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https://github.com/GayPizzaSpecifications/voxelotl-engine.git
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improved perlin basic blockgen
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@ -20,6 +20,8 @@ add_executable(Voxelotl MACOSX_BUNDLE
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Random/Arc4Random.swift
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Random/PCG32Random.swift
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Random/Xoroshiro128.swift
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Random/PerlinNoiseGenerator.swift
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Random/RandomCollectionExtensions.swift
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# Resource classes
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NSImageLoader.swift
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@ -43,9 +43,15 @@ public struct Chunk {
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blocks[position.x + position.y * Self.yStride + position.z * Self.zStride].type = type
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}
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mutating func fill(allBy calculation: () -> BlockType) {
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blocks.indices.forEach { i in
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blocks[i].type = calculation()
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mutating func fill(allBy calculation: (_ position: SIMD3<Int>) -> BlockType) {
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var i = 0
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for x in 0..<Self.chunkSize {
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for y in 0..<Self.chunkSize {
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for z in 0..<Self.chunkSize {
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blocks[i].type = calculation(SIMD3(x, y, z))
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i += 1
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}
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}
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}
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}
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@ -38,18 +38,26 @@ class Game: GameDelegate {
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}
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private func generateWorld() {
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var random: any RandomProvider
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#if true
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let newSeed = UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32
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printErr(newSeed)
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var random = Xoroshiro128PlusPlus(seed: newSeed)
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random = Xoroshiro128PlusPlus(seed: newSeed)
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#else
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var random = PCG32Random(
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seed: UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32,
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sequence: UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32)
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random = PCG32Random(state: (
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UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32,
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UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32))
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#endif
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self.chunk.fill(allBy: {
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if (random.next() & 0x1) == 0x1 {
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.solid(.init(rgb888: UInt32(random.next(in: 0..<0xFFFFFF+1))).linear)
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let noise = ImprovedPerlin<Float>(random: &random)
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self.chunk.fill(allBy: { position in
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let fpos = SIMD3<Float>(position)
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return if fpos.y / Float(Chunk.chunkSize)
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+ noise.get(fpos * 0.07) * 0.7
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+ noise.get(fpos * 0.321 + 100) * 0.3 < 0.6 {
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.solid(.init(
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r: Float16(noise.get(fpos * 0.1)),
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g: Float16(noise.get(fpos * 0.1 + 10)),
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b: Float16(noise.get(fpos * 0.1 + 100))).mix(.white, 0.4).linear)
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} else {
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.air
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}
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@ -3,8 +3,11 @@ public extension FloatingPoint {
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@inline(__always) var radians: Self { self * (Self.pi / 180) }
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@inline(__always) func lerp(_ a: Self, _ b: Self) -> Self { b * self + a * (1 - self) }
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@inline(__always) func mlerp(_ a: Self, _ b: Self) -> Self { a + (b - a) * self }
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@inline(__always) func mlerp(_ a: Self, _ b: Self) -> Self { a + self * (b - a) }
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@inline(__always) func clamp(_ a: Self, _ b: Self) -> Self { min(max(self, a), b) }
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@inline(__always) var saturated: Self { self.clamp(0, 1) }
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@inline(__always) func smoothStep() -> Self { self * self * (3 - 2 * self) }
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@inline(__always) func smootherStep() -> Self { self * self * self * (self * (self * 6 - 15) + 10) }
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}
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56
Sources/Voxelotl/Random/PerlinNoiseGenerator.swift
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56
Sources/Voxelotl/Random/PerlinNoiseGenerator.swift
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@ -0,0 +1,56 @@
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import Foundation
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public struct ImprovedPerlin<T: BinaryFloatingPoint & SIMDScalar> {
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private let p: [Int32]
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public init(random: inout any RandomProvider) {
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self.p = (0..<0x100).map { Int32($0) }.shuffled(using: &random)
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}
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public func get(_ point: SIMD3<T>) -> T {
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// Find unit cube containg point
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let idx = SIMD3(Int(floor(point.x)), Int(floor(point.y)), Int(floor(point.z))) & 0xFF
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// Find relative point in cube
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let inner = point - SIMD3(floor(point.x), floor(point.y), floor(point.z))
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// Compute fade curves for each axis
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let u = inner.x.smootherStep()
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let v = inner.y.smootherStep()
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let w = inner.z.smootherStep()
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// Compute hash of the coordinates of the 8 cube corners
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let a = idx.y + perm(idx.x)
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let aa = idx.z + perm(a)
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let ab = idx.z + perm(a + 1)
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let b = idx.y + perm(idx.x + 1)
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let ba = idx.z + perm(b)
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let bb = idx.z + perm(b + 1)
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// Add blended results
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return w.mlerp(v.mlerp(
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u.mlerp(
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grad(perm(aa), inner),
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grad(perm(ba), .init(inner.x - 1, inner.y, inner.z))),
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u.mlerp(
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grad(perm(ab), .init(inner.x, inner.y - 1, inner.z)),
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grad(perm(bb), .init(inner.x - 1, inner.y - 1, inner.z)))),
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v.mlerp(u.mlerp(
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grad(perm(aa + 1), .init(inner.x, inner.y, inner.z - 1)),
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grad(perm(ba + 1), .init(inner.x - 1, inner.y, inner.z - 1))),
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u.mlerp(
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grad(perm(ab + 1), .init(inner.x, inner.y - 1, inner.z - 1)),
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grad(perm(bb + 1), inner - .init(repeating: 1)))))
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@inline(__always) func perm(_ x: Int) -> Int { Int(self.p[x & 0xFF]) }
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func grad(_ hash: Int, _ point: SIMD3<T>) -> T {
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// Convert low 4 bits of hash code into 12 gradient directions
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let low4 = hash & 0xF
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var u = low4 < 8 ? point.x : point.y
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var v = low4 < 4 ? point.y : (low4 == 0b1100 || low4 == 0b1110 ? point.x : point.z)
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u = (low4 & 0x1) == 0 ? u : -u
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v = (low4 & 0x2) == 0 ? v : -v
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return u + v
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}
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}
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}
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19
Sources/Voxelotl/Random/RandomCollectionExtensions.swift
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19
Sources/Voxelotl/Random/RandomCollectionExtensions.swift
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@ -0,0 +1,19 @@
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public extension MutableCollection {
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mutating func shuffle<T: RandomProvider>(using provider: inout T) {
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guard self.count > 1 else {
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return
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}
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for (first, remaining) in zip(self.indices, stride(from: 0x100, to: 1, by: -1)) {
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let i = self.index(first, offsetBy: provider.next(in: remaining))
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self.swapAt(first, i)
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}
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}
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}
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public extension Sequence {
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func shuffled<T: RandomProvider>(using provider: inout T) -> [Self.Element] {
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var copy = Array(self)
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copy.shuffle(using: &provider)
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return copy
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}
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}
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