70 lines
1.6 KiB
C++
70 lines
1.6 KiB
C++
#ifndef VOXEL_GENERATOR_NOISE_2D_H
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#define VOXEL_GENERATOR_NOISE_2D_H
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#include <modules/voxel/generators/voxel_generator.h>
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class WorldGenerator : public VoxelGenerator {
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GDCLASS(WorldGenerator, VoxelGenerator)
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public:
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WorldGenerator();
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int get_used_channels_mask() const override;
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void set_iso_scale(float iso_scale);
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float get_iso_scale() const;
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Result generate_block(VoxelBlockRequest &input) override;
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float height_func(int x, int y, int z);
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private:
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static void _bind_methods();
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protected:
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template <typename Height_F>
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Result generate(VoxelBufferInternal &out_buffer, Height_F height_func, Vector3i origin, int lod) {
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const int channel = VoxelBuffer::CHANNEL_SDF;
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const Vector3i bs = out_buffer.get_size();
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/* TODO: get via RoadsData */
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if (origin.y > 300.0f) {
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// The bottom of the block is above the highest ground can go (default is air)
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Result result;
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result.max_lod_hint = true;
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return result;
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}
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if (origin.y + (bs.y << lod) < -1000.0f) {
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// The top of the block is below the lowest ground can go
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out_buffer.clear_channel(channel, 0);
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Result result;
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result.max_lod_hint = true;
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return result;
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}
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const int stride = 1 << lod;
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int gz = origin.z;
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for (int z = 0; z < bs.z; ++z, gz += stride) {
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int gx = origin.x;
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for (int x = 0; x < bs.x; ++x, gx += stride) {
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int gy = origin.y;
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for (int y = 0; y < bs.y; ++y, gy += stride) {
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float sdf = height_func(gx, gy, gz);
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out_buffer.set_voxel_f(sdf * _iso_scale, x, y, z, channel);
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}
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} // for x
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} // for z
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return Result();
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}
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private:
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int _matter_type = 1;
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float _iso_scale = 0.1;
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};
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#endif // VOXEL_GENERATOR_NOISE_2D_H
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