diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..6bf13089 --- /dev/null +++ b/.gitignore @@ -0,0 +1,6 @@ +Debug/src/*.d +Debug/src/*.o +Debug/src/*/*.d +Debug/src/*/*.o + +Debug/voxel_engine diff --git a/Debug/makefile b/Debug/makefile index a25ebf8b..cbc3aa03 100644 --- a/Debug/makefile +++ b/Debug/makefile @@ -11,6 +11,7 @@ RM := rm -rf -include src/window/subdir.mk -include src/voxels/subdir.mk -include src/physics/subdir.mk +-include src/objects/subdir.mk -include src/loaders/subdir.mk -include src/lighting/subdir.mk -include src/graphics/subdir.mk @@ -42,16 +43,30 @@ endif -include ../makefile.defs +OPTIONAL_TOOL_DEPS := \ +$(wildcard ../makefile.defs) \ +$(wildcard ../makefile.init) \ +$(wildcard ../makefile.targets) \ + + +BUILD_ARTIFACT_NAME := voxel_engine +BUILD_ARTIFACT_EXTENSION := +BUILD_ARTIFACT_PREFIX := +BUILD_ARTIFACT := $(BUILD_ARTIFACT_PREFIX)$(BUILD_ARTIFACT_NAME)$(if $(BUILD_ARTIFACT_EXTENSION),.$(BUILD_ARTIFACT_EXTENSION),) + # Add inputs and outputs from these tool invocations to the build variables # All Target -all: voxel_engine +all: main-build + +# Main-build Target +main-build: voxel_engine # Tool invocations -voxel_engine: $(OBJS) $(USER_OBJS) +voxel_engine: $(OBJS) $(USER_OBJS) makefile objects.mk $(OPTIONAL_TOOL_DEPS) @echo 'Building target: $@' @echo 'Invoking: Cross G++ Linker' - g++ -o "voxel_engine" $(OBJS) $(USER_OBJS) $(LIBS) + g++ -pthread -o "voxel_engine" $(OBJS) $(USER_OBJS) $(LIBS) @echo 'Finished building target: $@' @echo ' ' @@ -60,6 +75,6 @@ clean: -$(RM) $(CC_DEPS)$(C++_DEPS)$(EXECUTABLES)$(OBJS)$(C_UPPER_DEPS)$(CXX_DEPS)$(C_DEPS)$(CPP_DEPS) voxel_engine -@echo ' ' -.PHONY: all clean dependents +.PHONY: all clean dependents main-build -include ../makefile.targets diff --git a/Debug/sources.mk b/Debug/sources.mk index 580fe4b9..fb65165d 100644 --- a/Debug/sources.mk +++ b/Debug/sources.mk @@ -23,12 +23,13 @@ CPP_DEPS := # Every subdirectory with source files must be described here SUBDIRS := \ +src \ src/files \ src/graphics \ src/lighting \ src/loaders \ +src/objects \ src/physics \ -src \ src/voxels \ src/window \ diff --git a/Debug/src/files/subdir.mk b/Debug/src/files/subdir.mk index 0bdaaaf4..42a70dfe 100644 --- a/Debug/src/files/subdir.mk +++ b/Debug/src/files/subdir.mk @@ -17,10 +17,10 @@ CPP_DEPS += \ # Each subdirectory must supply rules for building sources it contributes -src/files/%.o: ../src/files/%.cpp +src/files/%.o: ../src/files/%.cpp src/files/subdir.mk @echo 'Building file: $<' @echo 'Invoking: Cross G++ Compiler' - g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@)" -o "$@" "$<" + g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$@" -o "$@" "$<" @echo 'Finished building: $<' @echo ' ' diff --git a/Debug/src/graphics/subdir.mk b/Debug/src/graphics/subdir.mk index 2fe4a7d3..db314574 100644 --- a/Debug/src/graphics/subdir.mk +++ b/Debug/src/graphics/subdir.mk @@ -4,6 +4,7 @@ # Add inputs and outputs from these tool invocations to the build variables CPP_SRCS += \ +../src/graphics/Batch2D.cpp \ ../src/graphics/LineBatch.cpp \ ../src/graphics/Mesh.cpp \ ../src/graphics/Shader.cpp \ @@ -11,6 +12,7 @@ CPP_SRCS += \ ../src/graphics/VoxelRenderer.cpp OBJS += \ +./src/graphics/Batch2D.o \ ./src/graphics/LineBatch.o \ ./src/graphics/Mesh.o \ ./src/graphics/Shader.o \ @@ -18,6 +20,7 @@ OBJS += \ ./src/graphics/VoxelRenderer.o CPP_DEPS += \ +./src/graphics/Batch2D.d \ ./src/graphics/LineBatch.d \ ./src/graphics/Mesh.d \ ./src/graphics/Shader.d \ @@ -26,10 +29,10 @@ CPP_DEPS += \ # Each subdirectory must supply rules for building sources it contributes -src/graphics/%.o: ../src/graphics/%.cpp +src/graphics/%.o: ../src/graphics/%.cpp src/graphics/subdir.mk @echo 'Building file: $<' @echo 'Invoking: Cross G++ Compiler' - g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@)" -o "$@" "$<" + g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$@" -o "$@" "$<" @echo 'Finished building: $<' @echo ' ' diff --git a/Debug/src/lighting/subdir.mk b/Debug/src/lighting/subdir.mk index eb50981a..aed4c28a 100644 --- a/Debug/src/lighting/subdir.mk +++ b/Debug/src/lighting/subdir.mk @@ -20,10 +20,10 @@ CPP_DEPS += \ # Each subdirectory must supply rules for building sources it contributes -src/lighting/%.o: ../src/lighting/%.cpp +src/lighting/%.o: ../src/lighting/%.cpp src/lighting/subdir.mk @echo 'Building file: $<' @echo 'Invoking: Cross G++ Compiler' - g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@)" -o "$@" "$<" + g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$@" -o "$@" "$<" @echo 'Finished building: $<' @echo ' ' diff --git a/Debug/src/loaders/subdir.mk b/Debug/src/loaders/subdir.mk index c2345669..771a7f80 100644 --- a/Debug/src/loaders/subdir.mk +++ b/Debug/src/loaders/subdir.mk @@ -14,10 +14,10 @@ CPP_DEPS += \ # Each subdirectory must supply rules for building sources it contributes -src/loaders/%.o: ../src/loaders/%.cpp +src/loaders/%.o: ../src/loaders/%.cpp src/loaders/subdir.mk @echo 'Building file: $<' @echo 'Invoking: Cross G++ Compiler' - g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@)" -o "$@" "$<" + g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$@" -o "$@" "$<" @echo 'Finished building: $<' @echo ' ' diff --git a/Debug/src/objects/subdir.mk b/Debug/src/objects/subdir.mk new file mode 100644 index 00000000..4757b8dd --- /dev/null +++ b/Debug/src/objects/subdir.mk @@ -0,0 +1,24 @@ +################################################################################ +# Automatically-generated file. Do not edit! +################################################################################ + +# Add inputs and outputs from these tool invocations to the build variables +CPP_SRCS += \ +../src/objects/Player.cpp + +OBJS += \ +./src/objects/Player.o + +CPP_DEPS += \ +./src/objects/Player.d + + +# Each subdirectory must supply rules for building sources it contributes +src/objects/%.o: ../src/objects/%.cpp src/objects/subdir.mk + @echo 'Building file: $<' + @echo 'Invoking: Cross G++ Compiler' + g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$@" -o "$@" "$<" + @echo 'Finished building: $<' + @echo ' ' + + diff --git a/Debug/src/physics/subdir.mk b/Debug/src/physics/subdir.mk index 70832091..0be00411 100644 --- a/Debug/src/physics/subdir.mk +++ b/Debug/src/physics/subdir.mk @@ -17,10 +17,10 @@ CPP_DEPS += \ # Each subdirectory must supply rules for building sources it contributes -src/physics/%.o: ../src/physics/%.cpp +src/physics/%.o: ../src/physics/%.cpp src/physics/subdir.mk @echo 'Building file: $<' @echo 'Invoking: Cross G++ Compiler' - g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@)" -o "$@" "$<" + g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$@" -o "$@" "$<" @echo 'Finished building: $<' @echo ' ' diff --git a/Debug/src/subdir.mk b/Debug/src/subdir.mk index 8ae370c6..5919ac83 100644 --- a/Debug/src/subdir.mk +++ b/Debug/src/subdir.mk @@ -4,20 +4,23 @@ # Add inputs and outputs from these tool invocations to the build variables CPP_SRCS += \ +../src/Assets.cpp \ ../src/voxel_engine.cpp OBJS += \ +./src/Assets.o \ ./src/voxel_engine.o CPP_DEPS += \ +./src/Assets.d \ ./src/voxel_engine.d # Each subdirectory must supply rules for building sources it contributes -src/%.o: ../src/%.cpp +src/%.o: ../src/%.cpp src/subdir.mk @echo 'Building file: $<' @echo 'Invoking: Cross G++ Compiler' - g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@)" -o "$@" "$<" + g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$@" -o "$@" "$<" @echo 'Finished building: $<' @echo ' ' diff --git a/Debug/src/voxels/subdir.mk b/Debug/src/voxels/subdir.mk index e5ed377e..f4dc0a33 100644 --- a/Debug/src/voxels/subdir.mk +++ b/Debug/src/voxels/subdir.mk @@ -7,6 +7,8 @@ CPP_SRCS += \ ../src/voxels/Block.cpp \ ../src/voxels/Chunk.cpp \ ../src/voxels/Chunks.cpp \ +../src/voxels/ChunksController.cpp \ +../src/voxels/ChunksLoader.cpp \ ../src/voxels/WorldGenerator.cpp \ ../src/voxels/voxel.cpp @@ -14,6 +16,8 @@ OBJS += \ ./src/voxels/Block.o \ ./src/voxels/Chunk.o \ ./src/voxels/Chunks.o \ +./src/voxels/ChunksController.o \ +./src/voxels/ChunksLoader.o \ ./src/voxels/WorldGenerator.o \ ./src/voxels/voxel.o @@ -21,15 +25,17 @@ CPP_DEPS += \ ./src/voxels/Block.d \ ./src/voxels/Chunk.d \ ./src/voxels/Chunks.d \ +./src/voxels/ChunksController.d \ +./src/voxels/ChunksLoader.d \ ./src/voxels/WorldGenerator.d \ ./src/voxels/voxel.d # Each subdirectory must supply rules for building sources it contributes -src/voxels/%.o: ../src/voxels/%.cpp +src/voxels/%.o: ../src/voxels/%.cpp src/voxels/subdir.mk @echo 'Building file: $<' @echo 'Invoking: Cross G++ Compiler' - g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@)" -o "$@" "$<" + g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$@" -o "$@" "$<" @echo 'Finished building: $<' @echo ' ' diff --git a/Debug/src/window/subdir.mk b/Debug/src/window/subdir.mk index c8685f7a..d7e6dc9f 100644 --- a/Debug/src/window/subdir.mk +++ b/Debug/src/window/subdir.mk @@ -20,10 +20,10 @@ CPP_DEPS += \ # Each subdirectory must supply rules for building sources it contributes -src/window/%.o: ../src/window/%.cpp +src/window/%.o: ../src/window/%.cpp src/window/subdir.mk @echo 'Building file: $<' @echo 'Invoking: Cross G++ Compiler' - g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$(@)" -o "$@" "$<" + g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$@" -o "$@" "$<" @echo 'Finished building: $<' @echo ' ' diff --git a/Debug_win/makefile b/Debug_win/makefile index d5069440..3cb199b9 100644 --- a/Debug_win/makefile +++ b/Debug_win/makefile @@ -11,6 +11,7 @@ RM := rm -rf -include src/window/subdir.mk -include src/voxels/subdir.mk -include src/physics/subdir.mk +-include src/objects/subdir.mk -include src/loaders/subdir.mk -include src/lighting/subdir.mk -include src/graphics/subdir.mk @@ -58,14 +59,14 @@ BUILD_ARTIFACT := $(BUILD_ARTIFACT_PREFIX)$(BUILD_ARTIFACT_NAME)$(if $(BUILD_ART # All Target all: main-build -# Main-build Target +# Main-build Target -std=c++0x main-build: VOXEL_ENGINE.exe # Tool invocations VOXEL_ENGINE.exe: $(OBJS) $(USER_OBJS) makefile objects.mk $(OPTIONAL_TOOL_DEPS) @echo 'Building target: $@' @echo 'Invoking: MinGW C++ Linker' - g++ -o "VOXEL_ENGINE.exe" $(OBJS) $(USER_OBJS) $(LIBS) -static-libgcc -static-libstdc++ + g++ -lpthread -o "VOXEL_ENGINE.exe" $(OBJS) $(USER_OBJS) $(LIBS) -static-libgcc -static-libstdc++ @echo 'Finished building target: $@' @echo ' ' diff --git a/Debug_win/sources.mk b/Debug_win/sources.mk index bb746f07..e5164945 100644 --- a/Debug_win/sources.mk +++ b/Debug_win/sources.mk @@ -22,13 +22,15 @@ CPP_DEPS := C_DEPS := # Every subdirectory with source files must be described here -SUBDIRS := \ -src \ -src/files \ -src/graphics \ -src/lighting \ -src/loaders \ -src/physics \ -src/voxels \ -src/window \ +SUBDIRS := \ +src \ +src/files \ +src/graphics \ +src/lighting \ +src/loaders \ +src/physics \ +src/objects \ +src/voxels \ +src/objects \ +src/window \ diff --git a/Debug_win/src/graphics/subdir.mk b/Debug_win/src/graphics/subdir.mk index 2e37caee..2b3a0102 100644 --- a/Debug_win/src/graphics/subdir.mk +++ b/Debug_win/src/graphics/subdir.mk @@ -1,28 +1,27 @@ -################################################################################ -# Automatically-generated file. Do not edit! -################################################################################ - # Add inputs and outputs from these tool invocations to the build variables -CPP_SRCS += \ -../src/graphics/LineBatch.cpp \ -../src/graphics/Mesh.cpp \ -../src/graphics/Shader.cpp \ -../src/graphics/Texture.cpp \ -../src/graphics/VoxelRenderer.cpp +CPP_SRCS += \ +../src/graphics/LineBatch.cpp \ +../src/graphics/Mesh.cpp \ +../src/graphics/Shader.cpp \ +../src/graphics/Texture.cpp \ +../src/graphics/VoxelRenderer.cpp \ +../src/graphics/Batch2D.cpp -OBJS += \ -./src/graphics/LineBatch.o \ -./src/graphics/Mesh.o \ -./src/graphics/Shader.o \ -./src/graphics/Texture.o \ -./src/graphics/VoxelRenderer.o +OBJS += \ +./src/graphics/LineBatch.o \ +./src/graphics/Mesh.o \ +./src/graphics/Shader.o \ +./src/graphics/Texture.o \ +./src/graphics/VoxelRenderer.o \ +./src/graphics/Batch2D.o -CPP_DEPS += \ -./src/graphics/LineBatch.d \ -./src/graphics/Mesh.d \ -./src/graphics/Shader.d \ -./src/graphics/Texture.d \ -./src/graphics/VoxelRenderer.d +CPP_DEPS += \ +./src/graphics/LineBatch.d \ +./src/graphics/Mesh.d \ +./src/graphics/Shader.d \ +./src/graphics/Texture.d \ +./src/graphics/VoxelRenderer.d \ +./src/graphics/Batch2D.d # Each subdirectory must supply rules for building sources it contributes diff --git a/Debug_win/src/objects/subdir.mk b/Debug_win/src/objects/subdir.mk new file mode 100644 index 00000000..ce3e7c3d --- /dev/null +++ b/Debug_win/src/objects/subdir.mk @@ -0,0 +1,20 @@ +# Add inputs and outputs from these tool invocations to the build variables +CPP_SRCS += \ +../src/objects/Player.cpp + +OBJS += \ +./src/objects/Player.o + +CPP_DEPS += \ +./src/objects/Player.d + + +# Each subdirectory must supply rules for building sources it contributes +src/objects/%.o: ../src/objects/%.cpp src/objects/subdir.mk + @echo 'Building file: $<' + @echo 'Invoking: GCC C++ Compiler' + g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$@" -o "$@" "$<" + @echo 'Finished building: $<' + @echo ' ' + + diff --git a/Debug_win/src/subdir.mk b/Debug_win/src/subdir.mk index d41d8884..a0330fab 100644 --- a/Debug_win/src/subdir.mk +++ b/Debug_win/src/subdir.mk @@ -1,16 +1,15 @@ -################################################################################ -# Automatically-generated file. Do not edit! -################################################################################ - # Add inputs and outputs from these tool invocations to the build variables CPP_SRCS += \ -../src/voxel_engine.cpp +../src/voxel_engine.cpp \ +../src/Assets.cpp OBJS += \ -./src/voxel_engine.o +./src/voxel_engine.o \ +./src/Assets.o CPP_DEPS += \ -./src/voxel_engine.d +./src/voxel_engine.d \ +./src/Assets.d # Each subdirectory must supply rules for building sources it contributes diff --git a/Debug_win/src/voxels/subdir.mk b/Debug_win/src/voxels/subdir.mk index 16309601..c1481c5f 100644 --- a/Debug_win/src/voxels/subdir.mk +++ b/Debug_win/src/voxels/subdir.mk @@ -6,21 +6,27 @@ CPP_SRCS += \ ../src/voxels/Block.cpp \ ../src/voxels/Chunk.cpp \ -../src/voxels/Chunks.cpp \ +../src/voxels/Chunks.cpp \ +../src/voxels/ChunksController.cpp \ +../src/voxels/ChunksLoader.cpp \ ../src/voxels/WorldGenerator.cpp \ ../src/voxels/voxel.cpp OBJS += \ ./src/voxels/Block.o \ ./src/voxels/Chunk.o \ -./src/voxels/Chunks.o \ +./src/voxels/Chunks.o \ +./src/voxels/ChunksController.o \ +./src/voxels/ChunksLoader.o \ ./src/voxels/WorldGenerator.o \ ./src/voxels/voxel.o CPP_DEPS += \ ./src/voxels/Block.d \ ./src/voxels/Chunk.d \ -./src/voxels/Chunks.d \ +./src/voxels/Chunks.d \ +./src/voxels/ChunksController.d \ +./src/voxels/ChunksLoader.d \ ./src/voxels/WorldGenerator.d \ ./src/voxels/voxel.d @@ -29,7 +35,7 @@ CPP_DEPS += \ src/voxels/%.o: ../src/voxels/%.cpp src/voxels/subdir.mk @echo 'Building file: $<' @echo 'Invoking: GCC C++ Compiler' - g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$@" -o "$@" "$<" + g++ -D _WIN32_WINNT=0501 -pthread -std=c++0x -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$@" -o "$@" "$<" @echo 'Finished building: $<' @echo ' ' diff --git a/res/ascii.png b/res/ascii.png new file mode 100644 index 00000000..3278f04c Binary files /dev/null and b/res/ascii.png differ diff --git a/res/block (copy).png b/res/block (copy).png new file mode 100644 index 00000000..5e2512c7 Binary files /dev/null and b/res/block (copy).png differ diff --git a/res/block.png b/res/block.png index 5f63998d..5e2512c7 100644 Binary files a/res/block.png and b/res/block.png differ diff --git a/res/crosshair.glslv b/res/crosshair.glslv index 5d240912..1d67cb55 100644 --- a/res/crosshair.glslv +++ b/res/crosshair.glslv @@ -2,6 +2,9 @@ layout (location = 0) in vec2 v_position; +uniform float u_ar; +uniform float u_scale; + void main(){ - gl_Position = vec4(v_position, 0.0, 1.0); + gl_Position = vec4(v_position.x * u_ar * u_scale, v_position.y * u_scale, 0.0, 1.0); } diff --git a/res/main.glslf b/res/main.glslf index 7528e68a..1b998767 100644 --- a/res/main.glslf +++ b/res/main.glslf @@ -10,8 +10,8 @@ uniform vec3 u_fogColor; void main(){ vec4 tex_color = texture(u_texture0, a_texCoord); - if (tex_color.a < 0.5) - discard; + //if (tex_color.a < 0.5) + // discard; float depth = (a_distance/256.0)*(a_distance/256.0)*256.0; - f_color = mix(a_color * tex_color, vec4(u_fogColor,1.0), min(1.0, depth/256.0)); + f_color = mix(a_color * tex_color, vec4(u_fogColor,1.0), min(1.0, depth/256.0/1.0f)); } diff --git a/res/main.glslv b/res/main.glslv index a0513030..8f3e237e 100644 --- a/res/main.glslv +++ b/res/main.glslv @@ -12,10 +12,12 @@ uniform mat4 u_model; uniform mat4 u_proj; uniform mat4 u_view; uniform vec3 u_skyLightColor; +uniform vec3 u_cameraPos; uniform float u_gamma; void main(){ - vec4 viewmodelpos = u_view * u_model * vec4(v_position, 1.0); + vec2 pos2d = (u_model * vec4(v_position, 1.0)).xz-u_cameraPos.xz; + vec4 viewmodelpos = u_view * u_model * vec4(v_position+vec3(0,pow(length(pos2d)*0.0, 3.0),0), 1.0); a_color = vec4(pow(v_light.rgb, vec3(u_gamma)),1.0f); a_texCoord = v_texCoord; a_color.rgb += u_skyLightColor * v_light.a*0.5; diff --git a/src/Assets.cpp b/src/Assets.cpp new file mode 100644 index 00000000..fbaaa21e --- /dev/null +++ b/src/Assets.cpp @@ -0,0 +1,31 @@ +#include "Assets.h" + +#include "graphics/Texture.h" +#include "graphics/Shader.h" + +Assets::~Assets() { + for (auto& iter : shaders){ + delete iter.second; + } + + for (auto& iter : textures){ + delete iter.second; + } +} + +Texture* Assets::getTexture(std::string name){ + return textures[name]; +} + +void Assets::store(Texture* texture, std::string name){ + textures[name] = texture; +} + + +Shader* Assets::getShader(std::string name){ + return shaders[name]; +} + +void Assets::store(Shader* shader, std::string name){ + shaders[name] = shader; +} diff --git a/src/Assets.h b/src/Assets.h new file mode 100644 index 00000000..daca7d19 --- /dev/null +++ b/src/Assets.h @@ -0,0 +1,22 @@ +#ifndef SRC_ASSETS_H_ +#define SRC_ASSETS_H_ + +#include +#include + +class Texture; +class Shader; + +class Assets { + std::unordered_map textures; + std::unordered_map shaders; +public: + ~Assets(); + Texture* getTexture(std::string name); + void store(Texture* texture, std::string name); + + Shader* getShader(std::string name); + void store(Shader* shader, std::string name); +}; + +#endif /* SRC_ASSETS_H_ */ diff --git a/src/declarations.h b/src/declarations.h new file mode 100644 index 00000000..b49304bf --- /dev/null +++ b/src/declarations.h @@ -0,0 +1,114 @@ +#ifndef DECLARATIONS_H +#define DECLARATIONS_H + +#include +#include "Assets.h" +#include "graphics/Shader.h" +#include "graphics/Texture.h" +#include "window/Window.h" + +#include "voxels/Block.h" + + +// Shaders, textures, renderers + +bool _load_shader(Assets* assets, std::string vertex_file, std::string fragment_file, std::string name){ + Shader* shader = load_shader(vertex_file, fragment_file); + if (shader == nullptr){ + std::cerr << "failed to load shader '" << name << "'" << std::endl; + return false; + } + assets->store(shader, name); + return true; +} + +bool _load_texture(Assets* assets, std::string filename, std::string name){ + Texture* texture = load_texture(filename); + if (texture == nullptr){ + std::cerr << "failed to load texture '" << name << "'" << std::endl; + return false; + } + assets->store(texture, name); + return true; +} + +int initialize_assets(Assets* assets) { +#define LOAD_SHADER(VERTEX, FRAGMENT, NAME) \ + if (!_load_shader(assets, VERTEX, FRAGMENT, NAME))\ + return 1; +#define LOAD_TEXTURE(FILENAME, NAME) \ + if (!_load_texture(assets, FILENAME, NAME))\ + return 1; + + LOAD_SHADER("res/main.glslv", "res/main.glslf", "main"); + LOAD_SHADER("res/crosshair.glslv", "res/crosshair.glslf", "crosshair"); + LOAD_SHADER("res/lines.glslv", "res/lines.glslf", "lines"); + + LOAD_TEXTURE("res/block.png", "block"); + return 0; +} + + +// All in-game definitions (blocks, items, etc..) +void setup_definitions() { + // AIR + Block* block = new Block(0,0); + block->drawGroup = 1; + block->lightPassing = true; + block->skyLightPassing = true; + block->obstacle = false; + block->selectable = false; + Block::blocks[block->id] = block; + + // STONE + block = new Block(1,2); + Block::blocks[block->id] = block; + + // GRASS + block = new Block(2,4); + block->textureFaces[2] = 2; + block->textureFaces[3] = 1; + Block::blocks[block->id] = block; + + // LAMP + block = new Block(3,3); + block->emission[0] = 15; + block->emission[1] = 14; + block->emission[2] = 13; + Block::blocks[block->id] = block; + + // GLASS + block = new Block(4,5); + block->drawGroup = 2; + block->lightPassing = true; + Block::blocks[block->id] = block; + + // PLANKS + block = new Block(5,6); + Block::blocks[block->id] = block; + + // WOOD + block = new Block(6,7); + block->textureFaces[2] = 8; + block->textureFaces[3] = 8; + Block::blocks[block->id] = block; + + // LEAVES + block = new Block(7,9); + Block::blocks[block->id] = block; + + // ACTUAL STONE + block = new Block(8,10); + Block::blocks[block->id] = block; + + // WATER + block = new Block(9,11); + block->drawGroup = 4; + block->lightPassing = true; + block->skyLightPassing = false; + block->obstacle = false; + block->selectable = false; + Block::blocks[block->id] = block; +} +#endif // DECLARATIONS_H + diff --git a/src/files/WorldFiles.cpp b/src/files/WorldFiles.cpp index 6df02573..17fee0f0 100644 --- a/src/files/WorldFiles.cpp +++ b/src/files/WorldFiles.cpp @@ -1,6 +1,9 @@ #include "WorldFiles.h" #include "files.h" +#include "../window/Camera.h" +#include "../objects/Player.h" +#include "../physics/Hitbox.h" #include "../voxels/Chunk.h" union { @@ -14,6 +17,9 @@ union { #include #include +#define SECTION_POSITION 1 +#define SECTION_ROTATION 2 + unsigned long WorldFiles::totalCompressed = 0; int bytes2Int(const unsigned char* src, unsigned int offset){ @@ -27,6 +33,23 @@ void int2Bytes(int value, char* dest, unsigned int offset){ dest[offset+3] = (char) (value >> 0 & 255); } +void float2Bytes(float fvalue, char* dest, unsigned int offset){ + uint32_t value = *((uint32_t*)&fvalue); + dest[offset] = (char) (value >> 24 & 255); + dest[offset+1] = (char) (value >> 16 & 255); + dest[offset+2] = (char) (value >> 8 & 255); + dest[offset+3] = (char) (value >> 0 & 255); +} + +float bytes2Float(char* srcs, unsigned int offset){ + unsigned char* src = (unsigned char*) srcs; + uint32_t value = ((src[offset] << 24) | + (src[offset+1] << 16) | + (src[offset+2] << 8) | + (src[offset+3])); + return *(float*)(&value); +} + WorldFiles::WorldFiles(const char* directory, size_t mainBufferCapacity) : directory(directory){ mainBufferIn = new char[CHUNK_VOL*2]; mainBufferOut = new char[mainBufferCapacity]; @@ -81,6 +104,10 @@ std::string WorldFiles::getRegionFile(int x, int y) { return directory + std::to_string(x) + "_" + std::to_string(y) + ".bin"; } +std::string WorldFiles::getPlayerFile() { + return directory + "/player.bin"; +} + bool WorldFiles::getChunk(int x, int y, char* out){ assert(out != nullptr); @@ -129,7 +156,7 @@ bool WorldFiles::readChunk(int x, int y, char* out){ input.read((char*)(&offset), 4); // Ordering bytes from big-endian to machine order (any, just reading) offset = bytes2Int((const unsigned char*)(&offset), 0); - assert (offset < 1000000); + //assert (offset < 1000000); if (offset == 0){ input.close(); return false; @@ -161,6 +188,52 @@ void WorldFiles::write(){ } } +void WorldFiles::writePlayer(Player* player){ + char dst[1+3*4 + 1+2*4]; + + glm::vec3 position = player->hitbox->position; + + size_t offset = 0; + dst[offset++] = SECTION_POSITION; + float2Bytes(position.x, dst, offset); offset += 4; + float2Bytes(position.y, dst, offset); offset += 4; + float2Bytes(position.z, dst, offset); offset += 4; + + dst[offset++] = SECTION_ROTATION; + float2Bytes(player->camX, dst, offset); offset += 4; + float2Bytes(player->camY, dst, offset); offset += 4; + + write_binary_file(getPlayerFile(), (const char*)dst, sizeof(dst)); +} + +bool WorldFiles::readPlayer(Player* player) { + size_t length = 0; + char* data = read_binary_file(getPlayerFile(), length); + if (data == nullptr){ + std::cerr << "could not to read player.bin" << std::endl; + return false; + } + glm::vec3 position = player->hitbox->position; + size_t offset = 0; + while (offset < length){ + char section = data[offset++]; + switch (section){ + case SECTION_POSITION: + position.x = bytes2Float(data, offset); offset += 4; + position.y = bytes2Float(data, offset); offset += 4; + position.z = bytes2Float(data, offset); offset += 4; + break; + case SECTION_ROTATION: + player->camX = bytes2Float(data, offset); offset += 4; + player->camY = bytes2Float(data, offset); offset += 4; + break; + } + } + player->hitbox->position = position; + player->camera->position = position + vec3(0, 1, 0); + return true; +} + unsigned int WorldFiles::writeRegion(char* out, int x, int y, char** region){ unsigned int offset = REGION_VOL * 4; for (unsigned int i = 0; i < offset; i++) diff --git a/src/files/WorldFiles.h b/src/files/WorldFiles.h index 92910ef7..e79aed04 100644 --- a/src/files/WorldFiles.h +++ b/src/files/WorldFiles.h @@ -3,7 +3,9 @@ #include #include -#include + +class Player; + #define REGION_SIZE_BIT 5 #define REGION_SIZE (1 << (REGION_SIZE_BIT)) #define REGION_VOL ((REGION_SIZE) * (REGION_SIZE)) @@ -26,13 +28,16 @@ public: void put(const char* chunkData, int x, int y); + bool readPlayer(Player* player); bool readChunk(int x, int y, char* out); bool getChunk(int x, int y, char* out); void readRegion(char* fileContent); unsigned int writeRegion(char* out, int x, int y, char** region); + void writePlayer(Player* player); void write(); std::string getRegionFile(int x, int y); + std::string getPlayerFile(); }; extern void longToCoords(int& x, int& y, long key); diff --git a/src/files/files.cpp b/src/files/files.cpp index 3b6e8881..2344128b 100644 --- a/src/files/files.cpp +++ b/src/files/files.cpp @@ -40,14 +40,18 @@ bool read_binary_file(std::string filename, char* data, size_t size) { return true; } -bool read_binary_file(std::string filename, char* data, size_t offset, size_t size) { +char* read_binary_file(std::string filename, size_t& length) { std::ifstream input(filename, std::ios::binary); if (!input.is_open()) - return false; - input.seekg(offset); - input.read(data, size); + return nullptr; + input.seekg(0, std::ios_base::end); + length = input.tellg(); + input.seekg(0, std::ios_base::beg); + + char* data = new char[length]; + input.read(data, length); input.close(); - return true; + return data; } // returns decompressed length diff --git a/src/files/files.h b/src/files/files.h index 6e75175a..7b53cb16 100644 --- a/src/files/files.h +++ b/src/files/files.h @@ -7,6 +7,7 @@ extern bool write_binary_file(std::string filename, const char* data, size_t siz extern unsigned int append_binary_file(std::string filename, const char* data, size_t size); extern bool read_binary_file(std::string filename, char* data, size_t size); extern bool read_binary_file(std::string filename, char* data, size_t offset, size_t size); +extern char* read_binary_file(std::string filename, size_t& length); extern unsigned int calcRLE(const char* src, unsigned int length); extern unsigned int compressRLE(const char* src, unsigned int length, char* dst); diff --git a/src/graphics/Batch2D.cpp b/src/graphics/Batch2D.cpp new file mode 100644 index 00000000..e6b43770 --- /dev/null +++ b/src/graphics/Batch2D.cpp @@ -0,0 +1,18 @@ +#include "Batch2D.h" +#include "Mesh.h" + +Batch2D::Batch2D(size_t capacity) : capacity(capacity), + offset(0), + color(1.0f, 1.0f, 1.0f, 1.0f){ + const int attrs[] = { + 2, 2, 4, 0 //null terminator + }; + + buffer = new float[capacity]; + mesh = new Mesh(nullptr, 0, attrs); +} + +Batch2D::~Batch2D(){ + delete buffer; + delete mesh; +} diff --git a/src/graphics/Batch2D.h b/src/graphics/Batch2D.h new file mode 100644 index 00000000..7e756eda --- /dev/null +++ b/src/graphics/Batch2D.h @@ -0,0 +1,27 @@ +#ifndef SRC_GRAPHICS_BATCH2D_H_ +#define SRC_GRAPHICS_BATCH2D_H_ + +#include +#include + +class Mesh; + +class Batch2D { + float* buffer; + size_t capacity; + size_t offset; + glm::vec4 color; + Mesh* mesh; + + void vertex(float x, float y, + float u, float v, + float r, float g, float b, float a); +public: + Batch2D(size_t capacity); + ~Batch2D(); + + void rect(float x, float y, float w, float h); + void render(); +}; + +#endif /* SRC_GRAPHICS_BATCH2D_H_ */ diff --git a/src/graphics/LineBatch.cpp b/src/graphics/LineBatch.cpp index eab957d4..ca37f26e 100644 --- a/src/graphics/LineBatch.cpp +++ b/src/graphics/LineBatch.cpp @@ -67,6 +67,7 @@ void LineBatch::box(float x, float y, float z, float w, float h, float d, line(x+w, y+h, z-d, x+w, y+h, z+d, r,g,b,a); } +#include void LineBatch::render(){ if (index == 0) return; diff --git a/src/graphics/Mesh.cpp b/src/graphics/Mesh.cpp index 678115f0..ef99560f 100644 --- a/src/graphics/Mesh.cpp +++ b/src/graphics/Mesh.cpp @@ -12,7 +12,12 @@ Mesh::Mesh(const float* buffer, size_t vertices, const int* attrs) : vertices(ve glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, buffer, GL_STATIC_DRAW); + if (buffer){ + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, buffer, GL_STATIC_DRAW); + } else { + glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STATIC_DRAW); + } + // attributes int offset = 0; diff --git a/src/graphics/VoxelRenderer.cpp b/src/graphics/VoxelRenderer.cpp index 6dbf2c9a..fde67308 100644 --- a/src/graphics/VoxelRenderer.cpp +++ b/src/graphics/VoxelRenderer.cpp @@ -44,254 +44,282 @@ VoxelRenderer::~VoxelRenderer(){ delete[] buffer; } +inline void _renderBlock(float* buffer, int x, int y, int z, const Chunk** chunks, voxel vox, size_t& index){ + unsigned int id = vox.id; + + if (!id){ + return; + } + + float l; + float uvsize = 1.0f/16.0f; + + Block* block = Block::blocks[id]; + unsigned char group = block->drawGroup; + + if (!IS_BLOCKED(x,y+1,z,group)){ + l = 1.0f; + + SETUP_UV(block->textureFaces[3]); + + float lr = LIGHT(x,y+1,z, 0) / 15.0f; + float lg = LIGHT(x,y+1,z, 1) / 15.0f; + float lb = LIGHT(x,y+1,z, 2) / 15.0f; + float ls = LIGHT(x,y+1,z, 3) / 15.0f; + + float lr0 = (LIGHT(x-1,y+1,z,0) + lr*30 + LIGHT(x-1,y+1,z-1,0) + LIGHT(x,y+1,z-1,0)) / 5.0f / 15.0f; + float lr1 = (LIGHT(x-1,y+1,z,0) + lr*30 + LIGHT(x-1,y+1,z+1,0) + LIGHT(x,y+1,z+1,0)) / 5.0f / 15.0f; + float lr2 = (LIGHT(x+1,y+1,z,0) + lr*30 + LIGHT(x+1,y+1,z+1,0) + LIGHT(x,y+1,z+1,0)) / 5.0f / 15.0f; + float lr3 = (LIGHT(x+1,y+1,z,0) + lr*30 + LIGHT(x+1,y+1,z-1,0) + LIGHT(x,y+1,z-1,0)) / 5.0f / 15.0f; + + float lg0 = (LIGHT(x-1,y+1,z,1) + lg*30 + LIGHT(x-1,y+1,z-1,1) + LIGHT(x,y+1,z-1,1)) / 5.0f / 15.0f; + float lg1 = (LIGHT(x-1,y+1,z,1) + lg*30 + LIGHT(x-1,y+1,z+1,1) + LIGHT(x,y+1,z+1,1)) / 5.0f / 15.0f; + float lg2 = (LIGHT(x+1,y+1,z,1) + lg*30 + LIGHT(x+1,y+1,z+1,1) + LIGHT(x,y+1,z+1,1)) / 5.0f / 15.0f; + float lg3 = (LIGHT(x+1,y+1,z,1) + lg*30 + LIGHT(x+1,y+1,z-1,1) + LIGHT(x,y+1,z-1,1)) / 5.0f / 15.0f; + + float lb0 = (LIGHT(x-1,y+1,z,2) + lb*30 + LIGHT(x-1,y+1,z-1,2) + LIGHT(x,y+1,z-1,2)) / 5.0f / 15.0f; + float lb1 = (LIGHT(x-1,y+1,z,2) + lb*30 + LIGHT(x-1,y+1,z+1,2) + LIGHT(x,y+1,z+1,2)) / 5.0f / 15.0f; + float lb2 = (LIGHT(x+1,y+1,z,2) + lb*30 + LIGHT(x+1,y+1,z+1,2) + LIGHT(x,y+1,z+1,2)) / 5.0f / 15.0f; + float lb3 = (LIGHT(x+1,y+1,z,2) + lb*30 + LIGHT(x+1,y+1,z-1,2) + LIGHT(x,y+1,z-1,2)) / 5.0f / 15.0f; + + float ls0 = (LIGHT(x-1,y+1,z,3) + ls*30 + LIGHT(x-1,y+1,z-1,3) + LIGHT(x,y+1,z-1,3)) / 5.0f / 15.0f; + float ls1 = (LIGHT(x-1,y+1,z,3) + ls*30 + LIGHT(x-1,y+1,z+1,3) + LIGHT(x,y+1,z+1,3)) / 5.0f / 15.0f; + float ls2 = (LIGHT(x+1,y+1,z,3) + ls*30 + LIGHT(x+1,y+1,z+1,3) + LIGHT(x,y+1,z+1,3)) / 5.0f / 15.0f; + float ls3 = (LIGHT(x+1,y+1,z,3) + ls*30 + LIGHT(x+1,y+1,z-1,3) + LIGHT(x,y+1,z-1,3)) / 5.0f / 15.0f; + + VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr0, lg0, lb0, ls0); + VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1, lg1, lb1, ls1); + VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2, lg2, lb2, ls2); + + VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr0, lg0, lb0, ls0); + VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2, lg2, lb2, ls2); + VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v1, lr3, lg3, lb3, ls3); + } + if (!IS_BLOCKED(x,y-1,z,group)){ + l = 0.75f; + + SETUP_UV(block->textureFaces[2]); + + float lr = LIGHT(x,y-1,z, 0) / 15.0f; + float lg = LIGHT(x,y-1,z, 1) / 15.0f; + float lb = LIGHT(x,y-1,z, 2) / 15.0f; + float ls = LIGHT(x,y-1,z, 3) / 15.0f; + + float lr0 = (LIGHT(x-1,y-1,z-1,0) + lr*30 + LIGHT(x-1,y-1,z,0) + LIGHT(x,y-1,z-1,0)) / 5.0f / 15.0f; + float lr1 = (LIGHT(x+1,y-1,z+1,0) + lr*30 + LIGHT(x+1,y-1,z,0) + LIGHT(x,y-1,z+1,0)) / 5.0f / 15.0f; + float lr2 = (LIGHT(x-1,y-1,z+1,0) + lr*30 + LIGHT(x-1,y-1,z,0) + LIGHT(x,y-1,z+1,0)) / 5.0f / 15.0f; + float lr3 = (LIGHT(x+1,y-1,z-1,0) + lr*30 + LIGHT(x+1,y-1,z,0) + LIGHT(x,y-1,z-1,0)) / 5.0f / 15.0f; + + float lg0 = (LIGHT(x-1,y-1,z-1,1) + lg*30 + LIGHT(x-1,y-1,z,1) + LIGHT(x,y-1,z-1,1)) / 5.0f / 15.0f; + float lg1 = (LIGHT(x+1,y-1,z+1,1) + lg*30 + LIGHT(x+1,y-1,z,1) + LIGHT(x,y-1,z+1,1)) / 5.0f / 15.0f; + float lg2 = (LIGHT(x-1,y-1,z+1,1) + lg*30 + LIGHT(x-1,y-1,z,1) + LIGHT(x,y-1,z+1,1)) / 5.0f / 15.0f; + float lg3 = (LIGHT(x+1,y-1,z-1,1) + lg*30 + LIGHT(x+1,y-1,z,1) + LIGHT(x,y-1,z-1,1)) / 5.0f / 15.0f; + + float lb0 = (LIGHT(x-1,y-1,z-1,2) + lb*30 + LIGHT(x-1,y-1,z,2) + LIGHT(x,y-1,z-1,2)) / 5.0f / 15.0f; + float lb1 = (LIGHT(x+1,y-1,z+1,2) + lb*30 + LIGHT(x+1,y-1,z,2) + LIGHT(x,y-1,z+1,2)) / 5.0f / 15.0f; + float lb2 = (LIGHT(x-1,y-1,z+1,2) + lb*30 + LIGHT(x-1,y-1,z,2) + LIGHT(x,y-1,z+1,2)) / 5.0f / 15.0f; + float lb3 = (LIGHT(x+1,y-1,z-1,2) + lb*30 + LIGHT(x+1,y-1,z,2) + LIGHT(x,y-1,z-1,2)) / 5.0f / 15.0f; + + float ls0 = (LIGHT(x-1,y-1,z-1,3) + ls*30 + LIGHT(x-1,y-1,z,3) + LIGHT(x,y-1,z-1,3)) / 5.0f / 15.0f; + float ls1 = (LIGHT(x+1,y-1,z+1,3) + ls*30 + LIGHT(x+1,y-1,z,3) + LIGHT(x,y-1,z+1,3)) / 5.0f / 15.0f; + float ls2 = (LIGHT(x-1,y-1,z+1,3) + ls*30 + LIGHT(x-1,y-1,z,3) + LIGHT(x,y-1,z+1,3)) / 5.0f / 15.0f; + float ls3 = (LIGHT(x+1,y-1,z-1,3) + ls*30 + LIGHT(x+1,y-1,z,3) + LIGHT(x,y-1,z-1,3)) / 5.0f / 15.0f; + + VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0); + VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1); + VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2); + + VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0); + VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr3,lg3,lb3,ls3); + VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1); + } + + if (!IS_BLOCKED(x+1,y,z,group)){ + l = 0.95f; + + SETUP_UV(block->textureFaces[1]); + + float lr = LIGHT(x+1,y,z, 0) / 15.0f; + float lg = LIGHT(x+1,y,z, 1) / 15.0f; + float lb = LIGHT(x+1,y,z, 2) / 15.0f; + float ls = LIGHT(x+1,y,z, 3) / 15.0f; + + float lr0 = (LIGHT(x+1,y-1,z-1,0) + lr*30 + LIGHT(x+1,y,z-1,0) + LIGHT(x+1,y-1,z,0)) / 5.0f / 15.0f; + float lr1 = (LIGHT(x+1,y+1,z-1,0) + lr*30 + LIGHT(x+1,y,z-1,0) + LIGHT(x+1,y+1,z,0)) / 5.0f / 15.0f; + float lr2 = (LIGHT(x+1,y+1,z+1,0) + lr*30 + LIGHT(x+1,y,z+1,0) + LIGHT(x+1,y+1,z,0)) / 5.0f / 15.0f; + float lr3 = (LIGHT(x+1,y-1,z+1,0) + lr*30 + LIGHT(x+1,y,z+1,0) + LIGHT(x+1,y-1,z,0)) / 5.0f / 15.0f; + + float lg0 = (LIGHT(x+1,y-1,z-1,1) + lg*30 + LIGHT(x+1,y,z-1,1) + LIGHT(x+1,y-1,z,1)) / 5.0f / 15.0f; + float lg1 = (LIGHT(x+1,y+1,z-1,1) + lg*30 + LIGHT(x+1,y,z-1,1) + LIGHT(x+1,y+1,z,1)) / 5.0f / 15.0f; + float lg2 = (LIGHT(x+1,y+1,z+1,1) + lg*30 + LIGHT(x+1,y,z+1,1) + LIGHT(x+1,y+1,z,1)) / 5.0f / 15.0f; + float lg3 = (LIGHT(x+1,y-1,z+1,1) + lg*30 + LIGHT(x+1,y,z+1,1) + LIGHT(x+1,y-1,z,1)) / 5.0f / 15.0f; + + float lb0 = (LIGHT(x+1,y-1,z-1,2) + lb*30 + LIGHT(x+1,y,z-1,2) + LIGHT(x+1,y-1,z,2)) / 5.0f / 15.0f; + float lb1 = (LIGHT(x+1,y+1,z-1,2) + lb*30 + LIGHT(x+1,y,z-1,2) + LIGHT(x+1,y+1,z,2)) / 5.0f / 15.0f; + float lb2 = (LIGHT(x+1,y+1,z+1,2) + lb*30 + LIGHT(x+1,y,z+1,2) + LIGHT(x+1,y+1,z,2)) / 5.0f / 15.0f; + float lb3 = (LIGHT(x+1,y-1,z+1,2) + lb*30 + LIGHT(x+1,y,z+1,2) + LIGHT(x+1,y-1,z,2)) / 5.0f / 15.0f; + + float ls0 = (LIGHT(x+1,y-1,z-1,3) + ls*30 + LIGHT(x+1,y,z-1,3) + LIGHT(x+1,y-1,z,3)) / 5.0f / 15.0f; + float ls1 = (LIGHT(x+1,y+1,z-1,3) + ls*30 + LIGHT(x+1,y,z-1,3) + LIGHT(x+1,y+1,z,3)) / 5.0f / 15.0f; + float ls2 = (LIGHT(x+1,y+1,z+1,3) + ls*30 + LIGHT(x+1,y,z+1,3) + LIGHT(x+1,y+1,z,3)) / 5.0f / 15.0f; + float ls3 = (LIGHT(x+1,y-1,z+1,3) + ls*30 + LIGHT(x+1,y,z+1,3) + LIGHT(x+1,y-1,z,3)) / 5.0f / 15.0f; + + VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0); + VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u2,v2, lr1,lg1,lb1,ls1); + VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2); + + VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0); + VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2); + VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u1,v1, lr3,lg3,lb3,ls3); + } + if (!IS_BLOCKED(x-1,y,z,group)){ + l = 0.85f; + + SETUP_UV(block->textureFaces[0]); + + float lr = LIGHT(x-1,y,z, 0) / 15.0f; + float lg = LIGHT(x-1,y,z, 1) / 15.0f; + float lb = LIGHT(x-1,y,z, 2) / 15.0f; + float ls = LIGHT(x-1,y,z, 3) / 15.0f; + + float lr0 = (LIGHT(x-1,y-1,z-1,0) + lr*30 + LIGHT(x-1,y,z-1,0) + LIGHT(x-1,y-1,z,0)) / 5.0f / 15.0f; + float lr1 = (LIGHT(x-1,y+1,z+1,0) + lr*30 + LIGHT(x-1,y,z+1,0) + LIGHT(x-1,y+1,z,0)) / 5.0f / 15.0f; + float lr2 = (LIGHT(x-1,y+1,z-1,0) + lr*30 + LIGHT(x-1,y,z-1,0) + LIGHT(x-1,y+1,z,0)) / 5.0f / 15.0f; + float lr3 = (LIGHT(x-1,y-1,z+1,0) + lr*30 + LIGHT(x-1,y,z+1,0) + LIGHT(x-1,y-1,z,0)) / 5.0f / 15.0f; + + float lg0 = (LIGHT(x-1,y-1,z-1,1) + lg*30 + LIGHT(x-1,y,z-1,1) + LIGHT(x-1,y-1,z,1)) / 5.0f / 15.0f; + float lg1 = (LIGHT(x-1,y+1,z+1,1) + lg*30 + LIGHT(x-1,y,z+1,1) + LIGHT(x-1,y+1,z,1)) / 5.0f / 15.0f; + float lg2 = (LIGHT(x-1,y+1,z-1,1) + lg*30 + LIGHT(x-1,y,z-1,1) + LIGHT(x-1,y+1,z,1)) / 5.0f / 15.0f; + float lg3 = (LIGHT(x-1,y-1,z+1,1) + lg*30 + LIGHT(x-1,y,z+1,1) + LIGHT(x-1,y-1,z,1)) / 5.0f / 15.0f; + + float lb0 = (LIGHT(x-1,y-1,z-1,2) + lb*30 + LIGHT(x-1,y,z-1,2) + LIGHT(x-1,y-1,z,2)) / 5.0f / 15.0f; + float lb1 = (LIGHT(x-1,y+1,z+1,2) + lb*30 + LIGHT(x-1,y,z+1,2) + LIGHT(x-1,y+1,z,2)) / 5.0f / 15.0f; + float lb2 = (LIGHT(x-1,y+1,z-1,2) + lb*30 + LIGHT(x-1,y,z-1,2) + LIGHT(x-1,y+1,z,2)) / 5.0f / 15.0f; + float lb3 = (LIGHT(x-1,y-1,z+1,2) + lb*30 + LIGHT(x-1,y,z+1,2) + LIGHT(x-1,y-1,z,2)) / 5.0f / 15.0f; + + float ls0 = (LIGHT(x-1,y-1,z-1,3) + ls*30 + LIGHT(x-1,y,z-1,3) + LIGHT(x-1,y-1,z,3)) / 5.0f / 15.0f; + float ls1 = (LIGHT(x-1,y+1,z+1,3) + ls*30 + LIGHT(x-1,y,z+1,3) + LIGHT(x-1,y+1,z,3)) / 5.0f / 15.0f; + float ls2 = (LIGHT(x-1,y+1,z-1,3) + ls*30 + LIGHT(x-1,y,z-1,3) + LIGHT(x-1,y+1,z,3)) / 5.0f / 15.0f; + float ls3 = (LIGHT(x-1,y-1,z+1,3) + ls*30 + LIGHT(x-1,y,z+1,3) + LIGHT(x-1,y-1,z,3)) / 5.0f / 15.0f; + + VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0); + VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1); + VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2); + + VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0); + VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u2,v1, lr3,lg3,lb3,ls3); + VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1); + } + + if (!IS_BLOCKED(x,y,z+1,group)){ + l = 0.9f; + + SETUP_UV(block->textureFaces[5]); + + float lr = LIGHT(x,y,z+1, 0) / 15.0f; + float lg = LIGHT(x,y,z+1, 1) / 15.0f; + float lb = LIGHT(x,y,z+1, 2) / 15.0f; + float ls = LIGHT(x,y,z+1, 3) / 15.0f; + + float lr0 = l*(LIGHT(x-1,y-1,z+1,0) + lr*30 + LIGHT(x,y-1,z+1,0) + LIGHT(x-1,y,z+1,0)) / 5.0f / 15.0f; + float lr1 = l*(LIGHT(x+1,y+1,z+1,0) + lr*30 + LIGHT(x,y+1,z+1,0) + LIGHT(x+1,y,z+1,0)) / 5.0f / 15.0f; + float lr2 = l*(LIGHT(x-1,y+1,z+1,0) + lr*30 + LIGHT(x,y+1,z+1,0) + LIGHT(x-1,y,z+1,0)) / 5.0f / 15.0f; + float lr3 = l*(LIGHT(x+1,y-1,z+1,0) + lr*30 + LIGHT(x,y-1,z+1,0) + LIGHT(x+1,y,z+1,0)) / 5.0f / 15.0f; + + float lg0 = l*(LIGHT(x-1,y-1,z+1,1) + lg*30 + LIGHT(x,y-1,z+1,1) + LIGHT(x-1,y,z+1,1)) / 5.0f / 15.0f; + float lg1 = l*(LIGHT(x+1,y+1,z+1,1) + lg*30 + LIGHT(x,y+1,z+1,1) + LIGHT(x+1,y,z+1,1)) / 5.0f / 15.0f; + float lg2 = l*(LIGHT(x-1,y+1,z+1,1) + lg*30 + LIGHT(x,y+1,z+1,1) + LIGHT(x-1,y,z+1,1)) / 5.0f / 15.0f; + float lg3 = l*(LIGHT(x+1,y-1,z+1,1) + lg*30 + LIGHT(x,y-1,z+1,1) + LIGHT(x+1,y,z+1,1)) / 5.0f / 15.0f; + + float lb0 = l*(LIGHT(x-1,y-1,z+1,2) + lb*30 + LIGHT(x,y-1,z+1,2) + LIGHT(x-1,y,z+1,2)) / 5.0f / 15.0f; + float lb1 = l*(LIGHT(x+1,y+1,z+1,2) + lb*30 + LIGHT(x,y+1,z+1,2) + LIGHT(x+1,y,z+1,2)) / 5.0f / 15.0f; + float lb2 = l*(LIGHT(x-1,y+1,z+1,2) + lb*30 + LIGHT(x,y+1,z+1,2) + LIGHT(x-1,y,z+1,2)) / 5.0f / 15.0f; + float lb3 = l*(LIGHT(x+1,y-1,z+1,2) + lb*30 + LIGHT(x,y-1,z+1,2) + LIGHT(x+1,y,z+1,2)) / 5.0f / 15.0f; + + float ls0 = l*(LIGHT(x-1,y-1,z+1,3) + ls*30 + LIGHT(x,y-1,z+1,3) + LIGHT(x-1,y,z+1,3)) / 5.0f / 15.0f; + float ls1 = l*(LIGHT(x+1,y+1,z+1,3) + ls*30 + LIGHT(x,y+1,z+1,3) + LIGHT(x+1,y,z+1,3)) / 5.0f / 15.0f; + float ls2 = l*(LIGHT(x-1,y+1,z+1,3) + ls*30 + LIGHT(x,y+1,z+1,3) + LIGHT(x-1,y,z+1,3)) / 5.0f / 15.0f; + float ls3 = l*(LIGHT(x+1,y-1,z+1,3) + ls*30 + LIGHT(x,y-1,z+1,3) + LIGHT(x+1,y,z+1,3)) / 5.0f / 15.0f; + + VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0); + VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1); + VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2); + + VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0); + VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v1, lr3,lg3,lb3,ls3); + VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1); + } + if (!IS_BLOCKED(x,y,z-1,group)){ + l = 0.8f; + + SETUP_UV(block->textureFaces[4]); + + float lr = LIGHT(x,y,z-1, 0) / 15.0f; + float lg = LIGHT(x,y,z-1, 1) / 15.0f; + float lb = LIGHT(x,y,z-1, 2) / 15.0f; + float ls = LIGHT(x,y,z-1, 3) / 15.0f; + + float lr0 = l*(LIGHT(x-1,y-1,z-1,0) + lr*30 + LIGHT(x,y-1,z-1,0) + LIGHT(x-1,y,z-1,0)) / 5.0f / 15.0f; + float lr1 = l*(LIGHT(x-1,y+1,z-1,0) + lr*30 + LIGHT(x,y+1,z-1,0) + LIGHT(x-1,y,z-1,0)) / 5.0f / 15.0f; + float lr2 = l*(LIGHT(x+1,y+1,z-1,0) + lr*30 + LIGHT(x,y+1,z-1,0) + LIGHT(x+1,y,z-1,0)) / 5.0f / 15.0f; + float lr3 = l*(LIGHT(x+1,y-1,z-1,0) + lr*30 + LIGHT(x,y-1,z-1,0) + LIGHT(x+1,y,z-1,0)) / 5.0f / 15.0f; + + float lg0 = l*(LIGHT(x-1,y-1,z-1,1) + lg*30 + LIGHT(x,y-1,z-1,1) + LIGHT(x-1,y,z-1,1)) / 5.0f / 15.0f; + float lg1 = l*(LIGHT(x-1,y+1,z-1,1) + lg*30 + LIGHT(x,y+1,z-1,1) + LIGHT(x-1,y,z-1,1)) / 5.0f / 15.0f; + float lg2 = l*(LIGHT(x+1,y+1,z-1,1) + lg*30 + LIGHT(x,y+1,z-1,1) + LIGHT(x+1,y,z-1,1)) / 5.0f / 15.0f; + float lg3 = l*(LIGHT(x+1,y-1,z-1,1) + lg*30 + LIGHT(x,y-1,z-1,1) + LIGHT(x+1,y,z-1,1)) / 5.0f / 15.0f; + + float lb0 = l*(LIGHT(x-1,y-1,z-1,2) + lb*30 + LIGHT(x,y-1,z-1,2) + LIGHT(x-1,y,z-1,2)) / 5.0f / 15.0f; + float lb1 = l*(LIGHT(x-1,y+1,z-1,2) + lb*30 + LIGHT(x,y+1,z-1,2) + LIGHT(x-1,y,z-1,2)) / 5.0f / 15.0f; + float lb2 = l*(LIGHT(x+1,y+1,z-1,2) + lb*30 + LIGHT(x,y+1,z-1,2) + LIGHT(x+1,y,z-1,2)) / 5.0f / 15.0f; + float lb3 = l*(LIGHT(x+1,y-1,z-1,2) + lb*30 + LIGHT(x,y-1,z-1,2) + LIGHT(x+1,y,z-1,2)) / 5.0f / 15.0f; + + float ls0 = l*(LIGHT(x-1,y-1,z-1,3) + ls*30 + LIGHT(x,y-1,z-1,3) + LIGHT(x-1,y,z-1,3)) / 5.0f / 15.0f; + float ls1 = l*(LIGHT(x-1,y+1,z-1,3) + ls*30 + LIGHT(x,y+1,z-1,3) + LIGHT(x-1,y,z-1,3)) / 5.0f / 15.0f; + float ls2 = l*(LIGHT(x+1,y+1,z-1,3) + ls*30 + LIGHT(x,y+1,z-1,3) + LIGHT(x+1,y,z-1,3)) / 5.0f / 15.0f; + float ls3 = l*(LIGHT(x+1,y-1,z-1,3) + ls*30 + LIGHT(x,y-1,z-1,3) + LIGHT(x+1,y,z-1,3)) / 5.0f / 15.0f; + + VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0); + VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v2, lr1,lg1,lb1,ls1); + VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2); + + VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0); + VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2); + VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u1,v1, lr3,lg3,lb3,ls3); + } +} + Mesh* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks){ size_t index = 0; for (int y = 0; y < CHUNK_H; y++){ for (int z = 0; z < CHUNK_D; z++){ for (int x = 0; x < CHUNK_W; x++){ voxel vox = chunk->voxels[(y * CHUNK_D + z) * CHUNK_W + x]; - unsigned int id = vox.id; - - if (!id){ + if (vox.id == 9 || vox.id == 4) continue; - } + _renderBlock(buffer, x, y, z, chunks, vox, index); + } + } + } - float l; - float uvsize = 1.0f/16.0f; + for (int y = 0; y < CHUNK_H; y++){ + for (int z = 0; z < CHUNK_D; z++){ + for (int x = 0; x < CHUNK_W; x++){ + voxel vox = chunk->voxels[(y * CHUNK_D + z) * CHUNK_W + x]; + if (vox.id != 9) + continue; + _renderBlock(buffer, x, y, z, chunks, vox, index); + } + } + } - Block* block = Block::blocks[id]; - unsigned char group = block->drawGroup; - - if (!IS_BLOCKED(x,y+1,z,group)){ - l = 1.0f; - - SETUP_UV(block->textureFaces[3]); - - float lr = LIGHT(x,y+1,z, 0) / 15.0f; - float lg = LIGHT(x,y+1,z, 1) / 15.0f; - float lb = LIGHT(x,y+1,z, 2) / 15.0f; - float ls = LIGHT(x,y+1,z, 3) / 15.0f; - - float lr0 = (LIGHT(x-1,y+1,z,0) + lr*30 + LIGHT(x-1,y+1,z-1,0) + LIGHT(x,y+1,z-1,0)) / 5.0f / 15.0f; - float lr1 = (LIGHT(x-1,y+1,z,0) + lr*30 + LIGHT(x-1,y+1,z+1,0) + LIGHT(x,y+1,z+1,0)) / 5.0f / 15.0f; - float lr2 = (LIGHT(x+1,y+1,z,0) + lr*30 + LIGHT(x+1,y+1,z+1,0) + LIGHT(x,y+1,z+1,0)) / 5.0f / 15.0f; - float lr3 = (LIGHT(x+1,y+1,z,0) + lr*30 + LIGHT(x+1,y+1,z-1,0) + LIGHT(x,y+1,z-1,0)) / 5.0f / 15.0f; - - float lg0 = (LIGHT(x-1,y+1,z,1) + lg*30 + LIGHT(x-1,y+1,z-1,1) + LIGHT(x,y+1,z-1,1)) / 5.0f / 15.0f; - float lg1 = (LIGHT(x-1,y+1,z,1) + lg*30 + LIGHT(x-1,y+1,z+1,1) + LIGHT(x,y+1,z+1,1)) / 5.0f / 15.0f; - float lg2 = (LIGHT(x+1,y+1,z,1) + lg*30 + LIGHT(x+1,y+1,z+1,1) + LIGHT(x,y+1,z+1,1)) / 5.0f / 15.0f; - float lg3 = (LIGHT(x+1,y+1,z,1) + lg*30 + LIGHT(x+1,y+1,z-1,1) + LIGHT(x,y+1,z-1,1)) / 5.0f / 15.0f; - - float lb0 = (LIGHT(x-1,y+1,z,2) + lb*30 + LIGHT(x-1,y+1,z-1,2) + LIGHT(x,y+1,z-1,2)) / 5.0f / 15.0f; - float lb1 = (LIGHT(x-1,y+1,z,2) + lb*30 + LIGHT(x-1,y+1,z+1,2) + LIGHT(x,y+1,z+1,2)) / 5.0f / 15.0f; - float lb2 = (LIGHT(x+1,y+1,z,2) + lb*30 + LIGHT(x+1,y+1,z+1,2) + LIGHT(x,y+1,z+1,2)) / 5.0f / 15.0f; - float lb3 = (LIGHT(x+1,y+1,z,2) + lb*30 + LIGHT(x+1,y+1,z-1,2) + LIGHT(x,y+1,z-1,2)) / 5.0f / 15.0f; - - float ls0 = (LIGHT(x-1,y+1,z,3) + ls*30 + LIGHT(x-1,y+1,z-1,3) + LIGHT(x,y+1,z-1,3)) / 5.0f / 15.0f; - float ls1 = (LIGHT(x-1,y+1,z,3) + ls*30 + LIGHT(x-1,y+1,z+1,3) + LIGHT(x,y+1,z+1,3)) / 5.0f / 15.0f; - float ls2 = (LIGHT(x+1,y+1,z,3) + ls*30 + LIGHT(x+1,y+1,z+1,3) + LIGHT(x,y+1,z+1,3)) / 5.0f / 15.0f; - float ls3 = (LIGHT(x+1,y+1,z,3) + ls*30 + LIGHT(x+1,y+1,z-1,3) + LIGHT(x,y+1,z-1,3)) / 5.0f / 15.0f; - - VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr0, lg0, lb0, ls0); - VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1, lg1, lb1, ls1); - VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2, lg2, lb2, ls2); - - VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v1, lr0, lg0, lb0, ls0); - VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2, lg2, lb2, ls2); - VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v1, lr3, lg3, lb3, ls3); - } - if (!IS_BLOCKED(x,y-1,z,group)){ - l = 0.75f; - - SETUP_UV(block->textureFaces[2]); - - float lr = LIGHT(x,y-1,z, 0) / 15.0f; - float lg = LIGHT(x,y-1,z, 1) / 15.0f; - float lb = LIGHT(x,y-1,z, 2) / 15.0f; - float ls = LIGHT(x,y-1,z, 3) / 15.0f; - - float lr0 = (LIGHT(x-1,y-1,z-1,0) + lr*30 + LIGHT(x-1,y-1,z,0) + LIGHT(x,y-1,z-1,0)) / 5.0f / 15.0f; - float lr1 = (LIGHT(x+1,y-1,z+1,0) + lr*30 + LIGHT(x+1,y-1,z,0) + LIGHT(x,y-1,z+1,0)) / 5.0f / 15.0f; - float lr2 = (LIGHT(x-1,y-1,z+1,0) + lr*30 + LIGHT(x-1,y-1,z,0) + LIGHT(x,y-1,z+1,0)) / 5.0f / 15.0f; - float lr3 = (LIGHT(x+1,y-1,z-1,0) + lr*30 + LIGHT(x+1,y-1,z,0) + LIGHT(x,y-1,z-1,0)) / 5.0f / 15.0f; - - float lg0 = (LIGHT(x-1,y-1,z-1,1) + lg*30 + LIGHT(x-1,y-1,z,1) + LIGHT(x,y-1,z-1,1)) / 5.0f / 15.0f; - float lg1 = (LIGHT(x+1,y-1,z+1,1) + lg*30 + LIGHT(x+1,y-1,z,1) + LIGHT(x,y-1,z+1,1)) / 5.0f / 15.0f; - float lg2 = (LIGHT(x-1,y-1,z+1,1) + lg*30 + LIGHT(x-1,y-1,z,1) + LIGHT(x,y-1,z+1,1)) / 5.0f / 15.0f; - float lg3 = (LIGHT(x+1,y-1,z-1,1) + lg*30 + LIGHT(x+1,y-1,z,1) + LIGHT(x,y-1,z-1,1)) / 5.0f / 15.0f; - - float lb0 = (LIGHT(x-1,y-1,z-1,2) + lb*30 + LIGHT(x-1,y-1,z,2) + LIGHT(x,y-1,z-1,2)) / 5.0f / 15.0f; - float lb1 = (LIGHT(x+1,y-1,z+1,2) + lb*30 + LIGHT(x+1,y-1,z,2) + LIGHT(x,y-1,z+1,2)) / 5.0f / 15.0f; - float lb2 = (LIGHT(x-1,y-1,z+1,2) + lb*30 + LIGHT(x-1,y-1,z,2) + LIGHT(x,y-1,z+1,2)) / 5.0f / 15.0f; - float lb3 = (LIGHT(x+1,y-1,z-1,2) + lb*30 + LIGHT(x+1,y-1,z,2) + LIGHT(x,y-1,z-1,2)) / 5.0f / 15.0f; - - float ls0 = (LIGHT(x-1,y-1,z-1,3) + ls*30 + LIGHT(x-1,y-1,z,3) + LIGHT(x,y-1,z-1,3)) / 5.0f / 15.0f; - float ls1 = (LIGHT(x+1,y-1,z+1,3) + ls*30 + LIGHT(x+1,y-1,z,3) + LIGHT(x,y-1,z+1,3)) / 5.0f / 15.0f; - float ls2 = (LIGHT(x-1,y-1,z+1,3) + ls*30 + LIGHT(x-1,y-1,z,3) + LIGHT(x,y-1,z+1,3)) / 5.0f / 15.0f; - float ls3 = (LIGHT(x+1,y-1,z-1,3) + ls*30 + LIGHT(x+1,y-1,z,3) + LIGHT(x,y-1,z-1,3)) / 5.0f / 15.0f; - - VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0); - VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1); - VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2); - - VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0); - VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr3,lg3,lb3,ls3); - VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1); - } - - if (!IS_BLOCKED(x+1,y,z,group)){ - l = 0.95f; - - SETUP_UV(block->textureFaces[1]); - - float lr = LIGHT(x+1,y,z, 0) / 15.0f; - float lg = LIGHT(x+1,y,z, 1) / 15.0f; - float lb = LIGHT(x+1,y,z, 2) / 15.0f; - float ls = LIGHT(x+1,y,z, 3) / 15.0f; - - float lr0 = (LIGHT(x+1,y-1,z-1,0) + lr*30 + LIGHT(x+1,y,z-1,0) + LIGHT(x+1,y-1,z,0)) / 5.0f / 15.0f; - float lr1 = (LIGHT(x+1,y+1,z-1,0) + lr*30 + LIGHT(x+1,y,z-1,0) + LIGHT(x+1,y+1,z,0)) / 5.0f / 15.0f; - float lr2 = (LIGHT(x+1,y+1,z+1,0) + lr*30 + LIGHT(x+1,y,z+1,0) + LIGHT(x+1,y+1,z,0)) / 5.0f / 15.0f; - float lr3 = (LIGHT(x+1,y-1,z+1,0) + lr*30 + LIGHT(x+1,y,z+1,0) + LIGHT(x+1,y-1,z,0)) / 5.0f / 15.0f; - - float lg0 = (LIGHT(x+1,y-1,z-1,1) + lg*30 + LIGHT(x+1,y,z-1,1) + LIGHT(x+1,y-1,z,1)) / 5.0f / 15.0f; - float lg1 = (LIGHT(x+1,y+1,z-1,1) + lg*30 + LIGHT(x+1,y,z-1,1) + LIGHT(x+1,y+1,z,1)) / 5.0f / 15.0f; - float lg2 = (LIGHT(x+1,y+1,z+1,1) + lg*30 + LIGHT(x+1,y,z+1,1) + LIGHT(x+1,y+1,z,1)) / 5.0f / 15.0f; - float lg3 = (LIGHT(x+1,y-1,z+1,1) + lg*30 + LIGHT(x+1,y,z+1,1) + LIGHT(x+1,y-1,z,1)) / 5.0f / 15.0f; - - float lb0 = (LIGHT(x+1,y-1,z-1,2) + lb*30 + LIGHT(x+1,y,z-1,2) + LIGHT(x+1,y-1,z,2)) / 5.0f / 15.0f; - float lb1 = (LIGHT(x+1,y+1,z-1,2) + lb*30 + LIGHT(x+1,y,z-1,2) + LIGHT(x+1,y+1,z,2)) / 5.0f / 15.0f; - float lb2 = (LIGHT(x+1,y+1,z+1,2) + lb*30 + LIGHT(x+1,y,z+1,2) + LIGHT(x+1,y+1,z,2)) / 5.0f / 15.0f; - float lb3 = (LIGHT(x+1,y-1,z+1,2) + lb*30 + LIGHT(x+1,y,z+1,2) + LIGHT(x+1,y-1,z,2)) / 5.0f / 15.0f; - - float ls0 = (LIGHT(x+1,y-1,z-1,3) + ls*30 + LIGHT(x+1,y,z-1,3) + LIGHT(x+1,y-1,z,3)) / 5.0f / 15.0f; - float ls1 = (LIGHT(x+1,y+1,z-1,3) + ls*30 + LIGHT(x+1,y,z-1,3) + LIGHT(x+1,y+1,z,3)) / 5.0f / 15.0f; - float ls2 = (LIGHT(x+1,y+1,z+1,3) + ls*30 + LIGHT(x+1,y,z+1,3) + LIGHT(x+1,y+1,z,3)) / 5.0f / 15.0f; - float ls3 = (LIGHT(x+1,y-1,z+1,3) + ls*30 + LIGHT(x+1,y,z+1,3) + LIGHT(x+1,y-1,z,3)) / 5.0f / 15.0f; - - VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0); - VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u2,v2, lr1,lg1,lb1,ls1); - VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2); - - VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0); - VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2); - VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u1,v1, lr3,lg3,lb3,ls3); - } - if (!IS_BLOCKED(x-1,y,z,group)){ - l = 0.85f; - - SETUP_UV(block->textureFaces[0]); - - float lr = LIGHT(x-1,y,z, 0) / 15.0f; - float lg = LIGHT(x-1,y,z, 1) / 15.0f; - float lb = LIGHT(x-1,y,z, 2) / 15.0f; - float ls = LIGHT(x-1,y,z, 3) / 15.0f; - - float lr0 = (LIGHT(x-1,y-1,z-1,0) + lr*30 + LIGHT(x-1,y,z-1,0) + LIGHT(x-1,y-1,z,0)) / 5.0f / 15.0f; - float lr1 = (LIGHT(x-1,y+1,z+1,0) + lr*30 + LIGHT(x-1,y,z+1,0) + LIGHT(x-1,y+1,z,0)) / 5.0f / 15.0f; - float lr2 = (LIGHT(x-1,y+1,z-1,0) + lr*30 + LIGHT(x-1,y,z-1,0) + LIGHT(x-1,y+1,z,0)) / 5.0f / 15.0f; - float lr3 = (LIGHT(x-1,y-1,z+1,0) + lr*30 + LIGHT(x-1,y,z+1,0) + LIGHT(x-1,y-1,z,0)) / 5.0f / 15.0f; - - float lg0 = (LIGHT(x-1,y-1,z-1,1) + lg*30 + LIGHT(x-1,y,z-1,1) + LIGHT(x-1,y-1,z,1)) / 5.0f / 15.0f; - float lg1 = (LIGHT(x-1,y+1,z+1,1) + lg*30 + LIGHT(x-1,y,z+1,1) + LIGHT(x-1,y+1,z,1)) / 5.0f / 15.0f; - float lg2 = (LIGHT(x-1,y+1,z-1,1) + lg*30 + LIGHT(x-1,y,z-1,1) + LIGHT(x-1,y+1,z,1)) / 5.0f / 15.0f; - float lg3 = (LIGHT(x-1,y-1,z+1,1) + lg*30 + LIGHT(x-1,y,z+1,1) + LIGHT(x-1,y-1,z,1)) / 5.0f / 15.0f; - - float lb0 = (LIGHT(x-1,y-1,z-1,2) + lb*30 + LIGHT(x-1,y,z-1,2) + LIGHT(x-1,y-1,z,2)) / 5.0f / 15.0f; - float lb1 = (LIGHT(x-1,y+1,z+1,2) + lb*30 + LIGHT(x-1,y,z+1,2) + LIGHT(x-1,y+1,z,2)) / 5.0f / 15.0f; - float lb2 = (LIGHT(x-1,y+1,z-1,2) + lb*30 + LIGHT(x-1,y,z-1,2) + LIGHT(x-1,y+1,z,2)) / 5.0f / 15.0f; - float lb3 = (LIGHT(x-1,y-1,z+1,2) + lb*30 + LIGHT(x-1,y,z+1,2) + LIGHT(x-1,y-1,z,2)) / 5.0f / 15.0f; - - float ls0 = (LIGHT(x-1,y-1,z-1,3) + ls*30 + LIGHT(x-1,y,z-1,3) + LIGHT(x-1,y-1,z,3)) / 5.0f / 15.0f; - float ls1 = (LIGHT(x-1,y+1,z+1,3) + ls*30 + LIGHT(x-1,y,z+1,3) + LIGHT(x-1,y+1,z,3)) / 5.0f / 15.0f; - float ls2 = (LIGHT(x-1,y+1,z-1,3) + ls*30 + LIGHT(x-1,y,z-1,3) + LIGHT(x-1,y+1,z,3)) / 5.0f / 15.0f; - float ls3 = (LIGHT(x-1,y-1,z+1,3) + ls*30 + LIGHT(x-1,y,z+1,3) + LIGHT(x-1,y-1,z,3)) / 5.0f / 15.0f; - - VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0); - VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1); - VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2); - - VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u1,v1, lr0,lg0,lb0,ls0); - VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u2,v1, lr3,lg3,lb3,ls3); - VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1); - } - - if (!IS_BLOCKED(x,y,z+1,group)){ - l = 0.9f; - - SETUP_UV(block->textureFaces[5]); - - float lr = LIGHT(x,y,z+1, 0) / 15.0f; - float lg = LIGHT(x,y,z+1, 1) / 15.0f; - float lb = LIGHT(x,y,z+1, 2) / 15.0f; - float ls = LIGHT(x,y,z+1, 3) / 15.0f; - - float lr0 = l*(LIGHT(x-1,y-1,z+1,0) + lr*30 + LIGHT(x,y-1,z+1,0) + LIGHT(x-1,y,z+1,0)) / 5.0f / 15.0f; - float lr1 = l*(LIGHT(x+1,y+1,z+1,0) + lr*30 + LIGHT(x,y+1,z+1,0) + LIGHT(x+1,y,z+1,0)) / 5.0f / 15.0f; - float lr2 = l*(LIGHT(x-1,y+1,z+1,0) + lr*30 + LIGHT(x,y+1,z+1,0) + LIGHT(x-1,y,z+1,0)) / 5.0f / 15.0f; - float lr3 = l*(LIGHT(x+1,y-1,z+1,0) + lr*30 + LIGHT(x,y-1,z+1,0) + LIGHT(x+1,y,z+1,0)) / 5.0f / 15.0f; - - float lg0 = l*(LIGHT(x-1,y-1,z+1,1) + lg*30 + LIGHT(x,y-1,z+1,1) + LIGHT(x-1,y,z+1,1)) / 5.0f / 15.0f; - float lg1 = l*(LIGHT(x+1,y+1,z+1,1) + lg*30 + LIGHT(x,y+1,z+1,1) + LIGHT(x+1,y,z+1,1)) / 5.0f / 15.0f; - float lg2 = l*(LIGHT(x-1,y+1,z+1,1) + lg*30 + LIGHT(x,y+1,z+1,1) + LIGHT(x-1,y,z+1,1)) / 5.0f / 15.0f; - float lg3 = l*(LIGHT(x+1,y-1,z+1,1) + lg*30 + LIGHT(x,y-1,z+1,1) + LIGHT(x+1,y,z+1,1)) / 5.0f / 15.0f; - - float lb0 = l*(LIGHT(x-1,y-1,z+1,2) + lb*30 + LIGHT(x,y-1,z+1,2) + LIGHT(x-1,y,z+1,2)) / 5.0f / 15.0f; - float lb1 = l*(LIGHT(x+1,y+1,z+1,2) + lb*30 + LIGHT(x,y+1,z+1,2) + LIGHT(x+1,y,z+1,2)) / 5.0f / 15.0f; - float lb2 = l*(LIGHT(x-1,y+1,z+1,2) + lb*30 + LIGHT(x,y+1,z+1,2) + LIGHT(x-1,y,z+1,2)) / 5.0f / 15.0f; - float lb3 = l*(LIGHT(x+1,y-1,z+1,2) + lb*30 + LIGHT(x,y-1,z+1,2) + LIGHT(x+1,y,z+1,2)) / 5.0f / 15.0f; - - float ls0 = l*(LIGHT(x-1,y-1,z+1,3) + ls*30 + LIGHT(x,y-1,z+1,3) + LIGHT(x-1,y,z+1,3)) / 5.0f / 15.0f; - float ls1 = l*(LIGHT(x+1,y+1,z+1,3) + ls*30 + LIGHT(x,y+1,z+1,3) + LIGHT(x+1,y,z+1,3)) / 5.0f / 15.0f; - float ls2 = l*(LIGHT(x-1,y+1,z+1,3) + ls*30 + LIGHT(x,y+1,z+1,3) + LIGHT(x-1,y,z+1,3)) / 5.0f / 15.0f; - float ls3 = l*(LIGHT(x+1,y-1,z+1,3) + ls*30 + LIGHT(x,y-1,z+1,3) + LIGHT(x+1,y,z+1,3)) / 5.0f / 15.0f; - - VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0); - VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1); - VERTEX(index, x-0.5f, y+0.5f, z+0.5f, u1,v2, lr2,lg2,lb2,ls2); - - VERTEX(index, x-0.5f, y-0.5f, z+0.5f, u1,v1, lr0,lg0,lb0,ls0); - VERTEX(index, x+0.5f, y-0.5f, z+0.5f, u2,v1, lr3,lg3,lb3,ls3); - VERTEX(index, x+0.5f, y+0.5f, z+0.5f, u2,v2, lr1,lg1,lb1,ls1); - } - if (!IS_BLOCKED(x,y,z-1,group)){ - l = 0.8f; - - SETUP_UV(block->textureFaces[4]); - - float lr = LIGHT(x,y,z-1, 0) / 15.0f; - float lg = LIGHT(x,y,z-1, 1) / 15.0f; - float lb = LIGHT(x,y,z-1, 2) / 15.0f; - float ls = LIGHT(x,y,z-1, 3) / 15.0f; - - float lr0 = l*(LIGHT(x-1,y-1,z-1,0) + lr*30 + LIGHT(x,y-1,z-1,0) + LIGHT(x-1,y,z-1,0)) / 5.0f / 15.0f; - float lr1 = l*(LIGHT(x-1,y+1,z-1,0) + lr*30 + LIGHT(x,y+1,z-1,0) + LIGHT(x-1,y,z-1,0)) / 5.0f / 15.0f; - float lr2 = l*(LIGHT(x+1,y+1,z-1,0) + lr*30 + LIGHT(x,y+1,z-1,0) + LIGHT(x+1,y,z-1,0)) / 5.0f / 15.0f; - float lr3 = l*(LIGHT(x+1,y-1,z-1,0) + lr*30 + LIGHT(x,y-1,z-1,0) + LIGHT(x+1,y,z-1,0)) / 5.0f / 15.0f; - - float lg0 = l*(LIGHT(x-1,y-1,z-1,1) + lg*30 + LIGHT(x,y-1,z-1,1) + LIGHT(x-1,y,z-1,1)) / 5.0f / 15.0f; - float lg1 = l*(LIGHT(x-1,y+1,z-1,1) + lg*30 + LIGHT(x,y+1,z-1,1) + LIGHT(x-1,y,z-1,1)) / 5.0f / 15.0f; - float lg2 = l*(LIGHT(x+1,y+1,z-1,1) + lg*30 + LIGHT(x,y+1,z-1,1) + LIGHT(x+1,y,z-1,1)) / 5.0f / 15.0f; - float lg3 = l*(LIGHT(x+1,y-1,z-1,1) + lg*30 + LIGHT(x,y-1,z-1,1) + LIGHT(x+1,y,z-1,1)) / 5.0f / 15.0f; - - float lb0 = l*(LIGHT(x-1,y-1,z-1,2) + lb*30 + LIGHT(x,y-1,z-1,2) + LIGHT(x-1,y,z-1,2)) / 5.0f / 15.0f; - float lb1 = l*(LIGHT(x-1,y+1,z-1,2) + lb*30 + LIGHT(x,y+1,z-1,2) + LIGHT(x-1,y,z-1,2)) / 5.0f / 15.0f; - float lb2 = l*(LIGHT(x+1,y+1,z-1,2) + lb*30 + LIGHT(x,y+1,z-1,2) + LIGHT(x+1,y,z-1,2)) / 5.0f / 15.0f; - float lb3 = l*(LIGHT(x+1,y-1,z-1,2) + lb*30 + LIGHT(x,y-1,z-1,2) + LIGHT(x+1,y,z-1,2)) / 5.0f / 15.0f; - - float ls0 = l*(LIGHT(x-1,y-1,z-1,3) + ls*30 + LIGHT(x,y-1,z-1,3) + LIGHT(x-1,y,z-1,3)) / 5.0f / 15.0f; - float ls1 = l*(LIGHT(x-1,y+1,z-1,3) + ls*30 + LIGHT(x,y+1,z-1,3) + LIGHT(x-1,y,z-1,3)) / 5.0f / 15.0f; - float ls2 = l*(LIGHT(x+1,y+1,z-1,3) + ls*30 + LIGHT(x,y+1,z-1,3) + LIGHT(x+1,y,z-1,3)) / 5.0f / 15.0f; - float ls3 = l*(LIGHT(x+1,y-1,z-1,3) + ls*30 + LIGHT(x,y-1,z-1,3) + LIGHT(x+1,y,z-1,3)) / 5.0f / 15.0f; - - VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0); - VERTEX(index, x-0.5f, y+0.5f, z-0.5f, u2,v2, lr1,lg1,lb1,ls1); - VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2); - - VERTEX(index, x-0.5f, y-0.5f, z-0.5f, u2,v1, lr0,lg0,lb0,ls0); - VERTEX(index, x+0.5f, y+0.5f, z-0.5f, u1,v2, lr2,lg2,lb2,ls2); - VERTEX(index, x+0.5f, y-0.5f, z-0.5f, u1,v1, lr3,lg3,lb3,ls3); - } + for (int y = 0; y < CHUNK_H; y++){ + for (int z = 0; z < CHUNK_D; z++){ + for (int x = 0; x < CHUNK_W; x++){ + voxel vox = chunk->voxels[(y * CHUNK_D + z) * CHUNK_W + x]; + if (vox.id != 4) + continue; + _renderBlock(buffer, x, y, z, chunks, vox, index); } } } diff --git a/src/lighting/LightSolver.cpp b/src/lighting/LightSolver.cpp index c101539c..b4f22bd6 100644 --- a/src/lighting/LightSolver.cpp +++ b/src/lighting/LightSolver.cpp @@ -1,3 +1,4 @@ +#include #include #include "LightSolver.h" #include "Lightmap.h" @@ -60,7 +61,7 @@ void LightSolver::solve(){ }; while (!remqueue.empty()){ - lightentry entry = remqueue.front(); + const lightentry entry = remqueue.front(); remqueue.pop(); for (size_t i = 0; i < 6; i++) { diff --git a/src/lighting/Lighting.cpp b/src/lighting/Lighting.cpp index 5da4161f..12bca112 100644 --- a/src/lighting/Lighting.cpp +++ b/src/lighting/Lighting.cpp @@ -6,23 +6,19 @@ #include "../voxels/voxel.h" #include "../voxels/Block.h" -Chunks* Lighting::chunks = nullptr; -LightSolver* Lighting::solverR = nullptr; -LightSolver* Lighting::solverG = nullptr; -LightSolver* Lighting::solverB = nullptr; -LightSolver* Lighting::solverS = nullptr; - -int Lighting::initialize(Chunks* chunks){ - Lighting::chunks = chunks; +Lighting::Lighting(Chunks* chunks){ + this->chunks = chunks; solverR = new LightSolver(chunks, 0); solverG = new LightSolver(chunks, 1); solverB = new LightSolver(chunks, 2); solverS = new LightSolver(chunks, 3); - return 0; } -void Lighting::finalize(){ - delete solverR, solverG, solverB, solverS; +Lighting::~Lighting(){ + delete solverR; + delete solverG; + delete solverB; + delete solverS; } void Lighting::clear(){ @@ -37,15 +33,14 @@ void Lighting::clear(){ } } -void Lighting::onChunkLoaded(int cx, int cy, int cz){ +void Lighting::onChunkLoaded(int cx, int cy, int cz, bool sky){ Chunk* chunk = chunks->getChunk(cx, cy, cz); Chunk* chunkUpper = chunks->getChunk(cx, cy+1, cz); Chunk* chunkLower = chunks->getChunk(cx, cy-1, cz); - if (chunkLower){ + if (chunkLower && sky){ for (int z = 0; z < CHUNK_D; z++){ for (int x = 0; x < CHUNK_W; x++){ int gx = x + cx * CHUNK_W; - int gy = cy * CHUNK_H; int gz = z + cz * CHUNK_D; int light = chunk->lightmap->getS(x,0,z); @@ -65,7 +60,7 @@ void Lighting::onChunkLoaded(int cx, int cy, int cz){ break; voxel* vox = &(current->voxels[(y * CHUNK_D + z) * CHUNK_W + x]);//chunks->get(gx,gy+y,gz); Block* block = Block::blocks[vox->id]; - if (!block->lightPassing) + if (!block->skyLightPassing) break; //current->lightmap->setS(x,y,z, 0); current->modified = true; @@ -76,7 +71,7 @@ void Lighting::onChunkLoaded(int cx, int cy, int cz){ } } } - if (chunkUpper){ + if (chunkUpper && sky){ for (int z = 0; z < CHUNK_D; z++){ for (int x = 0; x < CHUNK_W; x++){ int gx = x + cx * CHUNK_W; @@ -99,7 +94,7 @@ void Lighting::onChunkLoaded(int cx, int cy, int cz){ break; voxel* vox = &(current->voxels[(y * CHUNK_D + z) * CHUNK_W + x]);//chunks->get(gx,gy+y,gz); Block* block = Block::blocks[vox->id]; - if (!block->lightPassing) + if (!block->skyLightPassing) break; current->lightmap->setS(x,y,z, 15); current->modified = true; @@ -110,7 +105,7 @@ void Lighting::onChunkLoaded(int cx, int cy, int cz){ } } } - } else { + } else if (sky){ for (int z = 0; z < CHUNK_D; z++){ for (int x = 0; x < CHUNK_W; x++){ int gx = x + cx * CHUNK_W; @@ -129,11 +124,11 @@ void Lighting::onChunkLoaded(int cx, int cy, int cz){ break; voxel* vox = &(current->voxels[(y * CHUNK_D + z) * CHUNK_W + x]);//chunks->get(gx,gy+y,gz); Block* block = Block::blocks[vox->id]; - if (!block->lightPassing) + if (!block->skyLightPassing) break; current->lightmap->setS(x,y,z, 15); current->modified = true; - //solverS->add(gx,y+ncy*CHUNK_H,gz); + solverS->add(gx,y+ncy*CHUNK_H,gz); } } } @@ -163,10 +158,13 @@ void Lighting::onChunkLoaded(int cx, int cy, int cz){ int gx = x + cx * CHUNK_W; int gy = y + cy * CHUNK_H; int gz = z + cz * CHUNK_D; - solverR->add(gx,gy,gz); - solverG->add(gx,gy,gz); - solverB->add(gx,gy,gz); - solverS->add(gx,gy,gz); + if (chunks->getLight(x,y,z)){ + solverR->add(gx,gy,gz); + solverG->add(gx,gy,gz); + solverB->add(gx,gy,gz); + if (sky) + solverS->add(gx,gy,gz); + } } } } @@ -199,7 +197,7 @@ void Lighting::onBlockSet(int x, int y, int z, int id){ if (chunks->getLight(x,y+1,z, 3) == 0xF){ for (int i = y; i >= 0; i--){ voxel* vox = chunks->get(x,i,z); - if (vox == nullptr || vox->id != 0) + if ((vox == nullptr || vox->id != 0) && Block::blocks[id]->skyLightPassing) break; solverS->add(x,i,z, 0xF); } @@ -220,7 +218,7 @@ void Lighting::onBlockSet(int x, int y, int z, int id){ solverR->remove(x,y,z); solverG->remove(x,y,z); solverB->remove(x,y,z); - if (!block->lightPassing){ + if (!block->skyLightPassing){ solverS->remove(x,y,z); for (int i = y-1; i >= 0; i--){ solverS->remove(x,i,z); diff --git a/src/lighting/Lighting.h b/src/lighting/Lighting.h index 6bd22a2c..ebbb2173 100644 --- a/src/lighting/Lighting.h +++ b/src/lighting/Lighting.h @@ -5,18 +5,18 @@ class Chunks; class LightSolver; class Lighting { - static Chunks* chunks; - static LightSolver* solverR; - static LightSolver* solverG; - static LightSolver* solverB; - static LightSolver* solverS; + Chunks* chunks = nullptr; + LightSolver* solverR = nullptr; + LightSolver* solverG = nullptr; + LightSolver* solverB = nullptr; + LightSolver* solverS = nullptr; public: - static int initialize(Chunks* chunks); - static void finalize(); + Lighting(Chunks* chunks); + ~Lighting(); - static void clear(); - static void onChunkLoaded(int cx, int cy, int cz); - static void onBlockSet(int x, int y, int z, int id); + void clear(); + void onChunkLoaded(int cx, int cy, int cz, bool sky); + void onBlockSet(int x, int y, int z, int id); }; #endif /* LIGHTING_LIGHTING_H_ */ diff --git a/src/lighting/Lightmap.cpp b/src/lighting/Lightmap.cpp index 7b37ec14..fd5cec4e 100644 --- a/src/lighting/Lightmap.cpp +++ b/src/lighting/Lightmap.cpp @@ -10,3 +10,9 @@ Lightmap::Lightmap(){ Lightmap::~Lightmap(){ delete[] map; } + +void Lightmap::set(const Lightmap* lightmap) { + for (unsigned int i = 0; i < CHUNK_VOL; i++){ + map[i] = lightmap->map[i]; + } +} diff --git a/src/lighting/Lightmap.h b/src/lighting/Lightmap.h index a2f88ad9..bee5c5e7 100644 --- a/src/lighting/Lightmap.h +++ b/src/lighting/Lightmap.h @@ -9,6 +9,12 @@ public: Lightmap(); ~Lightmap(); + void set(const Lightmap* lightmap); + + inline unsigned short get(int x, int y, int z){ + return (map[y*CHUNK_D*CHUNK_W+z*CHUNK_W+x]); + } + inline unsigned char get(int x, int y, int z, int channel){ return (map[y*CHUNK_D*CHUNK_W+z*CHUNK_W+x] >> (channel << 2)) & 0xF; } diff --git a/src/loaders/png_loading.cpp b/src/loaders/png_loading.cpp index c101632c..0a02b04a 100644 --- a/src/loaders/png_loading.cpp +++ b/src/loaders/png_loading.cpp @@ -4,8 +4,9 @@ #include #include "../graphics/Texture.h" -// comment line below for use spng instead of libpng +#ifndef _WIN32 #define LIBPNG +#endif #ifdef LIBPNG #include @@ -101,7 +102,7 @@ int _png_load(const char* file, int* width, int* height){ alpha, GL_UNSIGNED_BYTE, (GLvoid *) image_data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 4); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); diff --git a/src/maths/FastNoiseLite.h b/src/maths/FastNoiseLite.h new file mode 100644 index 00000000..eff196e3 --- /dev/null +++ b/src/maths/FastNoiseLite.h @@ -0,0 +1,2433 @@ +// MIT License +// +// Copyright(c) 2020 Jordan Peck (jordan.me2@gmail.com) +// Copyright(c) 2020 Contributors +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files(the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions : +// +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. +// +// .'',;:cldxkO00KKXXNNWWWNNXKOkxdollcc::::::;:::ccllloooolllllllllooollc:,'... ...........',;cldxkO000Okxdlc::;;;,,;;;::cclllllll +// ..',;:ldxO0KXXNNNNNNNNXXK0kxdolcc::::::;;;,,,,,,;;;;;;;;;;:::cclllllc:;'.... ...........',;:ldxO0KXXXK0Okxdolc::;;;;::cllodddddo +// ...',:loxO0KXNNNNNXXKK0Okxdolc::;::::::::;;;,,'''''.....''',;:clllllc:;,'............''''''''',;:loxO0KXNNNNNXK0Okxdollccccllodxxxxxxd +// ....';:ldkO0KXXXKK00Okxdolcc:;;;;;::cclllcc:;;,''..... ....',;clooddolcc:;;;;,,;;;;;::::;;;;;;:cloxk0KXNWWWWWWNXKK0Okxddoooddxxkkkkkxx +// .....';:ldxkOOOOOkxxdolcc:;;;,,,;;:cllooooolcc:;'... ..,:codxkkkxddooollloooooooollcc:::::clodkO0KXNWWWWWWNNXK00Okxxxxxxxxkkkkxxx +// . ....';:cloddddo___________,,,,;;:clooddddoolc:,... ..,:ldx__00OOOkkk___kkkkkkxxdollc::::cclodkO0KXXNNNNNNXXK0OOkxxxxxxxxxxxxddd +// .......',;:cccc:| |,,,;;:cclooddddoll:;'.. ..';cox| \KKK000| |KK00OOkxdocc___;::clldxxkO0KKKKK00Okkxdddddddddddddddoo +// .......'',,,,,''| ________|',,;;::cclloooooolc:;'......___:ldk| \KK000| |XKKK0Okxolc| |;;::cclodxxkkkkxxdoolllcclllooodddooooo +// ''......''''....| | ....'',,,,;;;::cclloooollc:;,''.'| |oxk| \OOO0| |KKK00Oxdoll|___|;;;;;::ccllllllcc::;;,,;;;:cclloooooooo +// ;;,''.......... | |_____',,;;;____:___cllo________.___| |___| \xkk| |KK_______ool___:::;________;;;_______...'',;;:ccclllloo +// c:;,''......... | |:::/ ' |lo/ | | \dx| |0/ \d| |cc/ |'/ \......',,;;:ccllo +// ol:;,'..........| _____|ll/ __ |o/ ______|____ ___| | \o| |/ ___ \| |o/ ______|/ ___ \ .......'',;:clo +// dlc;,...........| |::clooo| / | |x\___ \KXKKK0| |dol| |\ \| | | | | |d\___ \..| | / / ....',:cl +// xoc;'... .....'| |llodddd| \__| |_____\ \KKK0O| |lc:| |'\ | |___| | |_____\ \.| |_/___/... ...',;:c +// dlc;'... ....',;| |oddddddo\ | |Okkx| |::;| |..\ |\ /| | | \ |... ....',;:c +// ol:,'.......',:c|___|xxxddollc\_____,___|_________/ddoll|___|,,,|___|...\_____|:\ ______/l|___|_________/...\________|'........',;::cc +// c:;'.......';:codxxkkkkxxolc::;::clodxkOO0OOkkxdollc::;;,,''''',,,,''''''''''',,'''''',;:loxkkOOkxol:;,'''',,;:ccllcc:;,'''''',;::ccll +// ;,'.......',:codxkOO0OOkxdlc:;,,;;:cldxxkkxxdolc:;;,,''.....'',;;:::;;,,,'''''........,;cldkO0KK0Okdoc::;;::cloodddoolc:;;;;;::ccllooo +// .........',;:lodxOO0000Okdoc:,,',,;:clloddoolc:;,''.......'',;:clooollc:;;,,''.......',:ldkOKXNNXX0Oxdolllloddxxxxxxdolccccccllooodddd +// . .....';:cldxkO0000Okxol:;,''',,;::cccc:;,,'.......'',;:cldxxkkxxdolc:;;,'.......';coxOKXNWWWNXKOkxddddxxkkkkkkxdoollllooddxxxxkkk +// ....',;:codxkO000OOxdoc:;,''',,,;;;;,''.......',,;:clodkO00000Okxolc::;,,''..',;:ldxOKXNWWWNNK0OkkkkkkkkkkkxxddooooodxxkOOOOO000 +// ....',;;clodxkkOOOkkdolc:;,,,,,,,,'..........,;:clodxkO0KKXKK0Okxdolcc::;;,,,;;:codkO0XXNNNNXKK0OOOOOkkkkxxdoollloodxkO0KKKXXXXX +// +// VERSION: 1.0.1 +// https://github.com/Auburn/FastNoise + +// In *one* C or C++ file, use #define FNL_IMPL to generate implementation + +#ifndef FASTNOISELITE_H +#define FASTNOISELITE_H + +// Switch between using floats or doubles for input position +typedef float FNLfloat; +//typedef double FNLfloat; + +#if defined(__cplusplus) +extern "C" { +#endif + +#include +#include +#include +#include + +// Enums +typedef enum +{ + FNL_NOISE_OPENSIMPLEX2, + FNL_NOISE_OPENSIMPLEX2S, + FNL_NOISE_CELLULAR, + FNL_NOISE_PERLIN, + FNL_NOISE_VALUE_CUBIC, + FNL_NOISE_VALUE +} fnl_noise_type; + +typedef enum +{ + FNL_ROTATION_NONE, + FNL_ROTATION_IMPROVE_XY_PLANES, + FNL_ROTATION_IMPROVE_XZ_PLANES +} fnl_rotation_type_3d; + +typedef enum +{ + FNL_FRACTAL_NONE, + FNL_FRACTAL_FBM, + FNL_FRACTAL_RIDGED, + FNL_FRACTAL_PINGPONG, + FNL_FRACTAL_DOMAIN_WARP_PROGRESSIVE, + FNL_FRACTAL_DOMAIN_WARP_INDEPENDENT +} fnl_fractal_type; + +typedef enum +{ + FNL_CELLULAR_DISTANCE_EUCLIDEAN, + FNL_CELLULAR_DISTANCE_EUCLIDEANSQ, + FNL_CELLULAR_DISTANCE_MANHATTAN, + FNL_CELLULAR_DISTANCE_HYBRID +} fnl_cellular_distance_func; + +typedef enum +{ + FNL_CELLULAR_RETURN_VALUE_CELLVALUE, + FNL_CELLULAR_RETURN_VALUE_DISTANCE, + FNL_CELLULAR_RETURN_VALUE_DISTANCE2, + FNL_CELLULAR_RETURN_VALUE_DISTANCE2ADD, + FNL_CELLULAR_RETURN_VALUE_DISTANCE2SUB, + FNL_CELLULAR_RETURN_VALUE_DISTANCE2MUL, + FNL_CELLULAR_RETURN_VALUE_DISTANCE2DIV, +} fnl_cellular_return_type; + +typedef enum +{ + FNL_DOMAIN_WARP_OPENSIMPLEX2, + FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED, + FNL_DOMAIN_WARP_BASICGRID +} fnl_domain_warp_type; + +/** + * Structure containing entire noise system state. + * @note Must only be created using fnlCreateState(optional: seed). To ensure defaults are set. + */ +typedef struct fnl_state +{ + /** + * Seed used for all noise types. + * @remark Default: 1337 + */ + int seed; + + /** + * The frequency for all noise types. + * @remark Default: 0.01 + */ + float frequency; + + /** + * The noise algorithm to be used by GetNoise(...). + * @remark Default: FNL_NOISE_OPENSIMPLEX2 + */ + fnl_noise_type noise_type; + + /** + * Sets noise rotation type for 3D. + * @remark Default: FNL_ROTATION_NONE + */ + fnl_rotation_type_3d rotation_type_3d; + + /** + * The method used for combining octaves for all fractal noise types. + * @remark Default: None + * @remark FNL_FRACTAL_DOMAIN_WARP_... only effects fnlDomainWarp... + */ + fnl_fractal_type fractal_type; + + /** + * The octave count for all fractal noise types. + * @remark Default: 3 + */ + int octaves; + + /** + * The octave lacunarity for all fractal noise types. + * @remark Default: 2.0 + */ + float lacunarity; + + /** + * The octave gain for all fractal noise types. + * @remark Default: 0.5 + */ + float gain; + + /** + * The octave weighting for all none Domaain Warp fractal types. + * @remark Default: 0.0 + * @remark + */ + float weighted_strength; + + /** + * The strength of the fractal ping pong effect. + * @remark Default: 2.0 + */ + float ping_pong_strength; + + /** + * The distance function used in cellular noise calculations. + * @remark Default: FNL_CELLULAR_FUNC_DISTANCE + */ + fnl_cellular_distance_func cellular_distance_func; + + /** + * The cellular return type from cellular noise calculations. + * @remark Default: FNL_CELLULAR_RETURN_VALUE_EUCLIEANSQ + */ + fnl_cellular_return_type cellular_return_type; + + /** + * The maximum distance a cellular point can move from it's grid position. + * @remark Default: 1.0 + * @note Setting this higher than 1 will cause artifacts. + */ + float cellular_jitter_mod; + + /** + * The warp algorithm when using fnlDomainWarp... + * @remark Default: OpenSimplex2 + */ + fnl_domain_warp_type domain_warp_type; + + /** + * The maximum warp distance from original position when using fnlDomainWarp... + * @remark Default: 1.0 + */ + float domain_warp_amp; +} fnl_state; + +/** + * Creates a noise state with default values. + * @param seed Optionally set the state seed. + */ +fnl_state fnlCreateState(); + +/** + * 2D noise at given position using the state settings + * @returns Noise output bounded between -1 and 1. + */ +float fnlGetNoise2D(fnl_state *state, FNLfloat x, FNLfloat y); + +/** + * 3D noise at given position using the state settings + * @returns Noise output bounded between -1 and 1. + */ +float fnlGetNoise3D(fnl_state *state, FNLfloat x, FNLfloat y, FNLfloat z); + +/** + * 2D warps the input position using current domain warp settings. + * + * Example usage with fnlGetNoise2D: + * ``` + * fnlDomainWarp2D(&state, &x, &y); + * noise = fnlGetNoise2D(&state, x, y); + * ``` + */ +void fnlDomainWarp2D(fnl_state *state, FNLfloat *x, FNLfloat *y); + +/** + * 3D warps the input position using current domain warp settings. + * + * Example usage with fnlGetNoise3D: + * ``` + * fnlDomainWarp3D(&state, &x, &y, &z); + * noise = fnlGetNoise3D(&state, x, y, z); + * ``` + */ +void fnlDomainWarp3D(fnl_state *state, FNLfloat *x, FNLfloat *y, FNLfloat *z); + +// ==================== +// Below this line is the implementation +// ==================== + +#if defined(FNL_IMPL) + +// Constants + +static const float GRADIENTS_2D[] = +{ + 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f, 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f, + 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f, 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f, + 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f, 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f, + -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f, + -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f, -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f, + -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f, -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f, + 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f, 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f, + 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f, 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f, + 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f, 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f, + -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f, + -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f, -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f, + -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f, -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f, + 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f, 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f, + 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f, 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f, + 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f, 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f, + -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f, + -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f, -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f, + -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f, -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f, + 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f, 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f, + 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f, 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f, + 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f, 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f, + -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f, + -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f, -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f, + -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f, -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f, + 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f, 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f, + 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f, 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f, + 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f, 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f, + -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f, + -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f, -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f, + -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f, -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f, + 0.38268343236509f, 0.923879532511287f, 0.923879532511287f, 0.38268343236509f, 0.923879532511287f, -0.38268343236509f, 0.38268343236509f, -0.923879532511287f, + -0.38268343236509f, -0.923879532511287f, -0.923879532511287f, -0.38268343236509f, -0.923879532511287f, 0.38268343236509f, -0.38268343236509f, 0.923879532511287f, +}; + +static const float RAND_VECS_2D[] = +{ + -0.2700222198f, -0.9628540911f, 0.3863092627f, -0.9223693152f, 0.04444859006f, -0.999011673f, -0.5992523158f, -0.8005602176f, -0.7819280288f, 0.6233687174f, 0.9464672271f, 0.3227999196f, -0.6514146797f, -0.7587218957f, 0.9378472289f, 0.347048376f, + -0.8497875957f, -0.5271252623f, -0.879042592f, 0.4767432447f, -0.892300288f, -0.4514423508f, -0.379844434f, -0.9250503802f, -0.9951650832f, 0.0982163789f, 0.7724397808f, -0.6350880136f, 0.7573283322f, -0.6530343002f, -0.9928004525f, -0.119780055f, + -0.0532665713f, 0.9985803285f, 0.9754253726f, -0.2203300762f, -0.7665018163f, 0.6422421394f, 0.991636706f, 0.1290606184f, -0.994696838f, 0.1028503788f, -0.5379205513f, -0.84299554f, 0.5022815471f, -0.8647041387f, 0.4559821461f, -0.8899889226f, + -0.8659131224f, -0.5001944266f, 0.0879458407f, -0.9961252577f, -0.5051684983f, 0.8630207346f, 0.7753185226f, -0.6315704146f, -0.6921944612f, 0.7217110418f, -0.5191659449f, -0.8546734591f, 0.8978622882f, -0.4402764035f, -0.1706774107f, 0.9853269617f, + -0.9353430106f, -0.3537420705f, -0.9992404798f, 0.03896746794f, -0.2882064021f, -0.9575683108f, -0.9663811329f, 0.2571137995f, -0.8759714238f, -0.4823630009f, -0.8303123018f, -0.5572983775f, 0.05110133755f, -0.9986934731f, -0.8558373281f, -0.5172450752f, + 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-0.9988770922f, -0.047376731f, -0.1250179027f, 0.992154486f, -0.8280133617f, 0.560708367f, 0.9324863769f, -0.3612051451f, 0.6394653183f, 0.7688199442f, -0.01623847064f, -0.9998681473f, -0.9955014666f, -0.09474613458f, -0.81453315f, 0.580117012f, + 0.4037327978f, -0.9148769469f, 0.9944263371f, 0.1054336766f, -0.1624711654f, 0.9867132919f, -0.9949487814f, -0.100383875f, -0.6995302564f, 0.7146029809f, 0.5263414922f, -0.85027327f, -0.5395221479f, 0.841971408f, 0.6579370318f, 0.7530729462f, + 0.01426758847f, -0.9998982128f, -0.6734383991f, 0.7392433447f, 0.639412098f, -0.7688642071f, 0.9211571421f, 0.3891908523f, -0.146637214f, -0.9891903394f, -0.782318098f, 0.6228791163f, -0.5039610839f, -0.8637263605f, -0.7743120191f, -0.6328039957f, +}; + +static const float GRADIENTS_3D[] = +{ + 0, 1, 1, 0, 0,-1, 1, 0, 0, 1,-1, 0, 0,-1,-1, 0, + 1, 0, 1, 0, -1, 0, 1, 0, 1, 0,-1, 0, -1, 0,-1, 0, + 1, 1, 0, 0, -1, 1, 0, 0, 1,-1, 0, 0, -1,-1, 0, 0, + 0, 1, 1, 0, 0,-1, 1, 0, 0, 1,-1, 0, 0,-1,-1, 0, + 1, 0, 1, 0, -1, 0, 1, 0, 1, 0,-1, 0, -1, 0,-1, 0, + 1, 1, 0, 0, -1, 1, 0, 0, 1,-1, 0, 0, -1,-1, 0, 0, + 0, 1, 1, 0, 0,-1, 1, 0, 0, 1,-1, 0, 0,-1,-1, 0, + 1, 0, 1, 0, -1, 0, 1, 0, 1, 0,-1, 0, -1, 0,-1, 0, + 1, 1, 0, 0, -1, 1, 0, 0, 1,-1, 0, 0, -1,-1, 0, 0, + 0, 1, 1, 0, 0,-1, 1, 0, 0, 1,-1, 0, 0,-1,-1, 0, + 1, 0, 1, 0, -1, 0, 1, 0, 1, 0,-1, 0, -1, 0,-1, 0, + 1, 1, 0, 0, -1, 1, 0, 0, 1,-1, 0, 0, -1,-1, 0, 0, + 0, 1, 1, 0, 0,-1, 1, 0, 0, 1,-1, 0, 0,-1,-1, 0, + 1, 0, 1, 0, -1, 0, 1, 0, 1, 0,-1, 0, -1, 0,-1, 0, + 1, 1, 0, 0, -1, 1, 0, 0, 1,-1, 0, 0, -1,-1, 0, 0, + 1, 1, 0, 0, 0,-1, 1, 0, -1, 1, 0, 0, 0,-1,-1, 0 +}; + +static const float RAND_VECS_3D[] = +{ + -0.7292736885f, -0.6618439697f, 0.1735581948f, 0, 0.790292081f, -0.5480887466f, -0.2739291014f, 0, 0.7217578935f, 0.6226212466f, -0.3023380997f, 0, 0.565683137f, -0.8208298145f, -0.0790000257f, 0, 0.760049034f, -0.5555979497f, -0.3370999617f, 0, 0.3713945616f, 0.5011264475f, 0.7816254623f, 0, -0.1277062463f, -0.4254438999f, -0.8959289049f, 0, 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-0.8044887315f, 0.5827524187f, 0, + -0.7870349638f, 0.03447489231f, 0.6159443543f, 0, -0.2015596421f, 0.6859872284f, 0.6991389226f, 0, -0.08581082512f, -0.10920836f, -0.9903080513f, 0, 0.5532693395f, 0.7325250401f, -0.396610771f, 0, -0.1842489331f, -0.9777375055f, -0.1004076743f, 0, 0.0775473789f, -0.9111505856f, 0.4047110257f, 0, 0.1399838409f, 0.7601631212f, -0.6344734459f, 0, 0.4484419361f, -0.845289248f, 0.2904925424f, 0 +}; + +// Utilities + +static inline float _fnlFastMin(float x, float y) { return x < y ? x : y; } + +static inline float _fnlFastMax(float x, float y) { return x > y ? x : y; } + +static inline float _fnlFastAbs(float f) { return f < 0 ? -f : f; } + +static inline float _fnlCasti32Tof32(int i) +{ + union + { + float f; + int32_t i; + } u; + u.i = i; + return u.f; +} + +static inline int _fnlCastf32Toi32(float f) +{ + union + { + float f; + int32_t i; + } u; + u.f = f; + return u.i; +} + +static inline float _fnlInvSqrt(float a) +{ + float xhalf = 0.5f * a; + a = _fnlCasti32Tof32(0x5f3759df - (_fnlCastf32Toi32(a) >> 1)); + a = a * (1.5f - xhalf * a * a); + return a; +} + +// NOTE: If your language does not support this method (seen above), then simply use the native sqrt function. +static inline float _fnlFastSqrt(float a) { return a * _fnlInvSqrt(a); } + +static inline int _fnlFastFloor(FNLfloat f) { return (f >= 0 ? (int)f : (int)f - 1); } + +static inline int _fnlFastRound(FNLfloat f) { return (f >= 0) ? (int)(f + 0.5f) : (int)(f - 0.5f); } + +static inline float _fnlLerp(float a, float b, float t) { return a + t * (b - a); } + +static inline float _fnlInterpHermite(float t) { return t * t * (3 - 2 * t); } + +static inline float _fnlInterpQuintic(float t) { return t * t * t * (t * (t * 6 - 15) + 10); } + +static inline float _fnlCubicLerp(float a, float b, float c, float d, float t) +{ + float p = (d - c) - (a - b); + return t * t * t * p + t * t * ((a - b) - p) + t * (c - a) + b; +} + +static inline float _fnlPingPong(float t) +{ + t -= (int)(t * 0.5f) * 2; + return t < 1 ? t : 2 - t; +} + +static float _fnlCalculateFractalBounding(fnl_state *state) +{ + float gain = _fnlFastAbs(state->gain); + float amp = gain; + float ampFractal = 1.0f; + for (int i = 1; i < state->octaves; i++) + { + ampFractal += amp; + amp *= gain; + } + return 1.0f / ampFractal; +} + +// Hashing + +static const int PRIME_X = 501125321; +static const int PRIME_Y = 1136930381; +static const int PRIME_Z = 1720413743; + +static inline int _fnlHash2D(int seed, int xPrimed, int yPrimed) +{ + int hash = seed ^ xPrimed ^ yPrimed; + + hash *= 0x27d4eb2d; + return hash; +} + +static inline int _fnlHash3D(int seed, int xPrimed, int yPrimed, int zPrimed) +{ + int hash = seed ^ xPrimed ^ yPrimed ^ zPrimed; + + hash *= 0x27d4eb2d; + return hash; +} + +static inline float _fnlValCoord2D(int seed, int xPrimed, int yPrimed) +{ + int hash = _fnlHash2D(seed, xPrimed, yPrimed); + hash *= hash; + hash ^= hash << 19; + return hash * (1 / 2147483648.0f); +} + +static inline float _fnlValCoord3D(int seed, int xPrimed, int yPrimed, int zPrimed) +{ + int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed); + hash *= hash; + hash ^= hash << 19; + return hash * (1 / 2147483648.0f); +} + +static inline float _fnlGradCoord2D(int seed, int xPrimed, int yPrimed, float xd, float yd) +{ + int hash = _fnlHash2D(seed, xPrimed, yPrimed); + hash ^= hash >> 15; + hash &= 127 << 1; + return xd * GRADIENTS_2D[hash] + yd * GRADIENTS_2D[hash | 1]; +} + +static inline float _fnlGradCoord3D(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd) +{ + int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed); + hash ^= hash >> 15; + hash &= 63 << 2; + return xd * GRADIENTS_3D[hash] + yd * GRADIENTS_3D[hash | 1] + zd * GRADIENTS_3D[hash | 2]; +} + +static inline void _fnlGradCoordOut2D(int seed, int xPrimed, int yPrimed, float *xo, float *yo) +{ + int hash = _fnlHash2D(seed, xPrimed, yPrimed) & (255 << 1); + + *xo = RAND_VECS_2D[hash]; + *yo = RAND_VECS_2D[hash | 1]; +} + +static inline void _fnlGradCoordOut3D(int seed, int xPrimed, int yPrimed, int zPrimed, float *xo, float *yo, float *zo) +{ + int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed) & (255 << 2); + + *xo = RAND_VECS_3D[hash]; + *yo = RAND_VECS_3D[hash | 1]; + *zo = RAND_VECS_3D[hash | 2]; +} + +static inline void _fnlGradCoordDual2D(int seed, int xPrimed, int yPrimed, float xd, float yd, float *xo, float *yo) +{ + int hash = _fnlHash2D(seed, xPrimed, yPrimed); + int index1 = hash & (127 << 1); + int index2 = (hash >> 7) & (255 << 1); + + float xg = GRADIENTS_2D[index1]; + float yg = GRADIENTS_2D[index1 | 1]; + float value = xd * xg + yd * yg; + + float xgo = RAND_VECS_2D[index2]; + float ygo = RAND_VECS_2D[index2 | 1]; + + *xo = value * xgo; + *yo = value * ygo; +} + +static inline void _fnlGradCoordDual3D(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float *xo, float *yo, float *zo) +{ + int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed); + int index1 = hash & (63 << 2); + int index2 = (hash >> 6) & (255 << 2); + + float xg = GRADIENTS_3D[index1]; + float yg = GRADIENTS_3D[index1 | 1]; + float zg = GRADIENTS_3D[index1 | 2]; + float value = xd * xg + yd * yg + zd * zg; + + float xgo = RAND_VECS_3D[index2]; + float ygo = RAND_VECS_3D[index2 | 1]; + float zgo = RAND_VECS_3D[index2 | 2]; + + *xo = value * xgo; + *yo = value * ygo; + *zo = value * zgo; +} + +// Generic Noise Gen + +static float _fnlSingleSimplex2D(int seed, FNLfloat x, FNLfloat y); +static float _fnlSingleOpenSimplex23D(int seed, FNLfloat x, FNLfloat y, FNLfloat z); +static float _fnlSingleOpenSimplex2S2D(int seed, FNLfloat x, FNLfloat y); +static float _fnlSingleOpenSimplex2S3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z); +static float _fnlSingleCellular2D(fnl_state *state, int seed, FNLfloat x, FNLfloat y); +static float _fnlSingleCellular3D(fnl_state *state, int seed, FNLfloat x, FNLfloat y, FNLfloat z); +static float _fnlSinglePerlin2D(int seed, FNLfloat x, FNLfloat y); +static float _fnlSinglePerlin3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z); +static float _fnlSingleValueCubic2D(int seed, FNLfloat x, FNLfloat y); +static float _fnlSingleValueCubic3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z); +static float _fnlSingleValue2D(int seed, FNLfloat x, FNLfloat y); +static float _fnlSingleValue3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z); + +static float _fnlGenNoiseSingle2D(fnl_state *state, int seed, FNLfloat x, FNLfloat y) +{ + switch (state->noise_type) + { + case FNL_NOISE_OPENSIMPLEX2: + return _fnlSingleSimplex2D(seed, x, y); + case FNL_NOISE_OPENSIMPLEX2S: + return _fnlSingleOpenSimplex2S2D(seed, x, y); + case FNL_NOISE_CELLULAR: + return _fnlSingleCellular2D(state, seed, x, y); + case FNL_NOISE_PERLIN: + return _fnlSinglePerlin2D(seed, x, y); + case FNL_NOISE_VALUE_CUBIC: + return _fnlSingleValueCubic2D(seed, x, y); + case FNL_NOISE_VALUE: + return _fnlSingleValue2D(seed, x, y); + default: + return 0; + } +} + +static float _fnlGenNoiseSingle3D(fnl_state *state, int seed, FNLfloat x, FNLfloat y, FNLfloat z) +{ + switch (state->noise_type) + { + case FNL_NOISE_OPENSIMPLEX2: + return _fnlSingleOpenSimplex23D(seed, x, y, z); + case FNL_NOISE_OPENSIMPLEX2S: + return _fnlSingleOpenSimplex2S3D(seed, x, y, z); + case FNL_NOISE_CELLULAR: + return _fnlSingleCellular3D(state, seed, x, y, z); + case FNL_NOISE_PERLIN: + return _fnlSinglePerlin3D(seed, x, y, z); + case FNL_NOISE_VALUE_CUBIC: + return _fnlSingleValueCubic3D(seed, x, y, z); + case FNL_NOISE_VALUE: + return _fnlSingleValue3D(seed, x, y, z); + default: + return 0; + } +} + +// Noise Coordinate Transforms (frequency, and possible skew or rotation) + +static void _fnlTransformNoiseCoordinate2D(fnl_state *state, FNLfloat *x, FNLfloat *y) +{ + *x *= state->frequency; + *y *= state->frequency; + + switch (state->noise_type) + { + case FNL_NOISE_OPENSIMPLEX2: + case FNL_NOISE_OPENSIMPLEX2S: + { + const FNLfloat SQRT3 = (FNLfloat)1.7320508075688772935274463415059; + const FNLfloat F2 = 0.5f * (SQRT3 - 1); + FNLfloat t = (*x + *y) * F2; + *x += t; + *y += t; + } + break; + default: + break; + } +} + +static void _fnlTransformNoiseCoordinate3D(fnl_state *state, FNLfloat *x, FNLfloat *y, FNLfloat *z) +{ + *x *= state->frequency; + *y *= state->frequency; + *z *= state->frequency; + + switch (state->rotation_type_3d) + { + case FNL_ROTATION_IMPROVE_XY_PLANES: + { + FNLfloat xy = *x + *y; + FNLfloat s2 = xy * -(FNLfloat)0.211324865405187; + *z *= (FNLfloat)0.577350269189626; + *x += s2 - *z; + *y = *y + s2 - *z; + *z += xy * (FNLfloat)0.577350269189626; + } + break; + case FNL_ROTATION_IMPROVE_XZ_PLANES: + { + FNLfloat xz = *x + *z; + FNLfloat s2 = xz * -(FNLfloat)0.211324865405187; + *y *= (FNLfloat)0.577350269189626; + *x += s2 - *y; + *z += s2 - *y; + *y += xz * (FNLfloat)0.577350269189626; + } + break; + default: + switch (state->noise_type) + { + case FNL_NOISE_OPENSIMPLEX2: + case FNL_NOISE_OPENSIMPLEX2S: + { + const FNLfloat R3 = (FNLfloat)(2.0 / 3.0); + FNLfloat r = (*x + *y + *z) * R3; // Rotation, not skew + *x = r - *x; + *y = r - *y; + *z = r - *z; + } + break; + default: + break; + } + } +} + +// Domain Warp Coordinate Transforms + +static void _fnlTransformDomainWarpCoordinate2D(fnl_state *state, FNLfloat *x, FNLfloat *y) +{ + switch (state->domain_warp_type) + { + case FNL_DOMAIN_WARP_OPENSIMPLEX2: + case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED: + { + const FNLfloat SQRT3 = (FNLfloat)1.7320508075688772935274463415059; + const FNLfloat F2 = 0.5f * (SQRT3 - 1); + FNLfloat t = (*x + *y) * F2; + *x += t; + *y += t; + } + break; + default: + break; + } +} + +static void _fnlTransformDomainWarpCoordinate3D(fnl_state *state, FNLfloat *x, FNLfloat *y, FNLfloat *z) +{ + switch (state->rotation_type_3d) + { + case FNL_ROTATION_IMPROVE_XY_PLANES: + { + FNLfloat xy = *x + *y; + FNLfloat s2 = xy * -(FNLfloat)0.211324865405187; + *z *= (FNLfloat)0.577350269189626; + *x += s2 - *z; + *y = *y + s2 - *z; + *z += xy * (FNLfloat)0.577350269189626; + } + break; + case FNL_ROTATION_IMPROVE_XZ_PLANES: + { + FNLfloat xz = *x + *z; + FNLfloat s2 = xz * -(FNLfloat)0.211324865405187; + *y *= (FNLfloat)0.577350269189626; + *x += s2 - *y; + *z += s2 - *y; + *y += xz * (FNLfloat)0.577350269189626; + } + break; + default: + switch (state->domain_warp_type) + { + case FNL_DOMAIN_WARP_OPENSIMPLEX2: + case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED: + { + const FNLfloat R3 = (FNLfloat)(2.0 / 3.0); + FNLfloat r = (*x + *y + *z) * R3; // Rotation, not skew + *x = r - *x; + *y = r - *y; + *z = r - *z; + } + break; + default: + break; + } + } +} + +// Fractal FBm +static float _fnlGenFractalFBM2D(fnl_state *state, FNLfloat x, FNLfloat y) +{ + int seed = state->seed; + float sum = 0; + float amp = _fnlCalculateFractalBounding(state); + + for (int i = 0; i < state->octaves; i++) + { + float noise = _fnlGenNoiseSingle2D(state, seed++, x, y); + sum += noise * amp; + amp *= _fnlLerp(1.0f, _fnlFastMin(noise + 1, 2) * 0.5f, state->weighted_strength); + + x *= state->lacunarity; + y *= state->lacunarity; + amp *= state->gain; + } + + return sum; +} + +static float _fnlGenFractalFBM3D(fnl_state *state, FNLfloat x, FNLfloat y, FNLfloat z) +{ + int seed = state->seed; + float sum = 0; + float amp = _fnlCalculateFractalBounding(state); + + for (int i = 0; i < state->octaves; i++) + { + float noise = _fnlGenNoiseSingle3D(state, seed++, x, y, z); + sum += noise * amp; + amp *= _fnlLerp(1.0f, (noise + 1) * 0.5f, state->weighted_strength); + + x *= state->lacunarity; + y *= state->lacunarity; + z *= state->lacunarity; + amp *= state->gain; + } + + return sum; +} + +// Fractal Ridged + +static float _fnlGenFractalRidged2D(fnl_state *state, FNLfloat x, FNLfloat y) +{ + int seed = state->seed; + float sum = 0; + float amp = _fnlCalculateFractalBounding(state); + + for (int i = 0; i < state->octaves; i++) + { + float noise = _fnlFastAbs(_fnlGenNoiseSingle2D(state, seed++, x, y)); + sum += (noise * -2 + 1) * amp; + amp *= _fnlLerp(1.0f, 1 - noise, state->weighted_strength); + + x *= state->lacunarity; + y *= state->lacunarity; + amp *= state->gain; + } + + return sum; +} + +static float _fnlGenFractalRidged3D(fnl_state *state, FNLfloat x, FNLfloat y, FNLfloat z) +{ + int seed = state->seed; + float sum = 0; + float amp = _fnlCalculateFractalBounding(state); + + for (int i = 0; i < state->octaves; i++) + { + float noise = _fnlFastAbs(_fnlGenNoiseSingle3D(state, seed++, x, y, z)); + sum += (noise * -2 + 1) * amp; + amp *= _fnlLerp(1.0f, 1 - noise, state->weighted_strength); + + x *= state->lacunarity; + y *= state->lacunarity; + z *= state->lacunarity; + amp *= state->gain; + } + + return sum; +} + +// Fractal PingPong + +static float _fnlGenFractalPingPong2D(fnl_state *state, FNLfloat x, FNLfloat y) +{ + int seed = state->seed; + float sum = 0; + float amp = _fnlCalculateFractalBounding(state); + + for (int i = 0; i < state->octaves; i++) + { + float noise = _fnlPingPong((_fnlGenNoiseSingle2D(state, seed++, x, y) + 1) * state->ping_pong_strength); + sum += (noise - 0.5f) * 2 * amp; + amp *= _fnlLerp(1.0f, noise, state->weighted_strength); + + x *= state->lacunarity; + y *= state->lacunarity; + amp *= state->gain; + } + + return sum; +} + +static float _fnlGenFractalPingPong3D(fnl_state *state, FNLfloat x, FNLfloat y, FNLfloat z) +{ + int seed = state->seed; + float sum = 0; + float amp = _fnlCalculateFractalBounding(state); + + for (int i = 0; i < state->octaves; i++) + { + float noise = _fnlPingPong((_fnlGenNoiseSingle3D(state, seed++, x, y, z) + 1) * state->ping_pong_strength); + sum += (noise - 0.5f) * 2 * amp; + amp *= _fnlLerp(1.0f, noise, state->weighted_strength); + + x *= state->lacunarity; + y *= state->lacunarity; + z *= state->lacunarity; + amp *= state->gain; + } + + return sum; +} + +// Simplex/OpenSimplex2 Noise + +static float _fnlSingleSimplex2D(int seed, FNLfloat x, FNLfloat y) +{ + // 2D OpenSimplex2 case uses the same algorithm as ordinary Simplex. + + const float SQRT3 = 1.7320508075688772935274463415059f; + const float G2 = (3 - SQRT3) / 6; + + /* + * --- Skew moved to TransformNoiseCoordinate method --- + * const FNLfloat F2 = 0.5f * (SQRT3 - 1); + * FNLfloat s = (x + y) * F2; + * x += s; y += s; + */ + + int i = _fnlFastFloor(x); + int j = _fnlFastFloor(y); + float xi = (float)(x - i); + float yi = (float)(y - j); + + float t = (xi + yi) * G2; + float x0 = (float)(xi - t); + float y0 = (float)(yi - t); + + i *= PRIME_X; + j *= PRIME_Y; + + float n0, n1, n2; + + float a = 0.5f - x0 * x0 - y0 * y0; + if (a <= 0) + n0 = 0; + else + { + n0 = (a * a) * (a * a) * _fnlGradCoord2D(seed, i, j, x0, y0); + } + + float c = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a); + if (c <= 0) + n2 = 0; + else + { + float x2 = x0 + (2 * (float)G2 - 1); + float y2 = y0 + (2 * (float)G2 - 1); + n2 = (c * c) * (c * c) * _fnlGradCoord2D(seed, i + PRIME_X, j + PRIME_Y, x2, y2); + } + + if (y0 > x0) + { + float x1 = x0 + (float)G2; + float y1 = y0 + ((float)G2 - 1); + float b = 0.5f - x1 * x1 - y1 * y1; + if (b <= 0) + n1 = 0; + else + { + n1 = (b * b) * (b * b) * _fnlGradCoord2D(seed, i, j + PRIME_Y, x1, y1); + } + } + else + { + float x1 = x0 + ((float)G2 - 1); + float y1 = y0 + (float)G2; + float b = 0.5f - x1 * x1 - y1 * y1; + if (b <= 0) + n1 = 0; + else + { + n1 = (b * b) * (b * b) * _fnlGradCoord2D(seed, i + PRIME_X, j, x1, y1); + } + } + + return (n0 + n1 + n2) * 99.83685446303647f; +} + +static float _fnlSingleOpenSimplex23D(int seed, FNLfloat x, FNLfloat y, FNLfloat z) +{ + // 3D OpenSimplex2 case uses two offset rotated cube grids. + + /* + * --- Rotation moved to TransformNoiseCoordinate method --- + * const FNLfloat R3 = (FNLfloat)(2.0 / 3.0); + * FNLfloat r = (x + y + z) * R3; // Rotation, not skew + * x = r - x; y = r - y; z = r - z; + */ + + int i = _fnlFastRound(x); + int j = _fnlFastRound(y); + int k = _fnlFastRound(z); + float x0 = (float)(x - i); + float y0 = (float)(y - j); + float z0 = (float)(z - k); + + int xNSign = (int)(-1.0f - x0) | 1; + int yNSign = (int)(-1.0f - y0) | 1; + int zNSign = (int)(-1.0f - z0) | 1; + + float ax0 = xNSign * -x0; + float ay0 = yNSign * -y0; + float az0 = zNSign * -z0; + + i *= PRIME_X; + j *= PRIME_Y; + k *= PRIME_Z; + + float value = 0; + float a = (0.6f - x0 * x0) - (y0 * y0 + z0 * z0); + + for (int l = 0; ; l++) + { + if (a > 0) + { + value += (a * a) * (a * a) * _fnlGradCoord3D(seed, i, j, k, x0, y0, z0); + } + + float b = a + 1; + int i1 = i; + int j1 = j; + int k1 = k; + float x1 = x0; + float y1 = y0; + float z1 = z0; + if (ax0 >= ay0 && ax0 >= az0) + { + x1 += xNSign; + b -= xNSign * 2 * x1; + i1 -= xNSign * PRIME_X; + } + else if (ay0 > ax0 && ay0 >= az0) + { + y1 += yNSign; + b -= yNSign * 2 * y1; + j1 -= yNSign * PRIME_Y; + } + else + { + z1 += zNSign; + b -= zNSign * 2 * z1; + k1 -= zNSign * PRIME_Z; + } + + if (b > 0) + { + value += (b * b) * (b * b) * _fnlGradCoord3D(seed, i1, j1, k1, x1, y1, z1); + } + + if (l == 1) + break; + + ax0 = 0.5f - ax0; + ay0 = 0.5f - ay0; + az0 = 0.5f - az0; + + x0 = xNSign * ax0; + y0 = yNSign * ay0; + z0 = zNSign * az0; + + a += (0.75f - ax0) - (ay0 + az0); + + i += (xNSign >> 1) & PRIME_X; + j += (yNSign >> 1) & PRIME_Y; + k += (zNSign >> 1) & PRIME_Z; + + xNSign = -xNSign; + yNSign = -yNSign; + zNSign = -zNSign; + + seed = ~seed; + } + + return value * 32.69428253173828125f; +} + +// OpenSimplex2S Noise + +static float _fnlSingleOpenSimplex2S2D(int seed, FNLfloat x, FNLfloat y) +{ + // 2D OpenSimplex2S case is a modified 2D simplex noise. + + const FNLfloat SQRT3 = (FNLfloat)1.7320508075688772935274463415059; + const FNLfloat G2 = (3 - SQRT3) / 6; + + /* + * --- Skew moved to TransformNoiseCoordinate method --- + * const FNLfloat F2 = 0.5f * (SQRT3 - 1); + * FNLfloat s = (x + y) * F2; + * x += s; y += s; + */ + + int i = _fnlFastFloor(x); + int j = _fnlFastFloor(y); + float xi = (float)(x - i); + float yi = (float)(y - j); + + i *= PRIME_X; + j *= PRIME_Y; + int i1 = i + PRIME_X; + int j1 = j + PRIME_Y; + + float t = (xi + yi) * (float)G2; + float x0 = xi - t; + float y0 = yi - t; + + float a0 = (2.0f / 3.0f) - x0 * x0 - y0 * y0; + float value = (a0 * a0) * (a0 * a0) * _fnlGradCoord2D(seed, i, j, x0, y0); + + float a1 = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a0); + float x1 = x0 - (float)(1 - 2 * G2); + float y1 = y0 - (float)(1 - 2 * G2); + value += (a1 * a1) * (a1 * a1) * _fnlGradCoord2D(seed, i1, j1, x1, y1); + + // Nested conditionals were faster than compact bit logic/arithmetic. + float xmyi = xi - yi; + if (t > G2) + { + if (xi + xmyi > 1) + { + float x2 = x0 + (float)(3 * G2 - 2); + float y2 = y0 + (float)(3 * G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i + (PRIME_X << 1), j + PRIME_Y, x2, y2); + } + } + else + { + float x2 = x0 + (float)G2; + float y2 = y0 + (float)(G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i, j + PRIME_Y, x2, y2); + } + } + + if (yi - xmyi > 1) + { + float x3 = x0 + (float)(3 * G2 - 1); + float y3 = y0 + (float)(3 * G2 - 2); + float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3; + if (a3 > 0) + { + value += (a3 * a3) * (a3 * a3) * _fnlGradCoord2D(seed, i + PRIME_X, j + (PRIME_Y << 1), x3, y3); + } + } + else + { + float x3 = x0 + (float)(G2 - 1); + float y3 = y0 + (float)G2; + float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3; + if (a3 > 0) + { + value += (a3 * a3) * (a3 * a3) * _fnlGradCoord2D(seed, i + PRIME_X, j, x3, y3); + } + } + } + else + { + if (xi + xmyi < 0) + { + float x2 = x0 + (float)(1 - G2); + float y2 = y0 - (float)G2; + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i - PRIME_X, j, x2, y2); + } + } + else + { + float x2 = x0 + (float)(G2 - 1); + float y2 = y0 + (float)G2; + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i + PRIME_X, j, x2, y2); + } + } + + if (yi < xmyi) + { + float x2 = x0 - (float)G2; + float y2 = y0 - (float)(G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i, j - PRIME_Y, x2, y2); + } + } + else + { + float x2 = x0 + (float)G2; + float y2 = y0 + (float)(G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i, j + PRIME_Y, x2, y2); + } + } + } + + return value * 18.24196194486065f; +} + +static float _fnlSingleOpenSimplex2S3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z) +{ + // 3D OpenSimplex2S case uses two offset rotated cube grids. + + /* + * --- Rotation moved to TransformNoiseCoordinate method --- + * const FNLfloat R3 = (FNLfloat)(2.0 / 3.0); + * FNLfloat r = (x + y + z) * R3; // Rotation, not skew + * x = r - x; y = r - y; z = r - z; + */ + + int i = _fnlFastFloor(x); + int j = _fnlFastFloor(y); + int k = _fnlFastFloor(z); + float xi = (float)(x - i); + float yi = (float)(y - j); + float zi = (float)(z - k); + + i *= PRIME_X; + j *= PRIME_Y; + k *= PRIME_Z; + int seed2 = seed + 1293373; + + int xNMask = (int)(-0.5f - xi); + int yNMask = (int)(-0.5f - yi); + int zNMask = (int)(-0.5f - zi); + + float x0 = xi + xNMask; + float y0 = yi + yNMask; + float z0 = zi + zNMask; + float a0 = 0.75f - x0 * x0 - y0 * y0 - z0 * z0; + float value = (a0 * a0) * (a0 * a0) * _fnlGradCoord3D(seed, + i + (xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (zNMask & PRIME_Z), x0, y0, z0); + + float x1 = xi - 0.5f; + float y1 = yi - 0.5f; + float z1 = zi - 0.5f; + float a1 = 0.75f - x1 * x1 - y1 * y1 - z1 * z1; + value += (a1 * a1) * (a1 * a1) * _fnlGradCoord3D(seed2, + i + PRIME_X, j + PRIME_Y, k + PRIME_Z, x1, y1, z1); + + float xAFlipMask0 = ((xNMask | 1) << 1) * x1; + float yAFlipMask0 = ((yNMask | 1) << 1) * y1; + float zAFlipMask0 = ((zNMask | 1) << 1) * z1; + float xAFlipMask1 = (-2 - (xNMask << 2)) * x1 - 1.0f; + float yAFlipMask1 = (-2 - (yNMask << 2)) * y1 - 1.0f; + float zAFlipMask1 = (-2 - (zNMask << 2)) * z1 - 1.0f; + + bool skip5 = false; + float a2 = xAFlipMask0 + a0; + if (a2 > 0) + { + float x2 = x0 - (xNMask | 1); + float y2 = y0; + float z2 = z0; + value += (a2 * a2) * (a2 * a2) * _fnlGradCoord3D(seed, + i + (~xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (zNMask & PRIME_Z), x2, y2, z2); + } + else + { + float a3 = yAFlipMask0 + zAFlipMask0 + a0; + if (a3 > 0) + { + float x3 = x0; + float y3 = y0 - (yNMask | 1); + float z3 = z0 - (zNMask | 1); + value += (a3 * a3) * (a3 * a3) * _fnlGradCoord3D(seed, + i + (xNMask & PRIME_X), j + (~yNMask & PRIME_Y), k + (~zNMask & PRIME_Z), x3, y3, z3); + } + + float a4 = xAFlipMask1 + a1; + if (a4 > 0) + { + float x4 = (xNMask | 1) + x1; + float y4 = y1; + float z4 = z1; + value += (a4 * a4) * (a4 * a4) * _fnlGradCoord3D(seed2, + i + (xNMask & (PRIME_X * 2)), j + PRIME_Y, k + PRIME_Z, x4, y4, z4); + skip5 = true; + } + } + + bool skip9 = false; + float a6 = yAFlipMask0 + a0; + if (a6 > 0) + { + float x6 = x0; + float y6 = y0 - (yNMask | 1); + float z6 = z0; + value += (a6 * a6) * (a6 * a6) * _fnlGradCoord3D(seed, + i + (xNMask & PRIME_X), j + (~yNMask & PRIME_Y), k + (zNMask & PRIME_Z), x6, y6, z6); + } + else + { + float a7 = xAFlipMask0 + zAFlipMask0 + a0; + if (a7 > 0) + { + float x7 = x0 - (xNMask | 1); + float y7 = y0; + float z7 = z0 - (zNMask | 1); + value += (a7 * a7) * (a7 * a7) * _fnlGradCoord3D(seed, + i + (~xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (~zNMask & PRIME_Z), x7, y7, z7); + } + + float a8 = yAFlipMask1 + a1; + if (a8 > 0) + { + float x8 = x1; + float y8 = (yNMask | 1) + y1; + float z8 = z1; + value += (a8 * a8) * (a8 * a8) * _fnlGradCoord3D(seed2, + i + PRIME_X, j + (yNMask & (PRIME_Y << 1)), k + PRIME_Z, x8, y8, z8); + skip9 = true; + } + } + + bool skipD = false; + float aA = zAFlipMask0 + a0; + if (aA > 0) + { + float xA = x0; + float yA = y0; + float zA = z0 - (zNMask | 1); + value += (aA * aA) * (aA * aA) * _fnlGradCoord3D(seed, + i + (xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (~zNMask & PRIME_Z), xA, yA, zA); + } + else + { + float aB = xAFlipMask0 + yAFlipMask0 + a0; + if (aB > 0) + { + float xB = x0 - (xNMask | 1); + float yB = y0 - (yNMask | 1); + float zB = z0; + value += (aB * aB) * (aB * aB) * _fnlGradCoord3D(seed, + i + (~xNMask & PRIME_X), j + (~yNMask & PRIME_Y), k + (zNMask & PRIME_Z), xB, yB, zB); + } + + float aC = zAFlipMask1 + a1; + if (aC > 0) + { + float xC = x1; + float yC = y1; + float zC = (zNMask | 1) + z1; + value += (aC * aC) * (aC * aC) * _fnlGradCoord3D(seed2, + i + PRIME_X, j + PRIME_Y, k + (zNMask & (PRIME_Z << 1)), xC, yC, zC); + skipD = true; + } + } + + if (!skip5) + { + float a5 = yAFlipMask1 + zAFlipMask1 + a1; + if (a5 > 0) + { + float x5 = x1; + float y5 = (yNMask | 1) + y1; + float z5 = (zNMask | 1) + z1; + value += (a5 * a5) * (a5 * a5) * _fnlGradCoord3D(seed2, + i + PRIME_X, j + (yNMask & (PRIME_Y << 1)), k + (zNMask & (PRIME_Z << 1)), x5, y5, z5); + } + } + + if (!skip9) + { + float a9 = xAFlipMask1 + zAFlipMask1 + a1; + if (a9 > 0) + { + float x9 = (xNMask | 1) + x1; + float y9 = y1; + float z9 = (zNMask | 1) + z1; + value += (a9 * a9) * (a9 * a9) * _fnlGradCoord3D(seed2, + i + (xNMask & (PRIME_X * 2)), j + PRIME_Y, k + (zNMask & (PRIME_Z << 1)), x9, y9, z9); + } + } + + if (!skipD) + { + float aD = xAFlipMask1 + yAFlipMask1 + a1; + if (aD > 0) + { + float xD = (xNMask | 1) + x1; + float yD = (yNMask | 1) + y1; + float zD = z1; + value += (aD * aD) * (aD * aD) * _fnlGradCoord3D(seed2, + i + (xNMask & (PRIME_X << 1)), j + (yNMask & (PRIME_Y << 1)), k + PRIME_Z, xD, yD, zD); + } + } + + return value * 9.046026385208288f; +} + +// Cellular Noise + +static float _fnlSingleCellular2D(fnl_state *state, int seed, FNLfloat x, FNLfloat y) +{ + int xr = _fnlFastRound(x); + int yr = _fnlFastRound(y); + + float distance0 = FLT_MAX; + float distance1 = FLT_MAX; + int closestHash = 0; + + float cellularJitter = 0.5f * state->cellular_jitter_mod; + + int xPrimed = (xr - 1) * PRIME_X; + int yPrimedBase = (yr - 1) * PRIME_Y; + + switch (state->cellular_distance_func) + { + default: + case FNL_CELLULAR_DISTANCE_EUCLIDEAN: + case FNL_CELLULAR_DISTANCE_EUCLIDEANSQ: + for (int xi = xr - 1; xi <= xr + 1; xi++) + { + int yPrimed = yPrimedBase; + + for (int yi = yr - 1; yi <= yr + 1; yi++) + { + int hash = _fnlHash2D(seed, xPrimed, yPrimed); + int idx = hash & (255 << 1); + + float vecX = (float)(xi - x) + RAND_VECS_2D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RAND_VECS_2D[idx | 1] * cellularJitter; + + float newDistance = vecX * vecX + vecY * vecY; + + distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0); + if (newDistance < distance0) + { + distance0 = newDistance; + closestHash = hash; + } + yPrimed += PRIME_Y; + } + xPrimed += PRIME_X; + } + break; + case FNL_CELLULAR_DISTANCE_MANHATTAN: + for (int xi = xr - 1; xi <= xr + 1; xi++) + { + int yPrimed = yPrimedBase; + + for (int yi = yr - 1; yi <= yr + 1; yi++) + { + int hash = _fnlHash2D(seed, xPrimed, yPrimed); + int idx = hash & (255 << 1); + + float vecX = (float)(xi - x) + RAND_VECS_2D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RAND_VECS_2D[idx | 1] * cellularJitter; + + float newDistance = _fnlFastAbs(vecX) + _fnlFastAbs(vecY); + + distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0); + if (newDistance < distance0) + { + distance0 = newDistance; + closestHash = hash; + } + yPrimed += PRIME_Y; + } + xPrimed += PRIME_X; + } + break; + case FNL_CELLULAR_DISTANCE_HYBRID: + for (int xi = xr - 1; xi <= xr + 1; xi++) + { + int yPrimed = yPrimedBase; + for (int yi = yr - 1; yi <= yr + 1; yi++) + { + int hash = _fnlHash2D(seed, xPrimed, yPrimed); + int idx = hash & (255 << 1); + + float vecX = (float)(xi - x) + RAND_VECS_2D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RAND_VECS_2D[idx | 1] * cellularJitter; + + float newDistance = (_fnlFastAbs(vecX) + _fnlFastAbs(vecY)) + (vecX * vecX + vecY * vecY); + + distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0); + if (newDistance < distance0) + { + distance0 = newDistance; + closestHash = hash; + } + yPrimed += PRIME_Y; + } + xPrimed += PRIME_X; + } + break; + } + + if (state->cellular_distance_func == FNL_CELLULAR_DISTANCE_EUCLIDEAN && state->cellular_return_type >= FNL_CELLULAR_RETURN_VALUE_DISTANCE) + { + distance0 = _fnlFastSqrt(distance0); + if (state->cellular_return_type >= FNL_CELLULAR_RETURN_VALUE_DISTANCE2) + distance1 = _fnlFastSqrt(distance1); + } + + switch (state->cellular_return_type) + { + case FNL_CELLULAR_RETURN_VALUE_CELLVALUE: + return closestHash * (1 / 2147483648.0f); + case FNL_CELLULAR_RETURN_VALUE_DISTANCE: + return distance0 - 1; + case FNL_CELLULAR_RETURN_VALUE_DISTANCE2: + return distance1 - 1; + case FNL_CELLULAR_RETURN_VALUE_DISTANCE2ADD: + return (distance1 + distance0) * 0.5f - 1; + case FNL_CELLULAR_RETURN_VALUE_DISTANCE2SUB: + return distance1 - distance0 - 1; + case FNL_CELLULAR_RETURN_VALUE_DISTANCE2MUL: + return distance1 * distance0 * 0.5f - 1; + case FNL_CELLULAR_RETURN_VALUE_DISTANCE2DIV: + return distance0 / distance1 - 1; + default: + return 0; + } +} + +static float _fnlSingleCellular3D(fnl_state *state, int seed, FNLfloat x, FNLfloat y, FNLfloat z) +{ + int xr = _fnlFastRound(x); + int yr = _fnlFastRound(y); + int zr = _fnlFastRound(z); + + float distance0 = FLT_MAX; + float distance1 = FLT_MAX; + int closestHash = 0; + + float cellularJitter = 0.39614353f * state->cellular_jitter_mod; + + int xPrimed = (xr - 1) * PRIME_X; + int yPrimedBase = (yr - 1) * PRIME_Y; + int zPrimedBase = (zr - 1) * PRIME_Z; + + switch (state->cellular_distance_func) + { + default: + case FNL_CELLULAR_DISTANCE_EUCLIDEAN: + case FNL_CELLULAR_DISTANCE_EUCLIDEANSQ: + for (int xi = xr - 1; xi <= xr + 1; xi++) + { + int yPrimed = yPrimedBase; + + for (int yi = yr - 1; yi <= yr + 1; yi++) + { + int zPrimed = zPrimedBase; + + for (int zi = zr - 1; zi <= zr + 1; zi++) + { + int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed); + int idx = hash & (255 << 2); + + float vecX = (float)(xi - x) + RAND_VECS_3D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RAND_VECS_3D[idx | 1] * cellularJitter; + float vecZ = (float)(zi - z) + RAND_VECS_3D[idx | 2] * cellularJitter; + + float newDistance = vecX * vecX + vecY * vecY + vecZ * vecZ; + + distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0); + if (newDistance < distance0) + { + distance0 = newDistance; + closestHash = hash; + } + zPrimed += PRIME_Z; + } + yPrimed += PRIME_Y; + } + xPrimed += PRIME_X; + } + break; + case FNL_CELLULAR_DISTANCE_MANHATTAN: + for (int xi = xr - 1; xi <= xr + 1; xi++) + { + int yPrimed = yPrimedBase; + + for (int yi = yr - 1; yi <= yr + 1; yi++) + { + int zPrimed = zPrimedBase; + + for (int zi = zr - 1; zi <= zr + 1; zi++) + { + int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed); + int idx = hash & (255 << 2); + + float vecX = (float)(xi - x) + RAND_VECS_3D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RAND_VECS_3D[idx | 1] * cellularJitter; + float vecZ = (float)(zi - z) + RAND_VECS_3D[idx | 2] * cellularJitter; + + float newDistance = _fnlFastAbs(vecX) + _fnlFastAbs(vecY) + _fnlFastAbs(vecZ); + + distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0); + if (newDistance < distance0) + { + distance0 = newDistance; + closestHash = hash; + } + zPrimed += PRIME_Z; + } + yPrimed += PRIME_Y; + } + xPrimed += PRIME_X; + } + break; + case FNL_CELLULAR_DISTANCE_HYBRID: + for (int xi = xr - 1; xi <= xr + 1; xi++) + { + int yPrimed = yPrimedBase; + + for (int yi = yr - 1; yi <= yr + 1; yi++) + { + int zPrimed = zPrimedBase; + + for (int zi = zr - 1; zi <= zr + 1; zi++) + { + int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed); + int idx = hash & (255 << 2); + + float vecX = (float)(xi - x) + RAND_VECS_3D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RAND_VECS_3D[idx | 1] * cellularJitter; + float vecZ = (float)(zi - z) + RAND_VECS_3D[idx | 2] * cellularJitter; + + float newDistance = (_fnlFastAbs(vecX) + _fnlFastAbs(vecY) + _fnlFastAbs(vecZ)) + (vecX * vecX + vecY * vecY + vecZ * vecZ); + + distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0); + if (newDistance < distance0) + { + distance0 = newDistance; + closestHash = hash; + } + zPrimed += PRIME_Z; + } + yPrimed += PRIME_Y; + } + xPrimed += PRIME_X; + } + break; + } + + if (state->cellular_distance_func == FNL_CELLULAR_DISTANCE_EUCLIDEAN && state->cellular_return_type >= FNL_CELLULAR_RETURN_VALUE_DISTANCE) + { + distance0 = _fnlFastSqrt(distance0); + if (state->cellular_return_type >= FNL_CELLULAR_RETURN_VALUE_DISTANCE2) + distance1 = _fnlFastSqrt(distance1); + } + + switch (state->cellular_return_type) + { + case FNL_CELLULAR_RETURN_VALUE_CELLVALUE: + return closestHash * (1 / 2147483648.0f); + case FNL_CELLULAR_RETURN_VALUE_DISTANCE: + return distance0 - 1; + case FNL_CELLULAR_RETURN_VALUE_DISTANCE2: + return distance1 - 1; + case FNL_CELLULAR_RETURN_VALUE_DISTANCE2ADD: + return (distance1 + distance0) * 0.5f - 1; + case FNL_CELLULAR_RETURN_VALUE_DISTANCE2SUB: + return distance1 - distance0 - 1; + case FNL_CELLULAR_RETURN_VALUE_DISTANCE2MUL: + return distance1 * distance0 * 0.5f - 1; + case FNL_CELLULAR_RETURN_VALUE_DISTANCE2DIV: + return distance0 / distance1 - 1; + default: + return 0; + } +} + +// Perlin Noise + +static float _fnlSinglePerlin2D(int seed, FNLfloat x, FNLfloat y) +{ + int x0 = _fnlFastFloor(x); + int y0 = _fnlFastFloor(y); + + float xd0 = (float)(x - x0); + float yd0 = (float)(y - y0); + float xd1 = xd0 - 1; + float yd1 = yd0 - 1; + + float xs = _fnlInterpQuintic(xd0); + float ys = _fnlInterpQuintic(yd0); + + x0 *= PRIME_X; + y0 *= PRIME_Y; + int x1 = x0 + PRIME_X; + int y1 = y0 + PRIME_Y; + + float xf0 = _fnlLerp(_fnlGradCoord2D(seed, x0, y0, xd0, yd0), _fnlGradCoord2D(seed, x1, y0, xd1, yd0), xs); + float xf1 = _fnlLerp(_fnlGradCoord2D(seed, x0, y1, xd0, yd1), _fnlGradCoord2D(seed, x1, y1, xd1, yd1), xs); + + return _fnlLerp(xf0, xf1, ys) * 1.4247691104677813f; +} + +static float _fnlSinglePerlin3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z) +{ + int x0 = _fnlFastFloor(x); + int y0 = _fnlFastFloor(y); + int z0 = _fnlFastFloor(z); + + float xd0 = (float)(x - x0); + float yd0 = (float)(y - y0); + float zd0 = (float)(z - z0); + float xd1 = xd0 - 1; + float yd1 = yd0 - 1; + float zd1 = zd0 - 1; + + float xs = _fnlInterpQuintic(xd0); + float ys = _fnlInterpQuintic(yd0); + float zs = _fnlInterpQuintic(zd0); + + x0 *= PRIME_X; + y0 *= PRIME_Y; + z0 *= PRIME_Z; + int x1 = x0 + PRIME_X; + int y1 = y0 + PRIME_Y; + int z1 = z0 + PRIME_Z; + + float xf00 = _fnlLerp(_fnlGradCoord3D(seed, x0, y0, z0, xd0, yd0, zd0), _fnlGradCoord3D(seed, x1, y0, z0, xd1, yd0, zd0), xs); + float xf10 = _fnlLerp(_fnlGradCoord3D(seed, x0, y1, z0, xd0, yd1, zd0), _fnlGradCoord3D(seed, x1, y1, z0, xd1, yd1, zd0), xs); + float xf01 = _fnlLerp(_fnlGradCoord3D(seed, x0, y0, z1, xd0, yd0, zd1), _fnlGradCoord3D(seed, x1, y0, z1, xd1, yd0, zd1), xs); + float xf11 = _fnlLerp(_fnlGradCoord3D(seed, x0, y1, z1, xd0, yd1, zd1), _fnlGradCoord3D(seed, x1, y1, z1, xd1, yd1, zd1), xs); + + float yf0 = _fnlLerp(xf00, xf10, ys); + float yf1 = _fnlLerp(xf01, xf11, ys); + + return _fnlLerp(yf0, yf1, zs) * 0.964921414852142333984375f; +} + +// Value Cubic + +static float _fnlSingleValueCubic2D(int seed, FNLfloat x, FNLfloat y) +{ + int x1 = _fnlFastFloor(x); + int y1 = _fnlFastFloor(y); + + float xs = x - (float)x1; + float ys = y - (float)y1; + + x1 *= PRIME_X; + y1 *= PRIME_Y; + + int x0 = x1 - PRIME_X; + int y0 = y1 - PRIME_Y; + int x2 = x1 + PRIME_X; + int y2 = y1 + PRIME_Y; + int x3 = x1 + (int)((long)PRIME_X << 1); + int y3 = y1 + (int)((long)PRIME_Y << 1); + + return _fnlCubicLerp( + _fnlCubicLerp(_fnlValCoord2D(seed, x0, y0), _fnlValCoord2D(seed, x1, y0), _fnlValCoord2D(seed, x2, y0), _fnlValCoord2D(seed, x3, y0), + xs), + _fnlCubicLerp(_fnlValCoord2D(seed, x0, y1), _fnlValCoord2D(seed, x1, y1), _fnlValCoord2D(seed, x2, y1), _fnlValCoord2D(seed, x3, y1), + xs), + _fnlCubicLerp(_fnlValCoord2D(seed, x0, y2), _fnlValCoord2D(seed, x1, y2), _fnlValCoord2D(seed, x2, y2), _fnlValCoord2D(seed, x3, y2), + xs), + _fnlCubicLerp(_fnlValCoord2D(seed, x0, y3), _fnlValCoord2D(seed, x1, y3), _fnlValCoord2D(seed, x2, y3), _fnlValCoord2D(seed, x3, y3), + xs), + ys) * (1 / (1.5f * 1.5f)); +} + +static float _fnlSingleValueCubic3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z) +{ + int x1 = _fnlFastFloor(x); + int y1 = _fnlFastFloor(y); + int z1 = _fnlFastFloor(z); + + float xs = x - (float)x1; + float ys = y - (float)y1; + float zs = z - (float)z1; + + x1 *= PRIME_X; + y1 *= PRIME_Y; + z1 *= PRIME_Z; + + int x0 = x1 - PRIME_X; + int y0 = y1 - PRIME_Y; + int z0 = z1 - PRIME_Z; + int x2 = x1 + PRIME_X; + int y2 = y1 + PRIME_Y; + int z2 = z1 + PRIME_Z; + int x3 = x1 + (int)((long)PRIME_X << 1); + int y3 = y1 + (int)((long)PRIME_Y << 1); + int z3 = z1 + (int)((long)PRIME_Z << 1); + + return _fnlCubicLerp( + _fnlCubicLerp( + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z0), _fnlValCoord3D(seed, x1, y0, z0), _fnlValCoord3D(seed, x2, y0, z0), _fnlValCoord3D(seed, x3, y0, z0), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z0), _fnlValCoord3D(seed, x1, y1, z0), _fnlValCoord3D(seed, x2, y1, z0), _fnlValCoord3D(seed, x3, y1, z0), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z0), _fnlValCoord3D(seed, x1, y2, z0), _fnlValCoord3D(seed, x2, y2, z0), _fnlValCoord3D(seed, x3, y2, z0), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z0), _fnlValCoord3D(seed, x1, y3, z0), _fnlValCoord3D(seed, x2, y3, z0), _fnlValCoord3D(seed, x3, y3, z0), xs), + ys), + _fnlCubicLerp( + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z1), _fnlValCoord3D(seed, x1, y0, z1), _fnlValCoord3D(seed, x2, y0, z1), _fnlValCoord3D(seed, x3, y0, z1), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z1), _fnlValCoord3D(seed, x1, y1, z1), _fnlValCoord3D(seed, x2, y1, z1), _fnlValCoord3D(seed, x3, y1, z1), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z1), _fnlValCoord3D(seed, x1, y2, z1), _fnlValCoord3D(seed, x2, y2, z1), _fnlValCoord3D(seed, x3, y2, z1), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z1), _fnlValCoord3D(seed, x1, y3, z1), _fnlValCoord3D(seed, x2, y3, z1), _fnlValCoord3D(seed, x3, y3, z1), xs), + ys), + _fnlCubicLerp( + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z2), _fnlValCoord3D(seed, x1, y0, z2), _fnlValCoord3D(seed, x2, y0, z2), _fnlValCoord3D(seed, x3, y0, z2), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z2), _fnlValCoord3D(seed, x1, y1, z2), _fnlValCoord3D(seed, x2, y1, z2), _fnlValCoord3D(seed, x3, y1, z2), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z2), _fnlValCoord3D(seed, x1, y2, z2), _fnlValCoord3D(seed, x2, y2, z2), _fnlValCoord3D(seed, x3, y2, z2), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z2), _fnlValCoord3D(seed, x1, y3, z2), _fnlValCoord3D(seed, x2, y3, z2), _fnlValCoord3D(seed, x3, y3, z2), xs), + ys), + _fnlCubicLerp( + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z3), _fnlValCoord3D(seed, x1, y0, z3), _fnlValCoord3D(seed, x2, y0, z3), _fnlValCoord3D(seed, x3, y0, z3), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z3), _fnlValCoord3D(seed, x1, y1, z3), _fnlValCoord3D(seed, x2, y1, z3), _fnlValCoord3D(seed, x3, y1, z3), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z3), _fnlValCoord3D(seed, x1, y2, z3), _fnlValCoord3D(seed, x2, y2, z3), _fnlValCoord3D(seed, x3, y2, z3), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z3), _fnlValCoord3D(seed, x1, y3, z3), _fnlValCoord3D(seed, x2, y3, z3), _fnlValCoord3D(seed, x3, y3, z3), xs), + ys), + zs) * (1 / 1.5f * 1.5f * 1.5f); +} + +// Value noise + +static float _fnlSingleValue2D(int seed, FNLfloat x, FNLfloat y) +{ + int x0 = _fnlFastFloor(x); + int y0 = _fnlFastFloor(y); + + float xs = _fnlInterpHermite((float)(x - x0)); + float ys = _fnlInterpHermite((float)(y - y0)); + + x0 *= PRIME_X; + y0 *= PRIME_Y; + int x1 = x0 + PRIME_X; + int y1 = y0 + PRIME_Y; + + float xf0 = _fnlLerp(_fnlValCoord2D(seed, x0, y0), _fnlValCoord2D(seed, x1, y0), xs); + float xf1 = _fnlLerp(_fnlValCoord2D(seed, x0, y1), _fnlValCoord2D(seed, x1, y1), xs); + + return _fnlLerp(xf0, xf1, ys); +} + +static float _fnlSingleValue3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z) +{ + int x0 = _fnlFastFloor(x); + int y0 = _fnlFastFloor(y); + int z0 = _fnlFastFloor(z); + + float xs = _fnlInterpHermite((float)(x - x0)); + float ys = _fnlInterpHermite((float)(y - y0)); + float zs = _fnlInterpHermite((float)(z - z0)); + + x0 *= PRIME_X; + y0 *= PRIME_Y; + z0 *= PRIME_Z; + int x1 = x0 + PRIME_X; + int y1 = y0 + PRIME_Y; + int z1 = z0 + PRIME_Z; + + float xf00 = _fnlLerp(_fnlValCoord3D(seed, x0, y0, z0), _fnlValCoord3D(seed, x1, y0, z0), xs); + float xf10 = _fnlLerp(_fnlValCoord3D(seed, x0, y1, z0), _fnlValCoord3D(seed, x1, y1, z0), xs); + float xf01 = _fnlLerp(_fnlValCoord3D(seed, x0, y0, z1), _fnlValCoord3D(seed, x1, y0, z1), xs); + float xf11 = _fnlLerp(_fnlValCoord3D(seed, x0, y1, z1), _fnlValCoord3D(seed, x1, y1, z1), xs); + + float yf0 = _fnlLerp(xf00, xf10, ys); + float yf1 = _fnlLerp(xf01, xf11, ys); + + return _fnlLerp(yf0, yf1, zs); +} + +// Domain Warp + +// Forward declare +static void _fnlSingleDomainWarpBasicGrid2D(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat *xp, FNLfloat *yp); +static void _fnlSingleDomainWarpBasicGrid3D(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat z, FNLfloat *xp, FNLfloat *yp, FNLfloat *zp); +static void _fnlSingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat *xr, FNLfloat *yr, bool outGradOnly); +static void _fnlSingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat z, FNLfloat *xr, FNLfloat *yr, FNLfloat *zr, bool outGradOnly); + +static inline void _fnlDoSingleDomainWarp2D(fnl_state *state, int seed, float amp, float freq, FNLfloat x, FNLfloat y, FNLfloat *xp, FNLfloat *yp) +{ + switch (state->domain_warp_type) + { + case FNL_DOMAIN_WARP_OPENSIMPLEX2: + _fnlSingleDomainWarpSimplexGradient(seed, amp * 38.283687591552734375f, freq, x, y, xp, yp, false); + break; + case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED: + _fnlSingleDomainWarpSimplexGradient(seed, amp * 16.0f, freq, x, y, xp, yp, true); + break; + case FNL_DOMAIN_WARP_BASICGRID: + _fnlSingleDomainWarpBasicGrid2D(seed, amp, freq, x, y, xp, yp); + break; + } +} + +static inline void _fnlDoSingleDomainWarp3D(fnl_state *state, int seed, float amp, float freq, FNLfloat x, FNLfloat y, FNLfloat z, FNLfloat *xp, FNLfloat *yp, FNLfloat *zp) +{ + switch (state->domain_warp_type) + { + case FNL_DOMAIN_WARP_OPENSIMPLEX2: + _fnlSingleDomainWarpOpenSimplex2Gradient(seed, amp * 32.69428253173828125f, freq, x, y, z, xp, yp, zp, false); + break; + case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED: + _fnlSingleDomainWarpOpenSimplex2Gradient(seed, amp * 7.71604938271605f, freq, x, y, z, xp, yp, zp, true); + break; + case FNL_DOMAIN_WARP_BASICGRID: + _fnlSingleDomainWarpBasicGrid3D(seed, amp, freq, x, y, z, xp, yp, zp); + break; + } +} + +// Domain Warp Single Wrapper + +static void _fnlDomainWarpSingle2D(fnl_state *state, FNLfloat *x, FNLfloat *y) +{ + int seed = state->seed; + float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state); + float freq = state->frequency; + + FNLfloat xs = *x; + FNLfloat ys = *y; + _fnlTransformDomainWarpCoordinate2D(state, &xs, &ys); + + _fnlDoSingleDomainWarp2D(state, seed, amp, freq, xs, ys, x, y); +} + +static void _fnlDomainWarpSingle3D(fnl_state *state, FNLfloat *x, FNLfloat *y, FNLfloat *z) +{ + int seed = state->seed; + float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state); + float freq = state->frequency; + + FNLfloat xs = *x; + FNLfloat ys = *y; + FNLfloat zs = *z; + _fnlTransformDomainWarpCoordinate3D(state, &xs, &ys, &zs); + + _fnlDoSingleDomainWarp3D(state, seed, amp, freq, xs, ys, zs, x, y, z); +} + +// Domain Warp Fractal Progressive + +static void _fnlDomainWarpFractalProgressive2D(fnl_state *state, FNLfloat *x, FNLfloat *y) +{ + int seed = state->seed; + float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state); + float freq = state->frequency; + + for (int i = 0; i < state->octaves; i++) + { + FNLfloat xs = *x; + FNLfloat ys = *y; + _fnlTransformDomainWarpCoordinate2D(state, &xs, &ys); + + _fnlDoSingleDomainWarp2D(state, seed, amp, freq, xs, ys, x, y); + + seed++; + amp *= state->gain; + freq *= state->lacunarity; + } +} + +static void _fnlDomainWarpFractalProgressive3D(fnl_state *state, FNLfloat *x, FNLfloat *y, FNLfloat *z) +{ + int seed = state->seed; + float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state); + float freq = state->frequency; + + for (int i = 0; i < state->octaves; i++) + { + FNLfloat xs = *x; + FNLfloat ys = *y; + FNLfloat zs = *z; + _fnlTransformDomainWarpCoordinate3D(state, &xs, &ys, &zs); + + _fnlDoSingleDomainWarp3D(state, seed, amp, freq, xs, ys, zs, x, y, z); + + seed++; + amp *= state->gain; + freq *= state->lacunarity; + } +} + +// Domain Warp Fractal Independent + +static void _fnlDomainWarpFractalIndependent2D(fnl_state *state, FNLfloat *x, FNLfloat *y) +{ + FNLfloat xs = *x; + FNLfloat ys = *y; + _fnlTransformDomainWarpCoordinate2D(state, &xs, &ys); + + int seed = state->seed; + float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state); + float freq = state->frequency; + + for (int i = 0; i < state->octaves; i++) + { + _fnlDoSingleDomainWarp2D(state, seed, amp, freq, xs, ys, x, y); + + seed++; + amp *= state->gain; + freq *= state->lacunarity; + } +} + +static void _fnlDomainWarpFractalIndependent3D(fnl_state *state, FNLfloat *x, FNLfloat *y, FNLfloat *z) +{ + FNLfloat xs = *x; + FNLfloat ys = *y; + FNLfloat zs = *z; + _fnlTransformDomainWarpCoordinate3D(state, &xs, &ys, &zs); + + int seed = state->seed; + float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state); + float freq = state->frequency; + + for (int i = 0; i < state->octaves; i++) + { + _fnlDoSingleDomainWarp3D(state, seed, amp, freq, xs, ys, zs, x, y, z); + + seed++; + amp *= state->gain; + freq *= state->lacunarity; + } +} + +// Domain Warp Basic Grid + +static void _fnlSingleDomainWarpBasicGrid2D(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat *xp, FNLfloat *yp) +{ + FNLfloat xf = x * frequency; + FNLfloat yf = y * frequency; + + int x0 = _fnlFastFloor(xf); + int y0 = _fnlFastFloor(yf); + + float xs = _fnlInterpHermite((float)(xf - x0)); + float ys = _fnlInterpHermite((float)(yf - y0)); + + x0 *= PRIME_X; + y0 *= PRIME_Y; + int x1 = x0 + PRIME_X; + int y1 = y0 + PRIME_Y; + + int idx0 = _fnlHash2D(seed, x0, y0) & (255 << 1); + int idx1 = _fnlHash2D(seed, x1, y0) & (255 << 1); + + float lx0x = _fnlLerp(RAND_VECS_2D[idx0], RAND_VECS_2D[idx1], xs); + float ly0x = _fnlLerp(RAND_VECS_2D[idx0 | 1], RAND_VECS_2D[idx1 | 1], xs); + + idx0 = _fnlHash2D(seed, x0, y1) & (255 << 1); + idx1 = _fnlHash2D(seed, x1, y1) & (255 << 1); + + float lx1x = _fnlLerp(RAND_VECS_2D[idx0], RAND_VECS_2D[idx1], xs); + float ly1x = _fnlLerp(RAND_VECS_2D[idx0 | 1], RAND_VECS_2D[idx1 | 1], xs); + + *xp += _fnlLerp(lx0x, lx1x, ys) * warpAmp; + *yp += _fnlLerp(ly0x, ly1x, ys) * warpAmp; +} + +static void _fnlSingleDomainWarpBasicGrid3D(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat z, FNLfloat *xp, FNLfloat *yp, FNLfloat *zp) +{ + FNLfloat xf = x * frequency; + FNLfloat yf = y * frequency; + FNLfloat zf = z * frequency; + + int x0 = _fnlFastFloor(xf); + int y0 = _fnlFastFloor(yf); + int z0 = _fnlFastFloor(zf); + + float xs = _fnlInterpHermite((float)(xf - x0)); + float ys = _fnlInterpHermite((float)(yf - y0)); + float zs = _fnlInterpHermite((float)(zf - z0)); + + x0 *= PRIME_X; + y0 *= PRIME_Y; + z0 *= PRIME_Z; + int x1 = x0 + PRIME_X; + int y1 = y0 + PRIME_Y; + int z1 = z0 + PRIME_Z; + + int idx0 = _fnlHash3D(seed, x0, y0, z0) & (255 << 2); + int idx1 = _fnlHash3D(seed, x1, y0, z0) & (255 << 2); + + float lx0x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs); + float ly0x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs); + float lz0x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs); + + idx0 = _fnlHash3D(seed, x0, y1, z0) & (255 << 2); + idx1 = _fnlHash3D(seed, x1, y1, z0) & (255 << 2); + + float lx1x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs); + float ly1x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs); + float lz1x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs); + + float lx0y = _fnlLerp(lx0x, lx1x, ys); + float ly0y = _fnlLerp(ly0x, ly1x, ys); + float lz0y = _fnlLerp(lz0x, lz1x, ys); + + idx0 = _fnlHash3D(seed, x0, y0, z1) & (255 << 2); + idx1 = _fnlHash3D(seed, x1, y0, z1) & (255 << 2); + + lx0x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs); + ly0x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs); + lz0x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs); + + idx0 = _fnlHash3D(seed, x0, y1, z1) & (255 << 2); + idx1 = _fnlHash3D(seed, x1, y1, z1) & (255 << 2); + + lx1x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs); + ly1x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs); + lz1x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs); + + *xp += _fnlLerp(lx0y, _fnlLerp(lx0x, lx1x, ys), zs) * warpAmp; + *yp += _fnlLerp(ly0y, _fnlLerp(ly0x, ly1x, ys), zs) * warpAmp; + *zp += _fnlLerp(lz0y, _fnlLerp(lz0x, lz1x, ys), zs) * warpAmp; +} + +// Domain Warp Simplex/OpenSimplex2 + +static void _fnlSingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat *xr, FNLfloat *yr, bool outGradOnly) +{ + const float SQRT3 = 1.7320508075688772935274463415059f; + const float G2 = (3 - SQRT3) / 6; + + x *= frequency; + y *= frequency; + + /* + * --- Skew moved to TransformNoiseCoordinate method --- + * const FNLfloat F2 = 0.5f * (SQRT3 - 1); + * FNLfloat s = (x + y) * F2; + * x += s; y += s; + */ + + int i = _fnlFastFloor(x); + int j = _fnlFastFloor(y); + float xi = (float)(x - i); + float yi = (float)(y - j); + + float t = (xi + yi) * G2; + float x0 = (float)(xi - t); + float y0 = (float)(yi - t); + + i *= PRIME_X; + j *= PRIME_Y; + + float vx, vy; + vx = vy = 0; + + float a = 0.5f - x0 * x0 - y0 * y0; + if (a > 0) + { + float aaaa = (a * a) * (a * a); + float xo, yo; + if (outGradOnly) + _fnlGradCoordOut2D(seed, i, j, &xo, &yo); + else + _fnlGradCoordDual2D(seed, i, j, x0, y0, &xo, &yo); + vx += aaaa * xo; + vy += aaaa * yo; + } + + float c = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a); + if (c > 0) + { + float x2 = x0 + (2 * (float)G2 - 1); + float y2 = y0 + (2 * (float)G2 - 1); + float cccc = (c * c) * (c * c); + float xo, yo; + if (outGradOnly) + _fnlGradCoordOut2D(seed, i + PRIME_X, j + PRIME_Y, &xo, &yo); + else + _fnlGradCoordDual2D(seed, i + PRIME_X, j + PRIME_Y, x2, y2, &xo, &yo); + vx += cccc * xo; + vy += cccc * yo; + } + + if (y0 > x0) + { + float x1 = x0 + (float)G2; + float y1 = y0 + ((float)G2 - 1); + float b = 0.5f - x1 * x1 - y1 * y1; + if (b > 0) + { + float bbbb = (b * b) * (b * b); + float xo, yo; + if (outGradOnly) + _fnlGradCoordOut2D(seed, i, j + PRIME_Y, &xo, &yo); + else + _fnlGradCoordDual2D(seed, i, j + PRIME_Y, x1, y1, &xo, &yo); + vx += bbbb * xo; + vy += bbbb * yo; + } + } + else + { + float x1 = x0 + ((float)G2 - 1); + float y1 = y0 + (float)G2; + float b = 0.5f - x1 * x1 - y1 * y1; + if (b > 0) + { + float bbbb = (b * b) * (b * b); + float xo, yo; + if (outGradOnly) + _fnlGradCoordOut2D(seed, i + PRIME_X, j, &xo, &yo); + else + _fnlGradCoordDual2D(seed, i + PRIME_X, j, x1, y1, &xo, &yo); + vx += bbbb * xo; + vy += bbbb * yo; + } + } + + *xr += vx * warpAmp; + *yr += vy * warpAmp; +} + +static void _fnlSingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat z, FNLfloat *xr, FNLfloat *yr, FNLfloat *zr, bool outGradOnly) +{ + x *= frequency; + y *= frequency; + z *= frequency; + + /* + * --- Rotation moved to TransformDomainWarpCoordinate method --- + * const FNLfloat R3 = (FNLfloat)(2.0 / 3.0); + * FNLfloat r = (x + y + z) * R3; // Rotation, not skew + * x = r - x; y = r - y; z = r - z; + */ + + int i = _fnlFastRound(x); + int j = _fnlFastRound(y); + int k = _fnlFastRound(z); + float x0 = (float)x - i; + float y0 = (float)y - j; + float z0 = (float)z - k; + + int xNSign = (int)(-x0 - 1.0f) | 1; + int yNSign = (int)(-y0 - 1.0f) | 1; + int zNSign = (int)(-z0 - 1.0f) | 1; + + float ax0 = xNSign * -x0; + float ay0 = yNSign * -y0; + float az0 = zNSign * -z0; + + i *= PRIME_X; + j *= PRIME_Y; + k *= PRIME_Z; + + float vx, vy, vz; + vx = vy = vz = 0; + + float a = (0.6f - x0 * x0) - (y0 * y0 + z0 * z0); + for (int l = 0; l < 2; l++) + { + if (a > 0) + { + float aaaa = (a * a) * (a * a); + float xo, yo, zo; + if (outGradOnly) + _fnlGradCoordOut3D(seed, i, j, k, &xo, &yo, &zo); + else + _fnlGradCoordDual3D(seed, i, j, k, x0, y0, z0, &xo, &yo, &zo); + vx += aaaa * xo; + vy += aaaa * yo; + vz += aaaa * zo; + } + + float b = a + 1; + int i1 = i; + int j1 = j; + int k1 = k; + float x1 = x0; + float y1 = y0; + float z1 = z0; + if (ax0 >= ay0 && ax0 >= az0) + { + x1 += xNSign; + b -= xNSign * 2 * x1; + i1 -= xNSign * PRIME_X; + } + else if (ay0 > ax0 && ay0 >= az0) + { + y1 += yNSign; + b -= yNSign * 2 * y1; + j1 -= yNSign * PRIME_Y; + } + else + { + z1 += zNSign; + b -= zNSign * 2 * z1; + k1 -= zNSign * PRIME_Z; + } + + if (b > 0) + { + float bbbb = (b * b) * (b * b); + float xo, yo, zo; + if (outGradOnly) + _fnlGradCoordOut3D(seed, i1, j1, k1, &xo, &yo, &zo); + else + _fnlGradCoordDual3D(seed, i1, j1, k1, x1, y1, z1, &xo, &yo, &zo); + vx += bbbb * xo; + vy += bbbb * yo; + vz += bbbb * zo; + } + + if (l == 1) + break; + + ax0 = 0.5f - ax0; + ay0 = 0.5f - ay0; + az0 = 0.5f - az0; + + x0 = xNSign * ax0; + y0 = yNSign * ay0; + z0 = zNSign * az0; + + a += (0.75f - ax0) - (ay0 + az0); + + i += (xNSign >> 1) & PRIME_X; + j += (yNSign >> 1) & PRIME_Y; + k += (zNSign >> 1) & PRIME_Z; + + xNSign = -xNSign; + yNSign = -yNSign; + zNSign = -zNSign; + + seed += 1293373; + } + + *xr += vx * warpAmp; + *yr += vy * warpAmp; + *zr += vz * warpAmp; +} + +// ==================== +// Public API +// ==================== + +fnl_state fnlCreateState() +{ + fnl_state newState; + newState.seed = 1337; + newState.frequency = 0.01f; + newState.noise_type = FNL_NOISE_OPENSIMPLEX2; + newState.rotation_type_3d = FNL_ROTATION_NONE; + newState.fractal_type = FNL_FRACTAL_NONE; + newState.octaves = 3; + newState.lacunarity = 2.0f; + newState.gain = 0.5f; + newState.weighted_strength = 0.0f; + newState.ping_pong_strength = 2.0f; + newState.cellular_distance_func = FNL_CELLULAR_DISTANCE_EUCLIDEANSQ; + newState.cellular_return_type = FNL_CELLULAR_RETURN_VALUE_DISTANCE; + newState.cellular_jitter_mod = 1.0f; + newState.domain_warp_amp = 30.0f; + newState.domain_warp_type = FNL_DOMAIN_WARP_OPENSIMPLEX2; + return newState; +} + +float fnlGetNoise2D(fnl_state *state, FNLfloat x, FNLfloat y) +{ + _fnlTransformNoiseCoordinate2D(state, &x, &y); + + switch (state->fractal_type) + { + default: + return _fnlGenNoiseSingle2D(state, state->seed, x, y); + case FNL_FRACTAL_FBM: + return _fnlGenFractalFBM2D(state, x, y); + case FNL_FRACTAL_RIDGED: + return _fnlGenFractalRidged2D(state, x, y); + case FNL_FRACTAL_PINGPONG: + return _fnlGenFractalPingPong2D(state, x, y); + } +} + +float fnlGetNoise3D(fnl_state *state, FNLfloat x, FNLfloat y, FNLfloat z) +{ + _fnlTransformNoiseCoordinate3D(state, &x, &y, &z); + + // Select a noise type + switch (state->fractal_type) + { + default: + return _fnlGenNoiseSingle3D(state, state->seed, x, y, z); + case FNL_FRACTAL_FBM: + return _fnlGenFractalFBM3D(state, x, y, z); + case FNL_FRACTAL_RIDGED: + return _fnlGenFractalRidged3D(state, x, y, z); + case FNL_FRACTAL_PINGPONG: + return _fnlGenFractalPingPong3D(state, x, y, z); + } +} + +void fnlDomainWarp2D(fnl_state *state, FNLfloat *x, FNLfloat *y) +{ + switch (state->fractal_type) + { + default: + _fnlDomainWarpSingle2D(state, x, y); + break; + case FNL_FRACTAL_DOMAIN_WARP_PROGRESSIVE: + _fnlDomainWarpFractalProgressive2D(state, x, y); + break; + case FNL_FRACTAL_DOMAIN_WARP_INDEPENDENT: + _fnlDomainWarpFractalIndependent2D(state, x, y); + break; + } +} + +void fnlDomainWarp3D(fnl_state *state, FNLfloat *x, FNLfloat *y, FNLfloat *z) +{ + switch (state->fractal_type) + { + default: + _fnlDomainWarpSingle3D(state, x, y, z); + break; + case FNL_FRACTAL_DOMAIN_WARP_PROGRESSIVE: + _fnlDomainWarpFractalProgressive3D(state, x, y, z); + break; + case FNL_FRACTAL_DOMAIN_WARP_INDEPENDENT: + _fnlDomainWarpFractalIndependent3D(state, x, y, z); + break; + } +} + +#endif // FNL_IMPL + +#if defined(__cplusplus) +} +#endif + +#endif // FASTNOISELITE_H diff --git a/src/objects/Player.cpp b/src/objects/Player.cpp new file mode 100644 index 00000000..b8e2b37a --- /dev/null +++ b/src/objects/Player.cpp @@ -0,0 +1,16 @@ +#include "Player.h" +#include "../physics/Hitbox.h" + +#include + +Player::Player(glm::vec3 position, float speed, Camera* camera) : + speed(speed), + camera(camera), + choosenBlock(1), + camX(0.0f), camY(0.0f){ + hitbox = new Hitbox(position, vec3(0.2f,0.9f,0.2f)); +} + +Player::~Player(){ + delete hitbox; +} diff --git a/src/objects/Player.h b/src/objects/Player.h new file mode 100644 index 00000000..d3e4e081 --- /dev/null +++ b/src/objects/Player.h @@ -0,0 +1,24 @@ +#ifndef SRC_OBJECTS_PLAYER_H_ +#define SRC_OBJECTS_PLAYER_H_ + +#include + +class Camera; +class Hitbox; + +class Player { +public: + float speed; + Camera* camera; + Hitbox* hitbox; + bool flight = false; + int choosenBlock; + float camX, camY; + float cameraShaking = 0.0f; + float cameraShakingTimer = 0.0f; + glm::vec3 interpVel {0.0f, 0.0f, 0.0f}; + Player(glm::vec3 position, float speed, Camera* camera); + ~Player(); +}; + +#endif /* SRC_OBJECTS_PLAYER_H_ */ diff --git a/src/physics/Hitbox.cpp b/src/physics/Hitbox.cpp index ea9d1a8e..bcea1811 100644 --- a/src/physics/Hitbox.cpp +++ b/src/physics/Hitbox.cpp @@ -1,4 +1,4 @@ #include "Hitbox.h" -Hitbox::Hitbox(vec3 position, vec3 halfsize) : position(position), halfsize(halfsize), velocity(0.0f,0.0f,0.0f) { +Hitbox::Hitbox(vec3 position, vec3 halfsize) : position(position), halfsize(halfsize), velocity(0.0f,0.0f,0.0f), linear_damping(0.1f) { } diff --git a/src/physics/Hitbox.h b/src/physics/Hitbox.h index 2e86ee4b..5fe3e8d3 100644 --- a/src/physics/Hitbox.h +++ b/src/physics/Hitbox.h @@ -12,6 +12,7 @@ public: vec3 position; vec3 halfsize; vec3 velocity; + float linear_damping; bool grounded = false; Hitbox(vec3 position, vec3 halfsize); diff --git a/src/physics/PhysicsSolver.cpp b/src/physics/PhysicsSolver.cpp index 03786504..bab04f0b 100644 --- a/src/physics/PhysicsSolver.cpp +++ b/src/physics/PhysicsSolver.cpp @@ -4,20 +4,23 @@ #include -#define E 0.01 +#define E 0.03 +#define DEFAULT_FRICTION 10.0 PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) { } -void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned substeps, bool shifting) { +void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned substeps, bool shifting, float gravityScale) { + hitbox->grounded = false; for (unsigned i = 0; i < substeps; i++){ float dt = delta / (float)substeps; + float linear_damping = hitbox->linear_damping; vec3& pos = hitbox->position; vec3& half = hitbox->halfsize; vec3& vel = hitbox->velocity; - vel.x += gravity.x*dt; - vel.y += gravity.y*dt; - vel.z += gravity.z*dt; + vel.x += gravity.x*dt * gravityScale; + vel.y += gravity.y*dt * gravityScale; + vel.z += gravity.z*dt * gravityScale; float px = pos.x; float pz = pos.z; @@ -73,21 +76,24 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s } } - hitbox->grounded = false; if (vel.y < 0.0){ for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){ + bool broken = false; for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){ int y = floor(pos.y-half.y-E); if (chunks->isObstacle(x,y,z)){ vel.y *= 0.0; pos.y = y + 1 + half.y; - int f = 18.0; + int f = DEFAULT_FRICTION; vel.x *= max(0.0, 1.0 - dt * f); vel.z *= max(0.0, 1.0 - dt * f); hitbox->grounded = true; + broken = true; break; } } + if (broken) + break; } } if (vel.y > 0.0){ @@ -103,6 +109,9 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s } } + vel.x *= max(0.0, 1.0 - dt * linear_damping); + vel.z *= max(0.0, 1.0 - dt * linear_damping); + pos.x += vel.x * dt; pos.y += vel.y * dt; pos.z += vel.z * dt; diff --git a/src/physics/PhysicsSolver.h b/src/physics/PhysicsSolver.h index 467d78d7..469d73a8 100644 --- a/src/physics/PhysicsSolver.h +++ b/src/physics/PhysicsSolver.h @@ -14,7 +14,7 @@ class PhysicsSolver { vec3 gravity; public: PhysicsSolver(vec3 gravity); - void step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned substeps, bool shifting); + void step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned substeps, bool shifting, float gravityScale); bool isBlockInside(int x, int y, int z, Hitbox* hitbox); }; diff --git a/src/voxel_engine.cpp b/src/voxel_engine.cpp index e4f6b1ab..3cb54bef 100644 --- a/src/voxel_engine.cpp +++ b/src/voxel_engine.cpp @@ -1,9 +1,13 @@ +// Install dependencies: +// sudo apt install libgl-dev libglew-dev libglfw3-dev libpng-dev libglm-dev #include +#include #define GLEW_STATIC #include #include +#include #include // GLM @@ -27,6 +31,7 @@ using namespace glm; #include "voxels/Chunks.h" #include "voxels/Block.h" #include "voxels/WorldGenerator.h" +#include "voxels/ChunksController.h" #include "files/files.h" #include "files/WorldFiles.h" #include "lighting/LightSolver.h" @@ -35,176 +40,15 @@ using namespace glm; #include "physics/Hitbox.h" #include "physics/PhysicsSolver.h" -int WIDTH = 1280; -int HEIGHT = 720; +#include "Assets.h" +#include "objects/Player.h" -float vertices[] = { - // x y - -0.01f,-0.01f, - 0.01f, 0.01f, +#include "declarations.h" +#include "world_render.h" - -0.01f, 0.01f, - 0.01f,-0.01f, -}; - -int attrs[] = { - 2, 0 //null terminator -}; - -Mesh *crosshair; -Shader *shader, *linesShader, *crosshairShader; -Texture *texture; -LineBatch *lineBatch; - -Chunks* chunks; -WorldFiles* wfile; - -bool occlusion = false; - -// All in-game definitions (blocks, items, etc..) -void setup_definitions() { - // AIR - Block* block = new Block(0,0); - block->drawGroup = 1; - block->lightPassing = true; - block->obstacle = false; - Block::blocks[block->id] = block; - - // STONE - block = new Block(1,2); - Block::blocks[block->id] = block; - - // GRASS - block = new Block(2,4); - block->textureFaces[2] = 2; - block->textureFaces[3] = 1; - Block::blocks[block->id] = block; - - // LAMP - block = new Block(3,3); - block->emission[0] = 15; - block->emission[1] = 14; - block->emission[2] = 13; - Block::blocks[block->id] = block; - - // GLASS - block = new Block(4,5); - block->drawGroup = 2; - block->lightPassing = true; - Block::blocks[block->id] = block; - - // PLANKS - block = new Block(5,6); - Block::blocks[block->id] = block; -} - -// Shaders, textures, renderers -int initialize_assets() { - shader = load_shader("res/main.glslv", "res/main.glslf"); - if (shader == nullptr){ - std::cerr << "failed to load shader" << std::endl; - Window::terminate(); - return 1; - } - - crosshairShader = load_shader("res/crosshair.glslv", "res/crosshair.glslf"); - if (crosshairShader == nullptr){ - std::cerr << "failed to load crosshair shader" << std::endl; - Window::terminate(); - return 1; - } - - linesShader = load_shader("res/lines.glslv", "res/lines.glslf"); - if (linesShader == nullptr){ - std::cerr << "failed to load lines shader" << std::endl; - Window::terminate(); - return 1; - } - - texture = load_texture("res/block.png"); - if (texture == nullptr){ - std::cerr << "failed to load texture" << std::endl; - delete shader; - Window::terminate(); - return 1; - } - return 0; -} - -void draw_world(Camera* camera){ - glClearColor(0.7f,0.85f,1.0f,1); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - // Draw VAO - shader->use(); - shader->uniformMatrix("u_proj", camera->getProjection()); - shader->uniformMatrix("u_view", camera->getView()); - shader->uniform1f("u_gamma", 1.6f); - shader->uniform3f("u_skyLightColor", 1.8f,1.8f,1.8f); - shader->uniform3f("u_fogColor", 0.7f,0.85f,1.0f); - texture->bind(); - mat4 model(1.0f); - - const float cameraX = camera->position.x; - const float cameraZ = camera->position.z; - const float camDirX = camera->dir.x; - const float camDirZ = camera->dir.z; - - for (size_t i = 0; i < chunks->volume; i++){ - Chunk* chunk = chunks->chunks[i]; - if (chunk == nullptr) - continue; - Mesh* mesh = chunks->meshes[i]; - if (mesh == nullptr) - continue; - - // Simple frustum culling (culling chunks behind the camera in 2D - XZ) - if (occlusion){ - bool unoccluded = false; - do { - if ((chunk->x*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){ - unoccluded = true; break; - } - if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){ - unoccluded = true; break; - } - if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){ - unoccluded = true; break; - } - if ((chunk->x*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){ - unoccluded = true; break; - } - } while (false); - if (!unoccluded) - continue; - } - - model = glm::translate(mat4(1.0f), vec3(chunk->x*CHUNK_W+0.5f, chunk->y*CHUNK_H+0.5f, chunk->z*CHUNK_D+0.5f)); - shader->uniformMatrix("u_model", model); - mesh->draw(GL_TRIANGLES); - } - - crosshairShader->use(); - crosshair->draw(GL_LINES); - - linesShader->use(); - linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView()); - glLineWidth(2.0f); - lineBatch->render(); -} - -// Deleting GL objects like shaders, textures -void finalize_assets(){ - delete shader; - delete texture; - delete crosshair; - delete crosshairShader; - delete linesShader; - delete lineBatch; -} // Save all world data to files -void write_world(){ +void write_world(WorldFiles* wfile, Chunks* chunks){ for (unsigned int i = 0; i < chunks->volume; i++){ Chunk* chunk = chunks->chunks[i]; if (chunk == nullptr) @@ -216,47 +60,242 @@ void write_world(){ } // Deleting world data from memory -void close_world(){ +void close_world(WorldFiles* wfile, Chunks* chunks){ delete chunks; delete wfile; } +#define CROUCH_SPEED_MUL 0.25f +#define CROUCH_SHIFT_Y -0.2f +#define RUN_SPEED_MUL 1.5f +#define CROUCH_ZOOM 0.9f +#define RUN_ZOOM 1.1f +#define C_ZOOM 0.1f +#define ZOOM_SPEED 16.0f +#define DEFAULT_AIR_DAMPING 0.1f +#define PLAYER_NOT_ONGROUND_DAMPING 10.0f +#define CAMERA_SHAKING_OFFSET 0.025f +#define CAMERA_SHAKING_OFFSET_Y 0.031f +#define CAMERA_SHAKING_SPEED 1.6f +#define CAMERA_SHAKING_DELTA_K 10.0f +#define FLIGHT_SPEED_MUL 5.0f +#define JUMP_FORCE 7.0f + +void update_controls(PhysicsSolver* physics, + Chunks* chunks, + Player* player, + float delta){ + + if (Events::jpressed(GLFW_KEY_TAB)){ + Events::toogleCursor(); + } + + for (int i = 1; i < 10; i++){ + if (Events::jpressed(GLFW_KEY_0+i)){ + player->choosenBlock = i; + } + } + + // Controls + Camera* camera = player->camera; + Hitbox* hitbox = player->hitbox; + bool sprint = Events::pressed(GLFW_KEY_LEFT_CONTROL); + bool shift = Events::pressed(GLFW_KEY_LEFT_SHIFT) && hitbox->grounded && !sprint; + bool zoom = Events::pressed(GLFW_KEY_C); + + float speed = player->speed; + if (player->flight){ + speed *= FLIGHT_SPEED_MUL; + } + int substeps = (int)(delta * 1000); + substeps = (substeps <= 0 ? 1 : (substeps > 100 ? 100 : substeps)); + physics->step(chunks, hitbox, delta, substeps, shift, player->flight ? 0.0f : 1.0f); + camera->position.x = hitbox->position.x; + camera->position.y = hitbox->position.y + 0.5f; + camera->position.z = hitbox->position.z; + + if (player->flight && hitbox->grounded) + player->flight = false; + // Camera shaking + player->interpVel = player->interpVel * (1.0f - delta * 5) + hitbox->velocity * delta * 0.1f; + if (hitbox->grounded && player->interpVel.y < 0.0f){ + player->interpVel.y *= -30.0f; + } + float factor = hitbox->grounded ? length(vec2(hitbox->velocity.x, hitbox->velocity.z)) : 0.0f; + player->cameraShakingTimer += delta * factor * CAMERA_SHAKING_SPEED; + float shakeTimer = player->cameraShakingTimer; + player->cameraShaking = player->cameraShaking * (1.0f - delta * CAMERA_SHAKING_DELTA_K) + factor * delta * CAMERA_SHAKING_DELTA_K; + camera->position += camera->right * sin(shakeTimer) * CAMERA_SHAKING_OFFSET * player->cameraShaking; + camera->position += camera->up * abs(cos(shakeTimer)) * CAMERA_SHAKING_OFFSET_Y * player->cameraShaking; + camera->position -= min(player->interpVel * 0.05f, 1.0f); + + if (Events::jpressed(GLFW_KEY_F)){ + player->flight = !player->flight; + if (player->flight){ + hitbox->velocity.y += 1; + hitbox->grounded = false; + } + } + + // Field of view manipulations + float dt = min(1.0f, delta * ZOOM_SPEED); + if (dt > 1.0f) + dt = 1.0f; + float zoomValue = 1.0f; + if (shift){ + speed *= CROUCH_SPEED_MUL; + camera->position.y += CROUCH_SHIFT_Y; + zoomValue = CROUCH_ZOOM; + } else if (sprint){ + speed *= RUN_SPEED_MUL; + zoomValue = RUN_ZOOM; + } + if (zoom) + zoomValue *= C_ZOOM; + camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt); + + if (Events::pressed(GLFW_KEY_SPACE) && hitbox->grounded){ + hitbox->velocity.y = JUMP_FORCE; + } + + vec3 dir(0,0,0); + if (Events::pressed(GLFW_KEY_W)){ + dir.x += camera->dir.x; + dir.z += camera->dir.z; + } + if (Events::pressed(GLFW_KEY_S)){ + dir.x -= camera->dir.x; + dir.z -= camera->dir.z; + } + if (Events::pressed(GLFW_KEY_D)){ + dir.x += camera->right.x; + dir.z += camera->right.z; + } + if (Events::pressed(GLFW_KEY_A)){ + dir.x -= camera->right.x; + dir.z -= camera->right.z; + } + + hitbox->linear_damping = DEFAULT_AIR_DAMPING; + if (player->flight){ + hitbox->linear_damping = PLAYER_NOT_ONGROUND_DAMPING; + hitbox->velocity.y *= 1.0f - delta * 9; + if (Events::pressed(GLFW_KEY_SPACE)){ + hitbox->velocity.y += speed * delta * 9; + } + if (Events::pressed(GLFW_KEY_LEFT_SHIFT)){ + hitbox->velocity.y -= speed * delta * 9; + } + } + if (length(dir) > 0.0f){ + dir = normalize(dir); + + if (!hitbox->grounded) + hitbox->linear_damping = PLAYER_NOT_ONGROUND_DAMPING; + + hitbox->velocity.x += dir.x * speed * delta * 9; + hitbox->velocity.z += dir.z * speed * delta * 9; + } + + if (Events::_cursor_locked){ + player->camY += -Events::deltaY / Window::height * 2; + player->camX += -Events::deltaX / Window::height * 2; + + if (player->camY < -radians(89.0f)){ + player->camY = -radians(89.0f); + } + if (player->camY > radians(89.0f)){ + player->camY = radians(89.0f); + } + + camera->rotation = mat4(1.0f); + camera->rotate(player->camY, player->camX, 0); + } +} + +void update_interaction(Chunks* chunks, PhysicsSolver* physics, Player* player, Lighting* lighting){ + Camera* camera = player->camera; + vec3 end; + vec3 norm; + vec3 iend; + voxel* vox = chunks->rayCast(camera->position, camera->front, 10.0f, end, norm, iend); + if (vox != nullptr){ + lineBatch->box(iend.x+0.5f, iend.y+0.5f, iend.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f); + + if (Events::jclicked(GLFW_MOUSE_BUTTON_1)){ + int x = (int)iend.x; + int y = (int)iend.y; + int z = (int)iend.z; + chunks->set(x,y,z, 0); + lighting->onBlockSet(x,y,z,0); + } + if (Events::jclicked(GLFW_MOUSE_BUTTON_2)){ + int x = (int)(iend.x)+(int)(norm.x); + int y = (int)(iend.y)+(int)(norm.y); + int z = (int)(iend.z)+(int)(norm.z); + if (!physics->isBlockInside(x,y,z, player->hitbox)){ + chunks->set(x, y, z, player->choosenBlock); + lighting->onBlockSet(x,y,z, player->choosenBlock); + } + } + } +} + +int WIDTH = 1280; +int HEIGHT = 720; + +#define GRAVITY 19.6f +#define DEFAULT_PLAYER_SPEED 4.0f + +vec3 spawnpoint(-320, 255, 32); + + int main() { setup_definitions(); - Window::initialize(WIDTH, HEIGHT, "Window 2.0"); + Window::initialize(WIDTH, HEIGHT, "VoxelEngine Part-11"); Events::initialize(); - int result = initialize_assets(); + std::cout << "-- loading assets" << std::endl; + Assets* assets = new Assets(); + int result = initialize_assets(assets); if (result){ + delete assets; Window::terminate(); return result; } + std::cout << "-- loading world" << std::endl; + + Camera *camera = new Camera(spawnpoint, radians(90.0f)); + WorldFiles *wfile = new WorldFiles("world/", REGION_VOL * (CHUNK_VOL * 2 + 8)); + Chunks *chunks = new Chunks(34,1,34, 0,0,0); + + + Player* player = new Player(vec3(camera->position), DEFAULT_PLAYER_SPEED, camera); + wfile->readPlayer(player); + camera->rotation = mat4(1.0f); + camera->rotate(player->camY, player->camX, 0); + + std::cout << "-- preparing systems" << std::endl; - wfile = new WorldFiles("world/", REGION_VOL * (CHUNK_VOL * 2 + 8)); - chunks = new Chunks(32,1,32, 0,0,0); VoxelRenderer renderer(1024*1024); - lineBatch = new LineBatch(4096); - PhysicsSolver physics(vec3(0,-16.0f,0)); + PhysicsSolver physics(vec3(0,-GRAVITY,0)); + Lighting lighting(chunks); - Lighting::initialize(chunks); + init_renderer(); - crosshair = new Mesh(vertices, 4, attrs); - Camera* camera = new Camera(vec3(32,32,32), radians(90.0f)); - Hitbox* hitbox = new Hitbox(vec3(32,120,32), vec3(0.2f,0.9f,0.2f)); + ChunksController chunksController(chunks, &lighting); float lastTime = glfwGetTime(); float delta = 0.0f; - float camX = 0.0f; - float camY = 0.0f; - - float playerSpeed = 4.0f; - - int choosenBlock = 1; long frame = 0; - glfwSwapInterval(0); + bool occlusion = false; + + glfwSwapInterval(1); + + std::cout << "-- initializing finished" << std::endl; while (!Window::isShouldClose()){ frame++; @@ -264,131 +303,40 @@ int main() { delta = currentTime - lastTime; lastTime = currentTime; - //if (frame % 240 == 0) - // std::cout << delta << std::endl; + if (Events::jpressed(GLFW_KEY_ESCAPE)){ + Window::setShouldClose(true); + } if (Events::jpressed(GLFW_KEY_O)){ occlusion = !occlusion; } - if (Events::jpressed(GLFW_KEY_ESCAPE)){ - Window::setShouldClose(true); - } - if (Events::jpressed(GLFW_KEY_TAB)){ - Events::toogleCursor(); - } - - for (int i = 1; i < 6; i++){ - if (Events::jpressed(GLFW_KEY_0+i)){ - choosenBlock = i; - } - } - - // Controls - bool sprint = Events::pressed(GLFW_KEY_LEFT_CONTROL); - bool shift = Events::pressed(GLFW_KEY_LEFT_SHIFT) && hitbox->grounded && !sprint; - - float speed = playerSpeed; - int substeps = (int)(delta * 1000); - substeps = (substeps <= 0 ? 1 : (substeps > 100 ? 100 : substeps)); - physics.step(chunks, hitbox, delta, substeps, shift); - camera->position.x = hitbox->position.x; - camera->position.y = hitbox->position.y + 0.5f; - camera->position.z = hitbox->position.z; - - float dt = min(1.0f, delta * 16); - if (shift){ - speed *= 0.25f; - camera->position.y -= 0.2f; - camera->zoom = 0.9f * dt + camera->zoom * (1.0f - dt); - } else if (sprint){ - speed *= 1.5f; - camera->zoom = 1.1f * dt + camera->zoom * (1.0f - dt); - } else { - camera->zoom = dt + camera->zoom * (1.0f - dt); - } - if (Events::pressed(GLFW_KEY_SPACE) && hitbox->grounded){ - hitbox->velocity.y = 6.0f; - } - - vec3 dir(0,0,0); - if (Events::pressed(GLFW_KEY_W)){ - dir.x += camera->dir.x; - dir.z += camera->dir.z; - } - if (Events::pressed(GLFW_KEY_S)){ - dir.x -= camera->dir.x; - dir.z -= camera->dir.z; - } - if (Events::pressed(GLFW_KEY_D)){ - dir.x += camera->right.x; - dir.z += camera->right.z; - } - if (Events::pressed(GLFW_KEY_A)){ - dir.x -= camera->right.x; - dir.z -= camera->right.z; - } - if (length(dir) > 0.0f) - dir = normalize(dir); - hitbox->velocity.x = dir.x * speed; - hitbox->velocity.z = dir.z * speed; + update_controls(&physics, chunks, player, delta); + update_interaction(chunks, &physics, player, &lighting); chunks->setCenter(wfile, camera->position.x,0,camera->position.z); - chunks->_buildMeshes(&renderer); - chunks->loadVisible(wfile); + chunksController._buildMeshes(&renderer, frame); - if (Events::_cursor_locked){ - camY += -Events::deltaY / Window::height * 2; - camX += -Events::deltaX / Window::height * 2; + int freeLoaders = chunksController.countFreeLoaders(); + for (int i = 0; i < freeLoaders; i++) + chunksController.loadVisible(wfile); - if (camY < -radians(89.0f)){ - camY = -radians(89.0f); - } - if (camY > radians(89.0f)){ - camY = radians(89.0f); - } - - camera->rotation = mat4(1.0f); - camera->rotate(camY, camX, 0); - } - - { - vec3 end; - vec3 norm; - vec3 iend; - voxel* vox = chunks->rayCast(camera->position, camera->front, 10.0f, end, norm, iend); - if (vox != nullptr){ - lineBatch->box(iend.x+0.5f, iend.y+0.5f, iend.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f); - - if (Events::jclicked(GLFW_MOUSE_BUTTON_1)){ - int x = (int)iend.x; - int y = (int)iend.y; - int z = (int)iend.z; - chunks->set(x,y,z, 0); - Lighting::onBlockSet(x,y,z,0); - } - if (Events::jclicked(GLFW_MOUSE_BUTTON_2)){ - int x = (int)(iend.x)+(int)(norm.x); - int y = (int)(iend.y)+(int)(norm.y); - int z = (int)(iend.z)+(int)(norm.z); - if (!physics.isBlockInside(x,y,z, hitbox)){ - chunks->set(x, y, z, choosenBlock); - Lighting::onBlockSet(x,y,z, choosenBlock); - } - } - } - } - draw_world(camera); + draw_world(camera, assets, chunks, occlusion); Window::swapBuffers(); Events::pullEvents(); } + std::cout << "-- saving world" << std::endl; - write_world(); - close_world(); + wfile->writePlayer(player); + write_world(wfile, chunks); + close_world(wfile, chunks); - Lighting::finalize(); - finalize_assets(); + std::cout << "-- shutting down" << std::endl; + + delete assets; + finalize_renderer(); + Events::finalize(); Window::terminate(); return 0; } diff --git a/src/voxels/Block.h b/src/voxels/Block.h index 09d4108f..58010e70 100644 --- a/src/voxels/Block.h +++ b/src/voxels/Block.h @@ -11,7 +11,9 @@ public: unsigned char emission[3]; unsigned char drawGroup = 0; bool lightPassing = false; + bool skyLightPassing = false; bool obstacle = true; + bool selectable = true; Block(unsigned int id, int texture); }; diff --git a/src/voxels/Chunk.cpp b/src/voxels/Chunk.cpp index c0d05860..a4e645b0 100644 --- a/src/voxels/Chunk.cpp +++ b/src/voxels/Chunk.cpp @@ -27,3 +27,20 @@ bool Chunk::isEmpty(){ } return true; } + +Chunk* Chunk::clone() const { + Chunk* other = new Chunk(x,y,z); + for (int i = 0; i < CHUNK_VOL; i++) + other->voxels[i] = voxels[i]; + other->lightmap->set(lightmap); + return other; +} + +void Chunk::incref(){ + references++; +} + +void Chunk::decref(){ + if (--references <= 0) + delete this; +} diff --git a/src/voxels/Chunk.h b/src/voxels/Chunk.h index 24449092..14d1689c 100644 --- a/src/voxels/Chunk.h +++ b/src/voxels/Chunk.h @@ -15,10 +15,18 @@ public: voxel* voxels; Lightmap* lightmap; bool modified = true; + bool ready = false; + bool loaded = false; + int surrounding = 0; + int references = 1; Chunk(int x, int y, int z); ~Chunk(); bool isEmpty(); + + Chunk* clone() const; + void incref(); + void decref(); }; #endif /* VOXELS_CHUNK_H_ */ diff --git a/src/voxels/Chunks.cpp b/src/voxels/Chunks.cpp index 2592e460..0591f2f0 100644 --- a/src/voxels/Chunks.cpp +++ b/src/voxels/Chunks.cpp @@ -6,14 +6,8 @@ #include "../lighting/Lightmap.h" #include "../files/WorldFiles.h" -#include "../lighting/Lighting.h" -#include "../graphics/VoxelRenderer.h" #include "../graphics/Mesh.h" -#include - -using namespace glm; - #include #include @@ -33,82 +27,12 @@ Chunks::Chunks(int w, int h, int d, int ox, int oy, int oz) : w(w), h(h), d(d), Chunks::~Chunks(){ for (size_t i = 0; i < volume; i++){ - delete chunks[i]; + if (chunks[i]) + chunks[i]->decref(); } delete[] chunks; } -bool Chunks::_buildMeshes(VoxelRenderer* renderer) { - int nearX = 0; - int nearY = 0; - int nearZ = 0; - int minDistance = 1000000000; - for (unsigned int y = 0; y < h; y++){ - for (unsigned int z = 1; z < d-1; z++){ - for (unsigned int x = 1; x < w-1; x++){ - int index = (y * d + z) * w + x; - Chunk* chunk = chunks[index]; - if (chunk == nullptr) - continue; - Mesh* mesh = meshes[index]; - if (mesh != nullptr && !chunk->modified) - continue; - int lx = x - w / 2; - int ly = y - h / 2; - int lz = z - d / 2; - int distance = (lx * lx + ly * ly + lz * lz); - if (distance < minDistance){ - minDistance = distance; - nearX = x; - nearY = y; - nearZ = z; - } - } - } - } - - int index = (nearY * d + nearZ) * w + nearX; - - Chunk* closes[27]; - - Chunk* chunk = chunks[index]; - if (chunk == nullptr) - return false; - Mesh* mesh = meshes[index]; - if (mesh == nullptr || chunk->modified){ - if (mesh != nullptr) - delete mesh; - if (chunk->isEmpty()){ - meshes[index] = nullptr; - return false; - } - chunk->modified = false; - for (int i = 0; i < 27; i++) - closes[i] = nullptr; - for (size_t j = 0; j < volume; j++){ - Chunk* other = chunks[j]; - if (other == nullptr) - continue; - - int ox = other->x - chunk->x; - int oy = other->y - chunk->y; - int oz = other->z - chunk->z; - - if (abs(ox) > 1 || abs(oy) > 1 || abs(oz) > 1) - continue; - - ox += 1; - oy += 1; - oz += 1; - closes[(oy * 3 + oz) * 3 + ox] = other; - } - mesh = renderer->render(chunk, (const Chunk**)closes); - meshes[index] = mesh; - return true; - } - return false; -} - voxel* Chunks::get(int x, int y, int z){ x -= ox * CHUNK_W; y -= oy * CHUNK_H; @@ -158,6 +82,27 @@ unsigned char Chunks::getLight(int x, int y, int z, int channel){ return chunk->lightmap->get(lx,ly,lz, channel); } +unsigned short Chunks::getLight(int x, int y, int z){ + x -= ox * CHUNK_W; + y -= oy * CHUNK_H; + z -= oz * CHUNK_D; + int cx = x / CHUNK_W; + int cy = y / CHUNK_H; + int cz = z / CHUNK_D; + if (x < 0) cx--; + if (y < 0) cy--; + if (z < 0) cz--; + if (cx < 0 || cy < 0 || cz < 0 || cx >= w || cy >= h || cz >= d) + return 0; + Chunk* chunk = chunks[(cy * d + cz) * w + cx]; + if (chunk == nullptr) + return 0; + int lx = x - cx * CHUNK_W; + int ly = y - cy * CHUNK_H; + int lz = z - cz * CHUNK_D; + return chunk->lightmap->get(lx,ly,lz); +} + Chunk* Chunks::getChunkByVoxel(int x, int y, int z){ x -= ox * CHUNK_W; y -= oy * CHUNK_H; @@ -248,7 +193,7 @@ voxel* Chunks::rayCast(vec3 a, vec3 dir, float maxDist, vec3& end, vec3& norm, v while (t <= maxDist){ voxel* voxel = get(ix, iy, iz); - if (voxel == nullptr || voxel->id){ + if (voxel == nullptr || Block::blocks[voxel->id]->selectable){ end.x = px + t * dx; end.y = py + t * dy; end.z = pz + t * dz; @@ -317,46 +262,6 @@ void Chunks::setCenter(WorldFiles* worldFiles, int x, int y, int z) { translate(worldFiles, cx,cy,cz); } -bool Chunks::loadVisible(WorldFiles* worldFiles){ - int nearX = 0; - int nearY = 0; - int nearZ = 0; - int minDistance = (w/2)*(w/2); - for (unsigned int y = 0; y < h; y++){ - for (unsigned int z = 1; z < d-1; z++){ - for (unsigned int x = 1; x < w-1; x++){ - int index = (y * d + z) * w + x; - Chunk* chunk = chunks[index]; - if (chunk != nullptr) - continue; - int lx = x - w / 2; - int ly = y - h / 2; - int lz = z - d / 2; - int distance = (lx * lx + ly * ly + lz * lz); - if (distance < minDistance){ - minDistance = distance; - nearX = x; - nearY = y; - nearZ = z; - } - } - } - } - - int index = (nearY * d + nearZ) * w + nearX; - Chunk* chunk = chunks[index]; - if (chunk != nullptr) - return false; - chunk = new Chunk(nearX+ox,nearY+oy,nearZ+oz); - if (!worldFiles->getChunk(chunk->x, chunk->z, (char*)chunk->voxels)){ - WorldGenerator::generate(chunk->voxels, chunk->x, chunk->y, chunk->z); - } - - chunks[index] = chunk; - Lighting::onChunkLoaded(ox+nearX, oy+nearY, oz+nearZ); - return true; -} - void Chunks::translate(WorldFiles* worldFiles, int dx, int dy, int dz){ for (unsigned int i = 0; i < volume; i++){ chunksSecond[i] = nullptr; @@ -374,7 +279,7 @@ void Chunks::translate(WorldFiles* worldFiles, int dx, int dy, int dz){ Mesh* mesh = meshes[(y * d + z) * w + x]; if (nx < 0 || ny < 0 || nz < 0 || nx >= w || ny >= h || nz >= d){ worldFiles->put((const char*)chunk->voxels, chunk->x, chunk->z); - delete chunk; + chunk->decref(); delete mesh; continue; } @@ -395,3 +300,33 @@ void Chunks::translate(WorldFiles* worldFiles, int dx, int dy, int dz){ oy += dy; oz += dz; } + +void Chunks::_setOffset(int x, int y, int z){ + ox = x; + oy = y; + oz = z; +} + +bool Chunks::putChunk(Chunk* chunk) { + int x = chunk->x; + int y = chunk->y; + int z = chunk->z; + x -= ox; + y -= oy; + z -= oz; + if (x < 0 || y < 0 || z < 0 || x >= w || y >= h || z >= d) + return false; + chunks[(y * d + z) * w + x] = chunk; + return true; +} + +void Chunks::clear(bool freeMemory){ + for (size_t i = 0; i < volume; i++){ + if (freeMemory){ + chunks[i]->decref(); + delete meshes[i]; + } + chunks[i] = nullptr; + meshes[i] = nullptr; + } +} diff --git a/src/voxels/Chunks.h b/src/voxels/Chunks.h index 2c5641b8..bdd5efbb 100644 --- a/src/voxels/Chunks.h +++ b/src/voxels/Chunks.h @@ -26,20 +26,25 @@ public: Chunks(int w, int h, int d, int ox, int oy, int oz); ~Chunks(); + bool putChunk(Chunk* chunk); + Chunk* getChunk(int x, int y, int z); Chunk* getChunkByVoxel(int x, int y, int z); voxel* get(int x, int y, int z); + unsigned short getLight(int x, int y, int z); unsigned char getLight(int x, int y, int z, int channel); void set(int x, int y, int z, int id); voxel* rayCast(vec3 start, vec3 dir, float maxLength, vec3& end, vec3& norm, vec3& iend); bool isObstacle(int x, int y, int z); + // does not move chunks inside + void _setOffset(int x, int y, int z); + void setCenter(WorldFiles* worldFiles, int x, int y, int z); void translate(WorldFiles* worldFiles, int x, int y, int z); - bool loadVisible(WorldFiles* worldFiles); - bool _buildMeshes(VoxelRenderer* renderer); + void clear(bool freeMemory); }; #endif /* VOXELS_CHUNKS_H_ */ diff --git a/src/voxels/ChunksController.cpp b/src/voxels/ChunksController.cpp new file mode 100644 index 00000000..d64ed858 --- /dev/null +++ b/src/voxels/ChunksController.cpp @@ -0,0 +1,216 @@ +#include "ChunksController.h" +#include "Chunk.h" +#include "Chunks.h" +#include "WorldGenerator.h" +#include "../graphics/Mesh.h" +#include "../graphics/VoxelRenderer.h" +#include "../lighting/Lighting.h" +#include "../files/WorldFiles.h" +#include "ChunksLoader.h" +#include + +#ifdef _WIN32 +#define _WIN32_WINNT 0x0501 +#include +#else +#include +#endif + +#define MIN_SURROUNDING 9 + + +ChunksController::ChunksController(Chunks* chunks, Lighting* lighting) : chunks(chunks), lighting(lighting){ + loadersCount = std::thread::hardware_concurrency() - 1; + if (loadersCount <= 0) + loadersCount = 1; + loaders = new ChunksLoader*[loadersCount]; + for (int i = 0; i < loadersCount; i++){ + loaders[i] = new ChunksLoader(); + } + std::cout << "created " << loadersCount << " loaders" << std::endl; +} + +ChunksController::~ChunksController(){ + for (int i = 0; i < loadersCount; i++) + delete loaders[i]; + delete[] loaders; +} + +int ChunksController::countFreeLoaders(){ + int count = 0; + for (int i = 0; i < loadersCount; i++){ + if (!loaders[i]->isBusy()) + count++; + } + return count; +} + +bool ChunksController::loadVisible(WorldFiles* worldFiles){ + const int w = chunks->w; + const int h = chunks->h; + const int d = chunks->d; + const int ox = chunks->ox; + const int oy = chunks->oy; + const int oz = chunks->oz; + int nearX = 0; + int nearY = 0; + int nearZ = 0; + int minDistance = (w/2)*(w/2); + for (int y = 0; y < h; y++){ + for (int z = 2; z < d-2; z++){ + for (int x = 2; x < w-2; x++){ + int index = (y * d + z) * w + x; + Chunk* chunk = chunks->chunks[index]; + if (chunk != nullptr){ + int surrounding = 0; + for (int oz = -1; oz <= 1; oz++){ + for (int ox = -1; ox <= 1; ox++){ + Chunk* other = chunks->getChunk(chunk->x+ox, chunk->y, chunk->z+oz); + if (other != nullptr && other->ready) surrounding++; + } + } + chunk->surrounding = surrounding; + continue; + } + int lx = x - w / 2; + int ly = y - h / 2; + int lz = z - d / 2; + int distance = (lx * lx + ly * ly + lz * lz); + if (distance < minDistance){ + minDistance = distance; + nearX = x; + nearY = y; + nearZ = z; + } + } + } + } + + int index = (nearY * d + nearZ) * w + nearX; + Chunk* chunk = chunks->chunks[index]; + if (chunk != nullptr) + return false; + + ChunksLoader* freeLoader = nullptr; + for (int i = 0; i < loadersCount; i++){ + ChunksLoader* loader = loaders[i]; + if (loader->isBusy()){ + continue; + } + freeLoader = loader; + break; + } + if (freeLoader == nullptr) + return false; + chunk = new Chunk(nearX+ox,nearY+oy,nearZ+oz); + if (worldFiles->getChunk(chunk->x, chunk->z, (char*)chunk->voxels)) + chunk->loaded = true; + + chunks->chunks[index] = chunk; + + Chunk* closes[27]; + for (int i = 0; i < 27; i++) + closes[i] = nullptr; + for (size_t j = 0; j < chunks->volume; j++){ + Chunk* other = chunks->chunks[j]; + if (other == nullptr) + continue; + if (!other->ready) + continue; + + int ox = other->x - chunk->x; + int oy = other->y - chunk->y; + int oz = other->z - chunk->z; + + if (abs(ox) > 1 || abs(oy) > 1 || abs(oz) > 1) + continue; + + ox += 1; + oy += 1; + oz += 1; + closes[(oy * 3 + oz) * 3 + ox] = other; + } + freeLoader->perform(chunk, (Chunk**)closes); + return true; +} + +bool ChunksController::_buildMeshes(VoxelRenderer* renderer, int tick) { + const int w = chunks->w; + const int h = chunks->h; + const int d = chunks->d; + + int nearX = 0; + int nearY = 0; + int nearZ = 0; + int minDistance = 1000000000; + for (int y = 0; y < h; y++){ + for (int z = 1; z < d-1; z++){ + for (int x = 1; x < w-1; x++){ + int index = (y * d + z) * w + x; + Chunk* chunk = chunks->chunks[index]; + if (chunk == nullptr) + continue; + Mesh* mesh = chunks->meshes[index]; + if (mesh != nullptr && !chunk->modified) + continue; + if (!chunk->ready || chunk->surrounding < MIN_SURROUNDING){ + continue; + } + int lx = x - w / 2; + int ly = y - h / 2; + int lz = z - d / 2; + int distance = (lx * lx + ly * ly + lz * lz); + if (distance < minDistance){ + minDistance = distance; + nearX = x; + nearY = y; + nearZ = z; + } + } + } + } + + int index = (nearY * d + nearZ) * w + nearX; + + + Chunk* chunk = chunks->chunks[index]; + if (chunk == nullptr){ + return false; + } + Mesh* mesh = chunks->meshes[index]; + if (mesh == nullptr || chunk->modified){ + Chunk* closes[27]; + if (mesh != nullptr) + delete mesh; + if (chunk->isEmpty()){ + chunks->meshes[index] = nullptr; + return false; + } + chunk->modified = false; + for (int i = 0; i < 27; i++) + closes[i] = nullptr; + for (size_t j = 0; j < chunks->volume; j++){ + Chunk* other = chunks->chunks[j]; + if (other == nullptr) + continue; + if (!other->ready) + continue; + + int ox = other->x - chunk->x; + int oy = other->y - chunk->y; + int oz = other->z - chunk->z; + + if (abs(ox) > 1 || abs(oy) > 1 || abs(oz) > 1) + continue; + + ox += 1; + oy += 1; + oz += 1; + closes[(oy * 3 + oz) * 3 + ox] = other; + } + mesh = renderer->render(chunk, (const Chunk**)closes); + chunks->meshes[index] = mesh; + return true; + } + return false; +} diff --git a/src/voxels/ChunksController.h b/src/voxels/ChunksController.h new file mode 100644 index 00000000..d31d925f --- /dev/null +++ b/src/voxels/ChunksController.h @@ -0,0 +1,25 @@ +#ifndef VOXELS_CHUNKSCONTROLLER_H_ +#define VOXELS_CHUNKSCONTROLLER_H_ + +class Chunks; +class Lighting; +class WorldFiles; +class VoxelRenderer; +class ChunksLoader; + +class ChunksController { +private: + Chunks* chunks; + Lighting* lighting; + ChunksLoader** loaders; + int loadersCount; +public: + ChunksController(Chunks* chunks, Lighting* lighting); + ~ChunksController(); + + int countFreeLoaders(); + bool loadVisible(WorldFiles* worldFiles); + bool _buildMeshes(VoxelRenderer* renderer, int tick); +}; + +#endif /* VOXELS_CHUNKSCONTROLLER_H_ */ diff --git a/src/voxels/ChunksLoader.cpp b/src/voxels/ChunksLoader.cpp new file mode 100644 index 00000000..89963760 --- /dev/null +++ b/src/voxels/ChunksLoader.cpp @@ -0,0 +1,67 @@ +#include "ChunksLoader.h" +#include + +#include "Chunk.h" +#include "Chunks.h" +#include "WorldGenerator.h" +#include "../lighting/Lighting.h" + +#include + +#define CLOSES_C 27 + +void ChunksLoader::_thread(){ + Chunks chunks(3,3,3, -1,-1,-1); + Lighting lighting(&chunks); + while (working){ + if (current == nullptr){ + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + continue; + } + Chunk* chunk = current; + chunks._setOffset(chunk->x-1, chunk->y-1, chunk->z-1); + for (size_t i = 0; i < CLOSES_C; i++){ + Chunk* other = closes[i]; + if (other){ + chunks.putChunk(other); + } + } + + if (!chunk->loaded){ + WorldGenerator::generate(chunk->voxels, chunk->x, chunk->y, chunk->z); + } + + chunks.putChunk(chunk); + lighting.onChunkLoaded(chunk->x, chunk->y, chunk->z, true); + chunks.clear(false); + for (int i = 0; i < CLOSES_C; i++){ + Chunk* other = closes[i]; + if (other) + other->decref(); + } + chunk->ready = true; + current = nullptr; + chunk->decref(); + } +} + +void ChunksLoader::perform(Chunk* chunk, Chunk** closes_passed){ + if (isBusy()){ + std::cerr << "performing while busy" << std::endl; + return; + } + chunk->incref(); + if (closes == nullptr){ + closes = new Chunk*[CLOSES_C]; + } + for (int i = 0; i < CLOSES_C; i++){ + Chunk* other = closes_passed[i]; + if (other == nullptr) + closes[i] = nullptr; + else { + other->incref(); + closes[i] = other; + } + } + current = chunk; +} diff --git a/src/voxels/ChunksLoader.h b/src/voxels/ChunksLoader.h new file mode 100644 index 00000000..aff93ec7 --- /dev/null +++ b/src/voxels/ChunksLoader.h @@ -0,0 +1,42 @@ +#ifndef VOXELS_CHUNKSLOADER_H_ +#define VOXELS_CHUNKSLOADER_H_ + +#ifdef _WIN32 +#define _WIN32_WINNT 0x0501 +#include +#else +#include +#endif + +#include + +class Chunk; + +class ChunksLoader final { +private: + std::thread loaderThread; + void _thread(); + std::atomic current {nullptr}; + std::atomic closes {nullptr}; + std::atomic working {true}; +public: + ChunksLoader() : loaderThread{} { + loaderThread = std::thread{&ChunksLoader::_thread, this}; + } + ~ChunksLoader(){ + working = false; + loaderThread.join(); + } + + bool isBusy(){ + return current != nullptr; + } + + void perform(Chunk* chunk, Chunk** closes_passed); + + void stop(){ + working = false; + } +}; + +#endif /* VOXELS_CHUNKSLOADER_H_ */ diff --git a/src/voxels/WorldGenerator.cpp b/src/voxels/WorldGenerator.cpp index 849dd84b..0e27ff3e 100644 --- a/src/voxels/WorldGenerator.cpp +++ b/src/voxels/WorldGenerator.cpp @@ -5,29 +5,129 @@ #include #include #include +#define FNL_IMPL +#include "../maths/FastNoiseLite.h" +#include + +class PseudoRandom { + unsigned seed; +public: + PseudoRandom(){ + seed = (unsigned)time(0); + } + + int rand(){ + seed = (8253729 * seed + 2396403); + return seed % 32768; + } + + void setSeed(int number){ + seed = (unsigned)number+8253729; + rand(); + } +}; + +float calc_height(fnl_state *noise, int real_x, int real_z){ + const float s = 0.2f; + float height = fnlGetNoise3D(noise, real_x*0.0125f*s*32,real_z*0.0125f*s*32, 0.0f); + height += fnlGetNoise3D(noise, real_x*0.025f*s*32,real_z*0.025f*s*32, 0.0f)*0.5f; + height += fnlGetNoise3D(noise, real_x*0.05f*s*32,real_z*0.05f*s*32, 0.0f)*0.25f; + height += fnlGetNoise3D(noise, real_x*0.1f*s*32,real_z*0.1f*s*32, 0.0f)*0.225f; + height += fnlGetNoise3D(noise, real_x*0.2f*s*32,real_z*0.2f*s*32, 0.0f)*0.125f; + height += fnlGetNoise3D(noise, real_x*0.4f*s*32,real_z*0.4f*s*32, 0.0f)*0.125f*0.5F; + height = height * 0.5f + 0.5f; + height *= height; + height *= (140.0f)*0.12f/s; + height += (42)*0.12f/s; + return height; +} + +float calc_height_faster(fnl_state *noise, int real_x, int real_z){ + const float s = 0.2f; + float height = fnlGetNoise3D(noise, real_x*0.0125f*s*32,real_z*0.0125f*s*32, 0.0f); + height += fnlGetNoise3D(noise, real_x*0.025f*s*32,real_z*0.025f*s*32, 0.0f)*0.5f; + height += fnlGetNoise3D(noise, real_x*0.05f*s*32,real_z*0.05f*s*32, 0.0f)*0.25f; + height += fnlGetNoise3D(noise, real_x*0.1f*s*32,real_z*0.1f*s*32, 0.0f)*0.225f; + height += fnlGetNoise3D(noise, real_x*0.2f*s*32,real_z*0.2f*s*32, 0.0f)*0.125f; + //height += fnlGetNoise3D(noise, real_x*0.4f*s*32,real_z*0.4f*s*32, 0.0f)*0.125f*0.5F; + height = height * 0.5f + 0.5f; + height *= height; + height *= (140.0f)*0.12f/s; + height += (42)*0.12f/s; + return height; +} +#include +int generate_tree(fnl_state *noise, PseudoRandom* random, const float* heights, int real_x, int real_y, int real_z, int tileSize){ + const int tileX = floor((double)real_x/(double)tileSize); + const int tileY = floor((double)real_z/(double)tileSize); + random->setSeed(tileX*4325261+tileY*12160951+tileSize*9431111); + + bool gentree = fnlGetNoise3D(noise, tileX*3.0f+633, 0.0, tileY*3.0f) > -0.1f && (random->rand() % 10) < 7; + if (!gentree) + return 0; + + const int randomX = (random->rand() % (tileSize/2)) - tileSize/4; + const int randomZ = (random->rand() % (tileSize/2)) - tileSize/4; + int centerX = tileX * tileSize + tileSize/2 + randomX; + int centerY = tileY * tileSize + tileSize/2 + randomZ; + int height = (int)calc_height_faster(noise, centerX, centerY); + if (height < 55) + return 0; + int lx = real_x - centerX; + int radius = random->rand() % 4 + 3; + int ly = real_y - height - 3 * radius; + int lz = real_z - centerY; + if (lx == 0 && lz == 0 && real_y - height < 4*radius) + return 6; + if (lx*lx+ly*ly/2+lz*lz < radius*radius) + return 7; + return 0; +} void WorldGenerator::generate(voxel* voxels, int cx, int cy, int cz){ - const float s = 0.25f; + fnl_state noise = fnlCreateState(); + noise.noise_type = FNL_NOISE_OPENSIMPLEX2; + + PseudoRandom random; + + float heights[CHUNK_VOL]; + for (int z = 0; z < CHUNK_D; z++){ for (int x = 0; x < CHUNK_W; x++){ int real_x = x + cx * CHUNK_W; int real_z = z + cz * CHUNK_D; - float height = glm::perlin(glm::vec3(real_x*0.0125f*s,real_z*0.0125f*s, 0.0f)); - height += glm::perlin(glm::vec3(real_x*0.025f*s,real_z*0.025f*s, 0.0f))*0.5f; - height += glm::perlin(glm::vec3(real_x*0.05f*s,real_z*0.05f*s, 0.0f))*0.25f; - height += glm::perlin(glm::vec3(real_x*0.1f*s,real_z*0.1f*s, 0.0f))*0.225f; - height += glm::perlin(glm::vec3(real_x*0.2f*s,real_z*0.2f*s, 0.0f))*0.125f; - height = height * 0.5f + 0.5f; - height *= height; - height *= 140.0f; - height += 48; + float height = calc_height(&noise, real_x, real_z); + heights[z*CHUNK_W+x] = height; + } + } + + for (int z = 0; z < CHUNK_D; z++){ + for (int x = 0; x < CHUNK_W; x++){ + int real_x = x + cx * CHUNK_W; + int real_z = z + cz * CHUNK_D; + float height = heights[z*CHUNK_W+x]; + for (int y = 0; y < CHUNK_H; y++){ int real_y = y + cy * CHUNK_H; - int id = 0; + int id = real_y < 55 ? 9 : 0; if (real_y == (int)height) id = 2; - else if (real_y < height) - id = 1; + else if (real_y < height){ + if (real_y < height-6) + id = 8; + else + id = 1; + } else { + int tree = generate_tree(&noise, &random, heights, real_x, real_y, real_z, 16); + if (tree) + id = tree; + else if ((tree = generate_tree(&noise, &random, heights, real_x, real_y, real_z, 19))){ + id = tree; + }else if ((tree = generate_tree(&noise, &random, heights, real_x, real_y, real_z, 23))){ + id = tree; + } + } + if (real_y <= 2) id = 2; voxels[(y * CHUNK_D + z) * CHUNK_W + x].id = id; diff --git a/src/window/Events.cpp b/src/window/Events.cpp index 6e323f1c..18d0e0b0 100644 --- a/src/window/Events.cpp +++ b/src/window/Events.cpp @@ -70,6 +70,11 @@ int Events::initialize(){ return 0; } +void Events::finalize(){ + delete[] _keys; + delete[] _frames; +} + bool Events::pressed(int keycode){ if (keycode < 0 || keycode >= _MOUSE_BUTTONS) return false; diff --git a/src/window/Events.h b/src/window/Events.h index 414a06bc..996d4a03 100644 --- a/src/window/Events.h +++ b/src/window/Events.h @@ -18,6 +18,7 @@ public: static bool _cursor_started; static int initialize(); + static void finalize(); static void pullEvents(); static bool pressed(int keycode); diff --git a/src/world_render.h b/src/world_render.h new file mode 100644 index 00000000..d2909d9a --- /dev/null +++ b/src/world_render.h @@ -0,0 +1,156 @@ +#ifndef WORLD_RENDERER_CPP +#define WORLD_RENDERER_CPP + +#include +#include +#include + +#include +#include +#include + +#include "window/Window.h" +#include "window/Camera.h" +#include "graphics/Mesh.h" +#include "graphics/Shader.h" +#include "graphics/Texture.h" +#include "graphics/LineBatch.h" +#include "voxels/Chunks.h" +#include "voxels/Chunk.h" + +float _camera_cx; +float _camera_cz; +Chunks* _chunks; + +Mesh *crosshair; + +float vertices[] = { + // x y + -0.01f,-0.01f, + 0.01f, 0.01f, + + -0.01f, 0.01f, + 0.01f,-0.01f, +}; + +int attrs[] = { + 2, 0 //null terminator +}; + +LineBatch *lineBatch; + +void init_renderer(){ + crosshair = new Mesh(vertices, 4, attrs); + lineBatch = new LineBatch(4096); +} + + +void finalize_renderer(){ + delete crosshair; + delete lineBatch; +} + +void draw_chunk(size_t index, Camera* camera, Shader* shader, bool occlusion){ + Chunk* chunk = _chunks->chunks[index]; + Mesh* mesh = _chunks->meshes[index]; + if (mesh == nullptr) + return; + + // Simple frustum culling (culling chunks behind the camera in 2D - XZ) + if (occlusion){ + const float cameraX = camera->position.x; + const float cameraZ = camera->position.z; + const float camDirX = camera->dir.x; + const float camDirZ = camera->dir.z; + + bool unoccluded = false; + do { + if ((chunk->x*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){ + unoccluded = true; break; + } + if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){ + unoccluded = true; break; + } + if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){ + unoccluded = true; break; + } + if ((chunk->x*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){ + unoccluded = true; break; + } + } while (false); + if (!unoccluded) + return; + } + + mat4 model = glm::translate(mat4(1.0f), vec3(chunk->x*CHUNK_W+0.5f, chunk->y*CHUNK_H+0.5f, chunk->z*CHUNK_D+0.5f)); + shader->uniformMatrix("u_model", model); + mesh->draw(GL_TRIANGLES); +} + +bool chunks_comparator(size_t i, size_t j) { + Chunk* a = _chunks->chunks[i]; + Chunk* b = _chunks->chunks[j]; + return ((a->x + 0.5f - _camera_cx)*(a->x + 0.5f - _camera_cx) + (a->z + 0.5f - _camera_cz)*(a->z + 0.5f - _camera_cz) + > + (b->x + 0.5f - _camera_cx)*(b->x + 0.5f - _camera_cx) + (b->z + 0.5f - _camera_cz)*(b->z + 0.5f - _camera_cz)); +} + + +void draw_world(Camera* camera, Assets* assets, + Chunks* chunks, bool occlusion){ + glClearColor(0.7f,0.71f,0.73f,1); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + _chunks = chunks; + + // Draw VAO + Texture* texture = assets->getTexture("block"); + Shader* shader = assets->getShader("main"); + Shader* crosshairShader = assets->getShader("crosshair"); + Shader* linesShader = assets->getShader("lines"); + shader->use(); + shader->uniformMatrix("u_proj", camera->getProjection()); + shader->uniformMatrix("u_view", camera->getView()); + shader->uniform1f("u_gamma", 1.6f); + shader->uniform3f("u_skyLightColor", 1.8f,1.8f,1.8f); + shader->uniform3f("u_fogColor", 0.7f,0.71f,0.73f); + shader->uniform3f("u_cameraPos", camera->position.x,camera->position.y,camera->position.z); + texture->bind(); + + std::vector indices; + + for (size_t i = 0; i < chunks->volume; i++){ + Chunk* chunk = chunks->chunks[i]; + if (chunk == nullptr) + continue; + if (chunks->meshes[i] != nullptr) + indices.push_back(i); + } + + float px = camera->position.x / (float)CHUNK_W; + float pz = camera->position.z / (float)CHUNK_D; + + _camera_cx = px; + _camera_cz = pz; + + std::sort(indices.begin(), indices.end(), chunks_comparator); + + + for (size_t i = 0; i < indices.size(); i++){ + draw_chunk(indices[i], camera, shader, occlusion); + } + + crosshairShader->use(); + crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width); + crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f)); + crosshair->draw(GL_LINES); + + linesShader->use(); + linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView()); + glLineWidth(2.0f); + lineBatch->line(camera->position.x, camera->position.y-0.5f, camera->position.z, camera->position.x+0.1f, camera->position.y-0.5f, camera->position.z, 1, 0, 0, 1); + lineBatch->line(camera->position.x, camera->position.y-0.5f, camera->position.z, camera->position.x, camera->position.y-0.5f, camera->position.z+0.1f, 0, 0, 1, 1); + lineBatch->render(); +} + +#endif // WORLD_RENDERER_CPP