improved perlin basic blockgen

This commit is contained in:
a dinosaur 2024-08-23 16:55:59 +10:00
parent efd9905f5b
commit 9ef60faa86
6 changed files with 105 additions and 11 deletions

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@ -20,6 +20,8 @@ add_executable(Voxelotl MACOSX_BUNDLE
Random/Arc4Random.swift
Random/PCG32Random.swift
Random/Xoroshiro128.swift
Random/PerlinNoiseGenerator.swift
Random/RandomCollectionExtensions.swift
# Resource classes
NSImageLoader.swift

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@ -43,9 +43,15 @@ public struct Chunk {
blocks[position.x + position.y * Self.yStride + position.z * Self.zStride].type = type
}
mutating func fill(allBy calculation: () -> BlockType) {
blocks.indices.forEach { i in
blocks[i].type = calculation()
mutating func fill(allBy calculation: (_ position: SIMD3<Int>) -> BlockType) {
var i = 0
for x in 0..<Self.chunkSize {
for y in 0..<Self.chunkSize {
for z in 0..<Self.chunkSize {
blocks[i].type = calculation(SIMD3(x, y, z))
i += 1
}
}
}
}

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@ -38,18 +38,26 @@ class Game: GameDelegate {
}
private func generateWorld() {
var random: any RandomProvider
#if true
let newSeed = UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32
printErr(newSeed)
var random = Xoroshiro128PlusPlus(seed: newSeed)
random = Xoroshiro128PlusPlus(seed: newSeed)
#else
var random = PCG32Random(
seed: UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32,
sequence: UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32)
random = PCG32Random(state: (
UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32,
UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32))
#endif
self.chunk.fill(allBy: {
if (random.next() & 0x1) == 0x1 {
.solid(.init(rgb888: UInt32(random.next(in: 0..<0xFFFFFF+1))).linear)
let noise = ImprovedPerlin<Float>(random: &random)
self.chunk.fill(allBy: { position in
let fpos = SIMD3<Float>(position)
return if fpos.y / Float(Chunk.chunkSize)
+ noise.get(fpos * 0.07) * 0.7
+ noise.get(fpos * 0.321 + 100) * 0.3 < 0.6 {
.solid(.init(
r: Float16(noise.get(fpos * 0.1)),
g: Float16(noise.get(fpos * 0.1 + 10)),
b: Float16(noise.get(fpos * 0.1 + 100))).mix(.white, 0.4).linear)
} else {
.air
}

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@ -3,8 +3,11 @@ public extension FloatingPoint {
@inline(__always) var radians: Self { self * (Self.pi / 180) }
@inline(__always) func lerp(_ a: Self, _ b: Self) -> Self { b * self + a * (1 - self) }
@inline(__always) func mlerp(_ a: Self, _ b: Self) -> Self { a + (b - a) * self }
@inline(__always) func mlerp(_ a: Self, _ b: Self) -> Self { a + self * (b - a) }
@inline(__always) func clamp(_ a: Self, _ b: Self) -> Self { min(max(self, a), b) }
@inline(__always) var saturated: Self { self.clamp(0, 1) }
@inline(__always) func smoothStep() -> Self { self * self * (3 - 2 * self) }
@inline(__always) func smootherStep() -> Self { self * self * self * (self * (self * 6 - 15) + 10) }
}

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@ -0,0 +1,56 @@
import Foundation
public struct ImprovedPerlin<T: BinaryFloatingPoint & SIMDScalar> {
private let p: [Int32]
public init(random: inout any RandomProvider) {
self.p = (0..<0x100).map { Int32($0) }.shuffled(using: &random)
}
public func get(_ point: SIMD3<T>) -> T {
// Find unit cube containg point
let idx = SIMD3(Int(floor(point.x)), Int(floor(point.y)), Int(floor(point.z))) & 0xFF
// Find relative point in cube
let inner = point - SIMD3(floor(point.x), floor(point.y), floor(point.z))
// Compute fade curves for each axis
let u = inner.x.smootherStep()
let v = inner.y.smootherStep()
let w = inner.z.smootherStep()
// Compute hash of the coordinates of the 8 cube corners
let a = idx.y + perm(idx.x)
let aa = idx.z + perm(a)
let ab = idx.z + perm(a + 1)
let b = idx.y + perm(idx.x + 1)
let ba = idx.z + perm(b)
let bb = idx.z + perm(b + 1)
// Add blended results
return w.mlerp(v.mlerp(
u.mlerp(
grad(perm(aa), inner),
grad(perm(ba), .init(inner.x - 1, inner.y, inner.z))),
u.mlerp(
grad(perm(ab), .init(inner.x, inner.y - 1, inner.z)),
grad(perm(bb), .init(inner.x - 1, inner.y - 1, inner.z)))),
v.mlerp(u.mlerp(
grad(perm(aa + 1), .init(inner.x, inner.y, inner.z - 1)),
grad(perm(ba + 1), .init(inner.x - 1, inner.y, inner.z - 1))),
u.mlerp(
grad(perm(ab + 1), .init(inner.x, inner.y - 1, inner.z - 1)),
grad(perm(bb + 1), inner - .init(repeating: 1)))))
@inline(__always) func perm(_ x: Int) -> Int { Int(self.p[x & 0xFF]) }
func grad(_ hash: Int, _ point: SIMD3<T>) -> T {
// Convert low 4 bits of hash code into 12 gradient directions
let low4 = hash & 0xF
var u = low4 < 8 ? point.x : point.y
var v = low4 < 4 ? point.y : (low4 == 0b1100 || low4 == 0b1110 ? point.x : point.z)
u = (low4 & 0x1) == 0 ? u : -u
v = (low4 & 0x2) == 0 ? v : -v
return u + v
}
}
}

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@ -0,0 +1,19 @@
public extension MutableCollection {
mutating func shuffle<T: RandomProvider>(using provider: inout T) {
guard self.count > 1 else {
return
}
for (first, remaining) in zip(self.indices, stride(from: 0x100, to: 1, by: -1)) {
let i = self.index(first, offsetBy: provider.next(in: remaining))
self.swapAt(first, i)
}
}
}
public extension Sequence {
func shuffled<T: RandomProvider>(using provider: inout T) -> [Self.Element] {
var copy = Array(self)
copy.shuffle(using: &provider)
return copy
}
}