cool terrain
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2915396d5e
commit
04a4ce42e8
@ -3,6 +3,9 @@ package main
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import (
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"image"
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"image/color"
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"log"
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"math"
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"math/rand"
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"renderer3/hrend"
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)
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@ -61,7 +64,7 @@ func Skybox() *hrend.ObjModel {
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vt := make([]hrend.Vec3f, 2)
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f := make([]hrend.Facef, 12)
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// Assuming 1px gradient, these are the only two texture points you need
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vt[0] = hrend.Vec3f{X: 0, Y: 0, Z: 0}
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vt[0] = hrend.Vec3f{X: 0, Y: 0.001, Z: 0}
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vt[1] = hrend.Vec3f{X: 0, Y: 1, Z: 0}
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vvt := []hrend.Vec3f{
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vt[0], vt[0], vt[0], vt[0], vt[1], vt[1], vt[1], vt[1],
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@ -80,7 +83,7 @@ func Skybox() *hrend.ObjModel {
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// These are our 12 faces
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fv := [][3]int{
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{0, 2, 1}, // bottom
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{1, 2, 3},
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{0, 3, 2},
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{4, 5, 6}, // top
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{6, 7, 4},
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{0, 1, 5}, // south
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@ -97,28 +100,6 @@ func Skybox() *hrend.ObjModel {
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f[i][j] = hrend.Vertex{Pos: v[face[j]], Tex: vvt[face[j]]}
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}
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}
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// Now the bottom 2 faces
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// f[0] = hrend.Facef{
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// hrend.Vertex{Pos: v[0], Tex: vt[0]},
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// hrend.Vertex{Pos: v[1], Tex: vt[0]},
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// hrend.Vertex{Pos: v[2], Tex: vt[0]},
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// }
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// f[1] = hrend.Facef{
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// hrend.Vertex{Pos: v[2], Tex: vt[0]},
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// hrend.Vertex{Pos: v[3], Tex: vt[0]},
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// hrend.Vertex{Pos: v[0], Tex: vt[0]},
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// }
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// // Top 2 faces
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// f[3] = hrend.Facef{
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// hrend.Vertex{Pos: v[4], Tex: vt[1]},
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// hrend.Vertex{Pos: v[5], Tex: vt[1]},
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// hrend.Vertex{Pos: v[6], Tex: vt[1]},
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// }
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// f[4] = hrend.Facef{
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// hrend.Vertex{Pos: v[6], Tex: vt[1]},
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// hrend.Vertex{Pos: v[7], Tex: vt[1]},
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// hrend.Vertex{Pos: v[4], Tex: vt[1]},
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// }
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// Ugh and now the sides... so complicated
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return &hrend.ObjModel{
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Vertices: v,
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@ -127,23 +108,16 @@ func Skybox() *hrend.ObjModel {
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}
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}
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func FlatTerrain(size int) *hrend.ObjModel {
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result := hrend.ObjModel{
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Vertices: make([]hrend.Vec3f, 0),
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VTexture: make([]hrend.Vec3f, 4),
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Faces: make([]hrend.Facef, 0),
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}
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// Reset all faces and regenerate them using the vertices as a square mesh
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func RegenerateSquareMesh(size int, obj *hrend.ObjModel) {
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obj.VTexture = make([]hrend.Vec3f, 4)
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// For the simple square terrain, there aren't a lot of texture coords...
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result.VTexture[0] = hrend.Vec3f{X: 0, Y: 0, Z: 0}
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result.VTexture[1] = hrend.Vec3f{X: 1, Y: 0, Z: 0}
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result.VTexture[2] = hrend.Vec3f{X: 0, Y: 1, Z: 0}
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result.VTexture[3] = hrend.Vec3f{X: 1, Y: 1, Z: 0}
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// Generate all the simple vertices along the plane at y=0
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for z := -size; z <= size; z++ {
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for x := -size; x <= size; x++ {
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result.Vertices = append(result.Vertices, hrend.Vec3f{X: float32(x), Y: 0, Z: float32(z)})
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}
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}
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// If you want something more complicated, replace this
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obj.VTexture[0] = hrend.Vec3f{X: 0, Y: 0, Z: 0}
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obj.VTexture[1] = hrend.Vec3f{X: 1, Y: 0, Z: 0}
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obj.VTexture[2] = hrend.Vec3f{X: 0, Y: 1, Z: 0}
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obj.VTexture[3] = hrend.Vec3f{X: 1, Y: 1, Z: 0}
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obj.Faces = nil // Clear old faces
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width := size + size + 1
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// Faces are slightly different; we generate two for every "cell" inside the vertices
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for z := 0; z < width-1; z++ {
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@ -153,16 +127,156 @@ func FlatTerrain(size int) *hrend.ObjModel {
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bottomleft := x + (z+1)*width
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bottomright := x + 1 + (z+1)*width
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// remember to wind counter-clockwise
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result.Faces = append(result.Faces, hrend.Facef{
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hrend.Vertex{Pos: result.Vertices[topleft], Tex: result.VTexture[0]},
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hrend.Vertex{Pos: result.Vertices[bottomleft], Tex: result.VTexture[2]},
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hrend.Vertex{Pos: result.Vertices[topright], Tex: result.VTexture[1]},
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obj.Faces = append(obj.Faces, hrend.Facef{
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hrend.Vertex{Pos: obj.Vertices[topleft], Tex: obj.VTexture[0]},
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hrend.Vertex{Pos: obj.Vertices[bottomleft], Tex: obj.VTexture[2]},
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hrend.Vertex{Pos: obj.Vertices[topright], Tex: obj.VTexture[1]},
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}, hrend.Facef{
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hrend.Vertex{Pos: result.Vertices[topright], Tex: result.VTexture[1]},
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hrend.Vertex{Pos: result.Vertices[bottomleft], Tex: result.VTexture[2]},
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hrend.Vertex{Pos: result.Vertices[bottomright], Tex: result.VTexture[3]},
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hrend.Vertex{Pos: obj.Vertices[topright], Tex: obj.VTexture[1]},
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hrend.Vertex{Pos: obj.Vertices[bottomleft], Tex: obj.VTexture[2]},
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hrend.Vertex{Pos: obj.Vertices[bottomright], Tex: obj.VTexture[3]},
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})
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}
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}
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}
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func FlatTerrain(size int) *hrend.ObjModel {
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result := hrend.ObjModel{
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Vertices: make([]hrend.Vec3f, 0),
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VTexture: make([]hrend.Vec3f, 4),
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Faces: make([]hrend.Facef, 0),
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}
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// Generate all the simple vertices along the plane at y=0
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for z := -size; z <= size; z++ {
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for x := -size; x <= size; x++ {
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result.Vertices = append(result.Vertices, hrend.Vec3f{X: float32(x), Y: 0, Z: float32(z)})
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}
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}
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RegenerateSquareMesh(size, &result)
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return &result
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}
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func DiamondSquareTerrain(size int, roughness float32, scale float32) *hrend.ObjModel {
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result := hrend.ObjModel{
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Vertices: make([]hrend.Vec3f, 0),
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VTexture: make([]hrend.Vec3f, 4),
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Faces: make([]hrend.Facef, 0),
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}
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dsterra := DiamondSquare(size+size+1, float64(roughness))
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// Generate all the simple vertices along the plane at y=0
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for z := -size; z <= size; z++ {
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for x := -size; x <= size; x++ {
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//result.Vertices = append(result.Vertices, hrend.Vec3f{X: float32(x), Y: float32(float64(scale) * dsterra[0][0]), Z: float32(z)})
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result.Vertices = append(result.Vertices, hrend.Vec3f{X: float32(x), Y: float32(float64(scale) * dsterra[z+size][x+size]), Z: float32(z)})
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}
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}
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RegenerateSquareMesh(size, &result)
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return &result
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}
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// CHATGPT -----------------------------------------
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func DiamondSquare(size int, roughness float64) [][]float64 {
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// Initialize the array
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terrain := make([][]float64, size)
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for i := range terrain {
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terrain[i] = make([]float64, size)
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}
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// Seed the corners
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terrain[0][0] = rand.Float64()
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terrain[0][size-1] = rand.Float64()
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terrain[size-1][0] = rand.Float64()
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terrain[size-1][size-1] = rand.Float64()
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log.Print("DS Seeded corners")
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// Size of the step
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stepSize := size - 1
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for stepSize > 1 {
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halfStep := stepSize / 2
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// Diamond step
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for y := halfStep; y < size; y += stepSize {
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for x := halfStep; x < size; x += stepSize {
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diamondStep(terrain, x, y, halfStep, roughness)
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}
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}
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// Square step
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for y := 0; y < size; y += halfStep {
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for x := (y + halfStep) % stepSize; x < size; x += stepSize {
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squareStep(terrain, x, y, halfStep, roughness)
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}
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}
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stepSize = halfStep
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}
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log.Printf("DS finished squares and diamonds")
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// Normalize to [0, 1]
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normalize(terrain)
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log.Printf("DS normalize (complete)")
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return terrain
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}
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// Diamond step of the algorithm
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func diamondStep(terrain [][]float64, x, y, halfStep int, roughness float64) {
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sum := terrain[y-halfStep][x-halfStep] +
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terrain[y-halfStep][x+halfStep] +
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terrain[y+halfStep][x-halfStep] +
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terrain[y+halfStep][x+halfStep]
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avg := sum / 4
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terrain[y][x] = avg + (rand.Float64()*2-1)*roughness
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}
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// Square step of the algorithm
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func squareStep(terrain [][]float64, x, y, halfStep int, roughness float64) {
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avg := 0.0
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count := 0
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if x-halfStep >= 0 {
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avg += terrain[y][x-halfStep]
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count++
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}
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if x+halfStep < len(terrain) {
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avg += terrain[y][x+halfStep]
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count++
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}
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if y-halfStep >= 0 {
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avg += terrain[y-halfStep][x]
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count++
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}
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if y+halfStep < len(terrain) {
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avg += terrain[y+halfStep][x]
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count++
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}
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avg /= float64(count)
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terrain[y][x] = avg + (rand.Float64()*2-1)*roughness
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}
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// Normalize the array to range [0, 1]
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func normalize(terrain [][]float64) {
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minVal, maxVal := math.Inf(1), math.Inf(-1)
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for _, row := range terrain {
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for _, value := range row {
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if value < minVal {
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minVal = value
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}
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if value > maxVal {
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maxVal = value
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}
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}
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}
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rangeVal := maxVal - minVal
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for i, row := range terrain {
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for j := range row {
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terrain[i][j] = (terrain[i][j] - minVal) / rangeVal
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}
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}
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}
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@ -254,6 +254,9 @@ func PerspectiveAndClip(face Facef, matrix3d *Mat44f) []Facef {
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// The two points that aren't a need to be the interpolated values
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sc[bi].Pos = LerpVec3f(sc[ai].Pos, sc[bi].Pos, tab)
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sc[ci].Pos = LerpVec3f(sc[ai].Pos, sc[ci].Pos, tac)
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sc[bi].Tex = LerpVec3f(sc[ai].Tex, sc[bi].Tex, tab)
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sc[ci].Tex = LerpVec3f(sc[ai].Tex, sc[ci].Tex, tac)
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w[bi] = LerpF32(w[ai], w[bi], tab)
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w[ci] = LerpF32(w[ai], w[ci], tac)
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@ -274,6 +277,7 @@ func PerspectiveAndClip(face Facef, matrix3d *Mat44f) []Facef {
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// tab and tac are the distance to that point itself, so a still needs
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// to be the first value here
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sct[ai].Pos = LerpVec3f(sc[ai].Pos, sc[bi].Pos, tab)
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sct[ai].Tex = LerpVec3f(sc[ai].Tex, sc[bi].Tex, tab)
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w[ai] = LerpF32(w[ai], w[bi], tab)
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outfaces = conditionalAddTriangle(sct, w, outfaces)
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@ -282,18 +286,14 @@ func PerspectiveAndClip(face Facef, matrix3d *Mat44f) []Facef {
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// triangle. But simply replacing it will make the triangle invisible,
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// since it inverts the winding order (I think)
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sct[bi].Pos = LerpVec3f(sc[ai].Pos, sc[ci].Pos, tac)
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sct[bi].Tex = LerpVec3f(sc[ai].Tex, sc[ci].Tex, tac)
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w[bi] = LerpF32(wa, w[ci], tac)
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// Now swap the a and b
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w[ai], w[bi] = w[bi], w[ai]
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sct[ai], sct[bi] = sct[bi], sct[ai]
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outfaces = conditionalAddTriangle(sct, w, outfaces)
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/*
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sc2[ai].Pos = LerpVec3f(sc2[ai].Pos, sc2[ci].Pos, tac)
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w[ai] = LerpF32(w[ai], w[ci], tac)
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//outfaces = conditionalAddTriangle(sc2, w, outfaces)
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*/
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} else if len(outers) != 3 { // Output the face itself, no modification
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outfaces = conditionalAddTriangle(sc, w, outfaces)
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}
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@ -170,10 +170,10 @@ func main() {
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// Generate world
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wtexraw := Checkerboard([]color.Color{color.RGBA{R: 0, G: 255, B: 0, A: 255}, color.RGBA{R: 50, G: 150, B: 0, A: 255}}, 32)
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wtex := hrend.NewTexture(wtexraw, 1)
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world := FlatTerrain(10)
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world := DiamondSquareTerrain(32, 1, 9) // must be power of two
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// Generate skybox
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skyraw := Gradient1px(color.RGBA{R: 100, G: 100, B: 255, A: 255}, color.RGBA{R: 255, G: 255, B: 255, A: 255}, 32)
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skyraw := Gradient1px(color.RGBA{R: 100, G: 100, B: 255, A: 255}, color.RGBA{R: 0, G: 0, B: 25, A: 255}, 32)
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skytex := hrend.NewTexture(skyraw, 1)
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sky := Skybox()
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@ -189,6 +189,7 @@ func main() {
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objects := make([]*hrend.ObjectDef, 0)
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objects = append(objects, hrend.NewObjectDef(world, wtex))
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worldobj := objects[len(objects)-1]
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worldobj.Pos.Y -= 3
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worldobj.Color = hrend.Vec3f{0.0, 1.0, 0.0}
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objects = append(objects, hrend.NewObjectDef(sky, skytex)) // the actual skybox
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skyobj := objects[len(objects)-1]
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