add textures and test out perlin noise
This commit is contained in:
parent
eb694012c3
commit
ed1e5a8c45
4
.gitignore
vendored
Normal file
4
.gitignore
vendored
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@ -0,0 +1,4 @@
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x64/
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x86/
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samcraft/x64
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samcraft/x86
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10
Makefile
10
Makefile
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@ -6,20 +6,22 @@ BINARY=$(OUTDIR)/$(NAME)
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OBJDIR=$(NAME)/$(OUTDIR)
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OBJDIR=$(NAME)/$(OUTDIR)
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CC=gcc
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CC=gcc
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LD=ld
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CFLAGS=-O3 -g
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CFLAGS=-O3
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LDFLAGS=-lraylib -lGL -lm
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LDFLAGS=-lraylib
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CFILES=$(shell cd $(NAME) && find -L * -type f -name '*.c')
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CFILES=$(shell cd $(NAME) && find -L * -type f -name '*.c')
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OBJ=$(addprefix $(OBJDIR)/, $(CFILES:.c=.obj))
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OBJ=$(addprefix $(OBJDIR)/, $(CFILES:.c=.obj))
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$(BINARY): $(OBJ) Makefile
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$(BINARY): $(OBJ) Makefile
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mkdir -p $(OUTDIR)
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mkdir -p $(OUTDIR)
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$(LD) $(LDFLAGS) $(OBJ) -o $@
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$(CC) $(OBJ) $(LDFLAGS) -o $@
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$(OBJDIR)/%.obj: $(NAME)/%.c
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$(OBJDIR)/%.obj: $(NAME)/%.c
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mkdir -p $(OBJDIR)
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mkdir -p $(OBJDIR)
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$(CC) $(CFLAGS) -c $< -o $@
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$(CC) $(CFLAGS) -c $< -o $@
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run: $(BINARY)
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$(BINARY)
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clean:
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clean:
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rm -rf $(OBJ) $(BINARY)
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rm -rf $(OBJ) $(BINARY)
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@ -13,3 +13,8 @@ int coord_to_index(vector3 coord) {
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int index = coord.x + coord.z * WIDTH + coord.y * WIDTH * WIDTH;
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int index = coord.x + coord.z * WIDTH + coord.y * WIDTH * WIDTH;
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return index;
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return index;
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}
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}
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int get_block_at(int* chunk, vector3 pos) {
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if (pos.x < 0 || pos.x >= WIDTH || pos.z < 0 || pos.z >= WIDTH || pos.y < 0 || pos.y >= HEIGHT) return 0;
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return chunk[coord_to_index(pos)];
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}
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@ -1,12 +1,13 @@
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#ifndef __CHUNK_H__
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#ifndef __CHUNK_H__
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#define __CHUNK_H__
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#define __CHUNK_H__
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#include "vector3.h"
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#include "vector.h"
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#define WIDTH 5
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#define WIDTH 320
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#define HEIGHT 10
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#define HEIGHT 256
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vector3 index_to_coord(int i);
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vector3 index_to_coord(int i);
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int coord_to_index(vector3 pos);
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int coord_to_index(vector3 pos);
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int get_block_at(int* chunk, vector3 pos);
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#endif
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#endif
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155
samcraft/faces.c
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155
samcraft/faces.c
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@ -0,0 +1,155 @@
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#include "faces.h"
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#include <stdlib.h>
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#define TOP_LEFT { 0.0f, 0.0f }
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#define TOP_RIGHT { 1.0f, 0.0f }
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#define BOTTOM_LEFT { 0.0f, 1.0f }
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#define BOTTOM_RIGHT { 1.0f, 1.0f }
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void add_face(Mesh* mesh, vector3* face, vector2* tex, int block_id, vector3 pos) {
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int vert_start = mesh->vertexCount * 3;
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int tex_start = mesh->vertexCount * 2;
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mesh->vertexCount += 6;
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mesh->triangleCount += 2;
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mesh->vertices = realloc(mesh->vertices, (mesh->vertexCount * 3) * sizeof(float));
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mesh->texcoords = realloc(mesh->texcoords, (mesh->vertexCount * 2) * sizeof(float));
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for (int i = 0; i < 18; i += 3) {
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int v = i / 3;
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mesh->vertices[vert_start + i + 0] = face[v].x + pos.x;
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mesh->vertices[vert_start + i + 1] = face[v].y + pos.y;
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mesh->vertices[vert_start + i + 2] = face[v].z + pos.z;
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}
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for (int i = 0; i < 12; i += 2) {
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int v = i / 2;
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int block_x = block_id % ATLAS_FIT;
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int block_y = block_id / ATLAS_FIT;
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mesh->texcoords[tex_start + i + 0] = ((block_x + tex[v].x) * TEXTURE_SIZE) / ATLAS_SIZE;
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mesh->texcoords[tex_start + i + 1] = ((block_y + tex[v].y) * TEXTURE_SIZE) / ATLAS_SIZE;
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}
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}
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vector3 bottom[] = {
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{ -0.5f, -0.5f, -0.5f },
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{ 0.5f, -0.5f, -0.5f },
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{ -0.5f, -0.5f, 0.5f },
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{ 0.5f, -0.5f, -0.5f },
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{ 0.5f, -0.5f, 0.5f },
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{ -0.5f, -0.5f, 0.5f }
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};
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vector2 bottom_tex[] = {
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BOTTOM_LEFT,
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BOTTOM_RIGHT,
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TOP_LEFT,
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BOTTOM_RIGHT,
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TOP_RIGHT,
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TOP_LEFT
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};
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vector3 top[] = {
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{ -0.5f, 0.5f, -0.5f },
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{ -0.5f, 0.5f, 0.5f },
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{ 0.5f, 0.5f, -0.5f },
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{ 0.5f, 0.5f, -0.5f },
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{ -0.5f, 0.5f, 0.5f },
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{ 0.5f, 0.5f, 0.5f }
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};
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vector2 top_tex[] = {
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BOTTOM_LEFT,
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TOP_LEFT,
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BOTTOM_RIGHT,
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BOTTOM_RIGHT,
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TOP_LEFT,
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TOP_RIGHT
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};
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vector3 front[] = {
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{ -0.5f, -0.5f, 0.5f },
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{ 0.5f, -0.5f, 0.5f },
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{ -0.5f, 0.5f, 0.5f },
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{ 0.5f, -0.5f, 0.5f },
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{ 0.5f, 0.5f, 0.5f },
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{ -0.5f, 0.5f, 0.5f }
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};
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vector2 front_tex[] = {
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BOTTOM_LEFT,
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BOTTOM_RIGHT,
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TOP_LEFT,
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BOTTOM_RIGHT,
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TOP_RIGHT,
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TOP_LEFT
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};
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vector3 back[] = {
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{ -0.5f, -0.5f, -0.5f },
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{ -0.5f, 0.5f, -0.5f },
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{ 0.5f, -0.5f, -0.5f },
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{ 0.5f, -0.5f, -0.5f },
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{ -0.5f, 0.5f, -0.5f },
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{ 0.5f, 0.5f, -0.5f }
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};
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vector2 back_tex[] = {
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BOTTOM_LEFT,
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TOP_LEFT,
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BOTTOM_RIGHT,
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BOTTOM_RIGHT,
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TOP_LEFT,
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TOP_RIGHT
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};
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vector3 right[] = {
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{ 0.5f, -0.5f, -0.5f },
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{ 0.5f, 0.5f, 0.5f },
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{ 0.5f, -0.5f, 0.5f },
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{ 0.5f, -0.5f, -0.5f },
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{ 0.5f, 0.5f, -0.5f },
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{ 0.5f, 0.5f, 0.5f }
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};
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vector2 right_tex[] = {
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BOTTOM_LEFT,
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TOP_RIGHT,
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TOP_LEFT,
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BOTTOM_LEFT,
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BOTTOM_RIGHT,
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TOP_RIGHT
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};
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vector3 left[] = {
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{ -0.5f, -0.5f, -0.5f },
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{ -0.5f, -0.5f, 0.5f },
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{ -0.5f, 0.5f, 0.5f },
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{ -0.5f, -0.5f, -0.5f },
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{ -0.5f, 0.5f, 0.5f },
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{ -0.5f, 0.5f, -0.5f }
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};
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vector2 left_tex[] = {
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BOTTOM_LEFT,
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TOP_LEFT,
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TOP_RIGHT,
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BOTTOM_LEFT,
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TOP_RIGHT,
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BOTTOM_RIGHT
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};
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169
samcraft/faces.h
169
samcraft/faces.h
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@ -1,160 +1,27 @@
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#ifndef __FACES_H__
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#ifndef __FACES_H__
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#define __FACES_H__
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#define __FACES_H__
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float bottom[] = {
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#include <raylib.h>
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-0.5f,
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#include "vector.h"
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-0.5f,
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-0.5f,
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0.5f,
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#define ATLAS_SIZE 256
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-0.5f,
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#define TEXTURE_SIZE 16
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-0.5f,
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#define ATLAS_FIT (ATLAS_SIZE / TEXTURE_SIZE)
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-0.5f,
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void add_face(Mesh* mesh, vector3* face, vector2* tex, int block_id, vector3 pos);
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-0.5f,
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0.5f,
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0.5f,
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extern vector3 left[];
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-0.5f,
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extern vector3 right[];
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-0.5f,
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extern vector3 top[];
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extern vector3 bottom[];
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extern vector3 back[];
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extern vector3 front[];
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0.5f,
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extern vector2 left_tex[];
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-0.5f,
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extern vector2 right_tex[];
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0.5f,
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extern vector2 top_tex[];
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extern vector2 bottom_tex[];
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-0.5f,
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extern vector2 back_tex[];
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-0.5f,
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extern vector2 front_tex[];
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0.5f,
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};
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float top[] = {
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-0.5f,
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0.5f,
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-0.5f,
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-0.5f,
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0.5f,
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0.5f,
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0.5f,
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0.5f,
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-0.5f,
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0.5f,
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0.5f,
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-0.5f,
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0.5f,
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0.5f,
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0.5f,
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};
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float front[] = {
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-0.5f,
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-0.5f,
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0.5f,
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0.5f,
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-0.5f,
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-0.5f,
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-0.5f,
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0.5f,
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0.5f,
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-0.5f,
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0.5f,
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0.5f,
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};
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float back[] = {
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-0.5f,
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-0.5f,
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-0.5f,
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-0.5f,
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-0.5f,
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-0.5f,
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-0.5f,
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0.5f,
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-0.5f,
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0.5f,
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-0.5f,
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};
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float right[] = {
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0.5f,
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-0.5f,
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-0.5f,
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-0.5f,
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0.5f,
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0.5f,
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};
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float left[] = {
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-0.5f,
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-0.5f,
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-0.5f,
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-0.5f,
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-0.5f,
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-0.5f,
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-0.5f,
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-0.5f,
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-0.5f,
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-0.5f,
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-0.5f,
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-0.5f,
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};
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#endif
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#endif
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@ -3,54 +3,40 @@
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <string.h>
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#include <string.h>
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#include <assert.h>
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#include "faces.h"
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#include "faces.h"
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#include "chunk.h"
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#include "chunk.h"
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#include "vector3.h"
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#include "vector.h"
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#include "stb_perlin.h"
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void add_face(Mesh* mesh, float* face, vector3 pos) {
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int start = mesh->vertexCount * 3;
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mesh->vertexCount += 6;
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mesh->triangleCount += 2;
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Mesh* ptr = realloc(mesh->vertices, (mesh->vertexCount * 3) * sizeof(float));
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assert(ptr != NULL);
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mesh->vertices = ptr;
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for (int i = 0; i < 18; i += 3) {
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|
||||||
mesh->vertices[start + i] = face[i] + pos.x;
|
|
||||||
mesh->vertices[start + i + 1] = face[i + 1] + pos.y;
|
|
||||||
mesh->vertices[start + i + 2] = face[i + 2] + pos.z;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
int get_block_at(int* chunk, vector3 pos) {
|
|
||||||
if (pos.x < 0 || pos.x >= WIDTH || pos.z < 0 || pos.z >= WIDTH || pos.y < 0 || pos.y >= HEIGHT) return 0;
|
|
||||||
return chunk[coord_to_index(pos)];
|
|
||||||
}
|
|
||||||
|
|
||||||
Mesh gen_mesh(int* chunk) {
|
Mesh gen_mesh(int* chunk) {
|
||||||
Mesh mesh = { 0 };
|
Mesh mesh = { 0 };
|
||||||
mesh.vertices = malloc(0);
|
mesh.vertices = malloc(0);
|
||||||
mesh.vertexCount = 0;
|
mesh.vertexCount = 0;
|
||||||
|
mesh.texcoords = malloc(0);
|
||||||
|
|
||||||
for (int i = 0; i < WIDTH * WIDTH * HEIGHT; i++) {
|
for (int i = 0; i < WIDTH * WIDTH * HEIGHT; i++) {
|
||||||
if (chunk[i] == 0) continue;
|
int block_id = chunk[i];
|
||||||
|
if(block_id == 0) continue;
|
||||||
vector3 pos = index_to_coord(i);
|
vector3 pos = index_to_coord(i);
|
||||||
|
|
||||||
if(get_block_at(chunk, (vector3){ pos.x, pos.y - 1, pos.z }) == 0)
|
if(get_block_at(chunk, (vector3){ pos.x, pos.y - 1, pos.z }) == 0)
|
||||||
add_face(&mesh, bottom, pos);
|
add_face(&mesh, bottom, bottom_tex, block_id, pos);
|
||||||
|
|
||||||
if(get_block_at(chunk, (vector3){ pos.x, pos.y + 1, pos.z }) == 0)
|
if(get_block_at(chunk, (vector3){ pos.x, pos.y + 1, pos.z }) == 0)
|
||||||
add_face(&mesh, top, pos);
|
add_face(&mesh, top, top_tex, block_id, pos);
|
||||||
|
|
||||||
if(get_block_at(chunk, (vector3){ pos.x - 1, pos.y, pos.z }) == 0)
|
if(get_block_at(chunk, (vector3){ pos.x - 1, pos.y, pos.z }) == 0)
|
||||||
add_face(&mesh, left, pos);
|
add_face(&mesh, left, left_tex, block_id, pos);
|
||||||
|
|
||||||
if(get_block_at(chunk, (vector3){ pos.x + 1, pos.y, pos.z }) == 0)
|
if(get_block_at(chunk, (vector3){ pos.x + 1, pos.y, pos.z }) == 0)
|
||||||
add_face(&mesh, right, pos);
|
add_face(&mesh, right, right_tex, block_id, pos);
|
||||||
|
|
||||||
if(get_block_at(chunk, (vector3){ pos.x, pos.y, pos.z - 1 }) == 0)
|
if(get_block_at(chunk, (vector3){ pos.x, pos.y, pos.z - 1 }) == 0)
|
||||||
add_face(&mesh, back, pos);
|
add_face(&mesh, back, back_tex, block_id, pos);
|
||||||
|
|
||||||
if(get_block_at(chunk, (vector3){ pos.x, pos.y, pos.z + 1 }) == 0)
|
if(get_block_at(chunk, (vector3){ pos.x, pos.y, pos.z + 1 }) == 0)
|
||||||
add_face(&mesh, front, pos);
|
add_face(&mesh, front, front_tex, block_id, pos);
|
||||||
}
|
}
|
||||||
|
|
||||||
UploadMesh(&mesh, false);
|
UploadMesh(&mesh, false);
|
||||||
|
@ -61,21 +47,35 @@ Mesh gen_mesh(int* chunk) {
|
||||||
}
|
}
|
||||||
|
|
||||||
int main() {
|
int main() {
|
||||||
|
for(float x = 0.0f; x < WIDTH; x++) {
|
||||||
|
for(float z = 0.0f; z < WIDTH; z++) {
|
||||||
|
printf("%f, %f: %f\n", x, z, stb_perlin_noise3(x, z, z, 0, 0, 0));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
InitWindow(800, 600, "samcraft");
|
InitWindow(800, 600, "samcraft");
|
||||||
|
|
||||||
SetTargetFPS(60);
|
//SetTargetFPS(60);
|
||||||
|
|
||||||
int* chunk = malloc(WIDTH * WIDTH * HEIGHT * sizeof(int));
|
int* chunk = malloc(WIDTH * WIDTH * HEIGHT * sizeof(int));
|
||||||
assert(chunk != NULL);
|
|
||||||
|
|
||||||
for(int i = 0; i < WIDTH * WIDTH * HEIGHT; i++) {
|
for(int i = 0; i < WIDTH * WIDTH * HEIGHT; i++) {
|
||||||
chunk[i] = GetRandomValue(0, 1);
|
chunk[i] = 0;
|
||||||
|
}
|
||||||
|
for(int x = 0; x < WIDTH; x++) {
|
||||||
|
for(int z = 0; z < WIDTH; z++) {
|
||||||
|
for(int y = 0; y < (10 + stb_perlin_fbm_noise3(x / 40.0f, x / 40.0f, z / 40.0f, 2.0f, 0.5f, 6) * 10.0f); y++) {
|
||||||
|
chunk[coord_to_index((vector3){ x, y, z })] = GetRandomValue(1, 2);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Mesh chunk_mesh = gen_mesh(chunk);
|
Mesh chunk_mesh = gen_mesh(chunk);
|
||||||
Material mat = LoadMaterialDefault();
|
Material mat = LoadMaterialDefault();
|
||||||
Matrix matrix = MatrixIdentity();
|
Matrix matrix = MatrixIdentity();
|
||||||
|
|
||||||
|
Texture atlas = LoadTexture("atlas.png");
|
||||||
|
mat.maps[MATERIAL_MAP_DIFFUSE].texture = atlas;
|
||||||
|
|
||||||
Camera camera = { 0 };
|
Camera camera = { 0 };
|
||||||
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
|
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||||
|
@ -84,7 +84,7 @@ int main() {
|
||||||
camera.fovy = 70.0f;
|
camera.fovy = 70.0f;
|
||||||
|
|
||||||
while (!WindowShouldClose()) {
|
while (!WindowShouldClose()) {
|
||||||
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
|
UpdateCamera(&camera, CAMERA_FREE);
|
||||||
|
|
||||||
DisableCursor();
|
DisableCursor();
|
||||||
|
|
||||||
|
@ -98,6 +98,8 @@ int main() {
|
||||||
DrawGrid(10, 10);
|
DrawGrid(10, 10);
|
||||||
}
|
}
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
|
DrawFPS(10, 10);
|
||||||
}
|
}
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
}
|
}
|
||||||
|
|
428
samcraft/stb_perlin.h
Normal file
428
samcraft/stb_perlin.h
Normal file
|
@ -0,0 +1,428 @@
|
||||||
|
// stb_perlin.h - v0.5 - perlin noise
|
||||||
|
// public domain single-file C implementation by Sean Barrett
|
||||||
|
//
|
||||||
|
// LICENSE
|
||||||
|
//
|
||||||
|
// See end of file.
|
||||||
|
//
|
||||||
|
//
|
||||||
|
// to create the implementation,
|
||||||
|
// #define STB_PERLIN_IMPLEMENTATION
|
||||||
|
// in *one* C/CPP file that includes this file.
|
||||||
|
//
|
||||||
|
//
|
||||||
|
// Documentation:
|
||||||
|
//
|
||||||
|
// float stb_perlin_noise3( float x,
|
||||||
|
// float y,
|
||||||
|
// float z,
|
||||||
|
// int x_wrap=0,
|
||||||
|
// int y_wrap=0,
|
||||||
|
// int z_wrap=0)
|
||||||
|
//
|
||||||
|
// This function computes a random value at the coordinate (x,y,z).
|
||||||
|
// Adjacent random values are continuous but the noise fluctuates
|
||||||
|
// its randomness with period 1, i.e. takes on wholly unrelated values
|
||||||
|
// at integer points. Specifically, this implements Ken Perlin's
|
||||||
|
// revised noise function from 2002.
|
||||||
|
//
|
||||||
|
// The "wrap" parameters can be used to create wraparound noise that
|
||||||
|
// wraps at powers of two. The numbers MUST be powers of two. Specify
|
||||||
|
// 0 to mean "don't care". (The noise always wraps every 256 due
|
||||||
|
// details of the implementation, even if you ask for larger or no
|
||||||
|
// wrapping.)
|
||||||
|
//
|
||||||
|
// float stb_perlin_noise3_seed( float x,
|
||||||
|
// float y,
|
||||||
|
// float z,
|
||||||
|
// int x_wrap=0,
|
||||||
|
// int y_wrap=0,
|
||||||
|
// int z_wrap=0,
|
||||||
|
// int seed)
|
||||||
|
//
|
||||||
|
// As above, but 'seed' selects from multiple different variations of the
|
||||||
|
// noise function. The current implementation only uses the bottom 8 bits
|
||||||
|
// of 'seed', but possibly in the future more bits will be used.
|
||||||
|
//
|
||||||
|
//
|
||||||
|
// Fractal Noise:
|
||||||
|
//
|
||||||
|
// Three common fractal noise functions are included, which produce
|
||||||
|
// a wide variety of nice effects depending on the parameters
|
||||||
|
// provided. Note that each function will call stb_perlin_noise3
|
||||||
|
// 'octaves' times, so this parameter will affect runtime.
|
||||||
|
//
|
||||||
|
// float stb_perlin_ridge_noise3(float x, float y, float z,
|
||||||
|
// float lacunarity, float gain, float offset, int octaves)
|
||||||
|
//
|
||||||
|
// float stb_perlin_fbm_noise3(float x, float y, float z,
|
||||||
|
// float lacunarity, float gain, int octaves)
|
||||||
|
//
|
||||||
|
// float stb_perlin_turbulence_noise3(float x, float y, float z,
|
||||||
|
// float lacunarity, float gain, int octaves)
|
||||||
|
//
|
||||||
|
// Typical values to start playing with:
|
||||||
|
// octaves = 6 -- number of "octaves" of noise3() to sum
|
||||||
|
// lacunarity = ~ 2.0 -- spacing between successive octaves (use exactly 2.0 for wrapping output)
|
||||||
|
// gain = 0.5 -- relative weighting applied to each successive octave
|
||||||
|
// offset = 1.0? -- used to invert the ridges, may need to be larger, not sure
|
||||||
|
//
|
||||||
|
//
|
||||||
|
// Contributors:
|
||||||
|
// Jack Mott - additional noise functions
|
||||||
|
// Jordan Peck - seeded noise
|
||||||
|
//
|
||||||
|
|
||||||
|
|
||||||
|
#ifdef __cplusplus
|
||||||
|
extern "C" {
|
||||||
|
#endif
|
||||||
|
extern float stb_perlin_noise3(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap);
|
||||||
|
extern float stb_perlin_noise3_seed(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap, int seed);
|
||||||
|
extern float stb_perlin_ridge_noise3(float x, float y, float z, float lacunarity, float gain, float offset, int octaves);
|
||||||
|
extern float stb_perlin_fbm_noise3(float x, float y, float z, float lacunarity, float gain, int octaves);
|
||||||
|
extern float stb_perlin_turbulence_noise3(float x, float y, float z, float lacunarity, float gain, int octaves);
|
||||||
|
extern float stb_perlin_noise3_wrap_nonpow2(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap, unsigned char seed);
|
||||||
|
#ifdef __cplusplus
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef STB_PERLIN_IMPLEMENTATION
|
||||||
|
|
||||||
|
#include <math.h> // fabs()
|
||||||
|
|
||||||
|
// not same permutation table as Perlin's reference to avoid copyright issues;
|
||||||
|
// Perlin's table can be found at http://mrl.nyu.edu/~perlin/noise/
|
||||||
|
static unsigned char stb__perlin_randtab[512] =
|
||||||
|
{
|
||||||
|
23, 125, 161, 52, 103, 117, 70, 37, 247, 101, 203, 169, 124, 126, 44, 123,
|
||||||
|
152, 238, 145, 45, 171, 114, 253, 10, 192, 136, 4, 157, 249, 30, 35, 72,
|
||||||
|
175, 63, 77, 90, 181, 16, 96, 111, 133, 104, 75, 162, 93, 56, 66, 240,
|
||||||
|
8, 50, 84, 229, 49, 210, 173, 239, 141, 1, 87, 18, 2, 198, 143, 57,
|
||||||
|
225, 160, 58, 217, 168, 206, 245, 204, 199, 6, 73, 60, 20, 230, 211, 233,
|
||||||
|
94, 200, 88, 9, 74, 155, 33, 15, 219, 130, 226, 202, 83, 236, 42, 172,
|
||||||
|
165, 218, 55, 222, 46, 107, 98, 154, 109, 67, 196, 178, 127, 158, 13, 243,
|
||||||
|
65, 79, 166, 248, 25, 224, 115, 80, 68, 51, 184, 128, 232, 208, 151, 122,
|
||||||
|
26, 212, 105, 43, 179, 213, 235, 148, 146, 89, 14, 195, 28, 78, 112, 76,
|
||||||
|
250, 47, 24, 251, 140, 108, 186, 190, 228, 170, 183, 139, 39, 188, 244, 246,
|
||||||
|
132, 48, 119, 144, 180, 138, 134, 193, 82, 182, 120, 121, 86, 220, 209, 3,
|
||||||
|
91, 241, 149, 85, 205, 150, 113, 216, 31, 100, 41, 164, 177, 214, 153, 231,
|
||||||
|
38, 71, 185, 174, 97, 201, 29, 95, 7, 92, 54, 254, 191, 118, 34, 221,
|
||||||
|
131, 11, 163, 99, 234, 81, 227, 147, 156, 176, 17, 142, 69, 12, 110, 62,
|
||||||
|
27, 255, 0, 194, 59, 116, 242, 252, 19, 21, 187, 53, 207, 129, 64, 135,
|
||||||
|
61, 40, 167, 237, 102, 223, 106, 159, 197, 189, 215, 137, 36, 32, 22, 5,
|
||||||
|
|
||||||
|
// and a second copy so we don't need an extra mask or static initializer
|
||||||
|
23, 125, 161, 52, 103, 117, 70, 37, 247, 101, 203, 169, 124, 126, 44, 123,
|
||||||
|
152, 238, 145, 45, 171, 114, 253, 10, 192, 136, 4, 157, 249, 30, 35, 72,
|
||||||
|
175, 63, 77, 90, 181, 16, 96, 111, 133, 104, 75, 162, 93, 56, 66, 240,
|
||||||
|
8, 50, 84, 229, 49, 210, 173, 239, 141, 1, 87, 18, 2, 198, 143, 57,
|
||||||
|
225, 160, 58, 217, 168, 206, 245, 204, 199, 6, 73, 60, 20, 230, 211, 233,
|
||||||
|
94, 200, 88, 9, 74, 155, 33, 15, 219, 130, 226, 202, 83, 236, 42, 172,
|
||||||
|
165, 218, 55, 222, 46, 107, 98, 154, 109, 67, 196, 178, 127, 158, 13, 243,
|
||||||
|
65, 79, 166, 248, 25, 224, 115, 80, 68, 51, 184, 128, 232, 208, 151, 122,
|
||||||
|
26, 212, 105, 43, 179, 213, 235, 148, 146, 89, 14, 195, 28, 78, 112, 76,
|
||||||
|
250, 47, 24, 251, 140, 108, 186, 190, 228, 170, 183, 139, 39, 188, 244, 246,
|
||||||
|
132, 48, 119, 144, 180, 138, 134, 193, 82, 182, 120, 121, 86, 220, 209, 3,
|
||||||
|
91, 241, 149, 85, 205, 150, 113, 216, 31, 100, 41, 164, 177, 214, 153, 231,
|
||||||
|
38, 71, 185, 174, 97, 201, 29, 95, 7, 92, 54, 254, 191, 118, 34, 221,
|
||||||
|
131, 11, 163, 99, 234, 81, 227, 147, 156, 176, 17, 142, 69, 12, 110, 62,
|
||||||
|
27, 255, 0, 194, 59, 116, 242, 252, 19, 21, 187, 53, 207, 129, 64, 135,
|
||||||
|
61, 40, 167, 237, 102, 223, 106, 159, 197, 189, 215, 137, 36, 32, 22, 5,
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
// perlin's gradient has 12 cases so some get used 1/16th of the time
|
||||||
|
// and some 2/16ths. We reduce bias by changing those fractions
|
||||||
|
// to 5/64ths and 6/64ths
|
||||||
|
|
||||||
|
// this array is designed to match the previous implementation
|
||||||
|
// of gradient hash: indices[stb__perlin_randtab[i]&63]
|
||||||
|
static unsigned char stb__perlin_randtab_grad_idx[512] =
|
||||||
|
{
|
||||||
|
7, 9, 5, 0, 11, 1, 6, 9, 3, 9, 11, 1, 8, 10, 4, 7,
|
||||||
|
8, 6, 1, 5, 3, 10, 9, 10, 0, 8, 4, 1, 5, 2, 7, 8,
|
||||||
|
7, 11, 9, 10, 1, 0, 4, 7, 5, 0, 11, 6, 1, 4, 2, 8,
|
||||||
|
8, 10, 4, 9, 9, 2, 5, 7, 9, 1, 7, 2, 2, 6, 11, 5,
|
||||||
|
5, 4, 6, 9, 0, 1, 1, 0, 7, 6, 9, 8, 4, 10, 3, 1,
|
||||||
|
2, 8, 8, 9, 10, 11, 5, 11, 11, 2, 6, 10, 3, 4, 2, 4,
|
||||||
|
9, 10, 3, 2, 6, 3, 6, 10, 5, 3, 4, 10, 11, 2, 9, 11,
|
||||||
|
1, 11, 10, 4, 9, 4, 11, 0, 4, 11, 4, 0, 0, 0, 7, 6,
|
||||||
|
10, 4, 1, 3, 11, 5, 3, 4, 2, 9, 1, 3, 0, 1, 8, 0,
|
||||||
|
6, 7, 8, 7, 0, 4, 6, 10, 8, 2, 3, 11, 11, 8, 0, 2,
|
||||||
|
4, 8, 3, 0, 0, 10, 6, 1, 2, 2, 4, 5, 6, 0, 1, 3,
|
||||||
|
11, 9, 5, 5, 9, 6, 9, 8, 3, 8, 1, 8, 9, 6, 9, 11,
|
||||||
|
10, 7, 5, 6, 5, 9, 1, 3, 7, 0, 2, 10, 11, 2, 6, 1,
|
||||||
|
3, 11, 7, 7, 2, 1, 7, 3, 0, 8, 1, 1, 5, 0, 6, 10,
|
||||||
|
11, 11, 0, 2, 7, 0, 10, 8, 3, 5, 7, 1, 11, 1, 0, 7,
|
||||||
|
9, 0, 11, 5, 10, 3, 2, 3, 5, 9, 7, 9, 8, 4, 6, 5,
|
||||||
|
|
||||||
|
// and a second copy so we don't need an extra mask or static initializer
|
||||||
|
7, 9, 5, 0, 11, 1, 6, 9, 3, 9, 11, 1, 8, 10, 4, 7,
|
||||||
|
8, 6, 1, 5, 3, 10, 9, 10, 0, 8, 4, 1, 5, 2, 7, 8,
|
||||||
|
7, 11, 9, 10, 1, 0, 4, 7, 5, 0, 11, 6, 1, 4, 2, 8,
|
||||||
|
8, 10, 4, 9, 9, 2, 5, 7, 9, 1, 7, 2, 2, 6, 11, 5,
|
||||||
|
5, 4, 6, 9, 0, 1, 1, 0, 7, 6, 9, 8, 4, 10, 3, 1,
|
||||||
|
2, 8, 8, 9, 10, 11, 5, 11, 11, 2, 6, 10, 3, 4, 2, 4,
|
||||||
|
9, 10, 3, 2, 6, 3, 6, 10, 5, 3, 4, 10, 11, 2, 9, 11,
|
||||||
|
1, 11, 10, 4, 9, 4, 11, 0, 4, 11, 4, 0, 0, 0, 7, 6,
|
||||||
|
10, 4, 1, 3, 11, 5, 3, 4, 2, 9, 1, 3, 0, 1, 8, 0,
|
||||||
|
6, 7, 8, 7, 0, 4, 6, 10, 8, 2, 3, 11, 11, 8, 0, 2,
|
||||||
|
4, 8, 3, 0, 0, 10, 6, 1, 2, 2, 4, 5, 6, 0, 1, 3,
|
||||||
|
11, 9, 5, 5, 9, 6, 9, 8, 3, 8, 1, 8, 9, 6, 9, 11,
|
||||||
|
10, 7, 5, 6, 5, 9, 1, 3, 7, 0, 2, 10, 11, 2, 6, 1,
|
||||||
|
3, 11, 7, 7, 2, 1, 7, 3, 0, 8, 1, 1, 5, 0, 6, 10,
|
||||||
|
11, 11, 0, 2, 7, 0, 10, 8, 3, 5, 7, 1, 11, 1, 0, 7,
|
||||||
|
9, 0, 11, 5, 10, 3, 2, 3, 5, 9, 7, 9, 8, 4, 6, 5,
|
||||||
|
};
|
||||||
|
|
||||||
|
static float stb__perlin_lerp(float a, float b, float t)
|
||||||
|
{
|
||||||
|
return a + (b-a) * t;
|
||||||
|
}
|
||||||
|
|
||||||
|
static int stb__perlin_fastfloor(float a)
|
||||||
|
{
|
||||||
|
int ai = (int) a;
|
||||||
|
return (a < ai) ? ai-1 : ai;
|
||||||
|
}
|
||||||
|
|
||||||
|
// different grad function from Perlin's, but easy to modify to match reference
|
||||||
|
static float stb__perlin_grad(int grad_idx, float x, float y, float z)
|
||||||
|
{
|
||||||
|
static float basis[12][4] =
|
||||||
|
{
|
||||||
|
{ 1, 1, 0 },
|
||||||
|
{ -1, 1, 0 },
|
||||||
|
{ 1,-1, 0 },
|
||||||
|
{ -1,-1, 0 },
|
||||||
|
{ 1, 0, 1 },
|
||||||
|
{ -1, 0, 1 },
|
||||||
|
{ 1, 0,-1 },
|
||||||
|
{ -1, 0,-1 },
|
||||||
|
{ 0, 1, 1 },
|
||||||
|
{ 0,-1, 1 },
|
||||||
|
{ 0, 1,-1 },
|
||||||
|
{ 0,-1,-1 },
|
||||||
|
};
|
||||||
|
|
||||||
|
float *grad = basis[grad_idx];
|
||||||
|
return grad[0]*x + grad[1]*y + grad[2]*z;
|
||||||
|
}
|
||||||
|
|
||||||
|
float stb_perlin_noise3_internal(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap, unsigned char seed)
|
||||||
|
{
|
||||||
|
float u,v,w;
|
||||||
|
float n000,n001,n010,n011,n100,n101,n110,n111;
|
||||||
|
float n00,n01,n10,n11;
|
||||||
|
float n0,n1;
|
||||||
|
|
||||||
|
unsigned int x_mask = (x_wrap-1) & 255;
|
||||||
|
unsigned int y_mask = (y_wrap-1) & 255;
|
||||||
|
unsigned int z_mask = (z_wrap-1) & 255;
|
||||||
|
int px = stb__perlin_fastfloor(x);
|
||||||
|
int py = stb__perlin_fastfloor(y);
|
||||||
|
int pz = stb__perlin_fastfloor(z);
|
||||||
|
int x0 = px & x_mask, x1 = (px+1) & x_mask;
|
||||||
|
int y0 = py & y_mask, y1 = (py+1) & y_mask;
|
||||||
|
int z0 = pz & z_mask, z1 = (pz+1) & z_mask;
|
||||||
|
int r0,r1, r00,r01,r10,r11;
|
||||||
|
|
||||||
|
#define stb__perlin_ease(a) (((a*6-15)*a + 10) * a * a * a)
|
||||||
|
|
||||||
|
x -= px; u = stb__perlin_ease(x);
|
||||||
|
y -= py; v = stb__perlin_ease(y);
|
||||||
|
z -= pz; w = stb__perlin_ease(z);
|
||||||
|
|
||||||
|
r0 = stb__perlin_randtab[x0+seed];
|
||||||
|
r1 = stb__perlin_randtab[x1+seed];
|
||||||
|
|
||||||
|
r00 = stb__perlin_randtab[r0+y0];
|
||||||
|
r01 = stb__perlin_randtab[r0+y1];
|
||||||
|
r10 = stb__perlin_randtab[r1+y0];
|
||||||
|
r11 = stb__perlin_randtab[r1+y1];
|
||||||
|
|
||||||
|
n000 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r00+z0], x , y , z );
|
||||||
|
n001 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r00+z1], x , y , z-1 );
|
||||||
|
n010 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r01+z0], x , y-1, z );
|
||||||
|
n011 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r01+z1], x , y-1, z-1 );
|
||||||
|
n100 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r10+z0], x-1, y , z );
|
||||||
|
n101 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r10+z1], x-1, y , z-1 );
|
||||||
|
n110 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r11+z0], x-1, y-1, z );
|
||||||
|
n111 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r11+z1], x-1, y-1, z-1 );
|
||||||
|
|
||||||
|
n00 = stb__perlin_lerp(n000,n001,w);
|
||||||
|
n01 = stb__perlin_lerp(n010,n011,w);
|
||||||
|
n10 = stb__perlin_lerp(n100,n101,w);
|
||||||
|
n11 = stb__perlin_lerp(n110,n111,w);
|
||||||
|
|
||||||
|
n0 = stb__perlin_lerp(n00,n01,v);
|
||||||
|
n1 = stb__perlin_lerp(n10,n11,v);
|
||||||
|
|
||||||
|
return stb__perlin_lerp(n0,n1,u);
|
||||||
|
}
|
||||||
|
|
||||||
|
float stb_perlin_noise3(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap)
|
||||||
|
{
|
||||||
|
return stb_perlin_noise3_internal(x,y,z,x_wrap,y_wrap,z_wrap,0);
|
||||||
|
}
|
||||||
|
|
||||||
|
float stb_perlin_noise3_seed(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap, int seed)
|
||||||
|
{
|
||||||
|
return stb_perlin_noise3_internal(x,y,z,x_wrap,y_wrap,z_wrap, (unsigned char) seed);
|
||||||
|
}
|
||||||
|
|
||||||
|
float stb_perlin_ridge_noise3(float x, float y, float z, float lacunarity, float gain, float offset, int octaves)
|
||||||
|
{
|
||||||
|
int i;
|
||||||
|
float frequency = 1.0f;
|
||||||
|
float prev = 1.0f;
|
||||||
|
float amplitude = 0.5f;
|
||||||
|
float sum = 0.0f;
|
||||||
|
|
||||||
|
for (i = 0; i < octaves; i++) {
|
||||||
|
float r = stb_perlin_noise3_internal(x*frequency,y*frequency,z*frequency,0,0,0,(unsigned char)i);
|
||||||
|
r = offset - (float) fabs(r);
|
||||||
|
r = r*r;
|
||||||
|
sum += r*amplitude*prev;
|
||||||
|
prev = r;
|
||||||
|
frequency *= lacunarity;
|
||||||
|
amplitude *= gain;
|
||||||
|
}
|
||||||
|
return sum;
|
||||||
|
}
|
||||||
|
|
||||||
|
float stb_perlin_fbm_noise3(float x, float y, float z, float lacunarity, float gain, int octaves)
|
||||||
|
{
|
||||||
|
int i;
|
||||||
|
float frequency = 1.0f;
|
||||||
|
float amplitude = 1.0f;
|
||||||
|
float sum = 0.0f;
|
||||||
|
|
||||||
|
for (i = 0; i < octaves; i++) {
|
||||||
|
sum += stb_perlin_noise3_internal(x*frequency,y*frequency,z*frequency,0,0,0,(unsigned char)i)*amplitude;
|
||||||
|
frequency *= lacunarity;
|
||||||
|
amplitude *= gain;
|
||||||
|
}
|
||||||
|
return sum;
|
||||||
|
}
|
||||||
|
|
||||||
|
float stb_perlin_turbulence_noise3(float x, float y, float z, float lacunarity, float gain, int octaves)
|
||||||
|
{
|
||||||
|
int i;
|
||||||
|
float frequency = 1.0f;
|
||||||
|
float amplitude = 1.0f;
|
||||||
|
float sum = 0.0f;
|
||||||
|
|
||||||
|
for (i = 0; i < octaves; i++) {
|
||||||
|
float r = stb_perlin_noise3_internal(x*frequency,y*frequency,z*frequency,0,0,0,(unsigned char)i)*amplitude;
|
||||||
|
sum += (float) fabs(r);
|
||||||
|
frequency *= lacunarity;
|
||||||
|
amplitude *= gain;
|
||||||
|
}
|
||||||
|
return sum;
|
||||||
|
}
|
||||||
|
|
||||||
|
float stb_perlin_noise3_wrap_nonpow2(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap, unsigned char seed)
|
||||||
|
{
|
||||||
|
float u,v,w;
|
||||||
|
float n000,n001,n010,n011,n100,n101,n110,n111;
|
||||||
|
float n00,n01,n10,n11;
|
||||||
|
float n0,n1;
|
||||||
|
|
||||||
|
int px = stb__perlin_fastfloor(x);
|
||||||
|
int py = stb__perlin_fastfloor(y);
|
||||||
|
int pz = stb__perlin_fastfloor(z);
|
||||||
|
int x_wrap2 = (x_wrap ? x_wrap : 256);
|
||||||
|
int y_wrap2 = (y_wrap ? y_wrap : 256);
|
||||||
|
int z_wrap2 = (z_wrap ? z_wrap : 256);
|
||||||
|
int x0 = px % x_wrap2, x1;
|
||||||
|
int y0 = py % y_wrap2, y1;
|
||||||
|
int z0 = pz % z_wrap2, z1;
|
||||||
|
int r0,r1, r00,r01,r10,r11;
|
||||||
|
|
||||||
|
if (x0 < 0) x0 += x_wrap2;
|
||||||
|
if (y0 < 0) y0 += y_wrap2;
|
||||||
|
if (z0 < 0) z0 += z_wrap2;
|
||||||
|
x1 = (x0+1) % x_wrap2;
|
||||||
|
y1 = (y0+1) % y_wrap2;
|
||||||
|
z1 = (z0+1) % z_wrap2;
|
||||||
|
|
||||||
|
#define stb__perlin_ease(a) (((a*6-15)*a + 10) * a * a * a)
|
||||||
|
|
||||||
|
x -= px; u = stb__perlin_ease(x);
|
||||||
|
y -= py; v = stb__perlin_ease(y);
|
||||||
|
z -= pz; w = stb__perlin_ease(z);
|
||||||
|
|
||||||
|
r0 = stb__perlin_randtab[x0];
|
||||||
|
r0 = stb__perlin_randtab[r0+seed];
|
||||||
|
r1 = stb__perlin_randtab[x1];
|
||||||
|
r1 = stb__perlin_randtab[r1+seed];
|
||||||
|
|
||||||
|
r00 = stb__perlin_randtab[r0+y0];
|
||||||
|
r01 = stb__perlin_randtab[r0+y1];
|
||||||
|
r10 = stb__perlin_randtab[r1+y0];
|
||||||
|
r11 = stb__perlin_randtab[r1+y1];
|
||||||
|
|
||||||
|
n000 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r00+z0], x , y , z );
|
||||||
|
n001 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r00+z1], x , y , z-1 );
|
||||||
|
n010 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r01+z0], x , y-1, z );
|
||||||
|
n011 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r01+z1], x , y-1, z-1 );
|
||||||
|
n100 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r10+z0], x-1, y , z );
|
||||||
|
n101 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r10+z1], x-1, y , z-1 );
|
||||||
|
n110 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r11+z0], x-1, y-1, z );
|
||||||
|
n111 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r11+z1], x-1, y-1, z-1 );
|
||||||
|
|
||||||
|
n00 = stb__perlin_lerp(n000,n001,w);
|
||||||
|
n01 = stb__perlin_lerp(n010,n011,w);
|
||||||
|
n10 = stb__perlin_lerp(n100,n101,w);
|
||||||
|
n11 = stb__perlin_lerp(n110,n111,w);
|
||||||
|
|
||||||
|
n0 = stb__perlin_lerp(n00,n01,v);
|
||||||
|
n1 = stb__perlin_lerp(n10,n11,v);
|
||||||
|
|
||||||
|
return stb__perlin_lerp(n0,n1,u);
|
||||||
|
}
|
||||||
|
#endif // STB_PERLIN_IMPLEMENTATION
|
||||||
|
|
||||||
|
/*
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
This software is available under 2 licenses -- choose whichever you prefer.
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
ALTERNATIVE A - MIT License
|
||||||
|
Copyright (c) 2017 Sean Barrett
|
||||||
|
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.
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
||||||
|
This is free and unencumbered software released into the public domain.
|
||||||
|
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||||
|
software, either in source code form or as a compiled binary, for any purpose,
|
||||||
|
commercial or non-commercial, and by any means.
|
||||||
|
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||||
|
software dedicate any and all copyright interest in the software to the public
|
||||||
|
domain. We make this dedication for the benefit of the public at large and to
|
||||||
|
the detriment of our heirs and successors. We intend this dedication to be an
|
||||||
|
overt act of relinquishment in perpetuity of all present and future rights to
|
||||||
|
this software under copyright law.
|
||||||
|
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 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.
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
*/
|
15
samcraft/vector.h
Normal file
15
samcraft/vector.h
Normal file
|
@ -0,0 +1,15 @@
|
||||||
|
#ifndef __VECTOR_H__
|
||||||
|
#define __VECTOR_H__
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
float x;
|
||||||
|
float y;
|
||||||
|
float z;
|
||||||
|
} vector3;
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
float x;
|
||||||
|
float y;
|
||||||
|
} vector2;
|
||||||
|
|
||||||
|
#endif
|
|
@ -1,10 +0,0 @@
|
||||||
#ifndef __VECTOR3_H__
|
|
||||||
#define __VECTOR3_H__
|
|
||||||
|
|
||||||
typedef struct {
|
|
||||||
float x;
|
|
||||||
float y;
|
|
||||||
float z;
|
|
||||||
} vector3;
|
|
||||||
|
|
||||||
#endif
|
|
Loading…
Reference in a new issue