mirror of
https://github.com/Kbz-8/42_vox.git
synced 2026-01-10 22:23:35 +00:00
Added alot of parameters to make the generator way more natural, also added classes for 3D but not currently used
My mental health is dwindling
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@@ -2,9 +2,14 @@
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#include <Block.h>
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#include <cstdint>
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#include <random>
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#include <stdexcept>
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Noise::Noise(const std::uint32_t seed): seed(std::mt19937(seed))
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Noise::Noise(const std::uint32_t seed, float frequency, float amplitude, int octaves, float lacunarity, float persistance): seed(std::mt19937(seed)), frequency(frequency), amplitude(amplitude), octaves(octaves), lacunarity(lacunarity), persistance(persistance)
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{
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if (amplitude > 1.0f || amplitude < -1.0f)
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{
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throw std::invalid_argument("Amplitude value must be in [-1;1]");
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}
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InitPermutation();
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}
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@@ -25,40 +30,25 @@ void Noise::InitPermutation(void)
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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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std::cout << perlin3D2(0, 0, 0) << std::endl;
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std::cout << perlin3D2(20, 20, 20) << std::endl;
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std::cout << perlin3D(150, 150, 150) << std::endl;
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std::cout << perlin3D(0.078f, 0.4f, 0.2f) << std::endl;
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}
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float Noise::fade(float t)
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[[nodiscard]] const 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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[[nodiscard]] const 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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const 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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@@ -73,14 +63,122 @@ float Noise::perlin2D(float x, float y) {
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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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float x1 = lerp(grad2D(aa, xf, yf),
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grad2D(ba, xf - 1, yf), u);
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float x2 = lerp(grad2D(ab, xf, yf - 1),
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grad2D(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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return ((lerp(x1, x2, v) + 1.0f) / 2.0f);
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}
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const int Noise::perlin2D2(float x, float y) // Wrapper to apply various mumbo jumbo to get a very worldlike generation
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{
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float total = 0.0f;
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float tmp_freq = frequency;
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float tmp_amp = amplitude;
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float maxValue = 0.0f;
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for (int i = 0; i < this->octaves; ++i) {
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total += perlin2D(x * tmp_freq, y * tmp_freq) * tmp_amp;
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maxValue += tmp_amp;
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tmp_amp *= persistance;
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tmp_freq *= lacunarity;
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}
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float normalized = total / maxValue;
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normalized = std::clamp(normalized, 0.0f, 1.0f);
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return static_cast<int>(normalized * 255.0f);
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}
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const int Noise::perlin2D(int x, int y) { // Wrapper to unnormalise input and output
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float scaledX = static_cast<float>(x) * frequency;
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float scaledY = static_cast<float>(y) * frequency;
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return floor(perlin2D2(scaledX, scaledY));
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}
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[[nodiscard]] const float Noise::grad2D(int hash, float x, float y)
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{
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int h = hash & 7; // 8 directions
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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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[[nodiscard]] const float Noise::grad(int hash, float x, float y, float z) {
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int h = hash & 15; // 16 directions possibles
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float u = h < 8 ? x : y;
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float v = h < 4 ? y : (h == 12 || h == 14 ? x : z);
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return ((h & 1) ? -u : u) + ((h & 2) ? -v : v);
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}
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const int Noise::perlin3D(int x, int y, int z)
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{
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float scaledX = static_cast<float>(x) * frequency;
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float scaledY = static_cast<float>(y) * frequency;
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float scaledZ = static_cast<float>(z) * frequency;
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return floor(perlin3D2(scaledX, scaledY, scaledZ));
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}
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const float Noise::perlin3D(float x, float y, float z) {
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int xi = (int)floor(x) & 255;
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int yi = (int)floor(y) & 255;
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int zi = (int)floor(z) & 255;
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float xf = x - floor(x);
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float yf = y - floor(y);
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float zf = z - floor(z);
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float u = fade(xf);
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float v = fade(yf);
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float w = fade(zf);
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int aaa = perms[perms[perms[xi] + yi] + zi];
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int aba = perms[perms[perms[xi] + yi + 1] + zi];
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int aab = perms[perms[perms[xi] + yi] + zi + 1];
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int abb = perms[perms[perms[xi] + yi + 1] + zi + 1];
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int baa = perms[perms[perms[xi + 1] + yi] + zi];
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int bba = perms[perms[perms[xi + 1] + yi + 1] + zi];
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int bab = perms[perms[perms[xi + 1] + yi] + zi + 1];
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int bbb = perms[perms[perms[xi + 1] + yi + 1] + zi + 1];
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float x1, x2, y1, y2;
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x1 = lerp(grad(aaa, xf, yf, zf),
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grad(baa, xf - 1, yf, zf), u);
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x2 = lerp(grad(aba, xf, yf - 1, zf),
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grad(bba, xf - 1, yf - 1, zf), u);
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y1 = lerp(x1, x2, v);
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x1 = lerp(grad(aab, xf, yf, zf - 1),
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grad(bab, xf - 1, yf, zf - 1), u);
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x2 = lerp(grad(abb, xf, yf - 1, zf - 1),
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grad(bbb, xf - 1, yf - 1, zf - 1), u);
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y2 = lerp(x1, x2, v);
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return ((lerp(y1, y2, w) + 1.0f) / 2.0f) * amplitude;
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}
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const int Noise::perlin3D2(float x, float y, float z)
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{
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float total = 0.0f;
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float tmp_freq = frequency;
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float tmp_amp = amplitude;
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float maxValue = 0.0f;
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for (int i = 0; i < this->octaves; ++i) {
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total += perlin3D(x * tmp_freq, y * tmp_freq, z * tmp_freq) * tmp_amp;
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maxValue += tmp_amp;
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tmp_amp *= persistance;
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tmp_freq *= lacunarity;
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}
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float normalized = total / maxValue;
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normalized = std::clamp(normalized, 0.0f, 1.0f);
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return static_cast<int>(normalized * 255.0f);
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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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@@ -98,6 +196,5 @@ float Noise::perlin2D(float x, float y) {
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else
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data[y] = static_cast<std::uint32_t>(BlockType::Stone);
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}
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return data;
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}
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@@ -11,20 +11,30 @@
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class Noise
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{
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public:
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Noise(const std::uint32_t seed = 42);
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Noise(const std::uint32_t seed = 42, float frequency = 0.05f, float amplitude = 0.9f, int octaves = 4, float lacunarity = 2.0f, float persistance = 0.5f);
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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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const float perlin2D(float x, float y);
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const int perlin2D(int x, int y);
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const int perlin2D2(float x, float y);
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const int perlin3D(int x, int y, int z);
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const float perlin3D(float x, float y, float z);
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const int perlin3D2(float x, float y, float z);
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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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const float frequency;
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const float amplitude;
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const int octaves;
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const float lacunarity;
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const float persistance;
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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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[[nodiscard]] const float fade(float t);
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[[nodiscard]] const float lerp(float a, float b, float t);
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[[nodiscard]] const float grad2D(int hash, float x, float y);
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[[nodiscard]] const float grad(int hash, float x, float y, float z);
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};
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#endif
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