cubious/src/engine_generation.c

286 lines
7.8 KiB
C

#include "engine_generation.h"
#include <stdlib.h>
#include <math.h>
#include <time.h>
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++;
}
}
}
}