#include #include #include #include #include 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) { if (amplitude > 1.0f || amplitude < -1.0f) { throw std::invalid_argument("Amplitude value must be in [-1;1]"); } InitPermutation(); } void Noise::InitPermutation(void) { std::array permutations; for (int i = 0; i < 256; ++i) permutations[i] = i; std::shuffle(permutations.begin(), permutations.end(), seed); for (int i = 0; i < 256; ++i) { this->perms[i] = permutations[i]; this->perms[i + 256] = permutations[i]; } for (int val: this->perms) { std::cout << val << " "; } std::cout << std::endl; std::cout << perlin3D2(0, 0, 0) << std::endl; std::cout << perlin3D2(20, 20, 20) << std::endl; std::cout << perlin3D(150, 150, 150) << std::endl; std::cout << perlin3D(0.078f, 0.4f, 0.2f) << std::endl; } [[nodiscard]] const float Noise::fade(float t) { return t * t * t * (t * (t * 6 - 15) + 10); } [[nodiscard]] const float Noise::lerp(float a, float b, float t) { return (a + t * (b - a)); } const float Noise::perlin2D(float x, float y) { int xi = (int)floor(x) & 255; int yi = (int)floor(y) & 255; float xf = x - floor(x); float yf = y - floor(y); float u = fade(xf); float v = fade(yf); int aa = perms[perms[xi] + yi]; int ab = perms[perms[xi] + yi + 1]; int ba = perms[perms[xi + 1] + yi]; int bb = perms[perms[xi + 1] + yi + 1]; float x1 = lerp(grad2D(aa, xf, yf), grad2D(ba, xf - 1, yf), u); float x2 = lerp(grad2D(ab, xf, yf - 1), grad2D(bb, xf - 1, yf - 1), u); return ((lerp(x1, x2, v) + 1.0f) / 2.0f); } const int Noise::perlin2D2(float x, float y) // Wrapper to apply various mumbo jumbo to get a very worldlike generation { float total = 0.0f; float tmp_freq = frequency; float tmp_amp = amplitude; float maxValue = 0.0f; for (int i = 0; i < this->octaves; ++i) { total += perlin2D(x * tmp_freq, y * tmp_freq) * tmp_amp; maxValue += tmp_amp; tmp_amp *= persistance; tmp_freq *= lacunarity; } float normalized = total / maxValue; normalized = std::clamp(normalized, 0.0f, 1.0f); return static_cast(normalized * 255.0f); } const int Noise::perlin2D(int x, int y) { // Wrapper to unnormalise input and output float scaledX = static_cast(x) * frequency; float scaledY = static_cast(y) * frequency; return floor(perlin2D2(scaledX, scaledY)); } [[nodiscard]] const float Noise::grad2D(int hash, float x, float y) { int h = hash & 7; // 8 directions float u = h < 4 ? x : y; float v = h < 4 ? y : x; return ((h & 1) ? -u : u) + ((h & 2) ? -v : v); } [[nodiscard]] const float Noise::grad(int hash, float x, float y, float z) { int h = hash & 15; // 16 directions possibles float u = h < 8 ? x : y; float v = h < 4 ? y : (h == 12 || h == 14 ? x : z); return ((h & 1) ? -u : u) + ((h & 2) ? -v : v); } const int Noise::perlin3D(int x, int y, int z) { float scaledX = static_cast(x) * frequency; float scaledY = static_cast(y) * frequency; float scaledZ = static_cast(z) * frequency; return floor(perlin3D2(scaledX, scaledY, scaledZ)); } const float Noise::perlin3D(float x, float y, float z) { int xi = (int)floor(x) & 255; int yi = (int)floor(y) & 255; int zi = (int)floor(z) & 255; float xf = x - floor(x); float yf = y - floor(y); float zf = z - floor(z); float u = fade(xf); float v = fade(yf); float w = fade(zf); int aaa = perms[perms[perms[xi] + yi] + zi]; int aba = perms[perms[perms[xi] + yi + 1] + zi]; int aab = perms[perms[perms[xi] + yi] + zi + 1]; int abb = perms[perms[perms[xi] + yi + 1] + zi + 1]; int baa = perms[perms[perms[xi + 1] + yi] + zi]; int bba = perms[perms[perms[xi + 1] + yi + 1] + zi]; int bab = perms[perms[perms[xi + 1] + yi] + zi + 1]; int bbb = perms[perms[perms[xi + 1] + yi + 1] + zi + 1]; float x1, x2, y1, y2; x1 = lerp(grad(aaa, xf, yf, zf), grad(baa, xf - 1, yf, zf), u); x2 = lerp(grad(aba, xf, yf - 1, zf), grad(bba, xf - 1, yf - 1, zf), u); y1 = lerp(x1, x2, v); x1 = lerp(grad(aab, xf, yf, zf - 1), grad(bab, xf - 1, yf, zf - 1), u); x2 = lerp(grad(abb, xf, yf - 1, zf - 1), grad(bbb, xf - 1, yf - 1, zf - 1), u); y2 = lerp(x1, x2, v); return ((lerp(y1, y2, w) + 1.0f) / 2.0f) * amplitude; } const int Noise::perlin3D2(float x, float y, float z) { float total = 0.0f; float tmp_freq = frequency; float tmp_amp = amplitude; float maxValue = 0.0f; for (int i = 0; i < this->octaves; ++i) { total += perlin3D(x * tmp_freq, y * tmp_freq, z * tmp_freq) * tmp_amp; maxValue += tmp_amp; tmp_amp *= persistance; tmp_freq *= lacunarity; } float normalized = total / maxValue; normalized = std::clamp(normalized, 0.0f, 1.0f); return static_cast(normalized * 255.0f); } [[nodiscard]] std::array Noise::GetHeight(Scop::Vec2i pos) { std::array data; std::memset(data.data(), static_cast(BlockType::Air), data.size() * sizeof(std::uint32_t)); //std::uint32_t height = std::abs(std::sin((float)pos.x / 20.0f) * std::cos((float)pos.y / 20.0f) * 60.0f) + 1; std::uint32_t height = perlin2D(pos.x, pos.y); // Must not exceed CHUNK_SIZE.y for(std::uint32_t y = 0; y < std::min(height, CHUNK_SIZE.y); y++) { if(y > std::min(height, CHUNK_SIZE.y) - 2) data[y] = static_cast(BlockType::Grass); else data[y] = static_cast(BlockType::Stone); } return data; }