From bc9d29cf68b5c834ad96bbb17146e3effd8288f4 Mon Sep 17 00:00:00 2001 From: MihailRis Date: Mon, 28 Feb 2022 02:30:15 +0300 Subject: [PATCH] A lot of changes in almost all files --- res/block.png | Bin 13667 -> 8247 bytes res/crosshair.glslv | 5 +- res/main.glslf | 6 +- res/main.glslv | 4 +- src/files/WorldFiles.cpp | 68 +- src/files/WorldFiles.h | 6 +- src/files/files.cpp | 14 +- src/files/files.h | 1 + src/graphics/LineBatch.cpp | 1 + src/graphics/VoxelRenderer.cpp | 497 ++++--- src/lighting/LightSolver.cpp | 3 +- src/lighting/Lighting.cpp | 44 +- src/lighting/Lighting.h | 20 +- src/lighting/Lightmap.cpp | 6 + src/lighting/Lightmap.h | 6 + src/loaders/png_loading.cpp | 2 +- src/maths/FastNoiseLite.h | 2433 +++++++++++++++++++++++++++++++ src/voxel_engine.cpp | 196 ++- src/voxels/Block.h | 1 + src/voxels/Chunk.cpp | 8 + src/voxels/Chunk.h | 5 + src/voxels/Chunks.cpp | 168 +-- src/voxels/Chunks.h | 9 +- src/voxels/ChunksController.cpp | 209 +++ src/voxels/ChunksController.h | 23 + src/voxels/ChunksLoader.cpp | 64 + src/voxels/ChunksLoader.h | 36 + src/voxels/WorldGenerator.cpp | 126 +- 28 files changed, 3485 insertions(+), 476 deletions(-) create mode 100644 src/maths/FastNoiseLite.h create mode 100644 src/voxels/ChunksController.cpp create mode 100644 src/voxels/ChunksController.h create mode 100644 src/voxels/ChunksLoader.cpp create mode 100644 src/voxels/ChunksLoader.h diff --git a/res/block.png b/res/block.png index 5f63998d52395084b8452440a2945b61f987051b..5e2512c7d531cc21c8c2cb913134d300f2800ef2 100644 GIT binary patch literal 8247 zcmeI1_cPqz7ypsyB}9qd!jcd@tR6&JL4qL55^a^}y)BXuqSxpx2;R|G?|nsGvPsse zD|)v&8+`Zk!}p)~&iBr|=Dg;0XYQRj=iYN3&-03TWuQ$<#ZE;;L_`bHd2U2RL`--k zCZZrC7>IX;0}&CKLGbH0zD70yyq?}34$iJnUf&>3C@(b7nJ^hRyJuzr7pSED=g4eD zlA3&XjNzVUAh}g{+O~?L!~Xb8K>v-B{;#;=$RBzjU-{cB$Bc07a9Op?srx|HU$hnn zXY1DKDF-t9UC1PlYH(rrrg&jXd?ogA?E~(ET9WIly@(`vr<<9#S9sdANf zw2{A1Lia8Qa4trF_UzOAv{XQp%#(3Wi#;H|61-Te-MpoPB?k2TBYlClo(Q}Cc!I{N 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z#yxqP(S)ml#JM1*baWIq)k;bib9Mc>tdyFX)+Z1LaNem^m_bNiFc}Z7aauYoEN*V+ z7xK3ohqMZ)%g}KP?tp+ouU~$@=#N^t>Yg3Qh3_+a?sFIXBJAU(mo zUH7Ti51%Q_Z>yE1dBFqV;S9N7M^IktxG1fT@oT2G3s+cOr@F{+Pz(VUleD*+90N_4 z)c@p!l|jsU!wey+ILsaJ!T{J}O+*(fZAOW^IngW-Rql znVJ&x;_q_ryPAW|EfoLK9fa%iNQK_J{w)LWy0R*>Lq+U*UNtQ^xE{V6zk2*F+~S8n zl~yJI{NL@r7Wl6P{%e8%THya|fph3=yzalhK9OmY93p%EZT#;SS=O8OEL)EmrT+Q% OTCkq+{f|11asLlgJv(3k 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/files/WorldFiles.cpp b/src/files/WorldFiles.cpp index 6df02573..f0c56e9c 100644 --- a/src/files/WorldFiles.cpp +++ b/src/files/WorldFiles.cpp @@ -14,6 +14,9 @@ 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 +30,23 @@ 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 +101,10 @@ 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 +153,7 @@ 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 +185,48 @@ void WorldFiles::write(){ } } +void WorldFiles::writePlayer(glm::vec3 position, float camX, float camY){ + char dst[1+3*4 + 1+2*4]; + + 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(camX, dst, offset); offset += 4; + float2Bytes(camY, dst, offset); offset += 4; + + write_binary_file(getPlayerFile(), (const char*)dst, sizeof(dst)); +} + +bool WorldFiles::readPlayer(glm::vec3& position, float& camX, float& camY) { + 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; + } + 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: + camX = bytes2Float(data, offset); offset += 4; + camY = bytes2Float(data, offset); offset += 4; + break; + } + } + std::cout << position.x << " " << position.y << " " << position.z << std::endl; + 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..88b93f37 100644 --- a/src/files/WorldFiles.h +++ b/src/files/WorldFiles.h @@ -3,7 +3,8 @@ #include #include -#include +#include + #define REGION_SIZE_BIT 5 #define REGION_SIZE (1 << (REGION_SIZE_BIT)) #define REGION_VOL ((REGION_SIZE) * (REGION_SIZE)) @@ -26,13 +27,16 @@ public: void put(const char* chunkData, int x, int y); + bool readPlayer(glm::vec3& position, float& camX, float& camY); 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(glm::vec3 position, float camX, float camY); 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/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/VoxelRenderer.cpp b/src/graphics/VoxelRenderer.cpp index 6dbf2c9a..850c9c48 100644 --- a/src/graphics/VoxelRenderer.cpp +++ b/src/graphics/VoxelRenderer.cpp @@ -44,254 +44,271 @@ 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) continue; - } + _renderBlock(buffer, x, y, z, chunks, vox, index); + } + } + } - 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); - } + 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); } } } 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..2e1282cb 100644 --- a/src/lighting/Lighting.cpp +++ b/src/lighting/Lighting.cpp @@ -6,22 +6,15 @@ #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(){ +Lighting::~Lighting(){ delete solverR, solverG, solverB, solverS; } @@ -37,11 +30,11 @@ 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; @@ -65,7 +58,7 @@ 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 +69,7 @@ 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 +92,7 @@ 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 +103,7 @@ 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 +122,11 @@ 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 +156,13 @@ 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 +195,7 @@ 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 +216,7 @@ 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..e3df6f0d 100644 --- a/src/loaders/png_loading.cpp +++ b/src/loaders/png_loading.cpp @@ -101,7 +101,7 @@ 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, + 0.09887025282f, 0.9951003332f, 0.9189016087f, 0.3944867976f, -0.2439375892f, -0.9697909324f, -0.8121409387f, -0.5834613061f, -0.9910431363f, 0.1335421355f, 0.8492423985f, -0.5280031709f, -0.9717838994f, -0.2358729591f, 0.9949457207f, 0.1004142068f, + 0.6241065508f, -0.7813392434f, 0.662910307f, 0.7486988212f, -0.7197418176f, 0.6942418282f, -0.8143370775f, -0.5803922158f, 0.104521054f, -0.9945226741f, -0.1065926113f, -0.9943027784f, 0.445799684f, -0.8951327509f, 0.105547406f, 0.9944142724f, + -0.992790267f, 0.1198644477f, -0.8334366408f, 0.552615025f, 0.9115561563f, -0.4111755999f, 0.8285544909f, -0.5599084351f, 0.7217097654f, -0.6921957921f, 0.4940492677f, -0.8694339084f, -0.3652321272f, -0.9309164803f, -0.9696606758f, 0.2444548501f, + 0.08925509731f, -0.996008799f, 0.5354071276f, -0.8445941083f, -0.1053576186f, 0.9944343981f, -0.9890284586f, 0.1477251101f, 0.004856104961f, 0.9999882091f, 0.9885598478f, 0.1508291331f, 0.9286129562f, -0.3710498316f, -0.5832393863f, -0.8123003252f, + 0.3015207509f, 0.9534596146f, -0.9575110528f, 0.2883965738f, 0.9715802154f, -0.2367105511f, 0.229981792f, 0.9731949318f, 0.955763816f, -0.2941352207f, 0.740956116f, 0.6715534485f, -0.9971513787f, -0.07542630764f, 0.6905710663f, -0.7232645452f, + -0.290713703f, -0.9568100872f, 0.5912777791f, -0.8064679708f, -0.9454592212f, -0.325740481f, 0.6664455681f, 0.74555369f, 0.6236134912f, 0.7817328275f, 0.9126993851f, -0.4086316587f, -0.8191762011f, 0.5735419353f, -0.8812745759f, -0.4726046147f, + 0.9953313627f, 0.09651672651f, 0.9855650846f, -0.1692969699f, -0.8495980887f, 0.5274306472f, 0.6174853946f, -0.7865823463f, 0.8508156371f, 0.52546432f, 0.9985032451f, -0.05469249926f, 0.1971371563f, -0.9803759185f, 0.6607855748f, -0.7505747292f, + -0.03097494063f, 0.9995201614f, -0.6731660801f, 0.739491331f, -0.7195018362f, -0.6944905383f, 0.9727511689f, 0.2318515979f, 0.9997059088f, -0.0242506907f, 0.4421787429f, -0.8969269532f, 0.9981350961f, -0.061043673f, -0.9173660799f, -0.3980445648f, + 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0.7976208196f, -0.3160000073f, 0, + -0.3794024848f, 0.9245608561f, -0.03522751494f, 0, 0.8229248658f, 0.2745365933f, -0.4974176556f, 0, -0.5404114394f, 0.6091141441f, 0.5804613989f, 0, 0.8036581901f, -0.2703029469f, 0.5301601931f, 0, 0.6044318879f, 0.6832968393f, 0.4095943388f, 0, 0.06389988817f, 0.9658208605f, -0.2512108074f, 0, 0.1087113286f, 0.7402471173f, -0.6634877936f, 0, -0.713427712f, -0.6926784018f, 0.1059128479f, 0, + 0.6458897819f, -0.5724548511f, -0.5050958653f, 0, -0.6553931414f, 0.7381471625f, 0.159995615f, 0, 0.3910961323f, 0.9188871375f, -0.05186755998f, 0, -0.4879022471f, -0.5904376907f, 0.6429111375f, 0, 0.6014790094f, 0.7707441366f, -0.2101820095f, 0, -0.5677173047f, 0.7511360995f, 0.3368851762f, 0, 0.7858573506f, 0.226674665f, 0.5753666838f, 0, -0.4520345543f, -0.604222686f, -0.6561857263f, 0, + 0.002272116345f, 0.4132844051f, -0.9105991643f, 0, -0.5815751419f, -0.5162925989f, 0.6286591339f, 0, -0.03703704785f, 0.8273785755f, 0.5604221175f, 0, -0.5119692504f, 0.7953543429f, -0.3244980058f, 0, -0.2682417366f, -0.9572290247f, -0.1084387619f, 0, -0.2322482736f, -0.9679131102f, -0.09594243324f, 0, 0.3554328906f, -0.8881505545f, 0.2913006227f, 0, 0.7346520519f, -0.4371373164f, 0.5188422971f, 0, + 0.9985120116f, 0.04659011161f, -0.02833944577f, 0, -0.3727687496f, -0.9082481361f, 0.1900757285f, 0, 0.91737377f, -0.3483642108f, 0.1925298489f, 0, 0.2714911074f, 0.4147529736f, -0.8684886582f, 0, 0.5131763485f, -0.7116334161f, 0.4798207128f, 0, -0.8737353606f, 0.18886992f, -0.4482350644f, 0, 0.8460043821f, -0.3725217914f, 0.3814499973f, 0, 0.8978727456f, -0.1780209141f, -0.4026575304f, 0, + 0.2178065647f, -0.9698322841f, -0.1094789531f, 0, -0.1518031304f, -0.7788918132f, -0.6085091231f, 0, -0.2600384876f, -0.4755398075f, -0.8403819825f, 0, 0.572313509f, -0.7474340931f, -0.3373418503f, 0, -0.7174141009f, 0.1699017182f, -0.6756111411f, 0, -0.684180784f, 0.02145707593f, -0.7289967412f, 0, -0.2007447902f, 0.06555605789f, -0.9774476623f, 0, -0.1148803697f, -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/voxel_engine.cpp b/src/voxel_engine.cpp index 8b21d766..05f4e47e 100644 --- a/src/voxel_engine.cpp +++ b/src/voxel_engine.cpp @@ -4,6 +4,8 @@ #include #include +#include +#include #include // GLM @@ -27,6 +29,7 @@ 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" @@ -67,6 +70,7 @@ void setup_definitions() { Block* block = new Block(0,0); block->drawGroup = 1; block->lightPassing = true; + block->skyLightPassing = true; block->obstacle = false; Block::blocks[block->id] = block; @@ -96,6 +100,28 @@ void setup_definitions() { // 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::blocks[block->id] = block; } // Shaders, textures, renderers @@ -131,8 +157,70 @@ int initialize_assets() { return 0; } +void draw_chunk(size_t index, Camera* camera){ + 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); +} + +float find_most_distant_sqr(float px, float pz, float distance_limit2){ + float max_dist2 = -1.0f; + for (size_t i = 0; i < chunks->volume; i++){ + Chunk* chunk = chunks->chunks[i]; + if (chunk == nullptr) + continue; + float dist2 = (chunk->x - px) * (chunk->z - pz); + if (dist2 > max_dist2 && dist2 < distance_limit2){ + max_dist2 = dist2; + } + } + return max_dist2; +} + +float _camera_cx; +float _camera_cz; + +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){ - glClearColor(0.7f,0.85f,1.0f,1); + glClearColor(0.7f,0.71f,0.73f,1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Draw VAO @@ -141,50 +229,37 @@ void draw_world(Camera* camera){ 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); + 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(); - 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; + std::vector indices; 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; + if (chunks->meshes[i] != nullptr) + indices.push_back(i); + } - // 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; - } + std::sort(indices.begin(), indices.end(), chunks_comparator); - 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); + + float px = camera->position.x / (float)CHUNK_W; + float pz = camera->position.z / (float)CHUNK_D; + + _camera_cx = px; + _camera_cz = pz; + + + for (size_t i = 0; i < indices.size(); i++){ + draw_chunk(indices[i], camera); } 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(); @@ -233,30 +308,39 @@ int main() { return result; } + Camera* camera = new Camera(vec3(-320,255,32), radians(90.0f)); + 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)); - - Lighting::initialize(chunks); - - 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)); - - float lastTime = glfwGetTime(); - float delta = 0.0f; + chunks = new Chunks(34,1,34, 0,0,0); float camX = 0.0f; float camY = 0.0f; - float playerSpeed = 4.0f; + wfile->readPlayer(camera->position, camX, camY); + camera->rotation = mat4(1.0f); + camera->rotate(camY, camX, 0); + + Hitbox* hitbox = new Hitbox(vec3(camera->position.x,camera->position.y+1,camera->position.z), vec3(0.2f,0.9f,0.2f)); + + VoxelRenderer renderer(1024*1024); + lineBatch = new LineBatch(4096); + PhysicsSolver physics(vec3(0,-16.0f,0)); + + Lighting lighting(chunks); + + crosshair = new Mesh(vertices, 4, attrs); + + ChunksController chunksController(chunks, &lighting); + + float lastTime = glfwGetTime(); + float delta = 0.0f; + + float playerSpeed = 5.0f; int choosenBlock = 1; long frame = 0; - glfwSwapInterval(0); + glfwSwapInterval(1); while (!Window::isShouldClose()){ frame++; @@ -264,8 +348,8 @@ int main() { delta = currentTime - lastTime; lastTime = currentTime; - //if (frame % 240 == 0) - // std::cout << delta << std::endl; + if (frame % 240 == 0) + std::cout << 1.0/delta << std::endl; if (Events::jpressed(GLFW_KEY_O)){ occlusion = !occlusion; @@ -278,7 +362,7 @@ int main() { Events::toogleCursor(); } - for (int i = 1; i < 6; i++){ + for (int i = 1; i < 10; i++){ if (Events::jpressed(GLFW_KEY_0+i)){ choosenBlock = i; } @@ -334,8 +418,8 @@ int main() { hitbox->velocity.z = dir.z * speed; chunks->setCenter(wfile, camera->position.x,0,camera->position.z); - chunks->_buildMeshes(&renderer); - chunks->loadVisible(wfile); + chunksController._buildMeshes(&renderer, frame); + chunksController.loadVisible(wfile); if (Events::_cursor_locked){ camY += -Events::deltaY / Window::height * 2; @@ -365,7 +449,7 @@ int main() { int y = (int)iend.y; int z = (int)iend.z; chunks->set(x,y,z, 0); - Lighting::onBlockSet(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); @@ -373,7 +457,7 @@ int main() { 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); + lighting.onBlockSet(x,y,z, choosenBlock); } } } @@ -384,10 +468,10 @@ int main() { Events::pullEvents(); } + wfile->writePlayer(hitbox->position, camX, camY); write_world(); close_world(); - Lighting::finalize(); finalize_assets(); Window::terminate(); return 0; diff --git a/src/voxels/Block.h b/src/voxels/Block.h index 09d4108f..cef274cf 100644 --- a/src/voxels/Block.h +++ b/src/voxels/Block.h @@ -11,6 +11,7 @@ public: unsigned char emission[3]; unsigned char drawGroup = 0; bool lightPassing = false; + bool skyLightPassing = false; bool obstacle = true; Block(unsigned int id, int texture); diff --git a/src/voxels/Chunk.cpp b/src/voxels/Chunk.cpp index c0d05860..c9dc4037 100644 --- a/src/voxels/Chunk.cpp +++ b/src/voxels/Chunk.cpp @@ -27,3 +27,11 @@ 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; +} diff --git a/src/voxels/Chunk.h b/src/voxels/Chunk.h index 24449092..d2a972a3 100644 --- a/src/voxels/Chunk.h +++ b/src/voxels/Chunk.h @@ -15,10 +15,15 @@ public: voxel* voxels; Lightmap* lightmap; bool modified = true; + bool ready = false; + bool accepted = false; + bool generated = false; Chunk(int x, int y, int z); ~Chunk(); bool isEmpty(); + + Chunk* clone() const; }; #endif /* VOXELS_CHUNK_H_ */ diff --git a/src/voxels/Chunks.cpp b/src/voxels/Chunks.cpp index 2592e460..2887473d 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 @@ -38,77 +32,6 @@ Chunks::~Chunks(){ 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 +81,27 @@ 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; @@ -317,46 +261,6 @@ 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; @@ -395,3 +299,33 @@ 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){ + delete chunks[i]; + 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..3024c346 --- /dev/null +++ b/src/voxels/ChunksController.cpp @@ -0,0 +1,209 @@ +#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 + +#define LOADERS_COUNT 3 + +ChunksController::ChunksController(Chunks* chunks, Lighting* lighting) : chunks(chunks), lighting(lighting){ + loaders = new ChunksLoader*[LOADERS_COUNT]; + for (int i = 0; i < LOADERS_COUNT; i++){ + loaders[i] = new ChunksLoader(); + } +} + +ChunksController::~ChunksController(){ + for (int i = 0; i < LOADERS_COUNT; i++) + delete loaders[i]; + delete[] loaders; +} + +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) + 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 < LOADERS_COUNT; 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->generated = 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, (const 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){ + 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){ + 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 = chunks->chunks[index]; + if (chunk != nullptr && chunk->ready && !chunk->accepted){ + int lx = x - w / 2; + int ly = y - h / 2; + int lz = z - d / 2; + int distance = (lx * lx + ly * ly + lz * lz); + lighting->onChunkLoaded(chunk->x, chunk->y, chunk->z, false); + for (int i = 0; i < chunks->volume; i++){ + Chunk* other = chunks->chunks[i]; + if (other) + other->modified = true; + } + chunk->accepted = true; + std::cout << "1: built mesh for " << chunk << std::endl; + return true; + } + } + } + } + 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; + //std::cout << "2: built mesh for " << chunk << std::endl; + return true; + } + return false; +} diff --git a/src/voxels/ChunksController.h b/src/voxels/ChunksController.h new file mode 100644 index 00000000..56bcab80 --- /dev/null +++ b/src/voxels/ChunksController.h @@ -0,0 +1,23 @@ +#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; +public: + ChunksController(Chunks* chunks, Lighting* lighting); + ~ChunksController(); + + 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..c055158c --- /dev/null +++ b/src/voxels/ChunksLoader.cpp @@ -0,0 +1,64 @@ +#include "ChunksLoader.h" +#include + +#include "Chunk.h" +#include "Chunks.h" +#include "WorldGenerator.h" +#include "../lighting/Lighting.h" + +#include + +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; + //std::cout << "LOADER: received chunk " << chunk->x << " " << chunk->y << " " << chunk->z << std::endl; + + chunks._setOffset(chunk->x-1, chunk->y-1, chunk->z-1); + + if (!chunk->generated){ + WorldGenerator::generate(chunk->voxels, chunk->x, chunk->y, chunk->z); + //std::cout << "LOADER: generated chunk" << std::endl; + } + + /*for (int i = 0; i < 27; i++){ + Chunk* other = closes[i]; + if (other == nullptr) + continue; + chunks.putChunk(other); + }*/ + chunks.putChunk(chunk); + lighting.onChunkLoaded(chunk->x, chunk->y, chunk->z, true); + chunks.clear(false); + for (int i = 0; i < 27; i++){ + Chunk* other = closes[i]; + delete other; + } + chunk->ready = true; + current = nullptr; + //std::cout << "LOADER: success" << std::endl; + } +} + +void ChunksLoader::perform(Chunk* chunk, const Chunk** cs){ + if (isBusy()){ + std::cerr << "performing while busy" << std::endl; + return; + } + if (closes == nullptr){ + closes = new Chunk*[27]; + } + for (int i = 0; i < 27; i++){ + const Chunk* other = cs[i]; + if (other == nullptr) + closes[i] = nullptr; + else + closes[i] = other->clone(); + } + current = chunk; +} diff --git a/src/voxels/ChunksLoader.h b/src/voxels/ChunksLoader.h new file mode 100644 index 00000000..5eef4bc6 --- /dev/null +++ b/src/voxels/ChunksLoader.h @@ -0,0 +1,36 @@ +#ifndef VOXELS_CHUNKSLOADER_H_ +#define VOXELS_CHUNKSLOADER_H_ + +#include +#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, const Chunk** closes); + + 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;