Files
directx-plane-game/Graphics2/PerlinTerrainNode.cpp

131 lines
3.0 KiB
C++

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