summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorFreya Murphy <freya@freyacat.org>2025-12-11 10:49:50 -0500
committerFreya Murphy <freya@freyacat.org>2025-12-11 10:51:40 -0500
commitfa8fa6784559ed0fc8d780e36880273f77e272c4 (patch)
tree7456a4e9148d47e409ba837bafdc6238b6c757db
parentadd ubos (diff)
downloadvoxel-fa8fa6784559ed0fc8d780e36880273f77e272c4.tar.gz
voxel-fa8fa6784559ed0fc8d780e36880273f77e272c4.tar.bz2
voxel-fa8fa6784559ed0fc8d780e36880273f77e272c4.zip
i did a lot
-rw-r--r--.clang-format10
-rw-r--r--Makefile12
-rwxr-xr-xassets/fragment.glsl8
-rwxr-xr-xassets/vertex.glsl79
-rw-r--r--compile_flags.txt3
-rw-r--r--lib/noise.c2
-rw-r--r--lib/noise.h2774
-rw-r--r--src/camera.c69
-rw-r--r--src/chunk.c237
-rw-r--r--src/cube.h60
-rw-r--r--src/gl.h73
-rw-r--r--src/list.c48
-rw-r--r--src/list.h37
-rw-r--r--src/main.c125
-rw-r--r--src/mesh.c44
-rw-r--r--src/mesh.h31
-rw-r--r--src/render.c79
-rw-r--r--src/shader.c246
-rw-r--r--src/shader.h25
-rw-r--r--src/types.h15
-rw-r--r--src/utils.c65
-rw-r--r--src/utils.h10
-rw-r--r--src/voxel.h124
-rw-r--r--src/window.c90
-rw-r--r--src/window.h29
-rw-r--r--src/world.c234
26 files changed, 4111 insertions, 418 deletions
diff --git a/.clang-format b/.clang-format
index acfa476..4fb7b29 100644
--- a/.clang-format
+++ b/.clang-format
@@ -47,8 +47,8 @@ ColumnLimit: 92
CommentPragmas: '^ IWYU pragma:'
CompactNamespaces: false
ConstructorInitializerAllOnOneLineOrOnePerLine: false
-ConstructorInitializerIndentWidth: 8
-ContinuationIndentWidth: 8
+ConstructorInitializerIndentWidth: 4
+ContinuationIndentWidth: 4
Cpp11BracedListStyle: false
DerivePointerAlignment: false
DisableFormat: false
@@ -62,7 +62,7 @@ IncludeIsMainRegex: '(Test)?$'
IndentCaseLabels: false
IndentGotoLabels: false
IndentPPDirectives: None
-IndentWidth: 8
+IndentWidth: 4
IndentWrappedFunctionNames: false
JavaScriptQuotes: Leave
JavaScriptWrapImports: true
@@ -72,7 +72,7 @@ MacroBlockEnd: ''
MaxEmptyLinesToKeep: 1
NamespaceIndentation: None
ObjCBinPackProtocolList: Auto
-ObjCBlockIndentWidth: 8
+ObjCBlockIndentWidth: 4
ObjCSpaceAfterProperty: true
ObjCSpaceBeforeProtocolList: true
PenaltyBreakAssignment: 10
@@ -101,7 +101,7 @@ SpacesInCStyleCastParentheses: false
SpacesInParentheses: false
SpacesInSquareBrackets: false
Standard: Cpp03
-TabWidth: 8
+TabWidth: 4
UseTab: Always
...
diff --git a/Makefile b/Makefile
index c8e3fc2..cb40a19 100644
--- a/Makefile
+++ b/Makefile
@@ -5,13 +5,23 @@ CC ?= cc
CFLAGS += -O2
CFLAGS += -std=gnu23
CFLAGS += -Wall -Wextra -pedantic
+CFLAGS += -Isrc -Ilib
LDFLAGS += -lglfw -lGL -lGLEW -lcglm -lm -lc
+ifdef USE_VSYNC
+CFLAGS += -DUSE_VSYNC
+endif
+
+ifdef ASAN
+CFLAGS += -fsanitize=address -g
+LDFLAGS += -fsanitize=address
+endif
+
.PHONY: build clean run fmt
.SILENT:
-SRC := src
+SRC := src lib
BIN := bin
OUT := voxel
diff --git a/assets/fragment.glsl b/assets/fragment.glsl
index 4065771..5ce136e 100755
--- a/assets/fragment.glsl
+++ b/assets/fragment.glsl
@@ -1,6 +1,6 @@
#version 330 core
-flat in uint pass_data;
+flat in uvec2 pass_data;
out vec4 color;
@@ -15,8 +15,8 @@ const float TINT[6] = float[](
void main(void)
{
- uint face = pass_data >> 2u;
- uint block = pass_data & 3u;
+ uint block = (pass_data.x >> 28) & 15u;
+ uint face = (pass_data.x >> 25) & 7u;
float tint = TINT[face];
- color = vec4(tint, tint, tint, 1);
+ color = vec4(vec3(tint), 1);
}
diff --git a/assets/vertex.glsl b/assets/vertex.glsl
index d14d852..f4c3fde 100755
--- a/assets/vertex.glsl
+++ b/assets/vertex.glsl
@@ -1,14 +1,83 @@
#version 330 core
-in vec3 position;
-in uint data;
+layout (location = 0) in vec3 quad;
-uniform mat4 proj_view;
+layout (std140) uniform Matrices {
+ mat4 proj;
+ mat4 view;
+};
-flat out uint pass_data;
+// world chunk position
+const int CHUNK_SIZE = 16;
+uniform ivec3 chunk_position;
+
+const int MAX_FACES = CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE;
+layout (std140) uniform Face {
+ // normaly a uint but std140 layout
+ // requires 16-byte alignment
+ uvec4 face_data[MAX_FACES / 4];
+};
+
+flat out uvec2 pass_data;
+
+uint get_half(int index)
+{
+ int arr_index = index / 4;
+ int vec_index = index % 4;
+ return face_data[arr_index][vec_index];
+}
+
+uvec2 get_data(int index)
+{
+ uint lower = get_half(index * 2);
+ uint upper = get_half(index * 2 + 1);
+ return uvec2(lower, upper);
+}
+
+vec3 get_quad(uint face, uint width, uint height)
+{
+ vec3 squad = quad;
+ squad.x *= width;
+ squad.y *= height;
+
+ switch(face) {
+ case 0u: // PX
+ return squad.yzx + vec3(1, 0, 0);
+ case 1u: // NX
+ return squad.yxz;
+ case 2u: // PY
+ return squad.xyz + vec3(0, 1, 0);
+ case 3u: // NY
+ return squad.zyx;
+ case 4u: // PZ
+ return squad.zxy + vec3(0, 0, 1);
+ case 5u: // NZ
+ return squad.xzy;
+ }
+ // should not happen
+ return vec3(0);
+}
void main(void)
{
- gl_Position = proj_view * vec4(position, 1.0);
+ // get face data
+ uvec2 data = get_data(gl_InstanceID);
+ uint x = (data.x >> 0) & 31u;
+ uint y = (data.x >> 5) & 31u;
+ uint z = (data.x >> 10) & 31u;
+ uint width = (data.x >> 15) & 31u;
+ uint height = (data.x >> 20) & 31u;
+ uint face = (data.x >> 25) & 7u;
+
+ // get quad verts
+ vec3 quad = get_quad(face, width, height);
+
+ // get position
+ vec3 position = vec3(x, y, z);
+ position += chunk_position * CHUNK_SIZE;
+ position += quad;
+
+ // draw
+ gl_Position = proj * view * vec4(position, 1.0);
pass_data = data;
}
diff --git a/compile_flags.txt b/compile_flags.txt
index c5bde68..4afe3e1 100644
--- a/compile_flags.txt
+++ b/compile_flags.txt
@@ -3,3 +3,6 @@
-Wall
-Wextra
-Wpedantic
+-Isrc
+-Ilib
+-DUSE_VSYNC
diff --git a/lib/noise.c b/lib/noise.c
new file mode 100644
index 0000000..501e826
--- /dev/null
+++ b/lib/noise.c
@@ -0,0 +1,2 @@
+#define FNL_IMPL
+#include "noise.h"
diff --git a/lib/noise.h b/lib/noise.h
new file mode 100644
index 0000000..6765ed9
--- /dev/null
+++ b/lib/noise.h
@@ -0,0 +1,2774 @@
+// MIT License
+//
+// Copyright(c) 2023 Jordan Peck (jordan.me2@gmail.com)
+// Copyright(c) 2023 Contributors
+//
+// 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.
+//
+// .'',;:cldxkO00KKXXNNWWWNNXKOkxdollcc::::::;:::ccllloooolllllllllooollc:,'... ...........',;cldxkO000Okxdlc::;;;,,;;;::cclllllll
+// ..',;:ldxO0KXXNNNNNNNNXXK0kxdolcc::::::;;;,,,,,,;;;;;;;;;;:::cclllllc:;'.... ...........',;:ldxO0KXXXK0Okxdolc::;;;;::cllodddddo
+// ...',:loxO0KXNNNNNXXKK0Okxdolc::;::::::::;;;,,'''''.....''',;:clllllc:;,'............''''''''',;:loxO0KXNNNNNXK0Okxdollccccllodxxxxxxd
+// ....';:ldkO0KXXXKK00Okxdolcc:;;;;;::cclllcc:;;,''..... ....',;clooddolcc:;;;;,,;;;;;::::;;;;;;:cloxk0KXNWWWWWWNXKK0Okxddoooddxxkkkkkxx
+// .....';:ldxkOOOOOkxxdolcc:;;;,,,;;:cllooooolcc:;'... ..,:codxkkkxddooollloooooooollcc:::::clodkO0KXNWWWWWWNNXK00Okxxxxxxxxkkkkxxx
+// . ....';:cloddddo___________,,,,;;:clooddddoolc:,... ..,:ldx__00OOOkkk___kkkkkkxxdollc::::cclodkO0KXXNNNNNNXXK0OOkxxxxxxxxxxxxddd
+// .......',;:cccc:| |,,,;;:cclooddddoll:;'.. ..';cox| \KKK000| |KK00OOkxdocc___;::clldxxkO0KKKKK00Okkxdddddddddddddddoo
+// .......'',,,,,''| ________|',,;;::cclloooooolc:;'......___:ldk| \KK000| |XKKK0Okxolc| |;;::cclodxxkkkkxxdoolllcclllooodddooooo
+// ''......''''....| | ....'',,,,;;;::cclloooollc:;,''.'| |oxk| \OOO0| |KKK00Oxdoll|___|;;;;;::ccllllllcc::;;,,;;;:cclloooooooo
+// ;;,''.......... | |_____',,;;;____:___cllo________.___| |___| \xkk| |KK_______ool___:::;________;;;_______...'',;;:ccclllloo
+// c:;,''......... | |:::/ ' |lo/ | | \dx| |0/ \d| |cc/ |'/ \......',,;;:ccllo
+// ol:;,'..........| _____|ll/ __ |o/ ______|____ ___| | \o| |/ ___ \| |o/ ______|/ ___ \ .......'',;:clo
+// dlc;,...........| |::clooo| / | |x\___ \KXKKK0| |dol| |\ \| | | | | |d\___ \..| | / / ....',:cl
+// xoc;'... .....'| |llodddd| \__| |_____\ \KKK0O| |lc:| |'\ | |___| | |_____\ \.| |_/___/... ...',;:c
+// dlc;'... ....',;| |oddddddo\ | |Okkx| |::;| |..\ |\ /| | | \ |... ....',;:c
+// ol:,'.......',:c|___|xxxddollc\_____,___|_________/ddoll|___|,,,|___|...\_____|:\ ______/l|___|_________/...\________|'........',;::cc
+// c:;'.......';:codxxkkkkxxolc::;::clodxkOO0OOkkxdollc::;;,,''''',,,,''''''''''',,'''''',;:loxkkOOkxol:;,'''',,;:ccllcc:;,'''''',;::ccll
+// ;,'.......',:codxkOO0OOkxdlc:;,,;;:cldxxkkxxdolc:;;,,''.....'',;;:::;;,,,'''''........,;cldkO0KK0Okdoc::;;::cloodddoolc:;;;;;::ccllooo
+// .........',;:lodxOO0000Okdoc:,,',,;:clloddoolc:;,''.......'',;:clooollc:;;,,''.......',:ldkOKXNNXX0Oxdolllloddxxxxxxdolccccccllooodddd
+// . .....';:cldxkO0000Okxol:;,''',,;::cccc:;,,'.......'',;:cldxxkkxxdolc:;;,'.......';coxOKXNWWWNXKOkxddddxxkkkkkkxdoollllooddxxxxkkk
+// ....',;:codxkO000OOxdoc:;,''',,,;;;;,''.......',,;:clodkO00000Okxolc::;,,''..',;:ldxOKXNWWWNNK0OkkkkkkkkkkkxxddooooodxxkOOOOO000
+// ....',;;clodxkkOOOkkdolc:;,,,,,,,,'..........,;:clodxkO0KKXKK0Okxdolcc::;;,,,;;:codkO0XXNNNNXKK0OOOOOkkkkxxdoollloodxkO0KKKXXXXX
+//
+// VERSION: 1.1.1
+// https://github.com/Auburn/FastNoiseLite
+
+// In *one* C or C++ file, use #define FNL_IMPL to generate implementation
+
+#ifndef FASTNOISELITE_H
+#define FASTNOISELITE_H
+
+// Switch between using floats or doubles for input position
+typedef float FNLfloat;
+//typedef double FNLfloat;
+
+#include <math.h>
+#include <stdint.h>
+#include <stdbool.h>
+#include <float.h>
+
+// Enums
+typedef enum {
+ FNL_NOISE_OPENSIMPLEX2,
+ FNL_NOISE_OPENSIMPLEX2S,
+ FNL_NOISE_CELLULAR,
+ FNL_NOISE_PERLIN,
+ FNL_NOISE_VALUE_CUBIC,
+ FNL_NOISE_VALUE
+} fnl_noise_type;
+
+typedef enum {
+ FNL_ROTATION_NONE,
+ FNL_ROTATION_IMPROVE_XY_PLANES,
+ FNL_ROTATION_IMPROVE_XZ_PLANES
+} fnl_rotation_type_3d;
+
+typedef enum {
+ FNL_FRACTAL_NONE,
+ FNL_FRACTAL_FBM,
+ FNL_FRACTAL_RIDGED,
+ FNL_FRACTAL_PINGPONG,
+ FNL_FRACTAL_DOMAIN_WARP_PROGRESSIVE,
+ FNL_FRACTAL_DOMAIN_WARP_INDEPENDENT
+} fnl_fractal_type;
+
+typedef enum {
+ FNL_CELLULAR_DISTANCE_EUCLIDEAN,
+ FNL_CELLULAR_DISTANCE_EUCLIDEANSQ,
+ FNL_CELLULAR_DISTANCE_MANHATTAN,
+ FNL_CELLULAR_DISTANCE_HYBRID
+} fnl_cellular_distance_func;
+
+typedef enum {
+ FNL_CELLULAR_RETURN_TYPE_CELLVALUE,
+ FNL_CELLULAR_RETURN_TYPE_DISTANCE,
+ FNL_CELLULAR_RETURN_TYPE_DISTANCE2,
+ FNL_CELLULAR_RETURN_TYPE_DISTANCE2ADD,
+ FNL_CELLULAR_RETURN_TYPE_DISTANCE2SUB,
+ FNL_CELLULAR_RETURN_TYPE_DISTANCE2MUL,
+ FNL_CELLULAR_RETURN_TYPE_DISTANCE2DIV,
+} fnl_cellular_return_type;
+
+typedef enum {
+ FNL_DOMAIN_WARP_OPENSIMPLEX2,
+ FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED,
+ FNL_DOMAIN_WARP_BASICGRID
+} fnl_domain_warp_type;
+
+/**
+ * Structure containing entire noise system state.
+ * @note Must only be created using fnlCreateState(optional: seed). To ensure defaults are set.
+ */
+typedef struct fnl_state {
+ /**
+ * Seed used for all noise types.
+ * @remark Default: 1337
+ */
+ int seed;
+
+ /**
+ * The frequency for all noise types.
+ * @remark Default: 0.01
+ */
+ float frequency;
+
+ /**
+ * The noise algorithm to be used by GetNoise(...).
+ * @remark Default: FNL_NOISE_OPENSIMPLEX2
+ */
+ fnl_noise_type noise_type;
+
+ /**
+ * Sets noise rotation type for 3D.
+ * @remark Default: FNL_ROTATION_NONE
+ */
+ fnl_rotation_type_3d rotation_type_3d;
+
+ /**
+ * The method used for combining octaves for all fractal noise types.
+ * @remark Default: None
+ * @remark FNL_FRACTAL_DOMAIN_WARP_... only effects fnlDomainWarp...
+ */
+ fnl_fractal_type fractal_type;
+
+ /**
+ * The octave count for all fractal noise types.
+ * @remark Default: 3
+ */
+ int octaves;
+
+ /**
+ * The octave lacunarity for all fractal noise types.
+ * @remark Default: 2.0
+ */
+ float lacunarity;
+
+ /**
+ * The octave gain for all fractal noise types.
+ * @remark Default: 0.5
+ */
+ float gain;
+
+ /**
+ * The octave weighting for all none Domaain Warp fractal types.
+ * @remark Default: 0.0
+ * @remark
+ */
+ float weighted_strength;
+
+ /**
+ * The strength of the fractal ping pong effect.
+ * @remark Default: 2.0
+ */
+ float ping_pong_strength;
+
+ /**
+ * The distance function used in cellular noise calculations.
+ * @remark Default: FNL_CELLULAR_DISTANCE_EUCLIDEANSQ
+ */
+ fnl_cellular_distance_func cellular_distance_func;
+
+ /**
+ * The cellular return type from cellular noise calculations.
+ * @remark Default: FNL_CELLULAR_RETURN_TYPE_DISTANCE
+ */
+ fnl_cellular_return_type cellular_return_type;
+
+ /**
+ * The maximum distance a cellular point can move from it's grid position.
+ * @remark Default: 1.0
+ * @note Setting this higher than 1 will cause artifacts.
+ */
+ float cellular_jitter_mod;
+
+ /**
+ * The warp algorithm when using fnlDomainWarp...
+ * @remark Default: OpenSimplex2
+ */
+ fnl_domain_warp_type domain_warp_type;
+
+ /**
+ * The maximum warp distance from original position when using fnlDomainWarp...
+ * @remark Default: 1.0
+ */
+ float domain_warp_amp;
+} fnl_state;
+
+#if defined(__cplusplus)
+extern "C" {
+#endif
+
+/**
+ * Creates a noise state with default values.
+ * @param seed Optionally set the state seed.
+ */
+fnl_state fnlCreateState();
+
+/**
+ * 2D noise at given position using the state settings
+ * @returns Noise output bounded between -1 and 1.
+ */
+float fnlGetNoise2D(const fnl_state *state, FNLfloat x, FNLfloat y);
+
+/**
+ * 3D noise at given position using the state settings
+ * @returns Noise output bounded between -1 and 1.
+ */
+float fnlGetNoise3D(const fnl_state *state, FNLfloat x, FNLfloat y, FNLfloat z);
+
+/**
+ * 2D warps the input position using current domain warp settings.
+ *
+ * Example usage with fnlGetNoise2D:
+ * ```
+ * fnlDomainWarp2D(&state, &x, &y);
+ * noise = fnlGetNoise2D(&state, x, y);
+ * ```
+ */
+void fnlDomainWarp2D(const fnl_state *state, FNLfloat *x, FNLfloat *y);
+
+/**
+ * 3D warps the input position using current domain warp settings.
+ *
+ * Example usage with fnlGetNoise3D:
+ * ```
+ * fnlDomainWarp3D(&state, &x, &y, &z);
+ * noise = fnlGetNoise3D(&state, x, y, z);
+ * ```
+ */
+void fnlDomainWarp3D(const fnl_state *state, FNLfloat *x, FNLfloat *y, FNLfloat *z);
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // FASTNOISELITE_H
+
+// ====================
+// Below this line is the implementation
+// ====================
+
+#if defined(FNL_IMPL)
+
+#if defined(__cplusplus)
+extern "C" {
+#endif
+
+// Constants
+
+static const float GRADIENTS_2D[] = {
+ 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f,
+ 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f,
+ 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f,
+ 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f,
+ 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f,
+ 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f,
+ -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f,
+ -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f,
+ -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f,
+ -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f,
+ -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f,
+ -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f,
+ 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f,
+ 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f,
+ 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f,
+ 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f,
+ 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f,
+ 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f,
+ -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f,
+ -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f,
+ -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f,
+ -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f,
+ -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f,
+ -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f,
+ 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f,
+ 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f,
+ 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f,
+ 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f,
+ 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f,
+ 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f,
+ -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f,
+ -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f,
+ -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f,
+ -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f,
+ -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f,
+ -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f,
+ 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f,
+ 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f,
+ 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f,
+ 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f,
+ 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f,
+ 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f,
+ -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f,
+ -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f,
+ -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f,
+ -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f,
+ -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f,
+ -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f,
+ 0.130526192220052f, 0.99144486137381f, 0.38268343236509f, 0.923879532511287f,
+ 0.608761429008721f, 0.793353340291235f, 0.793353340291235f, 0.608761429008721f,
+ 0.923879532511287f, 0.38268343236509f, 0.99144486137381f, 0.130526192220051f,
+ 0.99144486137381f, -0.130526192220051f, 0.923879532511287f, -0.38268343236509f,
+ 0.793353340291235f, -0.60876142900872f, 0.608761429008721f, -0.793353340291235f,
+ 0.38268343236509f, -0.923879532511287f, 0.130526192220052f, -0.99144486137381f,
+ -0.130526192220052f, -0.99144486137381f, -0.38268343236509f, -0.923879532511287f,
+ -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f,
+ -0.923879532511287f, -0.38268343236509f, -0.99144486137381f, -0.130526192220052f,
+ -0.99144486137381f, 0.130526192220051f, -0.923879532511287f, 0.38268343236509f,
+ -0.793353340291235f, 0.608761429008721f, -0.608761429008721f, 0.793353340291235f,
+ -0.38268343236509f, 0.923879532511287f, -0.130526192220052f, 0.99144486137381f,
+ 0.38268343236509f, 0.923879532511287f, 0.923879532511287f, 0.38268343236509f,
+ 0.923879532511287f, -0.38268343236509f, 0.38268343236509f, -0.923879532511287f,
+ -0.38268343236509f, -0.923879532511287f, -0.923879532511287f, -0.38268343236509f,
+ -0.923879532511287f, 0.38268343236509f, -0.38268343236509f, 0.923879532511287f,
+};
+
+static const float RAND_VECS_2D[] = {
+ -0.2700222198f, -0.9628540911f, 0.3863092627f, -0.9223693152f, 0.04444859006f,
+ -0.999011673f, -0.5992523158f, -0.8005602176f, -0.7819280288f, 0.6233687174f,
+ 0.9464672271f, 0.3227999196f, -0.6514146797f, -0.7587218957f, 0.9378472289f,
+ 0.347048376f, -0.8497875957f, -0.5271252623f, -0.879042592f, 0.4767432447f,
+ -0.892300288f, -0.4514423508f, -0.379844434f, -0.9250503802f, -0.9951650832f,
+ 0.0982163789f, 0.7724397808f, -0.6350880136f, 0.7573283322f, -0.6530343002f,
+ -0.9928004525f, -0.119780055f, -0.0532665713f, 0.9985803285f, 0.9754253726f,
+ -0.2203300762f, -0.7665018163f, 0.6422421394f, 0.991636706f, 0.1290606184f,
+ -0.994696838f, 0.1028503788f, -0.5379205513f, -0.84299554f, 0.5022815471f,
+ -0.8647041387f, 0.4559821461f, -0.8899889226f, -0.8659131224f, -0.5001944266f,
+ 0.0879458407f, -0.9961252577f, -0.5051684983f, 0.8630207346f, 0.7753185226f,
+ -0.6315704146f, -0.6921944612f, 0.7217110418f, -0.5191659449f, -0.8546734591f,
+ 0.8978622882f, -0.4402764035f, -0.1706774107f, 0.9853269617f, -0.9353430106f,
+ -0.3537420705f, -0.9992404798f, 0.03896746794f, -0.2882064021f, -0.9575683108f,
+ -0.9663811329f, 0.2571137995f, -0.8759714238f, -0.4823630009f, -0.8303123018f,
+ -0.5572983775f, 0.05110133755f, -0.9986934731f, -0.8558373281f, -0.5172450752f,
+ 0.09887025282f, 0.9951003332f, 0.9189016087f, 0.3944867976f, -0.2439375892f,
+ -0.9697909324f, -0.8121409387f, -0.5834613061f, -0.9910431363f, 0.1335421355f,
+ 0.8492423985f, -0.5280031709f, -0.9717838994f, -0.2358729591f, 0.9949457207f,
+ 0.1004142068f, 0.6241065508f, -0.7813392434f, 0.662910307f, 0.7486988212f,
+ -0.7197418176f, 0.6942418282f, -0.8143370775f, -0.5803922158f, 0.104521054f,
+ -0.9945226741f, -0.1065926113f, -0.9943027784f, 0.445799684f, -0.8951327509f,
+ 0.105547406f, 0.9944142724f, -0.992790267f, 0.1198644477f, -0.8334366408f,
+ 0.552615025f, 0.9115561563f, -0.4111755999f, 0.8285544909f, -0.5599084351f,
+ 0.7217097654f, -0.6921957921f, 0.4940492677f, -0.8694339084f, -0.3652321272f,
+ -0.9309164803f, -0.9696606758f, 0.2444548501f, 0.08925509731f, -0.996008799f,
+ 0.5354071276f, -0.8445941083f, -0.1053576186f, 0.9944343981f, -0.9890284586f,
+ 0.1477251101f, 0.004856104961f, 0.9999882091f, 0.9885598478f, 0.1508291331f,
+ 0.9286129562f, -0.3710498316f, -0.5832393863f, -0.8123003252f, 0.3015207509f,
+ 0.9534596146f, -0.9575110528f, 0.2883965738f, 0.9715802154f, -0.2367105511f,
+ 0.229981792f, 0.9731949318f, 0.955763816f, -0.2941352207f, 0.740956116f,
+ 0.6715534485f, -0.9971513787f, -0.07542630764f, 0.6905710663f, -0.7232645452f,
+ -0.290713703f, -0.9568100872f, 0.5912777791f, -0.8064679708f, -0.9454592212f,
+ -0.325740481f, 0.6664455681f, 0.74555369f, 0.6236134912f, 0.7817328275f,
+ 0.9126993851f, -0.4086316587f, -0.8191762011f, 0.5735419353f, -0.8812745759f,
+ -0.4726046147f, 0.9953313627f, 0.09651672651f, 0.9855650846f, -0.1692969699f,
+ -0.8495980887f, 0.5274306472f, 0.6174853946f, -0.7865823463f, 0.8508156371f,
+ 0.52546432f, 0.9985032451f, -0.05469249926f, 0.1971371563f, -0.9803759185f,
+ 0.6607855748f, -0.7505747292f, -0.03097494063f, 0.9995201614f, -0.6731660801f,
+ 0.739491331f, -0.7195018362f, -0.6944905383f, 0.9727511689f, 0.2318515979f,
+ 0.9997059088f, -0.0242506907f, 0.4421787429f, -0.8969269532f, 0.9981350961f,
+ -0.061043673f, -0.9173660799f, -0.3980445648f, -0.8150056635f, -0.5794529907f,
+ -0.8789331304f, 0.4769450202f, 0.0158605829f, 0.999874213f, -0.8095464474f,
+ 0.5870558317f, -0.9165898907f, -0.3998286786f, -0.8023542565f, 0.5968480938f,
+ -0.5176737917f, 0.8555780767f, -0.8154407307f, -0.5788405779f, 0.4022010347f,
+ -0.9155513791f, -0.9052556868f, -0.4248672045f, 0.7317445619f, 0.6815789728f,
+ -0.5647632201f, -0.8252529947f, -0.8403276335f, -0.5420788397f, -0.9314281527f,
+ 0.363925262f, 0.5238198472f, 0.8518290719f, 0.7432803869f, -0.6689800195f,
+ -0.985371561f, -0.1704197369f, 0.4601468731f, 0.88784281f, 0.825855404f,
+ 0.5638819483f, 0.6182366099f, 0.7859920446f, 0.8331502863f, -0.553046653f,
+ 0.1500307506f, 0.9886813308f, -0.662330369f, -0.7492119075f, -0.668598664f,
+ 0.743623444f, 0.7025606278f, 0.7116238924f, -0.5419389763f, -0.8404178401f,
+ -0.3388616456f, 0.9408362159f, 0.8331530315f, 0.5530425174f, -0.2989720662f,
+ -0.9542618632f, 0.2638522993f, 0.9645630949f, 0.124108739f, -0.9922686234f,
+ -0.7282649308f, -0.6852956957f, 0.6962500149f, 0.7177993569f, -0.9183535368f,
+ 0.3957610156f, -0.6326102274f, -0.7744703352f, -0.9331891859f, -0.359385508f,
+ -0.1153779357f, -0.9933216659f, 0.9514974788f, -0.3076565421f, -0.08987977445f,
+ -0.9959526224f, 0.6678496916f, 0.7442961705f, 0.7952400393f, -0.6062947138f,
+ -0.6462007402f, -0.7631674805f, -0.2733598753f, 0.9619118351f, 0.9669590226f,
+ -0.254931851f, -0.9792894595f, 0.2024651934f, -0.5369502995f, -0.8436138784f,
+ -0.270036471f, -0.9628500944f, -0.6400277131f, 0.7683518247f, -0.7854537493f,
+ -0.6189203566f, 0.06005905383f, -0.9981948257f, -0.02455770378f, 0.9996984141f,
+ -0.65983623f, 0.751409442f, -0.6253894466f, -0.7803127835f, -0.6210408851f,
+ -0.7837781695f, 0.8348888491f, 0.5504185768f, -0.1592275245f, 0.9872419133f,
+ 0.8367622488f, 0.5475663786f, -0.8675753916f, -0.4973056806f, -0.2022662628f,
+ -0.9793305667f, 0.9399189937f, 0.3413975472f, 0.9877404807f, -0.1561049093f,
+ -0.9034455656f, 0.4287028224f, 0.1269804218f, -0.9919052235f, -0.3819600854f,
+ 0.924178821f, 0.9754625894f, 0.2201652486f, -0.3204015856f, -0.9472818081f,
+ -0.9874760884f, 0.1577687387f, 0.02535348474f, -0.9996785487f, 0.4835130794f,
+ -0.8753371362f, -0.2850799925f, -0.9585037287f, -0.06805516006f, -0.99768156f,
+ -0.7885244045f, -0.6150034663f, 0.3185392127f, -0.9479096845f, 0.8880043089f,
+ 0.4598351306f, 0.6476921488f, -0.7619021462f, 0.9820241299f, 0.1887554194f,
+ 0.9357275128f, -0.3527237187f, -0.8894895414f, 0.4569555293f, 0.7922791302f,
+ 0.6101588153f, 0.7483818261f, 0.6632681526f, -0.7288929755f, -0.6846276581f,
+ 0.8729032783f, -0.4878932944f, 0.8288345784f, 0.5594937369f, 0.08074567077f,
+ 0.9967347374f, 0.9799148216f, -0.1994165048f, -0.580730673f, -0.8140957471f,
+ -0.4700049791f, -0.8826637636f, 0.2409492979f, 0.9705377045f, 0.9437816757f,
+ -0.3305694308f, -0.8927998638f, -0.4504535528f, -0.8069622304f, 0.5906030467f,
+ 0.06258973166f, 0.9980393407f, -0.9312597469f, 0.3643559849f, 0.5777449785f,
+ 0.8162173362f, -0.3360095855f, -0.941858566f, 0.697932075f, -0.7161639607f,
+ -0.002008157227f, -0.9999979837f, -0.1827294312f, -0.9831632392f, -0.6523911722f,
+ 0.7578824173f, -0.4302626911f, -0.9027037258f, -0.9985126289f, -0.05452091251f,
+ -0.01028102172f, -0.9999471489f, -0.4946071129f, 0.8691166802f, -0.2999350194f,
+ 0.9539596344f, 0.8165471961f, 0.5772786819f, 0.2697460475f, 0.962931498f,
+ -0.7306287391f, -0.6827749597f, -0.7590952064f, -0.6509796216f, -0.907053853f,
+ 0.4210146171f, -0.5104861064f, -0.8598860013f, 0.8613350597f, 0.5080373165f,
+ 0.5007881595f, -0.8655698812f, -0.654158152f, 0.7563577938f, -0.8382755311f,
+ -0.545246856f, 0.6940070834f, 0.7199681717f, 0.06950936031f, 0.9975812994f,
+ 0.1702942185f, -0.9853932612f, 0.2695973274f, 0.9629731466f, 0.5519612192f,
+ -0.8338697815f, 0.225657487f, -0.9742067022f, 0.4215262855f, -0.9068161835f,
+ 0.4881873305f, -0.8727388672f, -0.3683854996f, -0.9296731273f, -0.9825390578f,
+ 0.1860564427f, 0.81256471f, 0.5828709909f, 0.3196460933f, -0.9475370046f,
+ 0.9570913859f, 0.2897862643f, -0.6876655497f, -0.7260276109f, -0.9988770922f,
+ -0.047376731f, -0.1250179027f, 0.992154486f, -0.8280133617f, 0.560708367f,
+ 0.9324863769f, -0.3612051451f, 0.6394653183f, 0.7688199442f, -0.01623847064f,
+ -0.9998681473f, -0.9955014666f, -0.09474613458f, -0.81453315f, 0.580117012f,
+ 0.4037327978f, -0.9148769469f, 0.9944263371f, 0.1054336766f, -0.1624711654f,
+ 0.9867132919f, -0.9949487814f, -0.100383875f, -0.6995302564f, 0.7146029809f,
+ 0.5263414922f, -0.85027327f, -0.5395221479f, 0.841971408f, 0.6579370318f,
+ 0.7530729462f, 0.01426758847f, -0.9998982128f, -0.6734383991f, 0.7392433447f,
+ 0.639412098f, -0.7688642071f, 0.9211571421f, 0.3891908523f, -0.146637214f,
+ -0.9891903394f, -0.782318098f, 0.6228791163f, -0.5039610839f, -0.8637263605f,
+ -0.7743120191f, -0.6328039957f,
+};
+
+static const float GRADIENTS_3D[] = {
+ 0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 1, 0, 1, 0, -1, 0, 1, 0,
+ 1, 0, -1, 0, -1, 0, -1, 0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 0,
+ 0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 1, 0, 1, 0, -1, 0, 1, 0,
+ 1, 0, -1, 0, -1, 0, -1, 0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 0,
+ 0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 1, 0, 1, 0, -1, 0, 1, 0,
+ 1, 0, -1, 0, -1, 0, -1, 0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 0,
+ 0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 1, 0, 1, 0, -1, 0, 1, 0,
+ 1, 0, -1, 0, -1, 0, -1, 0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 0,
+ 0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 1, 0, 1, 0, -1, 0, 1, 0,
+ 1, 0, -1, 0, -1, 0, -1, 0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 0,
+ 1, 1, 0, 0, 0, -1, 1, 0, -1, 1, 0, 0, 0, -1, -1, 0
+};
+
+static const float RAND_VECS_3D[] = {
+ -0.7292736885f, -0.6618439697f, 0.1735581948f, 0,
+ 0.790292081f, -0.5480887466f, -0.2739291014f, 0,
+ 0.7217578935f, 0.6226212466f, -0.3023380997f, 0,
+ 0.565683137f, -0.8208298145f, -0.0790000257f, 0,
+ 0.760049034f, -0.5555979497f, -0.3370999617f, 0,
+ 0.3713945616f, 0.5011264475f, 0.7816254623f, 0,
+ -0.1277062463f, -0.4254438999f, -0.8959289049f, 0,
+ -0.2881560924f, -0.5815838982f, 0.7607405838f, 0,
+ 0.5849561111f, -0.662820239f, -0.4674352136f, 0,
+ 0.3307171178f, 0.0391653737f, 0.94291689f, 0,
+ 0.8712121778f, -0.4113374369f, -0.2679381538f, 0,
+ 0.580981015f, 0.7021915846f, 0.4115677815f, 0,
+ 0.503756873f, 0.6330056931f, -0.5878203852f, 0,
+ 0.4493712205f, 0.601390195f, 0.6606022552f, 0,
+ -0.6878403724f, 0.09018890807f, -0.7202371714f, 0,
+ -0.5958956522f, -0.6469350577f, 0.475797649f, 0,
+ -0.5127052122f, 0.1946921978f, -0.8361987284f, 0,
+ -0.9911507142f, -0.05410276466f, -0.1212153153f, 0,
+ -0.2149721042f, 0.9720882117f, -0.09397607749f, 0,
+ -0.7518650936f, -0.5428057603f, 0.3742469607f, 0,
+ 0.5237068895f, 0.8516377189f, -0.02107817834f, 0,
+ 0.6333504779f, 0.1926167129f, -0.7495104896f, 0,
+ -0.06788241606f, 0.3998305789f, 0.9140719259f, 0,
+ -0.5538628599f, -0.4729896695f, -0.6852128902f, 0,
+ -0.7261455366f, -0.5911990757f, 0.3509933228f, 0,
+ -0.9229274737f, -0.1782808786f, 0.3412049336f, 0,
+ -0.6968815002f, 0.6511274338f, 0.3006480328f, 0,
+ 0.9608044783f, -0.2098363234f, -0.1811724921f, 0,
+ 0.06817146062f, -0.9743405129f, 0.2145069156f, 0,
+ -0.3577285196f, -0.6697087264f, -0.6507845481f, 0,
+ -0.1868621131f, 0.7648617052f, -0.6164974636f, 0,
+ -0.6541697588f, 0.3967914832f, 0.6439087246f, 0,
+ 0.6993340405f, -0.6164538506f, 0.3618239211f, 0,
+ -0.1546665739f, 0.6291283928f, 0.7617583057f, 0,
+ -0.6841612949f, -0.2580482182f, -0.6821542638f, 0,
+ 0.5383980957f, 0.4258654885f, 0.7271630328f, 0,
+ -0.5026987823f, -0.7939832935f, -0.3418836993f, 0,
+ 0.3202971715f, 0.2834415347f, 0.9039195862f, 0,
+ 0.8683227101f, -0.0003762656404f, -0.4959995258f, 0,
+ 0.791120031f, -0.08511045745f, 0.6057105799f, 0,
+ -0.04011016052f, -0.4397248749f, 0.8972364289f, 0,
+ 0.9145119872f, 0.3579346169f, -0.1885487608f, 0,
+ -0.9612039066f, -0.2756484276f, 0.01024666929f, 0,
+ 0.6510361721f, -0.2877799159f, -0.7023778346f, 0,
+ -0.2041786351f, 0.7365237271f, 0.644859585f, 0,
+ -0.7718263711f, 0.3790626912f, 0.5104855816f, 0,
+ -0.3060082741f, -0.7692987727f, 0.5608371729f, 0,
+ 0.454007341f, -0.5024843065f, 0.7357899537f, 0,
+ 0.4816795475f, 0.6021208291f, -0.6367380315f, 0,
+ 0.6961980369f, -0.3222197429f, 0.641469197f, 0,
+ -0.6532160499f, -0.6781148932f, 0.3368515753f, 0,
+ 0.5089301236f, -0.6154662304f, -0.6018234363f, 0,
+ -0.1635919754f, -0.9133604627f, -0.372840892f, 0,
+ 0.52408019f, -0.8437664109f, 0.1157505864f, 0,
+ 0.5902587356f, 0.4983817807f, -0.6349883666f, 0,
+ 0.5863227872f, 0.494764745f, 0.6414307729f, 0,
+ 0.6779335087f, 0.2341345225f, 0.6968408593f, 0,
+ 0.7177054546f, -0.6858979348f, 0.120178631f, 0,
+ -0.5328819713f, -0.5205125012f, 0.6671608058f, 0,
+ -0.8654874251f, -0.0700727088f, -0.4960053754f, 0,
+ -0.2861810166f, 0.7952089234f, 0.5345495242f, 0,
+ -0.04849529634f, 0.9810836427f, -0.1874115585f, 0,
+ -0.6358521667f, 0.6058348682f, 0.4781800233f, 0,
+ 0.6254794696f, -0.2861619734f, 0.7258696564f, 0,
+ -0.2585259868f, 0.5061949264f, -0.8227581726f, 0,
+ 0.02136306781f, 0.5064016808f, -0.8620330371f, 0,
+ 0.200111773f, 0.8599263484f, 0.4695550591f, 0,
+ 0.4743561372f, 0.6014985084f, -0.6427953014f, 0,
+ 0.6622993731f, -0.5202474575f, -0.5391679918f, 0,
+ 0.08084972818f, -0.6532720452f, 0.7527940996f, 0,
+ -0.6893687501f, 0.0592860349f, 0.7219805347f, 0,
+ -0.1121887082f, -0.9673185067f, 0.2273952515f, 0,
+ 0.7344116094f, 0.5979668656f, -0.3210532909f, 0,
+ 0.5789393465f, -0.2488849713f, 0.7764570201f, 0,
+ 0.6988182827f, 0.3557169806f, -0.6205791146f, 0,
+ -0.8636845529f, -0.2748771249f, -0.4224826141f, 0,
+ -0.4247027957f, -0.4640880967f, 0.777335046f, 0,
+ 0.5257722489f, -0.8427017621f, 0.1158329937f, 0,
+ 0.9343830603f, 0.316302472f, -0.1639543925f, 0,
+ -0.1016836419f, -0.8057303073f, -0.5834887393f, 0,
+ -0.6529238969f, 0.50602126f, -0.5635892736f, 0,
+ -0.2465286165f, -0.9668205684f, -0.06694497494f, 0,
+ -0.9776897119f, -0.2099250524f, -0.007368825344f, 0,
+ 0.7736893337f, 0.5734244712f, 0.2694238123f, 0,
+ -0.6095087895f, 0.4995678998f, 0.6155736747f, 0,
+ 0.5794535482f, 0.7434546771f, 0.3339292269f, 0,
+ -0.8226211154f, 0.08142581855f, 0.5627293636f, 0,
+ -0.510385483f, 0.4703667658f, 0.7199039967f, 0,
+ -0.5764971849f, -0.07231656274f, -0.8138926898f, 0,
+ 0.7250628871f, 0.3949971505f, -0.5641463116f, 0,
+ -0.1525424005f, 0.4860840828f, -0.8604958341f, 0,
+ -0.5550976208f, -0.4957820792f, 0.667882296f, 0,
+ -0.1883614327f, 0.9145869398f, 0.357841725f, 0,
+ 0.7625556724f, -0.5414408243f, -0.3540489801f, 0,
+ -0.5870231946f, -0.3226498013f, -0.7424963803f, 0,
+ 0.3051124198f, 0.2262544068f, -0.9250488391f, 0,
+ 0.6379576059f, 0.577242424f, -0.5097070502f, 0,
+ -0.5966775796f, 0.1454852398f, -0.7891830656f, 0,
+ -0.658330573f, 0.6555487542f, -0.3699414651f, 0,
+ 0.7434892426f, 0.2351084581f, 0.6260573129f, 0,
+ 0.5562114096f, 0.8264360377f, -0.0873632843f, 0,
+ -0.3028940016f, -0.8251527185f, 0.4768419182f, 0,
+ 0.1129343818f, -0.985888439f, -0.1235710781f, 0,
+ 0.5937652891f, -0.5896813806f, 0.5474656618f, 0,
+ 0.6757964092f, -0.5835758614f, -0.4502648413f, 0,
+ 0.7242302609f, -0.1152719764f, 0.6798550586f, 0,
+ -0.9511914166f, 0.0753623979f, -0.2992580792f, 0,
+ 0.2539470961f, -0.1886339355f, 0.9486454084f, 0,
+ 0.571433621f, -0.1679450851f, -0.8032795685f, 0,
+ -0.06778234979f, 0.3978269256f, 0.9149531629f, 0,
+ 0.6074972649f, 0.733060024f, -0.3058922593f, 0,
+ -0.5435478392f, 0.1675822484f, 0.8224791405f, 0,
+ -0.5876678086f, -0.3380045064f, -0.7351186982f, 0,
+ -0.7967562402f, 0.04097822706f, -0.6029098428f, 0,
+ -0.1996350917f, 0.8706294745f, 0.4496111079f, 0,
+ -0.02787660336f, -0.9106232682f, -0.4122962022f, 0,
+ -0.7797625996f, -0.6257634692f, 0.01975775581f, 0,
+ -0.5211232846f, 0.7401644346f, -0.4249554471f, 0,
+ 0.8575424857f, 0.4053272873f, -0.3167501783f, 0,
+ 0.1045223322f, 0.8390195772f, -0.5339674439f, 0,
+ 0.3501822831f, 0.9242524096f, -0.1520850155f, 0,
+ 0.1987849858f, 0.07647613266f, 0.9770547224f, 0,
+ 0.7845996363f, 0.6066256811f, -0.1280964233f, 0,
+ 0.09006737436f, -0.9750989929f, -0.2026569073f, 0,
+ -0.8274343547f, -0.542299559f, 0.1458203587f, 0,
+ -0.3485797732f, -0.415802277f, 0.840000362f, 0,
+ -0.2471778936f, -0.7304819962f, -0.6366310879f, 0,
+ -0.3700154943f, 0.8577948156f, 0.3567584454f, 0,
+ 0.5913394901f, -0.548311967f, -0.5913303597f, 0,
+ 0.1204873514f, -0.7626472379f, -0.6354935001f, 0,
+ 0.616959265f, 0.03079647928f, 0.7863922953f, 0,
+ 0.1258156836f, -0.6640829889f, -0.7369967419f, 0,
+ -0.6477565124f, -0.1740147258f, -0.7417077429f, 0,
+ 0.6217889313f, -0.7804430448f, -0.06547655076f, 0,
+ 0.6589943422f, -0.6096987708f, 0.4404473475f, 0,
+ -0.2689837504f, -0.6732403169f, -0.6887635427f, 0,
+ -0.3849775103f, 0.5676542638f, 0.7277093879f, 0,
+ 0.5754444408f, 0.8110471154f, -0.1051963504f, 0,
+ 0.9141593684f, 0.3832947817f, 0.131900567f, 0,
+ -0.107925319f, 0.9245493968f, 0.3654593525f, 0,
+ 0.377977089f, 0.3043148782f, 0.8743716458f, 0,
+ -0.2142885215f, -0.8259286236f, 0.5214617324f, 0,
+ 0.5802544474f, 0.4148098596f, -0.7008834116f, 0,
+ -0.1982660881f, 0.8567161266f, -0.4761596756f, 0,
+ -0.03381553704f, 0.3773180787f, -0.9254661404f, 0,
+ -0.6867922841f, -0.6656597827f, 0.2919133642f, 0,
+ 0.7731742607f, -0.2875793547f, -0.5652430251f, 0,
+ -0.09655941928f, 0.9193708367f, -0.3813575004f, 0,
+ 0.2715702457f, -0.9577909544f, -0.09426605581f, 0,
+ 0.2451015704f, -0.6917998565f, -0.6792188003f, 0,
+ 0.977700782f, -0.1753855374f, 0.1155036542f, 0,
+ -0.5224739938f, 0.8521606816f, 0.02903615945f, 0,
+ -0.7734880599f, -0.5261292347f, 0.3534179531f, 0,
+ -0.7134492443f, -0.269547243f, 0.6467878011f, 0,
+ 0.1644037271f, 0.5105846203f, -0.8439637196f, 0,
+ 0.6494635788f, 0.05585611296f, 0.7583384168f, 0,
+ -0.4711970882f, 0.5017280509f, -0.7254255765f, 0,
+ -0.6335764307f, -0.2381686273f, -0.7361091029f, 0,
+ -0.9021533097f, -0.270947803f, -0.3357181763f, 0,
+ -0.3793711033f, 0.872258117f, 0.3086152025f, 0,
+ -0.6855598966f, -0.3250143309f, 0.6514394162f, 0,
+ 0.2900942212f, -0.7799057743f, -0.5546100667f, 0,
+ -0.2098319339f, 0.85037073f, 0.4825351604f, 0,
+ -0.4592603758f, 0.6598504336f, -0.5947077538f, 0,
+ 0.8715945488f, 0.09616365406f, -0.4807031248f, 0,
+ -0.6776666319f, 0.7118504878f, -0.1844907016f, 0,
+ 0.7044377633f, 0.312427597f, 0.637304036f, 0,
+ -0.7052318886f, -0.2401093292f, -0.6670798253f, 0,
+ 0.081921007f, -0.7207336136f, -0.6883545647f, 0,
+ -0.6993680906f, -0.5875763221f, -0.4069869034f, 0,
+ -0.1281454481f, 0.6419895885f, 0.7559286424f, 0,
+ -0.6337388239f, -0.6785471501f, -0.3714146849f, 0,
+ 0.5565051903f, -0.2168887573f, -0.8020356851f, 0,
+ -0.5791554484f, 0.7244372011f, -0.3738578718f, 0,
+ 0.1175779076f, -0.7096451073f, 0.6946792478f, 0,
+ -0.6134619607f, 0.1323631078f, 0.7785527795f, 0,
+ 0.6984635305f, -0.02980516237f, -0.715024719f, 0,
+ 0.8318082963f, -0.3930171956f, 0.3919597455f, 0,
+ 0.1469576422f, 0.05541651717f, -0.9875892167f, 0,
+ 0.708868575f, -0.2690503865f, 0.6520101478f, 0,
+ 0.2726053183f, 0.67369766f, -0.68688995f, 0,
+ -0.6591295371f, 0.3035458599f, -0.6880466294f, 0,
+ 0.4815131379f, -0.7528270071f, 0.4487723203f, 0,
+ 0.9430009463f, 0.1675647412f, -0.2875261255f, 0,
+ 0.434802957f, 0.7695304522f, -0.4677277752f, 0,
+ 0.3931996188f, 0.594473625f, 0.7014236729f, 0,
+ 0.7254336655f, -0.603925654f, 0.3301814672f, 0,
+ 0.7590235227f, -0.6506083235f, 0.02433313207f, 0,
+ -0.8552768592f, -0.3430042733f, 0.3883935666f, 0,
+ -0.6139746835f, 0.6981725247f, 0.3682257648f, 0,
+ -0.7465905486f, -0.5752009504f, 0.3342849376f, 0,
+ 0.5730065677f, 0.810555537f, -0.1210916791f, 0,
+ -0.9225877367f, -0.3475211012f, -0.167514036f, 0,
+ -0.7105816789f, -0.4719692027f, -0.5218416899f, 0,
+ -0.08564609717f, 0.3583001386f, 0.929669703f, 0,
+ -0.8279697606f, -0.2043157126f, 0.5222271202f, 0,
+ 0.427944023f, 0.278165994f, 0.8599346446f, 0,
+ 0.5399079671f, -0.7857120652f, -0.3019204161f, 0,
+ 0.5678404253f, -0.5495413974f, -0.6128307303f, 0,
+ -0.9896071041f, 0.1365639107f, -0.04503418428f, 0,
+ -0.6154342638f, -0.6440875597f, 0.4543037336f, 0,
+ 0.1074204368f, -0.7946340692f, 0.5975094525f, 0,
+ -0.3595449969f, -0.8885529948f, 0.28495784f, 0,
+ -0.2180405296f, 0.1529888965f, 0.9638738118f, 0,
+ -0.7277432317f, -0.6164050508f, -0.3007234646f, 0,
+ 0.7249729114f, -0.00669719484f, 0.6887448187f, 0,
+ -0.5553659455f, -0.5336586252f, 0.6377908264f, 0,
+ 0.5137558015f, 0.7976208196f, -0.3160000073f, 0,
+ -0.3794024848f, 0.9245608561f, -0.03522751494f, 0,
+ 0.8229248658f, 0.2745365933f, -0.4974176556f, 0,
+ -0.5404114394f, 0.6091141441f, 0.5804613989f, 0,
+ 0.8036581901f, -0.2703029469f, 0.5301601931f, 0,
+ 0.6044318879f, 0.6832968393f, 0.4095943388f, 0,
+ 0.06389988817f, 0.9658208605f, -0.2512108074f, 0,
+ 0.1087113286f, 0.7402471173f, -0.6634877936f, 0,
+ -0.713427712f, -0.6926784018f, 0.1059128479f, 0,
+ 0.6458897819f, -0.5724548511f, -0.5050958653f, 0,
+ -0.6553931414f, 0.7381471625f, 0.159995615f, 0,
+ 0.3910961323f, 0.9188871375f, -0.05186755998f, 0,
+ -0.4879022471f, -0.5904376907f, 0.6429111375f, 0,
+ 0.6014790094f, 0.7707441366f, -0.2101820095f, 0,
+ -0.5677173047f, 0.7511360995f, 0.3368851762f, 0,
+ 0.7858573506f, 0.226674665f, 0.5753666838f, 0,
+ -0.4520345543f, -0.604222686f, -0.6561857263f, 0,
+ 0.002272116345f, 0.4132844051f, -0.9105991643f, 0,
+ -0.5815751419f, -0.5162925989f, 0.6286591339f, 0,
+ -0.03703704785f, 0.8273785755f, 0.5604221175f, 0,
+ -0.5119692504f, 0.7953543429f, -0.3244980058f, 0,
+ -0.2682417366f, -0.9572290247f, -0.1084387619f, 0,
+ -0.2322482736f, -0.9679131102f, -0.09594243324f, 0,
+ 0.3554328906f, -0.8881505545f, 0.2913006227f, 0,
+ 0.7346520519f, -0.4371373164f, 0.5188422971f, 0,
+ 0.9985120116f, 0.04659011161f, -0.02833944577f, 0,
+ -0.3727687496f, -0.9082481361f, 0.1900757285f, 0,
+ 0.91737377f, -0.3483642108f, 0.1925298489f, 0,
+ 0.2714911074f, 0.4147529736f, -0.8684886582f, 0,
+ 0.5131763485f, -0.7116334161f, 0.4798207128f, 0,
+ -0.8737353606f, 0.18886992f, -0.4482350644f, 0,
+ 0.8460043821f, -0.3725217914f, 0.3814499973f, 0,
+ 0.8978727456f, -0.1780209141f, -0.4026575304f, 0,
+ 0.2178065647f, -0.9698322841f, -0.1094789531f, 0,
+ -0.1518031304f, -0.7788918132f, -0.6085091231f, 0,
+ -0.2600384876f, -0.4755398075f, -0.8403819825f, 0,
+ 0.572313509f, -0.7474340931f, -0.3373418503f, 0,
+ -0.7174141009f, 0.1699017182f, -0.6756111411f, 0,
+ -0.684180784f, 0.02145707593f, -0.7289967412f, 0,
+ -0.2007447902f, 0.06555605789f, -0.9774476623f, 0,
+ -0.1148803697f, -0.8044887315f, 0.5827524187f, 0,
+ -0.7870349638f, 0.03447489231f, 0.6159443543f, 0,
+ -0.2015596421f, 0.6859872284f, 0.6991389226f, 0,
+ -0.08581082512f, -0.10920836f, -0.9903080513f, 0,
+ 0.5532693395f, 0.7325250401f, -0.396610771f, 0,
+ -0.1842489331f, -0.9777375055f, -0.1004076743f, 0,
+ 0.0775473789f, -0.9111505856f, 0.4047110257f, 0,
+ 0.1399838409f, 0.7601631212f, -0.6344734459f, 0,
+ 0.4484419361f, -0.845289248f, 0.2904925424f, 0
+};
+
+// Utilities
+
+static inline float _fnlFastMin(float x, float y)
+{
+ return x < y ? x : y;
+}
+
+static inline float _fnlFastMax(float x, float y)
+{
+ return x > y ? x : y;
+}
+
+static inline float _fnlFastAbs(float f)
+{
+ return f < 0 ? -f : f;
+}
+
+static inline float _fnlCasti32Tof32(int i)
+{
+ union {
+ float f;
+ int32_t i;
+ } u;
+ u.i = i;
+ return u.f;
+}
+
+static inline int _fnlCastf32Toi32(float f)
+{
+ union {
+ float f;
+ int32_t i;
+ } u;
+ u.f = f;
+ return u.i;
+}
+
+static inline float _fnlInvSqrt(float a)
+{
+ float xhalf = 0.5f * a;
+ a = _fnlCasti32Tof32(0x5f3759df - (_fnlCastf32Toi32(a) >> 1));
+ a = a * (1.5f - xhalf * a * a);
+ return a;
+}
+
+// NOTE: If your language does not support this method (seen above), then simply use the native sqrt function.
+static inline float _fnlFastSqrt(float a)
+{
+ return a * _fnlInvSqrt(a);
+}
+
+static inline int _fnlFastFloor(FNLfloat f)
+{
+ return (f >= 0 ? (int)f : (int)f - 1);
+}
+
+static inline int _fnlFastRound(FNLfloat f)
+{
+ return (f >= 0) ? (int)(f + 0.5f) : (int)(f - 0.5f);
+}
+
+static inline float _fnlLerp(float a, float b, float t)
+{
+ return a + t * (b - a);
+}
+
+static inline float _fnlInterpHermite(float t)
+{
+ return t * t * (3 - 2 * t);
+}
+
+static inline float _fnlInterpQuintic(float t)
+{
+ return t * t * t * (t * (t * 6 - 15) + 10);
+}
+
+static inline float _fnlCubicLerp(float a, float b, float c, float d, float t)
+{
+ float p = (d - c) - (a - b);
+ return t * t * t * p + t * t * ((a - b) - p) + t * (c - a) + b;
+}
+
+static inline float _fnlPingPong(float t)
+{
+ t -= (int)(t * 0.5f) * 2;
+ return t < 1 ? t : 2 - t;
+}
+
+static float _fnlCalculateFractalBounding(const fnl_state *state)
+{
+ float gain = _fnlFastAbs(state->gain);
+ float amp = gain;
+ float ampFractal = 1.0f;
+ for (int i = 1; i < state->octaves; i++) {
+ ampFractal += amp;
+ amp *= gain;
+ }
+ return 1.0f / ampFractal;
+}
+
+// Hashing
+
+static const int PRIME_X = 501125321;
+static const int PRIME_Y = 1136930381;
+static const int PRIME_Z = 1720413743;
+
+static inline int _fnlHash2D(int seed, int xPrimed, int yPrimed)
+{
+ int hash = seed ^ xPrimed ^ yPrimed;
+
+ hash *= 0x27d4eb2d;
+ return hash;
+}
+
+static inline int _fnlHash3D(int seed, int xPrimed, int yPrimed, int zPrimed)
+{
+ int hash = seed ^ xPrimed ^ yPrimed ^ zPrimed;
+
+ hash *= 0x27d4eb2d;
+ return hash;
+}
+
+static inline float _fnlValCoord2D(int seed, int xPrimed, int yPrimed)
+{
+ int hash = _fnlHash2D(seed, xPrimed, yPrimed);
+ hash *= hash;
+ hash ^= hash << 19;
+ return hash * (1 / 2147483648.0f);
+}
+
+static inline float _fnlValCoord3D(int seed, int xPrimed, int yPrimed, int zPrimed)
+{
+ int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
+ hash *= hash;
+ hash ^= hash << 19;
+ return hash * (1 / 2147483648.0f);
+}
+
+static inline float _fnlGradCoord2D(int seed, int xPrimed, int yPrimed, float xd, float yd)
+{
+ int hash = _fnlHash2D(seed, xPrimed, yPrimed);
+ hash ^= hash >> 15;
+ hash &= 127 << 1;
+ return xd * GRADIENTS_2D[hash] + yd * GRADIENTS_2D[hash | 1];
+}
+
+static inline float _fnlGradCoord3D(int seed, int xPrimed, int yPrimed, int zPrimed,
+ float xd, float yd, float zd)
+{
+ int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
+ hash ^= hash >> 15;
+ hash &= 63 << 2;
+ return xd * GRADIENTS_3D[hash] + yd * GRADIENTS_3D[hash | 1] +
+ zd * GRADIENTS_3D[hash | 2];
+}
+
+static inline void _fnlGradCoordOut2D(int seed, int xPrimed, int yPrimed, float *xo,
+ float *yo)
+{
+ int hash = _fnlHash2D(seed, xPrimed, yPrimed) & (255 << 1);
+
+ *xo = RAND_VECS_2D[hash];
+ *yo = RAND_VECS_2D[hash | 1];
+}
+
+static inline void _fnlGradCoordOut3D(int seed, int xPrimed, int yPrimed, int zPrimed,
+ float *xo, float *yo, float *zo)
+{
+ int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed) & (255 << 2);
+
+ *xo = RAND_VECS_3D[hash];
+ *yo = RAND_VECS_3D[hash | 1];
+ *zo = RAND_VECS_3D[hash | 2];
+}
+
+static inline void _fnlGradCoordDual2D(int seed, int xPrimed, int yPrimed, float xd,
+ float yd, float *xo, float *yo)
+{
+ int hash = _fnlHash2D(seed, xPrimed, yPrimed);
+ int index1 = hash & (127 << 1);
+ int index2 = (hash >> 7) & (255 << 1);
+
+ float xg = GRADIENTS_2D[index1];
+ float yg = GRADIENTS_2D[index1 | 1];
+ float value = xd * xg + yd * yg;
+
+ float xgo = RAND_VECS_2D[index2];
+ float ygo = RAND_VECS_2D[index2 | 1];
+
+ *xo = value * xgo;
+ *yo = value * ygo;
+}
+
+static inline void _fnlGradCoordDual3D(int seed, int xPrimed, int yPrimed, int zPrimed,
+ float xd, float yd, float zd, float *xo, float *yo,
+ float *zo)
+{
+ int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
+ int index1 = hash & (63 << 2);
+ int index2 = (hash >> 6) & (255 << 2);
+
+ float xg = GRADIENTS_3D[index1];
+ float yg = GRADIENTS_3D[index1 | 1];
+ float zg = GRADIENTS_3D[index1 | 2];
+ float value = xd * xg + yd * yg + zd * zg;
+
+ float xgo = RAND_VECS_3D[index2];
+ float ygo = RAND_VECS_3D[index2 | 1];
+ float zgo = RAND_VECS_3D[index2 | 2];
+
+ *xo = value * xgo;
+ *yo = value * ygo;
+ *zo = value * zgo;
+}
+
+// Generic Noise Gen
+
+static float _fnlSingleSimplex2D(int seed, FNLfloat x, FNLfloat y);
+static float _fnlSingleOpenSimplex23D(int seed, FNLfloat x, FNLfloat y, FNLfloat z);
+static float _fnlSingleOpenSimplex2S2D(int seed, FNLfloat x, FNLfloat y);
+static float _fnlSingleOpenSimplex2S3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z);
+static float _fnlSingleCellular2D(const fnl_state *state, int seed, FNLfloat x, FNLfloat y);
+static float _fnlSingleCellular3D(const fnl_state *state, int seed, FNLfloat x, FNLfloat y,
+ FNLfloat z);
+static float _fnlSinglePerlin2D(int seed, FNLfloat x, FNLfloat y);
+static float _fnlSinglePerlin3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z);
+static float _fnlSingleValueCubic2D(int seed, FNLfloat x, FNLfloat y);
+static float _fnlSingleValueCubic3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z);
+static float _fnlSingleValue2D(int seed, FNLfloat x, FNLfloat y);
+static float _fnlSingleValue3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z);
+
+static float _fnlGenNoiseSingle2D(const fnl_state *state, int seed, FNLfloat x, FNLfloat y)
+{
+ switch (state->noise_type) {
+ case FNL_NOISE_OPENSIMPLEX2:
+ return _fnlSingleSimplex2D(seed, x, y);
+ case FNL_NOISE_OPENSIMPLEX2S:
+ return _fnlSingleOpenSimplex2S2D(seed, x, y);
+ case FNL_NOISE_CELLULAR:
+ return _fnlSingleCellular2D(state, seed, x, y);
+ case FNL_NOISE_PERLIN:
+ return _fnlSinglePerlin2D(seed, x, y);
+ case FNL_NOISE_VALUE_CUBIC:
+ return _fnlSingleValueCubic2D(seed, x, y);
+ case FNL_NOISE_VALUE:
+ return _fnlSingleValue2D(seed, x, y);
+ default:
+ return 0;
+ }
+}
+
+static float _fnlGenNoiseSingle3D(const fnl_state *state, int seed, FNLfloat x, FNLfloat y,
+ FNLfloat z)
+{
+ switch (state->noise_type) {
+ case FNL_NOISE_OPENSIMPLEX2:
+ return _fnlSingleOpenSimplex23D(seed, x, y, z);
+ case FNL_NOISE_OPENSIMPLEX2S:
+ return _fnlSingleOpenSimplex2S3D(seed, x, y, z);
+ case FNL_NOISE_CELLULAR:
+ return _fnlSingleCellular3D(state, seed, x, y, z);
+ case FNL_NOISE_PERLIN:
+ return _fnlSinglePerlin3D(seed, x, y, z);
+ case FNL_NOISE_VALUE_CUBIC:
+ return _fnlSingleValueCubic3D(seed, x, y, z);
+ case FNL_NOISE_VALUE:
+ return _fnlSingleValue3D(seed, x, y, z);
+ default:
+ return 0;
+ }
+}
+
+// Noise Coordinate Transforms (frequency, and possible skew or rotation)
+
+static void _fnlTransformNoiseCoordinate2D(const fnl_state *state, FNLfloat *x, FNLfloat *y)
+{
+ *x *= state->frequency;
+ *y *= state->frequency;
+
+ switch (state->noise_type) {
+ case FNL_NOISE_OPENSIMPLEX2:
+ case FNL_NOISE_OPENSIMPLEX2S: {
+ const FNLfloat SQRT3 = (FNLfloat)1.7320508075688772935274463415059;
+ const FNLfloat F2 = 0.5f * (SQRT3 - 1);
+ FNLfloat t = (*x + *y) * F2;
+ *x += t;
+ *y += t;
+ } break;
+ default:
+ break;
+ }
+}
+
+static void _fnlTransformNoiseCoordinate3D(const fnl_state *state, FNLfloat *x, FNLfloat *y,
+ FNLfloat *z)
+{
+ *x *= state->frequency;
+ *y *= state->frequency;
+ *z *= state->frequency;
+
+ switch (state->rotation_type_3d) {
+ case FNL_ROTATION_IMPROVE_XY_PLANES: {
+ FNLfloat xy = *x + *y;
+ FNLfloat s2 = xy * -(FNLfloat)0.211324865405187;
+ *z *= (FNLfloat)0.577350269189626;
+ *x += s2 - *z;
+ *y = *y + s2 - *z;
+ *z += xy * (FNLfloat)0.577350269189626;
+ } break;
+ case FNL_ROTATION_IMPROVE_XZ_PLANES: {
+ FNLfloat xz = *x + *z;
+ FNLfloat s2 = xz * -(FNLfloat)0.211324865405187;
+ *y *= (FNLfloat)0.577350269189626;
+ *x += s2 - *y;
+ *z += s2 - *y;
+ *y += xz * (FNLfloat)0.577350269189626;
+ } break;
+ default:
+ switch (state->noise_type) {
+ case FNL_NOISE_OPENSIMPLEX2:
+ case FNL_NOISE_OPENSIMPLEX2S: {
+ const FNLfloat R3 = (FNLfloat)(2.0 / 3.0);
+ FNLfloat r = (*x + *y + *z) * R3; // Rotation, not skew
+ *x = r - *x;
+ *y = r - *y;
+ *z = r - *z;
+ } break;
+ default:
+ break;
+ }
+ }
+}
+
+// Domain Warp Coordinate Transforms
+
+static void _fnlTransformDomainWarpCoordinate2D(const fnl_state *state, FNLfloat *x,
+ FNLfloat *y)
+{
+ switch (state->domain_warp_type) {
+ case FNL_DOMAIN_WARP_OPENSIMPLEX2:
+ case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED: {
+ const FNLfloat SQRT3 = (FNLfloat)1.7320508075688772935274463415059;
+ const FNLfloat F2 = 0.5f * (SQRT3 - 1);
+ FNLfloat t = (*x + *y) * F2;
+ *x += t;
+ *y += t;
+ } break;
+ default:
+ break;
+ }
+}
+
+static void _fnlTransformDomainWarpCoordinate3D(const fnl_state *state, FNLfloat *x,
+ FNLfloat *y, FNLfloat *z)
+{
+ switch (state->rotation_type_3d) {
+ case FNL_ROTATION_IMPROVE_XY_PLANES: {
+ FNLfloat xy = *x + *y;
+ FNLfloat s2 = xy * -(FNLfloat)0.211324865405187;
+ *z *= (FNLfloat)0.577350269189626;
+ *x += s2 - *z;
+ *y = *y + s2 - *z;
+ *z += xy * (FNLfloat)0.577350269189626;
+ } break;
+ case FNL_ROTATION_IMPROVE_XZ_PLANES: {
+ FNLfloat xz = *x + *z;
+ FNLfloat s2 = xz * -(FNLfloat)0.211324865405187;
+ *y *= (FNLfloat)0.577350269189626;
+ *x += s2 - *y;
+ *z += s2 - *y;
+ *y += xz * (FNLfloat)0.577350269189626;
+ } break;
+ default:
+ switch (state->domain_warp_type) {
+ case FNL_DOMAIN_WARP_OPENSIMPLEX2:
+ case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED: {
+ const FNLfloat R3 = (FNLfloat)(2.0 / 3.0);
+ FNLfloat r = (*x + *y + *z) * R3; // Rotation, not skew
+ *x = r - *x;
+ *y = r - *y;
+ *z = r - *z;
+ } break;
+ default:
+ break;
+ }
+ }
+}
+
+// Fractal FBm
+static float _fnlGenFractalFBM2D(const fnl_state *state, FNLfloat x, FNLfloat y)
+{
+ int seed = state->seed;
+ float sum = 0;
+ float amp = _fnlCalculateFractalBounding(state);
+
+ for (int i = 0; i < state->octaves; i++) {
+ float noise = _fnlGenNoiseSingle2D(state, seed++, x, y);
+ sum += noise * amp;
+ amp *= _fnlLerp(1.0f, _fnlFastMin(noise + 1, 2) * 0.5f, state->weighted_strength);
+
+ x *= state->lacunarity;
+ y *= state->lacunarity;
+ amp *= state->gain;
+ }
+
+ return sum;
+}
+
+static float _fnlGenFractalFBM3D(const fnl_state *state, FNLfloat x, FNLfloat y, FNLfloat z)
+{
+ int seed = state->seed;
+ float sum = 0;
+ float amp = _fnlCalculateFractalBounding(state);
+
+ for (int i = 0; i < state->octaves; i++) {
+ float noise = _fnlGenNoiseSingle3D(state, seed++, x, y, z);
+ sum += noise * amp;
+ amp *= _fnlLerp(1.0f, (noise + 1) * 0.5f, state->weighted_strength);
+
+ x *= state->lacunarity;
+ y *= state->lacunarity;
+ z *= state->lacunarity;
+ amp *= state->gain;
+ }
+
+ return sum;
+}
+
+// Fractal Ridged
+
+static float _fnlGenFractalRidged2D(const fnl_state *state, FNLfloat x, FNLfloat y)
+{
+ int seed = state->seed;
+ float sum = 0;
+ float amp = _fnlCalculateFractalBounding(state);
+
+ for (int i = 0; i < state->octaves; i++) {
+ float noise = _fnlFastAbs(_fnlGenNoiseSingle2D(state, seed++, x, y));
+ sum += (noise * -2 + 1) * amp;
+ amp *= _fnlLerp(1.0f, 1 - noise, state->weighted_strength);
+
+ x *= state->lacunarity;
+ y *= state->lacunarity;
+ amp *= state->gain;
+ }
+
+ return sum;
+}
+
+static float _fnlGenFractalRidged3D(const fnl_state *state, FNLfloat x, FNLfloat y,
+ FNLfloat z)
+{
+ int seed = state->seed;
+ float sum = 0;
+ float amp = _fnlCalculateFractalBounding(state);
+
+ for (int i = 0; i < state->octaves; i++) {
+ float noise = _fnlFastAbs(_fnlGenNoiseSingle3D(state, seed++, x, y, z));
+ sum += (noise * -2 + 1) * amp;
+ amp *= _fnlLerp(1.0f, 1 - noise, state->weighted_strength);
+
+ x *= state->lacunarity;
+ y *= state->lacunarity;
+ z *= state->lacunarity;
+ amp *= state->gain;
+ }
+
+ return sum;
+}
+
+// Fractal PingPong
+
+static float _fnlGenFractalPingPong2D(const fnl_state *state, FNLfloat x, FNLfloat y)
+{
+ int seed = state->seed;
+ float sum = 0;
+ float amp = _fnlCalculateFractalBounding(state);
+
+ for (int i = 0; i < state->octaves; i++) {
+ float noise = _fnlPingPong((_fnlGenNoiseSingle2D(state, seed++, x, y) + 1) *
+ state->ping_pong_strength);
+ sum += (noise - 0.5f) * 2 * amp;
+ amp *= _fnlLerp(1.0f, noise, state->weighted_strength);
+
+ x *= state->lacunarity;
+ y *= state->lacunarity;
+ amp *= state->gain;
+ }
+
+ return sum;
+}
+
+static float _fnlGenFractalPingPong3D(const fnl_state *state, FNLfloat x, FNLfloat y,
+ FNLfloat z)
+{
+ int seed = state->seed;
+ float sum = 0;
+ float amp = _fnlCalculateFractalBounding(state);
+
+ for (int i = 0; i < state->octaves; i++) {
+ float noise = _fnlPingPong((_fnlGenNoiseSingle3D(state, seed++, x, y, z) + 1) *
+ state->ping_pong_strength);
+ sum += (noise - 0.5f) * 2 * amp;
+ amp *= _fnlLerp(1.0f, noise, state->weighted_strength);
+
+ x *= state->lacunarity;
+ y *= state->lacunarity;
+ z *= state->lacunarity;
+ amp *= state->gain;
+ }
+
+ return sum;
+}
+
+// Simplex/OpenSimplex2 Noise
+
+static float _fnlSingleSimplex2D(int seed, FNLfloat x, FNLfloat y)
+{
+ // 2D OpenSimplex2 case uses the same algorithm as ordinary Simplex.
+
+ const float SQRT3 = 1.7320508075688772935274463415059f;
+ const float G2 = (3 - SQRT3) / 6;
+
+ /*
+ * --- Skew moved to TransformNoiseCoordinate method ---
+ * const FNLfloat F2 = 0.5f * (SQRT3 - 1);
+ * FNLfloat s = (x + y) * F2;
+ * x += s; y += s;
+ */
+
+ int i = _fnlFastFloor(x);
+ int j = _fnlFastFloor(y);
+ float xi = (float)(x - i);
+ float yi = (float)(y - j);
+
+ float t = (xi + yi) * G2;
+ float x0 = (float)(xi - t);
+ float y0 = (float)(yi - t);
+
+ i *= PRIME_X;
+ j *= PRIME_Y;
+
+ float n0, n1, n2;
+
+ float a = 0.5f - x0 * x0 - y0 * y0;
+ if (a <= 0)
+ n0 = 0;
+ else {
+ n0 = (a * a) * (a * a) * _fnlGradCoord2D(seed, i, j, x0, y0);
+ }
+
+ float c = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t +
+ ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a);
+ if (c <= 0)
+ n2 = 0;
+ else {
+ float x2 = x0 + (2 * (float)G2 - 1);
+ float y2 = y0 + (2 * (float)G2 - 1);
+ n2 = (c * c) * (c * c) * _fnlGradCoord2D(seed, i + PRIME_X, j + PRIME_Y, x2, y2);
+ }
+
+ if (y0 > x0) {
+ float x1 = x0 + (float)G2;
+ float y1 = y0 + ((float)G2 - 1);
+ float b = 0.5f - x1 * x1 - y1 * y1;
+ if (b <= 0)
+ n1 = 0;
+ else {
+ n1 = (b * b) * (b * b) * _fnlGradCoord2D(seed, i, j + PRIME_Y, x1, y1);
+ }
+ } else {
+ float x1 = x0 + ((float)G2 - 1);
+ float y1 = y0 + (float)G2;
+ float b = 0.5f - x1 * x1 - y1 * y1;
+ if (b <= 0)
+ n1 = 0;
+ else {
+ n1 = (b * b) * (b * b) * _fnlGradCoord2D(seed, i + PRIME_X, j, x1, y1);
+ }
+ }
+
+ return (n0 + n1 + n2) * 99.83685446303647f;
+}
+
+static float _fnlSingleOpenSimplex23D(int seed, FNLfloat x, FNLfloat y, FNLfloat z)
+{
+ // 3D OpenSimplex2 case uses two offset rotated cube grids.
+
+ /*
+ * --- Rotation moved to TransformNoiseCoordinate method ---
+ * const FNLfloat R3 = (FNLfloat)(2.0 / 3.0);
+ * FNLfloat r = (x + y + z) * R3; // Rotation, not skew
+ * x = r - x; y = r - y; z = r - z;
+ */
+
+ int i = _fnlFastRound(x);
+ int j = _fnlFastRound(y);
+ int k = _fnlFastRound(z);
+ float x0 = (float)(x - i);
+ float y0 = (float)(y - j);
+ float z0 = (float)(z - k);
+
+ int xNSign = (int)(-1.0f - x0) | 1;
+ int yNSign = (int)(-1.0f - y0) | 1;
+ int zNSign = (int)(-1.0f - z0) | 1;
+
+ float ax0 = xNSign * -x0;
+ float ay0 = yNSign * -y0;
+ float az0 = zNSign * -z0;
+
+ i *= PRIME_X;
+ j *= PRIME_Y;
+ k *= PRIME_Z;
+
+ float value = 0;
+ float a = (0.6f - x0 * x0) - (y0 * y0 + z0 * z0);
+
+ for (int l = 0;; l++) {
+ if (a > 0) {
+ value += (a * a) * (a * a) * _fnlGradCoord3D(seed, i, j, k, x0, y0, z0);
+ }
+
+ float b = a + 1;
+ int i1 = i;
+ int j1 = j;
+ int k1 = k;
+ float x1 = x0;
+ float y1 = y0;
+ float z1 = z0;
+ if (ax0 >= ay0 && ax0 >= az0) {
+ x1 += xNSign;
+ b -= xNSign * 2 * x1;
+ i1 -= xNSign * PRIME_X;
+ } else if (ay0 > ax0 && ay0 >= az0) {
+ y1 += yNSign;
+ b -= yNSign * 2 * y1;
+ j1 -= yNSign * PRIME_Y;
+ } else {
+ z1 += zNSign;
+ b -= zNSign * 2 * z1;
+ k1 -= zNSign * PRIME_Z;
+ }
+
+ if (b > 0) {
+ value += (b * b) * (b * b) * _fnlGradCoord3D(seed, i1, j1, k1, x1, y1, z1);
+ }
+
+ if (l == 1)
+ break;
+
+ ax0 = 0.5f - ax0;
+ ay0 = 0.5f - ay0;
+ az0 = 0.5f - az0;
+
+ x0 = xNSign * ax0;
+ y0 = yNSign * ay0;
+ z0 = zNSign * az0;
+
+ a += (0.75f - ax0) - (ay0 + az0);
+
+ i += (xNSign >> 1) & PRIME_X;
+ j += (yNSign >> 1) & PRIME_Y;
+ k += (zNSign >> 1) & PRIME_Z;
+
+ xNSign = -xNSign;
+ yNSign = -yNSign;
+ zNSign = -zNSign;
+
+ seed = ~seed;
+ }
+
+ return value * 32.69428253173828125f;
+}
+
+// OpenSimplex2S Noise
+
+static float _fnlSingleOpenSimplex2S2D(int seed, FNLfloat x, FNLfloat y)
+{
+ // 2D OpenSimplex2S case is a modified 2D simplex noise.
+
+ const FNLfloat SQRT3 = (FNLfloat)1.7320508075688772935274463415059;
+ const FNLfloat G2 = (3 - SQRT3) / 6;
+
+ /*
+ * --- Skew moved to TransformNoiseCoordinate method ---
+ * const FNLfloat F2 = 0.5f * (SQRT3 - 1);
+ * FNLfloat s = (x + y) * F2;
+ * x += s; y += s;
+ */
+
+ int i = _fnlFastFloor(x);
+ int j = _fnlFastFloor(y);
+ float xi = (float)(x - i);
+ float yi = (float)(y - j);
+
+ i *= PRIME_X;
+ j *= PRIME_Y;
+ int i1 = i + PRIME_X;
+ int j1 = j + PRIME_Y;
+
+ float t = (xi + yi) * (float)G2;
+ float x0 = xi - t;
+ float y0 = yi - t;
+
+ float a0 = (2.0f / 3.0f) - x0 * x0 - y0 * y0;
+ float value = (a0 * a0) * (a0 * a0) * _fnlGradCoord2D(seed, i, j, x0, y0);
+
+ float a1 = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t +
+ ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a0);
+ float x1 = x0 - (float)(1 - 2 * G2);
+ float y1 = y0 - (float)(1 - 2 * G2);
+ value += (a1 * a1) * (a1 * a1) * _fnlGradCoord2D(seed, i1, j1, x1, y1);
+
+ // Nested conditionals were faster than compact bit logic/arithmetic.
+ float xmyi = xi - yi;
+ if (t > G2) {
+ if (xi + xmyi > 1) {
+ float x2 = x0 + (float)(3 * G2 - 2);
+ float y2 = y0 + (float)(3 * G2 - 1);
+ float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
+ if (a2 > 0) {
+ value += (a2 * a2) * (a2 * a2) *
+ _fnlGradCoord2D(seed, i + (PRIME_X << 1), j + PRIME_Y, x2, y2);
+ }
+ } else {
+ float x2 = x0 + (float)G2;
+ float y2 = y0 + (float)(G2 - 1);
+ float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
+ if (a2 > 0) {
+ value +=
+ (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i, j + PRIME_Y, x2, y2);
+ }
+ }
+
+ if (yi - xmyi > 1) {
+ float x3 = x0 + (float)(3 * G2 - 1);
+ float y3 = y0 + (float)(3 * G2 - 2);
+ float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3;
+ if (a3 > 0) {
+ value += (a3 * a3) * (a3 * a3) *
+ _fnlGradCoord2D(seed, i + PRIME_X, j + (PRIME_Y << 1), x3, y3);
+ }
+ } else {
+ float x3 = x0 + (float)(G2 - 1);
+ float y3 = y0 + (float)G2;
+ float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3;
+ if (a3 > 0) {
+ value +=
+ (a3 * a3) * (a3 * a3) * _fnlGradCoord2D(seed, i + PRIME_X, j, x3, y3);
+ }
+ }
+ } else {
+ if (xi + xmyi < 0) {
+ float x2 = x0 + (float)(1 - G2);
+ float y2 = y0 - (float)G2;
+ float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
+ if (a2 > 0) {
+ value +=
+ (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i - PRIME_X, j, x2, y2);
+ }
+ } else {
+ float x2 = x0 + (float)(G2 - 1);
+ float y2 = y0 + (float)G2;
+ float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
+ if (a2 > 0) {
+ value +=
+ (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i + PRIME_X, j, x2, y2);
+ }
+ }
+
+ if (yi < xmyi) {
+ float x2 = x0 - (float)G2;
+ float y2 = y0 - (float)(G2 - 1);
+ float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
+ if (a2 > 0) {
+ value +=
+ (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i, j - PRIME_Y, x2, y2);
+ }
+ } else {
+ float x2 = x0 + (float)G2;
+ float y2 = y0 + (float)(G2 - 1);
+ float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
+ if (a2 > 0) {
+ value +=
+ (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i, j + PRIME_Y, x2, y2);
+ }
+ }
+ }
+
+ return value * 18.24196194486065f;
+}
+
+static float _fnlSingleOpenSimplex2S3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z)
+{
+ // 3D OpenSimplex2S case uses two offset rotated cube grids.
+
+ /*
+ * --- Rotation moved to TransformNoiseCoordinate method ---
+ * const FNLfloat R3 = (FNLfloat)(2.0 / 3.0);
+ * FNLfloat r = (x + y + z) * R3; // Rotation, not skew
+ * x = r - x; y = r - y; z = r - z;
+ */
+
+ int i = _fnlFastFloor(x);
+ int j = _fnlFastFloor(y);
+ int k = _fnlFastFloor(z);
+ float xi = (float)(x - i);
+ float yi = (float)(y - j);
+ float zi = (float)(z - k);
+
+ i *= PRIME_X;
+ j *= PRIME_Y;
+ k *= PRIME_Z;
+ int seed2 = seed + 1293373;
+
+ int xNMask = (int)(-0.5f - xi);
+ int yNMask = (int)(-0.5f - yi);
+ int zNMask = (int)(-0.5f - zi);
+
+ float x0 = xi + xNMask;
+ float y0 = yi + yNMask;
+ float z0 = zi + zNMask;
+ float a0 = 0.75f - x0 * x0 - y0 * y0 - z0 * z0;
+ float value = (a0 * a0) * (a0 * a0) *
+ _fnlGradCoord3D(seed, i + (xNMask & PRIME_X), j + (yNMask & PRIME_Y),
+ k + (zNMask & PRIME_Z), x0, y0, z0);
+
+ float x1 = xi - 0.5f;
+ float y1 = yi - 0.5f;
+ float z1 = zi - 0.5f;
+ float a1 = 0.75f - x1 * x1 - y1 * y1 - z1 * z1;
+ value += (a1 * a1) * (a1 * a1) *
+ _fnlGradCoord3D(seed2, i + PRIME_X, j + PRIME_Y, k + PRIME_Z, x1, y1, z1);
+
+ float xAFlipMask0 = ((xNMask | 1) << 1) * x1;
+ float yAFlipMask0 = ((yNMask | 1) << 1) * y1;
+ float zAFlipMask0 = ((zNMask | 1) << 1) * z1;
+ float xAFlipMask1 = (-2 - (xNMask << 2)) * x1 - 1.0f;
+ float yAFlipMask1 = (-2 - (yNMask << 2)) * y1 - 1.0f;
+ float zAFlipMask1 = (-2 - (zNMask << 2)) * z1 - 1.0f;
+
+ bool skip5 = false;
+ float a2 = xAFlipMask0 + a0;
+ if (a2 > 0) {
+ float x2 = x0 - (xNMask | 1);
+ float y2 = y0;
+ float z2 = z0;
+ value += (a2 * a2) * (a2 * a2) *
+ _fnlGradCoord3D(seed, i + (~xNMask & PRIME_X), j + (yNMask & PRIME_Y),
+ k + (zNMask & PRIME_Z), x2, y2, z2);
+ } else {
+ float a3 = yAFlipMask0 + zAFlipMask0 + a0;
+ if (a3 > 0) {
+ float x3 = x0;
+ float y3 = y0 - (yNMask | 1);
+ float z3 = z0 - (zNMask | 1);
+ value += (a3 * a3) * (a3 * a3) *
+ _fnlGradCoord3D(seed, i + (xNMask & PRIME_X), j + (~yNMask & PRIME_Y),
+ k + (~zNMask & PRIME_Z), x3, y3, z3);
+ }
+
+ float a4 = xAFlipMask1 + a1;
+ if (a4 > 0) {
+ float x4 = (xNMask | 1) + x1;
+ float y4 = y1;
+ float z4 = z1;
+ value += (a4 * a4) * (a4 * a4) *
+ _fnlGradCoord3D(seed2, i + (xNMask & (PRIME_X * 2)), j + PRIME_Y,
+ k + PRIME_Z, x4, y4, z4);
+ skip5 = true;
+ }
+ }
+
+ bool skip9 = false;
+ float a6 = yAFlipMask0 + a0;
+ if (a6 > 0) {
+ float x6 = x0;
+ float y6 = y0 - (yNMask | 1);
+ float z6 = z0;
+ value += (a6 * a6) * (a6 * a6) *
+ _fnlGradCoord3D(seed, i + (xNMask & PRIME_X), j + (~yNMask & PRIME_Y),
+ k + (zNMask & PRIME_Z), x6, y6, z6);
+ } else {
+ float a7 = xAFlipMask0 + zAFlipMask0 + a0;
+ if (a7 > 0) {
+ float x7 = x0 - (xNMask | 1);
+ float y7 = y0;
+ float z7 = z0 - (zNMask | 1);
+ value += (a7 * a7) * (a7 * a7) *
+ _fnlGradCoord3D(seed, i + (~xNMask & PRIME_X), j + (yNMask & PRIME_Y),
+ k + (~zNMask & PRIME_Z), x7, y7, z7);
+ }
+
+ float a8 = yAFlipMask1 + a1;
+ if (a8 > 0) {
+ float x8 = x1;
+ float y8 = (yNMask | 1) + y1;
+ float z8 = z1;
+ value += (a8 * a8) * (a8 * a8) *
+ _fnlGradCoord3D(seed2, i + PRIME_X, j + (yNMask & (PRIME_Y << 1)),
+ k + PRIME_Z, x8, y8, z8);
+ skip9 = true;
+ }
+ }
+
+ bool skipD = false;
+ float aA = zAFlipMask0 + a0;
+ if (aA > 0) {
+ float xA = x0;
+ float yA = y0;
+ float zA = z0 - (zNMask | 1);
+ value += (aA * aA) * (aA * aA) *
+ _fnlGradCoord3D(seed, i + (xNMask & PRIME_X), j + (yNMask & PRIME_Y),
+ k + (~zNMask & PRIME_Z), xA, yA, zA);
+ } else {
+ float aB = xAFlipMask0 + yAFlipMask0 + a0;
+ if (aB > 0) {
+ float xB = x0 - (xNMask | 1);
+ float yB = y0 - (yNMask | 1);
+ float zB = z0;
+ value += (aB * aB) * (aB * aB) *
+ _fnlGradCoord3D(seed, i + (~xNMask & PRIME_X), j + (~yNMask & PRIME_Y),
+ k + (zNMask & PRIME_Z), xB, yB, zB);
+ }
+
+ float aC = zAFlipMask1 + a1;
+ if (aC > 0) {
+ float xC = x1;
+ float yC = y1;
+ float zC = (zNMask | 1) + z1;
+ value += (aC * aC) * (aC * aC) *
+ _fnlGradCoord3D(seed2, i + PRIME_X, j + PRIME_Y,
+ k + (zNMask & (PRIME_Z << 1)), xC, yC, zC);
+ skipD = true;
+ }
+ }
+
+ if (!skip5) {
+ float a5 = yAFlipMask1 + zAFlipMask1 + a1;
+ if (a5 > 0) {
+ float x5 = x1;
+ float y5 = (yNMask | 1) + y1;
+ float z5 = (zNMask | 1) + z1;
+ value += (a5 * a5) * (a5 * a5) *
+ _fnlGradCoord3D(seed2, i + PRIME_X, j + (yNMask & (PRIME_Y << 1)),
+ k + (zNMask & (PRIME_Z << 1)), x5, y5, z5);
+ }
+ }
+
+ if (!skip9) {
+ float a9 = xAFlipMask1 + zAFlipMask1 + a1;
+ if (a9 > 0) {
+ float x9 = (xNMask | 1) + x1;
+ float y9 = y1;
+ float z9 = (zNMask | 1) + z1;
+ value += (a9 * a9) * (a9 * a9) *
+ _fnlGradCoord3D(seed2, i + (xNMask & (PRIME_X * 2)), j + PRIME_Y,
+ k + (zNMask & (PRIME_Z << 1)), x9, y9, z9);
+ }
+ }
+
+ if (!skipD) {
+ float aD = xAFlipMask1 + yAFlipMask1 + a1;
+ if (aD > 0) {
+ float xD = (xNMask | 1) + x1;
+ float yD = (yNMask | 1) + y1;
+ float zD = z1;
+ value += (aD * aD) * (aD * aD) *
+ _fnlGradCoord3D(seed2, i + (xNMask & (PRIME_X << 1)),
+ j + (yNMask & (PRIME_Y << 1)), k + PRIME_Z, xD, yD,
+ zD);
+ }
+ }
+
+ return value * 9.046026385208288f;
+}
+
+// Cellular Noise
+
+static float _fnlSingleCellular2D(const fnl_state *state, int seed, FNLfloat x, FNLfloat y)
+{
+ int xr = _fnlFastRound(x);
+ int yr = _fnlFastRound(y);
+
+ float distance0 = FLT_MAX;
+ float distance1 = FLT_MAX;
+ int closestHash = 0;
+
+ float cellularJitter = 0.43701595f * state->cellular_jitter_mod;
+
+ int xPrimed = (xr - 1) * PRIME_X;
+ int yPrimedBase = (yr - 1) * PRIME_Y;
+
+ switch (state->cellular_distance_func) {
+ default:
+ case FNL_CELLULAR_DISTANCE_EUCLIDEAN:
+ case FNL_CELLULAR_DISTANCE_EUCLIDEANSQ:
+ for (int xi = xr - 1; xi <= xr + 1; xi++) {
+ int yPrimed = yPrimedBase;
+
+ for (int yi = yr - 1; yi <= yr + 1; yi++) {
+ int hash = _fnlHash2D(seed, xPrimed, yPrimed);
+ int idx = hash & (255 << 1);
+
+ float vecX = (float)(xi - x) + RAND_VECS_2D[idx] * cellularJitter;
+ float vecY = (float)(yi - y) + RAND_VECS_2D[idx | 1] * cellularJitter;
+
+ float newDistance = vecX * vecX + vecY * vecY;
+
+ distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
+ if (newDistance < distance0) {
+ distance0 = newDistance;
+ closestHash = hash;
+ }
+ yPrimed += PRIME_Y;
+ }
+ xPrimed += PRIME_X;
+ }
+ break;
+ case FNL_CELLULAR_DISTANCE_MANHATTAN:
+ for (int xi = xr - 1; xi <= xr + 1; xi++) {
+ int yPrimed = yPrimedBase;
+
+ for (int yi = yr - 1; yi <= yr + 1; yi++) {
+ int hash = _fnlHash2D(seed, xPrimed, yPrimed);
+ int idx = hash & (255 << 1);
+
+ float vecX = (float)(xi - x) + RAND_VECS_2D[idx] * cellularJitter;
+ float vecY = (float)(yi - y) + RAND_VECS_2D[idx | 1] * cellularJitter;
+
+ float newDistance = _fnlFastAbs(vecX) + _fnlFastAbs(vecY);
+
+ distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
+ if (newDistance < distance0) {
+ distance0 = newDistance;
+ closestHash = hash;
+ }
+ yPrimed += PRIME_Y;
+ }
+ xPrimed += PRIME_X;
+ }
+ break;
+ case FNL_CELLULAR_DISTANCE_HYBRID:
+ for (int xi = xr - 1; xi <= xr + 1; xi++) {
+ int yPrimed = yPrimedBase;
+ for (int yi = yr - 1; yi <= yr + 1; yi++) {
+ int hash = _fnlHash2D(seed, xPrimed, yPrimed);
+ int idx = hash & (255 << 1);
+
+ float vecX = (float)(xi - x) + RAND_VECS_2D[idx] * cellularJitter;
+ float vecY = (float)(yi - y) + RAND_VECS_2D[idx | 1] * cellularJitter;
+
+ float newDistance =
+ (_fnlFastAbs(vecX) + _fnlFastAbs(vecY)) + (vecX * vecX + vecY * vecY);
+
+ distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
+ if (newDistance < distance0) {
+ distance0 = newDistance;
+ closestHash = hash;
+ }
+ yPrimed += PRIME_Y;
+ }
+ xPrimed += PRIME_X;
+ }
+ break;
+ }
+
+ if (state->cellular_distance_func == FNL_CELLULAR_DISTANCE_EUCLIDEAN &&
+ state->cellular_return_type >= FNL_CELLULAR_RETURN_TYPE_DISTANCE) {
+ distance0 = _fnlFastSqrt(distance0);
+ if (state->cellular_return_type >= FNL_CELLULAR_RETURN_TYPE_DISTANCE2)
+ distance1 = _fnlFastSqrt(distance1);
+ }
+
+ switch (state->cellular_return_type) {
+ case FNL_CELLULAR_RETURN_TYPE_CELLVALUE:
+ return closestHash * (1 / 2147483648.0f);
+ case FNL_CELLULAR_RETURN_TYPE_DISTANCE:
+ return distance0 - 1;
+ case FNL_CELLULAR_RETURN_TYPE_DISTANCE2:
+ return distance1 - 1;
+ case FNL_CELLULAR_RETURN_TYPE_DISTANCE2ADD:
+ return (distance1 + distance0) * 0.5f - 1;
+ case FNL_CELLULAR_RETURN_TYPE_DISTANCE2SUB:
+ return distance1 - distance0 - 1;
+ case FNL_CELLULAR_RETURN_TYPE_DISTANCE2MUL:
+ return distance1 * distance0 * 0.5f - 1;
+ case FNL_CELLULAR_RETURN_TYPE_DISTANCE2DIV:
+ return distance0 / distance1 - 1;
+ default:
+ return 0;
+ }
+}
+
+static float _fnlSingleCellular3D(const fnl_state *state, int seed, FNLfloat x, FNLfloat y,
+ FNLfloat z)
+{
+ int xr = _fnlFastRound(x);
+ int yr = _fnlFastRound(y);
+ int zr = _fnlFastRound(z);
+
+ float distance0 = FLT_MAX;
+ float distance1 = FLT_MAX;
+ int closestHash = 0;
+
+ float cellularJitter = 0.39614353f * state->cellular_jitter_mod;
+
+ int xPrimed = (xr - 1) * PRIME_X;
+ int yPrimedBase = (yr - 1) * PRIME_Y;
+ int zPrimedBase = (zr - 1) * PRIME_Z;
+
+ switch (state->cellular_distance_func) {
+ default:
+ case FNL_CELLULAR_DISTANCE_EUCLIDEAN:
+ case FNL_CELLULAR_DISTANCE_EUCLIDEANSQ:
+ for (int xi = xr - 1; xi <= xr + 1; xi++) {
+ int yPrimed = yPrimedBase;
+
+ for (int yi = yr - 1; yi <= yr + 1; yi++) {
+ int zPrimed = zPrimedBase;
+
+ for (int zi = zr - 1; zi <= zr + 1; zi++) {
+ int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
+ int idx = hash & (255 << 2);
+
+ float vecX = (float)(xi - x) + RAND_VECS_3D[idx] * cellularJitter;
+ float vecY = (float)(yi - y) + RAND_VECS_3D[idx | 1] * cellularJitter;
+ float vecZ = (float)(zi - z) + RAND_VECS_3D[idx | 2] * cellularJitter;
+
+ float newDistance = vecX * vecX + vecY * vecY + vecZ * vecZ;
+
+ distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
+ if (newDistance < distance0) {
+ distance0 = newDistance;
+ closestHash = hash;
+ }
+ zPrimed += PRIME_Z;
+ }
+ yPrimed += PRIME_Y;
+ }
+ xPrimed += PRIME_X;
+ }
+ break;
+ case FNL_CELLULAR_DISTANCE_MANHATTAN:
+ for (int xi = xr - 1; xi <= xr + 1; xi++) {
+ int yPrimed = yPrimedBase;
+
+ for (int yi = yr - 1; yi <= yr + 1; yi++) {
+ int zPrimed = zPrimedBase;
+
+ for (int zi = zr - 1; zi <= zr + 1; zi++) {
+ int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
+ int idx = hash & (255 << 2);
+
+ float vecX = (float)(xi - x) + RAND_VECS_3D[idx] * cellularJitter;
+ float vecY = (float)(yi - y) + RAND_VECS_3D[idx | 1] * cellularJitter;
+ float vecZ = (float)(zi - z) + RAND_VECS_3D[idx | 2] * cellularJitter;
+
+ float newDistance =
+ _fnlFastAbs(vecX) + _fnlFastAbs(vecY) + _fnlFastAbs(vecZ);
+
+ distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
+ if (newDistance < distance0) {
+ distance0 = newDistance;
+ closestHash = hash;
+ }
+ zPrimed += PRIME_Z;
+ }
+ yPrimed += PRIME_Y;
+ }
+ xPrimed += PRIME_X;
+ }
+ break;
+ case FNL_CELLULAR_DISTANCE_HYBRID:
+ for (int xi = xr - 1; xi <= xr + 1; xi++) {
+ int yPrimed = yPrimedBase;
+
+ for (int yi = yr - 1; yi <= yr + 1; yi++) {
+ int zPrimed = zPrimedBase;
+
+ for (int zi = zr - 1; zi <= zr + 1; zi++) {
+ int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
+ int idx = hash & (255 << 2);
+
+ float vecX = (float)(xi - x) + RAND_VECS_3D[idx] * cellularJitter;
+ float vecY = (float)(yi - y) + RAND_VECS_3D[idx | 1] * cellularJitter;
+ float vecZ = (float)(zi - z) + RAND_VECS_3D[idx | 2] * cellularJitter;
+
+ float newDistance =
+ (_fnlFastAbs(vecX) + _fnlFastAbs(vecY) + _fnlFastAbs(vecZ)) +
+ (vecX * vecX + vecY * vecY + vecZ * vecZ);
+
+ distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
+ if (newDistance < distance0) {
+ distance0 = newDistance;
+ closestHash = hash;
+ }
+ zPrimed += PRIME_Z;
+ }
+ yPrimed += PRIME_Y;
+ }
+ xPrimed += PRIME_X;
+ }
+ break;
+ }
+
+ if (state->cellular_distance_func == FNL_CELLULAR_DISTANCE_EUCLIDEAN &&
+ state->cellular_return_type >= FNL_CELLULAR_RETURN_TYPE_DISTANCE) {
+ distance0 = _fnlFastSqrt(distance0);
+ if (state->cellular_return_type >= FNL_CELLULAR_RETURN_TYPE_DISTANCE2)
+ distance1 = _fnlFastSqrt(distance1);
+ }
+
+ switch (state->cellular_return_type) {
+ case FNL_CELLULAR_RETURN_TYPE_CELLVALUE:
+ return closestHash * (1 / 2147483648.0f);
+ case FNL_CELLULAR_RETURN_TYPE_DISTANCE:
+ return distance0 - 1;
+ case FNL_CELLULAR_RETURN_TYPE_DISTANCE2:
+ return distance1 - 1;
+ case FNL_CELLULAR_RETURN_TYPE_DISTANCE2ADD:
+ return (distance1 + distance0) * 0.5f - 1;
+ case FNL_CELLULAR_RETURN_TYPE_DISTANCE2SUB:
+ return distance1 - distance0 - 1;
+ case FNL_CELLULAR_RETURN_TYPE_DISTANCE2MUL:
+ return distance1 * distance0 * 0.5f - 1;
+ case FNL_CELLULAR_RETURN_TYPE_DISTANCE2DIV:
+ return distance0 / distance1 - 1;
+ default:
+ return 0;
+ }
+}
+
+// Perlin Noise
+
+static float _fnlSinglePerlin2D(int seed, FNLfloat x, FNLfloat y)
+{
+ int x0 = _fnlFastFloor(x);
+ int y0 = _fnlFastFloor(y);
+
+ float xd0 = (float)(x - x0);
+ float yd0 = (float)(y - y0);
+ float xd1 = xd0 - 1;
+ float yd1 = yd0 - 1;
+
+ float xs = _fnlInterpQuintic(xd0);
+ float ys = _fnlInterpQuintic(yd0);
+
+ x0 *= PRIME_X;
+ y0 *= PRIME_Y;
+ int x1 = x0 + PRIME_X;
+ int y1 = y0 + PRIME_Y;
+
+ float xf0 = _fnlLerp(_fnlGradCoord2D(seed, x0, y0, xd0, yd0),
+ _fnlGradCoord2D(seed, x1, y0, xd1, yd0), xs);
+ float xf1 = _fnlLerp(_fnlGradCoord2D(seed, x0, y1, xd0, yd1),
+ _fnlGradCoord2D(seed, x1, y1, xd1, yd1), xs);
+
+ return _fnlLerp(xf0, xf1, ys) * 1.4247691104677813f;
+}
+
+static float _fnlSinglePerlin3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z)
+{
+ int x0 = _fnlFastFloor(x);
+ int y0 = _fnlFastFloor(y);
+ int z0 = _fnlFastFloor(z);
+
+ float xd0 = (float)(x - x0);
+ float yd0 = (float)(y - y0);
+ float zd0 = (float)(z - z0);
+ float xd1 = xd0 - 1;
+ float yd1 = yd0 - 1;
+ float zd1 = zd0 - 1;
+
+ float xs = _fnlInterpQuintic(xd0);
+ float ys = _fnlInterpQuintic(yd0);
+ float zs = _fnlInterpQuintic(zd0);
+
+ x0 *= PRIME_X;
+ y0 *= PRIME_Y;
+ z0 *= PRIME_Z;
+ int x1 = x0 + PRIME_X;
+ int y1 = y0 + PRIME_Y;
+ int z1 = z0 + PRIME_Z;
+
+ float xf00 = _fnlLerp(_fnlGradCoord3D(seed, x0, y0, z0, xd0, yd0, zd0),
+ _fnlGradCoord3D(seed, x1, y0, z0, xd1, yd0, zd0), xs);
+ float xf10 = _fnlLerp(_fnlGradCoord3D(seed, x0, y1, z0, xd0, yd1, zd0),
+ _fnlGradCoord3D(seed, x1, y1, z0, xd1, yd1, zd0), xs);
+ float xf01 = _fnlLerp(_fnlGradCoord3D(seed, x0, y0, z1, xd0, yd0, zd1),
+ _fnlGradCoord3D(seed, x1, y0, z1, xd1, yd0, zd1), xs);
+ float xf11 = _fnlLerp(_fnlGradCoord3D(seed, x0, y1, z1, xd0, yd1, zd1),
+ _fnlGradCoord3D(seed, x1, y1, z1, xd1, yd1, zd1), xs);
+
+ float yf0 = _fnlLerp(xf00, xf10, ys);
+ float yf1 = _fnlLerp(xf01, xf11, ys);
+
+ return _fnlLerp(yf0, yf1, zs) * 0.964921414852142333984375f;
+}
+
+// Value Cubic
+
+static float _fnlSingleValueCubic2D(int seed, FNLfloat x, FNLfloat y)
+{
+ int x1 = _fnlFastFloor(x);
+ int y1 = _fnlFastFloor(y);
+
+ float xs = x - (float)x1;
+ float ys = y - (float)y1;
+
+ x1 *= PRIME_X;
+ y1 *= PRIME_Y;
+
+ int x0 = x1 - PRIME_X;
+ int y0 = y1 - PRIME_Y;
+ int x2 = x1 + PRIME_X;
+ int y2 = y1 + PRIME_Y;
+ int x3 = x1 + (int)((long)PRIME_X << 1);
+ int y3 = y1 + (int)((long)PRIME_Y << 1);
+
+ return _fnlCubicLerp(
+ _fnlCubicLerp(_fnlValCoord2D(seed, x0, y0), _fnlValCoord2D(seed, x1, y0),
+ _fnlValCoord2D(seed, x2, y0), _fnlValCoord2D(seed, x3, y0),
+ xs),
+ _fnlCubicLerp(_fnlValCoord2D(seed, x0, y1), _fnlValCoord2D(seed, x1, y1),
+ _fnlValCoord2D(seed, x2, y1), _fnlValCoord2D(seed, x3, y1),
+ xs),
+ _fnlCubicLerp(_fnlValCoord2D(seed, x0, y2), _fnlValCoord2D(seed, x1, y2),
+ _fnlValCoord2D(seed, x2, y2), _fnlValCoord2D(seed, x3, y2),
+ xs),
+ _fnlCubicLerp(_fnlValCoord2D(seed, x0, y3), _fnlValCoord2D(seed, x1, y3),
+ _fnlValCoord2D(seed, x2, y3), _fnlValCoord2D(seed, x3, y3),
+ xs),
+ ys) *
+ (1 / (1.5f * 1.5f));
+}
+
+static float _fnlSingleValueCubic3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z)
+{
+ int x1 = _fnlFastFloor(x);
+ int y1 = _fnlFastFloor(y);
+ int z1 = _fnlFastFloor(z);
+
+ float xs = x - (float)x1;
+ float ys = y - (float)y1;
+ float zs = z - (float)z1;
+
+ x1 *= PRIME_X;
+ y1 *= PRIME_Y;
+ z1 *= PRIME_Z;
+
+ int x0 = x1 - PRIME_X;
+ int y0 = y1 - PRIME_Y;
+ int z0 = z1 - PRIME_Z;
+ int x2 = x1 + PRIME_X;
+ int y2 = y1 + PRIME_Y;
+ int z2 = z1 + PRIME_Z;
+ int x3 = x1 + (int)((long)PRIME_X << 1);
+ int y3 = y1 + (int)((long)PRIME_Y << 1);
+ int z3 = z1 + (int)((long)PRIME_Z << 1);
+
+ return _fnlCubicLerp(_fnlCubicLerp(_fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z0),
+ _fnlValCoord3D(seed, x1, y0, z0),
+ _fnlValCoord3D(seed, x2, y0, z0),
+ _fnlValCoord3D(seed, x3, y0, z0), xs),
+ _fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z0),
+ _fnlValCoord3D(seed, x1, y1, z0),
+ _fnlValCoord3D(seed, x2, y1, z0),
+ _fnlValCoord3D(seed, x3, y1, z0), xs),
+ _fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z0),
+ _fnlValCoord3D(seed, x1, y2, z0),
+ _fnlValCoord3D(seed, x2, y2, z0),
+ _fnlValCoord3D(seed, x3, y2, z0), xs),
+ _fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z0),
+ _fnlValCoord3D(seed, x1, y3, z0),
+ _fnlValCoord3D(seed, x2, y3, z0),
+ _fnlValCoord3D(seed, x3, y3, z0), xs),
+ ys),
+ _fnlCubicLerp(_fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z1),
+ _fnlValCoord3D(seed, x1, y0, z1),
+ _fnlValCoord3D(seed, x2, y0, z1),
+ _fnlValCoord3D(seed, x3, y0, z1), xs),
+ _fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z1),
+ _fnlValCoord3D(seed, x1, y1, z1),
+ _fnlValCoord3D(seed, x2, y1, z1),
+ _fnlValCoord3D(seed, x3, y1, z1), xs),
+ _fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z1),
+ _fnlValCoord3D(seed, x1, y2, z1),
+ _fnlValCoord3D(seed, x2, y2, z1),
+ _fnlValCoord3D(seed, x3, y2, z1), xs),
+ _fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z1),
+ _fnlValCoord3D(seed, x1, y3, z1),
+ _fnlValCoord3D(seed, x2, y3, z1),
+ _fnlValCoord3D(seed, x3, y3, z1), xs),
+ ys),
+ _fnlCubicLerp(_fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z2),
+ _fnlValCoord3D(seed, x1, y0, z2),
+ _fnlValCoord3D(seed, x2, y0, z2),
+ _fnlValCoord3D(seed, x3, y0, z2), xs),
+ _fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z2),
+ _fnlValCoord3D(seed, x1, y1, z2),
+ _fnlValCoord3D(seed, x2, y1, z2),
+ _fnlValCoord3D(seed, x3, y1, z2), xs),
+ _fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z2),
+ _fnlValCoord3D(seed, x1, y2, z2),
+ _fnlValCoord3D(seed, x2, y2, z2),
+ _fnlValCoord3D(seed, x3, y2, z2), xs),
+ _fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z2),
+ _fnlValCoord3D(seed, x1, y3, z2),
+ _fnlValCoord3D(seed, x2, y3, z2),
+ _fnlValCoord3D(seed, x3, y3, z2), xs),
+ ys),
+ _fnlCubicLerp(_fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z3),
+ _fnlValCoord3D(seed, x1, y0, z3),
+ _fnlValCoord3D(seed, x2, y0, z3),
+ _fnlValCoord3D(seed, x3, y0, z3), xs),
+ _fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z3),
+ _fnlValCoord3D(seed, x1, y1, z3),
+ _fnlValCoord3D(seed, x2, y1, z3),
+ _fnlValCoord3D(seed, x3, y1, z3), xs),
+ _fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z3),
+ _fnlValCoord3D(seed, x1, y2, z3),
+ _fnlValCoord3D(seed, x2, y2, z3),
+ _fnlValCoord3D(seed, x3, y2, z3), xs),
+ _fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z3),
+ _fnlValCoord3D(seed, x1, y3, z3),
+ _fnlValCoord3D(seed, x2, y3, z3),
+ _fnlValCoord3D(seed, x3, y3, z3), xs),
+ ys),
+ zs) *
+ (1 / 1.5f * 1.5f * 1.5f);
+}
+
+// Value noise
+
+static float _fnlSingleValue2D(int seed, FNLfloat x, FNLfloat y)
+{
+ int x0 = _fnlFastFloor(x);
+ int y0 = _fnlFastFloor(y);
+
+ float xs = _fnlInterpHermite((float)(x - x0));
+ float ys = _fnlInterpHermite((float)(y - y0));
+
+ x0 *= PRIME_X;
+ y0 *= PRIME_Y;
+ int x1 = x0 + PRIME_X;
+ int y1 = y0 + PRIME_Y;
+
+ float xf0 = _fnlLerp(_fnlValCoord2D(seed, x0, y0), _fnlValCoord2D(seed, x1, y0), xs);
+ float xf1 = _fnlLerp(_fnlValCoord2D(seed, x0, y1), _fnlValCoord2D(seed, x1, y1), xs);
+
+ return _fnlLerp(xf0, xf1, ys);
+}
+
+static float _fnlSingleValue3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z)
+{
+ int x0 = _fnlFastFloor(x);
+ int y0 = _fnlFastFloor(y);
+ int z0 = _fnlFastFloor(z);
+
+ float xs = _fnlInterpHermite((float)(x - x0));
+ float ys = _fnlInterpHermite((float)(y - y0));
+ float zs = _fnlInterpHermite((float)(z - z0));
+
+ x0 *= PRIME_X;
+ y0 *= PRIME_Y;
+ z0 *= PRIME_Z;
+ int x1 = x0 + PRIME_X;
+ int y1 = y0 + PRIME_Y;
+ int z1 = z0 + PRIME_Z;
+
+ float xf00 =
+ _fnlLerp(_fnlValCoord3D(seed, x0, y0, z0), _fnlValCoord3D(seed, x1, y0, z0), xs);
+ float xf10 =
+ _fnlLerp(_fnlValCoord3D(seed, x0, y1, z0), _fnlValCoord3D(seed, x1, y1, z0), xs);
+ float xf01 =
+ _fnlLerp(_fnlValCoord3D(seed, x0, y0, z1), _fnlValCoord3D(seed, x1, y0, z1), xs);
+ float xf11 =
+ _fnlLerp(_fnlValCoord3D(seed, x0, y1, z1), _fnlValCoord3D(seed, x1, y1, z1), xs);
+
+ float yf0 = _fnlLerp(xf00, xf10, ys);
+ float yf1 = _fnlLerp(xf01, xf11, ys);
+
+ return _fnlLerp(yf0, yf1, zs);
+}
+
+// Domain Warp
+
+// Forward declare
+static void _fnlSingleDomainWarpBasicGrid2D(int seed, float warpAmp, float frequency,
+ FNLfloat x, FNLfloat y, FNLfloat *xp,
+ FNLfloat *yp);
+static void _fnlSingleDomainWarpBasicGrid3D(int seed, float warpAmp, float frequency,
+ FNLfloat x, FNLfloat y, FNLfloat z,
+ FNLfloat *xp, FNLfloat *yp, FNLfloat *zp);
+static void _fnlSingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency,
+ FNLfloat x, FNLfloat y, FNLfloat *xr,
+ FNLfloat *yr, bool outGradOnly);
+static void _fnlSingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp,
+ float frequency, FNLfloat x,
+ FNLfloat y, FNLfloat z, FNLfloat *xr,
+ FNLfloat *yr, FNLfloat *zr,
+ bool outGradOnly);
+
+static inline void _fnlDoSingleDomainWarp2D(const fnl_state *state, int seed, float amp,
+ float freq, FNLfloat x, FNLfloat y,
+ FNLfloat *xp, FNLfloat *yp)
+{
+ switch (state->domain_warp_type) {
+ case FNL_DOMAIN_WARP_OPENSIMPLEX2:
+ _fnlSingleDomainWarpSimplexGradient(seed, amp * 38.283687591552734375f, freq, x, y,
+ xp, yp, false);
+ break;
+ case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED:
+ _fnlSingleDomainWarpSimplexGradient(seed, amp * 16.0f, freq, x, y, xp, yp, true);
+ break;
+ case FNL_DOMAIN_WARP_BASICGRID:
+ _fnlSingleDomainWarpBasicGrid2D(seed, amp, freq, x, y, xp, yp);
+ break;
+ }
+}
+
+static inline void _fnlDoSingleDomainWarp3D(const fnl_state *state, int seed, float amp,
+ float freq, FNLfloat x, FNLfloat y, FNLfloat z,
+ FNLfloat *xp, FNLfloat *yp, FNLfloat *zp)
+{
+ switch (state->domain_warp_type) {
+ case FNL_DOMAIN_WARP_OPENSIMPLEX2:
+ _fnlSingleDomainWarpOpenSimplex2Gradient(seed, amp * 32.69428253173828125f, freq, x,
+ y, z, xp, yp, zp, false);
+ break;
+ case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED:
+ _fnlSingleDomainWarpOpenSimplex2Gradient(seed, amp * 7.71604938271605f, freq, x, y,
+ z, xp, yp, zp, true);
+ break;
+ case FNL_DOMAIN_WARP_BASICGRID:
+ _fnlSingleDomainWarpBasicGrid3D(seed, amp, freq, x, y, z, xp, yp, zp);
+ break;
+ }
+}
+
+// Domain Warp Single Wrapper
+
+static void _fnlDomainWarpSingle2D(const fnl_state *state, FNLfloat *x, FNLfloat *y)
+{
+ int seed = state->seed;
+ float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state);
+ float freq = state->frequency;
+
+ FNLfloat xs = *x;
+ FNLfloat ys = *y;
+ _fnlTransformDomainWarpCoordinate2D(state, &xs, &ys);
+
+ _fnlDoSingleDomainWarp2D(state, seed, amp, freq, xs, ys, x, y);
+}
+
+static void _fnlDomainWarpSingle3D(const fnl_state *state, FNLfloat *x, FNLfloat *y,
+ FNLfloat *z)
+{
+ int seed = state->seed;
+ float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state);
+ float freq = state->frequency;
+
+ FNLfloat xs = *x;
+ FNLfloat ys = *y;
+ FNLfloat zs = *z;
+ _fnlTransformDomainWarpCoordinate3D(state, &xs, &ys, &zs);
+
+ _fnlDoSingleDomainWarp3D(state, seed, amp, freq, xs, ys, zs, x, y, z);
+}
+
+// Domain Warp Fractal Progressive
+
+static void _fnlDomainWarpFractalProgressive2D(const fnl_state *state, FNLfloat *x,
+ FNLfloat *y)
+{
+ int seed = state->seed;
+ float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state);
+ float freq = state->frequency;
+
+ for (int i = 0; i < state->octaves; i++) {
+ FNLfloat xs = *x;
+ FNLfloat ys = *y;
+ _fnlTransformDomainWarpCoordinate2D(state, &xs, &ys);
+
+ _fnlDoSingleDomainWarp2D(state, seed, amp, freq, xs, ys, x, y);
+
+ seed++;
+ amp *= state->gain;
+ freq *= state->lacunarity;
+ }
+}
+
+static void _fnlDomainWarpFractalProgressive3D(const fnl_state *state, FNLfloat *x,
+ FNLfloat *y, FNLfloat *z)
+{
+ int seed = state->seed;
+ float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state);
+ float freq = state->frequency;
+
+ for (int i = 0; i < state->octaves; i++) {
+ FNLfloat xs = *x;
+ FNLfloat ys = *y;
+ FNLfloat zs = *z;
+ _fnlTransformDomainWarpCoordinate3D(state, &xs, &ys, &zs);
+
+ _fnlDoSingleDomainWarp3D(state, seed, amp, freq, xs, ys, zs, x, y, z);
+
+ seed++;
+ amp *= state->gain;
+ freq *= state->lacunarity;
+ }
+}
+
+// Domain Warp Fractal Independent
+
+static void _fnlDomainWarpFractalIndependent2D(const fnl_state *state, FNLfloat *x,
+ FNLfloat *y)
+{
+ FNLfloat xs = *x;
+ FNLfloat ys = *y;
+ _fnlTransformDomainWarpCoordinate2D(state, &xs, &ys);
+
+ int seed = state->seed;
+ float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state);
+ float freq = state->frequency;
+
+ for (int i = 0; i < state->octaves; i++) {
+ _fnlDoSingleDomainWarp2D(state, seed, amp, freq, xs, ys, x, y);
+
+ seed++;
+ amp *= state->gain;
+ freq *= state->lacunarity;
+ }
+}
+
+static void _fnlDomainWarpFractalIndependent3D(const fnl_state *state, FNLfloat *x,
+ FNLfloat *y, FNLfloat *z)
+{
+ FNLfloat xs = *x;
+ FNLfloat ys = *y;
+ FNLfloat zs = *z;
+ _fnlTransformDomainWarpCoordinate3D(state, &xs, &ys, &zs);
+
+ int seed = state->seed;
+ float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state);
+ float freq = state->frequency;
+
+ for (int i = 0; i < state->octaves; i++) {
+ _fnlDoSingleDomainWarp3D(state, seed, amp, freq, xs, ys, zs, x, y, z);
+
+ seed++;
+ amp *= state->gain;
+ freq *= state->lacunarity;
+ }
+}
+
+// Domain Warp Basic Grid
+
+static void _fnlSingleDomainWarpBasicGrid2D(int seed, float warpAmp, float frequency,
+ FNLfloat x, FNLfloat y, FNLfloat *xp,
+ FNLfloat *yp)
+{
+ FNLfloat xf = x * frequency;
+ FNLfloat yf = y * frequency;
+
+ int x0 = _fnlFastFloor(xf);
+ int y0 = _fnlFastFloor(yf);
+
+ float xs = _fnlInterpHermite((float)(xf - x0));
+ float ys = _fnlInterpHermite((float)(yf - y0));
+
+ x0 *= PRIME_X;
+ y0 *= PRIME_Y;
+ int x1 = x0 + PRIME_X;
+ int y1 = y0 + PRIME_Y;
+
+ int idx0 = _fnlHash2D(seed, x0, y0) & (255 << 1);
+ int idx1 = _fnlHash2D(seed, x1, y0) & (255 << 1);
+
+ float lx0x = _fnlLerp(RAND_VECS_2D[idx0], RAND_VECS_2D[idx1], xs);
+ float ly0x = _fnlLerp(RAND_VECS_2D[idx0 | 1], RAND_VECS_2D[idx1 | 1], xs);
+
+ idx0 = _fnlHash2D(seed, x0, y1) & (255 << 1);
+ idx1 = _fnlHash2D(seed, x1, y1) & (255 << 1);
+
+ float lx1x = _fnlLerp(RAND_VECS_2D[idx0], RAND_VECS_2D[idx1], xs);
+ float ly1x = _fnlLerp(RAND_VECS_2D[idx0 | 1], RAND_VECS_2D[idx1 | 1], xs);
+
+ *xp += _fnlLerp(lx0x, lx1x, ys) * warpAmp;
+ *yp += _fnlLerp(ly0x, ly1x, ys) * warpAmp;
+}
+
+static void _fnlSingleDomainWarpBasicGrid3D(int seed, float warpAmp, float frequency,
+ FNLfloat x, FNLfloat y, FNLfloat z,
+ FNLfloat *xp, FNLfloat *yp, FNLfloat *zp)
+{
+ FNLfloat xf = x * frequency;
+ FNLfloat yf = y * frequency;
+ FNLfloat zf = z * frequency;
+
+ int x0 = _fnlFastFloor(xf);
+ int y0 = _fnlFastFloor(yf);
+ int z0 = _fnlFastFloor(zf);
+
+ float xs = _fnlInterpHermite((float)(xf - x0));
+ float ys = _fnlInterpHermite((float)(yf - y0));
+ float zs = _fnlInterpHermite((float)(zf - z0));
+
+ x0 *= PRIME_X;
+ y0 *= PRIME_Y;
+ z0 *= PRIME_Z;
+ int x1 = x0 + PRIME_X;
+ int y1 = y0 + PRIME_Y;
+ int z1 = z0 + PRIME_Z;
+
+ int idx0 = _fnlHash3D(seed, x0, y0, z0) & (255 << 2);
+ int idx1 = _fnlHash3D(seed, x1, y0, z0) & (255 << 2);
+
+ float lx0x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs);
+ float ly0x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs);
+ float lz0x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs);
+
+ idx0 = _fnlHash3D(seed, x0, y1, z0) & (255 << 2);
+ idx1 = _fnlHash3D(seed, x1, y1, z0) & (255 << 2);
+
+ float lx1x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs);
+ float ly1x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs);
+ float lz1x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs);
+
+ float lx0y = _fnlLerp(lx0x, lx1x, ys);
+ float ly0y = _fnlLerp(ly0x, ly1x, ys);
+ float lz0y = _fnlLerp(lz0x, lz1x, ys);
+
+ idx0 = _fnlHash3D(seed, x0, y0, z1) & (255 << 2);
+ idx1 = _fnlHash3D(seed, x1, y0, z1) & (255 << 2);
+
+ lx0x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs);
+ ly0x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs);
+ lz0x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs);
+
+ idx0 = _fnlHash3D(seed, x0, y1, z1) & (255 << 2);
+ idx1 = _fnlHash3D(seed, x1, y1, z1) & (255 << 2);
+
+ lx1x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs);
+ ly1x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs);
+ lz1x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs);
+
+ *xp += _fnlLerp(lx0y, _fnlLerp(lx0x, lx1x, ys), zs) * warpAmp;
+ *yp += _fnlLerp(ly0y, _fnlLerp(ly0x, ly1x, ys), zs) * warpAmp;
+ *zp += _fnlLerp(lz0y, _fnlLerp(lz0x, lz1x, ys), zs) * warpAmp;
+}
+
+// Domain Warp Simplex/OpenSimplex2
+
+static void _fnlSingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency,
+ FNLfloat x, FNLfloat y, FNLfloat *xr,
+ FNLfloat *yr, bool outGradOnly)
+{
+ const float SQRT3 = 1.7320508075688772935274463415059f;
+ const float G2 = (3 - SQRT3) / 6;
+
+ x *= frequency;
+ y *= frequency;
+
+ /*
+ * --- Skew moved to TransformNoiseCoordinate method ---
+ * const FNLfloat F2 = 0.5f * (SQRT3 - 1);
+ * FNLfloat s = (x + y) * F2;
+ * x += s; y += s;
+ */
+
+ int i = _fnlFastFloor(x);
+ int j = _fnlFastFloor(y);
+ float xi = (float)(x - i);
+ float yi = (float)(y - j);
+
+ float t = (xi + yi) * G2;
+ float x0 = (float)(xi - t);
+ float y0 = (float)(yi - t);
+
+ i *= PRIME_X;
+ j *= PRIME_Y;
+
+ float vx, vy;
+ vx = vy = 0;
+
+ float a = 0.5f - x0 * x0 - y0 * y0;
+ if (a > 0) {
+ float aaaa = (a * a) * (a * a);
+ float xo, yo;
+ if (outGradOnly)
+ _fnlGradCoordOut2D(seed, i, j, &xo, &yo);
+ else
+ _fnlGradCoordDual2D(seed, i, j, x0, y0, &xo, &yo);
+ vx += aaaa * xo;
+ vy += aaaa * yo;
+ }
+
+ float c = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t +
+ ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a);
+ if (c > 0) {
+ float x2 = x0 + (2 * (float)G2 - 1);
+ float y2 = y0 + (2 * (float)G2 - 1);
+ float cccc = (c * c) * (c * c);
+ float xo, yo;
+ if (outGradOnly)
+ _fnlGradCoordOut2D(seed, i + PRIME_X, j + PRIME_Y, &xo, &yo);
+ else
+ _fnlGradCoordDual2D(seed, i + PRIME_X, j + PRIME_Y, x2, y2, &xo, &yo);
+ vx += cccc * xo;
+ vy += cccc * yo;
+ }
+
+ if (y0 > x0) {
+ float x1 = x0 + (float)G2;
+ float y1 = y0 + ((float)G2 - 1);
+ float b = 0.5f - x1 * x1 - y1 * y1;
+ if (b > 0) {
+ float bbbb = (b * b) * (b * b);
+ float xo, yo;
+ if (outGradOnly)
+ _fnlGradCoordOut2D(seed, i, j + PRIME_Y, &xo, &yo);
+ else
+ _fnlGradCoordDual2D(seed, i, j + PRIME_Y, x1, y1, &xo, &yo);
+ vx += bbbb * xo;
+ vy += bbbb * yo;
+ }
+ } else {
+ float x1 = x0 + ((float)G2 - 1);
+ float y1 = y0 + (float)G2;
+ float b = 0.5f - x1 * x1 - y1 * y1;
+ if (b > 0) {
+ float bbbb = (b * b) * (b * b);
+ float xo, yo;
+ if (outGradOnly)
+ _fnlGradCoordOut2D(seed, i + PRIME_X, j, &xo, &yo);
+ else
+ _fnlGradCoordDual2D(seed, i + PRIME_X, j, x1, y1, &xo, &yo);
+ vx += bbbb * xo;
+ vy += bbbb * yo;
+ }
+ }
+
+ *xr += vx * warpAmp;
+ *yr += vy * warpAmp;
+}
+
+static void _fnlSingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp,
+ float frequency, FNLfloat x,
+ FNLfloat y, FNLfloat z, FNLfloat *xr,
+ FNLfloat *yr, FNLfloat *zr,
+ bool outGradOnly)
+{
+ x *= frequency;
+ y *= frequency;
+ z *= frequency;
+
+ /*
+ * --- Rotation moved to TransformDomainWarpCoordinate method ---
+ * const FNLfloat R3 = (FNLfloat)(2.0 / 3.0);
+ * FNLfloat r = (x + y + z) * R3; // Rotation, not skew
+ * x = r - x; y = r - y; z = r - z;
+ */
+
+ int i = _fnlFastRound(x);
+ int j = _fnlFastRound(y);
+ int k = _fnlFastRound(z);
+ float x0 = (float)x - i;
+ float y0 = (float)y - j;
+ float z0 = (float)z - k;
+
+ int xNSign = (int)(-x0 - 1.0f) | 1;
+ int yNSign = (int)(-y0 - 1.0f) | 1;
+ int zNSign = (int)(-z0 - 1.0f) | 1;
+
+ float ax0 = xNSign * -x0;
+ float ay0 = yNSign * -y0;
+ float az0 = zNSign * -z0;
+
+ i *= PRIME_X;
+ j *= PRIME_Y;
+ k *= PRIME_Z;
+
+ float vx, vy, vz;
+ vx = vy = vz = 0;
+
+ float a = (0.6f - x0 * x0) - (y0 * y0 + z0 * z0);
+ for (int l = 0; l < 2; l++) {
+ if (a > 0) {
+ float aaaa = (a * a) * (a * a);
+ float xo, yo, zo;
+ if (outGradOnly)
+ _fnlGradCoordOut3D(seed, i, j, k, &xo, &yo, &zo);
+ else
+ _fnlGradCoordDual3D(seed, i, j, k, x0, y0, z0, &xo, &yo, &zo);
+ vx += aaaa * xo;
+ vy += aaaa * yo;
+ vz += aaaa * zo;
+ }
+
+ float b = a + 1;
+ int i1 = i;
+ int j1 = j;
+ int k1 = k;
+ float x1 = x0;
+ float y1 = y0;
+ float z1 = z0;
+ if (ax0 >= ay0 && ax0 >= az0) {
+ x1 += xNSign;
+ b -= xNSign * 2 * x1;
+ i1 -= xNSign * PRIME_X;
+ } else if (ay0 > ax0 && ay0 >= az0) {
+ y1 += yNSign;
+ b -= yNSign * 2 * y1;
+ j1 -= yNSign * PRIME_Y;
+ } else {
+ z1 += zNSign;
+ b -= zNSign * 2 * z1;
+ k1 -= zNSign * PRIME_Z;
+ }
+
+ if (b > 0) {
+ float bbbb = (b * b) * (b * b);
+ float xo, yo, zo;
+ if (outGradOnly)
+ _fnlGradCoordOut3D(seed, i1, j1, k1, &xo, &yo, &zo);
+ else
+ _fnlGradCoordDual3D(seed, i1, j1, k1, x1, y1, z1, &xo, &yo, &zo);
+ vx += bbbb * xo;
+ vy += bbbb * yo;
+ vz += bbbb * zo;
+ }
+
+ if (l == 1)
+ break;
+
+ ax0 = 0.5f - ax0;
+ ay0 = 0.5f - ay0;
+ az0 = 0.5f - az0;
+
+ x0 = xNSign * ax0;
+ y0 = yNSign * ay0;
+ z0 = zNSign * az0;
+
+ a += (0.75f - ax0) - (ay0 + az0);
+
+ i += (xNSign >> 1) & PRIME_X;
+ j += (yNSign >> 1) & PRIME_Y;
+ k += (zNSign >> 1) & PRIME_Z;
+
+ xNSign = -xNSign;
+ yNSign = -yNSign;
+ zNSign = -zNSign;
+
+ seed += 1293373;
+ }
+
+ *xr += vx * warpAmp;
+ *yr += vy * warpAmp;
+ *zr += vz * warpAmp;
+}
+
+// ====================
+// Public API
+// ====================
+
+fnl_state fnlCreateState()
+{
+ fnl_state newState;
+ newState.seed = 1337;
+ newState.frequency = 0.01f;
+ newState.noise_type = FNL_NOISE_OPENSIMPLEX2;
+ newState.rotation_type_3d = FNL_ROTATION_NONE;
+ newState.fractal_type = FNL_FRACTAL_NONE;
+ newState.octaves = 3;
+ newState.lacunarity = 2.0f;
+ newState.gain = 0.5f;
+ newState.weighted_strength = 0.0f;
+ newState.ping_pong_strength = 2.0f;
+ newState.cellular_distance_func = FNL_CELLULAR_DISTANCE_EUCLIDEANSQ;
+ newState.cellular_return_type = FNL_CELLULAR_RETURN_TYPE_DISTANCE;
+ newState.cellular_jitter_mod = 1.0f;
+ newState.domain_warp_amp = 30.0f;
+ newState.domain_warp_type = FNL_DOMAIN_WARP_OPENSIMPLEX2;
+ return newState;
+}
+
+float fnlGetNoise2D(const fnl_state *state, FNLfloat x, FNLfloat y)
+{
+ _fnlTransformNoiseCoordinate2D(state, &x, &y);
+
+ switch (state->fractal_type) {
+ default:
+ return _fnlGenNoiseSingle2D(state, state->seed, x, y);
+ case FNL_FRACTAL_FBM:
+ return _fnlGenFractalFBM2D(state, x, y);
+ case FNL_FRACTAL_RIDGED:
+ return _fnlGenFractalRidged2D(state, x, y);
+ case FNL_FRACTAL_PINGPONG:
+ return _fnlGenFractalPingPong2D(state, x, y);
+ }
+}
+
+float fnlGetNoise3D(const fnl_state *state, FNLfloat x, FNLfloat y, FNLfloat z)
+{
+ _fnlTransformNoiseCoordinate3D(state, &x, &y, &z);
+
+ // Select a noise type
+ switch (state->fractal_type) {
+ default:
+ return _fnlGenNoiseSingle3D(state, state->seed, x, y, z);
+ case FNL_FRACTAL_FBM:
+ return _fnlGenFractalFBM3D(state, x, y, z);
+ case FNL_FRACTAL_RIDGED:
+ return _fnlGenFractalRidged3D(state, x, y, z);
+ case FNL_FRACTAL_PINGPONG:
+ return _fnlGenFractalPingPong3D(state, x, y, z);
+ }
+}
+
+void fnlDomainWarp2D(const fnl_state *state, FNLfloat *x, FNLfloat *y)
+{
+ switch (state->fractal_type) {
+ default:
+ _fnlDomainWarpSingle2D(state, x, y);
+ break;
+ case FNL_FRACTAL_DOMAIN_WARP_PROGRESSIVE:
+ _fnlDomainWarpFractalProgressive2D(state, x, y);
+ break;
+ case FNL_FRACTAL_DOMAIN_WARP_INDEPENDENT:
+ _fnlDomainWarpFractalIndependent2D(state, x, y);
+ break;
+ }
+}
+
+void fnlDomainWarp3D(const fnl_state *state, FNLfloat *x, FNLfloat *y, FNLfloat *z)
+{
+ switch (state->fractal_type) {
+ default:
+ _fnlDomainWarpSingle3D(state, x, y, z);
+ break;
+ case FNL_FRACTAL_DOMAIN_WARP_PROGRESSIVE:
+ _fnlDomainWarpFractalProgressive3D(state, x, y, z);
+ break;
+ case FNL_FRACTAL_DOMAIN_WARP_INDEPENDENT:
+ _fnlDomainWarpFractalIndependent3D(state, x, y, z);
+ break;
+ }
+}
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif // FNL_IMPL
diff --git a/src/camera.c b/src/camera.c
index ec486d7..a841faa 100644
--- a/src/camera.c
+++ b/src/camera.c
@@ -1,18 +1,19 @@
-#include "cglm/vec3.h"
+#include <GLFW/glfw3.h>
#include <math.h>
#include "voxel.h"
#include "window.h"
-Camera camera_init(void)
+void camera_init(Camera *camera)
{
- Camera camera = { 0 };
- camera.fov = 70;
- camera.near = 0.1;
- camera.far = 1000;
- camera.look_speed = 100;
- camera.move_speed = 4.317;
- return camera;
+ camera->fov = 70;
+ camera->near = 0.1;
+ camera->far = 1000;
+ camera->look_speed = 100;
+ camera->move_speed = 4.317 * 10;
+ glm_vec3_zero(camera->position);
+ glm_vec3_zero(camera->rotation);
+ camera->frustum = camera_frustum(camera);
}
void camera_proj(Camera *camera, mat4 proj)
@@ -143,4 +144,54 @@ void camera_update(Camera *camera)
{
camera_update_rotation(camera);
camera_update_movement(camera);
+ camera->frustum = camera_frustum(camera);
+}
+
+Frustum camera_frustum(Camera *camera)
+{
+ Frustum frustum;
+ mat4 proj_view;
+
+ camera_proj_view(camera, proj_view);
+ glm_mat4_transpose(proj_view);
+
+ // left
+ glm_vec4_add(proj_view[3], proj_view[0], frustum.left);
+
+ // right
+ glm_vec4_sub(proj_view[3], proj_view[0], frustum.right);
+
+ // bottom
+ glm_vec4_add(proj_view[3], proj_view[1], frustum.bottom);
+
+ // top
+ glm_vec4_sub(proj_view[3], proj_view[1], frustum.top);
+
+ // near
+ glm_vec4_add(proj_view[3], proj_view[2], frustum.near);
+
+ // far
+ glm_vec4_sub(proj_view[3], proj_view[2], frustum.far);
+
+ return frustum;
+}
+
+bool aabb_in_plane(AABB *aabb, Plane plane)
+{
+ vec3 p;
+ float f;
+
+ p[0] = plane[0] >= 0 ? aabb->max[0] : aabb->min[0];
+ p[1] = plane[1] >= 0 ? aabb->max[1] : aabb->min[1];
+ p[2] = plane[2] >= 0 ? aabb->max[2] : aabb->min[2];
+ f = glm_vec3_dot(p, plane) + plane[3];
+
+ return f >= 0.0f;
+}
+
+bool aabb_in_frustum(AABB *aabb, Frustum *frustum)
+{
+ return aabb_in_plane(aabb, frustum->near) && aabb_in_plane(aabb, frustum->far) &&
+ aabb_in_plane(aabb, frustum->left) && aabb_in_plane(aabb, frustum->right) &&
+ aabb_in_plane(aabb, frustum->top) && aabb_in_plane(aabb, frustum->bottom);
}
diff --git a/src/chunk.c b/src/chunk.c
index 50fe5c3..f142788 100644
--- a/src/chunk.c
+++ b/src/chunk.c
@@ -1,98 +1,183 @@
-#include <stdio.h>
+#include <cglm/vec3.h>
#include <stdlib.h>
-#include <string.h>
+#include "utils.h"
#include "voxel.h"
#include "list.h"
-#include "cube.h"
-#include "mesh.h"
+#include "gl.h"
+#include "noise.h"
-Chunk *chunk_init(int x, int y, int z)
+void chunk_init(Chunk *chunk, i32 x, i32 y, i32 z)
{
- Chunk *chunk = malloc(sizeof(Chunk));
- chunk->x = x;
- chunk->y = y;
- chunk->z = z;
- memset(chunk->blocks, AIR, sizeof(chunk->blocks));
- return chunk;
+ chunk->blocks = xzalloc(sizeof(Block) * CHUNK_BLOCKS);
+ chunk->pos[0] = x;
+ chunk->pos[1] = y;
+ chunk->pos[2] = z;
+ chunk->state = CHUNK_NEW;
+ chunk->has_mesh = false;
}
void chunk_free(Chunk *chunk)
{
- free(chunk);
+ if (chunk->state >= CHUNK_MESHED)
+ uniform_free(&chunk->mesh);
+ free(chunk->blocks);
}
-void chunk_generate(Chunk *chunk)
+void chunk_generate(Chunk *chunk, seed_t seed)
{
- int size = sizeof(chunk->blocks);
- for (int i = 0; i < size; i++) {
- int x = i % CHUNK_SIZE;
- int z = (i / CHUNK_SIZE) % CHUNK_SIZE;
- int y = i / (CHUNK_SIZE * CHUNK_SIZE);
+ fnl_state noise;
- char block = AIR;
- int temp = x + z - y;
- if (temp > 16)
- block = DIRT;
+ if (chunk->state != CHUNK_NEW)
+ return;
- chunk->blocks[i] = block;
+ chunk->state = CHUNK_GENERATING;
+
+ noise = fnlCreateState();
+ noise.seed = seed;
+ noise.noise_type = FNL_NOISE_PERLIN;
+
+ for (i32 i = 0; i < CHUNK_BLOCKS; i++) {
+ i32 lx = i % CHUNK_SIZE;
+ i32 lz = (i / CHUNK_SIZE) % CHUNK_SIZE;
+ i32 ly = i / (CHUNK_SIZE * CHUNK_SIZE);
+
+ i32 gx = lx + chunk->pos[0] * CHUNK_SIZE;
+ i32 gy = ly + chunk->pos[1] * CHUNK_SIZE;
+ i32 gz = lz + chunk->pos[2] * CHUNK_SIZE;
+
+ double data = fnlGetNoise3D(&noise, gx, gy, gz);
+ data -= gy * 0.01;
+ if (data < 0.1)
+ continue;
+
+ chunk->blocks[i] = A;
}
+
+ chunk->state = CHUNK_GENERATED;
}
typedef struct {
- Chunk *chunk;
- List pos;
List data;
- int vertex_count;
+ RcChunk *rc_chunks[7];
} MeshState;
-static void add_vertex(MeshState *state, const vec3 pos, const vec3 xyz, unsigned int data)
+typedef union {
+ struct {
+ u64 x : 5;
+ u64 y : 5;
+ u64 z : 5;
+ u64 width : 5;
+ u64 height : 5;
+ u64 face : 3;
+ u64 block : 4;
+ u64 : 32;
+ };
+ u64 raw;
+} Quad;
+
+static void mesh_state_init(MeshState *state, World *world, Chunk *chunk)
+{
+ i32 cx, cy, cz;
+
+ cx = chunk->pos[0];
+ cy = chunk->pos[1];
+ cz = chunk->pos[2];
+
+ state->rc_chunks[0] = world_get_chunk(world, cx, cy, cz);
+ state->rc_chunks[1] = world_get_chunk(world, cx - 1, cy, cz);
+ state->rc_chunks[2] = world_get_chunk(world, cx + 1, cy, cz);
+ state->rc_chunks[3] = world_get_chunk(world, cx, cy - 1, cz);
+ state->rc_chunks[4] = world_get_chunk(world, cx, cy + 1, cz);
+ state->rc_chunks[5] = world_get_chunk(world, cx, cy, cz - 1);
+ state->rc_chunks[6] = world_get_chunk(world, cx, cy, cz + 1);
+
+ list_init_u64(&state->data);
+}
+
+static void mesh_state_free(MeshState *state)
+{
+ for (i32 i = 0; i < 7; i++) {
+ RcChunk *rc_chunk = state->rc_chunks[i];
+ if (rc_chunk != NULL)
+ rcchunk_drop(rc_chunk);
+ }
+
+ list_free(&state->data);
+}
+
+static Block mesh_state_get_block(MeshState *state, i32 lx, i32 ly, i32 lz)
{
- list_pushf(&state->pos, pos[0] + xyz[0]);
- list_pushf(&state->pos, pos[1] + xyz[1]);
- list_pushf(&state->pos, pos[2] + xyz[2]);
- list_pushu(&state->data, data);
- state->vertex_count++;
+ RcChunk *rc_chunk;
+ i32 index = 0;
+
+ if (lx < 0) {
+ index = 1;
+ lx += CHUNK_SIZE;
+ } else if (lx >= CHUNK_SIZE) {
+ index = 2;
+ lx -= CHUNK_SIZE;
+ } else if (ly < 0) {
+ index = 3;
+ ly += CHUNK_SIZE;
+ } else if (ly >= CHUNK_SIZE) {
+ index = 4;
+ ly -= CHUNK_SIZE;
+ } else if (lz < 0) {
+ index = 5;
+ lz += CHUNK_SIZE;
+ } else if (lz >= CHUNK_SIZE) {
+ index = 6;
+ lz -= CHUNK_SIZE;
+ }
+
+ rc_chunk = state->rc_chunks[index];
+ if (rc_chunk == NULL)
+ return AIR;
+
+ return chunk_at(&rc_chunk->chunk, lx, ly, lz);
}
-static void add_quad(MeshState *state, const vec3 xyz, Face face, Block block)
+static void add_quad(MeshState *state, const ivec3 xyz, Face face, Block block)
{
- unsigned int data = (face << 2) | block;
- const vec3 *verts = CUBE[face];
+ Quad quad = { 0 };
+ quad.x = xyz[0];
+ quad.y = xyz[1];
+ quad.z = xyz[2];
+ quad.width = 1;
+ quad.height = 1;
+ quad.face = face;
+ quad.block = block;
- add_vertex(state, verts[0], xyz, data);
- add_vertex(state, verts[1], xyz, data);
- add_vertex(state, verts[2], xyz, data);
- add_vertex(state, verts[3], xyz, data);
- add_vertex(state, verts[4], xyz, data);
- add_vertex(state, verts[5], xyz, data);
+ list_push_u64(&state->data, quad.raw);
}
-Mesh chunk_mesh(Chunk *chunk)
+void chunk_mesh(Chunk *chunk, World *world)
{
MeshState state;
- state.chunk = chunk;
- state.vertex_count = 0;
- list_initf(&state.pos);
- list_initu(&state.data);
- int size = sizeof(chunk->blocks);
- for (int i = 0; i < size; i++) {
- int x = i % CHUNK_SIZE;
- int z = (i / CHUNK_SIZE) % CHUNK_SIZE;
- int y = i / (CHUNK_SIZE * CHUNK_SIZE);
- vec3 xyz = { x, y, z };
+ if (chunk->state != CHUNK_GENERATED)
+ return;
+
+ chunk->state = CHUNK_MESHING;
+ mesh_state_init(&state, world, chunk);
+
+ for (i32 i = 0; i < CHUNK_BLOCKS; i++) {
+ i32 lx = i % CHUNK_SIZE;
+ i32 lz = (i / CHUNK_SIZE) % CHUNK_SIZE;
+ i32 ly = i / (CHUNK_SIZE * CHUNK_SIZE);
+ ivec3 xyz = { lx, ly, lz };
Block block = chunk->blocks[i];
if (block == AIR)
continue;
- Block px = chunk_at(chunk, x + 1, y, z);
- Block nx = chunk_at(chunk, x - 1, y, z);
- Block py = chunk_at(chunk, x, y + 1, z);
- Block ny = chunk_at(chunk, x, y - 1, z);
- Block pz = chunk_at(chunk, x, y, z + 1);
- Block nz = chunk_at(chunk, x, y, z - 1);
+ Block px = mesh_state_get_block(&state, lx + 1, ly, lz);
+ Block nx = mesh_state_get_block(&state, lx - 1, ly, lz);
+ Block py = mesh_state_get_block(&state, lx, ly + 1, lz);
+ Block ny = mesh_state_get_block(&state, lx, ly - 1, lz);
+ Block pz = mesh_state_get_block(&state, lx, ly, lz + 1);
+ Block nz = mesh_state_get_block(&state, lx, ly, lz - 1);
if (px == AIR)
add_quad(&state, xyz, POS_X, block);
@@ -108,19 +193,20 @@ Mesh chunk_mesh(Chunk *chunk)
add_quad(&state, xyz, NEG_Z, block);
}
- Mesh mesh;
- mesh_init(&mesh, state.vertex_count);
- mesh_storef(&mesh, state.pos.fdata, state.pos.len, 3);
- mesh_storeu(&mesh, state.data.udata, state.data.len, 1);
- mesh_finish();
+ if (chunk->has_mesh)
+ uniform_free(&chunk->mesh);
- list_free(&state.pos);
- list_free(&state.data);
+ Uniform uniform;
+ uniform_init(&uniform, state.data.len * sizeof(Quad));
+ uniform_store(&uniform, 0, state.data.len * sizeof(Quad), state.data.data);
+ mesh_state_free(&state);
- return mesh;
+ chunk->mesh = uniform;
+ chunk->has_mesh = true;
+ chunk->state = CHUNK_MESHED;
}
-Block chunk_at(Chunk *chunk, int x, int y, int z)
+Block chunk_at(Chunk *chunk, i32 x, i32 y, i32 z)
{
if (x < 0 || x >= CHUNK_SIZE)
return AIR;
@@ -129,10 +215,25 @@ Block chunk_at(Chunk *chunk, int x, int y, int z)
if (z < 0 || z >= CHUNK_SIZE)
return AIR;
- int i = 0;
+ i32 i = 0;
i += x;
i += z * CHUNK_SIZE;
i += y * CHUNK_SIZE * CHUNK_SIZE;
return chunk->blocks[i];
}
+
+AABB chunk_aabb(Chunk *chunk)
+{
+ AABB aabb = { 0 };
+
+ // min
+ aabb.min[0] = chunk->pos[0] * CHUNK_SIZE;
+ aabb.min[1] = chunk->pos[1] * CHUNK_SIZE;
+ aabb.min[2] = chunk->pos[2] * CHUNK_SIZE;
+
+ // max
+ glm_vec3_adds(aabb.min, CHUNK_SIZE, aabb.max);
+
+ return aabb;
+}
diff --git a/src/cube.h b/src/cube.h
deleted file mode 100644
index fd071d0..0000000
--- a/src/cube.h
+++ /dev/null
@@ -1,60 +0,0 @@
-#pragma once
-
-#include <cglm/cglm.h>
-
-static const vec3 CUBE[6][6] = {
- {
- // PX
- { 1, 1, 1 },
- { 1, 0, 1 },
- { 1, 0, 0 },
- { 1, 0, 0 },
- { 1, 1, 0 },
- { 1, 1, 1 },
- },
- {
- // NX
- { 0, 1, 0 },
- { 0, 0, 0 },
- { 0, 0, 1 },
- { 0, 0, 1 },
- { 0, 1, 1 },
- { 0, 1, 0 },
- },
- {
- // PY
- { 1, 1, 0 },
- { 0, 1, 0 },
- { 0, 1, 1 },
- { 0, 1, 1 },
- { 1, 1, 1 },
- { 1, 1, 0 },
- },
- {
- // NY
- { 0, 0, 1 },
- { 0, 0, 0 },
- { 1, 0, 0 },
- { 1, 0, 0 },
- { 1, 0, 1 },
- { 0, 0, 1 },
- },
- {
- // PZ
- { 0, 1, 1 },
- { 0, 0, 1 },
- { 1, 0, 1 },
- { 1, 0, 1 },
- { 1, 1, 1 },
- { 0, 1, 1 },
- },
- {
- // NZ
- { 1, 1, 0 },
- { 1, 0, 0 },
- { 0, 0, 0 },
- { 0, 0, 0 },
- { 0, 1, 0 },
- { 1, 1, 0 },
- },
-};
diff --git a/src/gl.h b/src/gl.h
new file mode 100644
index 0000000..58809c9
--- /dev/null
+++ b/src/gl.h
@@ -0,0 +1,73 @@
+#pragma once
+
+#include <GL/gl.h>
+#include <cglm/cglm.h>
+
+#include "list.h"
+
+#define GL_OK 0
+#define GL_ERROR 1
+#define GL_RESULT int
+
+#define MAX_VBOS 4
+
+typedef struct {
+ u32 vao;
+ u32 vbos[MAX_VBOS];
+ i32 vbos_count;
+ i32 vertex_count;
+} Mesh;
+
+void mesh_init(Mesh *mesh, u32 vertex_count);
+void mesh_store_float(Mesh *mesh, float *data, u32 count, u32 dimensions);
+void mesh_store_i32(Mesh *mesh, i32 *data, u32 count, u32 dimensions);
+void mesh_store_u8(Mesh *mesh, u8 *data, u32 count, u32 dimensions);
+void mesh_store_u32(Mesh *mesh, u32 *data, u32 count, u32 dimensions);
+void mesh_finish(void);
+void mesh_bind(Mesh *mesh);
+void mesh_unbind(Mesh *mesh);
+void mesh_draw(Mesh *mesh);
+void mesh_draw_instanced(Mesh *mesh, u32 count);
+void mesh_free(Mesh *mesh);
+
+typedef struct {
+ u32 id;
+ u32 len;
+} Uniform;
+
+void uniform_init(Uniform *uniform, u32 len);
+void uniform_store(Uniform *uniform, u32 offset, u32 len, void *data);
+void uniform_bind(Uniform *uniform, u32 binding);
+void uniform_unbind(u32 binding);
+void uniform_free(Uniform *uniform);
+
+typedef struct {
+ u32 program_id;
+ u32 vertex_id;
+ u32 fragment_id;
+ /* vertex attributes */
+ List attribute_names;
+ List attribute_locations;
+ /* uniforms */
+ List uniform_names;
+ List uniform_locations;
+ /* uniform blocks */
+ List uniform_block_names;
+ List uniform_block_indicies;
+} Shader;
+
+GL_RESULT shader_init(Shader *shader, const char *vertexFile, const char *fragmentFile);
+void shader_bind(Shader *shader);
+void shader_unbind(void);
+void shader_free(Shader *shader);
+
+i32 shader_attribute_location(Shader *shader, const char *name);
+i32 shader_uniform_location(Shader *shader, const char *name);
+i32 shader_uniform_block_index(Shader *shader, const char *name);
+
+void shader_load_float(Shader *shader, const char *name, float value);
+void shader_load_int(Shader *shader, const char *name, int value);
+void shader_load_vec3(Shader *shader, const char *name, vec3 value);
+void shader_load_ivec3(Shader *shader, const char *name, ivec3 value);
+void shader_load_mat4(Shader *shader, const char *name, mat4 value);
+void shader_load_ubo(Shader *shader, const char *name, u32 binding);
diff --git a/src/list.c b/src/list.c
index 0f00cdd..a9c6a2e 100644
--- a/src/list.c
+++ b/src/list.c
@@ -3,7 +3,7 @@
#include "list.h"
-static void list_init(List *list, int elmSize)
+static void list_init(List *list, i32 elmSize)
{
list->data = NULL;
list->capacity = 0;
@@ -11,27 +11,37 @@ static void list_init(List *list, int elmSize)
list->elmSize = elmSize;
}
-void list_initf(List *list)
+void list_init_float(List *list)
{
list_init(list, sizeof(float));
}
-void list_initi(List *list)
+void list_init_i32(List *list)
{
- list_init(list, sizeof(int));
+ list_init(list, sizeof(i32));
}
-void list_initu(List *list)
+void list_init_u8(List *list)
{
- list_init(list, sizeof(unsigned int));
+ list_init(list, sizeof(u8));
}
-void list_initb(List *list)
+void list_init_u32(List *list)
{
- list_init(list, sizeof(unsigned char));
+ list_init(list, sizeof(u32));
}
-static void list_push(List *list, const void *elm)
+void list_init_u64(List *list)
+{
+ list_init(list, sizeof(u64));
+}
+
+void list_init_string(List *list)
+{
+ list_init(list, sizeof(char *));
+}
+
+static void list_push(List *list, const void *restrict elm)
{
if (list->len == list->capacity) {
list->capacity *= 2;
@@ -45,24 +55,34 @@ static void list_push(List *list, const void *elm)
list->len++;
}
-void list_pushf(List *list, float f)
+void list_push_float(List *list, float f)
{
list_push(list, &f);
}
-void list_pushi(List *list, int i)
+void list_push_i32(List *list, i32 i)
{
list_push(list, &i);
}
-void list_pushu(List *list, unsigned int u)
+void list_push_u8(List *list, u8 b)
+{
+ list_push(list, &b);
+}
+
+void list_push_u32(List *list, u32 u)
{
list_push(list, &u);
}
-void list_pushb(List *list, unsigned char b)
+void list_push_u64(List *list, u64 u)
{
- list_push(list, &b);
+ list_push(list, &u);
+}
+
+void list_push_string(List *list, char *s)
+{
+ list_push(list, &s);
}
void list_free(List *list)
diff --git a/src/list.h b/src/list.h
index 6d2211b..a22f3da 100644
--- a/src/list.h
+++ b/src/list.h
@@ -1,26 +1,33 @@
#pragma once
+#include "types.h"
+
typedef struct {
union {
- float *fdata;
- int *idata;
- unsigned int *udata;
- unsigned char *bdata;
+ float *floats;
+ int *ints;
+ unsigned int *uints;
+ unsigned char *bytes;
+ char **strings;
void *data;
};
- int len;
- int capacity;
- int elmSize;
+ u32 len;
+ u32 capacity;
+ u32 elmSize;
} List;
-void list_initf(List *list);
-void list_initi(List *list);
-void list_initu(List *list);
-void list_initb(List *list);
+void list_init_float(List *list);
+void list_init_i32(List *list);
+void list_init_u8(List *list);
+void list_init_u32(List *list);
+void list_init_u64(List *list);
+void list_init_string(List *list);
-void list_pushf(List *list, float f);
-void list_pushi(List *list, int i);
-void list_pushu(List *list, unsigned int u);
-void list_pushb(List *list, unsigned char u);
+void list_push_float(List *list, float f);
+void list_push_i32(List *list, i32 i);
+void list_push_u8(List *list, u8 u);
+void list_push_u32(List *list, u32 u);
+void list_push_u64(List *list, u64 u);
+void list_push_string(List *list, char *s);
void list_free(List *list);
diff --git a/src/main.c b/src/main.c
index 4ba34e5..ce01357 100644
--- a/src/main.c
+++ b/src/main.c
@@ -1,51 +1,118 @@
#include <GLFW/glfw3.h>
+#include <threads.h>
#include "voxel.h"
#include "window.h"
-#include "shader.h"
-#include "mesh.h"
-int main(void)
+World world;
+Camera camera;
+
+void sleep(double seconds)
+{
+ struct timespec req, rem;
+ req.tv_sec = seconds;
+ req.tv_nsec = 0;
+
+ if (seconds < 0)
+ return;
+
+ while (thrd_sleep(&req, &rem) == thrd_error)
+ req = rem;
+}
+
+/// handles rendering
+VOXEL_RESULT render_main(void *)
+{
+ Renderer renderer;
+
+ if (window_init_gl() != VOXEL_OK)
+ return VOXEL_ERROR;
+
+ if (renderer_init(&renderer) != VOXEL_OK)
+ return VOXEL_ERROR;
+
+ while (!window_closed()) {
+ if (window.resize) {
+ glViewport(0, 0, window.width, window.height);
+ window.resize = false;
+ }
+
+ renderer_start(&renderer, &camera);
+ world_render(&world, &renderer);
+ renderer_stop(&renderer);
+
+ window_swap();
+ }
+
+ renderer_free(&renderer);
+ return VOXEL_OK;
+}
+
+#define TPS 20
+
+/// handles game logic
+VOXEL_RESULT logic_main(void *)
{
- Shader *shader;
- Chunk *chunk;
- Mesh mesh;
- Camera camera;
- mat4 proj_view;
+ double last_tick, next_tick;
+ last_tick = 0;
+ next_tick = 0;
- if (window_init())
- return 1;
+ while (!window_closed()) {
+ world_update(&world, &camera);
- shader = shader_init("assets/vertex.glsl", "assets/fragment.glsl");
- if (!shader)
- return 1;
+ next_tick = last_tick + (1.0 / TPS);
+ sleep(next_tick - last_tick);
+ last_tick = next_tick;
+ }
- chunk = chunk_init(0, 0, 0);
- chunk_generate(chunk);
- mesh = chunk_mesh(chunk);
+ return VOXEL_OK;
+}
- camera = camera_init();
+/// handles user input
+VOXEL_RESULT input_main(void *)
+{
+ double last_tick, next_tick;
+ last_tick = 0;
+ next_tick = 0;
while (!window_closed()) {
window_update();
- if (key_down(GLFW_KEY_ESCAPE))
+ if (key_down(GLFW_KEY_ESCAPE)) {
+ window.close = true;
break;
+ }
camera_update(&camera);
- camera_proj_view(&camera, proj_view);
-
- shader_bind(shader);
- shader_load_mat4(0, proj_view);
- mesh_bind(&mesh);
- mesh_draw(&mesh);
- mesh_unbind(&mesh);
- shader_unbind();
- // main game loop
- window_swap();
+ next_tick = last_tick + (1.0 / TPS);
+ sleep(next_tick - last_tick);
+ last_tick = next_tick;
}
+ return VOXEL_OK;
+}
+
+VOXEL_RESULT main(void)
+{
+ thrd_t render_thread, logic_thread, input_thread;
+
+ if (window_init() != VOXEL_OK)
+ return VOXEL_ERROR;
+
+ camera_init(&camera);
+ world_init(&world, 0);
+
+ thrd_create(&logic_thread, logic_main, NULL);
+ thrd_create(&input_thread, input_main, NULL);
+ thrd_create(&render_thread, render_main, NULL);
+
+ thrd_join(logic_thread, NULL);
+ thrd_join(input_thread, NULL);
+ thrd_join(render_thread, NULL);
+
+ world_free(&world);
window_close();
- return 0;
+
+ return VOXEL_OK;
}
diff --git a/src/mesh.c b/src/mesh.c
index 8ee5ace..2ffe61b 100644
--- a/src/mesh.c
+++ b/src/mesh.c
@@ -1,8 +1,8 @@
#include <GL/glew.h>
-#include "mesh.h"
+#include "gl.h"
-void mesh_init(Mesh *mesh, int vertex_count)
+void mesh_init(Mesh *mesh, u32 vertex_count)
{
glGenVertexArrays(1, &mesh->vao);
mesh->vbos_count = 0;
@@ -10,7 +10,7 @@ void mesh_init(Mesh *mesh, int vertex_count)
glBindVertexArray(mesh->vao);
}
-static void mesh_store(Mesh *mesh, void *data, int len, int dimensions, GLenum type)
+static void mesh_store(Mesh *mesh, void *data, u32 len, u32 dimensions, GLenum type)
{
GLuint vbo;
GLint index = mesh->vbos_count;
@@ -25,24 +25,24 @@ static void mesh_store(Mesh *mesh, void *data, int len, int dimensions, GLenum t
mesh->vbos[mesh->vbos_count++] = vbo;
}
-void mesh_storef(Mesh *mesh, float *data, int count, int dimensions)
+void mesh_store_float(Mesh *mesh, float *data, u32 count, u32 dimensions)
{
mesh_store(mesh, data, count * sizeof(float), dimensions, GL_FLOAT);
}
-void mesh_storei(Mesh *mesh, int *data, int count, int dimensions)
+void mesh_store_i32(Mesh *mesh, i32 *data, u32 count, u32 dimensions)
{
- mesh_store(mesh, data, count * sizeof(int), dimensions, GL_INT);
+ mesh_store(mesh, data, count * sizeof(i32), dimensions, GL_INT);
}
-void mesh_storeu(Mesh *mesh, unsigned int *data, int count, int dimensions)
+void mesh_store_u8(Mesh *mesh, u8 *data, u32 count, u32 dimensions)
{
- mesh_store(mesh, data, count * sizeof(unsigned int), dimensions, GL_UNSIGNED_INT);
+ mesh_store(mesh, data, count * sizeof(u8), dimensions, GL_UNSIGNED_BYTE);
}
-void mesh_storeb(Mesh *mesh, unsigned char *data, int count, int dimensions)
+void mesh_store_u32(Mesh *mesh, u32 *data, u32 count, u32 dimensions)
{
- mesh_store(mesh, data, count * sizeof(unsigned char), dimensions, GL_UNSIGNED_BYTE);
+ mesh_store(mesh, data, count * sizeof(u32), dimensions, GL_UNSIGNED_INT);
}
void mesh_finish(void)
@@ -69,7 +69,7 @@ void mesh_draw(Mesh *mesh)
glDrawArrays(GL_TRIANGLES, 0, mesh->vertex_count);
}
-void mesh_draw_instanced(Mesh *mesh, int count)
+void mesh_draw_instanced(Mesh *mesh, u32 count)
{
glDrawArraysInstanced(GL_TRIANGLES, 0, mesh->vertex_count, count);
}
@@ -80,14 +80,32 @@ void mesh_free(Mesh *mesh)
glDeleteVertexArrays(1, &mesh->vao);
}
-void uniform_init(Uniform *uniform, void *data, int len)
+void uniform_init(Uniform *uniform, u32 len)
{
+ uniform->len = len;
glGenBuffers(1, &uniform->id);
glBindBuffer(GL_UNIFORM_BUFFER, uniform->id);
- glBufferData(GL_UNIFORM_BUFFER, len, data, GL_STATIC_DRAW);
+ glBufferData(GL_UNIFORM_BUFFER, len, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
+void uniform_store(Uniform *uniform, u32 offset, u32 len, void *data)
+{
+ glBindBuffer(GL_UNIFORM_BUFFER, uniform->id);
+ glBufferSubData(GL_UNIFORM_BUFFER, offset, len, data);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+}
+
+void uniform_bind(Uniform *uniform, u32 binding)
+{
+ glBindBufferBase(GL_UNIFORM_BUFFER, binding, uniform->id);
+}
+
+void uniform_unbind(u32 binding)
+{
+ glBindBufferBase(GL_UNIFORM_BUFFER, binding, 0);
+}
+
void uniform_free(Uniform *uniform)
{
glDeleteBuffers(1, &uniform->id);
diff --git a/src/mesh.h b/src/mesh.h
deleted file mode 100644
index 451803e..0000000
--- a/src/mesh.h
+++ /dev/null
@@ -1,31 +0,0 @@
-#pragma once
-
-#include <GL/gl.h>
-
-#define MAX_VBOS 4
-
-typedef struct {
- GLuint vao;
- GLuint vbos[MAX_VBOS];
- int vbos_count;
- int vertex_count;
-} Mesh;
-
-void mesh_init(Mesh *mesh, int vertex_count);
-void mesh_storef(Mesh *mesh, float *data, int count, int dimensions);
-void mesh_storei(Mesh *mesh, int *data, int count, int dimensions);
-void mesh_storeu(Mesh *mesh, unsigned int *data, int count, int dimensions);
-void mesh_storeb(Mesh *mesh, unsigned char *data, int count, int dimensions);
-void mesh_finish(void);
-void mesh_bind(Mesh *mesh);
-void mesh_unbind(Mesh *mesh);
-void mesh_draw(Mesh *mesh);
-void mesh_draw_instanced(Mesh *mesh, int count);
-void mesh_free(Mesh *mesh);
-
-typedef struct {
- GLuint id;
-} Uniform;
-
-void uniform_init(Uniform *uniform, void *data, int len);
-void uniform_free(Uniform *uniform);
diff --git a/src/render.c b/src/render.c
new file mode 100644
index 0000000..b70832b
--- /dev/null
+++ b/src/render.c
@@ -0,0 +1,79 @@
+#include <cglm/cglm.h>
+
+#include "voxel.h"
+#include "gl.h"
+
+#define MATS_UBO_BINDING 1
+#define FACE_UBO_BINDING 2
+
+VOXEL_RESULT renderer_init(Renderer *renderer)
+{
+ // load quad mesh
+ float quad_verts[] = {
+ 0, 0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 0, 0,
+ };
+ mesh_init(&renderer->quad, 6);
+ mesh_store_float(&renderer->quad, quad_verts, 6 * 3, 3);
+ mesh_finish();
+
+ // load shader
+ if (shader_init(&renderer->shader, "assets/vertex.glsl", "assets/fragment.glsl") !=
+ GL_OK)
+ return VOXEL_ERROR;
+
+ // load matricies uniform
+ uniform_init(&renderer->matrices, sizeof(mat4) * 2);
+ uniform_bind(&renderer->matrices, 1);
+ shader_load_ubo(&renderer->shader, "Matrices", MATS_UBO_BINDING);
+ shader_load_ubo(&renderer->shader, "Face", FACE_UBO_BINDING);
+
+ return VOXEL_OK;
+}
+
+void renderer_start(Renderer *renderer, Camera *camera)
+{
+ mat4 proj, view;
+
+ camera_proj(camera, proj);
+ camera_view(camera, view);
+ uniform_store(&renderer->matrices, 0, sizeof(mat4), proj);
+ uniform_store(&renderer->matrices, sizeof(mat4), sizeof(mat4), view);
+
+ shader_bind(&renderer->shader);
+ mesh_bind(&renderer->quad);
+
+ renderer->frustum = camera->frustum;
+}
+
+void renderer_draw(Renderer *renderer, Chunk *chunk)
+{
+ Uniform mesh;
+ AABB aabb;
+
+ if (chunk->has_mesh == false)
+ return;
+
+ aabb = chunk_aabb(chunk);
+ if (!aabb_in_frustum(&aabb, &renderer->frustum))
+ return;
+
+ mesh = chunk->mesh;
+ uniform_bind(&mesh, FACE_UBO_BINDING);
+ shader_load_ivec3(&renderer->shader, "chunk_position", chunk->pos);
+ mesh_draw_instanced(&renderer->quad, mesh.len / sizeof(u64));
+ uniform_unbind(FACE_UBO_BINDING);
+}
+
+void renderer_stop(Renderer *renderer)
+{
+ mesh_unbind(&renderer->quad);
+ shader_unbind();
+}
+
+void renderer_free(Renderer *renderer)
+{
+ uniform_unbind(MATS_UBO_BINDING);
+ uniform_free(&renderer->matrices);
+ shader_free(&renderer->shader);
+ mesh_free(&renderer->quad);
+}
diff --git a/src/shader.c b/src/shader.c
index 26bb92b..abb62a2 100644
--- a/src/shader.c
+++ b/src/shader.c
@@ -1,60 +1,28 @@
#include <GL/glew.h>
-#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "voxel.h"
-#include "shader.h"
+#include "utils.h"
+#include "list.h"
+#include "gl.h"
-static GLint current_program;
-
-static char *read_file(const char *filename)
+static void print_shader_log(const char *filename, u32 id)
{
- FILE *file;
- long length, read;
- char *buffer;
-
- file = fopen(filename, "r");
- if (file == NULL) {
- ERROR("could not read file: %s", filename);
- return NULL;
- }
-
- fseek(file, 0, SEEK_END);
- length = ftell(file);
- fseek(file, 0, SEEK_SET);
-
- buffer = malloc(length + 1);
- read = fread(buffer, 1, length, file);
- buffer[length] = 0;
-
- if (read < length) {
- ERROR("could not read file: %s", filename);
- free(buffer);
- return NULL;
- }
-
- fclose(file);
- return buffer;
-}
-
-static void print_shader_log(const char *filename, GLuint id)
-{
- GLint log_len;
+ i32 log_len;
char *log;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &log_len);
- log = malloc(log_len + 1);
+ log = xalloc(log_len + 1);
glGetShaderInfoLog(id, log_len, &log_len, log);
log[log_len] = 0;
ERROR("failed to compile shader: '%s'\n%s", filename, log);
free(log);
}
-static int compile_shader(GLuint *out, const char *filename, const char *code, GLenum type)
+static GL_RESULT compile_shader(u32 *out, const char *filename, const char *code, u32 type)
{
- GLuint id;
- GLint status;
- int code_len;
+ u32 id;
+ i32 status, code_len;
id = glCreateShader(type);
code_len = strlen(code);
@@ -64,41 +32,112 @@ static int compile_shader(GLuint *out, const char *filename, const char *code, G
if (status == GL_FALSE) {
print_shader_log(filename, id);
glDeleteShader(id);
- return 1;
+ return GL_ERROR;
}
*out = id;
- return 0;
+ return GL_OK;
}
-static void parse_bind_attributes(Shader *shader, char *code)
+static void locate_attributes(Shader *shader)
{
- char *line, *last_line;
- char *token, *last_token;
- int attribute = 0;
+ i32 count, max_len;
+ List names, locations;
+
+ list_init_string(&names);
+ list_init_i32(&locations);
+
+ glGetProgramiv(shader->program_id, GL_ACTIVE_ATTRIBUTES, &count);
+ glGetProgramiv(shader->program_id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_len);
+ DEBUG("shader %d has %d attributes", shader->program_id, count);
- line = strtok_r(code, "\n", &last_line);
- for (; line != NULL; line = strtok_r(NULL, "\n", &last_line)) {
- token = strtok_r(line, " \t", &last_token);
- if (strcmp(token, "in") != 0)
- continue;
+ for (i32 i = 0; i < count; i++) {
+ i32 size, location;
+ u32 type;
+ char *name;
- token = strtok_r(NULL, " \t", &last_token);
- token = strtok_r(NULL, " \t", &last_token);
- *strchr(token, ';') = 0;
+ name = xalloc(max_len + 1);
+ glGetActiveAttrib(shader->program_id, i, max_len, NULL, &size, &type, name);
- glBindAttribLocation(shader->program_id, attribute, token);
- attribute++;
+ location = glGetAttribLocation(shader->program_id, name);
+ DEBUG("shader %d located attribute %s at location %d", shader->program_id, name,
+ location);
+
+ list_push_string(&names, name);
+ list_push_i32(&locations, location);
}
+
+ shader->attribute_names = names;
+ shader->attribute_locations = locations;
}
-Shader *shader_init(const char *vertex_file, const char *fragment_file)
+static void locate_uniforms(Shader *shader)
{
- Shader *shader;
- char *vertex, *fragment;
+ i32 count, max_len;
+ List names, locations;
+
+ list_init_string(&names);
+ list_init_i32(&locations);
+
+ glGetProgramiv(shader->program_id, GL_ACTIVE_UNIFORMS, &count);
+ glGetProgramiv(shader->program_id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_len);
+ DEBUG("shader %d has %d uniforms", shader->program_id, count);
+
+ for (i32 i = 0; i < count; i++) {
+ i32 size, location;
+ u32 type;
+ char *name;
+
+ name = xalloc(max_len + 1);
+ glGetActiveUniform(shader->program_id, i, max_len, NULL, &size, &type, name);
+
+ location = glGetUniformLocation(shader->program_id, name);
+ DEBUG("shader %d located uniform %s at location %d", shader->program_id, name,
+ location);
+
+ list_push_string(&names, name);
+ list_push_i32(&locations, location);
+ }
+
+ shader->uniform_names = names;
+ shader->uniform_locations = locations;
+}
+
+static void locate_uniform_blocks(Shader *shader)
+{
+ i32 count;
+ List names, indicies;
+
+ list_init_string(&names);
+ list_init_i32(&indicies);
+
+ glGetProgramiv(shader->program_id, GL_ACTIVE_UNIFORM_BLOCKS, &count);
+ DEBUG("shader %d has %d uniform blocks", shader->program_id, count);
+
+ for (i32 i = 0; i < count; i++) {
+ i32 index, name_len;
+ char *name;
- shader = malloc(sizeof(Shader));
- memset(shader, 0, sizeof(Shader));
+ glGetActiveUniformBlockiv(shader->program_id, i, GL_UNIFORM_BLOCK_NAME_LENGTH,
+ &name_len);
+ name = xalloc(name_len + 1);
+ glGetActiveUniformBlockName(shader->program_id, i, name_len, NULL, name);
+
+ index = glGetUniformBlockIndex(shader->program_id, name);
+ DEBUG("shader %d located uniform block %s at index %d", shader->program_id, name,
+ index);
+
+ list_push_string(&names, name);
+ list_push_i32(&indicies, index);
+ }
+
+ shader->uniform_block_names = names;
+ shader->uniform_block_indicies = indicies;
+}
+
+GL_RESULT shader_init(Shader *shader, const char *vertex_file, const char *fragment_file)
+{
+ char *vertex, *fragment;
// read shader code from file
vertex = read_file(vertex_file);
@@ -109,23 +148,25 @@ Shader *shader_init(const char *vertex_file, const char *fragment_file)
// compile shaders
if (compile_shader(&shader->vertex_id, vertex_file, vertex, GL_VERTEX_SHADER))
goto failure;
- if (compile_shader(&shader->fragment_id, fragment_file, fragment,
- GL_FRAGMENT_SHADER))
+ if (compile_shader(&shader->fragment_id, fragment_file, fragment, GL_FRAGMENT_SHADER))
goto failure;
shader->program_id = glCreateProgram();
glAttachShader(shader->program_id, shader->vertex_id);
glAttachShader(shader->program_id, shader->fragment_id);
- parse_bind_attributes(shader, vertex);
glLinkProgram(shader->program_id);
glValidateProgram(shader->program_id);
+ locate_attributes(shader);
+ locate_uniforms(shader);
+ locate_uniform_blocks(shader);
+
if (vertex)
free(vertex);
if (fragment)
free(fragment);
- return shader;
+ return GL_OK;
failure:
if (vertex)
@@ -133,12 +174,11 @@ failure:
if (fragment)
free(fragment);
free(shader);
- return NULL;
+ return GL_ERROR;
}
void shader_bind(Shader *shader)
{
- current_program = shader->program_id;
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
@@ -149,7 +189,6 @@ void shader_bind(Shader *shader)
void shader_unbind(void)
{
- current_program = 0;
glDisable(GL_CULL_FACE);
glUseProgram(0);
}
@@ -161,36 +200,85 @@ void shader_free(Shader *shader)
glDeleteShader(shader->vertex_id);
glDeleteShader(shader->fragment_id);
glDeleteProgram(shader->program_id);
- free(shader);
+ for (u32 i = 0; i < shader->attribute_names.len; i++)
+ free(shader->attribute_names.strings[i]);
+ list_free(&shader->attribute_names);
+ list_free(&shader->attribute_locations);
+ for (u32 i = 0; i < shader->uniform_names.len; i++)
+ free(shader->uniform_names.strings[i]);
+ list_free(&shader->uniform_names);
+ list_free(&shader->uniform_locations);
+ for (u32 i = 0; i < shader->uniform_block_names.len; i++)
+ free(shader->uniform_block_names.strings[i]);
+ list_free(&shader->uniform_block_names);
+ list_free(&shader->uniform_block_indicies);
}
-GLint shader_uniform_location(Shader *shader, const char *name)
+int shader_attribute_location(Shader *shader, const char *name)
{
- return glGetUniformLocation(shader->program_id, name);
+ for (u32 i = 0; i < shader->attribute_names.len; i++) {
+ const char *attribute = shader->attribute_names.strings[i];
+ if (strcmp(attribute, name) == 0)
+ return shader->attribute_locations.ints[i];
+ }
+ WARN("unknown attribute '%s'", name);
+ return -1;
}
-void shader_load_float(GLint location, float value)
+int shader_uniform_location(Shader *shader, const char *name)
{
+ for (u32 i = 0; i < shader->uniform_names.len; i++) {
+ const char *uniform = shader->uniform_names.strings[i];
+ if (strcmp(uniform, name) == 0)
+ return shader->uniform_locations.ints[i];
+ }
+ WARN("unknown uniform '%s'", name);
+ return -1;
+}
+
+int shader_uniform_block_index(Shader *shader, const char *name)
+{
+ for (u32 i = 0; i < shader->uniform_block_names.len; i++) {
+ const char *uniform_block = shader->uniform_block_names.strings[i];
+ if (strcmp(uniform_block, name) == 0)
+ return shader->uniform_block_indicies.ints[i];
+ }
+ WARN("unknown uniform block '%s'", name);
+ return -1;
+}
+
+void shader_load_float(Shader *shader, const char *name, float value)
+{
+ int location = shader_uniform_location(shader, name);
glUniform1f(location, value);
}
-void shader_load_int(GLint location, int value)
+void shader_load_int(Shader *shader, const char *name, int value)
{
+ int location = shader_uniform_location(shader, name);
glUniform1i(location, value);
}
-void shader_load_vec3(GLint location, vec3 value)
+void shader_load_vec3(Shader *shader, const char *name, vec3 value)
{
+ int location = shader_uniform_location(shader, name);
glUniform3f(location, value[0], value[1], value[2]);
}
-void shader_load_mat4(GLint location, mat4 value)
+void shader_load_ivec3(Shader *shader, const char *name, ivec3 value)
+{
+ int location = shader_uniform_location(shader, name);
+ glUniform3i(location, value[0], value[1], value[2]);
+}
+
+void shader_load_mat4(Shader *shader, const char *name, mat4 value)
{
+ int location = shader_uniform_location(shader, name);
glUniformMatrix4fv(location, 1, GL_FALSE, (float *)value);
}
-void shader_load_ubo(GLint location, GLuint index, Uniform *uniform)
+void shader_load_ubo(Shader *shader, const char *name, u32 binding)
{
- glUniformBlockBinding(current_program, index, location);
- glBindBufferBase(GL_UNIFORM_BUFFER, location, uniform->id);
+ int index = shader_uniform_block_index(shader, name);
+ glUniformBlockBinding(shader->program_id, index, binding);
}
diff --git a/src/shader.h b/src/shader.h
deleted file mode 100644
index e6f794e..0000000
--- a/src/shader.h
+++ /dev/null
@@ -1,25 +0,0 @@
-#pragma once
-
-#include <GL/gl.h>
-#include <cglm/cglm.h>
-
-#include "mesh.h"
-
-typedef struct {
- GLuint program_id;
- GLuint vertex_id;
- GLuint fragment_id;
- int attributes;
-} Shader;
-
-Shader *shader_init(const char *vertexFile, const char *fragmentFile);
-void shader_bind(Shader *shader);
-void shader_unbind(void);
-void shader_free(Shader *shader);
-
-GLint shader_uniform_location(Shader *shader, const char *name);
-void shader_load_float(GLint location, float value);
-void shader_load_int(GLint location, int value);
-void shader_load_vec3(GLint location, vec3 value);
-void shader_load_mat4(GLint location, mat4 value);
-void shader_load_ubo(GLint location, GLuint index, Uniform *uniform);
diff --git a/src/types.h b/src/types.h
new file mode 100644
index 0000000..739828c
--- /dev/null
+++ b/src/types.h
@@ -0,0 +1,15 @@
+#pragma once
+
+#include <sys/types.h>
+
+typedef unsigned char u8;
+typedef unsigned short u16;
+typedef unsigned int u32;
+typedef unsigned long long u64;
+typedef size_t usize;
+
+typedef signed char i8;
+typedef signed short i16;
+typedef signed int i32;
+typedef signed long long i64;
+typedef ssize_t isize;
diff --git a/src/utils.c b/src/utils.c
new file mode 100644
index 0000000..fdc6aea
--- /dev/null
+++ b/src/utils.c
@@ -0,0 +1,65 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "types.h"
+#include "voxel.h"
+#include "utils.h"
+
+char *read_file(const char *filename)
+{
+ FILE *file;
+ long length, read;
+ char *buffer;
+
+ file = fopen(filename, "r");
+ if (file == NULL) {
+ ERROR("could not read file: %s", filename);
+ return NULL;
+ }
+
+ fseek(file, 0, SEEK_END);
+ length = ftell(file);
+ fseek(file, 0, SEEK_SET);
+
+ buffer = malloc(length + 1);
+ read = fread(buffer, 1, length, file);
+ buffer[length] = 0;
+
+ if (read < length) {
+ ERROR("could not read file: %s", filename);
+ free(buffer);
+ return NULL;
+ }
+
+ fclose(file);
+ return buffer;
+}
+
+_Noreturn void die(void)
+{
+ exit(1);
+}
+
+void *xalloc(usize size)
+{
+ void *ptr = malloc(size);
+ if (ptr == NULL && size != 0)
+ die();
+ return ptr;
+}
+
+void *xrealloc(void *ptr, usize size)
+{
+ ptr = realloc(ptr, size);
+ if (ptr == NULL && size != 0)
+ die();
+ return ptr;
+}
+
+void *xzalloc(usize size)
+{
+ void *ptr = xalloc(size);
+ memset(ptr, 0, size);
+ return ptr;
+}
diff --git a/src/utils.h b/src/utils.h
new file mode 100644
index 0000000..d8feef4
--- /dev/null
+++ b/src/utils.h
@@ -0,0 +1,10 @@
+#pragma once
+
+#include "types.h"
+
+char *read_file(const char *filename);
+
+_Noreturn void die(void);
+void *xalloc(usize size);
+void *xrealloc(void *ptr, usize size);
+void *xzalloc(usize size);
diff --git a/src/voxel.h b/src/voxel.h
index 9a3b237..12480b2 100644
--- a/src/voxel.h
+++ b/src/voxel.h
@@ -1,12 +1,13 @@
#pragma once
#include <cglm/cglm.h>
-#include <stdio.h>
+#include <threads.h>
-#include "mesh.h"
+#include "types.h"
+#include "gl.h"
-#define LOG(level, ...) \
- do { \
+#define LOG(level, ...) \
+ do { \
printf("%s", level); \
printf(__VA_ARGS__); \
printf("\n"); \
@@ -15,6 +16,13 @@
#define INFO(...) LOG("INFO ", __VA_ARGS__)
#define WARN(...) LOG("WARN ", __VA_ARGS__)
#define ERROR(...) LOG("ERROR ", __VA_ARGS__)
+#define DEBUG(...) LOG("DEBUG ", __VA_ARGS__)
+
+#define VOXEL_OK 0
+#define VOXEL_ERROR 1
+#define VOXEL_TRUE 0
+#define VOXEL_FALSE 1
+#define VOXEL_RESULT int
typedef enum : char {
POS_X = 0,
@@ -25,24 +33,61 @@ typedef enum : char {
NEG_Z = 5,
} Face;
-typedef enum : char { AIR = 0, DIRT } Block;
+typedef enum : char { AIR = 0, A, B, C, D } Block;
+
+#define CHUNK_SIZE 16
+#define CHUNK_BLOCKS CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE
+
+#define LOCAL_POS(n) (((n) % CHUNK_SIZE + CHUNK_SIZE) % CHUNK_SIZE)
+#define LOCAL_VEC(gx, gy, gz) { LOCAL_POS(gx), LOCAL_POS(gy), LOCAL_POS(gz) }
+#define LOCAL_VEC_V(vec) LOCAL_VEC((int)(vec)[0], (int)(vec)[1], (int)(vec)[2])
+
+#define CHUNK_POS(n) (((n) - LOCAL_POS(n)) / CHUNK_SIZE)
+#define CHUNK_VEC(gx, gy, gz) { CHUNK_POS(gx), CHUNK_POS(gy), CHUNK_POS(gz) }
+#define CHUNK_VEC_V(vec) CHUNK_VEC((int)(vec)[0], (int)(vec)[1], (int)(vec)[2])
-#define CHUNK_SIZE 32
+typedef enum chunk_state {
+ CHUNK_NEW = 0,
+ CHUNK_GENERATING,
+ CHUNK_GENERATED,
+ CHUNK_MESHING,
+ CHUNK_MESHED,
+} ChunkState;
-typedef struct {
- int x;
- int y;
- int z;
- Block blocks[CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE];
+typedef struct chunk {
+ ivec3 pos;
+ Block *blocks;
+ _Atomic ChunkState state;
+ /* cached mesh */
+ _Atomic bool has_mesh;
+ Uniform mesh;
} Chunk;
-Chunk *chunk_init(int x, int y, int z);
+void chunk_init(Chunk *chunk, i32 cx, i32 cy, i32 cz);
void chunk_free(Chunk *chunk);
-void chunk_generate(Chunk *chunk);
-Mesh chunk_mesh(Chunk *chunk);
-Block chunk_at(Chunk *chunk, int x, int y, int z);
+void chunk_generate(Chunk *chunk, i32 seed);
+Block chunk_at(Chunk *chunk, i32 lx, i32 ly, i32 lz);
-typedef struct {
+typedef vec4 Plane;
+typedef struct frustum {
+ Plane left;
+ Plane right;
+ Plane bottom;
+ Plane top;
+ Plane near;
+ Plane far;
+} Frustum;
+
+typedef struct aabb {
+ vec3 min;
+ vec3 max;
+} AABB;
+
+bool aabb_in_plane(AABB *aabb, Plane plane);
+bool aabb_in_frustum(AABB *aabb, Frustum *frustum);
+AABB chunk_aabb(Chunk *chunk);
+
+typedef struct camera {
vec3 position;
vec3 rotation;
int fov;
@@ -50,10 +95,55 @@ typedef struct {
float far;
float look_speed;
float move_speed;
+ Frustum frustum;
} Camera;
-Camera camera_init(void);
+void camera_init(Camera *camera);
void camera_proj(Camera *camera, mat4 proj);
void camera_view(Camera *camera, mat4 view);
void camera_proj_view(Camera *camera, mat4 proj_view);
void camera_update(Camera *camera);
+Frustum camera_frustum(Camera *camera);
+
+typedef struct renderer {
+ Mesh quad;
+ Shader shader;
+ Uniform matrices;
+ Frustum frustum;
+} Renderer;
+
+VOXEL_RESULT renderer_init(Renderer *renderer);
+void renderer_start(Renderer *renderer, Camera *camera);
+void renderer_draw(Renderer *renderer, Chunk *chunk);
+void renderer_stop(Renderer *renderer);
+void renderer_free(Renderer *renderer);
+
+#define RENDER_DISTANCE 10
+
+typedef struct rc_chunk {
+ Chunk chunk;
+ _Atomic u32 rc;
+} RcChunk;
+
+void rcchunk_drop(RcChunk *chunk);
+
+typedef i32 seed_t;
+
+typedef struct world {
+ seed_t seed;
+ bool loaded;
+ ivec3 center;
+ RcChunk **chunks;
+ mtx_t lock;
+} World;
+
+void world_init(World *world, seed_t seed);
+void world_lock(World *world);
+void world_unlock(World *world);
+void world_free(World *world);
+void world_update(World *world, Camera *camera);
+void world_render(World *world, Renderer *renderer);
+RcChunk *world_get_chunk(World *world, i32 cx, i32 cy, i32 cz);
+bool world_is_generated(World *world, i32 cx, i32 cy, i32 cz);
+Block world_get_block(World *world, i32 gx, i32 gy, i32 gz);
+void chunk_mesh(Chunk *chunk, World *world);
diff --git a/src/window.c b/src/window.c
index c7e83c6..559dcc2 100644
--- a/src/window.c
+++ b/src/window.c
@@ -1,14 +1,15 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <string.h>
+#include <threads.h>
#include "voxel.h"
#include "window.h"
Window window;
-double delta_time;
+_Atomic double delta_time;
-static void key_callback(GLFWwindow *, int key, int, int action, int)
+static void key_callback(GLFWwindow *, i32 key, i32, i32 action, i32)
{
switch (action) {
case GLFW_PRESS:
@@ -29,7 +30,7 @@ static void mouse_move_callback(GLFWwindow *, double xpos, double ypos)
window.mouse_y = ypos;
}
-static void mouse_button_callback(GLFWwindow *, int button, int action, int)
+static void mouse_button_callback(GLFWwindow *, i32 button, i32 action, i32)
{
switch (action) {
case GLFW_PRESS:
@@ -42,59 +43,69 @@ static void mouse_button_callback(GLFWwindow *, int button, int action, int)
}
}
-static void framebuffer_callback(GLFWwindow *, int width, int height)
+static void framebuffer_callback(GLFWwindow *, i32 width, i32 height)
{
window.width = width;
window.height = height;
- glViewport(0, 0, width, height);
+ window.resize = true;
}
-int window_init(void)
+VOXEL_RESULT window_init(void)
{
if (glfwInit() == GLFW_FALSE) {
ERROR("GLFW failed to initalize");
- return 1;
+ return VOXEL_ERROR;
}
memset(&window, 0, sizeof(Window));
delta_time = 0;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- window.monitor = glfwGetPrimaryMonitor();
- window.window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE,
- window.monitor, NULL);
+ window.window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE, NULL, NULL);
if (window.window == NULL) {
ERROR("failed to create window");
- return 1;
+ return VOXEL_ERROR;
}
+ glfwSetKeyCallback(window.window, key_callback);
+ glfwSetCursorPosCallback(window.window, mouse_move_callback);
+ glfwSetMouseButtonCallback(window.window, mouse_button_callback);
+ glfwSetFramebufferSizeCallback(window.window, framebuffer_callback);
+
+ mtx_init(&window.lock, mtx_plain);
+
+ return VOXEL_OK;
+}
+
+VOXEL_RESULT window_init_gl(void)
+{
glfwMakeContextCurrent(window.window);
+
+#ifndef USE_VSYNC
glfwSwapInterval(0);
+#endif
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
ERROR("GLEW failed to initalize");
- return 1;
+ return VOXEL_ERROR;
}
- glfwSetKeyCallback(window.window, key_callback);
- glfwSetCursorPosCallback(window.window, mouse_move_callback);
- glfwSetMouseButtonCallback(window.window, mouse_button_callback);
- glfwSetFramebufferSizeCallback(window.window, framebuffer_callback);
-
- return 0;
+ return VOXEL_OK;
}
bool window_closed(void)
{
- return glfwWindowShouldClose(window.window) == GLFW_TRUE;
+ return window.close || glfwWindowShouldClose(window.window) == GLFW_TRUE;
}
void window_update(void)
{
+ mtx_lock(&window.lock);
+
// reset "pressed"
memset(&window.key_pressed, 0, sizeof(window.key_pressed));
memset(&window.btn_pressed, 0, sizeof(window.btn_pressed));
@@ -110,6 +121,8 @@ void window_update(void)
ERROR("OpenGL error: %d", error);
glfwPollEvents();
+
+ mtx_unlock(&window.lock);
}
void window_swap(void)
@@ -119,29 +132,44 @@ void window_swap(void)
void window_close(void)
{
+ mtx_lock(&window.lock);
glfwDestroyWindow(window.window);
glfwTerminate();
+ mtx_destroy(&window.lock);
}
-int window_grab_cursor(void);
-int window_release_cursor(void);
-
-bool key_down(int key)
+bool key_down(i32 key)
{
- return window.key_down[key];
+ bool down;
+ mtx_lock(&window.lock);
+ down = window.key_down[key];
+ mtx_unlock(&window.lock);
+ return down;
}
-bool key_pressed(int key)
+bool key_pressed(i32 key)
{
- return window.key_pressed[key];
+ bool pressed;
+ mtx_lock(&window.lock);
+ pressed = window.key_pressed[key];
+ mtx_unlock(&window.lock);
+ return pressed;
}
-bool btn_down(int btn)
+bool btn_down(i32 btn)
{
- return window.btn_down[btn];
+ bool down;
+ mtx_lock(&window.lock);
+ down = window.btn_down[btn];
+ mtx_unlock(&window.lock);
+ return down;
}
-bool btn_pressed(int btn)
+bool btn_pressed(i32 btn)
{
- return window.btn_pressed[btn];
+ bool pressed;
+ mtx_lock(&window.lock);
+ pressed = window.btn_pressed[btn];
+ mtx_unlock(&window.lock);
+ return pressed;
}
diff --git a/src/window.h b/src/window.h
index 3690781..5fc3197 100644
--- a/src/window.h
+++ b/src/window.h
@@ -1,6 +1,9 @@
#pragma once
#include <GLFW/glfw3.h>
+#include <threads.h>
+
+#include "voxel.h"
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
@@ -8,8 +11,8 @@
typedef struct {
// screen size
- int width;
- int height;
+ u32 width;
+ u32 height;
// input
bool key_down[GLFW_KEY_LAST];
bool key_pressed[GLFW_KEY_LAST];
@@ -24,23 +27,25 @@ typedef struct {
double last_time;
// glfw
GLFWwindow *window;
- GLFWmonitor *monitor;
+ // sync
+ mtx_t lock;
+ // flags
+ _Atomic bool close;
+ _Atomic bool resize;
} Window;
extern Window window;
-extern double delta_time;
+extern _Atomic double delta_time;
-int window_init(void);
+VOXEL_RESULT window_init(void);
+VOXEL_RESULT window_init_gl(void);
bool window_closed(void);
void window_update(void);
void window_swap(void);
void window_close(void);
-int window_grab_cursor(void);
-int window_release_cursor(void);
-
-bool key_down(int key);
-bool key_pressed(int key);
+bool key_down(i32 key);
+bool key_pressed(i32 key);
-bool btn_down(int button);
-bool btn_pressed(int button);
+bool btn_down(i32 button);
+bool btn_pressed(i32 button);
diff --git a/src/world.c b/src/world.c
new file mode 100644
index 0000000..a53055d
--- /dev/null
+++ b/src/world.c
@@ -0,0 +1,234 @@
+#include <cglm/cglm.h>
+#include <threads.h>
+
+#include "utils.h"
+#include "voxel.h"
+
+static RcChunk **world_get_chunk_entry(World *world, int cx, int cy, int cz)
+{
+ int side = RENDER_DISTANCE * 2 + 1;
+
+ ivec3 min, max;
+ glm_ivec3_subs(world->center, RENDER_DISTANCE, min);
+ glm_ivec3_adds(world->center, RENDER_DISTANCE, max);
+
+ if (cx < min[0] || cy < min[1] || cz < min[2])
+ return NULL;
+
+ if (cx > max[0] || cy > max[1] || cz > max[2])
+ return NULL;
+
+ int index = 0;
+ index += ((cx % side + side) % side);
+ index += ((cy % side + side) % side) * side;
+ index += ((cz % side + side) % side) * side * side;
+
+ return &world->chunks[index];
+}
+
+static void world_mark_chunk_for_update(World *world, int cx, int cy, int cz)
+{
+ RcChunk **entry, *inner;
+
+ entry = world_get_chunk_entry(world, cx, cy, cz);
+ if (entry == NULL)
+ return;
+
+ inner = *entry;
+ if (inner == NULL)
+ return;
+
+ if (inner->chunk.state >= CHUNK_MESHED)
+ inner->chunk.state = CHUNK_GENERATED;
+}
+
+static void world_reload_chunk(World *world, int cx, int cy, int cz)
+{
+ ivec3 pos = { cx, cy, cz };
+ RcChunk **entry, *inner;
+
+ entry = world_get_chunk_entry(world, cx, cy, cz);
+ if (entry == NULL)
+ return;
+
+ inner = *entry;
+ if (inner != NULL) {
+ if (glm_ivec3_eqv(inner->chunk.pos, pos)) {
+ return;
+ } else {
+ *entry = NULL;
+ world_lock(world);
+ rcchunk_drop(inner);
+ world_unlock(world);
+ }
+ }
+
+ inner = xalloc(sizeof(RcChunk));
+ inner->rc = 1;
+ chunk_init(&inner->chunk, cx, cy, cz);
+ chunk_generate(&inner->chunk, world->seed);
+ *entry = inner;
+
+ // mark neighboring chunks as mesh update needed
+ world_mark_chunk_for_update(world, cx - 1, cy, cz);
+ world_mark_chunk_for_update(world, cx + 1, cy, cz);
+ world_mark_chunk_for_update(world, cx, cy - 1, cz);
+ world_mark_chunk_for_update(world, cx, cy + 1, cz);
+ world_mark_chunk_for_update(world, cx, cy, cz - 1);
+ world_mark_chunk_for_update(world, cx, cy, cz + 1);
+}
+
+static void world_reload_chunks(World *world)
+{
+ ivec3 min, max;
+ glm_ivec3_subs(world->center, RENDER_DISTANCE, min);
+ glm_ivec3_adds(world->center, RENDER_DISTANCE, max);
+
+ // clang-format off
+ for (int cx = min[0]; cx <= max[0]; cx++)
+ for (int cy = min[1]; cy <= max[1]; cy++)
+ for (int cz = min[2]; cz <= max[2]; cz++) {
+ world_reload_chunk(world, cx, cy, cz);
+ }
+ // clang-format on
+}
+
+void world_init(World *world, int seed)
+{
+ int side = RENDER_DISTANCE * 2 + 1;
+ int size = side * side * side;
+ world->seed = seed;
+ world->loaded = false;
+ world->chunks = xzalloc(size * sizeof(RcChunk *));
+ glm_ivec3_zero(world->center);
+ mtx_init(&world->lock, mtx_plain);
+}
+
+void world_free(World *world)
+{
+ int side = RENDER_DISTANCE * 2 + 1;
+ int size = side * side * side;
+ world_lock(world);
+ for (int i = 0; i < size; i++) {
+ RcChunk **entry = &world->chunks[i];
+ if (entry == NULL)
+ continue;
+ rcchunk_drop(*entry);
+ }
+ free(world->chunks);
+ mtx_destroy(&world->lock);
+}
+
+void world_lock(World *world)
+{
+ mtx_lock(&world->lock);
+}
+
+void world_unlock(World *world)
+{
+ mtx_unlock(&world->lock);
+}
+
+void world_update(World *world, Camera *camera)
+{
+ ivec3 cp = CHUNK_VEC_V(camera->position);
+ if (!world->loaded || !glm_ivec3_eqv(world->center, cp)) {
+ // camera has moved, load new chunks
+ glm_ivec3_copy(cp, world->center);
+ world_reload_chunks(world);
+ }
+}
+
+void world_render(World *world, Renderer *renderer)
+{
+ RcChunk *rc_chunk;
+ ivec3 min, max;
+ int world_size, mesh_quota;
+
+ glm_ivec3_subs(world->center, RENDER_DISTANCE, min);
+ glm_ivec3_adds(world->center, RENDER_DISTANCE, max);
+
+ // how many chunk we want to mesh at most
+ world_size = RENDER_DISTANCE * 2 + 1;
+ mesh_quota = world_size * world_size / 10;
+
+ // clang-format off
+ for (int cx = min[0]; cx <= max[0]; cx++)
+ for (int cy = min[1]; cy <= max[1]; cy++)
+ for (int cz = min[2]; cz <= max[2]; cz++) {
+ rc_chunk = world_get_chunk(world, cx, cy, cz);
+ if (rc_chunk == NULL)
+ continue;
+
+ if (rc_chunk->chunk.state < CHUNK_MESHING && mesh_quota > 0) {
+ chunk_mesh(&rc_chunk->chunk, world);
+ mesh_quota--;
+ }
+
+ if (rc_chunk->chunk.has_mesh)
+ renderer_draw(renderer, &rc_chunk->chunk);
+
+ rcchunk_drop(rc_chunk);
+ }
+ // clang-format on
+}
+
+RcChunk *world_get_chunk(World *world, int cx, int cy, int cz)
+{
+ RcChunk **entry, *inner;
+ world_lock(world);
+ entry = world_get_chunk_entry(world, cx, cy, cz);
+ if (entry == NULL)
+ goto not_found;
+ inner = *entry;
+ if (inner == NULL)
+ goto not_found;
+ inner->rc += 1;
+ world_unlock(world);
+ return inner;
+
+not_found:
+ world_unlock(world);
+ return NULL;
+}
+
+bool world_is_generated(World *world, int cx, int cy, int cz)
+{
+ RcChunk *rc_chunk;
+ bool generated;
+
+ rc_chunk = world_get_chunk(world, cx, cy, cz);
+ if (rc_chunk == NULL)
+ return false;
+
+ generated = rc_chunk->chunk.state >= CHUNK_GENERATED;
+ rcchunk_drop(rc_chunk);
+
+ return generated;
+}
+
+Block world_get_block(World *world, int gx, int gy, int gz)
+{
+ RcChunk *rc_chunk;
+ Block block;
+ ivec3 lp = LOCAL_VEC(gx, gy, gz);
+ ivec3 cp = CHUNK_VEC(gx, gy, gz);
+
+ rc_chunk = world_get_chunk(world, cp[0], cp[1], cp[2]);
+ if (rc_chunk == NULL)
+ return AIR;
+
+ block = chunk_at(&rc_chunk->chunk, lp[0], lp[1], lp[2]);
+ rcchunk_drop(rc_chunk);
+
+ return block;
+}
+
+void rcchunk_drop(RcChunk *rc_chunk)
+{
+ rc_chunk->rc -= 1;
+ if (rc_chunk->rc == 0) {
+ chunk_free(&rc_chunk->chunk);
+ free(rc_chunk);
+ }
+}