fixed all compiler errors thrown by MSVC Switched experimental octree map back to the old map Refactored old map system, prettied it upmaster
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391dc63ec8
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561c07c602
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#pragma once
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#include <SFML/System/Vector3.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <random>
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#include <iostream>
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#include <functional>
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#include <cmath>
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#define _USE_MATH_DEFINES
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#include <math.h>
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#include <deque>
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class Old_Map {
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public:
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Old_Map(sf::Vector3i dim);
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~Old_Map();
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void generate_terrain();
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sf::Vector3i getDimensions();
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char* get_voxel_data();
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protected:
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private:
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double* height_map;
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char *voxel_data;
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sf::Vector3i dimensions;
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void set_voxel(sf::Vector3i position, int val);
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double sample(int x, int y);
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void set_sample(int x, int y, double value);
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void sample_square(int x, int y, int size, double value);
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void sample_diamond(int x, int y, int size, double value);
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void diamond_square(int stepsize, double scale);
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};
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// TODO
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/*
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OpenCL:
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- Add phong lighting / fix the current implementation
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- Switch to switch lighting models
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- Separate out into a part of the rendering module
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Map:
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- Reimplement the old map, put it into an old_map structure
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- Implement the new octree structure
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- storing the pre-octree volumetric data
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- determining when to load volumetric data into the in-memory structure
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- building the octree from that raw volumetric data
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- combining with other octree nodes to allow streaming of leafs
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- passing that data into the renderer
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- renderer needs to then traverse the octree
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- Terrain generation for real this time
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- Loader of 3rd party voxel data
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Renderer:
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- Determine when to switch between the cpu and gpu rendering
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- call to the map to make sure that the gpu/cpu has an up to date copy
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of the volumetric data
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*/
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@ -0,0 +1,225 @@
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#pragma once
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#include <iostream>
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#include <SFML/System/Vector3.hpp>
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#include <SFML/System/Vector2.hpp>
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#include "util.hpp"
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#include <Old_map.h>
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Old_Map::Old_Map(sf::Vector3i dim) {
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dimensions = dim;
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}
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Old_Map::~Old_Map() {
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}
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void Old_Map::generate_terrain() {
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std::mt19937 gen;
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std::uniform_real_distribution<double> dis(-1.0, 1.0);
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auto f_rand = std::bind(dis, gen);
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voxel_data = new char[dimensions.x * dimensions.y * dimensions.z];
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height_map = new double[dimensions.x * dimensions.y];
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for (int i = 0; i < dimensions.x * dimensions.y * dimensions.z; i++) {
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voxel_data[i] = 0;
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}
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for (int i = 0; i < dimensions.x * dimensions.y; i++) {
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height_map[i] = 0;
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}
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//size of grid to generate, note this must be a
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//value 2^n+1
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int DATA_SIZE = dimensions.x + 1;
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//an initial seed value for the corners of the data
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double SEED = rand() % 25 + 25;
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//seed the data
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set_sample(0, 0, SEED);
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set_sample(0, dimensions.y, SEED);
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set_sample(dimensions.x, 0, SEED);
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set_sample(dimensions.x, dimensions.y, SEED);
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double h = 30.0;//the range (-h -> +h) for the average offset
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//for the new value in range of h
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//side length is distance of a single square side
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//or distance of diagonal in diamond
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for (int sideLength = DATA_SIZE - 1;
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//side length must be >= 2 so we always have
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//a new value (if its 1 we overwrite existing values
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//on the last iteration)
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sideLength >= 2;
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//each iteration we are looking at smaller squares
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//diamonds, and we decrease the variation of the offset
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sideLength /= 2, h /= 2.0) {
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//half the length of the side of a square
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//or distance from diamond center to one corner
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//(just to make calcs below a little clearer)
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int halfSide = sideLength / 2;
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//generate the new square values
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for (int x = 0; x < DATA_SIZE - 1; x += sideLength) {
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for (int y = 0; y < DATA_SIZE - 1; y += sideLength) {
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//x, y is upper left corner of square
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//calculate average of existing corners
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double avg = sample(x, y) + //top left
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sample(x + sideLength, y) +//top right
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sample(x, y + sideLength) + //lower left
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sample(x + sideLength, y + sideLength);//lower right
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avg /= 4.0;
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//center is average plus random offset
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set_sample(x + halfSide, y + halfSide,
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//We calculate random value in range of 2h
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//and then subtract h so the end value is
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//in the range (-h, +h)
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avg + (f_rand() * 2 * h) - h);
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}
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}
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//generate the diamond values
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//since the diamonds are staggered we only move x
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//by half side
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//NOTE: if the data shouldn't wrap then x < DATA_SIZE
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//to generate the far edge values
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for (int x = 0; x < DATA_SIZE - 1; x += halfSide) {
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//and y is x offset by half a side, but moved by
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//the full side length
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//NOTE: if the data shouldn't wrap then y < DATA_SIZE
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//to generate the far edge values
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for (int y = (x + halfSide) % sideLength; y < DATA_SIZE - 1; y += sideLength) {
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//x, y is center of diamond
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//note we must use mod and add DATA_SIZE for subtraction
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//so that we can wrap around the array to find the corners
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double avg =
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sample((x - halfSide + DATA_SIZE) % DATA_SIZE, y) + //left of center
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sample((x + halfSide) % DATA_SIZE, y) + //right of center
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sample(x, (y + halfSide) % DATA_SIZE) + //below center
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sample(x, (y - halfSide + DATA_SIZE) % DATA_SIZE); //above center
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avg /= 4.0;
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//new value = average plus random offset
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//We calculate random value in range of 2h
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//and then subtract h so the end value is
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//in the range (-h, +h)
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avg = avg + (f_rand() * 2 * h) - h;
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//update value for center of diamond
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set_sample(x, y, avg);
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//wrap values on the edges, remove
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//this and adjust loop condition above
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//for non-wrapping values.
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if (x == 0) set_sample(DATA_SIZE - 1, y, avg);
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if (y == 0) set_sample(x, DATA_SIZE - 1, avg);
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}
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}
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}
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for (int x = 0; x < dimensions.x; x++) {
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for (int y = 0; y < dimensions.y; y++) {
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if (height_map[x + y * dimensions.x] > 0) {
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int z = static_cast<int>(height_map[x + y * dimensions.x]);
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while (z > 0) {
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voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 5;
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z--;
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}
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}
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}
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}
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for (int x = 0; x < dimensions.x / 10; x++) {
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for (int y = 0; y < dimensions.y / 10; y++) {
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for (int z = 0; z < dimensions.z; z++) {
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if (rand() % 1000 < 1)
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voxel_data[x + dimensions.x * (y + dimensions.z * z)] = rand() % 6;
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}
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}
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}
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}
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void Old_Map::set_voxel(sf::Vector3i position, int val) {
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voxel_data[position.x + dimensions.x * (position.y + dimensions.z * position.z)] = val;
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}
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sf::Vector3i Old_Map::getDimensions() {
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return dimensions;
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}
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char* Old_Map::get_voxel_data() {
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return voxel_data;
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}
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double Old_Map::sample(int x, int y) {
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return height_map[(x & (dimensions.x - 1)) + (y & (dimensions.y - 1)) * dimensions.x];
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}
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void Old_Map::set_sample(int x, int y, double value) {
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height_map[(x & (dimensions.x - 1)) + (y & (dimensions.y - 1)) * dimensions.x] = value;
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}
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void Old_Map::sample_square(int x, int y, int size, double value) {
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int hs = size / 2;
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// a b
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//
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// x
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//
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// c d
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double a = sample(x - hs, y - hs);
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double b = sample(x + hs, y - hs);
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double c = sample(x - hs, y + hs);
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double d = sample(x + hs, y + hs);
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set_sample(x, y, ((a + b + c + d) / 4.0) + value);
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}
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void Old_Map::sample_diamond(int x, int y, int size, double value) {
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int hs = size / 2;
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// c
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//
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//a x b
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//
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// d
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double a = sample(x - hs, y);
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double b = sample(x + hs, y);
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double c = sample(x, y - hs);
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double d = sample(x, y + hs);
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set_sample(x, y, ((a + b + c + d) / 4.0) + value);
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}
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void Old_Map::diamond_square(int stepsize, double scale) {
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std::mt19937 generator;
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std::uniform_real_distribution<double> uniform_distribution(-1.0, 1.0);
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auto f_rand = std::bind(uniform_distribution, std::ref(generator));
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int halfstep = stepsize / 2;
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for (int y = halfstep; y < dimensions.y + halfstep; y += stepsize) {
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for (int x = halfstep; x < dimensions.x + halfstep; x += stepsize) {
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sample_square(x, y, stepsize, f_rand() * scale);
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}
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}
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for (int y = 0; y < dimensions.y; y += stepsize) {
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for (int x = 0; x < dimensions.x; x += stepsize) {
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sample_diamond(x + halfstep, y, stepsize, f_rand() * scale);
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sample_diamond(x, y + halfstep, stepsize, f_rand() * scale);
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}
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}
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}
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