#include "engine_generation.h" #include #include #include void GenerateSphereChunk(Chunk* Chunk) { Chunk->ActiveCubes = 0; int radius = Chunk->ChunkDimension / 2; for (int x = 0; x < Chunk->ChunkDimension; x++) { for (int y = 0; y < Chunk->ChunkDimension; y++) { for (int z = 0; z < Chunk->ChunkDimension; z++) { SetType(&Chunk->Grid[x][y][z], CT_SNOW); if (((x - radius)*(x - radius) + (y - radius)*(y - radius) + (z - radius)*(z - radius)) < (radius*radius)) { SetActive(&Chunk->Grid[x][y][z], 1); Chunk->ActiveCubes++; } else { SetActive(&Chunk->Grid[x][y][z], 0); } } } } } void GenerateRandomHeightMap(Chunk* Chunk) { time_t t; srand((unsigned) time(&t)); for (int x = 0; x < Chunk->ChunkDimension; x++) { for (int z = 0; z < Chunk->ChunkDimension; z++) { int Height = (rand() % (Chunk->ChunkDimension)) + 1; ChunkHeightFill(x, z, Height, Chunk); } } } float PerlinNoise(float X, float Y) { vec2f_t Gradients[] = { Vec2f(1, 0), Vec2f(1, 1), Vec2f(0, 1), Vec2f(-1, 0), Vec2f(-1, -1), Vec2f(0, -1), Vec2f(1, -1), Vec2f(-1, 1) }; int Permutations[] = { 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 }; int XUnit = floor(X); int YUnit = floor(Y); X = X - XUnit; Y = Y - YUnit; XUnit = XUnit & 255; YUnit = YUnit & 255; int GIndex_00 = Permutations[XUnit + Permutations[YUnit]] % 8; int GIndex_01 = Permutations[XUnit + Permutations[YUnit+1]] % 8; int GIndex_10 = Permutations[XUnit+1 + Permutations[YUnit]] % 8; int GIndex_11 = Permutations[XUnit+1 + Permutations[YUnit+1]] % 8; vec2f_t G00 = Gradients[GIndex_00]; vec2f_t G01 = Gradients[GIndex_01]; vec2f_t G10 = Gradients[GIndex_10]; vec2f_t G11 = Gradients[GIndex_11]; float Weight00 = DotProductVec2f(G00, Vec2f(X, Y)); float Weight10 = DotProductVec2f(G10, Vec2f((X-1), Y)); float Weight01 = DotProductVec2f(G01, Vec2f(X, (Y-1))); float Weight11 = DotProductVec2f(G11, Vec2f((X-1), (Y-1))); float XContribution = PerlinInterpolate(X); float YContribution = PerlinInterpolate(Y); // Blend Horizontally float MixY0 = Blend(Weight00, Weight10, XContribution); float MixY1 = Blend(Weight01, Weight11, XContribution); // Blend Vertically float TotalMix = Blend(MixY0, MixY1, YContribution); // Normalize the result to the range [0, 1] from the theoretical // possible range of [-1, 1] return ((TotalMix+1)/2.0); } float PerlinInterpolate(float Val) { return ((6*Val*Val*Val*Val*Val) - (15*Val*Val*Val*Val) + (10*Val*Val*Val)); } float Blend(float a, float b, float t) { return ((1-t)*a + t*b); } float OctavePerlinNoise(float X, float Y, int Octaves, float Persistence) { float NoiseVal = 0; float Frequency = 1; float Amplitude = 1; float MaxNoiseVal = 0; for (int o = 0; o < Octaves; o++) { NoiseVal += PerlinNoise(X*Frequency, Y*Frequency) * Amplitude; MaxNoiseVal += Amplitude; Frequency *= 2; Amplitude *= Persistence; } return (NoiseVal/MaxNoiseVal); } void GeneratePerlinChunk(float XSeed, float ZSeed, float Inc, Chunk* Chunk) { float Noise, Height; for (int x = 0; x < Chunk->ChunkDimension; x++) { for (int z = 0; z < Chunk->ChunkDimension; z++) { Noise = PerlinNoise(XSeed, ZSeed); ZSeed += Inc; Height = (int)(Noise * Chunk->ChunkDimension); ChunkHeightFill(x, z, Height, Chunk); } ZSeed -= (Inc * Chunk->ChunkDimension); XSeed += Inc; } } void GenerateOctavedPerlinChunk(float XSeed, float ZSeed, float Inc, Chunk* Chunk, int YLevel, int MaxHeight, int Octaves, float Persistence) { float StackAdjustment = 1.0/MaxHeight; float PerlinLowerBound = YLevel*StackAdjustment; float PerlinUpperBound = PerlinLowerBound + StackAdjustment; float Noise, Height; for (int x = 0; x < Chunk->ChunkDimension; x++) { for (int z = 0; z < Chunk->ChunkDimension; z++) { Noise = OctavePerlinNoise(XSeed, ZSeed, Octaves, Persistence); if (Noise < PerlinLowerBound) { ChunkHeightFill(x, z, 0, Chunk); } if (Noise >= PerlinLowerBound && Noise < PerlinUpperBound) { float AdjustedNoiseVal = (Noise - (StackAdjustment*YLevel)) / StackAdjustment; Height = (int)(AdjustedNoiseVal * Chunk->ChunkDimension); ChunkHeightFill(x, z, Height, Chunk); } if (Noise >= PerlinUpperBound) { ChunkHeightFill(x, z, Chunk->ChunkDimension, Chunk); } ZSeed += Inc; } ZSeed -= (Inc * Chunk->ChunkDimension); XSeed += Inc; } } //TODO: implement heights void ChunkEarthBiomeWash(Chunk* Chunk) { int StoneThresh, SnowThresh; StoneThresh = (int)(Chunk->ChunkDimension*0.2); SnowThresh = (int)(Chunk->ChunkDimension*0.6); for (int X = 0; X < Chunk->ChunkDimension; X++) { for (int Z = 0; Z < Chunk->ChunkDimension; Z++) { int ChkHeight = GetChunkHeight(Chunk, X, Z); int Y = 0; while (Y < StoneThresh) { SetType(&Chunk->Grid[X][Y][Z], CT_STONE); Y++; } while (Y < ChkHeight - 1) { SetType(&Chunk->Grid[X][Y][Z], CT_DEEP_EARTH); Y++; } if (Y < Chunk->ChunkDimension) { SetType(&Chunk->Grid[X][Y][Z], CT_GRASS); Y++; } Y = SnowThresh; while (Y >= SnowThresh && Y < Chunk->ChunkDimension) { SetType(&Chunk->Grid[X][Y][Z], CT_SNOW); Y++; } } } }