--- /dev/null
+#include "noise.hpp"
+
+#include <cmath>
+
+
+namespace blank {
+
+
+SimplexNoise::SimplexNoise(unsigned int seed)
+: grad({
+ { 1.0f, 1.0f, 0.0f },
+ { -1.0f, 1.0f, 0.0f },
+ { 1.0f, -1.0f, 0.0f },
+ { -1.0f, -1.0f, 0.0f },
+ { 1.0f, 0.0f, 1.0f },
+ { -1.0f, 0.0f, 1.0f },
+ { 1.0f, 0.0f, -1.0f },
+ { -1.0f, 0.0f, -1.0f },
+ { 0.0f, 1.0f, 1.0f },
+ { 0.0f, -1.0f, 1.0f },
+ { 0.0f, 1.0f, -1.0f },
+ { 0.0f, -1.0f, -1.0f },
+}) {
+ unsigned int val = seed;
+ for (size_t i = 0; i < 256; ++i) {
+ val = 2346765 * val + 6446345;
+ perm[i] = val % 256;
+ }
+}
+
+
+float SimplexNoise::operator ()(const glm::vec3 &in) const {
+ float skew = (in.x + in.y + in.z) / 3.0f;
+
+ glm::vec3 skewed(std::floor(in.x + skew), std::floor(in.y + skew), std::floor(in.z + skew));
+ float tr = (skewed.x + skewed.y + skewed.z) / 6.0f;
+
+ glm::vec3 unskewed(skewed.x - tr, skewed.y - tr, skewed.z - tr);
+ glm::vec3 offset[4];
+ offset[0] = in - unskewed;
+
+ glm::vec3 second, third;
+
+ if (offset[0].x >= offset[0].y) {
+ if (offset[0].y >= offset[0].z) {
+ second = { 1.0f, 0.0f, 0.0f };
+ third = { 1.0f, 1.0f, 0.0f };
+ } else if (offset[0].x >= offset[0].z) {
+ second = { 1.0f, 0.0f, 0.0f };
+ third = { 1.0f, 0.0f, 1.0f };
+ } else {
+ second = { 0.0f, 0.0f, 1.0f };
+ third = { 1.0f, 0.0f, 1.0f };
+ }
+ } else if (offset[0].y < offset[0].z) {
+ second = { 0.0f, 0.0f, 1.0f };
+ third = { 0.0f, 1.0f, 1.0f };
+ } else if (offset[0].x < offset[0].z) {
+ second = { 0.0f, 1.0f, 0.0f };
+ third = { 0.0f, 1.0f, 1.0f };
+ } else {
+ second = { 0.0f, 1.0f, 0.0f };
+ third = { 1.0f, 1.0f, 0.0f };
+ }
+
+ offset[1] = offset[0] - second + glm::vec3(1.0f/6.0f);
+ offset[2] = offset[0] - third + glm::vec3(1.0f/3.0f);
+ offset[3] = offset[0] - glm::vec3(0.5f);
+
+ size_t index[3] = {
+ unsigned(skewed.x) % 256,
+ unsigned(skewed.y) % 256,
+ unsigned(skewed.z) % 256,
+ };
+ size_t corner[4] = {
+ Perm(index[0] + Perm(index[1] + Perm(index[2]))),
+ Perm(index[0] + second.x + Perm(index[1] + second.y + Perm(index[2] + second.z))),
+ Perm(index[0] + third.x + Perm(index[1] + third.y + Perm(index[2] + third.z))),
+ Perm(index[0] + 1 + Perm(index[1] + 1 + Perm(index[2] + 1))),
+ };
+ float n[4];
+ float t[4];
+ for (size_t i = 0; i < 4; ++i) {
+ t[i] = 0.6f - dot(offset[i], offset[i]);
+ if (t[i] < 0.0f) {
+ n[i] = 0.0f;
+ } else {
+ t[i] *= t[i];
+ n[i] = t[i] * t[i] * dot(Grad(corner[i]), offset[i]);
+ }
+ }
+
+ return 32.0f * (n[0] + n[1] + n[2] + n[3]);
+}
+
+
+unsigned char SimplexNoise::Perm(size_t idx) const {
+ return perm[idx % 256];
+}
+
+const glm::vec3 &SimplexNoise::Grad(size_t idx) const {
+ return grad[idx % 12];
+}
+
+}
--- /dev/null
+#ifndef BLANK_NOISE_HPP_
+#define BLANK_NOISE_HPP_
+
+#include <glm/glm.hpp>
+
+
+namespace blank {
+
+/// (3D only) adaptation of Stefan Gustavson's SimplexNoise java class
+class SimplexNoise {
+
+public:
+ explicit SimplexNoise(unsigned int seed);
+
+ float operator ()(const glm::vec3 &) const;
+
+private:
+ unsigned char Perm(size_t idx) const;
+ const glm::vec3 &Grad(size_t idx) const;
+
+private:
+ unsigned char perm[256];
+ glm::vec3 grad[12];
+
+};
+
+}
+
+#endif
, blockShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }})
, stairShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}, { 0.0f, 0.0f })
, slabShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }})
+, blockNoise(0)
+, colorNoise(1)
, chunks() {
blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &blockShape }); // white block
blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &stairShape }); // white stair
void World::Generate() {
- for (int z = -1; z < 2; ++z) {
- for (int y = -1; y < 2; ++y) {
- for (int x = -1; x < 2; ++x) {
+ for (int z = -2; z < 3; ++z) {
+ for (int y = -2; y < 3; ++y) {
+ for (int x = -2; x < 3; ++x) {
Generate(glm::vec3(x, y, z));
}
}
chunks.emplace_back();
Chunk &chunk = chunks.back();
chunk.Position(pos);
- for (size_t i = 1; i < blockType.Size(); ++i) {
- chunk.BlockAt(i) = Block(blockType[i]);
- chunk.BlockAt(i + 257) = Block(blockType[i]);
- chunk.BlockAt(i + 514) = Block(blockType[i]);
- }
- if (false) {
- chunk.BlockAt(glm::vec3(0, 0, 0)) = Block(blockType[4]);
- chunk.BlockAt(glm::vec3(0, 0, 1)) = Block(blockType[1]);
- chunk.BlockAt(glm::vec3(1, 0, 0)) = Block(blockType[5]);
- chunk.BlockAt(glm::vec3(1, 0, 1)) = Block(blockType[3]);
- chunk.BlockAt(glm::vec3(2, 0, 0)) = Block(blockType[4]);
- chunk.BlockAt(glm::vec3(2, 0, 1)) = Block(blockType[1]);
- chunk.BlockAt(glm::vec3(3, 0, 0)) = Block(blockType[2]);
- chunk.BlockAt(glm::vec3(3, 0, 1)) = Block(blockType[5]);
- chunk.BlockAt(glm::vec3(2, 0, 2)) = Block(blockType[4]);
- chunk.BlockAt(glm::vec3(2, 0, 3)) = Block(blockType[1]);
- chunk.BlockAt(glm::vec3(3, 0, 2)) = Block(blockType[2]);
- chunk.BlockAt(glm::vec3(3, 0, 3)) = Block(blockType[5]);
- chunk.BlockAt(glm::vec3(1, 1, 0)) = Block(blockType[5]);
- chunk.BlockAt(glm::vec3(1, 1, 1)) = Block(blockType[4]);
- chunk.BlockAt(glm::vec3(2, 1, 1)) = Block(blockType[3]);
- chunk.BlockAt(glm::vec3(2, 2, 1)) = Block(blockType[2]);
+ if (pos.x == 0 && pos.y == 0 && pos.z == 0) {
+ for (size_t i = 1; i < blockType.Size(); ++i) {
+ chunk.BlockAt(i) = Block(blockType[i]);
+ chunk.BlockAt(i + 257) = Block(blockType[i]);
+ chunk.BlockAt(i + 514) = Block(blockType[i]);
+ }
+ } else {
+ for (int z = 0; z < Chunk::Depth(); ++z) {
+ for (int y = 0; y < Chunk::Height(); ++y) {
+ for (int x = 0; x < Chunk::Width(); ++x) {
+ glm::vec3 block_pos{float(x), float(y), float(z)};
+ glm::vec3 gen_pos = (pos * Chunk::Extent() + block_pos) / 64.0f;
+ float val = blockNoise(gen_pos);
+ if (val > 0.8f) {
+ int col_val = int((colorNoise(gen_pos) + 1.0f) * 2.0f) % 4;
+ chunk.BlockAt(block_pos) = Block(blockType[col_val * 3 + 1]);
+ }
+ }
+ }
+ }
}
chunk.Invalidate();
return chunk;
#include "geometry.hpp"
#include "model.hpp"
+#include "noise.hpp"
#include "shape.hpp"
#include <list>
StairShape stairShape;
CuboidShape slabShape;
+ SimplexNoise blockNoise;
+ SimplexNoise colorNoise;
+
std::list<Chunk> chunks;
};