Added follow cam

Added "Controlled" mesh classes
Added Global Lighting Class
Added Gamepad controls
Split terrain nodes into Height and Perlin classes
Fixed Splitmesh node stuff
This commit is contained in:
iDunnoDev
2022-05-09 17:50:22 +01:00
committed by iDunnoDev
parent bc906064e5
commit f6bba67897
58 changed files with 1743 additions and 351 deletions

View File

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#include "PerlinTerrainNode.h"
PerlinTerrainNode::PerlinTerrainNode(wstring name, wstring seed, float offsetX, float offsetY, float chunkSize, int layers, int widthX, int widthZ, float waterHeight, int cellSizeX, int cellSizeZ) : TerrainNode(name, seed, waterHeight, widthX, widthZ, cellSizeX, cellSizeZ)
{
_offsetX = offsetX;
_offsetY = offsetY;
_chunkSize = chunkSize;
_layers = layers;
GeneratePerlinValues();
if (!GeneratePerlinHeights())
{
_initError = true;
}
}
// Method for filling the height values array for the terrain generation
bool PerlinTerrainNode::GeneratePerlinHeights()
{
for (int z = 0; z < _gridRows; z++)
{
float mapZ = ((float)z / (float)_gridRows) + 0.5f;
for (int x = 0; x < _gridCols; x++)
{
float mapX = ((float)x / (float)_gridCols) + 0.5f;
float currentHeightValue = GetPerlinValueAt(_offsetX + mapX, _offsetY + mapZ, 8, 0.85f) - 0.25f;
//currentHeightValue = currentHeightValue - floor(currentHeightValue);
_heightValues.push_back(currentHeightValue);
}
}
return true;
}
// Method for generating the permutation array needed for perlin noise
void PerlinTerrainNode::GeneratePerlinValues()
{
// Set the permutation array length
p.resize(256);
// Fill the permutation array with 0 to 255
iota(p.begin(), p.end(), 0);
default_random_engine engine(_seedHash);
// Shuffle the array values using the seed value given
shuffle(p.begin(), p.end(), engine);
// Duplicate the permutation results so our array is 512
p.insert(p.end(), p.begin(), p.end());
}
float PerlinTerrainNode::Fade(float t)
{
return t * t * t * (t * (t * 6 - 15) + 10);
}
float PerlinTerrainNode::Grad(int hash, float x, float y)
{
// Fast Grad switch check converted from a java implimentation of perlin noise
switch (hash & 0xF)
{
case 0x0: return x;
case 0x1: return x + y;
case 0x2: return y;
case 0x3: return -x + y;
case 0x4: return -x;
case 0x5: return -x - y;
case 0x6: return -y;
case 0x7: return x - y;
case 0x8: return x;
case 0x9: return x + y;
case 0xA: return y;
case 0xB: return -x + y;
case 0xC: return -x;
case 0xD: return -x - y;
case 0xE: return -y;
case 0xF: return x - y;
default: return 0; // Never occurs
}
}
// Method to calculate the perlin value at x/y with the given octaves and persistance values, also normalised
float PerlinTerrainNode::GetPerlinValueAt(float x, float y, int octaves, float persistance)
{
float total = 0.0f;
float frequency = 1.0f;
float amplitude = 1.0f;
float maxValue = 0.0f;
for (int i = 0; i < octaves; i++)
{
total += (GetNoiseValueAt(x * frequency, y * frequency) * amplitude);
maxValue += amplitude;
amplitude *= persistance;
frequency *= 2;
}
return total / maxValue;
}
// Method to get the perlin noise value at x/y
float PerlinTerrainNode::GetNoiseValueAt(float x, float y)
{
int x0 = (int)x & 255;
int y0 = (int)y & 255;
int x1 = x0 + 1;
int y1 = y0 + 1;
float dx = x - (float)x0;
float dy = y - (float)y0;
float u = Fade(dx);
float v = Fade(dy);
int aa = p[p[x0] + y0];
int ab = p[p[x0] + y1];
int ba = p[p[x1] + y0];
int bb = p[p[x1] + y1];
float na0 = Grad(aa, dx, dy);
float na1 = Grad(ba, dx - 1.0f, dy);
float nal = SharedMethods::Lerp(na0, na1, u);
float nb0 = Grad(ab, dx, dy - 1.0f);
float nb1 = Grad(bb, dx - 1.0f, dy - 1.0f);
float nbl = SharedMethods::Lerp(nb0, nb1, u);
return (SharedMethods::Lerp(nal, nbl, v) + 1.0f) / 2.0f;
}