diff options
| author | Freya Murphy <freya@freyacat.org> | 2025-12-11 10:49:50 -0500 |
|---|---|---|
| committer | Freya Murphy <freya@freyacat.org> | 2025-12-11 10:51:40 -0500 |
| commit | fa8fa6784559ed0fc8d780e36880273f77e272c4 (patch) | |
| tree | 7456a4e9148d47e409ba837bafdc6238b6c757db | |
| parent | add ubos (diff) | |
| download | voxel-fa8fa6784559ed0fc8d780e36880273f77e272c4.tar.gz voxel-fa8fa6784559ed0fc8d780e36880273f77e272c4.tar.bz2 voxel-fa8fa6784559ed0fc8d780e36880273f77e272c4.zip | |
i did a lot
| -rw-r--r-- | .clang-format | 10 | ||||
| -rw-r--r-- | Makefile | 12 | ||||
| -rwxr-xr-x | assets/fragment.glsl | 8 | ||||
| -rwxr-xr-x | assets/vertex.glsl | 79 | ||||
| -rw-r--r-- | compile_flags.txt | 3 | ||||
| -rw-r--r-- | lib/noise.c | 2 | ||||
| -rw-r--r-- | lib/noise.h | 2774 | ||||
| -rw-r--r-- | src/camera.c | 69 | ||||
| -rw-r--r-- | src/chunk.c | 237 | ||||
| -rw-r--r-- | src/cube.h | 60 | ||||
| -rw-r--r-- | src/gl.h | 73 | ||||
| -rw-r--r-- | src/list.c | 48 | ||||
| -rw-r--r-- | src/list.h | 37 | ||||
| -rw-r--r-- | src/main.c | 125 | ||||
| -rw-r--r-- | src/mesh.c | 44 | ||||
| -rw-r--r-- | src/mesh.h | 31 | ||||
| -rw-r--r-- | src/render.c | 79 | ||||
| -rw-r--r-- | src/shader.c | 246 | ||||
| -rw-r--r-- | src/shader.h | 25 | ||||
| -rw-r--r-- | src/types.h | 15 | ||||
| -rw-r--r-- | src/utils.c | 65 | ||||
| -rw-r--r-- | src/utils.h | 10 | ||||
| -rw-r--r-- | src/voxel.h | 124 | ||||
| -rw-r--r-- | src/window.c | 90 | ||||
| -rw-r--r-- | src/window.h | 29 | ||||
| -rw-r--r-- | src/world.c | 234 |
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 ... @@ -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, 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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, 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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, + 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+ -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); @@ -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) @@ -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); @@ -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; } @@ -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); + } +} |