added noise generator

This commit is contained in:
koma 2022-04-20 21:38:32 +02:00
parent 135aa8c3f6
commit 6910c2b80e
8 changed files with 277 additions and 4 deletions

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@ -1,4 +1,4 @@
all:
gcc -Iinclude/ src/app.c src/camera.c src/main.c src/game.c src/utils.c -lSDL2 -lGL -lm -lSDL2_image -o test -Wall
gcc -Iinclude/ src/app.c src/camera.c src/main.c src/game.c src/utils.c src/noise.c -lSDL2 -lGL -lm -lSDL2_image -o test -Wall
debug:
gcc -Iinclude/ src/app.c src/camera.c src/main.c src/game.c src/utils.c -lSDL2 -lGL -lm -lSDL2_image -o test -Wall -g
gcc -Iinclude/ src/app.c src/camera.c src/main.c src/game.c src/utils.c src/noise.c -lSDL2 -lGL -lm -lSDL2_image -o test -Wall -g

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@ -5,8 +5,9 @@
#include <stdbool.h>
#include <stdio.h>
#include <GL/gl.h>
#include "camera.h"
#include <time.h>
#include "camera.h"
#include "noise.h"
#define SPEED 5
#define GRAVITY 10
@ -51,6 +52,7 @@ typedef struct {
Chunk *chunks;
} App;
void app_generate_world(App *app, int x);
bool chunk_is_block_neighboring_block(Chunk* chunk, vec3i pos);
void chunk_set_blocks_visibility(Chunk* chunk);
void chunk_create_displayl(App *app, Chunk *chunk);

14
include/noise.h Normal file
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@ -0,0 +1,14 @@
#ifndef NOISE_H
#define NOISE_H
#include <math.h>
#include <string.h>
#include "utils.h"
void noise_init_ptable(unsigned char ptable[512]);
float noise_gradient3(int hash, vec3f v);
float noise_noise3(const unsigned char ptable[512], vec3f v);
float noise_gradient2(int hash, float x, float y);
float noise_noise2(const unsigned char ptable[512], float x, float y);
#endif

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@ -1,6 +1,8 @@
#ifndef UTILS_H
#define UTILS_H
#include <stdbool.h>
#include <stdlib.h>
/**
* GLSL-like three dimensional vector
@ -49,4 +51,6 @@ void mult_matrix(float *matrix, vec4f vector, vec4f *ret);
bool matrix_inverse(const float m[16], float invOut[16]);
void vec3f_normalize(vec3f *v);
int irand_range(int min, int max);
#endif /* UTILS_H */

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@ -252,6 +252,31 @@ float calc_frame_time(struct timespec *start, struct timespec *end)
return elapsed_time;
}
void app_generate_world(App *app, int x)
{
app->chunk_count = x*x;
app->chunks = malloc(x*x*sizeof(Chunk));
memset(app->chunks, 0, x*x*sizeof(Chunk));
unsigned char ptable[512];
noise_init_ptable(ptable);
for (int i = 0; i < x; i++) {
for (int j = 0; j < x; j++) {
Chunk c;
c.start_pos.x = i*CHUNK_MAX_X;
c.start_pos.y = j*CHUNK_MAX_Y;
c.start_pos.z = 0;
for (int x = 0; x < CHUNK_MAX_X; x++) {
for (int y = 0; y < CHUNK_MAX_Y; y++) {
printf("x: %d y:%d noise: %f\n",
x, y, (noise_noise2(ptable, x*0.01, y*0.01) + 1) * 0.5 * 60);
}
}
}
}
}
int app_get_current_chunk_index(App *app)
{
for (int i = 0; i < app->chunk_count; i++) {

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@ -35,7 +35,9 @@ int main()
}
app.chunks = chunks;
app.chunk_count = 25;
app.chunk_count = 25;
app_generate_world(&app, 5);
while(app.is_running) {
struct timespec start;

221
src/noise.c Normal file
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@ -0,0 +1,221 @@
#include "../include/noise.h"
/*
* https://weber.itn.liu.se/~stegu/aqsis/aqsis-newnoise/simplexnoise1234.cpp
*/
void noise_init_ptable(unsigned char ptable[512])
{
unsigned char ptable1[512] = {151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
};
memcpy(ptable, ptable1, 512);
}
float noise_gradient2(int hash, float x, float y ) {
int h = hash & 7; // Convert low 3 bits of hash code
float u = h<4 ? x : y; // into 8 simple gradient directions,
float v = h<4 ? y : x; // and compute the dot product with (x,y).
return ((h&1)? -u : u) + ((h&2)? -2.0f*v : 2.0f*v);
}
float noise_gradient3(int hash, vec3f v)
{
int h = hash & 7;
float u = h<8 ? v.x : v.y;
float t = h<4 ? v.y : h==12||h==14 ? v.x : v.z;
return ((h&1)? -u : u) + ((h&2)? -2.0f*t : 2.0f*t);
}
float noise_noise3(const unsigned char ptable[512], vec3f v) {
// Simple skewing factors for the 3D case
#define F3 0.333333333f
#define G3 0.166666667f
float n0, n1, n2, n3; // Noise contributions from the four corners
// Skew the input space to determine which simplex cell we're in
float s = (v.x+v.y+v.z)*F3; // Very nice and simple skew factor for 3D
float xs = v.x+s;
float ys = v.y+s;
float zs = v.z+s;
int i = floor(xs);
int j = floor(ys);
int k = floor(zs);
float t = (float)(i+j+k)*G3;
float X0 = i-t; // Unskew the cell origin back to (x,y,z) space
float Y0 = j-t;
float Z0 = k-t;
float x0 = v.x-X0; // The x,y,z distances from the cell origin
float y0 = v.y-Y0;
float z0 = v.z-Z0;
// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
// Determine which simplex we are in.
int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
/* This code would benefit from a backport from the GLSL version! */
if(x0>=y0) {
if(y0>=z0)
{ i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } // X Y Z order
else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } // X Z Y order
else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } // Z X Y order
}
else { // x0<y0
if(y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } // Z Y X order
else if(x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } // Y Z X order
else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } // Y X Z order
}
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
// c = 1/6.
float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
float y1 = y0 - j1 + G3;
float z1 = z0 - k1 + G3;
float x2 = x0 - i2 + 2.0f*G3; // Offsets for third corner in (x,y,z) coords
float y2 = y0 - j2 + 2.0f*G3;
float z2 = z0 - k2 + 2.0f*G3;
float x3 = x0 - 1.0f + 3.0f*G3; // Offsets for last corner in (x,y,z) coords
float y3 = y0 - 1.0f + 3.0f*G3;
float z3 = z0 - 1.0f + 3.0f*G3;
// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
int ii = i & 0xff;
int jj = j & 0xff;
int kk = k & 0xff;
// Calculate the contribution from the four corners
float t0 = 0.6f - x0*x0 - y0*y0 - z0*z0;
if(t0 < 0.0f) n0 = 0.0f;
else {
t0 *= t0;
vec3f v0 = { x0, y0, z0 };
n0 = t0 * t0 * noise_gradient3(ptable[ii+ptable[jj+ptable[kk]]], v0);
}
float t1 = 0.6f - x1*x1 - y1*y1 - z1*z1;
if(t1 < 0.0f) n1 = 0.0f;
else {
t1 *= t1;
vec3f v1 = { x1, y1, z1 };
n1 = t1 * t1 * noise_gradient3(ptable[ii+i1+ptable[jj+j1+ptable[kk+k1]]], v1);
}
float t2 = 0.6f - x2*x2 - y2*y2 - z2*z2;
if(t2 < 0.0f) n2 = 0.0f;
else {
t2 *= t2;
vec3f v2 = { x2, y2, z2 };
n2 = t2 * t2 * noise_gradient3(ptable[ii+i2+ptable[jj+j2+ptable[kk+k2]]], v2);
}
float t3 = 0.6f - x3*x3 - y3*y3 - z3*z3;
if(t3<0.0f) n3 = 0.0f;
else {
t3 *= t3;
vec3f v3 = { x3, y3, z3 };
n3 = t3 * t3 * noise_gradient3(ptable[ii+1+ptable[jj+1+ptable[kk+1]]], v3);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to stay just inside [-1,1]
return 32.0f * (n0 + n1 + n2 + n3);
}
float noise_noise2(const unsigned char ptable[512], float x, float y) {
#define F2 0.366025403f // F2 = 0.5*(sqrt(3.0)-1.0)
#define G2 0.211324865f // G2 = (3.0-Math.sqrt(3.0))/6.0
float n0, n1, n2; // Noise contributions from the three corners
// Skew the input space to determine which simplex cell we're in
float s = (x+y)*F2; // Hairy factor for 2D
float xs = x + s;
float ys = y + s;
int i = floor(xs);
int j = floor(ys);
float t = (float)(i+j)*G2;
float X0 = i-t; // Unskew the cell origin back to (x,y) space
float Y0 = j-t;
float x0 = x-X0; // The x,y distances from the cell origin
float y0 = y-Y0;
// For the 2D case, the simplex shape is an equilateral triangle.
// Determine which simplex we are in.
int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
if(x0>y0) {i1=1; j1=0;} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
else {i1=0; j1=1;} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
// c = (3-sqrt(3))/6
float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
float y1 = y0 - j1 + G2;
float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords
float y2 = y0 - 1.0f + 2.0f * G2;
// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
int ii = i & 0xff;
int jj = j & 0xff;
// Calculate the contribution from the three corners
float t0 = 0.5f - x0*x0-y0*y0;
if(t0 < 0.0f) n0 = 0.0f;
else {
t0 *= t0;
n0 = t0 * t0 * noise_gradient2(ptable[ii+ptable[jj]], x0, y0);
}
float t1 = 0.5f - x1*x1-y1*y1;
if(t1 < 0.0f) n1 = 0.0f;
else {
t1 *= t1;
n1 = t1 * t1 * noise_gradient2(ptable[ii+i1+ptable[jj+j1]], x1, y1);
}
float t2 = 0.5f - x2*x2-y2*y2;
if(t2 < 0.0f) n2 = 0.0f;
else {
t2 *= t2;
n2 = t2 * t2 * noise_gradient2(ptable[ii+1+ptable[jj+1]], x2, y2);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to return values in the interval [-1,1].
return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary!
}

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@ -168,3 +168,8 @@ void vec3f_normalize(vec3f *v)
v->y /= w;
v->z /= w;
}
int irand_range(int min, int max)
{
return rand() % (max - min + 1) + min;
}