remove procgen, use stb_perlin
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6ec72db2d4
commit
14a9915ce9
@ -48,7 +48,6 @@ set(TOWNENGINE_SOURCE_FILES
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townengine/text.c townengine/text.h
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townengine/camera.c townengine/camera.h
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townengine/textures/textures.c
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townengine/procgen/perlin2d.c
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${SYSTEM_SOURCE_FILES}
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)
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@ -44,7 +44,7 @@ void game_tick(void) {
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input_bind_action_scancode(&ctx.input, "ui_accept", SDL_SCANCODE_RETURN);
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input_add_action(&ctx.input, "mouse_capture_toggle");
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input_bind_action_scancode(&ctx.input, "mouse_capture_toggle", SDL_SCANCODE_END);
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input_bind_action_scancode(&ctx.input, "mouse_capture_toggle", SDL_SCANCODE_ESCAPE);
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}
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struct state *state = ctx.udata;
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@ -3,6 +3,10 @@
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#include "scene.h"
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#include "townengine/game_api.h"
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#include "townengine/tabela.h"
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#define STB_PERLIN_IMPLEMENTATION
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#include <stb_perlin.h>
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static void ingame_tick(struct state *state) {
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@ -82,12 +86,14 @@ static void ingame_tick(struct state *state) {
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set_camera(&cam);
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for (int y = 64; y--;)
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#define TERRAIN_FREQUENCY 0.1f
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for (int y = 64; y--;) {
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for (int x = 64; x--;) {
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float d0 = sample_perlin_2d((t_fvec2){x, y}, 0.2, 5) * 8 - 6;
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float d1 = sample_perlin_2d((t_fvec2){x + 1, y}, 0.2, 5) * 8 - 6;
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float d2 = sample_perlin_2d((t_fvec2){x + 1, y - 1}, 0.2, 5) * 8 - 6;
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float d3 = sample_perlin_2d((t_fvec2){x, y - 1}, 0.2, 5) * 8 - 6;
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float d0 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
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float d1 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
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float d2 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
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float d3 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
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unfurl_triangle("/assets/grass.gif",
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(t_fvec3){ x, d0, y },
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@ -105,6 +111,7 @@ static void ingame_tick(struct state *state) {
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(t_shvec2){ 0, 0 },
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(t_shvec2){ 0, 768 });
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}
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}
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}
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@ -7,7 +7,6 @@
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#include "rendering.h"
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#include "audio.h"
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#include "util.h"
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#include "procgen.h"
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#include "input.h"
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/* application provided */
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@ -1,6 +0,0 @@
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#ifndef PROCGEN_H
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#define PROCGEN_H
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#include "procgen/perlin.h"
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#endif
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@ -1,10 +0,0 @@
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#ifndef PROCGEN_PERLIN_H
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#define PROCGEN_PERLIN_H
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#include "../vec.h"
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void set_perlin_2d_seed(uint32_t seed);
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float sample_perlin_2d(t_fvec2 position, float frequency, uint8_t octaves);
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#endif
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@ -1,70 +0,0 @@
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#include "perlin.h"
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#include "../vec.h"
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static uint32_t seed = 0;
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static const uint8_t hash[] = { 208,34,231,213,32,248,233,56,161,78,24,140,71,48,140,254,245,255,247,247,40,
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185,248,251,245,28,124,204,204,76,36,1,107,28,234,163,202,224,245,128,167,204,
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9,92,217,54,239,174,173,102,193,189,190,121,100,108,167,44,43,77,180,204,8,81,
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70,223,11,38,24,254,210,210,177,32,81,195,243,125,8,169,112,32,97,53,195,13,
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203,9,47,104,125,117,114,124,165,203,181,235,193,206,70,180,174,0,167,181,41,
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164,30,116,127,198,245,146,87,224,149,206,57,4,192,210,65,210,129,240,178,105,
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228,108,245,148,140,40,35,195,38,58,65,207,215,253,65,85,208,76,62,3,237,55,89,
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232,50,217,64,244,157,199,121,252,90,17,212,203,149,152,140,187,234,177,73,174,
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193,100,192,143,97,53,145,135,19,103,13,90,135,151,199,91,239,247,33,39,145,
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101,120,99,3,186,86,99,41,237,203,111,79,220,135,158,42,30,154,120,67,87,167,
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135,176,183,191,253,115,184,21,233,58,129,233,142,39,128,211,118,137,139,255,
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114,20,218,113,154,27,127,246,250,1,8,198,250,209,92,222,173,21,88,102,219 };
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void set_perlin_2d_seed(uint32_t s) {
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seed = s;
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}
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static int32_t noise2(int x, int y)
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{
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int tmp = hash[(y + seed) % 256];
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return hash[(tmp + x) % 256];
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}
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static float lin_inter(float x, float y, float s)
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{
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return x + s * (y-x);
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}
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static float smooth_inter(float x, float y, float s)
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{
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return lin_inter(x, y, s * s * (3-2*s));
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}
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static float noise2d(float x, float y)
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{
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int32_t x_int = (int32_t)x;
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int32_t y_int = (int32_t)y;
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float x_frac = x - (float)x_int;
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float y_frac = y - (float)y_int;
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int32_t s = noise2(x_int, y_int);
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int32_t t = noise2(x_int + 1, y_int);
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int32_t u = noise2(x_int, y_int + 1);
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int v = noise2(x_int + 1, y_int + 1);
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float low = smooth_inter((float)s, (float)t, x_frac);
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float high = smooth_inter((float)u, (float)v, x_frac);
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return smooth_inter(low, high, y_frac);
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}
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/* https://gist.github.com/nowl/828013 */
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float sample_perlin_2d(t_fvec2 position, float frequency, uint8_t octaves) {
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t_fvec2 a = m_vec_scale(position, frequency);
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float amp = 1.0;
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float fin = 0;
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float div = 0.0;
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for(uint8_t i = 0; i < octaves; i++)
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{
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div += 256 * amp;
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fin += noise2d(a.x, a.y) * amp;
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amp /= 2;
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a = m_vec_scale(a, 2);
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}
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return fin/div;
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}
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@ -1,7 +1,7 @@
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#ifndef UTIL_H
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#define UTIL_H
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#include "vec.h"
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#include "townengine/vec.h"
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#include <SDL2/SDL.h>
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#include <physfs.h>
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