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https://github.com/Kbz-8/42_vox.git
synced 2026-01-10 22:23:35 +00:00
added base of procedural generation
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@@ -1,13 +1,95 @@
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#include <Noise.h>
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#include <Block.h>
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#include <cstdint>
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#include <random>
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Noise::Noise(const std::uint32_t seed): seed(std::mt19937(seed))
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{
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InitPermutation();
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}
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void Noise::InitPermutation(void)
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{
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std::array<int, 256> permutations;
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for (int i = 0; i < 256; ++i)
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permutations[i] = i;
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std::shuffle(permutations.begin(), permutations.end(), seed);
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for (int i = 0; i < 256; ++i)
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{
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this->perms[i] = permutations[i];
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this->perms[i + 256] = permutations[i];
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}
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for (int val: this->perms)
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{
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std::cout << val << " ";
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}
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std::cout << std::endl;
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std::cout << perlin2D(0, 0) << std::endl;
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std::cout << perlin2D(20, 20) << std::endl;
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std::cout << perlin2D(150, 150) << std::endl;
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std::cout << perlin2D(0.078f, 0.4f) << std::endl;
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}
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float Noise::fade(float t)
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{
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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float Noise::lerp(float a, float b, float t)
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{
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return (a + t * (b - a));
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}
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float Noise::grad(int hash, float x, float y)
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{
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int h = hash & 7;
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float u = h < 4 ? x : y;
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float v = h < 4 ? y : x;
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return ((h & 1) ? -u : u) + ((h & 2) ? -v : v);
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}
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int Noise::perlin2D(int x, int y) {
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float scaledX = static_cast<float>(x) * 0.01f;
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float scaledY = static_cast<float>(y) * 0.01f;
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return floor(perlin2D(scaledX, scaledY) * 255.0f);
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}
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float Noise::perlin2D(float x, float y) {
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int xi = (int)floor(x) & 255;
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int yi = (int)floor(y) & 255;
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float xf = x - floor(x);
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float yf = y - floor(y);
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float u = fade(xf);
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float v = fade(yf);
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int aa = perms[perms[xi] + yi];
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int ab = perms[perms[xi] + yi + 1];
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int ba = perms[perms[xi + 1] + yi];
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int bb = perms[perms[xi + 1] + yi + 1];
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float x1 = lerp(grad(aa, xf, yf),
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grad(ba, xf - 1, yf), u);
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float x2 = lerp(grad(ab, xf, yf - 1),
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grad(bb, xf - 1, yf - 1), u);
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return (lerp(x1, x2, v) + 1.0f) / 2.0f; // Normalize to [0, 1]
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}
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[[nodiscard]] std::array<std::uint32_t, CHUNK_SIZE.y> Noise::GetHeight(Scop::Vec2i pos)
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{
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std::array<std::uint32_t, CHUNK_SIZE.y> data;
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std::memset(data.data(), static_cast<std::uint32_t>(BlockType::Air), data.size() * sizeof(std::uint32_t));
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std::uint32_t height = std::abs(std::sin((float)pos.x / 20.0f) * std::cos((float)pos.y / 20.0f) * 60.0f) + 1;
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//std::uint32_t height = std::abs(std::sin((float)pos.x / 20.0f) * std::cos((float)pos.y / 20.0f) * 60.0f) + 1;
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std::uint32_t height = perlin2D(pos.x, pos.y);
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// Must not exceed CHUNK_SIZE.y
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for(std::uint32_t y = 0; y < std::min(height, CHUNK_SIZE.y); y++)
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{
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@@ -4,17 +4,27 @@
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#include <ScopMaths.h>
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#include <Chunk.h>
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#include <array>
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#include <random>
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#define NOISE_SIZE 512
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class Noise
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{
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public:
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Noise() = default;
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Noise(const std::uint32_t seed = 42);
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[[nodiscard]] std::array<std::uint32_t, CHUNK_SIZE.y> GetHeight(Scop::Vec2i pos);
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float perlin2D(float x, float y);
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int perlin2D(int x, int y);
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~Noise() = default;
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private:
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std::mt19937 seed;
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std::array<int, NOISE_SIZE> perms;
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void InitPermutation(void);
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float fade(float t);
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float lerp(float a, float b, float t);
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float grad(int hash, float x, float y);
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};
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#endif
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