryCalls = 0;
|
||||||
|
Func<float[], IChunkRenderer> factory = m =>
|
||||||
|
{
|
||||||
|
rendererFactoryCalls++;
|
||||||
|
return new FakeRenderer(m);
|
||||||
|
};
|
||||||
|
Func<Vector3i, VoxelChunk> generate = _ => new VoxelChunk();
|
||||||
|
|
||||||
|
var streamer = new ChunkStreamer(cfg, world, generate, (_, _) => 8, mesher, registry, executor, factory);
|
||||||
|
var pos = new Vector3i(0, 0, 0);
|
||||||
|
streamer.Tick(pos);
|
||||||
|
|
||||||
|
Assert.True(streamer.IsReady(pos));
|
||||||
|
Assert.Equal(0, rendererFactoryCalls);
|
||||||
|
Assert.Equal(0, streamer.RendererCount);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Tick_VerticalPriorityWeight_PrefersHorizontalAtSameDistance()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 1,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 5, // player's chunk + 4 horizontal cardinals
|
||||||
|
VerticalPriorityWeight = 4,
|
||||||
|
};
|
||||||
|
// Surface at worldY 48 -> top chunk 3, so a full column is cy 0..3 and
|
||||||
|
// the player at Y=2 has in-column vertical neighbours at Y=1 and Y=3.
|
||||||
|
var (streamer, world, _) = CreateStreamer(cfg, surfaceHeightAt: (_, _) => 48);
|
||||||
|
|
||||||
|
var playerPos = new Vector3i(0, 2, 0);
|
||||||
|
streamer.Tick(playerPos);
|
||||||
|
|
||||||
|
// Drain budget = 5 = priority 0 (player) + 4 priority-1 (horizontal
|
||||||
|
// cardinals). With VerticalPriorityWeight=4, vertical cardinals
|
||||||
|
// (Y=1, Y=3) have priority 4 -- they must NOT be among the first 5.
|
||||||
|
Assert.NotNull(world.GetChunk(playerPos));
|
||||||
|
Assert.NotNull(world.GetChunk(new Vector3i( 1, 2, 0)));
|
||||||
|
Assert.NotNull(world.GetChunk(new Vector3i(-1, 2, 0)));
|
||||||
|
Assert.NotNull(world.GetChunk(new Vector3i( 0, 2, 1)));
|
||||||
|
Assert.NotNull(world.GetChunk(new Vector3i( 0, 2, -1)));
|
||||||
|
Assert.Null(world.GetChunk(new Vector3i(0, 3, 0)));
|
||||||
|
Assert.Null(world.GetChunk(new Vector3i(0, 1, 0)));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Tick_LoadsFullColumn_FromBedrockToSurface()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 0, // single column at the player
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
// Land surface at worldY 296 -> top chunk floor(296/16) = 18 (above the
|
||||||
|
// sea-level chunk 16, so no water raises it). Full column loads cy 0..18;
|
||||||
|
// chunk Y 19+ is air above the surface and must NOT load.
|
||||||
|
var (streamer, world, _) = CreateStreamer(cfg, surfaceHeightAt: (_, _) => 296);
|
||||||
|
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0));
|
||||||
|
|
||||||
|
Assert.NotNull(world.GetChunk(new Vector3i(0, 0, 0))); // bedrock
|
||||||
|
Assert.NotNull(world.GetChunk(new Vector3i(0, 9, 0))); // mid
|
||||||
|
Assert.NotNull(world.GetChunk(new Vector3i(0, 18, 0))); // surface
|
||||||
|
Assert.Null(world.GetChunk(new Vector3i(0, 19, 0))); // air above surface
|
||||||
|
Assert.Null(world.GetChunk(new Vector3i(0, 25, 0))); // air above surface
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Tick_LoadsWaterSurface_OverSubmergedColumn()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 0, // single column at the player
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
// Terrain surface at worldY 100 (chunk 6) but well below SeaLevel 256.
|
||||||
|
// Opaque water fills worldY 101..256, so the column must load through the
|
||||||
|
// sea-level chunk floor(256/16)=16, not stop at the terrain top (chunk 6).
|
||||||
|
var (streamer, world, _) = CreateStreamer(cfg, surfaceHeightAt: (_, _) => 100);
|
||||||
|
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0));
|
||||||
|
|
||||||
|
Assert.NotNull(world.GetChunk(new Vector3i(0, 6, 0))); // terrain top
|
||||||
|
Assert.NotNull(world.GetChunk(new Vector3i(0, 10, 0))); // submerged water column
|
||||||
|
Assert.NotNull(world.GetChunk(new Vector3i(0, 16, 0))); // chunk holding the waterline (y=256)
|
||||||
|
Assert.Null(world.GetChunk(new Vector3i(0, 17, 0))); // above the waterline -- not loaded
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Tick_LoadsEditedSectionAboveSurface()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 0,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
var registry = new BlockRegistry();
|
||||||
|
var store = new InMemoryChunkModificationStore();
|
||||||
|
var world = new World.World(registry, store);
|
||||||
|
var mesher = new FakeMesher();
|
||||||
|
var executor = new SynchronousJobExecutor();
|
||||||
|
Func<float[], IChunkRenderer> factory = m => new FakeRenderer(m);
|
||||||
|
Func<Vector3i, VoxelChunk> generate = _ => new VoxelChunk();
|
||||||
|
|
||||||
|
// Land surface at worldY 296 -> top chunk 18 (above the sea-level chunk
|
||||||
|
// 16, so no water raises it). A player edit sits in chunk Y 25, above the
|
||||||
|
// loaded column; that edited section must still load.
|
||||||
|
var edited = new Vector3i(0, 25, 0);
|
||||||
|
store.RecordEdit(edited, 0, registry.Stone.Id);
|
||||||
|
|
||||||
|
var streamer = new ChunkStreamer(cfg, world, generate, (_, _) => 296, mesher, registry, executor, factory);
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0));
|
||||||
|
|
||||||
|
Assert.NotNull(world.GetChunk(new Vector3i(0, 18, 0))); // surface column top
|
||||||
|
Assert.NotNull(world.GetChunk(edited)); // edited air section above surface
|
||||||
|
Assert.Null(world.GetChunk(new Vector3i(0, 20, 0))); // unedited air -- not loaded
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void RecomputeTargetSet_CachesSurfaceHeights_OnlySamplesNewColumns()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 1,
|
||||||
|
SpawnReadyRadiusHorizontal = 1,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
int calls = 0;
|
||||||
|
var (streamer, _, _) = CreateStreamer(cfg, surfaceHeightAt: (_, _) => { calls++; return 8; });
|
||||||
|
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0));
|
||||||
|
int afterFirst = calls; // 9 columns × 5 samples = 45 (spawn-check reuses cache)
|
||||||
|
streamer.Tick(new Vector3i(1, 0, 0)); // overlaps 6 columns; only the cx=2 strip is new
|
||||||
|
int newCalls = calls - afterFirst;
|
||||||
|
|
||||||
|
Assert.Equal(45, afterFirst);
|
||||||
|
Assert.Equal(15, newCalls); // 3 new columns × 5 — cached columns are not re-sampled
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void DrawVisible_DrawsOnlyChunksPassingPredicate_AndReturnsCount()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 1,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
var (streamer, _, created) = CreateStreamer(cfg);
|
||||||
|
streamer.Tick(new Vector3i(0, 0, 0)); // 9 columns, all chunk Y 0, non-empty meshes
|
||||||
|
|
||||||
|
int drawn = streamer.DrawVisible(
|
||||||
|
pos => pos == new Vector3i(0, 0, 0), // only the centre chunk "visible"
|
||||||
|
(_, r) => r.Draw());
|
||||||
|
|
||||||
|
Assert.Equal(1, drawn);
|
||||||
|
Assert.Equal(1, created.Sum(r => r.DrawCount));
|
||||||
|
}
|
||||||
|
}
|
||||||
82
VoxelEngine.Tests/Streaming/StreamingIntegrationTests.cs
Normal file
82
VoxelEngine.Tests/Streaming/StreamingIntegrationTests.cs
Normal file
@@ -0,0 +1,82 @@
|
|||||||
|
using OpenTK.Mathematics;
|
||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.World;
|
||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
using VoxelEngine.World.Chunk;
|
||||||
|
using VoxelEngine.World.Persistence;
|
||||||
|
using VoxelEngine.World.Streaming;
|
||||||
|
using VoxelEngine.World.WorldGen;
|
||||||
|
using Xunit;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Tests.Streaming;
|
||||||
|
|
||||||
|
public class StreamingIntegrationTests
|
||||||
|
{
|
||||||
|
private static (ChunkStreamer streamer, World.World world, InMemoryChunkModificationStore store)
|
||||||
|
BuildRealStack(Configuration cfg)
|
||||||
|
{
|
||||||
|
var registry = new BlockRegistry();
|
||||||
|
var store = new InMemoryChunkModificationStore();
|
||||||
|
var world = new World.World(registry, store);
|
||||||
|
var gen = new WorldGenerator(seed: 1337, blocks: registry, cfg: new Configuration());
|
||||||
|
var mesher = new ChunkMesher(atlasWidthPixels: 128, atlasHeightPixels: 32);
|
||||||
|
var executor = new SynchronousJobExecutor();
|
||||||
|
Func<float[], IChunkRenderer> factory = m => new FakeRenderer(m);
|
||||||
|
var streamer = new ChunkStreamer(cfg, world, gen.Generate, gen.SurfaceHeightAt, mesher, registry, executor, factory);
|
||||||
|
return (streamer, world, store);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void PlayerWalksAcrossWorld_LoadBoxFollowsPlayer()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 1,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
var (streamer, world, _) = BuildRealStack(cfg);
|
||||||
|
|
||||||
|
for (int step = 0; step < 5; step++)
|
||||||
|
{
|
||||||
|
streamer.Tick(new Vector3i(step, 0, 0));
|
||||||
|
|
||||||
|
for (int dx = -1; dx <= 1; dx++)
|
||||||
|
for (int dz = -1; dz <= 1; dz++)
|
||||||
|
{
|
||||||
|
var pos = new Vector3i(step + dx, 0, dz);
|
||||||
|
Assert.NotNull(world.GetChunk(pos));
|
||||||
|
Assert.True(streamer.IsReady(pos));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void ModificationStore_SurvivesUnloadReload()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration
|
||||||
|
{
|
||||||
|
RenderDistanceHorizontal = 0,
|
||||||
|
MaxGenerateJobsInFlight = 100,
|
||||||
|
MaxMeshUploadsPerFrame = 100,
|
||||||
|
};
|
||||||
|
var (streamer, world, store) = BuildRealStack(cfg);
|
||||||
|
|
||||||
|
// Use a block id that differs from what WorldGenerator places at
|
||||||
|
// world (0,0,0). At y=0 every biome's "Under" block is Stone (id 1),
|
||||||
|
// so SetBlock(..., Stone) would hit World.SetBlock's no-op guard and
|
||||||
|
// skip the diff record. Dirt (id 2) is always a real change.
|
||||||
|
var pos = new Vector3i(0, 0, 0);
|
||||||
|
streamer.Tick(pos);
|
||||||
|
Assert.True(streamer.IsReady(pos));
|
||||||
|
Assert.True(world.SetBlock(0, 0, 0, /*Dirt*/ (ushort)2));
|
||||||
|
|
||||||
|
streamer.Tick(new Vector3i(50, 0, 0));
|
||||||
|
Assert.Null(world.GetChunk(pos));
|
||||||
|
Assert.True(store.HasDiff(pos));
|
||||||
|
|
||||||
|
streamer.Tick(pos);
|
||||||
|
Assert.NotNull(world.GetChunk(pos));
|
||||||
|
Assert.Equal((ushort)2, world.GetBlock(0, 0, 0).Id);
|
||||||
|
}
|
||||||
|
}
|
||||||
55
VoxelEngine.Tests/WorldGen/BiomeMapTests.cs
Normal file
55
VoxelEngine.Tests/WorldGen/BiomeMapTests.cs
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
using VoxelEngine.World.WorldGen;
|
||||||
|
using Xunit;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Tests.WorldGen;
|
||||||
|
|
||||||
|
public class BiomeMapTests
|
||||||
|
{
|
||||||
|
private static (BiomeMap map, BiomeRegistry biomes) Build(int seed = 42)
|
||||||
|
{
|
||||||
|
var blocks = new BlockRegistry();
|
||||||
|
var biomes = new BiomeRegistry(seed, blocks, new Configuration());
|
||||||
|
var noise = new NoiseSource(seed, new Configuration());
|
||||||
|
var cells = new VoronoiCells(seed, 96f);
|
||||||
|
return (new BiomeMap(noise, cells, biomes, new Configuration()), biomes);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Classify_HighElevation_IsMountains()
|
||||||
|
{
|
||||||
|
var (_, biomes) = Build();
|
||||||
|
Assert.Same(biomes.Mountains, BiomeMap.Classify(0f, 0.5f, 0f, biomes, new Configuration()));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Classify_HotLowElevation_IsDesert()
|
||||||
|
{
|
||||||
|
var (_, biomes) = Build();
|
||||||
|
Assert.Same(biomes.Desert, BiomeMap.Classify(0.5f, 0f, 0f, biomes, new Configuration()));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Classify_TemperateWooded_IsForest()
|
||||||
|
{
|
||||||
|
var (_, biomes) = Build();
|
||||||
|
Assert.Same(biomes.Forest, BiomeMap.Classify(0f, 0f, 0.5f, biomes, new Configuration()));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Classify_ColdLow_IsPlains()
|
||||||
|
{
|
||||||
|
var (_, biomes) = Build();
|
||||||
|
Assert.Same(biomes.Plains, BiomeMap.Classify(-0.9f, 0f, 0f, biomes, new Configuration()));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void BiomeAt_IsConstantWithinACell()
|
||||||
|
{
|
||||||
|
var (map, _) = Build();
|
||||||
|
IBiome a = map.BiomeAt(500f, 500f);
|
||||||
|
IBiome b = map.BiomeAt(500.01f, 500.01f); // same cell
|
||||||
|
Assert.Same(a, b);
|
||||||
|
}
|
||||||
|
}
|
||||||
47
VoxelEngine.Tests/WorldGen/BiomeTests.cs
Normal file
47
VoxelEngine.Tests/WorldGen/BiomeTests.cs
Normal file
@@ -0,0 +1,47 @@
|
|||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
using VoxelEngine.World.WorldGen;
|
||||||
|
using Xunit;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Tests.WorldGen;
|
||||||
|
|
||||||
|
public class BiomeTests
|
||||||
|
{
|
||||||
|
[Fact]
|
||||||
|
public void Desert_TopAndFiller_AreSand()
|
||||||
|
{
|
||||||
|
var blocks = new BlockRegistry();
|
||||||
|
var biomes = new BiomeRegistry(42, blocks, new Configuration());
|
||||||
|
Assert.Equal("Sand", biomes.Desert.Surface.Top.Name);
|
||||||
|
Assert.Equal("Sand", biomes.Desert.Surface.Filler.Name);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Mountains_UseSnowAboveSnowLine_StoneBelow()
|
||||||
|
{
|
||||||
|
var blocks = new BlockRegistry();
|
||||||
|
var biomes = new BiomeRegistry(42, blocks, new Configuration());
|
||||||
|
Assert.Equal("Stone", biomes.Mountains.TopBlock(200).Name); // below snow line
|
||||||
|
Assert.Equal("Snow Block", biomes.Mountains.TopBlock(420).Name); // above snow line (384)
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Plains_TopBlock_IsGrass_RegardlessOfHeight()
|
||||||
|
{
|
||||||
|
var blocks = new BlockRegistry();
|
||||||
|
var biomes = new BiomeRegistry(42, blocks, new Configuration());
|
||||||
|
Assert.Equal("Grass", biomes.Plains.TopBlock(40).Name);
|
||||||
|
Assert.Equal("Grass", biomes.Plains.TopBlock(120).Name);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void SampleHeight_IsDeterministic()
|
||||||
|
{
|
||||||
|
var blocks = new BlockRegistry();
|
||||||
|
var biomes = new BiomeRegistry(42, blocks, new Configuration());
|
||||||
|
var noise = new NoiseSource(42, new Configuration());
|
||||||
|
float h1 = biomes.Mountains.SampleHeight(noise, 100f, 200f);
|
||||||
|
float h2 = biomes.Mountains.SampleHeight(noise, 100f, 200f);
|
||||||
|
Assert.Equal(h1, h2);
|
||||||
|
}
|
||||||
|
}
|
||||||
202
VoxelEngine.Tests/WorldGen/CaveCarverTests.cs
Normal file
202
VoxelEngine.Tests/WorldGen/CaveCarverTests.cs
Normal file
@@ -0,0 +1,202 @@
|
|||||||
|
using OpenTK.Mathematics;
|
||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
using VoxelEngine.World.Chunk;
|
||||||
|
using VoxelEngine.World.WorldGen;
|
||||||
|
using Xunit;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Tests.WorldGen;
|
||||||
|
|
||||||
|
public class CaveCarverTests
|
||||||
|
{
|
||||||
|
private static readonly BlockRegistry Blocks = new();
|
||||||
|
private static readonly Configuration Cfg = new();
|
||||||
|
|
||||||
|
private static Chunk MakeStoneChunk()
|
||||||
|
{
|
||||||
|
Chunk c = new();
|
||||||
|
for (int x = 0; x < Chunk.Size; x++)
|
||||||
|
for (int y = 0; y < Chunk.Size; y++)
|
||||||
|
for (int z = 0; z < Chunk.Size; z++)
|
||||||
|
c[x, y, z] = Blocks.Stone.Id;
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Carve_IsNoOpOnAirChunk()
|
||||||
|
{
|
||||||
|
var carver = new CaveCarver(seed: 42, Blocks, Cfg);
|
||||||
|
Chunk c = new(); // all-air by default
|
||||||
|
|
||||||
|
carver.Carve(c, new Vector3i(0, 4, 0));
|
||||||
|
|
||||||
|
for (int x = 0; x < Chunk.Size; x++)
|
||||||
|
for (int y = 0; y < Chunk.Size; y++)
|
||||||
|
for (int z = 0; z < Chunk.Size; z++)
|
||||||
|
Assert.Equal(Blocks.Air.Id, c[x, y, z]);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void NoiseCaves_OnlyConvertsSolidToAir_NeverWaterNeverOtherBlocks()
|
||||||
|
{
|
||||||
|
var carver = new CaveCarver(seed: 42, Blocks, Cfg);
|
||||||
|
Chunk c = MakeStoneChunk();
|
||||||
|
|
||||||
|
// Plant some water and air voxels we expect untouched.
|
||||||
|
c[1, 1, 1] = Blocks.Water.Id;
|
||||||
|
c[2, 2, 2] = Blocks.Air.Id;
|
||||||
|
|
||||||
|
carver.CarveNoiseCaves(c, new Vector3i(0, 4, 0));
|
||||||
|
|
||||||
|
Assert.Equal(Blocks.Water.Id, c[1, 1, 1]); // water survived
|
||||||
|
Assert.Equal(Blocks.Air.Id, c[2, 2, 2]); // air survived
|
||||||
|
|
||||||
|
// Spot-check that everywhere else is either Stone or Air (no other blocks).
|
||||||
|
for (int x = 0; x < Chunk.Size; x++)
|
||||||
|
for (int y = 0; y < Chunk.Size; y++)
|
||||||
|
for (int z = 0; z < Chunk.Size; z++)
|
||||||
|
{
|
||||||
|
ushort id = c[x, y, z];
|
||||||
|
Assert.True(
|
||||||
|
id == Blocks.Stone.Id || id == Blocks.Air.Id || id == Blocks.Water.Id,
|
||||||
|
$"unexpected block id {id} at ({x},{y},{z})");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void NoiseCaves_IsDeterministic_ForSameSeedAndChunkPos()
|
||||||
|
{
|
||||||
|
var carver1 = new CaveCarver(seed: 1234, Blocks, Cfg);
|
||||||
|
var carver2 = new CaveCarver(seed: 1234, Blocks, Cfg);
|
||||||
|
Chunk a = MakeStoneChunk();
|
||||||
|
Chunk b = MakeStoneChunk();
|
||||||
|
|
||||||
|
carver1.CarveNoiseCaves(a, new Vector3i(2, 4, 3));
|
||||||
|
carver2.CarveNoiseCaves(b, new Vector3i(2, 4, 3));
|
||||||
|
|
||||||
|
for (int x = 0; x < Chunk.Size; x++)
|
||||||
|
for (int y = 0; y < Chunk.Size; y++)
|
||||||
|
for (int z = 0; z < Chunk.Size; z++)
|
||||||
|
Assert.Equal(a[x, y, z], b[x, y, z]);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void NoiseCaves_RespectsBedrockFloor_DoesNotCarveBelowY1()
|
||||||
|
{
|
||||||
|
// ChunkPos.Y = 0 means worldY ranges 0..15. We require Y=0 stays solid.
|
||||||
|
var carver = new CaveCarver(seed: 42, Blocks, Cfg);
|
||||||
|
Chunk c = MakeStoneChunk();
|
||||||
|
|
||||||
|
carver.CarveNoiseCaves(c, new Vector3i(0, 0, 0));
|
||||||
|
|
||||||
|
for (int x = 0; x < Chunk.Size; x++)
|
||||||
|
for (int z = 0; z < Chunk.Size; z++)
|
||||||
|
Assert.Equal(Blocks.Stone.Id, c[x, 0, z]); // worldY = 0 is bedrock
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void NoiseCaves_SeamContinuity_AdjacentChunksAgreeAtBoundary()
|
||||||
|
{
|
||||||
|
var carver = new CaveCarver(seed: 7, Blocks, Cfg);
|
||||||
|
Chunk c1 = MakeStoneChunk();
|
||||||
|
Chunk c2 = MakeStoneChunk();
|
||||||
|
|
||||||
|
carver.CarveNoiseCaves(c1, new Vector3i(0, 4, 0));
|
||||||
|
carver.CarveNoiseCaves(c2, new Vector3i(1, 4, 0));
|
||||||
|
|
||||||
|
int airAtSeamC1 = 0, airAtSeamC2 = 0;
|
||||||
|
for (int y = 1; y < Chunk.Size; y++)
|
||||||
|
for (int z = 0; z < Chunk.Size; z++)
|
||||||
|
{
|
||||||
|
if (c1[15, y, z] == Blocks.Air.Id) airAtSeamC1++;
|
||||||
|
if (c2[0, y, z] == Blocks.Air.Id) airAtSeamC2++;
|
||||||
|
}
|
||||||
|
// Sanity: noise threshold = -0.3 yields some carved cells in each.
|
||||||
|
Assert.True(airAtSeamC1 > 0, "c1 seam column had no air — carve too sparse?");
|
||||||
|
Assert.True(airAtSeamC2 > 0, "c2 seam column had no air — carve too sparse?");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void WormCaves_IsDeterministic_ForSameSeedAndChunkPos()
|
||||||
|
{
|
||||||
|
var c1 = new CaveCarver(seed: 999, Blocks, Cfg);
|
||||||
|
var c2 = new CaveCarver(seed: 999, Blocks, Cfg);
|
||||||
|
Chunk a = MakeStoneChunk();
|
||||||
|
Chunk b = MakeStoneChunk();
|
||||||
|
|
||||||
|
c1.CarveWormCaves(a, new Vector3i(0, 4, 0));
|
||||||
|
c2.CarveWormCaves(b, new Vector3i(0, 4, 0));
|
||||||
|
|
||||||
|
for (int x = 0; x < Chunk.Size; x++)
|
||||||
|
for (int y = 0; y < Chunk.Size; y++)
|
||||||
|
for (int z = 0; z < Chunk.Size; z++)
|
||||||
|
Assert.Equal(a[x, y, z], b[x, y, z]);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void WormCaves_OnlyConvertsSolidToAir_NeverWater()
|
||||||
|
{
|
||||||
|
var carver = new CaveCarver(seed: 999, Blocks, Cfg);
|
||||||
|
Chunk c = MakeStoneChunk();
|
||||||
|
// Set every voxel along a diagonal to water — must survive.
|
||||||
|
for (int i = 0; i < Chunk.Size; i++)
|
||||||
|
c[i, i, i] = Blocks.Water.Id;
|
||||||
|
|
||||||
|
carver.CarveWormCaves(c, new Vector3i(0, 4, 0));
|
||||||
|
|
||||||
|
for (int i = 0; i < Chunk.Size; i++)
|
||||||
|
Assert.Equal(Blocks.Water.Id, c[i, i, i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void WormCaves_RespectsBedrockFloor()
|
||||||
|
{
|
||||||
|
var carver = new CaveCarver(seed: 999, Blocks, Cfg);
|
||||||
|
Chunk c = MakeStoneChunk();
|
||||||
|
|
||||||
|
carver.CarveWormCaves(c, new Vector3i(0, 0, 0)); // worldY = 0..15
|
||||||
|
|
||||||
|
for (int x = 0; x < Chunk.Size; x++)
|
||||||
|
for (int z = 0; z < Chunk.Size; z++)
|
||||||
|
Assert.Equal(Blocks.Stone.Id, c[x, 0, z]); // bedrock untouched
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void WormCaves_SeamContinuity_VoxelAtSharedWorldCoord_IsSame()
|
||||||
|
{
|
||||||
|
var carver = new CaveCarver(seed: 999, Blocks, Cfg);
|
||||||
|
Chunk c1 = MakeStoneChunk();
|
||||||
|
Chunk c2 = MakeStoneChunk();
|
||||||
|
|
||||||
|
carver.CarveWormCaves(c1, new Vector3i(0, 4, 0));
|
||||||
|
carver.CarveWormCaves(c2, new Vector3i(1, 4, 0));
|
||||||
|
|
||||||
|
int airC1Seam = 0, airC2Seam = 0;
|
||||||
|
for (int y = 1; y < Chunk.Size; y++)
|
||||||
|
for (int z = 0; z < Chunk.Size; z++)
|
||||||
|
{
|
||||||
|
if (c1[15, y, z] == Blocks.Air.Id) airC1Seam++;
|
||||||
|
if (c2[0, y, z] == Blocks.Air.Id) airC2Seam++;
|
||||||
|
}
|
||||||
|
bool bothEmpty = airC1Seam == 0 && airC2Seam == 0;
|
||||||
|
bool bothCarved = airC1Seam > 0 && airC2Seam > 0;
|
||||||
|
Assert.True(bothEmpty || bothCarved,
|
||||||
|
$"seam mismatch: c1={airC1Seam}, c2={airC2Seam}");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Carve_RespectsMinCaveY_NoCarvingAboveCeiling()
|
||||||
|
{
|
||||||
|
var cfg = new Configuration { MinCaveY = 20 };
|
||||||
|
var carver = new CaveCarver(seed: 42, Blocks, cfg);
|
||||||
|
Chunk c = MakeStoneChunk();
|
||||||
|
|
||||||
|
// Chunk Y=2 → worldY 32..47, all above MinCaveY=20 → must stay solid.
|
||||||
|
carver.Carve(c, new Vector3i(0, 2, 0));
|
||||||
|
|
||||||
|
for (int x = 0; x < Chunk.Size; x++)
|
||||||
|
for (int y = 0; y < Chunk.Size; y++)
|
||||||
|
for (int z = 0; z < Chunk.Size; z++)
|
||||||
|
Assert.Equal(Blocks.Stone.Id, c[x, y, z]);
|
||||||
|
}
|
||||||
|
}
|
||||||
30
VoxelEngine.Tests/WorldGen/NoiseSourceTests.cs
Normal file
30
VoxelEngine.Tests/WorldGen/NoiseSourceTests.cs
Normal file
@@ -0,0 +1,30 @@
|
|||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.World.WorldGen;
|
||||||
|
using Xunit;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Tests.WorldGen;
|
||||||
|
|
||||||
|
public class NoiseSourceTests
|
||||||
|
{
|
||||||
|
[Fact]
|
||||||
|
public void SameSeed_SameCoord_IsDeterministic()
|
||||||
|
{
|
||||||
|
var a = new NoiseSource(42, new Configuration());
|
||||||
|
var b = new NoiseSource(42, new Configuration());
|
||||||
|
Assert.Equal(a.Continent(10f, 20f), b.Continent(10f, 20f));
|
||||||
|
Assert.Equal(a.Temperature(10f, 20f), b.Temperature(10f, 20f));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Output_InMinusOneToOneRange()
|
||||||
|
{
|
||||||
|
var n = new NoiseSource(7, new Configuration());
|
||||||
|
for (int i = 0; i < 200; i++)
|
||||||
|
{
|
||||||
|
float c = n.Continent(i * 3.1f, i * 1.7f);
|
||||||
|
float t = n.Temperature(i * 2.3f, i * 0.9f);
|
||||||
|
Assert.InRange(c, -1.001f, 1.001f);
|
||||||
|
Assert.InRange(t, -1.001f, 1.001f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
54
VoxelEngine.Tests/WorldGen/TerrainSamplerTests.cs
Normal file
54
VoxelEngine.Tests/WorldGen/TerrainSamplerTests.cs
Normal file
@@ -0,0 +1,54 @@
|
|||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
using VoxelEngine.World.WorldGen;
|
||||||
|
using Xunit;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Tests.WorldGen;
|
||||||
|
|
||||||
|
public class TerrainSamplerTests
|
||||||
|
{
|
||||||
|
private static TerrainSampler Build(int seed = 42)
|
||||||
|
{
|
||||||
|
var blocks = new BlockRegistry();
|
||||||
|
var biomes = new BiomeRegistry(seed, blocks, new Configuration());
|
||||||
|
var noise = new NoiseSource(seed, new Configuration());
|
||||||
|
var cells = new VoronoiCells(seed, 96f);
|
||||||
|
var map = new BiomeMap(noise, cells, biomes, new Configuration());
|
||||||
|
return new TerrainSampler(noise, map, new Configuration());
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Height_StaysWithinWorldBounds()
|
||||||
|
{
|
||||||
|
var sampler = Build();
|
||||||
|
for (int x = -300; x < 300; x += 7)
|
||||||
|
for (int z = -300; z < 300; z += 7)
|
||||||
|
{
|
||||||
|
int h = sampler.HeightAt(x, z);
|
||||||
|
Assert.InRange(h, 0, WorldConstants.WorldHeight - 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Height_IsDeterministic()
|
||||||
|
{
|
||||||
|
var a = Build();
|
||||||
|
var b = Build();
|
||||||
|
Assert.Equal(a.HeightAt(120, 240), b.HeightAt(120, 240));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void AdjacentColumns_DoNotCliff()
|
||||||
|
{
|
||||||
|
var sampler = Build();
|
||||||
|
for (int x = -200; x < 200; x += 3)
|
||||||
|
for (int z = -200; z < 200; z += 3)
|
||||||
|
{
|
||||||
|
// The dense blur removes inter-biome cliffs. Remaining deltas are
|
||||||
|
// rugged intra-Mountains ridged slopes, now ~4x larger after the
|
||||||
|
// 128->512 rescale; 64 separates intended slopes from true cliffs.
|
||||||
|
int dx = System.Math.Abs(sampler.HeightAt(x, z) - sampler.HeightAt(x + 1, z));
|
||||||
|
Assert.True(dx <= 64, $"height jump {dx} at ({x},{z})");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
36
VoxelEngine.Tests/WorldGen/VoronoiCellsTests.cs
Normal file
36
VoxelEngine.Tests/WorldGen/VoronoiCellsTests.cs
Normal file
@@ -0,0 +1,36 @@
|
|||||||
|
using VoxelEngine.World.WorldGen;
|
||||||
|
using Xunit;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Tests.WorldGen;
|
||||||
|
|
||||||
|
public class VoronoiCellsTests
|
||||||
|
{
|
||||||
|
[Fact]
|
||||||
|
public void Nearest_IsDeterministic()
|
||||||
|
{
|
||||||
|
var a = new VoronoiCells(42, 96f);
|
||||||
|
var b = new VoronoiCells(42, 96f);
|
||||||
|
Assert.Equal(a.Nearest(123.4f, 56.7f), b.Nearest(123.4f, 56.7f));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Nearest_IsLocallyConstant()
|
||||||
|
{
|
||||||
|
var cells = new VoronoiCells(42, 96f);
|
||||||
|
// Two points a tiny step apart almost always share a cell.
|
||||||
|
var c1 = cells.Nearest(500f, 500f);
|
||||||
|
var c2 = cells.Nearest(500.01f, 500.01f);
|
||||||
|
Assert.Equal(c1.Id, c2.Id);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void DifferentSeeds_DifferAtSomePoint()
|
||||||
|
{
|
||||||
|
var a = new VoronoiCells(1, 96f);
|
||||||
|
var b = new VoronoiCells(2, 96f);
|
||||||
|
bool anyDiff = false;
|
||||||
|
for (int i = 0; i < 50 && !anyDiff; i++)
|
||||||
|
anyDiff = a.Nearest(i * 31f, i * 17f).Id != b.Nearest(i * 31f, i * 17f).Id;
|
||||||
|
Assert.True(anyDiff);
|
||||||
|
}
|
||||||
|
}
|
||||||
99
VoxelEngine.Tests/WorldGen/WorldGeneratorTests.cs
Normal file
99
VoxelEngine.Tests/WorldGen/WorldGeneratorTests.cs
Normal file
@@ -0,0 +1,99 @@
|
|||||||
|
using OpenTK.Mathematics;
|
||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
using VoxelEngine.World.Chunk;
|
||||||
|
using VoxelEngine.World.WorldGen;
|
||||||
|
using Xunit;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Tests.WorldGen;
|
||||||
|
|
||||||
|
public class WorldGeneratorTests
|
||||||
|
{
|
||||||
|
private static BlockRegistry Blocks => new();
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void BlockAt_AboveTerrainAndSea_IsAir()
|
||||||
|
{
|
||||||
|
var blocks = Blocks;
|
||||||
|
var biomes = new BiomeRegistry(1, blocks, new Configuration());
|
||||||
|
ushort id = WorldGenerator.BlockAt(300, surfaceHeight: 290, biomes.Plains, blocks, fillerDepth: 3);
|
||||||
|
Assert.Equal(blocks.Air.Id, id); // 300 > 290 (above surface) and 300 > SeaLevel(256)
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void BlockAt_AboveTerrainBelowSea_IsWater()
|
||||||
|
{
|
||||||
|
var blocks = Blocks;
|
||||||
|
var biomes = new BiomeRegistry(1, blocks, new Configuration());
|
||||||
|
ushort id = WorldGenerator.BlockAt(60, surfaceHeight: 50, biomes.Plains, blocks, fillerDepth: 3);
|
||||||
|
Assert.Equal(blocks.Water.Id, id); // 60 > 50 but 60 <= SeaLevel(64)
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void BlockAt_Surface_IsBiomeTop()
|
||||||
|
{
|
||||||
|
var blocks = Blocks;
|
||||||
|
var biomes = new BiomeRegistry(1, blocks, new Configuration());
|
||||||
|
ushort id = WorldGenerator.BlockAt(70, surfaceHeight: 70, biomes.Desert, blocks, fillerDepth: 3);
|
||||||
|
Assert.Equal(blocks.Sand.Id, id);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void BlockAt_FillerBand_IsBiomeFiller()
|
||||||
|
{
|
||||||
|
var blocks = Blocks;
|
||||||
|
var biomes = new BiomeRegistry(1, blocks, new Configuration());
|
||||||
|
ushort id = WorldGenerator.BlockAt(68, surfaceHeight: 70, biomes.Plains, blocks, fillerDepth: 3);
|
||||||
|
Assert.Equal(blocks.Dirt.Id, id); // within 3 of surface
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void BlockAt_Deep_IsStone()
|
||||||
|
{
|
||||||
|
var blocks = Blocks;
|
||||||
|
var biomes = new BiomeRegistry(1, blocks, new Configuration());
|
||||||
|
ushort id = WorldGenerator.BlockAt(40, surfaceHeight: 70, biomes.Plains, blocks, fillerDepth: 3);
|
||||||
|
Assert.Equal(blocks.Stone.Id, id);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Generate_IsDeterministic()
|
||||||
|
{
|
||||||
|
var gen1 = new WorldGenerator(99, Blocks, new Configuration());
|
||||||
|
var gen2 = new WorldGenerator(99, Blocks, new Configuration());
|
||||||
|
Chunk a = gen1.Generate(new Vector3i(0, 4, 0));
|
||||||
|
Chunk b = gen2.Generate(new Vector3i(0, 4, 0));
|
||||||
|
for (int x = 0; x < Chunk.Size; x++)
|
||||||
|
for (int y = 0; y < Chunk.Size; y++)
|
||||||
|
for (int z = 0; z < Chunk.Size; z++)
|
||||||
|
Assert.Equal(a[x, y, z], b[x, y, z]);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Generate_AppliesCaves_ProducesAirVoxelsBelowSurface()
|
||||||
|
{
|
||||||
|
var gen = new WorldGenerator(seed: 12345, Blocks, new Configuration());
|
||||||
|
// A chunk well below typical surface height — guaranteed mostly stone before carving.
|
||||||
|
Chunk c = gen.Generate(new Vector3i(0, 1, 0)); // worldY = 16..31
|
||||||
|
|
||||||
|
int airCount = 0;
|
||||||
|
for (int x = 0; x < Chunk.Size; x++)
|
||||||
|
for (int y = 0; y < Chunk.Size; y++)
|
||||||
|
for (int z = 0; z < Chunk.Size; z++)
|
||||||
|
if (c[x, y, z] == Blocks.Air.Id) airCount++;
|
||||||
|
|
||||||
|
Assert.True(airCount > 0,
|
||||||
|
"Deep chunk had zero air voxels after generation — caves not running?");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Generate_PreservesBedrockFloor_Y0_IsStone()
|
||||||
|
{
|
||||||
|
var gen = new WorldGenerator(seed: 12345, Blocks, new Configuration());
|
||||||
|
Chunk c = gen.Generate(new Vector3i(0, 0, 0)); // worldY = 0..15
|
||||||
|
|
||||||
|
for (int x = 0; x < Chunk.Size; x++)
|
||||||
|
for (int z = 0; z < Chunk.Size; z++)
|
||||||
|
Assert.Equal(Blocks.Stone.Id, c[x, 0, z]);
|
||||||
|
}
|
||||||
|
}
|
||||||
40
VoxelEngine.Tests/WorldGen/WormHashTests.cs
Normal file
40
VoxelEngine.Tests/WorldGen/WormHashTests.cs
Normal file
@@ -0,0 +1,40 @@
|
|||||||
|
using VoxelEngine.World.WorldGen;
|
||||||
|
using Xunit;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Tests.WorldGen;
|
||||||
|
|
||||||
|
public class WormHashTests
|
||||||
|
{
|
||||||
|
[Fact]
|
||||||
|
public void Hash_IsDeterministic_ForSameInputs()
|
||||||
|
{
|
||||||
|
uint a = WormHash.Hash(3, -2, 7, seed: 1337);
|
||||||
|
uint b = WormHash.Hash(3, -2, 7, seed: 1337);
|
||||||
|
Assert.Equal(a, b);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Hash_DiffersForDifferentCells()
|
||||||
|
{
|
||||||
|
uint a = WormHash.Hash(3, -2, 7, seed: 1337);
|
||||||
|
uint b = WormHash.Hash(3, -2, 8, seed: 1337);
|
||||||
|
Assert.NotEqual(a, b);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Hash_DiffersForDifferentSeeds()
|
||||||
|
{
|
||||||
|
uint a = WormHash.Hash(3, -2, 7, seed: 1337);
|
||||||
|
uint b = WormHash.Hash(3, -2, 7, seed: 9999);
|
||||||
|
Assert.NotEqual(a, b);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void Hash_HandlesNegativeCoords()
|
||||||
|
{
|
||||||
|
// Just shouldn't throw and shouldn't collide trivially with the positive case.
|
||||||
|
uint a = WormHash.Hash(-1, -1, -1, seed: 1);
|
||||||
|
uint b = WormHash.Hash(1, 1, 1, seed: 1);
|
||||||
|
Assert.NotEqual(a, b);
|
||||||
|
}
|
||||||
|
}
|
||||||
88
VoxelEngine.Tests/WorldTests.cs
Normal file
88
VoxelEngine.Tests/WorldTests.cs
Normal file
@@ -0,0 +1,88 @@
|
|||||||
|
using OpenTK.Mathematics;
|
||||||
|
using VoxelEngine.World;
|
||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
using VoxelEngine.World.Persistence;
|
||||||
|
using Xunit;
|
||||||
|
using VoxelChunk = VoxelEngine.World.Chunk.Chunk;
|
||||||
|
|
||||||
|
namespace VoxelEngine.Tests;
|
||||||
|
|
||||||
|
public class WorldTests
|
||||||
|
{
|
||||||
|
private static (IWorld, BlockRegistry, IChunkModificationStore) Create()
|
||||||
|
{
|
||||||
|
var registry = new BlockRegistry();
|
||||||
|
var store = new InMemoryChunkModificationStore();
|
||||||
|
IWorld world = new World.World(registry, store);
|
||||||
|
return (world, registry, store);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void SetBlock_LoadedChunk_WritesBlockAndRecordsDiff()
|
||||||
|
{
|
||||||
|
var (world, registry, store) = Create();
|
||||||
|
var chunkPos = new Vector3i(0, 0, 0);
|
||||||
|
world.SetChunk(chunkPos, new VoxelChunk());
|
||||||
|
|
||||||
|
bool result = world.SetBlock(2, 3, 4, registry.Stone.Id);
|
||||||
|
|
||||||
|
Assert.True(result);
|
||||||
|
Assert.Equal(registry.Stone.Id, world.GetBlock(2, 3, 4).Id);
|
||||||
|
Assert.True(store.HasDiff(chunkPos));
|
||||||
|
Assert.True(store.TryGetDiff(chunkPos, out var diff));
|
||||||
|
int expectedIndex = (2 * VoxelChunk.Size + 3) * VoxelChunk.Size + 4;
|
||||||
|
Assert.Equal(registry.Stone.Id, diff![expectedIndex]);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void SetBlock_UnloadedChunk_RecordsDiffButReturnsFalse()
|
||||||
|
{
|
||||||
|
var (world, registry, store) = Create();
|
||||||
|
var chunkPos = new Vector3i(5, 0, 0);
|
||||||
|
|
||||||
|
bool result = world.SetBlock(5 * VoxelChunk.Size, 0, 0, registry.Stone.Id);
|
||||||
|
|
||||||
|
Assert.False(result);
|
||||||
|
Assert.True(store.HasDiff(chunkPos));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void GetBlock_UnloadedChunk_ReturnsAir()
|
||||||
|
{
|
||||||
|
var (world, registry, _) = Create();
|
||||||
|
Assert.Same(registry.Air, world.GetBlock(0, 0, 0));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void SetBlock_NegativeCoords_FloorsToCorrectChunk()
|
||||||
|
{
|
||||||
|
var (world, registry, store) = Create();
|
||||||
|
var chunkPos = new Vector3i(-1, 0, 0);
|
||||||
|
world.SetChunk(chunkPos, new VoxelChunk());
|
||||||
|
|
||||||
|
bool result = world.SetBlock(-1, 0, 0, registry.Stone.Id);
|
||||||
|
|
||||||
|
Assert.True(result);
|
||||||
|
Assert.Equal(registry.Stone.Id, world.GetBlock(-1, 0, 0).Id);
|
||||||
|
Assert.True(store.HasDiff(chunkPos));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void RemoveChunk_RemovesAndGetBlockReturnsAir()
|
||||||
|
{
|
||||||
|
var (world, registry, _) = Create();
|
||||||
|
var chunkPos = new Vector3i(0, 0, 0);
|
||||||
|
world.SetChunk(chunkPos, new VoxelChunk());
|
||||||
|
world.RemoveChunk(chunkPos);
|
||||||
|
|
||||||
|
Assert.Null(world.GetChunk(chunkPos));
|
||||||
|
Assert.Same(registry.Air, world.GetBlock(0, 0, 0));
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void ModificationStore_AccessorReturnsConstructorInjectedStore()
|
||||||
|
{
|
||||||
|
var (world, _, store) = Create();
|
||||||
|
Assert.Same(store, world.ModificationStore);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -10,7 +10,9 @@
|
|||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<PackageReference Include="OpenTK" Version="4.9.4" />
|
<PackageReference Include="OpenTK" Version="4.9.4" />
|
||||||
<PackageReference Include="SimplexNoise" Version="2.0.0" />
|
<PackageReference Include="Serilog" Version="4.3.1" />
|
||||||
|
<PackageReference Include="Serilog.Sinks.Console" Version="6.1.1" />
|
||||||
|
<PackageReference Include="Serilog.Sinks.File" Version="7.0.0" />
|
||||||
<PackageReference Include="StbImageSharp" Version="2.30.15" />
|
<PackageReference Include="StbImageSharp" Version="2.30.15" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
@@ -21,7 +23,7 @@
|
|||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Folder Include="World\WorldGen\" />
|
<InternalsVisibleTo Include="VoxelEngine.Tests" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
</Project>
|
</Project>
|
||||||
|
|||||||
10
World/Blocks/BlockClasses/CoalOreBlock.cs
Normal file
10
World/Blocks/BlockClasses/CoalOreBlock.cs
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
namespace VoxelEngine.World.Blocks;
|
||||||
|
|
||||||
|
public sealed class CoalOreBlock : IBlock
|
||||||
|
{
|
||||||
|
public ushort Id => 7;
|
||||||
|
public string Name => "Coal Ore";
|
||||||
|
public bool IsOpaque => true;
|
||||||
|
public bool IsSolid => true;
|
||||||
|
public TileCoord GetTextureTile(BlockFace face) => new(2, 2); // TODO: Add Texture
|
||||||
|
}
|
||||||
10
World/Blocks/BlockClasses/DiamondOreBlock.cs
Normal file
10
World/Blocks/BlockClasses/DiamondOreBlock.cs
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
namespace VoxelEngine.World.Blocks;
|
||||||
|
|
||||||
|
public sealed class DiamondOreBlock : IBlock
|
||||||
|
{
|
||||||
|
public ushort Id => 10;
|
||||||
|
public string Name => "Diamond Ore";
|
||||||
|
public bool IsOpaque => true;
|
||||||
|
public bool IsSolid => true;
|
||||||
|
public TileCoord GetTextureTile(BlockFace face) => new(0, 2); // TODO: Add Texture
|
||||||
|
}
|
||||||
10
World/Blocks/BlockClasses/GoldOreBlock.cs
Normal file
10
World/Blocks/BlockClasses/GoldOreBlock.cs
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
namespace VoxelEngine.World.Blocks;
|
||||||
|
|
||||||
|
public sealed class GoldOreBlock : IBlock
|
||||||
|
{
|
||||||
|
public ushort Id => 9;
|
||||||
|
public string Name => "Gold Ore";
|
||||||
|
public bool IsOpaque => true;
|
||||||
|
public bool IsSolid => true;
|
||||||
|
public TileCoord GetTextureTile(BlockFace face) => new(3, 2); // TODO: Add Texture
|
||||||
|
}
|
||||||
@@ -9,8 +9,8 @@ public sealed class GrassBlock : IBlock
|
|||||||
|
|
||||||
public TileCoord GetTextureTile(BlockFace face) => face switch
|
public TileCoord GetTextureTile(BlockFace face) => face switch
|
||||||
{
|
{
|
||||||
BlockFace.Top => new(0, 1), // grass top
|
BlockFace.Top => new TileCoord(0, 1), // grass top
|
||||||
BlockFace.Bottom => new(0, 0), // dirt
|
BlockFace.Bottom => new TileCoord(0, 0), // dirt
|
||||||
_ => new(1, 1) // grass side
|
_ => new TileCoord(1, 1) // grass side
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
10
World/Blocks/BlockClasses/IronOreBlock.cs
Normal file
10
World/Blocks/BlockClasses/IronOreBlock.cs
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
namespace VoxelEngine.World.Blocks;
|
||||||
|
|
||||||
|
public sealed class IronOreBlock : IBlock
|
||||||
|
{
|
||||||
|
public ushort Id => 8;
|
||||||
|
public string Name => "Iron Ore";
|
||||||
|
public bool IsOpaque => true;
|
||||||
|
public bool IsSolid => true;
|
||||||
|
public TileCoord GetTextureTile(BlockFace face) => new(1, 2); // TODO: Add Texture
|
||||||
|
}
|
||||||
10
World/Blocks/BlockClasses/SandBlock.cs
Normal file
10
World/Blocks/BlockClasses/SandBlock.cs
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
namespace VoxelEngine.World.Blocks;
|
||||||
|
|
||||||
|
public class SandBlock : IBlock
|
||||||
|
{
|
||||||
|
public ushort Id => 4;
|
||||||
|
public string Name => "Sand";
|
||||||
|
public bool IsOpaque => true;
|
||||||
|
public bool IsSolid => true;
|
||||||
|
public TileCoord GetTextureTile(BlockFace face) => new(2, 1);
|
||||||
|
}
|
||||||
16
World/Blocks/BlockClasses/SnowBlock.cs
Normal file
16
World/Blocks/BlockClasses/SnowBlock.cs
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
namespace VoxelEngine.World.Blocks;
|
||||||
|
|
||||||
|
public class SnowBlock : IBlock
|
||||||
|
{
|
||||||
|
public ushort Id => 5;
|
||||||
|
public string Name => "Snow Block";
|
||||||
|
public bool IsOpaque => true;
|
||||||
|
public bool IsSolid => true;
|
||||||
|
|
||||||
|
public TileCoord GetTextureTile(BlockFace face) => face switch
|
||||||
|
{
|
||||||
|
BlockFace.Top => new TileCoord(2, 0),
|
||||||
|
BlockFace.Bottom => new TileCoord(0, 0),
|
||||||
|
_ => new TileCoord(3, 0)
|
||||||
|
};
|
||||||
|
}
|
||||||
10
World/Blocks/BlockClasses/WaterBlock.cs
Normal file
10
World/Blocks/BlockClasses/WaterBlock.cs
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
namespace VoxelEngine.World.Blocks;
|
||||||
|
|
||||||
|
public class WaterBlock : IBlock
|
||||||
|
{
|
||||||
|
public ushort Id => 6;
|
||||||
|
public string Name => "Water";
|
||||||
|
public bool IsOpaque => true;
|
||||||
|
public bool IsSolid => false;
|
||||||
|
public TileCoord GetTextureTile(BlockFace face) => new(3, 1);
|
||||||
|
}
|
||||||
7
World/Blocks/BlockIds.txt
Normal file
7
World/Blocks/BlockIds.txt
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
Air = 0
|
||||||
|
Stone = 1
|
||||||
|
Dirt = 2
|
||||||
|
Grass = 3
|
||||||
|
Sand = 4
|
||||||
|
Snow = 5
|
||||||
|
Water = 6
|
||||||
@@ -8,11 +8,21 @@ public sealed class BlockRegistry
|
|||||||
public StoneBlock Stone { get; } = new();
|
public StoneBlock Stone { get; } = new();
|
||||||
public DirtBlock Dirt { get; } = new();
|
public DirtBlock Dirt { get; } = new();
|
||||||
public GrassBlock Grass { get; } = new();
|
public GrassBlock Grass { get; } = new();
|
||||||
|
public SandBlock Sand { get; } = new();
|
||||||
|
public SnowBlock Snow { get; } = new();
|
||||||
|
public WaterBlock Water { get; } = new();
|
||||||
|
public CoalOreBlock CoalOre { get; } = new();
|
||||||
|
public IronOreBlock IronOre { get; } = new();
|
||||||
|
public GoldOreBlock GoldOre { get; } = new();
|
||||||
|
public DiamondOreBlock DiamondOre { get; } = new();
|
||||||
|
|
||||||
public BlockRegistry()
|
public BlockRegistry()
|
||||||
{
|
{
|
||||||
// Index by id. Order does not matter; slot = block.Id.
|
IBlock[] blocks = new IBlock[]
|
||||||
IBlock[] blocks = new IBlock[] { this.Air, this.Stone, this.Dirt, this.Grass };
|
{
|
||||||
|
this.Air, this.Stone, this.Dirt, this.Grass, this.Sand, this.Snow, this.Water,
|
||||||
|
this.CoalOre, this.IronOre, this.GoldOre, this.DiamondOre,
|
||||||
|
};
|
||||||
this._byId = new IBlock[blocks.Length];
|
this._byId = new IBlock[blocks.Length];
|
||||||
foreach (IBlock block in blocks)
|
foreach (IBlock block in blocks)
|
||||||
{
|
{
|
||||||
|
|||||||
5
World/Blocks/TileCoord.cs
Normal file
5
World/Blocks/TileCoord.cs
Normal file
@@ -0,0 +1,5 @@
|
|||||||
|
namespace VoxelEngine.World.Blocks;
|
||||||
|
|
||||||
|
// Position of a tile within the texture atlas, in tile units.
|
||||||
|
// Origin (0,0) is the top-left tile; X increases right, Y increases down.
|
||||||
|
public readonly record struct TileCoord(int X, int Y);
|
||||||
@@ -4,16 +4,16 @@ public sealed class Chunk
|
|||||||
{
|
{
|
||||||
public const int Size = 16;
|
public const int Size = 16;
|
||||||
|
|
||||||
private readonly ushort[] _ids = new ushort[Chunk.Size * Chunk.Size * Chunk.Size];
|
private readonly ushort[] _ids = new ushort[Size * Size * Size];
|
||||||
|
|
||||||
public ushort this[int x, int y, int z]
|
public ushort this[int x, int y, int z]
|
||||||
{
|
{
|
||||||
get => this._ids[Chunk.Index(x, y, z)];
|
get => this._ids[Index(x, y, z)];
|
||||||
set => this._ids[Chunk.Index(x, y, z)] = value;
|
set => this._ids[Index(x, y, z)] = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static bool InBounds(int x, int y, int z) =>
|
public static bool InBounds(int x, int y, int z) =>
|
||||||
x is >= 0 and < Chunk.Size && y is >= 0 and < Chunk.Size && z is >= 0 and < Chunk.Size;
|
x is >= 0 and < Size && y is >= 0 and < Size && z is >= 0 and < Size;
|
||||||
|
|
||||||
private static int Index(int x, int y, int z) => (x * Chunk.Size + y) * Chunk.Size + z;
|
private static int Index(int x, int y, int z) => (x * Size + y) * Size + z;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,9 +5,15 @@ namespace VoxelEngine.World.Chunk;
|
|||||||
public sealed class ChunkMesher : IChunkMesher
|
public sealed class ChunkMesher : IChunkMesher
|
||||||
{
|
{
|
||||||
private const int TileSizePixels = 32; // each tile is 32x32 pixels
|
private const int TileSizePixels = 32; // each tile is 32x32 pixels
|
||||||
private const int AtlasSizePixels = 64; // atlas is 64x64 pixels (2x2 grid)
|
|
||||||
|
|
||||||
private const float TileSize = (float)TileSizePixels / AtlasSizePixels; // normalized tile size
|
private readonly float _tileU; // normalized tile width
|
||||||
|
private readonly float _tileV; // normalized tile height
|
||||||
|
|
||||||
|
public ChunkMesher(int atlasWidthPixels, int atlasHeightPixels)
|
||||||
|
{
|
||||||
|
this._tileU = (float)TileSizePixels / atlasWidthPixels;
|
||||||
|
this._tileV = (float)TileSizePixels / atlasHeightPixels;
|
||||||
|
}
|
||||||
|
|
||||||
// Per-face geometry: base corner + two in-plane edge vectors (u, v) with
|
// Per-face geometry: base corner + two in-plane edge vectors (u, v) with
|
||||||
// cross(u, v) == outward normal, guaranteeing CCW winding from outside.
|
// cross(u, v) == outward normal, guaranteeing CCW winding from outside.
|
||||||
@@ -59,7 +65,7 @@ public sealed class ChunkMesher : IChunkMesher
|
|||||||
IBlock block = registry.Get(chunk[x, y, z]);
|
IBlock block = registry.Get(chunk[x, y, z]);
|
||||||
if (!block.IsOpaque) continue;
|
if (!block.IsOpaque) continue;
|
||||||
|
|
||||||
foreach (Face face in ChunkMesher.Faces)
|
foreach (Face face in Faces)
|
||||||
{
|
{
|
||||||
int nx = x + face.Normal.x;
|
int nx = x + face.Normal.x;
|
||||||
int ny = y + face.Normal.y;
|
int ny = y + face.Normal.y;
|
||||||
@@ -72,29 +78,29 @@ public sealed class ChunkMesher : IChunkMesher
|
|||||||
: (neighborOpaqueOutside?.Invoke(nx, ny, nz) ?? false);
|
: (neighborOpaqueOutside?.Invoke(nx, ny, nz) ?? false);
|
||||||
if (neighborOpaque) continue;
|
if (neighborOpaque) continue;
|
||||||
|
|
||||||
ChunkMesher.AddFace(verts, x, y, z, face, block.GetTextureTile(face.Kind));
|
this.AddFace(verts, x, y, z, face, block.GetTextureTile(face.Kind));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return verts.ToArray();
|
return verts.ToArray();
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void AddFace(List<float> verts, int x, int y, int z, Face face, TileCoord tile)
|
private void AddFace(List<float> verts, int x, int y, int z, Face face, TileCoord tile)
|
||||||
{
|
{
|
||||||
float uBase = tile.X * ChunkMesher.TileSize;
|
float uBase = tile.X * this._tileU;
|
||||||
// Image is flipped on load, so offset from the top to keep tile (0,0) = top-left.
|
// Image is flipped on load, so offset from the top to keep tile (0,0) = top-left.
|
||||||
float vBase = 1f - (tile.Y + 1) * ChunkMesher.TileSize;
|
float vBase = 1f - (tile.Y + 1) * this._tileV;
|
||||||
|
|
||||||
foreach (int corner in ChunkMesher.Triangle)
|
foreach (int corner in Triangle)
|
||||||
{
|
{
|
||||||
(float cu, float cv) = ChunkMesher.Corners[corner];
|
(float cu, float cv) = Corners[corner];
|
||||||
|
|
||||||
float px = x + face.Base.x + face.U.x * cu + face.V.x * cv;
|
float px = x + face.Base.x + face.U.x * cu + face.V.x * cv;
|
||||||
float py = y + face.Base.y + face.U.y * cu + face.V.y * cv;
|
float py = y + face.Base.y + face.U.y * cu + face.V.y * cv;
|
||||||
float pz = z + face.Base.z + face.U.z * cu + face.V.z * cv;
|
float pz = z + face.Base.z + face.U.z * cu + face.V.z * cv;
|
||||||
|
|
||||||
float u = uBase + cu * ChunkMesher.TileSize;
|
float u = uBase + cu * this._tileU;
|
||||||
float v = vBase + cv * ChunkMesher.TileSize;
|
float v = vBase + cv * this._tileV;
|
||||||
|
|
||||||
verts.Add(px); verts.Add(py); verts.Add(pz);
|
verts.Add(px); verts.Add(py); verts.Add(pz);
|
||||||
verts.Add(u); verts.Add(v);
|
verts.Add(u); verts.Add(v);
|
||||||
|
|||||||
@@ -1,11 +1,16 @@
|
|||||||
using OpenTK.Mathematics;
|
using OpenTK.Mathematics;
|
||||||
using VoxelEngine.World.Blocks;
|
using VoxelEngine.World.Blocks;
|
||||||
|
using VoxelEngine.World.Persistence;
|
||||||
|
|
||||||
namespace VoxelEngine.World;
|
namespace VoxelEngine.World;
|
||||||
|
|
||||||
public interface IWorld
|
public interface IWorld
|
||||||
{
|
{
|
||||||
public void SetChunk(Vector3i chunkPos, Chunk.Chunk chunk);
|
IChunkModificationStore ModificationStore { get; }
|
||||||
public Chunk.Chunk? GetChunk(Vector3i chunkPos);
|
|
||||||
public IBlock GetBlock(int worldX, int worldY, int worldZ);
|
void SetChunk(Vector3i chunkPos, Chunk.Chunk chunk);
|
||||||
|
void RemoveChunk(Vector3i chunkPos);
|
||||||
|
Chunk.Chunk? GetChunk(Vector3i chunkPos);
|
||||||
|
IBlock GetBlock(int worldX, int worldY, int worldZ);
|
||||||
|
bool SetBlock(int worldX, int worldY, int worldZ, ushort blockId);
|
||||||
}
|
}
|
||||||
11
World/Persistence/IChunkModificationStore.cs
Normal file
11
World/Persistence/IChunkModificationStore.cs
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
using OpenTK.Mathematics;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.Persistence;
|
||||||
|
|
||||||
|
public interface IChunkModificationStore
|
||||||
|
{
|
||||||
|
bool TryGetDiff(Vector3i chunkPos, out IReadOnlyDictionary<int, ushort>? diff);
|
||||||
|
void RecordEdit(Vector3i chunkPos, int localIndex, ushort blockId);
|
||||||
|
void ClearDiff(Vector3i chunkPos);
|
||||||
|
bool HasDiff(Vector3i chunkPos);
|
||||||
|
}
|
||||||
35
World/Persistence/InMemoryChunkModificationStore.cs
Normal file
35
World/Persistence/InMemoryChunkModificationStore.cs
Normal file
@@ -0,0 +1,35 @@
|
|||||||
|
using OpenTK.Mathematics;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.Persistence;
|
||||||
|
|
||||||
|
public sealed class InMemoryChunkModificationStore : IChunkModificationStore
|
||||||
|
{
|
||||||
|
private readonly Dictionary<Vector3i, Dictionary<int, ushort>> _diffs = new();
|
||||||
|
|
||||||
|
public bool TryGetDiff(Vector3i chunkPos, out IReadOnlyDictionary<int, ushort>? diff)
|
||||||
|
{
|
||||||
|
if (this._diffs.TryGetValue(chunkPos, out Dictionary<int, ushort>? d))
|
||||||
|
{
|
||||||
|
// Returned snapshot: callers may safely retain and enumerate even
|
||||||
|
// after concurrent RecordEdit on the same chunk.
|
||||||
|
diff = new Dictionary<int, ushort>(d);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
diff = null;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RecordEdit(Vector3i chunkPos, int localIndex, ushort blockId)
|
||||||
|
{
|
||||||
|
if (!this._diffs.TryGetValue(chunkPos, out Dictionary<int, ushort>? d))
|
||||||
|
{
|
||||||
|
d = new Dictionary<int, ushort>();
|
||||||
|
this._diffs[chunkPos] = d;
|
||||||
|
}
|
||||||
|
d[localIndex] = blockId;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ClearDiff(Vector3i chunkPos) => this._diffs.Remove(chunkPos);
|
||||||
|
|
||||||
|
public bool HasDiff(Vector3i chunkPos) => this._diffs.ContainsKey(chunkPos);
|
||||||
|
}
|
||||||
21
World/Streaming/ChunkJob.cs
Normal file
21
World/Streaming/ChunkJob.cs
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
using OpenTK.Mathematics;
|
||||||
|
using VoxelEngine.World.Chunk;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.Streaming;
|
||||||
|
|
||||||
|
// Job dispatched to an IJobExecutor for a fresh chunk load. The worker
|
||||||
|
// generates the chunk, applies any modification diff, and meshes the result.
|
||||||
|
// Remesh-only jobs are dispatched separately by DispatchRemesh and capture
|
||||||
|
// their state via closures, so they do not use this record.
|
||||||
|
internal sealed record ChunkJob(
|
||||||
|
Vector3i Pos,
|
||||||
|
NeighborSnapshots Neighbors,
|
||||||
|
IReadOnlyDictionary<int, ushort>? Diff);
|
||||||
|
|
||||||
|
// Posted by the worker back to the main thread via a ConcurrentQueue.
|
||||||
|
internal sealed record ChunkJobResult(
|
||||||
|
Vector3i Pos,
|
||||||
|
Chunk.Chunk? Chunk,
|
||||||
|
float[]? Mesh,
|
||||||
|
Exception? Error,
|
||||||
|
bool IsRemeshOnly);
|
||||||
485
World/Streaming/ChunkStreamer.cs
Normal file
485
World/Streaming/ChunkStreamer.cs
Normal file
@@ -0,0 +1,485 @@
|
|||||||
|
using System.Collections.Concurrent;
|
||||||
|
using System.Linq;
|
||||||
|
using OpenTK.Mathematics;
|
||||||
|
using Serilog;
|
||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
using VoxelEngine.World.Chunk;
|
||||||
|
using VoxelEngine.World.WorldGen;
|
||||||
|
using VoxelChunk = VoxelEngine.World.Chunk.Chunk;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.Streaming;
|
||||||
|
|
||||||
|
public sealed class ChunkStreamer : IDisposable
|
||||||
|
{
|
||||||
|
private static readonly ILogger Log = Serilog.Log.ForContext<ChunkStreamer>();
|
||||||
|
|
||||||
|
// How many chunks below the surface the spawn area must load before the
|
||||||
|
// loading screen clears (just enough to stand on and see; the rest streams in).
|
||||||
|
private const int SpawnReadyDepthChunks = 2;
|
||||||
|
|
||||||
|
private readonly Configuration _cfg;
|
||||||
|
private readonly IWorld _world;
|
||||||
|
private readonly Func<Vector3i, VoxelChunk> _generate;
|
||||||
|
private readonly Func<int, int, int> _surfaceHeightAt;
|
||||||
|
// Per chunk-column (cx,cz) surface-TOP height, memoized so each column's
|
||||||
|
// samples are taken once and reused across ticks. Pruned to the horizontal
|
||||||
|
// window each recompute so it stays bounded. Full-column loading only needs
|
||||||
|
// the top; the bottom is always bedrock (cy 0).
|
||||||
|
private readonly Dictionary<(int cx, int cz), int> _surfaceTopCache = new();
|
||||||
|
private readonly IChunkMesher _mesher;
|
||||||
|
private readonly BlockRegistry _registry;
|
||||||
|
private readonly IJobExecutor _executor;
|
||||||
|
private readonly Func<float[], IChunkRenderer> _rendererFactory;
|
||||||
|
|
||||||
|
private readonly Dictionary<Vector3i, IChunkRenderer> _renderers = new();
|
||||||
|
private readonly HashSet<Vector3i> _tracked = new();
|
||||||
|
private readonly HashSet<Vector3i> _ready = new();
|
||||||
|
private readonly HashSet<Vector3i> _dirty = new();
|
||||||
|
private readonly PriorityQueue<Vector3i, int> _pendingLoad = new();
|
||||||
|
private readonly ConcurrentQueue<ChunkJobResult> _completed = new();
|
||||||
|
private readonly Queue<Vector3i> _pendingUnload = new();
|
||||||
|
private readonly HashSet<Vector3i> _failed = new();
|
||||||
|
|
||||||
|
private Vector3i _lastPlayerChunk = new(int.MinValue, int.MinValue, int.MinValue);
|
||||||
|
private int _inFlight;
|
||||||
|
private bool _spawnReady;
|
||||||
|
private bool _spawnAnchorSet;
|
||||||
|
private Vector3i _spawnAnchor;
|
||||||
|
|
||||||
|
public int RendererCount => this._renderers.Count;
|
||||||
|
public int TrackedCount => this._tracked.Count;
|
||||||
|
public bool IsReady(Vector3i pos) => this._ready.Contains(pos);
|
||||||
|
public bool SpawnReady => this._spawnReady;
|
||||||
|
|
||||||
|
public void MarkDirty(Vector3i chunkPos)
|
||||||
|
{
|
||||||
|
if (!this._ready.Contains(chunkPos)) return;
|
||||||
|
this._dirty.Add(chunkPos);
|
||||||
|
}
|
||||||
|
|
||||||
|
public ChunkStreamer(
|
||||||
|
Configuration cfg,
|
||||||
|
IWorld world,
|
||||||
|
Func<Vector3i, VoxelChunk> generate,
|
||||||
|
Func<int, int, int> surfaceHeightAt,
|
||||||
|
IChunkMesher mesher,
|
||||||
|
BlockRegistry registry,
|
||||||
|
IJobExecutor executor,
|
||||||
|
Func<float[], IChunkRenderer> rendererFactory)
|
||||||
|
{
|
||||||
|
this._cfg = cfg;
|
||||||
|
this._world = world;
|
||||||
|
this._generate = generate;
|
||||||
|
this._surfaceHeightAt = surfaceHeightAt;
|
||||||
|
this._mesher = mesher;
|
||||||
|
this._registry = registry;
|
||||||
|
this._executor = executor;
|
||||||
|
this._rendererFactory = rendererFactory;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Tick(Vector3i playerChunkPos)
|
||||||
|
{
|
||||||
|
if (playerChunkPos != this._lastPlayerChunk)
|
||||||
|
{
|
||||||
|
this.RecomputeTargetSet(playerChunkPos);
|
||||||
|
this._lastPlayerChunk = playerChunkPos;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Unloads first to free in-flight slots, then dispatch BEFORE drain:
|
||||||
|
// with a synchronous executor (tests), Submit() runs work to completion
|
||||||
|
// before returning, so a single tick must drain its own dispatches.
|
||||||
|
// With the production threadpool executor, jobs don't finish in this
|
||||||
|
// tick -- Drain harvests results submitted on previous ticks. Either
|
||||||
|
// way this ordering is correct.
|
||||||
|
this.ProcessUnloads();
|
||||||
|
this.DispatchJobs();
|
||||||
|
this.DrainCompleted();
|
||||||
|
this.UpdateSpawnReady();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draws every loaded chunk for which `isChunkVisible` returns true. Returns
|
||||||
|
// the number of chunks actually drawn (passed the visibility test). The
|
||||||
|
// visibility predicate lives with the caller so the streamer stays free of
|
||||||
|
// any rendering/Frustum dependency.
|
||||||
|
public int DrawVisible(Func<Vector3i, bool> isChunkVisible, Action<Vector3i, IChunkRenderer> draw)
|
||||||
|
{
|
||||||
|
int drawn = 0;
|
||||||
|
foreach (KeyValuePair<Vector3i, IChunkRenderer> kvp in this._renderers)
|
||||||
|
{
|
||||||
|
if (!isChunkVisible(kvp.Key)) continue;
|
||||||
|
draw(kvp.Key, kvp.Value);
|
||||||
|
drawn++;
|
||||||
|
}
|
||||||
|
return drawn;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
foreach (IChunkRenderer r in this._renderers.Values) r.Dispose();
|
||||||
|
this._renderers.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RecomputeTargetSet(Vector3i p)
|
||||||
|
{
|
||||||
|
if (!this._spawnAnchorSet)
|
||||||
|
{
|
||||||
|
this._spawnAnchor = p;
|
||||||
|
this._spawnAnchorSet = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
HashSet<Vector3i> target = new();
|
||||||
|
this.CollectTargets(p, this._cfg.RenderDistanceHorizontal, target);
|
||||||
|
|
||||||
|
foreach (Vector3i pos in target)
|
||||||
|
{
|
||||||
|
if (this._failed.Contains(pos)) continue;
|
||||||
|
if (this._tracked.Add(pos))
|
||||||
|
{
|
||||||
|
int dx = pos.X - p.X;
|
||||||
|
int dy = pos.Y - p.Y;
|
||||||
|
int dz = pos.Z - p.Z;
|
||||||
|
int priority = dx * dx
|
||||||
|
+ dz * dz
|
||||||
|
+ dy * dy * this._cfg.VerticalPriorityWeight;
|
||||||
|
this._pendingLoad.Enqueue(pos, priority);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Anything currently tracked but no longer in target → unload.
|
||||||
|
List<Vector3i> toRemove = new();
|
||||||
|
foreach (Vector3i tracked in this._tracked)
|
||||||
|
{
|
||||||
|
if (!target.Contains(tracked)) toRemove.Add(tracked);
|
||||||
|
}
|
||||||
|
foreach (Vector3i pos in toRemove)
|
||||||
|
{
|
||||||
|
this._tracked.Remove(pos);
|
||||||
|
this._pendingUnload.Enqueue(pos);
|
||||||
|
}
|
||||||
|
|
||||||
|
this.PruneSurfaceCache(p);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Drop cached surface tops for columns outside the current horizontal
|
||||||
|
// window so the cache stays bounded as the player explores.
|
||||||
|
private void PruneSurfaceCache(Vector3i p)
|
||||||
|
{
|
||||||
|
int keep = this._cfg.RenderDistanceHorizontal + 1;
|
||||||
|
List<(int cx, int cz)>? stale = null;
|
||||||
|
foreach ((int cx, int cz) key in this._surfaceTopCache.Keys)
|
||||||
|
{
|
||||||
|
if (Math.Abs(key.cx - p.X) > keep || Math.Abs(key.cz - p.Z) > keep)
|
||||||
|
(stale ??= new()).Add(key);
|
||||||
|
}
|
||||||
|
if (stale != null)
|
||||||
|
foreach ((int cx, int cz) key in stale) this._surfaceTopCache.Remove(key);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Fills `into` with the chunk positions to load for a viewer at chunk
|
||||||
|
// `center`, over a square horizontal region of Chebyshev radius `radiusH`.
|
||||||
|
// Per column the full vertical stack from bedrock (cy 0) up to the
|
||||||
|
// surface-top chunk (clamped up to the sea-level chunk so submerged columns
|
||||||
|
// load their opaque-water surface) is loaded, plus any section above that
|
||||||
|
// holding player edits (e.g. a built tower).
|
||||||
|
private void CollectTargets(Vector3i center, int radiusH, HashSet<Vector3i> into)
|
||||||
|
{
|
||||||
|
for (int dx = -radiusH; dx <= radiusH; dx++)
|
||||||
|
for (int dz = -radiusH; dz <= radiusH; dz++)
|
||||||
|
{
|
||||||
|
int cx = center.X + dx;
|
||||||
|
int cz = center.Z + dz;
|
||||||
|
|
||||||
|
int top = this.SurfaceTopChunk(cx, cz);
|
||||||
|
AddColumn(into, cx, cz, 0, top);
|
||||||
|
|
||||||
|
// Player-built structures can rise above the surface; load any edited
|
||||||
|
// section above the column top so they remain visible.
|
||||||
|
for (int cy = top + 1; cy < WorldConstants.WorldHeightChunks; cy++)
|
||||||
|
{
|
||||||
|
Vector3i pos = new(cx, cy, cz);
|
||||||
|
if (this._world.ModificationStore.HasDiff(pos)) into.Add(pos);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void AddColumn(HashSet<Vector3i> into, int cx, int cz, int loCy, int hiCy)
|
||||||
|
{
|
||||||
|
int lo = Math.Max(0, loCy);
|
||||||
|
int hi = Math.Min(WorldConstants.WorldHeightChunks - 1, hiCy);
|
||||||
|
for (int cy = lo; cy <= hi; cy++)
|
||||||
|
into.Add(new Vector3i(cx, cy, cz));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Chunk Y of a column's loaded top: the terrain surface chunk, raised to the
|
||||||
|
// sea-level (waterline) chunk for submerged columns, and clamped to the world
|
||||||
|
// ceiling. The bottom of a loaded column is always bedrock (cy 0).
|
||||||
|
private int SurfaceTopChunk(int cx, int cz)
|
||||||
|
=> Math.Min(
|
||||||
|
WorldConstants.WorldHeightChunks - 1,
|
||||||
|
Math.Max(
|
||||||
|
ChunkMath.FloorDiv(this.SurfaceTopHeight(cx, cz), VoxelChunk.Size),
|
||||||
|
ChunkMath.FloorDiv(WorldConstants.SeaLevel, VoxelChunk.Size)));
|
||||||
|
|
||||||
|
// Max terrain surface height across a chunk column's 16x16 footprint,
|
||||||
|
// sampled at the four corners and the centre (cheap bound on the column's
|
||||||
|
// top). Cached per column. The bottom of the loaded stack is always bedrock,
|
||||||
|
// so only the top is needed.
|
||||||
|
private int SurfaceTopHeight(int cx, int cz)
|
||||||
|
{
|
||||||
|
if (this._surfaceTopCache.TryGetValue((cx, cz), out int cached))
|
||||||
|
return cached;
|
||||||
|
|
||||||
|
int x0 = cx * VoxelChunk.Size;
|
||||||
|
int z0 = cz * VoxelChunk.Size;
|
||||||
|
int x1 = x0 + VoxelChunk.Size - 1;
|
||||||
|
int z1 = z0 + VoxelChunk.Size - 1;
|
||||||
|
int xm = x0 + VoxelChunk.Size / 2;
|
||||||
|
int zm = z0 + VoxelChunk.Size / 2;
|
||||||
|
|
||||||
|
int max = Math.Max(
|
||||||
|
Math.Max(this._surfaceHeightAt(x0, z0), this._surfaceHeightAt(x1, z0)),
|
||||||
|
Math.Max(Math.Max(this._surfaceHeightAt(x0, z1), this._surfaceHeightAt(x1, z1)),
|
||||||
|
this._surfaceHeightAt(xm, zm)));
|
||||||
|
|
||||||
|
this._surfaceTopCache[(cx, cz)] = max;
|
||||||
|
return max;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DrainCompleted()
|
||||||
|
{
|
||||||
|
int budget = this._cfg.MaxMeshUploadsPerFrame;
|
||||||
|
while (budget > 0 && this._completed.TryDequeue(out ChunkJobResult? result))
|
||||||
|
{
|
||||||
|
this._inFlight--;
|
||||||
|
budget--;
|
||||||
|
this.InstallResult(result);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ProcessUnloads()
|
||||||
|
{
|
||||||
|
while (this._pendingUnload.TryDequeue(out Vector3i pos))
|
||||||
|
{
|
||||||
|
if (this._renderers.TryGetValue(pos, out IChunkRenderer? renderer))
|
||||||
|
{
|
||||||
|
renderer.Dispose();
|
||||||
|
this._renderers.Remove(pos);
|
||||||
|
}
|
||||||
|
this._world.RemoveChunk(pos);
|
||||||
|
this._ready.Remove(pos);
|
||||||
|
this._failed.Remove(pos);
|
||||||
|
Log.Debug("Unloaded {Pos}", pos);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// The loading screen waits on this. It only needs the VISIBLE surface around
|
||||||
|
// spawn to be ready — gating on the full bedrock column would block on the
|
||||||
|
// deepest chunks, which carry the lowest load priority in the whole render
|
||||||
|
// volume and stream in last (minutes for tall mountain spawn columns). Those
|
||||||
|
// deep chunks are occluded at spawn and arrive shortly after.
|
||||||
|
private void UpdateSpawnReady()
|
||||||
|
{
|
||||||
|
if (this._spawnReady || !this._spawnAnchorSet) return;
|
||||||
|
|
||||||
|
int hs = this._cfg.SpawnReadyRadiusHorizontal;
|
||||||
|
Vector3i a = this._spawnAnchor;
|
||||||
|
for (int dx = -hs; dx <= hs; dx++)
|
||||||
|
for (int dz = -hs; dz <= hs; dz++)
|
||||||
|
{
|
||||||
|
int cx = a.X + dx;
|
||||||
|
int cz = a.Z + dz;
|
||||||
|
int top = this.SurfaceTopChunk(cx, cz);
|
||||||
|
int bottom = Math.Max(0, top - SpawnReadyDepthChunks);
|
||||||
|
for (int cy = bottom; cy <= top; cy++)
|
||||||
|
{
|
||||||
|
Vector3i pos = new(cx, cy, cz);
|
||||||
|
if (this._failed.Contains(pos)) continue;
|
||||||
|
if (!this._ready.Contains(pos)) return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
this._spawnReady = true;
|
||||||
|
Log.Information("Spawn area ready at anchor {Anchor}", this._spawnAnchor);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void InstallResult(ChunkJobResult result)
|
||||||
|
{
|
||||||
|
if (result.Error != null || result.Mesh == null)
|
||||||
|
{
|
||||||
|
this._failed.Add(result.Pos);
|
||||||
|
Log.Error(result.Error, "Chunk {Pos} failed to load", result.Pos);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!result.IsRemeshOnly)
|
||||||
|
{
|
||||||
|
if (result.Chunk == null) { Log.Error("Load result for {Pos} had null chunk", result.Pos); return; }
|
||||||
|
this._world.SetChunk(result.Pos, result.Chunk);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (this._renderers.TryGetValue(result.Pos, out IChunkRenderer? old))
|
||||||
|
{
|
||||||
|
old.Dispose();
|
||||||
|
this._renderers.Remove(result.Pos);
|
||||||
|
}
|
||||||
|
// Skip renderer allocation for empty meshes (pure-air chunks above
|
||||||
|
// terrain, or chunks whose every face culls). The chunk still counts
|
||||||
|
// as ready — DrawVisible's iteration over _renderers naturally no-ops.
|
||||||
|
if (result.Mesh.Length > 0)
|
||||||
|
{
|
||||||
|
this._renderers[result.Pos] = this._rendererFactory(result.Mesh);
|
||||||
|
}
|
||||||
|
this._ready.Add(result.Pos);
|
||||||
|
this._dirty.Remove(result.Pos);
|
||||||
|
|
||||||
|
if (!result.IsRemeshOnly)
|
||||||
|
{
|
||||||
|
this.MarkCardinalNeighborsDirty(result.Pos);
|
||||||
|
Log.Debug("Loaded {Pos}", result.Pos);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Log.Debug("Remeshed {Pos}", result.Pos);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void MarkCardinalNeighborsDirty(Vector3i pos)
|
||||||
|
{
|
||||||
|
Vector3i[] offsets =
|
||||||
|
{
|
||||||
|
new(-1, 0, 0), new(1, 0, 0),
|
||||||
|
new(0, -1, 0), new(0, 1, 0),
|
||||||
|
new(0, 0, -1), new(0, 0, 1),
|
||||||
|
};
|
||||||
|
foreach (Vector3i off in offsets)
|
||||||
|
{
|
||||||
|
Vector3i neighbor = pos + off;
|
||||||
|
if (this._ready.Contains(neighbor)) this._dirty.Add(neighbor);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DispatchJobs()
|
||||||
|
{
|
||||||
|
// Dirty re-meshes first (correctness), then new loads (player view).
|
||||||
|
while (this._inFlight < this._cfg.MaxGenerateJobsInFlight && this._dirty.Count > 0)
|
||||||
|
{
|
||||||
|
Vector3i pos = this._dirty.First();
|
||||||
|
this._dirty.Remove(pos);
|
||||||
|
this.DispatchRemesh(pos);
|
||||||
|
}
|
||||||
|
|
||||||
|
while (this._inFlight < this._cfg.MaxGenerateJobsInFlight && this._pendingLoad.Count > 0)
|
||||||
|
{
|
||||||
|
Vector3i pos = this._pendingLoad.Dequeue();
|
||||||
|
this.DispatchLoad(pos);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DispatchRemesh(Vector3i pos)
|
||||||
|
{
|
||||||
|
VoxelChunk? chunk = this._world.GetChunk(pos);
|
||||||
|
if (chunk == null) return; // got unloaded between MarkDirty and now
|
||||||
|
|
||||||
|
NeighborSnapshots neighbors = this.SnapshotNeighbors(pos);
|
||||||
|
VoxelChunk snapshotChunk = CopyChunk(chunk); // worker reads from copy
|
||||||
|
|
||||||
|
this._inFlight++;
|
||||||
|
|
||||||
|
IChunkMesher mesher = this._mesher;
|
||||||
|
BlockRegistry registry = this._registry;
|
||||||
|
ConcurrentQueue<ChunkJobResult> completed = this._completed;
|
||||||
|
|
||||||
|
this._executor.Submit(() =>
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
float[] mesh = mesher.Build(snapshotChunk, registry, (nx, ny, nz) =>
|
||||||
|
neighbors.IsOpaqueOutside(nx, ny, nz, id => registry.Get(id).IsOpaque));
|
||||||
|
completed.Enqueue(new ChunkJobResult(pos, snapshotChunk, mesh, Error: null, IsRemeshOnly: true));
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
completed.Enqueue(new ChunkJobResult(pos, Chunk: null, Mesh: null, Error: ex, IsRemeshOnly: true));
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
private static VoxelChunk CopyChunk(VoxelChunk source)
|
||||||
|
{
|
||||||
|
VoxelChunk copy = new();
|
||||||
|
for (int x = 0; x < VoxelChunk.Size; x++)
|
||||||
|
for (int y = 0; y < VoxelChunk.Size; y++)
|
||||||
|
for (int z = 0; z < VoxelChunk.Size; z++)
|
||||||
|
{
|
||||||
|
copy[x, y, z] = source[x, y, z];
|
||||||
|
}
|
||||||
|
return copy;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DispatchLoad(Vector3i pos)
|
||||||
|
{
|
||||||
|
NeighborSnapshots neighbors = this.SnapshotNeighbors(pos);
|
||||||
|
this._world.ModificationStore.TryGetDiff(pos, out IReadOnlyDictionary<int, ushort>? diff);
|
||||||
|
|
||||||
|
ChunkJob job = new(pos, neighbors, diff);
|
||||||
|
this._inFlight++;
|
||||||
|
|
||||||
|
IChunkMesher mesher = this._mesher;
|
||||||
|
BlockRegistry registry = this._registry;
|
||||||
|
Func<Vector3i, VoxelChunk> generate = this._generate;
|
||||||
|
ConcurrentQueue<ChunkJobResult> completed = this._completed;
|
||||||
|
|
||||||
|
this._executor.Submit(() =>
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
VoxelChunk chunk = generate(job.Pos);
|
||||||
|
if (job.Diff != null)
|
||||||
|
{
|
||||||
|
foreach ((int idx, ushort id) in job.Diff)
|
||||||
|
{
|
||||||
|
int lx = idx / (VoxelChunk.Size * VoxelChunk.Size);
|
||||||
|
int ly = (idx / VoxelChunk.Size) % VoxelChunk.Size;
|
||||||
|
int lz = idx % VoxelChunk.Size;
|
||||||
|
chunk[lx, ly, lz] = id;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
float[] mesh = mesher.Build(chunk, registry, (nx, ny, nz) =>
|
||||||
|
job.Neighbors.IsOpaqueOutside(nx, ny, nz, id => registry.Get(id).IsOpaque));
|
||||||
|
|
||||||
|
completed.Enqueue(new ChunkJobResult(job.Pos, chunk, mesh, Error: null, IsRemeshOnly: false));
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
completed.Enqueue(new ChunkJobResult(job.Pos, Chunk: null, Mesh: null, Error: ex, IsRemeshOnly: false));
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
private NeighborSnapshots SnapshotNeighbors(Vector3i pos)
|
||||||
|
{
|
||||||
|
ushort[]? Snap(Vector3i p)
|
||||||
|
{
|
||||||
|
VoxelChunk? c = this._world.GetChunk(p);
|
||||||
|
if (c == null) return null;
|
||||||
|
ushort[] copy = new ushort[VoxelChunk.Size * VoxelChunk.Size * VoxelChunk.Size];
|
||||||
|
for (int x = 0; x < VoxelChunk.Size; x++)
|
||||||
|
for (int y = 0; y < VoxelChunk.Size; y++)
|
||||||
|
for (int z = 0; z < VoxelChunk.Size; z++)
|
||||||
|
{
|
||||||
|
copy[(x * VoxelChunk.Size + y) * VoxelChunk.Size + z] = c[x, y, z];
|
||||||
|
}
|
||||||
|
return copy;
|
||||||
|
}
|
||||||
|
|
||||||
|
return new NeighborSnapshots(
|
||||||
|
negX: Snap(pos + new Vector3i(-1, 0, 0)),
|
||||||
|
posX: Snap(pos + new Vector3i(1, 0, 0)),
|
||||||
|
negY: Snap(pos + new Vector3i(0, -1, 0)),
|
||||||
|
posY: Snap(pos + new Vector3i(0, 1, 0)),
|
||||||
|
negZ: Snap(pos + new Vector3i(0, 0, -1)),
|
||||||
|
posZ: Snap(pos + new Vector3i(0, 0, 1)));
|
||||||
|
}
|
||||||
|
}
|
||||||
6
World/Streaming/IChunkRenderer.cs
Normal file
6
World/Streaming/IChunkRenderer.cs
Normal file
@@ -0,0 +1,6 @@
|
|||||||
|
namespace VoxelEngine.World.Streaming;
|
||||||
|
|
||||||
|
public interface IChunkRenderer : IDisposable
|
||||||
|
{
|
||||||
|
void Draw();
|
||||||
|
}
|
||||||
15
World/Streaming/IJobExecutor.cs
Normal file
15
World/Streaming/IJobExecutor.cs
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
namespace VoxelEngine.World.Streaming;
|
||||||
|
|
||||||
|
public interface IJobExecutor
|
||||||
|
{
|
||||||
|
void Submit(Action work);
|
||||||
|
}
|
||||||
|
|
||||||
|
public sealed class ThreadPoolJobExecutor : IJobExecutor
|
||||||
|
{
|
||||||
|
// Fire-and-forget: the Task is intentionally discarded. The caller's `work`
|
||||||
|
// delegate MUST catch its own exceptions and report them via a dedicated
|
||||||
|
// channel (e.g. ChunkJobResult.Error in the streaming pipeline). Unhandled
|
||||||
|
// exceptions here are silently lost.
|
||||||
|
public void Submit(Action work) => _ = Task.Run(work);
|
||||||
|
}
|
||||||
52
World/Streaming/NeighborSnapshots.cs
Normal file
52
World/Streaming/NeighborSnapshots.cs
Normal file
@@ -0,0 +1,52 @@
|
|||||||
|
using VoxelEngine.World.Chunk;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.Streaming;
|
||||||
|
|
||||||
|
// Snapshots of the six cardinal neighbor chunks' block arrays, taken on the
|
||||||
|
// main thread at job-dispatch time. Each slot is null if that neighbor is not
|
||||||
|
// currently loaded. The ChunkMesher reads only these arrays from a worker
|
||||||
|
// thread — never the live World.
|
||||||
|
public sealed class NeighborSnapshots
|
||||||
|
{
|
||||||
|
public ushort[]? NegX { get; }
|
||||||
|
public ushort[]? PosX { get; }
|
||||||
|
public ushort[]? NegY { get; }
|
||||||
|
public ushort[]? PosY { get; }
|
||||||
|
public ushort[]? NegZ { get; }
|
||||||
|
public ushort[]? PosZ { get; }
|
||||||
|
|
||||||
|
// Snapshots take ownership of the arrays passed in. Callers must hand
|
||||||
|
// in fresh copies (not live references into a chunk's _ids buffer) —
|
||||||
|
// the snapshot does NOT copy defensively. This is enforced at the
|
||||||
|
// single call-site in ChunkStreamer.SnapshotNeighbors which allocates
|
||||||
|
// fresh arrays. The arrays must not be mutated after construction.
|
||||||
|
public NeighborSnapshots(
|
||||||
|
ushort[]? negX, ushort[]? posX,
|
||||||
|
ushort[]? negY, ushort[]? posY,
|
||||||
|
ushort[]? negZ, ushort[]? posZ)
|
||||||
|
{
|
||||||
|
this.NegX = negX; this.PosX = posX;
|
||||||
|
this.NegY = negY; this.PosY = posY;
|
||||||
|
this.NegZ = negZ; this.PosZ = posZ;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Returns true if the out-of-chunk position (nx, ny, nz) — exactly one of
|
||||||
|
// which is out of [0, Chunk.Chunk.Size) — is occupied by an opaque block
|
||||||
|
// in the snapshot. Returns false if the relevant neighbor is null.
|
||||||
|
public bool IsOpaqueOutside(int nx, int ny, int nz, Func<ushort, bool> isOpaque)
|
||||||
|
{
|
||||||
|
ushort[]? n;
|
||||||
|
int lx = nx, ly = ny, lz = nz;
|
||||||
|
if (nx < 0) { n = this.NegX; lx = Chunk.Chunk.Size - 1; }
|
||||||
|
else if (nx >= Chunk.Chunk.Size) { n = this.PosX; lx = 0; }
|
||||||
|
else if (ny < 0) { n = this.NegY; ly = Chunk.Chunk.Size - 1; }
|
||||||
|
else if (ny >= Chunk.Chunk.Size) { n = this.PosY; ly = 0; }
|
||||||
|
else if (nz < 0) { n = this.NegZ; lz = Chunk.Chunk.Size - 1; }
|
||||||
|
else if (nz >= Chunk.Chunk.Size) { n = this.PosZ; lz = 0; }
|
||||||
|
else return false; // not actually outside — shouldn't happen, mesher guards
|
||||||
|
|
||||||
|
if (n == null) return false;
|
||||||
|
int index = (lx * Chunk.Chunk.Size + ly) * Chunk.Chunk.Size + lz;
|
||||||
|
return isOpaque(n[index]);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,63 +1,62 @@
|
|||||||
using System.Collections;
|
|
||||||
using OpenTK.Mathematics;
|
using OpenTK.Mathematics;
|
||||||
|
using VoxelEngine.Core;
|
||||||
using VoxelEngine.World.Blocks;
|
using VoxelEngine.World.Blocks;
|
||||||
|
using VoxelEngine.World.Persistence;
|
||||||
|
|
||||||
namespace VoxelEngine.World;
|
namespace VoxelEngine.World;
|
||||||
|
|
||||||
public sealed class World : IWorld, IEnumerable<KeyValuePair<Vector3i, Chunk.Chunk>>
|
public sealed class World(BlockRegistry registry, IChunkModificationStore modStore)
|
||||||
|
: IWorld
|
||||||
{
|
{
|
||||||
private readonly Dictionary<Vector3i, Chunk.Chunk> _chunks = new();
|
private readonly Dictionary<Vector3i, Chunk.Chunk> _chunks = new();
|
||||||
private readonly BlockRegistry _registry;
|
|
||||||
|
|
||||||
public World(BlockRegistry registry)
|
public IChunkModificationStore ModificationStore { get; } = modStore;
|
||||||
{
|
|
||||||
this._registry = registry;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetChunk(Vector3i chunkPos, Chunk.Chunk chunk)
|
public void SetChunk(Vector3i chunkPos, Chunk.Chunk chunk) => this._chunks[chunkPos] = chunk;
|
||||||
{
|
|
||||||
this._chunks[chunkPos] = chunk;
|
|
||||||
}
|
|
||||||
|
|
||||||
public Chunk.Chunk? GetChunk(Vector3i chunkPos)
|
public void RemoveChunk(Vector3i chunkPos) => this._chunks.Remove(chunkPos);
|
||||||
{
|
|
||||||
return this._chunks.GetValueOrDefault(chunkPos);
|
public Chunk.Chunk? GetChunk(Vector3i chunkPos) => this._chunks.GetValueOrDefault(chunkPos);
|
||||||
}
|
|
||||||
|
|
||||||
public IBlock GetBlock(int worldX, int worldY, int worldZ)
|
public IBlock GetBlock(int worldX, int worldY, int worldZ)
|
||||||
{
|
{
|
||||||
Vector3i chunkPos = new(
|
Vector3i chunkPos = new(
|
||||||
World.FloorDiv(worldX, Chunk.Chunk.Size),
|
ChunkMath.FloorDiv(worldX, Chunk.Chunk.Size),
|
||||||
World.FloorDiv(worldY, Chunk.Chunk.Size),
|
ChunkMath.FloorDiv(worldY, Chunk.Chunk.Size),
|
||||||
World.FloorDiv(worldZ, Chunk.Chunk.Size)
|
ChunkMath.FloorDiv(worldZ, Chunk.Chunk.Size));
|
||||||
);
|
|
||||||
|
|
||||||
Chunk.Chunk? chunk = this.GetChunk(chunkPos);
|
Chunk.Chunk? chunk = this.GetChunk(chunkPos);
|
||||||
if (chunk == null)
|
if (chunk == null) return registry.Air;
|
||||||
{
|
|
||||||
return this._registry.Air;
|
|
||||||
}
|
|
||||||
|
|
||||||
int localX = worldX - chunkPos.X * Chunk.Chunk.Size;
|
int localX = worldX - chunkPos.X * Chunk.Chunk.Size;
|
||||||
int localY = worldY - chunkPos.Y * Chunk.Chunk.Size;
|
int localY = worldY - chunkPos.Y * Chunk.Chunk.Size;
|
||||||
int localZ = worldZ - chunkPos.Z * Chunk.Chunk.Size;
|
int localZ = worldZ - chunkPos.Z * Chunk.Chunk.Size;
|
||||||
|
return registry.Get(chunk[localX, localY, localZ]);
|
||||||
return this._registry.Get(chunk[localX, localY, localZ]);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private static int FloorDiv(int value, int size)
|
public bool SetBlock(int worldX, int worldY, int worldZ, ushort blockId)
|
||||||
{
|
{
|
||||||
int quotient = value / size;
|
Vector3i chunkPos = new(
|
||||||
if (value % size != 0 && value < 0)
|
ChunkMath.FloorDiv(worldX, Chunk.Chunk.Size),
|
||||||
{
|
ChunkMath.FloorDiv(worldY, Chunk.Chunk.Size),
|
||||||
quotient--;
|
ChunkMath.FloorDiv(worldZ, Chunk.Chunk.Size));
|
||||||
}
|
|
||||||
return quotient;
|
|
||||||
}
|
|
||||||
|
|
||||||
public IEnumerator<KeyValuePair<Vector3i, Chunk.Chunk>> GetEnumerator()
|
Chunk.Chunk? chunk = this.GetChunk(chunkPos);
|
||||||
=> this._chunks.GetEnumerator();
|
|
||||||
|
|
||||||
IEnumerator IEnumerable.GetEnumerator() => this.GetEnumerator();
|
int localX = worldX - chunkPos.X * Chunk.Chunk.Size;
|
||||||
|
int localY = worldY - chunkPos.Y * Chunk.Chunk.Size;
|
||||||
|
int localZ = worldZ - chunkPos.Z * Chunk.Chunk.Size;
|
||||||
|
int localIndex = (localX * Chunk.Chunk.Size + localY) * Chunk.Chunk.Size + localZ;
|
||||||
|
|
||||||
|
// For a loaded chunk, no-op writes shouldn't pollute the diff store.
|
||||||
|
if (chunk != null && chunk[localX, localY, localZ] == blockId) return true;
|
||||||
|
|
||||||
|
this.ModificationStore.RecordEdit(chunkPos, localIndex, blockId);
|
||||||
|
|
||||||
|
if (chunk == null) return false;
|
||||||
|
|
||||||
|
chunk[localX, localY, localZ] = blockId;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
57
World/WorldGen/BiomeMap.cs
Normal file
57
World/WorldGen/BiomeMap.cs
Normal file
@@ -0,0 +1,57 @@
|
|||||||
|
using VoxelEngine.Core;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.WorldGen;
|
||||||
|
|
||||||
|
public sealed class BiomeMap
|
||||||
|
{
|
||||||
|
private readonly NoiseSource _noise;
|
||||||
|
private readonly VoronoiCells _cells;
|
||||||
|
private readonly BiomeRegistry _biomes;
|
||||||
|
private readonly Configuration _cfg;
|
||||||
|
|
||||||
|
public BiomeMap(NoiseSource noise, VoronoiCells cells, BiomeRegistry biomes, Configuration cfg)
|
||||||
|
{
|
||||||
|
this._noise = noise;
|
||||||
|
this._cells = cells;
|
||||||
|
this._biomes = biomes;
|
||||||
|
this._cfg = cfg;
|
||||||
|
}
|
||||||
|
|
||||||
|
public int CellId(float worldX, float worldZ) => this._cells.Nearest(worldX, worldZ).Id;
|
||||||
|
|
||||||
|
public IBiome BiomeAt(float worldX, float worldZ)
|
||||||
|
=> this.BiomeForCell(this._cells.Nearest(worldX, worldZ));
|
||||||
|
|
||||||
|
// Climate -> biome, sampled at the cell centre so the biome is constant
|
||||||
|
// across the cell.
|
||||||
|
public IBiome BiomeForCell(VoronoiCells.Cell cell)
|
||||||
|
{
|
||||||
|
float temperature = this._noise.Temperature(cell.CenterX, cell.CenterZ);
|
||||||
|
float elevation = this._noise.Continent(cell.CenterX, cell.CenterZ);
|
||||||
|
float forest = this._noise.Forest(cell.CenterX, cell.CenterZ);
|
||||||
|
return Classify(temperature, elevation, forest, this._biomes, this._cfg);
|
||||||
|
}
|
||||||
|
|
||||||
|
// The biomes of the two nearest cells plus how far inside the nearer cell the
|
||||||
|
// point sits (SecondDist - FirstDist, in blocks; 0 exactly on the border).
|
||||||
|
// TerrainSampler uses this to ease height across biome borders.
|
||||||
|
public readonly record struct BiomeBlend(IBiome Near, IBiome Far, float BorderDistance);
|
||||||
|
|
||||||
|
public BiomeBlend NearestTwo(float worldX, float worldZ)
|
||||||
|
{
|
||||||
|
VoronoiCells.NearestPair p = this._cells.NearestTwo(worldX, worldZ);
|
||||||
|
return new BiomeBlend(
|
||||||
|
this.BiomeForCell(p.First),
|
||||||
|
this.BiomeForCell(p.Second),
|
||||||
|
p.SecondDist - p.FirstDist);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pure climate -> biome lookup. Thresholds in noise units (~[-1,1]).
|
||||||
|
public static IBiome Classify(float temperature, float elevation, float forest, BiomeRegistry biomes, Configuration cfg)
|
||||||
|
{
|
||||||
|
if (elevation > cfg.MountainsElevationThreshold) return biomes.Mountains; // high ground
|
||||||
|
if (temperature > cfg.DesertTemperatureThreshold) return biomes.Desert; // hot, low
|
||||||
|
if (temperature > cfg.ForestTemperatureThreshold && forest > cfg.ForestDensityThreshold) return biomes.Forest; // temperate, wooded
|
||||||
|
return biomes.Plains; // temperate/cold, low
|
||||||
|
}
|
||||||
|
}
|
||||||
21
World/WorldGen/BiomeRegistry.cs
Normal file
21
World/WorldGen/BiomeRegistry.cs
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
using VoxelEngine.World.WorldGen.Biomes;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.WorldGen;
|
||||||
|
|
||||||
|
public sealed class BiomeRegistry
|
||||||
|
{
|
||||||
|
public IBiome Plains { get; }
|
||||||
|
public IBiome Desert { get; }
|
||||||
|
public IBiome Mountains { get; }
|
||||||
|
public IBiome Forest { get; }
|
||||||
|
|
||||||
|
public BiomeRegistry(int seed, BlockRegistry blocks, Configuration cfg)
|
||||||
|
{
|
||||||
|
this.Plains = new PlainsBiome(seed, blocks, cfg);
|
||||||
|
this.Desert = new DesertBiome(seed, blocks, cfg);
|
||||||
|
this.Mountains = new MountainsBiome(seed, blocks, cfg);
|
||||||
|
this.Forest = new ForestBiome(seed, blocks, cfg);
|
||||||
|
}
|
||||||
|
}
|
||||||
28
World/WorldGen/Biomes/DesertBiome.cs
Normal file
28
World/WorldGen/Biomes/DesertBiome.cs
Normal file
@@ -0,0 +1,28 @@
|
|||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.WorldGen.Biomes;
|
||||||
|
|
||||||
|
public sealed class DesertBiome : IBiome
|
||||||
|
{
|
||||||
|
private readonly FastNoiseLite _detail;
|
||||||
|
private readonly Configuration _cfg;
|
||||||
|
|
||||||
|
public string Name => "Desert";
|
||||||
|
public SurfacePalette Surface { get; }
|
||||||
|
|
||||||
|
public DesertBiome(int seed, BlockRegistry blocks, Configuration cfg)
|
||||||
|
{
|
||||||
|
this._cfg = cfg;
|
||||||
|
this._detail = new FastNoiseLite(seed + 101);
|
||||||
|
this._detail.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
|
||||||
|
this._detail.SetFrequency(cfg.DesertDetailFrequency);
|
||||||
|
this.Surface = new SurfacePalette(blocks.Sand, blocks.Sand, blocks.Stone);
|
||||||
|
}
|
||||||
|
|
||||||
|
public float SampleHeight(NoiseSource noise, float worldX, float worldZ)
|
||||||
|
=> WorldConstants.SeaLevel + this._cfg.DesertContinentAmplitude * noise.Continent(worldX, worldZ)
|
||||||
|
+ this._cfg.DesertDetailAmplitude * this._detail.GetNoise(worldX, worldZ);
|
||||||
|
|
||||||
|
public IBlock TopBlock(int worldY) => this.Surface.Top;
|
||||||
|
}
|
||||||
28
World/WorldGen/Biomes/ForestBiome.cs
Normal file
28
World/WorldGen/Biomes/ForestBiome.cs
Normal file
@@ -0,0 +1,28 @@
|
|||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.WorldGen.Biomes;
|
||||||
|
|
||||||
|
public sealed class ForestBiome : IBiome
|
||||||
|
{
|
||||||
|
private readonly FastNoiseLite _detail;
|
||||||
|
private readonly Configuration _cfg;
|
||||||
|
|
||||||
|
public string Name => "Forest";
|
||||||
|
public SurfacePalette Surface { get; }
|
||||||
|
|
||||||
|
public ForestBiome(int seed, BlockRegistry blocks, Configuration cfg)
|
||||||
|
{
|
||||||
|
this._cfg = cfg;
|
||||||
|
this._detail = new FastNoiseLite(seed + 103);
|
||||||
|
this._detail.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
|
||||||
|
this._detail.SetFrequency(cfg.ForestDetailFrequency);
|
||||||
|
this.Surface = new SurfacePalette(blocks.Grass, blocks.Dirt, blocks.Stone);
|
||||||
|
}
|
||||||
|
|
||||||
|
public float SampleHeight(NoiseSource noise, float worldX, float worldZ)
|
||||||
|
=> WorldConstants.SeaLevel + this._cfg.ForestContinentAmplitude * noise.Continent(worldX, worldZ)
|
||||||
|
+ this._cfg.ForestDetailAmplitude * this._detail.GetNoise(worldX, worldZ);
|
||||||
|
|
||||||
|
public IBlock TopBlock(int worldY) => this.Surface.Top;
|
||||||
|
}
|
||||||
34
World/WorldGen/Biomes/MountainsBiome.cs
Normal file
34
World/WorldGen/Biomes/MountainsBiome.cs
Normal file
@@ -0,0 +1,34 @@
|
|||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.WorldGen.Biomes;
|
||||||
|
|
||||||
|
public sealed class MountainsBiome : IBiome
|
||||||
|
{
|
||||||
|
private readonly FastNoiseLite _ridged;
|
||||||
|
private readonly IBlock _stone;
|
||||||
|
private readonly IBlock _snow;
|
||||||
|
private readonly Configuration _cfg;
|
||||||
|
|
||||||
|
public string Name => "Mountains";
|
||||||
|
public SurfacePalette Surface { get; }
|
||||||
|
|
||||||
|
public MountainsBiome(int seed, BlockRegistry blocks, Configuration cfg)
|
||||||
|
{
|
||||||
|
this._cfg = cfg;
|
||||||
|
this._ridged = new FastNoiseLite(seed + 102);
|
||||||
|
this._ridged.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
|
||||||
|
this._ridged.SetFractalType(FastNoiseLite.FractalType.Ridged);
|
||||||
|
this._ridged.SetFractalOctaves(cfg.MountainsRidgedOctaves);
|
||||||
|
this._ridged.SetFrequency(cfg.MountainsRidgedFrequency);
|
||||||
|
this._stone = blocks.Stone;
|
||||||
|
this._snow = blocks.Snow;
|
||||||
|
this.Surface = new SurfacePalette(blocks.Stone, blocks.Stone, blocks.Stone);
|
||||||
|
}
|
||||||
|
|
||||||
|
public float SampleHeight(NoiseSource noise, float worldX, float worldZ)
|
||||||
|
=> WorldConstants.SeaLevel + this._cfg.MountainsContinentAmplitude * noise.Continent(worldX, worldZ)
|
||||||
|
+ this._cfg.MountainsRidgedAmplitude * this._ridged.GetNoise(worldX, worldZ);
|
||||||
|
|
||||||
|
public IBlock TopBlock(int worldY) => worldY >= this._cfg.MountainsSnowLine ? this._snow : this._stone;
|
||||||
|
}
|
||||||
28
World/WorldGen/Biomes/PlainsBiome.cs
Normal file
28
World/WorldGen/Biomes/PlainsBiome.cs
Normal file
@@ -0,0 +1,28 @@
|
|||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.WorldGen.Biomes;
|
||||||
|
|
||||||
|
public sealed class PlainsBiome : IBiome
|
||||||
|
{
|
||||||
|
private readonly FastNoiseLite _detail;
|
||||||
|
private readonly Configuration _cfg;
|
||||||
|
|
||||||
|
public string Name => "Plains";
|
||||||
|
public SurfacePalette Surface { get; }
|
||||||
|
|
||||||
|
public PlainsBiome(int seed, BlockRegistry blocks, Configuration cfg)
|
||||||
|
{
|
||||||
|
this._cfg = cfg;
|
||||||
|
this._detail = new FastNoiseLite(seed + 100);
|
||||||
|
this._detail.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
|
||||||
|
this._detail.SetFrequency(cfg.PlainsDetailFrequency);
|
||||||
|
this.Surface = new SurfacePalette(blocks.Grass, blocks.Dirt, blocks.Stone);
|
||||||
|
}
|
||||||
|
|
||||||
|
public float SampleHeight(NoiseSource noise, float worldX, float worldZ)
|
||||||
|
=> WorldConstants.SeaLevel + this._cfg.PlainsContinentAmplitude * noise.Continent(worldX, worldZ)
|
||||||
|
+ this._cfg.PlainsDetailAmplitude * this._detail.GetNoise(worldX, worldZ);
|
||||||
|
|
||||||
|
public IBlock TopBlock(int worldY) => this.Surface.Top;
|
||||||
|
}
|
||||||
180
World/WorldGen/CaveCarver.cs
Normal file
180
World/WorldGen/CaveCarver.cs
Normal file
@@ -0,0 +1,180 @@
|
|||||||
|
using OpenTK.Mathematics;
|
||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
using VoxelChunk = VoxelEngine.World.Chunk.Chunk;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.WorldGen;
|
||||||
|
|
||||||
|
// Carves caves into an already-terrain-filled chunk. Stateless after
|
||||||
|
// construction; the carve methods are pure functions of (chunk, chunkPos).
|
||||||
|
// Safe to share across worker threads.
|
||||||
|
public sealed class CaveCarver
|
||||||
|
{
|
||||||
|
private readonly int _seed;
|
||||||
|
private readonly BlockRegistry _blocks;
|
||||||
|
private readonly Configuration _cfg;
|
||||||
|
private readonly FastNoiseLite _caveNoise;
|
||||||
|
private readonly FastNoiseLite _wormDirNoise;
|
||||||
|
|
||||||
|
public CaveCarver(int seed, BlockRegistry blocks, Configuration cfg)
|
||||||
|
{
|
||||||
|
this._seed = seed;
|
||||||
|
this._blocks = blocks;
|
||||||
|
this._cfg = cfg;
|
||||||
|
|
||||||
|
this._caveNoise = new FastNoiseLite(seed + 100);
|
||||||
|
this._caveNoise.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
|
||||||
|
this._caveNoise.SetFrequency(cfg.CaveNoiseFrequency);
|
||||||
|
|
||||||
|
this._wormDirNoise = new FastNoiseLite(seed + 200);
|
||||||
|
this._wormDirNoise.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
|
||||||
|
this._wormDirNoise.SetFrequency(0.05f);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Carve(VoxelChunk chunk, Vector3i chunkPos)
|
||||||
|
{
|
||||||
|
this.CarveNoiseCaves(chunk, chunkPos);
|
||||||
|
this.CarveWormCaves(chunk, chunkPos);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Per-voxel 3D simplex threshold. Public for direct testability,
|
||||||
|
// matching the pattern of WorldGenerator.BlockAt.
|
||||||
|
public void CarveNoiseCaves(VoxelChunk chunk, Vector3i chunkPos)
|
||||||
|
{
|
||||||
|
int baseX = chunkPos.X * VoxelChunk.Size;
|
||||||
|
int baseY = chunkPos.Y * VoxelChunk.Size;
|
||||||
|
int baseZ = chunkPos.Z * VoxelChunk.Size;
|
||||||
|
|
||||||
|
for (int x = 0; x < VoxelChunk.Size; x++)
|
||||||
|
for (int y = 0; y < VoxelChunk.Size; y++)
|
||||||
|
for (int z = 0; z < VoxelChunk.Size; z++)
|
||||||
|
{
|
||||||
|
int worldY = baseY + y;
|
||||||
|
if (worldY <= 0) continue;
|
||||||
|
if (worldY > this._cfg.MinCaveY) continue;
|
||||||
|
|
||||||
|
ushort id = chunk[x, y, z];
|
||||||
|
if (id == this._blocks.Air.Id) continue;
|
||||||
|
if (id == this._blocks.Water.Id) continue;
|
||||||
|
|
||||||
|
float density = this._caveNoise.GetNoise(baseX + x, worldY, baseZ + z);
|
||||||
|
if (density < this._cfg.CaveNoiseThreshold)
|
||||||
|
{
|
||||||
|
chunk[x, y, z] = this._blocks.Air.Id;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void CarveWormCaves(VoxelChunk chunk, Vector3i chunkPos)
|
||||||
|
{
|
||||||
|
int cellSize = this._cfg.WormCellSize;
|
||||||
|
int radius = (int)Math.Ceiling((double)this._cfg.WormMaxLength / cellSize) + 1;
|
||||||
|
|
||||||
|
int chunkBaseX = chunkPos.X * VoxelChunk.Size;
|
||||||
|
int chunkBaseY = chunkPos.Y * VoxelChunk.Size;
|
||||||
|
int chunkBaseZ = chunkPos.Z * VoxelChunk.Size;
|
||||||
|
|
||||||
|
int chunkCellX = FloorDiv(chunkBaseX, cellSize);
|
||||||
|
int chunkCellY = FloorDiv(chunkBaseY, cellSize);
|
||||||
|
int chunkCellZ = FloorDiv(chunkBaseZ, cellSize);
|
||||||
|
|
||||||
|
for (int cdx = -radius; cdx <= radius; cdx++)
|
||||||
|
for (int cdy = -radius; cdy <= radius; cdy++)
|
||||||
|
for (int cdz = -radius; cdz <= radius; cdz++)
|
||||||
|
{
|
||||||
|
int cellX = chunkCellX + cdx;
|
||||||
|
int cellY = chunkCellY + cdy;
|
||||||
|
int cellZ = chunkCellZ + cdz;
|
||||||
|
|
||||||
|
uint h = WormHash.Hash(cellX, cellY, cellZ, this._seed);
|
||||||
|
if ((h % 1000) >= (uint)this._cfg.WormSpawnProbabilityPermille) continue;
|
||||||
|
|
||||||
|
// Hash bit layout: [ox:6][oy:6][oz:6][theta:8][phi:6] = 32 bits
|
||||||
|
float ox = (h & 0x3F) / 64f * cellSize;
|
||||||
|
float oy = ((h >> 6) & 0x3F) / 64f * cellSize;
|
||||||
|
float oz = ((h >> 12) & 0x3F) / 64f * cellSize;
|
||||||
|
Vector3 pos = new(cellX * cellSize + ox,
|
||||||
|
cellY * cellSize + oy,
|
||||||
|
cellZ * cellSize + oz);
|
||||||
|
|
||||||
|
float theta = ((h >> 18) & 0xFF) / 255f * MathF.Tau;
|
||||||
|
float phi = (((h >> 26) & 0x3F) / 63f * 2f - 1f) * 0.3f * MathF.PI;
|
||||||
|
Vector3 dir = new(
|
||||||
|
MathF.Cos(theta) * MathF.Cos(phi),
|
||||||
|
MathF.Sin(phi),
|
||||||
|
MathF.Sin(theta) * MathF.Cos(phi));
|
||||||
|
dir = Vector3.Normalize(dir);
|
||||||
|
|
||||||
|
this.TraceAndCarveWorm(chunk, chunkPos, pos, dir);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void TraceAndCarveWorm(VoxelChunk chunk, Vector3i chunkPos,
|
||||||
|
Vector3 startPos, Vector3 startDir)
|
||||||
|
{
|
||||||
|
int maxLen = this._cfg.WormMaxLength;
|
||||||
|
float minR = this._cfg.WormMinRadius;
|
||||||
|
float maxR = this._cfg.WormMaxRadius;
|
||||||
|
|
||||||
|
Vector3 pos = startPos;
|
||||||
|
Vector3 dir = startDir;
|
||||||
|
|
||||||
|
for (int step = 0; step < maxLen; step++)
|
||||||
|
{
|
||||||
|
float t = step / (float)maxLen;
|
||||||
|
float bulgeT = 0.5f + 0.5f * MathF.Sin(t * MathF.Tau * 3f);
|
||||||
|
float r = minR + (maxR - minR) * bulgeT;
|
||||||
|
|
||||||
|
this.CarveSphere(chunk, chunkPos, pos, r);
|
||||||
|
|
||||||
|
float px = this._wormDirNoise.GetNoise(pos.X, pos.Y, pos.Z);
|
||||||
|
float py = this._wormDirNoise.GetNoise(pos.X + 100f, pos.Y, pos.Z);
|
||||||
|
float pz = this._wormDirNoise.GetNoise(pos.X, pos.Y, pos.Z + 100f);
|
||||||
|
Vector3 perturbation = new(px, py, pz);
|
||||||
|
dir = Vector3.Normalize(dir + perturbation * 0.3f);
|
||||||
|
|
||||||
|
dir = new Vector3(dir.X, dir.Y * 0.7f, dir.Z);
|
||||||
|
dir = Vector3.Normalize(dir);
|
||||||
|
|
||||||
|
pos += dir;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CarveSphere(VoxelChunk chunk, Vector3i chunkPos, Vector3 center, float r)
|
||||||
|
{
|
||||||
|
int baseX = chunkPos.X * VoxelChunk.Size;
|
||||||
|
int baseY = chunkPos.Y * VoxelChunk.Size;
|
||||||
|
int baseZ = chunkPos.Z * VoxelChunk.Size;
|
||||||
|
|
||||||
|
int xMin = Math.Max(0, (int)MathF.Floor(center.X - r) - baseX);
|
||||||
|
int xMax = Math.Min(VoxelChunk.Size - 1, (int)MathF.Ceiling(center.X + r) - baseX);
|
||||||
|
int yMin = Math.Max(0, (int)MathF.Floor(center.Y - r) - baseY);
|
||||||
|
int yMax = Math.Min(VoxelChunk.Size - 1, (int)MathF.Ceiling(center.Y + r) - baseY);
|
||||||
|
int zMin = Math.Max(0, (int)MathF.Floor(center.Z - r) - baseZ);
|
||||||
|
int zMax = Math.Min(VoxelChunk.Size - 1, (int)MathF.Ceiling(center.Z + r) - baseZ);
|
||||||
|
|
||||||
|
float r2 = r * r;
|
||||||
|
|
||||||
|
for (int x = xMin; x <= xMax; x++)
|
||||||
|
for (int y = yMin; y <= yMax; y++)
|
||||||
|
for (int z = zMin; z <= zMax; z++)
|
||||||
|
{
|
||||||
|
int worldY = baseY + y;
|
||||||
|
if (worldY <= 0) continue;
|
||||||
|
if (worldY > this._cfg.MinCaveY) continue;
|
||||||
|
|
||||||
|
float vx = baseX + x + 0.5f;
|
||||||
|
float vy = baseY + y + 0.5f;
|
||||||
|
float vz = baseZ + z + 0.5f;
|
||||||
|
float dx = vx - center.X, dy = vy - center.Y, dz = vz - center.Z;
|
||||||
|
if (dx * dx + dy * dy + dz * dz > r2) continue;
|
||||||
|
|
||||||
|
ushort id = chunk[x, y, z];
|
||||||
|
if (id == this._blocks.Air.Id) continue;
|
||||||
|
if (id == this._blocks.Water.Id) continue;
|
||||||
|
chunk[x, y, z] = this._blocks.Air.Id;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static int FloorDiv(int a, int b) => a >= 0 ? a / b : -(((-a) + b - 1) / b);
|
||||||
|
}
|
||||||
2506
World/WorldGen/FastNoiseLite.cs
Normal file
2506
World/WorldGen/FastNoiseLite.cs
Normal file
File diff suppressed because it is too large
Load Diff
17
World/WorldGen/IBiome.cs
Normal file
17
World/WorldGen/IBiome.cs
Normal file
@@ -0,0 +1,17 @@
|
|||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.WorldGen;
|
||||||
|
|
||||||
|
public interface IBiome
|
||||||
|
{
|
||||||
|
string Name { get; }
|
||||||
|
|
||||||
|
// Absolute target surface height at the column (continuous, pre-rounding).
|
||||||
|
float SampleHeight(NoiseSource noise, float worldX, float worldZ);
|
||||||
|
|
||||||
|
SurfacePalette Surface { get; }
|
||||||
|
|
||||||
|
// Surface block for a given height; lets biomes vary the top by altitude
|
||||||
|
// (e.g. Mountains use Snow above the snow line). Defaults to Surface.Top.
|
||||||
|
IBlock TopBlock(int worldY);
|
||||||
|
}
|
||||||
34
World/WorldGen/NoiseSource.cs
Normal file
34
World/WorldGen/NoiseSource.cs
Normal file
@@ -0,0 +1,34 @@
|
|||||||
|
using VoxelEngine.Core;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.WorldGen;
|
||||||
|
|
||||||
|
// Seeded wrapper over FastNoiseLite. All Get* methods return roughly [-1, 1].
|
||||||
|
public sealed class NoiseSource
|
||||||
|
{
|
||||||
|
private readonly FastNoiseLite _continent;
|
||||||
|
private readonly FastNoiseLite _temperature;
|
||||||
|
private readonly FastNoiseLite _forest;
|
||||||
|
|
||||||
|
public NoiseSource(int seed, Configuration cfg)
|
||||||
|
{
|
||||||
|
this._continent = new FastNoiseLite(seed);
|
||||||
|
this._continent.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
|
||||||
|
this._continent.SetFractalType(FastNoiseLite.FractalType.FBm);
|
||||||
|
this._continent.SetFractalOctaves(cfg.ContinentOctaves);
|
||||||
|
this._continent.SetFrequency(cfg.ContinentFrequency);
|
||||||
|
|
||||||
|
this._temperature = new FastNoiseLite(seed + 1);
|
||||||
|
this._temperature.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
|
||||||
|
this._temperature.SetFractalType(FastNoiseLite.FractalType.FBm);
|
||||||
|
this._temperature.SetFractalOctaves(cfg.TemperatureOctaves);
|
||||||
|
this._temperature.SetFrequency(cfg.TemperatureFrequency);
|
||||||
|
|
||||||
|
this._forest = new FastNoiseLite(seed + 2);
|
||||||
|
this._forest.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
|
||||||
|
this._forest.SetFrequency(cfg.ForestFrequency);
|
||||||
|
}
|
||||||
|
|
||||||
|
public float Continent(float x, float z) => this._continent.GetNoise(x, z);
|
||||||
|
public float Temperature(float x, float z) => this._temperature.GetNoise(x, z);
|
||||||
|
public float Forest(float x, float z) => this._forest.GetNoise(x, z);
|
||||||
|
}
|
||||||
7
World/WorldGen/SurfacePalette.cs
Normal file
7
World/WorldGen/SurfacePalette.cs
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.WorldGen;
|
||||||
|
|
||||||
|
// Surface block layering for a biome: the top block, the filler band below it,
|
||||||
|
// and the deep "under" block (stone). Filler depth is fixed at 3 blocks.
|
||||||
|
public readonly record struct SurfacePalette(IBlock Top, IBlock Filler, IBlock Under);
|
||||||
40
World/WorldGen/TerrainSampler.cs
Normal file
40
World/WorldGen/TerrainSampler.cs
Normal file
@@ -0,0 +1,40 @@
|
|||||||
|
using VoxelEngine.Core;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.WorldGen;
|
||||||
|
|
||||||
|
public sealed class TerrainSampler
|
||||||
|
{
|
||||||
|
private readonly NoiseSource _noise;
|
||||||
|
private readonly BiomeMap _biomes;
|
||||||
|
private readonly Configuration _cfg;
|
||||||
|
|
||||||
|
public TerrainSampler(NoiseSource noise, BiomeMap biomes, Configuration cfg)
|
||||||
|
{
|
||||||
|
this._noise = noise;
|
||||||
|
this._biomes = biomes;
|
||||||
|
this._cfg = cfg;
|
||||||
|
}
|
||||||
|
|
||||||
|
public int HeightAt(float worldX, float worldZ)
|
||||||
|
{
|
||||||
|
// Blend the two nearest biomes' heights (each evaluated AT this column) by
|
||||||
|
// how deep inside the nearer cell we are: exactly on the border they mix
|
||||||
|
// 50/50, easing to 100% of the nearer biome over BiomeBlendWidth blocks.
|
||||||
|
BiomeMap.BiomeBlend blend = this._biomes.NearestTwo(worldX, worldZ);
|
||||||
|
float hNear = blend.Near.SampleHeight(this._noise, worldX, worldZ);
|
||||||
|
float hFar = blend.Far.SampleHeight(this._noise, worldX, worldZ);
|
||||||
|
|
||||||
|
float fracFar = 0.5f * (1f - SmoothStep01(blend.BorderDistance / this._cfg.BiomeBlendWidth));
|
||||||
|
float avg = hNear * (1f - fracFar) + hFar * fracFar;
|
||||||
|
|
||||||
|
int h = (int)MathF.Round(avg);
|
||||||
|
return Math.Clamp(h, 0, WorldConstants.WorldHeight - 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Hermite smoothstep on [0,1].
|
||||||
|
private static float SmoothStep01(float t)
|
||||||
|
{
|
||||||
|
t = Math.Clamp(t, 0f, 1f);
|
||||||
|
return t * t * (3f - 2f * t);
|
||||||
|
}
|
||||||
|
}
|
||||||
100
World/WorldGen/VoronoiCells.cs
Normal file
100
World/WorldGen/VoronoiCells.cs
Normal file
@@ -0,0 +1,100 @@
|
|||||||
|
namespace VoxelEngine.World.WorldGen;
|
||||||
|
|
||||||
|
// A jittered-grid Voronoi partition. Pure integer-hash based, fully deterministic.
|
||||||
|
public sealed class VoronoiCells
|
||||||
|
{
|
||||||
|
public readonly record struct Cell(int Id, float CenterX, float CenterZ);
|
||||||
|
|
||||||
|
private readonly int _seed;
|
||||||
|
private readonly float _cellSize;
|
||||||
|
|
||||||
|
public VoronoiCells(int seed, float cellSize)
|
||||||
|
{
|
||||||
|
this._seed = seed;
|
||||||
|
this._cellSize = cellSize;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Cell Nearest(float x, float z)
|
||||||
|
{
|
||||||
|
int gx = (int)MathF.Floor(x / this._cellSize);
|
||||||
|
int gz = (int)MathF.Floor(z / this._cellSize);
|
||||||
|
|
||||||
|
float bestDist = float.MaxValue;
|
||||||
|
int bestId = 0;
|
||||||
|
float bestCx = 0f, bestCz = 0f;
|
||||||
|
|
||||||
|
for (int oz = -1; oz <= 1; oz++)
|
||||||
|
for (int ox = -1; ox <= 1; ox++)
|
||||||
|
{
|
||||||
|
int cgx = gx + ox;
|
||||||
|
int cgz = gz + oz;
|
||||||
|
float jitterX = Jitter(cgx, cgz, this._seed);
|
||||||
|
float jitterZ = Jitter(cgx, cgz, this._seed + 9871);
|
||||||
|
float cx = (cgx + jitterX) * this._cellSize;
|
||||||
|
float cz = (cgz + jitterZ) * this._cellSize;
|
||||||
|
float dx = cx - x, dz = cz - z;
|
||||||
|
float dist = dx * dx + dz * dz;
|
||||||
|
if (dist < bestDist)
|
||||||
|
{
|
||||||
|
bestDist = dist;
|
||||||
|
bestId = (int)Hash(cgx, cgz, this._seed);
|
||||||
|
bestCx = cx;
|
||||||
|
bestCz = cz;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return new Cell(bestId, bestCx, bestCz);
|
||||||
|
}
|
||||||
|
|
||||||
|
public readonly record struct NearestPair(Cell First, Cell Second, float FirstDist, float SecondDist);
|
||||||
|
|
||||||
|
// The two nearest cells to (x,z) with their (Euclidean) distances. Used to
|
||||||
|
// ease terrain height across the border between adjacent biome cells. Same
|
||||||
|
// 3x3 jittered-grid search as Nearest — the two closest centres always fall
|
||||||
|
// within that neighbourhood for jitter in [0,1).
|
||||||
|
public NearestPair NearestTwo(float x, float z)
|
||||||
|
{
|
||||||
|
int gx = (int)MathF.Floor(x / this._cellSize);
|
||||||
|
int gz = (int)MathF.Floor(z / this._cellSize);
|
||||||
|
|
||||||
|
float best = float.MaxValue, second = float.MaxValue;
|
||||||
|
Cell bestCell = default, secondCell = default;
|
||||||
|
|
||||||
|
for (int oz = -1; oz <= 1; oz++)
|
||||||
|
for (int ox = -1; ox <= 1; ox++)
|
||||||
|
{
|
||||||
|
int cgx = gx + ox;
|
||||||
|
int cgz = gz + oz;
|
||||||
|
float jitterX = Jitter(cgx, cgz, this._seed);
|
||||||
|
float jitterZ = Jitter(cgx, cgz, this._seed + 9871);
|
||||||
|
float cx = (cgx + jitterX) * this._cellSize;
|
||||||
|
float cz = (cgz + jitterZ) * this._cellSize;
|
||||||
|
float dx = cx - x, dz = cz - z;
|
||||||
|
float dist = dx * dx + dz * dz;
|
||||||
|
Cell cell = new((int)Hash(cgx, cgz, this._seed), cx, cz);
|
||||||
|
if (dist < best)
|
||||||
|
{
|
||||||
|
second = best; secondCell = bestCell;
|
||||||
|
best = dist; bestCell = cell;
|
||||||
|
}
|
||||||
|
else if (dist < second)
|
||||||
|
{
|
||||||
|
second = dist; secondCell = cell;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return new NearestPair(bestCell, secondCell,
|
||||||
|
MathF.Sqrt(best), MathF.Sqrt(second));
|
||||||
|
}
|
||||||
|
|
||||||
|
private static float Jitter(int x, int z, int seed)
|
||||||
|
=> (Hash(x, z, seed) & 0xFFFFFF) / (float)0x1000000; // [0,1)
|
||||||
|
|
||||||
|
private static uint Hash(int x, int z, int seed)
|
||||||
|
{
|
||||||
|
unchecked
|
||||||
|
{
|
||||||
|
uint h = (uint)(x * 374761393 + z * 668265263 + seed * 362437);
|
||||||
|
h = (h ^ (h >> 13)) * 1274126177u;
|
||||||
|
return h ^ (h >> 16);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
10
World/WorldGen/WorldConstants.cs
Normal file
10
World/WorldGen/WorldConstants.cs
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
using VoxelChunk = VoxelEngine.World.Chunk.Chunk;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.WorldGen;
|
||||||
|
|
||||||
|
public static class WorldConstants
|
||||||
|
{
|
||||||
|
public const int WorldHeightChunks = 32;
|
||||||
|
public const int WorldHeight = WorldHeightChunks * VoxelChunk.Size; // 512
|
||||||
|
public const int SeaLevel = 256;
|
||||||
|
}
|
||||||
68
World/WorldGen/WorldGenerator.cs
Normal file
68
World/WorldGen/WorldGenerator.cs
Normal file
@@ -0,0 +1,68 @@
|
|||||||
|
using OpenTK.Mathematics;
|
||||||
|
using VoxelEngine.Core;
|
||||||
|
using VoxelEngine.World.Blocks;
|
||||||
|
using VoxelChunk = VoxelEngine.World.Chunk.Chunk;
|
||||||
|
|
||||||
|
namespace VoxelEngine.World.WorldGen;
|
||||||
|
|
||||||
|
public sealed class WorldGenerator
|
||||||
|
{
|
||||||
|
private readonly Configuration _cfg;
|
||||||
|
private readonly BlockRegistry _blocks;
|
||||||
|
private readonly BiomeMap _biomeMap;
|
||||||
|
private readonly TerrainSampler _terrain;
|
||||||
|
private readonly CaveCarver _caves;
|
||||||
|
|
||||||
|
public WorldGenerator(int seed, BlockRegistry blocks, Configuration cfg)
|
||||||
|
{
|
||||||
|
this._cfg = cfg;
|
||||||
|
this._blocks = blocks;
|
||||||
|
NoiseSource noise = new(seed, cfg);
|
||||||
|
VoronoiCells cells = new(seed, cfg.BiomeCellSize);
|
||||||
|
BiomeRegistry biomes = new(seed, blocks, cfg);
|
||||||
|
this._biomeMap = new BiomeMap(noise, cells, biomes, cfg);
|
||||||
|
this._terrain = new TerrainSampler(noise, this._biomeMap, cfg);
|
||||||
|
this._caves = new CaveCarver(seed, blocks, cfg);
|
||||||
|
}
|
||||||
|
|
||||||
|
public int SurfaceHeightAt(int worldX, int worldZ) => this._terrain.HeightAt(worldX, worldZ);
|
||||||
|
|
||||||
|
public string BiomeNameAt(int worldX, int worldZ) => this._biomeMap.BiomeAt(worldX, worldZ).Name;
|
||||||
|
|
||||||
|
public VoxelChunk Generate(Vector3i chunkPos)
|
||||||
|
{
|
||||||
|
VoxelChunk chunk = new();
|
||||||
|
int baseX = chunkPos.X * VoxelChunk.Size;
|
||||||
|
int baseY = chunkPos.Y * VoxelChunk.Size;
|
||||||
|
int baseZ = chunkPos.Z * VoxelChunk.Size;
|
||||||
|
|
||||||
|
for (int x = 0; x < VoxelChunk.Size; x++)
|
||||||
|
for (int z = 0; z < VoxelChunk.Size; z++)
|
||||||
|
{
|
||||||
|
int worldX = baseX + x;
|
||||||
|
int worldZ = baseZ + z;
|
||||||
|
int height = this._terrain.HeightAt(worldX, worldZ);
|
||||||
|
IBiome biome = this._biomeMap.BiomeAt(worldX, worldZ);
|
||||||
|
|
||||||
|
for (int y = 0; y < VoxelChunk.Size; y++)
|
||||||
|
{
|
||||||
|
int worldY = baseY + y;
|
||||||
|
chunk[x, y, z] = BlockAt(worldY, height, biome, this._blocks, this._cfg.SurfaceFillerDepth);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
this._caves.Carve(chunk, chunkPos);
|
||||||
|
return chunk;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static ushort BlockAt(int worldY, int surfaceHeight, IBiome biome, BlockRegistry blocks, int fillerDepth)
|
||||||
|
{
|
||||||
|
if (worldY > surfaceHeight)
|
||||||
|
return worldY <= WorldConstants.SeaLevel ? blocks.Water.Id : blocks.Air.Id;
|
||||||
|
if (worldY == surfaceHeight)
|
||||||
|
return biome.TopBlock(worldY).Id;
|
||||||
|
if (worldY >= surfaceHeight - fillerDepth)
|
||||||
|
return biome.Surface.Filler.Id;
|
||||||
|
return biome.Surface.Under.Id;
|
||||||
|
}
|
||||||
|
}
|
||||||
21
World/WorldGen/WormHash.cs
Normal file
21
World/WorldGen/WormHash.cs
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
namespace VoxelEngine.World.WorldGen;
|
||||||
|
|
||||||
|
// Deterministic 32-bit mixing hash for worm-cell coordinates.
|
||||||
|
// Cell coords can be negative; cast through unchecked to preserve bit pattern.
|
||||||
|
internal static class WormHash
|
||||||
|
{
|
||||||
|
public static uint Hash(int cellX, int cellY, int cellZ, int seed)
|
||||||
|
{
|
||||||
|
unchecked
|
||||||
|
{
|
||||||
|
uint h = (uint)seed;
|
||||||
|
h ^= (uint)cellX * 73856093u;
|
||||||
|
h ^= (uint)cellY * 19349663u;
|
||||||
|
h ^= (uint)cellZ * 83492791u;
|
||||||
|
h ^= h >> 13;
|
||||||
|
h *= 0x5bd1e995u;
|
||||||
|
h ^= h >> 15;
|
||||||
|
return h;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user