diff --git a/Makefile b/Makefile index 256a2d3..c43d66e 100644 --- a/Makefile +++ b/Makefile @@ -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 diff --git a/include/app.h b/include/app.h index af04219..64a576e 100644 --- a/include/app.h +++ b/include/app.h @@ -5,8 +5,9 @@ #include #include #include -#include "camera.h" #include +#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); diff --git a/include/noise.h b/include/noise.h new file mode 100644 index 0000000..44e32c9 --- /dev/null +++ b/include/noise.h @@ -0,0 +1,14 @@ +#ifndef NOISE_H +#define NOISE_H + +#include +#include +#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 diff --git a/include/utils.h b/include/utils.h index 5b9ec2d..b59b76b 100644 --- a/include/utils.h +++ b/include/utils.h @@ -1,6 +1,8 @@ #ifndef UTILS_H #define UTILS_H + #include +#include /** * 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 */ diff --git a/src/app.c b/src/app.c index 1862dda..7886cdb 100644 --- a/src/app.c +++ b/src/app.c @@ -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++) { diff --git a/src/main.c b/src/main.c index 9c8d615..c75c77b 100644 --- a/src/main.c +++ b/src/main.c @@ -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; diff --git a/src/noise.c b/src/noise.c new file mode 100644 index 0000000..7d6f060 --- /dev/null +++ b/src/noise.c @@ -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 { // x0y0) {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! + } + diff --git a/src/utils.c b/src/utils.c index 453c267..2402228 100644 --- a/src/utils.c +++ b/src/utils.c @@ -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; +}