コード例 #1
0
void GeometryTerrain::addTerrain(const int& size_, const float& octaves_, const float& height_, float* RGBFloats_, const float& scale2_, const float& persistance_)
{
	for (int z = 0; z < size_; ++z)
	{
		for (int x = 0; x < size_; ++x)
		{
			glm::vec4 colourBottom(RGBFloats_[0], RGBFloats_[1], RGBFloats_[2], 1.0f);
			glm::vec4 colourTop(RGBFloats_[3], RGBFloats_[4], RGBFloats_[5], 1.0f);
			
			float temp_height = octave_noise_2d(octaves_, persistance_, scale2_, x, z);
			points[x][z] = glm::vec3(x, height_ * temp_height, z);

			glm::vec4 newcolour = glm::lerp(colourBottom, colourTop, temp_height);
			//gen colour based on Y height
			colours[x][z] = newcolour;
		}		
	}
	//create the triangles from the points
	for (int z = 0; z < size_ - 1; ++z)
	{
		for (int x = 0; x < size_ - 1; ++x)
		{
			addTri(TriType::TRI_TERRAIN, points[x][z], points[x][z+1], points[x+1][z+1], colours[x][z], 0);
			addTri(TriType::TRI_TERRAIN, points[x][z], points[x + 1][z + 1], points[x + 1][z], colours[x][z], 1);
		}
	}
}
コード例 #2
0
ファイル: simplexnoise.cpp プロジェクト: madkat/csworldgen
// 2D Scaled Multi-octave Simplex noise.
//
// Returned value will be between loBound and hiBound.
double scaled_octave_noise_2d( const int octaves, const double persistence, const double scale, const double loBound, const double hiBound, const double x, const double y ) {
    return octave_noise_2d(octaves, persistence, scale, x, y) * (hiBound - loBound) / 2 + (hiBound + loBound) / 2;
}
コード例 #3
0
ファイル: noise.cpp プロジェクト: joesfer/voxelToy
// 2D Scaled Multi-octave Simplex noise.
//
// Returned value will be between loBound and hiBound.
float scaled_octave_noise_2d( const float octaves, const float persistence, const float scale, const float loBound, const float hiBound, const float x, const float y ) {
    return octave_noise_2d(octaves, persistence, scale, x, y) * (hiBound - loBound) / 2 + (hiBound + loBound) / 2;
}
コード例 #4
0
ファイル: simplextextures.cpp プロジェクト: AlwaysGeeky/Vogue
// 2D Marble Noise: x-axis.
float marble_noise_2d( const float octaves, const float persistence, const float scale, const float x, const float y ) {
    return cosf( x * scale + octave_noise_2d(octaves, persistence, scale / 3, x, y) );
}
コード例 #5
0
ファイル: Chunk.cpp プロジェクト: CodeMason/Vox
void Chunk::Setup()
{
	ChunkStorageLoader* pChunkStorage = m_pChunkManager->GetChunkStorage(m_gridX, m_gridY, m_gridZ, false);

	for (int x = 0; x < CHUNK_SIZE; x++)
	{
		for (int z = 0; z < CHUNK_SIZE; z++)
		{
			float xPosition = m_position.x + x;
			float zPosition = m_position.z + z;

			float noise = octave_noise_2d(m_pVoxSettings->m_landscapeOctaves, m_pVoxSettings->m_landscapePersistence, m_pVoxSettings->m_landscapeScale, xPosition, zPosition);
			float noiseNormalized = ((noise + 1.0f) * 0.5f);

			float mountainNoise = octave_noise_2d(m_pVoxSettings->m_mountainOctaves, m_pVoxSettings->m_mountainPersistence, m_pVoxSettings->m_mountainScale, xPosition, zPosition);
			float mountainNoiseNormalise = (mountainNoise + 1.0f) * 0.5f;
			float mountainMultiplier = m_pVoxSettings->m_mountainMultiplier * mountainNoiseNormalise;

			float noiseHeight = noiseNormalized * CHUNK_SIZE;
			noiseHeight *= mountainMultiplier;

			if (m_gridY < 0)
			{
				noiseHeight = CHUNK_SIZE;
			}

			for (int y = 0; y < CHUNK_SIZE; y++)
			{
				float yPosition = m_position.y + y;

				if (pChunkStorage != NULL && pChunkStorage->m_blockSet[x][y][z] == true)
				{
					SetColour(x, y, z, pChunkStorage->m_colour[x][y][z]);
				}
				else
				{
					if (y + (m_gridY*CHUNK_SIZE) < noiseHeight)
					{
						float colorNoise = octave_noise_3d(4.0f, 0.3f, 0.005f, xPosition, yPosition, zPosition);
						float colorNoiseNormalized = ((colorNoise + 1.0f) * 0.5f);

						float red1 = 0.65f;
						float green1 = 0.80f;
						float blue1 = 0.00f;
						float red2 = 0.00f;
						float green2 = 0.46f;
						float blue2 = 0.16f;

						if (noise < -0.5f)
						{
							red1 = 0.10f;
							green1 = 0.25f;
							blue1 = 1.00f;
							red2 = 0.10f;
							green2 = 0.25f;
							blue2 = 1.00f;
						}
						else if (noise < -0.25f)
						{
							red1 = 0.94f;
							green1 = 0.74f;
							blue1 = 0.34f;
							red2 = 0.50f;
							green2 = 0.29f;
							blue2 = 0.20f;
						}
						else if (noise < 0.5f)
						{
							red1 = 0.65f;
							green1 = 0.80f;
							blue1 = 0.00f;
							red2 = 0.00f;
							green2 = 0.46f;
							blue2 = 0.16f;
						}
						else if (noise < 1.0f)
						{
							red1 = 0.85f;
							green1 = 0.85f;
							blue1 = 0.85f;
							red2 = 0.77f;
							green2 = 0.65f;
							blue2 = 0.80f;
						}

						float alpha = 1.0f;

						float r = red1 + ((red2 - red1) * colorNoiseNormalized);
						float g = green1 + ((green2 - green1) * colorNoiseNormalized);
						float b = blue1 + ((blue2 - blue1) * colorNoiseNormalized);

						SetColour(x, y, z, r, g, b, alpha);
					}
				}
			}

			// Tree generation
			if (m_gridY >= 0) // Only above ground
			{
				// Trees
				if ((GetRandomNumber(0, 1000) >= 1000))
				{
					if (noiseNormalized >= 0.5f)
					{
						vec3 treePos = vec3(xPosition, noiseHeight, zPosition);
						m_pChunkManager->ImportQubicleBinary("media/gamedata/terrain/plains/smalltree.qb", treePos, QubicleImportDirection_Normal);
					}
				}

				// Scenery
				if ((GetRandomNumber(0, 1000) >= 995))
				{
					if (noiseNormalized >= 0.5f)
					{
						vec3 pos = vec3(xPosition, noiseHeight, zPosition);
						//m_pSceneryManager->AddSceneryObject("flower", "media/gamedata/terrain/plains/flower1.qb", pos, vec3(0.0f, 0.0f, 0.0f), QubicleImportDirection_Normal, QubicleImportDirection_Normal, 0.08f, GetRandomNumber(0, 360, 2));
					}
				}
			}
		}
	}

	// Remove the chunk storage loader since we no longer need it
	if (pChunkStorage != NULL)
	{
		m_pChunkManager->RemoveChunkStorageLoader(pChunkStorage);
	}

	m_setup = true;

	SetNeedsRebuild(true, true);
}