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1 #include "level.h"
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2
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3 #include "opt.h"
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4
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5 Level::Level()
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6 {
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7 terrain = 0;
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8 world_size = Vector3(1, 1, 1);
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9 }
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10
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11 Level::~Level()
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12 {
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13 delete terrain;
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14 }
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15
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16 static float terrain_func(float x, float y, float z)
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17 {
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18 float nx = (x * 2.0 - 1.0) * 0.9;
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19 float ny = (y * 2.0 - 1.0) * 0.9;
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20 float valley = nx * nx + ny * ny;
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21
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22 float s = opt.gen_noise_scale;
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23 float noise = 0.2 * fbm2(x * s, y * s, 4) * (valley + 0.25);
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24 float grad = 0.75 - z + noise + valley * 0.4;
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25
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26 return grad;
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27 }
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28
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29 void Level::generate()
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30 {
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31 delete terrain;
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32
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33 int xsz = opt.world_size[0];
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34 int ysz = opt.world_size[1];
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35 int zsz = opt.world_size[2];
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36
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37 terrain = new Volume(xsz, ysz, zsz);
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38
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39 for(int i=0; i<xsz; i++) {
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40 for(int j=0; j<ysz; j++) {
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41 float x = (float)i / (float)xsz;
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42 float y = (float)j / (float)ysz;
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43 //float peak = 0.4 * noise2(x, y) * 0.5 + 0.5;
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44
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45 for(int k=0; k<zsz; k++) {
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46 Vector4 voxel(1, 1, 1, 1);
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47 float z = (float)k / (float)zsz;
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48
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49 float alpha = terrain_func(x, y, z);
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50
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51 if(z < 0.1) {
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52 // lava
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53 static const Vector4 col1(0.96, 0.3, 0.1, 1);
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54 static const Vector4 col2(0.96, 0.75, 0.1, 1);
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55 float t = noise3(x, y, z) * 0.5 + 0.5;
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56 voxel = lerp(col1, col2, t);
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57 } else if(z < 0.8) {
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58 if(alpha < 0.56) {
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59 // grass
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60 voxel = Vector4(0.49, 0.72, 0.48);
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61 } else {
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62 // mud
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63 voxel = Vector4(0.57, 0.43, 0.29, 1);
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64 }
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65 } // else snow (default)
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66
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67 voxel.w = alpha;
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68 terrain->set_voxel(i, j, k, voxel);
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69 }
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70 }
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71 }
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72
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73 // generate some blobs
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74 for(int i=0; i<opt.gen_num_blobs; i++) {
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75 Blob b;
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76 b.pos = Vector3(frand(1.0) - 0.5, 2.0, frand(1.0) - 0.5) * 2.0;
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77 printf("blob[%d]: %f %f %f\n", i, b.pos.x, b.pos.y, b.pos.z);
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78 b.velocity = Vector3(0, 0, 0);
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79 blobs.push_back(b);
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80 }
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81 }
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82
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83 bool Level::load(const char *fname)
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84 {
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85 return false;
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86 }
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87
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88 bool Level::save(const char *fname) const
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89 {
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90 return false;
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91 }
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92
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93 #define CLAMP(x, a, b) ((x) < (a) ? (a) : ((x) > (b) ? (b) : (x)))
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94
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95 const Vector4 &Level::get_voxel(const Vector3 &pos) const
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96 {
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97 Vector3 p = pos / world_size + Vector3(0.5, 0.5, 0.5);
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98
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99 int xsz = terrain->get_size(0);
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100 int ysz = terrain->get_size(1);
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101 int zsz = terrain->get_size(2);
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102
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103 int i = (int)(p.x * xsz);
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104 int j = (int)(p.y * ysz);
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105 int k = (int)(p.z * zsz);
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106
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107 return terrain->get_voxel(CLAMP(i, 0, xsz - 1), CLAMP(j, 0, ysz - 1), CLAMP(k, 0, zsz - 1));
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108 }
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109
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110 Vector3 Level::calc_normal(const Vector3 &pos) const
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111 {
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112 int xsz = terrain->get_size(0);
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113 int ysz = terrain->get_size(1);
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114 int zsz = terrain->get_size(2);
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115
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116 float dx = world_size.x / (float)xsz;
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117 float dy = world_size.y / (float)ysz;
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118 float dz = world_size.z / (float)zsz;
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119
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120 float dfdx = get_voxel(pos + Vector3(dx, 0, 0)).w - get_voxel(pos - Vector3(dx, 0, 0)).w;
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121 float dfdy = get_voxel(pos + Vector3(0, dy, 0)).w - get_voxel(pos - Vector3(0, dy, 0)).w;
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122 float dfdz = get_voxel(pos + Vector3(0, 0, dz)).w - get_voxel(pos - Vector3(0, 0, dz)).w;
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123
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124 return Vector3(dfdx, dfdy, dfdz);
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125 }
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126
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127 bool Level::collision(const Vector3 &pos0, const Vector3 &pos1, Vector3 *outpos, Vector3 *outnorm) const
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128 {
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129 Vector4 vox0 = get_voxel(pos0);
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130 Vector4 vox1 = get_voxel(pos1);
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131
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132 if(vox0.w < 0.5 && vox1.w >= 0.5) {
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133 *outpos = lerp(pos0, pos1, 0.5); // TODO
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134 *outnorm = calc_normal(*outpos);
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135 return true;
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136 }
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137 return false;
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138 }
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