131 lines
3.1 KiB
C++
131 lines
3.1 KiB
C++
#include "PerlinTerrainNode.h"
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PerlinTerrainNode::PerlinTerrainNode(wstring name, wstring seed, float chunkSize, int widthX, int widthZ, float waterHeight, int cellSizeX, int cellSizeZ) : TerrainNode(name, seed, waterHeight, widthX, widthZ, cellSizeX, cellSizeZ)
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{
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_chunkSize = chunkSize;
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GeneratePerlinValues();
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if (!GeneratePerlinHeights())
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{
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_initError = true;
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}
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}
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void PerlinTerrainNode::GeneratePerlinValues()
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{
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std::seed_seq seedGenerator(_seedString.begin(), _seedString.end());
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std::mt19937 generator;
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generator.seed(seedGenerator);
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std::uniform_int_distribution<> dist(0, 511);
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char bufferChar;
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int newPosition;
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_p.clear();
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copy(_staticP.begin(), _staticP.end(), back_inserter(_p));
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for (int i = 0; i < 512; i++)
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{
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newPosition = dist(generator);
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bufferChar = _p[i];
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_p[i] = _p[newPosition];
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_p[newPosition] = bufferChar;
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}
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}
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// Method for filling the height values array for the terrain generation
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bool PerlinTerrainNode::GeneratePerlinHeights()
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{
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for (int z = 0; z < _gridRows; z++)
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{
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float mapZ = ((float)z / (float)_gridRows);
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for (int x = 0; x < _gridCols; x++)
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{
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float mapX = ((float)x / (float)_gridCols);
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//float currentHeightValue = GetPerlinValueAt(mapX, mapZ, 8, 0.85f) - 0.25f;
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float currentHeightValue = 0.0f;
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int octaves = 12;
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float currentOctaveValue = 1.0f;
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float stepOff = 1.0f;
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float stepTotal = 0.0f;
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// n covers the persistance, frequency and
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for (int n = 1; n <= octaves; n++)
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{
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currentHeightValue += stepOff * GetNoiseValueAt(((float)x * currentOctaveValue) / ((float)_gridCols / _chunkSize), ((float)z * currentOctaveValue) / ((float)_gridRows / _chunkSize));
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currentOctaveValue *= 2;
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stepTotal += stepOff;
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stepOff *= 0.5f;
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}
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//currentHeightValue = currentHeightValue / stepTotal; // *(currentHeightValue * 2.0f);
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//currentHeightValue = currentHeightValue - floor(currentHeightValue);
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_heightValues.push_back((currentHeightValue + 1.0f) * 0.5f);
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}
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}
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return true;
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}
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float PerlinTerrainNode::Fade(float t)
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{
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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float PerlinTerrainNode::Grad(int hash, float x, float y)
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{
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int h = hash & 7;
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float u = y;
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float v = x;
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if (h < 4)
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{
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u = x;
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v = y;
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}
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float outA = u;
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if ((h & 1))
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{
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outA = -u;
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}
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float outB = 2.0f * v;
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if ((h & 2))
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{
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outB = -2.0f * v;
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}
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return outA + outB;
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}
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// Method to get the perlin noise value at x/y
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float PerlinTerrainNode::GetNoiseValueAt(float x, float y)
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{
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int ix0 = (int)floor(x);
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int iy0 = (int)floor(y);
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float fx0 = x - (float)ix0;
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float fy0 = y - (float)iy0;
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float fx1 = fx0 - 1.0f;
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float fy1 = fy0 - 1.0f;
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int ix1 = (ix0 + 1) & 0xff;
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int iy1 = (iy0 + 1) & 0xff;
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ix0 = ix0 & 0xff;
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iy0 = iy0 & 0xff;
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float t = Fade(fy0);
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float s = Fade(fx0);
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float nx0 = Grad(_p[ix0 + _p[iy0]], fx0, fy0);
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float nx1 = Grad(_p[ix0 + _p[iy1]], fx0, fy1);
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float n0 = SharedMethods::Lerp<float>(nx0, nx1, t);
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nx0 = Grad(_p[ix1 + _p[iy0]], fx1, fy0);
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nx1 = Grad(_p[ix1 + _p[iy1]], fx1, fy1);
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float n1 = SharedMethods::Lerp<float>(nx0, nx1, t);
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return 0.507f * SharedMethods::Lerp(n0, n1, s);
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} |