3D Chunks rendering

This commit is contained in:
tylermurphy534 2022-09-25 19:05:56 -04:00
parent ffd2d8220d
commit 29e2d9db80
10 changed files with 982 additions and 15 deletions

View file

@ -2,6 +2,12 @@
namespace xe { namespace xe {
static Engine* _instance;
Engine* Engine::getInstance() {
return _instance;
}
Engine::Engine(int width, int height, std::string name) : xeWindow{width, height, name}, Engine::Engine(int width, int height, std::string name) : xeWindow{width, height, name},
xeDevice{xeWindow}, xeDevice{xeWindow},
xeRenderer{xeWindow, xeDevice}, xeRenderer{xeWindow, xeDevice},
@ -9,8 +15,8 @@ Engine::Engine(int width, int height, std::string name) : xeWindow{width, height
xeInput{xeWindow} { xeInput{xeWindow} {
loadDescriptorPool(); loadDescriptorPool();
alutInit(0, NULL); alutInit(0, NULL);
std::cout << "Audio device: " << alcGetString(NULL, ALC_DEFAULT_DEVICE_SPECIFIER) << "\n"; std::cout << "Audio device: " << alcGetString(NULL, ALC_DEFAULT_DEVICE_SPECIFIER) << "\n";
_instance = this;
}; };
Engine::~Engine() { Engine::~Engine() {

View file

@ -29,6 +29,7 @@ class Engine {
Input& getInput() {return xeInput;} Input& getInput() {return xeInput;}
Camera& getCamera() {return xeCamera;} Camera& getCamera() {return xeCamera;}
Device& getDevice() {return xeDevice;}
std::shared_ptr<Model> loadModelFromFile(const std::string &filename); std::shared_ptr<Model> loadModelFromFile(const std::string &filename);
std::shared_ptr<Model> loadModelFromData(std::vector<float> vertexData, uint32_t vertexSize, std::vector<uint32_t> indices); std::shared_ptr<Model> loadModelFromData(std::vector<float> vertexData, uint32_t vertexSize, std::vector<uint32_t> indices);
@ -41,6 +42,8 @@ class Engine {
bool poll(); bool poll();
float getFrameTime() { return frameTime; } float getFrameTime() { return frameTime; }
static Engine* getInstance();
private: private:
void loadDescriptorPool(); void loadDescriptorPool();

View file

@ -38,7 +38,7 @@ class GameObject {
id_t getId() { return id; } id_t getId() { return id; }
std::shared_ptr<Model> model{}; std::shared_ptr<Model> model{};
glm::vec3 color{}; // glm::vec3 color{};
TransformComponent transform; TransformComponent transform;
private: private:

659
src/PerlinNoise.hpp Normal file
View file

@ -0,0 +1,659 @@
//----------------------------------------------------------------------------------------
//
// siv::PerlinNoise
// Perlin noise library for modern C++
//
// Copyright (C) 2013-2021 Ryo Suzuki <reputeless@gmail.com>
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
//----------------------------------------------------------------------------------------
# pragma once
# include <cstdint>
# include <algorithm>
# include <array>
# include <iterator>
# include <numeric>
# include <random>
# include <type_traits>
# if __has_include(<concepts>) && defined(__cpp_concepts)
# include <concepts>
# endif
// Library major version
# define SIVPERLIN_VERSION_MAJOR 3
// Library minor version
# define SIVPERLIN_VERSION_MINOR 0
// Library revision version
# define SIVPERLIN_VERSION_REVISION 0
// Library version
# define SIVPERLIN_VERSION ((SIVPERLIN_VERSION_MAJOR * 100 * 100) + (SIVPERLIN_VERSION_MINOR * 100) + (SIVPERLIN_VERSION_REVISION))
// [[nodiscard]] for constructors
# if (201907L <= __has_cpp_attribute(nodiscard))
# define SIVPERLIN_NODISCARD_CXX20 [[nodiscard]]
# else
# define SIVPERLIN_NODISCARD_CXX20
# endif
// std::uniform_random_bit_generator concept
# if __cpp_lib_concepts
# define SIVPERLIN_CONCEPT_URBG template <std::uniform_random_bit_generator URBG>
# define SIVPERLIN_CONCEPT_URBG_ template <std::uniform_random_bit_generator URBG>
# else
# define SIVPERLIN_CONCEPT_URBG template <class URBG, std::enable_if_t<std::conjunction_v<std::is_invocable<URBG&>, std::is_unsigned<std::invoke_result_t<URBG&>>>>* = nullptr>
# define SIVPERLIN_CONCEPT_URBG_ template <class URBG, std::enable_if_t<std::conjunction_v<std::is_invocable<URBG&>, std::is_unsigned<std::invoke_result_t<URBG&>>>>*>
# endif
// arbitrary value for increasing entropy
# ifndef SIVPERLIN_DEFAULT_Y
# define SIVPERLIN_DEFAULT_Y (0.12345)
# endif
// arbitrary value for increasing entropy
# ifndef SIVPERLIN_DEFAULT_Z
# define SIVPERLIN_DEFAULT_Z (0.34567)
# endif
namespace app
{
template <class Float>
class BasicPerlinNoise
{
public:
static_assert(std::is_floating_point_v<Float>);
///////////////////////////////////////
//
// Typedefs
//
using state_type = std::array<std::uint8_t, 256>;
using value_type = Float;
using default_random_engine = std::mt19937;
using seed_type = typename default_random_engine::result_type;
///////////////////////////////////////
//
// Constructors
//
SIVPERLIN_NODISCARD_CXX20
constexpr BasicPerlinNoise() noexcept;
SIVPERLIN_NODISCARD_CXX20
explicit BasicPerlinNoise(seed_type seed);
SIVPERLIN_CONCEPT_URBG
SIVPERLIN_NODISCARD_CXX20
explicit BasicPerlinNoise(URBG&& urbg);
///////////////////////////////////////
//
// Reseed
//
void reseed(seed_type seed);
SIVPERLIN_CONCEPT_URBG
void reseed(URBG&& urbg);
///////////////////////////////////////
//
// Serialization
//
[[nodiscard]]
constexpr const state_type& serialize() const noexcept;
constexpr void deserialize(const state_type& state) noexcept;
///////////////////////////////////////
//
// Noise (The result is in the range [-1, 1])
//
[[nodiscard]]
value_type noise1D(value_type x) const noexcept;
[[nodiscard]]
value_type noise2D(value_type x, value_type y) const noexcept;
[[nodiscard]]
value_type noise3D(value_type x, value_type y, value_type z) const noexcept;
///////////////////////////////////////
//
// Noise (The result is remapped to the range [0, 1])
//
[[nodiscard]]
value_type noise1D_01(value_type x) const noexcept;
[[nodiscard]]
value_type noise2D_01(value_type x, value_type y) const noexcept;
[[nodiscard]]
value_type noise3D_01(value_type x, value_type y, value_type z) const noexcept;
///////////////////////////////////////
//
// Octave noise (The result can be out of the range [-1, 1])
//
[[nodiscard]]
value_type octave1D(value_type x, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
[[nodiscard]]
value_type octave2D(value_type x, value_type y, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
[[nodiscard]]
value_type octave3D(value_type x, value_type y, value_type z, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
///////////////////////////////////////
//
// Octave noise (The result is clamped to the range [-1, 1])
//
[[nodiscard]]
value_type octave1D_11(value_type x, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
[[nodiscard]]
value_type octave2D_11(value_type x, value_type y, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
[[nodiscard]]
value_type octave3D_11(value_type x, value_type y, value_type z, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
///////////////////////////////////////
//
// Octave noise (The result is clamped and remapped to the range [0, 1])
//
[[nodiscard]]
value_type octave1D_01(value_type x, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
[[nodiscard]]
value_type octave2D_01(value_type x, value_type y, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
[[nodiscard]]
value_type octave3D_01(value_type x, value_type y, value_type z, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
///////////////////////////////////////
//
// Octave noise (The result is normalized to the range [-1, 1])
//
[[nodiscard]]
value_type normalizedOctave1D(value_type x, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
[[nodiscard]]
value_type normalizedOctave2D(value_type x, value_type y, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
[[nodiscard]]
value_type normalizedOctave3D(value_type x, value_type y, value_type z, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
///////////////////////////////////////
//
// Octave noise (The result is normalized and remapped to the range [0, 1])
//
[[nodiscard]]
value_type normalizedOctave1D_01(value_type x, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
[[nodiscard]]
value_type normalizedOctave2D_01(value_type x, value_type y, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
[[nodiscard]]
value_type normalizedOctave3D_01(value_type x, value_type y, value_type z, std::int32_t octaves, value_type persistence = value_type(0.5)) const noexcept;
private:
state_type m_permutation;
};
using PerlinNoise = BasicPerlinNoise<double>;
namespace perlin_detail
{
////////////////////////////////////////////////
//
// These functions are provided for consistency.
// You may get different results from std::shuffle() with different standard library implementations.
//
SIVPERLIN_CONCEPT_URBG
[[nodiscard]]
inline std::uint64_t Random(const std::uint64_t max, URBG&& urbg)
{
return (urbg() % (max + 1));
}
template <class RandomIt, class URBG>
inline void Shuffle(RandomIt first, RandomIt last, URBG&& urbg)
{
if (first == last)
{
return;
}
using difference_type = typename std::iterator_traits<RandomIt>::difference_type;
for (RandomIt it = first + 1; it < last; ++it)
{
const std::uint64_t n = static_cast<std::uint64_t>(it - first);
std::iter_swap(it, first + static_cast<difference_type>(Random(n, std::forward<URBG>(urbg))));
}
}
//
////////////////////////////////////////////////
template <class Float>
[[nodiscard]]
inline constexpr Float Fade(const Float t) noexcept
{
return t * t * t * (t * (t * 6 - 15) + 10);
}
template <class Float>
[[nodiscard]]
inline constexpr Float Lerp(const Float a, const Float b, const Float t) noexcept
{
return (a + (b - a) * t);
}
template <class Float>
[[nodiscard]]
inline constexpr Float Grad(const std::uint8_t hash, const Float x, const Float y, const Float z) noexcept
{
const std::uint8_t h = hash & 15;
const Float u = h < 8 ? x : y;
const Float v = h < 4 ? y : h == 12 || h == 14 ? x : z;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
template <class Float>
[[nodiscard]]
inline constexpr Float Remap_01(const Float x) noexcept
{
return (x * Float(0.5) + Float(0.5));
}
template <class Float>
[[nodiscard]]
inline constexpr Float Clamp_11(const Float x) noexcept
{
return std::clamp(x, Float(-1.0), Float(1.0));
}
template <class Float>
[[nodiscard]]
inline constexpr Float RemapClamp_01(const Float x) noexcept
{
if (x <= Float(-1.0))
{
return Float(0.0);
}
else if (Float(1.0) <= x)
{
return Float(1.0);
}
return (x * Float(0.5) + Float(0.5));
}
template <class Noise, class Float>
[[nodiscard]]
inline auto Octave1D(const Noise& noise, Float x, const std::int32_t octaves, const Float persistence) noexcept
{
using value_type = Float;
value_type result = 0;
value_type amplitude = 1;
for (std::int32_t i = 0; i < octaves; ++i)
{
result += (noise.noise1D(x) * amplitude);
x *= 2;
amplitude *= persistence;
}
return result;
}
template <class Noise, class Float>
[[nodiscard]]
inline auto Octave2D(const Noise& noise, Float x, Float y, const std::int32_t octaves, const Float persistence) noexcept
{
using value_type = Float;
value_type result = 0;
value_type amplitude = 1;
for (std::int32_t i = 0; i < octaves; ++i)
{
result += (noise.noise2D(x, y) * amplitude);
x *= 2;
y *= 2;
amplitude *= persistence;
}
return result;
}
template <class Noise, class Float>
[[nodiscard]]
inline auto Octave3D(const Noise& noise, Float x, Float y, Float z, const std::int32_t octaves, const Float persistence) noexcept
{
using value_type = Float;
value_type result = 0;
value_type amplitude = 1;
for (std::int32_t i = 0; i < octaves; ++i)
{
result += (noise.noise3D(x, y, z) * amplitude);
x *= 2;
y *= 2;
z *= 2;
amplitude *= persistence;
}
return result;
}
template <class Float>
[[nodiscard]]
inline constexpr Float MaxAmplitude(const std::int32_t octaves, const Float persistence) noexcept
{
using value_type = Float;
value_type result = 0;
value_type amplitude = 1;
for (std::int32_t i = 0; i < octaves; ++i)
{
result += amplitude;
amplitude *= persistence;
}
return result;
}
}
///////////////////////////////////////
template <class Float>
inline constexpr BasicPerlinNoise<Float>::BasicPerlinNoise() noexcept
: m_permutation{ 151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 } {}
template <class Float>
inline BasicPerlinNoise<Float>::BasicPerlinNoise(const seed_type seed)
{
reseed(seed);
}
template <class Float>
SIVPERLIN_CONCEPT_URBG_
inline BasicPerlinNoise<Float>::BasicPerlinNoise(URBG&& urbg)
{
reseed(std::forward<URBG>(urbg));
}
///////////////////////////////////////
template <class Float>
inline void BasicPerlinNoise<Float>::reseed(const seed_type seed)
{
reseed(default_random_engine{ seed });
}
template <class Float>
SIVPERLIN_CONCEPT_URBG_
inline void BasicPerlinNoise<Float>::reseed(URBG&& urbg)
{
std::iota(m_permutation.begin(), m_permutation.end(), uint8_t{ 0 });
perlin_detail::Shuffle(m_permutation.begin(), m_permutation.end(), std::forward<URBG>(urbg));
}
///////////////////////////////////////
template <class Float>
inline constexpr const typename BasicPerlinNoise<Float>::state_type& BasicPerlinNoise<Float>::serialize() const noexcept
{
return m_permutation;
}
template <class Float>
inline constexpr void BasicPerlinNoise<Float>::deserialize(const state_type& state) noexcept
{
m_permutation = state;
}
///////////////////////////////////////
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise1D(const value_type x) const noexcept
{
return noise3D(x,
static_cast<value_type>(SIVPERLIN_DEFAULT_Y),
static_cast<value_type>(SIVPERLIN_DEFAULT_Z));
}
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise2D(const value_type x, const value_type y) const noexcept
{
return noise3D(x,
y,
static_cast<value_type>(SIVPERLIN_DEFAULT_Z));
}
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise3D(const value_type x, const value_type y, const value_type z) const noexcept
{
const value_type _x = std::floor(x);
const value_type _y = std::floor(y);
const value_type _z = std::floor(z);
const std::int32_t ix = static_cast<std::int32_t>(_x) & 255;
const std::int32_t iy = static_cast<std::int32_t>(_y) & 255;
const std::int32_t iz = static_cast<std::int32_t>(_z) & 255;
const value_type fx = (x - _x);
const value_type fy = (y - _y);
const value_type fz = (z - _z);
const value_type u = perlin_detail::Fade(fx);
const value_type v = perlin_detail::Fade(fy);
const value_type w = perlin_detail::Fade(fz);
const std::uint8_t A = (m_permutation[ix & 255] + iy) & 255;
const std::uint8_t B = (m_permutation[(ix + 1) & 255] + iy) & 255;
const std::uint8_t AA = (m_permutation[A] + iz) & 255;
const std::uint8_t AB = (m_permutation[(A + 1) & 255] + iz) & 255;
const std::uint8_t BA = (m_permutation[B] + iz) & 255;
const std::uint8_t BB = (m_permutation[(B + 1) & 255] + iz) & 255;
const value_type p0 = perlin_detail::Grad(m_permutation[AA], fx, fy, fz);
const value_type p1 = perlin_detail::Grad(m_permutation[BA], fx - 1, fy, fz);
const value_type p2 = perlin_detail::Grad(m_permutation[AB], fx, fy - 1, fz);
const value_type p3 = perlin_detail::Grad(m_permutation[BB], fx - 1, fy - 1, fz);
const value_type p4 = perlin_detail::Grad(m_permutation[(AA + 1) & 255], fx, fy, fz - 1);
const value_type p5 = perlin_detail::Grad(m_permutation[(BA + 1) & 255], fx - 1, fy, fz - 1);
const value_type p6 = perlin_detail::Grad(m_permutation[(AB + 1) & 255], fx, fy - 1, fz - 1);
const value_type p7 = perlin_detail::Grad(m_permutation[(BB + 1) & 255], fx - 1, fy - 1, fz - 1);
const value_type q0 = perlin_detail::Lerp(p0, p1, u);
const value_type q1 = perlin_detail::Lerp(p2, p3, u);
const value_type q2 = perlin_detail::Lerp(p4, p5, u);
const value_type q3 = perlin_detail::Lerp(p6, p7, u);
const value_type r0 = perlin_detail::Lerp(q0, q1, v);
const value_type r1 = perlin_detail::Lerp(q2, q3, v);
return perlin_detail::Lerp(r0, r1, w);
}
///////////////////////////////////////
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise1D_01(const value_type x) const noexcept
{
return perlin_detail::Remap_01(noise1D(x));
}
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise2D_01(const value_type x, const value_type y) const noexcept
{
return perlin_detail::Remap_01(noise2D(x, y));
}
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::noise3D_01(const value_type x, const value_type y, const value_type z) const noexcept
{
return perlin_detail::Remap_01(noise3D(x, y, z));
}
///////////////////////////////////////
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave1D(const value_type x, const std::int32_t octaves, const value_type persistence) const noexcept
{
return perlin_detail::Octave1D(*this, x, octaves, persistence);
}
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave2D(const value_type x, const value_type y, const std::int32_t octaves, const value_type persistence) const noexcept
{
return perlin_detail::Octave2D(*this, x, y, octaves, persistence);
}
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave3D(const value_type x, const value_type y, const value_type z, const std::int32_t octaves, const value_type persistence) const noexcept
{
return perlin_detail::Octave3D(*this, x, y, z, octaves, persistence);
}
///////////////////////////////////////
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave1D_11(const value_type x, const std::int32_t octaves, const value_type persistence) const noexcept
{
return perlin_detail::Clamp_11(octave1D(x, octaves, persistence));
}
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave2D_11(const value_type x, const value_type y, const std::int32_t octaves, const value_type persistence) const noexcept
{
return perlin_detail::Clamp_11(octave2D(x, y, octaves, persistence));
}
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave3D_11(const value_type x, const value_type y, const value_type z, const std::int32_t octaves, const value_type persistence) const noexcept
{
return perlin_detail::Clamp_11(octave3D(x, y, z, octaves, persistence));
}
///////////////////////////////////////
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave1D_01(const value_type x, const std::int32_t octaves, const value_type persistence) const noexcept
{
return perlin_detail::RemapClamp_01(octave1D(x, octaves, persistence));
}
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave2D_01(const value_type x, const value_type y, const std::int32_t octaves, const value_type persistence) const noexcept
{
return perlin_detail::RemapClamp_01(octave2D(x, y, octaves, persistence));
}
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::octave3D_01(const value_type x, const value_type y, const value_type z, const std::int32_t octaves, const value_type persistence) const noexcept
{
return perlin_detail::RemapClamp_01(octave3D(x, y, z, octaves, persistence));
}
///////////////////////////////////////
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave1D(const value_type x, const std::int32_t octaves, const value_type persistence) const noexcept
{
return (octave1D(x, octaves, persistence) / perlin_detail::MaxAmplitude(octaves, persistence));
}
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave2D(const value_type x, const value_type y, const std::int32_t octaves, const value_type persistence) const noexcept
{
return (octave2D(x, y, octaves, persistence) / perlin_detail::MaxAmplitude(octaves, persistence));
}
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave3D(const value_type x, const value_type y, const value_type z, const std::int32_t octaves, const value_type persistence) const noexcept
{
return (octave3D(x, y, z, octaves, persistence) / perlin_detail::MaxAmplitude(octaves, persistence));
}
///////////////////////////////////////
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave1D_01(const value_type x, const std::int32_t octaves, const value_type persistence) const noexcept
{
return perlin_detail::Remap_01(normalizedOctave1D(x, octaves, persistence));
}
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave2D_01(const value_type x, const value_type y, const std::int32_t octaves, const value_type persistence) const noexcept
{
return perlin_detail::Remap_01(normalizedOctave2D(x, y, octaves, persistence));
}
template <class Float>
inline typename BasicPerlinNoise<Float>::value_type BasicPerlinNoise<Float>::normalizedOctave3D_01(const value_type x, const value_type y, const value_type z, const std::int32_t octaves, const value_type persistence) const noexcept
{
return perlin_detail::Remap_01(normalizedOctave3D(x, y, z, octaves, persistence));
}
}
# undef SIVPERLIN_NODISCARD_CXX20
# undef SIVPERLIN_CONCEPT_URBG
# undef SIVPERLIN_CONCEPT_URBG_

155
src/chunk.cpp Normal file
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@ -0,0 +1,155 @@
#include "chunk.hpp"
#include "xe_engine.hpp"
namespace app {
static std::map<std::string, std::unique_ptr<Chunk>> chunks{};
Chunk::Chunk(uint32_t gridX, uint32_t gridZ, uint32_t world_seed)
: world_seed{world_seed},
chunk_seed{(world_seed * gridX) + (world_seed * gridZ) / 2},
gridX{gridX},
gridZ{gridZ} {
generate();
}
Chunk* Chunk::newChunk(uint32_t gridX, uint32_t gridZ, uint32_t world_seed) {
std::unique_ptr<Chunk> chunk = std::make_unique<Chunk>(gridX, gridZ, world_seed);
std::string key = gridX + "." + gridZ;
chunks[key] = std::move(chunk);
return chunks[key].get();
}
void Chunk::reset() {
chunks.clear();
}
std::shared_ptr<xe::Model> Chunk::getMesh() {
if(reloadRequired) {
delete chunkMesh.get();
xe::Model::Builder builder{};
builder.vertexData = vertexData;
builder.vertexSize = 44;
chunkMesh = std::make_shared<xe::Model>(xe::Engine::getInstance()->getDevice(), builder);
}
return chunkMesh;
}
uint8_t Chunk::getBlock(uint32_t x, uint32_t y, uint32_t z) {
if(y < 0 || y > 256) return AIR;
int chunkX = gridX;
int chunkZ = gridZ;
if(x < 0) {
chunkX--;
x = 15;
} else if(x > 16) {
chunkX ++;
x = 0;
}
if(z < 0) {
chunkZ--;
z = 15;
} else if(z > 16) {
chunkZ ++;
z = 0;
}
if(chunkX == gridX && chunkZ == gridZ) {
int index = (z * 16 * 256) + (y * 16) + x;
return blocks[index];
} else {
Chunk* chunk = getChunk(chunkX, chunkZ);
if(chunk == nullptr) {
return AIR;
} else {
int index = (z * 16 * 256) + (y * 16) + x;
return chunk->blocks[index];
}
}
}
void Chunk::setBlock(uint32_t x, uint32_t y, uint32_t z, uint8_t block) {
int index = (z * 16 * 256) + (y * 16) + x;
blocks[index] = block;
}
Chunk* Chunk::getChunk(uint32_t x, uint32_t z) {
std::string key = x + "." + z;
if(chunks.count(key))
return chunks[key].get();
else
return nullptr;
}
void Chunk::createMeshAsync() {
if(working) return;
// worker = std::thread(createMesh);
}
void Chunk::createMesh() {
working = true;
vertexData.clear();
for(int x=0;x<16;x++) {
for(int y=0; y<256; y++) {
for(int z=0; z<16; z++) {
uint8_t block = getBlock(x,y,z);
if(block == AIR) continue;
if(getBlock(x+1,y,z) == AIR) {
addVerticies(0, x, y, z);
}
if(getBlock(x-1,y,z) == AIR) {
addVerticies(1, x, y, z);
}
if(getBlock(x,y+1,z) == AIR) {
addVerticies(2, x, y, z);
}
if(getBlock(x,y-1,z) == AIR) {
addVerticies(3, x, y, z);
}
if(getBlock(x,y,z+1) == AIR) {
addVerticies(4, x, y, z);
}
if(getBlock(x,y,z-1) == AIR) {
addVerticies(5, x, y, z);
}
}
}
}
working = false;
reloadRequired = true;
}
void Chunk::addVerticies(uint32_t side, uint32_t x, uint32_t y, uint32_t z) {
for(int i = 0; i < 6; i ++) {
vertexData.push_back(px[side * 6 + i][0] + x);
vertexData.push_back(px[side * 6 + i][1] + y);
vertexData.push_back(px[side * 6 + i][2] + z);
vertexData.push_back(1.f);
vertexData.push_back(1.f);
vertexData.push_back(1.f);
vertexData.push_back(nm[side][0]);
vertexData.push_back(nm[side][1]);
vertexData.push_back(nm[side][2]);
vertexData.push_back(uv[i][0]);
vertexData.push_back(uv[i][1]);
}
}
void Chunk::generate() {
blocks.resize(16*16*256);
const PerlinNoise perlin{123};
for(int x = 0; x < 16; x++) {
for(int z = 0; z < 16; z++) {
int height = perlin.octave2D_01((x * 0.01), (z * 0.01), 4) * 5;
for(int y = 0; y < 256; y++) {
if(y <= height)
setBlock(x, y, z, DIRT);
else
setBlock(x, y, z, AIR);
}
}
}
}
}

119
src/chunk.hpp Normal file
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@ -0,0 +1,119 @@
#pragma once
#include "xe_model.hpp"
#include "PerlinNoise.hpp"
#include <glm/common.hpp>
#include <glm/fwd.hpp>
#include <vector>
#include <thread>
#include <memory>
#include <string>
#include <map>
#define AIR 0
#define DIRT 1
namespace app {
class Chunk {
public:
static Chunk* newChunk(uint32_t gridX, uint32_t gridZ, uint32_t world_seed);
static void reset();
Chunk(uint32_t gridX, uint32_t gridZ, uint32_t world_seed);
~Chunk() {};
const uint32_t gridX, gridZ, world_seed, chunk_seed;
void createMesh();
void createMeshAsync();
std::shared_ptr<xe::Model> getMesh();
uint8_t getBlock(uint32_t x, uint32_t y, uint32_t z);
void setBlock(uint32_t x, uint32_t y, uint32_t z, uint8_t block);
static Chunk* getChunk(uint32_t x, uint32_t z);
private:
void generate();
void addVerticies(uint32_t side, uint32_t x, uint32_t y, uint32_t z);
bool reloadRequired{false};
bool working{false};
std::shared_ptr<xe::Model> chunkMesh;
std::vector<float> vertexData;
std::vector<uint8_t> blocks;
std::thread worker;
};
const float px[36][3] = {
// POS X
{0.5f,0.5f,0.5f},
{0.5f,-0.5f,0.5f},
{0.5f,-0.5f,-0.5f},
{0.5f,-0.5f,-0.5f},
{0.5f,0.5f,-0.5f},
{0.5f,0.5f,0.5f},
// NEG X
{-0.5f,0.5f,-0.5f},
{-0.5f,-0.5f,-0.5f},
{-0.5f,-0.5f,0.5f},
{-0.5f,-0.5f,0.5f},
{-0.5f,0.5f,0.5f},
{-0.5f,0.5f,-0.5f},
// POS Y
{0.5f,0.5f,-0.5f},
{-0.5f,0.5f,-0.5f},
{-0.5f,0.5f,0.5f},
{-0.5f,0.5f,0.5f},
{0.5f,0.5f,0.5f},
{0.5f,0.5f,-0.5f},
// NEG Y
{-0.5f,-0.5f,0.5f},
{-0.5f,-0.5f,-0.5f},
{0.5f,-0.5f,-0.5f},
{0.5f,-0.5f,-0.5f},
{0.5f,-0.5f,0.5f},
{-0.5f,-0.5f,0.5f},
// POS Z
{-0.5f,0.5f,0.5f},
{-0.5f,-0.5f,0.5f},
{0.5f,-0.5f,0.5f},
{0.5f,-0.5f,0.5f},
{0.5f,0.5f,0.5f},
{-0.5f,0.5f,0.5f},
// NEG Z
{0.5f,0.5f,-0.5f},
{0.5f,-0.5f,-0.5f},
{-0.5f,-0.5f,-0.5f},
{-0.5f,-0.5f,-0.5f},
{-0.5f,0.5f,-0.5f},
{0.5f,0.5f,-0.5f}
};
const float nm[6][3] = {
{1.f,0.f,0.f},
{-1.f,0.f,0.f},
{0.f,1.f,0.f},
{0.f,-1.f,0.f},
{0.f,0.f,1.f},
{0.f,0.f,-1.f}
};
const float uv[6][2] = {
{0.f,0.f},
{1.f,0.f},
{0.f,1.f},
{0.f,1.f},
{1.f,0.f},
{1.f,1.f}
};
}

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@ -1,4 +1,5 @@
#include "first_app.hpp" #include "first_app.hpp"
#include "chunk.hpp"
namespace app { namespace app {
@ -22,13 +23,13 @@ void FirstApp::run() {
auto viewerObject = xe::GameObject::createGameObject(); auto viewerObject = xe::GameObject::createGameObject();
viewerObject.transform.translation = {-7.f, 3.f, -7.f}; viewerObject.transform.translation = {-7.f, 3.f, -7.f};
viewerObject.transform.rotation.y = glm::radians(45.f); viewerObject.transform.rotation.y = glm::radians(45.f);
KeyboardMovementController cameraController{}; KeyboardMovementController cameraController{xeEngine.getInput(), viewerObject};
while (xeEngine.poll()) { while (xeEngine.poll()) {
float frameTime = xeEngine.getFrameTime(); float frameTime = xeEngine.getFrameTime();
cameraController.update(xeEngine.getInput(), viewerObject, frameTime); cameraController.update(frameTime);
xeEngine.getCamera().setViewYXZ(viewerObject.transform.translation, viewerObject.transform.rotation); xeEngine.getCamera().setViewYXZ(viewerObject.transform.translation, viewerObject.transform.rotation);
if(xeEngine.beginFrame()) { if(xeEngine.beginFrame()) {
@ -38,6 +39,8 @@ void FirstApp::run() {
} }
Chunk::reset();
xeEngine.close(); xeEngine.close();
} }
@ -57,6 +60,15 @@ void FirstApp::loadGameObjects() {
dragon2.transform.rotation.y = glm::radians(90.f); dragon2.transform.rotation.y = glm::radians(90.f);
dragon2.transform.scale = {.35f, .35f, .35f}; dragon2.transform.scale = {.35f, .35f, .35f};
gameObjects.push_back(std::move(dragon2)); gameObjects.push_back(std::move(dragon2));
Chunk* chunk = Chunk::newChunk(0, 0, 123);
chunk->createMesh();
auto chunkObject = xe::GameObject::createGameObject();
chunkObject.model = chunk->getMesh();
chunkObject.transform.translation = {5.f, 5.f, 5.f};
gameObjects.push_back(std::move(chunkObject));
} }
} }

View file

@ -2,7 +2,12 @@
namespace app { namespace app {
void KeyboardMovementController::update(xe::Input &input, xe::GameObject& gameObject, float dt) { KeyboardMovementController::KeyboardMovementController(xe::Input &input, xe::GameObject &viewerObject)
: input{input}, viewerObject{viewerObject} {};
KeyboardMovementController::~KeyboardMovementController() {};
void KeyboardMovementController::update(float dt) {
glm::vec3 rotate{0}; glm::vec3 rotate{0};
if(input.isKeyPressed(keys.lookRight)) rotate.y += 1.f; if(input.isKeyPressed(keys.lookRight)) rotate.y += 1.f;
if(input.isKeyPressed(keys.lookLeft)) rotate.y -= 1.f; if(input.isKeyPressed(keys.lookLeft)) rotate.y -= 1.f;
@ -10,13 +15,13 @@ void KeyboardMovementController::update(xe::Input &input, xe::GameObject& gameOb
if(input.isKeyPressed(keys.lookDown)) rotate.x += 1.f; if(input.isKeyPressed(keys.lookDown)) rotate.x += 1.f;
if (glm::dot(rotate, rotate) > std::numeric_limits<float>::epsilon()) { if (glm::dot(rotate, rotate) > std::numeric_limits<float>::epsilon()) {
gameObject.transform.rotation += lookSpeed * dt * glm::normalize(rotate); viewerObject.transform.rotation += lookSpeed * dt * glm::normalize(rotate);
} }
gameObject.transform.rotation.x = glm::clamp(gameObject.transform.rotation.x, -1.5f, 1.5f); viewerObject.transform.rotation.x = glm::clamp(viewerObject.transform.rotation.x, -1.5f, 1.5f);
gameObject.transform.rotation.y = glm::mod(gameObject.transform.rotation.y, glm::two_pi<float>()); viewerObject.transform.rotation.y = glm::mod(viewerObject.transform.rotation.y, glm::two_pi<float>());
float yaw = gameObject.transform.rotation.y; float yaw = viewerObject.transform.rotation.y;
const glm::vec3 forwardDir{sin(yaw), 0.f, cos(yaw)}; const glm::vec3 forwardDir{sin(yaw), 0.f, cos(yaw)};
const glm::vec3 rightDir{forwardDir.z, 0.f, -forwardDir.x}; const glm::vec3 rightDir{forwardDir.z, 0.f, -forwardDir.x};
const glm::vec3 upDir{0.f, 01.f, 0.f}; const glm::vec3 upDir{0.f, 01.f, 0.f};
@ -30,7 +35,7 @@ void KeyboardMovementController::update(xe::Input &input, xe::GameObject& gameOb
if(input.isKeyPressed(keys.moveDown)) moveDir -= upDir; if(input.isKeyPressed(keys.moveDown)) moveDir -= upDir;
if (glm::dot(moveDir, moveDir) > std::numeric_limits<float>::epsilon()) { if (glm::dot(moveDir, moveDir) > std::numeric_limits<float>::epsilon()) {
gameObject.transform.translation += moveSpeed * dt * glm::normalize(moveDir); viewerObject.transform.translation += moveSpeed * dt * glm::normalize(moveDir);
} }
} }

View file

@ -9,9 +9,14 @@
#include <limits> #include <limits>
namespace app { namespace app {
class KeyboardMovementController { class KeyboardMovementController {
public: public:
KeyboardMovementController(xe::Input &input, xe::GameObject &viewerObject);
~KeyboardMovementController();
struct KeyMappings { struct KeyMappings {
int moveLeft = KEY_A; int moveLeft = KEY_A;
int moveRight = KEY_D; int moveRight = KEY_D;
@ -25,7 +30,10 @@ namespace app {
int lookDown = KEY_DOWN; int lookDown = KEY_DOWN;
}; };
void update(xe::Input &input, xe::GameObject& gameObject, float dt); void update(float dt);
xe::Input &input;
xe::GameObject &viewerObject;
KeyMappings keys{}; KeyMappings keys{};
float moveSpeed{3.f}; float moveSpeed{3.f};

View file

@ -4,10 +4,10 @@ namespace app {
SimpleRenderer::SimpleRenderer(xe::Engine &xeEngine, xe::Image *xeImage) { SimpleRenderer::SimpleRenderer(xe::Engine &xeEngine, xe::Image *xeImage) {
xeRenderSystem = xe::RenderSystem::Builder(xeEngine, "res/shaders/simple_shader.vert.spv", "res/shaders/simple_shader.frag.spv") xeRenderSystem = xe::RenderSystem::Builder(xeEngine, "res/shaders/simple_shader.vert.spv", "res/shaders/simple_shader.frag.spv")
.addVertexBinding(0, 3, 0) .addVertexBinding(0, 3, 0) // position
.addVertexBinding(1, 3, 12) .addVertexBinding(1, 3, 12) // color
.addVertexBinding(2, 3, 24) .addVertexBinding(2, 3, 24) // normal
.addVertexBinding(3, 2, 36) .addVertexBinding(3, 2, 36) // uvs
.setVertexSize(sizeof(Vertex)) .setVertexSize(sizeof(Vertex))
.addPushConstant(sizeof(PushConstant)) .addPushConstant(sizeof(PushConstant))
.addUniformBinding(0, sizeof(UniformBuffer)) .addUniformBinding(0, sizeof(UniformBuffer))