diff --git a/src/Game.zig b/src/Game.zig index 654b160..87689b2 100644 --- a/src/Game.zig +++ b/src/Game.zig @@ -5,6 +5,7 @@ const glfw = @import("zglfw"); const vk = @import("vulkan"); const math = @import("math.zig"); +const worldgen = @import("worldgen.zig"); const Blocks = @import("assets/Blocks.zig"); const Chunk = @import("assets/Chunk.zig"); @@ -598,6 +599,8 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain chunks.deinit(allocator); } + const world_seed = engine.random.int(u64); + std.log.info("Using world seed 0x{x:0<16}", .{world_seed}); var it = Interator2(i16).init(-10, -10, 9, 9); const block_grass = blocks.getFilename("Grass.json").?; @@ -633,7 +636,7 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain @floatFromInt(pos[1]), ).add(origin.asVector2()); - const iheight = worldHeightI(fpos); + const iheight = worldgen.heightI(world_seed, fpos); chunk.blocks[0][y][x] = block_bedrock; var i: i32 = 0; @@ -650,7 +653,7 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain } } - const player_position = Vector3.init(0, 0, @as(f32, @floatFromInt(worldHeightI(.zero))) + 0.5); + const player_position = Vector3.init(0, 0, worldgen.heightF(world_seed, .zero) + 0.5); var chunk_it = chunks.iterator(); while (chunk_it.next()) |entry| { @@ -758,7 +761,7 @@ pub fn update(self: *Game, dt: f32) void { @floatFromInt(self.swapchain.extent.height), ); - const camera_position = self.player.position.add(.init(0, Player.camera_height, 0)); + const camera_position = self.player.position.add(.init(0, 0, Player.camera_height)); const camera_rotation = Quaternion.mulQuaternion( .initRotationXY(self.player.yaw_rad), .initRotationYZ(self.player.pitch_rad), @@ -926,19 +929,3 @@ fn recreateSwapchain(self: *Game) !void { self.engine.setObjectName(semaphore.*, "S Transfer[{d}]", .{i}); } } - -fn worldHeightF(pos: Vector2) f32 { - const noise_hscale = 80; - - const noise_zcenter = 8; - const noise_zscale = 5; - - const noise = math.noise2(pos.divScalar(noise_hscale)); - const height = noise_zscale * noise + noise_zcenter; - return height; -} - -fn worldHeightI(pos: Vector2) i32 { - const iheight = worldHeightF(pos); - return @intFromFloat(@round(iheight)); -} diff --git a/src/math/noise.zig b/src/math/noise.zig index 415e6bb..2ecbae7 100644 --- a/src/math/noise.zig +++ b/src/math/noise.zig @@ -5,6 +5,7 @@ const Vector2 = @import("Vector2.zig").Vector2; const f32x8 = @Vector(8, f32); const i32x8 = @Vector(8, i32); const u32x8 = @Vector(8, u32); +const u64x8 = @Vector(8, u64); inline fn ps(value: f32) f32x8 { return @splat(value); @@ -18,50 +19,40 @@ inline fn epu32(value: u32) u32x8 { return @splat(value); } -const permutation = [256]u8{ - 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, - 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, - 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, - 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, - 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, - 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, - 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, - 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, - 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, - 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, - 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, - 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, - 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, - 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, - 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, - 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180, -}; - -inline fn perm(i: i32) i32 { - @setRuntimeSafety(false); - const index: u32 = @as(u32, @bitCast(i)) & 0xFF; - return permutation[index]; +inline fn epu64x2(value: u64) u64x8 { + return @splat(value); } -inline fn permv(i: i32x8) i32x8 { - @setRuntimeSafety(false); - const index: u32x8 = @as(u32x8, @bitCast(i)) & epu32(0xFF); - return .{ - permutation[index[0]], - permutation[index[1]], - permutation[index[2]], - permutation[index[3]], - permutation[index[4]], - permutation[index[5]], - permutation[index[6]], - permutation[index[7]], - }; +const prime_x: u64 = 17061574742423305691; +const prime_y: u64 = 10555943830568207707; +const prime_perm: u64 = 15540206209889782181; + +const prime_xv: u64x8 = epu64x2(prime_x); +const prime_yv: u64x8 = epu64x2(prime_y); +const prime_permv: u64x8 = epu64x2(prime_perm); + +fn perm(seed: u64, x: i32, y: i32) i32 { + var hash: u64 = seed; + hash ^= prime_x *% @as(u32, @bitCast(x)); + hash ^= prime_y *% @as(u32, @bitCast(y)); + hash = hash *% hash *% hash *% prime_perm; + hash = (hash >> 26) ^ hash; + return @bitCast(@as(u32, @truncate(hash))); +} + +fn permv(seed: u64, x: i32x8, y: i32x8) i32x8 { + var hash: u64x8 = epu64x2(seed); + hash ^= prime_xv *% @as(u32x8, @bitCast(x)); + hash ^= prime_yv *% @as(u32x8, @bitCast(y)); + hash = hash *% hash *% hash *% prime_permv; + hash = (hash >> @splat(26)) ^ hash; + return @bitCast(@as(u32x8, @truncate(hash))); } fn grad2(hash: i32, x: f32, y: f32) f32 { const h: i32 = hash & 0b111; const u: f32 = if (h < 4) x else y; - const v: f32 = if (h < 4) x else x; + const v: f32 = if (h < 4) y else x; return (if (h & 0b001 != 0) -u else u) + (if (h & 0b010 != 0) -2 * v else 2 * v); } @@ -84,7 +75,7 @@ const G2v: f32x8 = ps(G2); const noise2_scale: f32 = 34.11; const noise2v_scale: f32x8 = ps(noise2_scale); -pub fn noise2(v: Vector2) f32 { +pub fn noise2(seed: u64, v: Vector2) f32 { const x: f32, const y: f32 = v.asArray(); const s: f32 = (x + y) * F2; @@ -111,9 +102,9 @@ pub fn noise2(v: Vector2) f32 { const t1: f32 = 0.5 - x1 * x1 - y1 * y1; const t2: f32 = 0.5 - x2 * x2 - y2 * y2; - const gi0: i32 = perm(i + perm(j)); - const gi1: i32 = perm(i + _i1 + perm(j + _j1)); - const gi2: i32 = perm(i + 1 + perm(j + 1)); + const gi0: i32 = perm(seed, i, j); + const gi1: i32 = perm(seed, i + _i1, j + _j1); + const gi2: i32 = perm(seed, i + 1, j + 1); const n0: f32 = if (t0 < 0) 0 else (t0 * t0) * (t0 * t0) * grad2(gi0, x0, y0); const n1: f32 = if (t1 < 0) 0 else (t1 * t1) * (t1 * t1) * grad2(gi1, x1, y1); @@ -124,7 +115,7 @@ pub fn noise2(v: Vector2) f32 { return ret; } -pub fn noise2v(x: f32x8, y: f32x8) f32x8 { +pub fn noise2v(seed: u64, x: f32x8, y: f32x8) f32x8 { const s: f32x8 = (x + y) * F2v; const xs: f32x8 = x + s; const ys: f32x8 = y + s; @@ -149,9 +140,9 @@ pub fn noise2v(x: f32x8, y: f32x8) f32x8 { const t1: f32x8 = ps(0.5) - x1 * x1 - y1 * y1; const t2: f32x8 = ps(0.5) - x2 * x2 - y2 * y2; - const gi0: i32x8 = permv(i + permv(j)); - const gi1: i32x8 = permv(i + _i1 + permv(j + _j1)); - const gi2: i32x8 = permv(i + epi32(1) + permv(j + epi32(1))); + const gi0: i32x8 = permv(seed, i, j); + const gi1: i32x8 = permv(seed, i + _i1, j + _j1); + const gi2: i32x8 = permv(seed, i + epi32(1), j + epi32(1)); const n0: f32x8 = @select(f32, t0 < ps(0), ps(0), (t0 * t0) * (t0 * t0) * grad2(gi0, x0, y0)); const n1: f32x8 = @select(f32, t1 < ps(0), ps(0), (t1 * t1) * (t1 * t1) * grad2(gi1, x1, y1)); diff --git a/src/worldgen.zig b/src/worldgen.zig new file mode 100644 index 0000000..486224b --- /dev/null +++ b/src/worldgen.zig @@ -0,0 +1,36 @@ +const std = @import("std"); +const math = @import("math.zig"); + +const Vector2 = math.Vector2; + +const Noise = struct { + horizontal_scale: f32, + value_median: f32, + value_amplitude: f32, + + pub fn sample(self: Noise, seed: u64, pos: Vector2) f32 { + return math.noise2(seed, pos.divScalar(self.horizontal_scale)) * self.value_amplitude + self.value_median; + } +}; + +const noise_main: Noise = .{ + .horizontal_scale = 80, + .value_median = 7, + .value_amplitude = 5, +}; + +const noise_secondary: Noise = .{ + .horizontal_scale = 15, + .value_median = 0, + .value_amplitude = 0.5, +}; + +pub fn heightF(seed: u64, pos: Vector2) f32 { + const main = noise_main.sample(seed, pos); + const secondary = noise_secondary.sample(seed, pos); + return @round(main + secondary); +} + +pub fn heightI(seed: u64, pos: Vector2) i32 { + return @intFromFloat(heightF(seed, pos)); +}