added noise generator
This commit is contained in:
parent
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commit
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4
Makefile
4
Makefile
@ -1,4 +1,4 @@
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all:
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all:
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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
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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
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debug:
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debug:
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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
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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 @@
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#include <stdbool.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <stdio.h>
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#include <GL/gl.h>
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#include <GL/gl.h>
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#include "camera.h"
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#include <time.h>
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#include <time.h>
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#include "camera.h"
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#include "noise.h"
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#define SPEED 5
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#define SPEED 5
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#define GRAVITY 10
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#define GRAVITY 10
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@ -51,6 +52,7 @@ typedef struct {
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Chunk *chunks;
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Chunk *chunks;
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} App;
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} App;
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void app_generate_world(App *app, int x);
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bool chunk_is_block_neighboring_block(Chunk* chunk, vec3i pos);
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bool chunk_is_block_neighboring_block(Chunk* chunk, vec3i pos);
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void chunk_set_blocks_visibility(Chunk* chunk);
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void chunk_set_blocks_visibility(Chunk* chunk);
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void chunk_create_displayl(App *app, Chunk *chunk);
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void chunk_create_displayl(App *app, Chunk *chunk);
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14
include/noise.h
Normal file
14
include/noise.h
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@ -0,0 +1,14 @@
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#ifndef NOISE_H
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#define NOISE_H
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#include <math.h>
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#include <string.h>
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#include "utils.h"
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void noise_init_ptable(unsigned char ptable[512]);
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float noise_gradient3(int hash, vec3f v);
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float noise_noise3(const unsigned char ptable[512], vec3f v);
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float noise_gradient2(int hash, float x, float y);
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float noise_noise2(const unsigned char ptable[512], float x, float y);
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#endif
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@ -1,6 +1,8 @@
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#ifndef UTILS_H
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#ifndef UTILS_H
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#define UTILS_H
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#define UTILS_H
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#include <stdbool.h>
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#include <stdbool.h>
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#include <stdlib.h>
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/**
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/**
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* GLSL-like three dimensional vector
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* GLSL-like three dimensional vector
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@ -49,4 +51,6 @@ void mult_matrix(float *matrix, vec4f vector, vec4f *ret);
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bool matrix_inverse(const float m[16], float invOut[16]);
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bool matrix_inverse(const float m[16], float invOut[16]);
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void vec3f_normalize(vec3f *v);
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void vec3f_normalize(vec3f *v);
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int irand_range(int min, int max);
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#endif /* UTILS_H */
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#endif /* UTILS_H */
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25
src/app.c
25
src/app.c
@ -252,6 +252,31 @@ float calc_frame_time(struct timespec *start, struct timespec *end)
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return elapsed_time;
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return elapsed_time;
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}
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}
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void app_generate_world(App *app, int x)
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{
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app->chunk_count = x*x;
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app->chunks = malloc(x*x*sizeof(Chunk));
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memset(app->chunks, 0, x*x*sizeof(Chunk));
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unsigned char ptable[512];
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noise_init_ptable(ptable);
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for (int i = 0; i < x; i++) {
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for (int j = 0; j < x; j++) {
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Chunk c;
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c.start_pos.x = i*CHUNK_MAX_X;
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c.start_pos.y = j*CHUNK_MAX_Y;
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c.start_pos.z = 0;
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for (int x = 0; x < CHUNK_MAX_X; x++) {
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for (int y = 0; y < CHUNK_MAX_Y; y++) {
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printf("x: %d y:%d noise: %f\n",
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x, y, (noise_noise2(ptable, x*0.01, y*0.01) + 1) * 0.5 * 60);
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}
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}
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}
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}
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}
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int app_get_current_chunk_index(App *app)
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int app_get_current_chunk_index(App *app)
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{
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{
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for (int i = 0; i < app->chunk_count; i++) {
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for (int i = 0; i < app->chunk_count; i++) {
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@ -35,7 +35,9 @@ int main()
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}
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}
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app.chunks = chunks;
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app.chunks = chunks;
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app.chunk_count = 25;
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app.chunk_count = 25;
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app_generate_world(&app, 5);
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while(app.is_running) {
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while(app.is_running) {
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struct timespec start;
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struct timespec start;
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221
src/noise.c
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221
src/noise.c
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#include "../include/noise.h"
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/*
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* https://weber.itn.liu.se/~stegu/aqsis/aqsis-newnoise/simplexnoise1234.cpp
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*/
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void noise_init_ptable(unsigned char ptable[512])
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{
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unsigned char ptable1[512] = {151,160,137,91,90,15,
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131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
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251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
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49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
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151,160,137,91,90,15,
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131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
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251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
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49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
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};
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memcpy(ptable, ptable1, 512);
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}
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float noise_gradient2(int hash, float x, float y ) {
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int h = hash & 7; // Convert low 3 bits of hash code
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float u = h<4 ? x : y; // into 8 simple gradient directions,
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float v = h<4 ? y : x; // and compute the dot product with (x,y).
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return ((h&1)? -u : u) + ((h&2)? -2.0f*v : 2.0f*v);
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}
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float noise_gradient3(int hash, vec3f v)
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{
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int h = hash & 7;
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float u = h<8 ? v.x : v.y;
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float t = h<4 ? v.y : h==12||h==14 ? v.x : v.z;
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return ((h&1)? -u : u) + ((h&2)? -2.0f*t : 2.0f*t);
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}
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float noise_noise3(const unsigned char ptable[512], vec3f v) {
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// Simple skewing factors for the 3D case
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#define F3 0.333333333f
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#define G3 0.166666667f
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float n0, n1, n2, n3; // Noise contributions from the four corners
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// Skew the input space to determine which simplex cell we're in
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float s = (v.x+v.y+v.z)*F3; // Very nice and simple skew factor for 3D
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float xs = v.x+s;
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float ys = v.y+s;
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float zs = v.z+s;
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int i = floor(xs);
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int j = floor(ys);
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int k = floor(zs);
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float t = (float)(i+j+k)*G3;
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float X0 = i-t; // Unskew the cell origin back to (x,y,z) space
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float Y0 = j-t;
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float Z0 = k-t;
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float x0 = v.x-X0; // The x,y,z distances from the cell origin
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float y0 = v.y-Y0;
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float z0 = v.z-Z0;
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// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
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// Determine which simplex we are in.
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int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
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int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
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/* This code would benefit from a backport from the GLSL version! */
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if(x0>=y0) {
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if(y0>=z0)
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{ i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } // X Y Z order
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else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } // X Z Y order
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else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } // Z X Y order
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}
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else { // x0<y0
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if(y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } // Z Y X order
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else if(x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } // Y Z X order
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else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } // Y X Z order
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}
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// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
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// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
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// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
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// c = 1/6.
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float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
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float y1 = y0 - j1 + G3;
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float z1 = z0 - k1 + G3;
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float x2 = x0 - i2 + 2.0f*G3; // Offsets for third corner in (x,y,z) coords
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float y2 = y0 - j2 + 2.0f*G3;
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float z2 = z0 - k2 + 2.0f*G3;
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float x3 = x0 - 1.0f + 3.0f*G3; // Offsets for last corner in (x,y,z) coords
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float y3 = y0 - 1.0f + 3.0f*G3;
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float z3 = z0 - 1.0f + 3.0f*G3;
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// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
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int ii = i & 0xff;
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int jj = j & 0xff;
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int kk = k & 0xff;
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// Calculate the contribution from the four corners
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float t0 = 0.6f - x0*x0 - y0*y0 - z0*z0;
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if(t0 < 0.0f) n0 = 0.0f;
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else {
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t0 *= t0;
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vec3f v0 = { x0, y0, z0 };
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n0 = t0 * t0 * noise_gradient3(ptable[ii+ptable[jj+ptable[kk]]], v0);
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}
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float t1 = 0.6f - x1*x1 - y1*y1 - z1*z1;
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if(t1 < 0.0f) n1 = 0.0f;
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else {
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t1 *= t1;
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vec3f v1 = { x1, y1, z1 };
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n1 = t1 * t1 * noise_gradient3(ptable[ii+i1+ptable[jj+j1+ptable[kk+k1]]], v1);
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}
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float t2 = 0.6f - x2*x2 - y2*y2 - z2*z2;
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if(t2 < 0.0f) n2 = 0.0f;
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else {
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t2 *= t2;
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vec3f v2 = { x2, y2, z2 };
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n2 = t2 * t2 * noise_gradient3(ptable[ii+i2+ptable[jj+j2+ptable[kk+k2]]], v2);
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}
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float t3 = 0.6f - x3*x3 - y3*y3 - z3*z3;
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if(t3<0.0f) n3 = 0.0f;
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else {
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t3 *= t3;
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vec3f v3 = { x3, y3, z3 };
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n3 = t3 * t3 * noise_gradient3(ptable[ii+1+ptable[jj+1+ptable[kk+1]]], v3);
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}
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// Add contributions from each corner to get the final noise value.
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// The result is scaled to stay just inside [-1,1]
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return 32.0f * (n0 + n1 + n2 + n3);
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}
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float noise_noise2(const unsigned char ptable[512], float x, float y) {
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#define F2 0.366025403f // F2 = 0.5*(sqrt(3.0)-1.0)
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#define G2 0.211324865f // G2 = (3.0-Math.sqrt(3.0))/6.0
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float n0, n1, n2; // Noise contributions from the three corners
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// Skew the input space to determine which simplex cell we're in
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float s = (x+y)*F2; // Hairy factor for 2D
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float xs = x + s;
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float ys = y + s;
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int i = floor(xs);
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int j = floor(ys);
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float t = (float)(i+j)*G2;
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float X0 = i-t; // Unskew the cell origin back to (x,y) space
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float Y0 = j-t;
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float x0 = x-X0; // The x,y distances from the cell origin
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float y0 = y-Y0;
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// For the 2D case, the simplex shape is an equilateral triangle.
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// Determine which simplex we are in.
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int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
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if(x0>y0) {i1=1; j1=0;} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
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else {i1=0; j1=1;} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
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// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
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|
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
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|
// c = (3-sqrt(3))/6
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|
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|
float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
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|
float y1 = y0 - j1 + G2;
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|
float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords
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|
float y2 = y0 - 1.0f + 2.0f * G2;
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|
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||||||
|
// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
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|
int ii = i & 0xff;
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||||||
|
int jj = j & 0xff;
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||||||
|
|
||||||
|
// 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!
|
||||||
|
}
|
||||||
|
|
@ -168,3 +168,8 @@ void vec3f_normalize(vec3f *v)
|
|||||||
v->y /= w;
|
v->y /= w;
|
||||||
v->z /= w;
|
v->z /= w;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
int irand_range(int min, int max)
|
||||||
|
{
|
||||||
|
return rand() % (max - min + 1) + min;
|
||||||
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user