remove procgen, use stb_perlin

This commit is contained in:
veclav talica 2024-08-19 19:19:22 +03:00
parent 6ec72db2d4
commit 14a9915ce9
8 changed files with 14 additions and 95 deletions

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@ -48,7 +48,6 @@ set(TOWNENGINE_SOURCE_FILES
townengine/text.c townengine/text.h
townengine/camera.c townengine/camera.h
townengine/textures/textures.c
townengine/procgen/perlin2d.c
${SYSTEM_SOURCE_FILES}
)

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@ -44,7 +44,7 @@ void game_tick(void) {
input_bind_action_scancode(&ctx.input, "ui_accept", SDL_SCANCODE_RETURN);
input_add_action(&ctx.input, "mouse_capture_toggle");
input_bind_action_scancode(&ctx.input, "mouse_capture_toggle", SDL_SCANCODE_END);
input_bind_action_scancode(&ctx.input, "mouse_capture_toggle", SDL_SCANCODE_ESCAPE);
}
struct state *state = ctx.udata;

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@ -3,6 +3,10 @@
#include "scene.h"
#include "townengine/game_api.h"
#include "townengine/tabela.h"
#define STB_PERLIN_IMPLEMENTATION
#include <stb_perlin.h>
static void ingame_tick(struct state *state) {
@ -82,12 +86,14 @@ static void ingame_tick(struct state *state) {
set_camera(&cam);
for (int y = 64; y--;)
#define TERRAIN_FREQUENCY 0.1f
for (int y = 64; y--;) {
for (int x = 64; x--;) {
float d0 = sample_perlin_2d((t_fvec2){x, y}, 0.2, 5) * 8 - 6;
float d1 = sample_perlin_2d((t_fvec2){x + 1, y}, 0.2, 5) * 8 - 6;
float d2 = sample_perlin_2d((t_fvec2){x + 1, y - 1}, 0.2, 5) * 8 - 6;
float d3 = sample_perlin_2d((t_fvec2){x, y - 1}, 0.2, 5) * 8 - 6;
float d0 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
float d1 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
float d2 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
float d3 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
unfurl_triangle("/assets/grass.gif",
(t_fvec3){ x, d0, y },
@ -105,6 +111,7 @@ static void ingame_tick(struct state *state) {
(t_shvec2){ 0, 0 },
(t_shvec2){ 0, 768 });
}
}
}

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@ -7,7 +7,6 @@
#include "rendering.h"
#include "audio.h"
#include "util.h"
#include "procgen.h"
#include "input.h"
/* application provided */

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@ -1,6 +0,0 @@
#ifndef PROCGEN_H
#define PROCGEN_H
#include "procgen/perlin.h"
#endif

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@ -1,10 +0,0 @@
#ifndef PROCGEN_PERLIN_H
#define PROCGEN_PERLIN_H
#include "../vec.h"
void set_perlin_2d_seed(uint32_t seed);
float sample_perlin_2d(t_fvec2 position, float frequency, uint8_t octaves);
#endif

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@ -1,70 +0,0 @@
#include "perlin.h"
#include "../vec.h"
static uint32_t seed = 0;
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,
185,248,251,245,28,124,204,204,76,36,1,107,28,234,163,202,224,245,128,167,204,
9,92,217,54,239,174,173,102,193,189,190,121,100,108,167,44,43,77,180,204,8,81,
70,223,11,38,24,254,210,210,177,32,81,195,243,125,8,169,112,32,97,53,195,13,
203,9,47,104,125,117,114,124,165,203,181,235,193,206,70,180,174,0,167,181,41,
164,30,116,127,198,245,146,87,224,149,206,57,4,192,210,65,210,129,240,178,105,
228,108,245,148,140,40,35,195,38,58,65,207,215,253,65,85,208,76,62,3,237,55,89,
232,50,217,64,244,157,199,121,252,90,17,212,203,149,152,140,187,234,177,73,174,
193,100,192,143,97,53,145,135,19,103,13,90,135,151,199,91,239,247,33,39,145,
101,120,99,3,186,86,99,41,237,203,111,79,220,135,158,42,30,154,120,67,87,167,
135,176,183,191,253,115,184,21,233,58,129,233,142,39,128,211,118,137,139,255,
114,20,218,113,154,27,127,246,250,1,8,198,250,209,92,222,173,21,88,102,219 };
void set_perlin_2d_seed(uint32_t s) {
seed = s;
}
static int32_t noise2(int x, int y)
{
int tmp = hash[(y + seed) % 256];
return hash[(tmp + x) % 256];
}
static float lin_inter(float x, float y, float s)
{
return x + s * (y-x);
}
static float smooth_inter(float x, float y, float s)
{
return lin_inter(x, y, s * s * (3-2*s));
}
static float noise2d(float x, float y)
{
int32_t x_int = (int32_t)x;
int32_t y_int = (int32_t)y;
float x_frac = x - (float)x_int;
float y_frac = y - (float)y_int;
int32_t s = noise2(x_int, y_int);
int32_t t = noise2(x_int + 1, y_int);
int32_t u = noise2(x_int, y_int + 1);
int v = noise2(x_int + 1, y_int + 1);
float low = smooth_inter((float)s, (float)t, x_frac);
float high = smooth_inter((float)u, (float)v, x_frac);
return smooth_inter(low, high, y_frac);
}
/* https://gist.github.com/nowl/828013 */
float sample_perlin_2d(t_fvec2 position, float frequency, uint8_t octaves) {
t_fvec2 a = m_vec_scale(position, frequency);
float amp = 1.0;
float fin = 0;
float div = 0.0;
for(uint8_t i = 0; i < octaves; i++)
{
div += 256 * amp;
fin += noise2d(a.x, a.y) * amp;
amp /= 2;
a = m_vec_scale(a, 2);
}
return fin/div;
}

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@ -1,7 +1,7 @@
#ifndef UTIL_H
#define UTIL_H
#include "vec.h"
#include "townengine/vec.h"
#include <SDL2/SDL.h>
#include <physfs.h>