feat: map generation using perlin noise
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main.c
46
main.c
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@ -17,8 +17,13 @@
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*/
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#include "raylib.h"
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#include <math.h>
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#include <stddef.h>
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#define MIN(a,b) (((a)<(b))?(a):(b))
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#define MAX(a,b) (((a)>(b))?(a):(b))
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#define CLAMP(val, min, max) MIN(max, MAX(min, val))
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int main(void) {
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const int screenWidth = 800;
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const int screenHeight = 450;
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@ -363,8 +368,22 @@ int main(void) {
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LoadModel("assets/kenney_nature-kit/Models/OBJ format/tree_thin_fall.obj"),
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LoadModel("assets/kenney_nature-kit/Models/OBJ format/tree_thin.obj"),
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};
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#define MAP_SIZE 64
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Vector3 position = {0};
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Image map = GenImagePerlinNoise(MAP_SIZE, MAP_SIZE, 0, 0, 1.f);
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Texture2D map_texture = LoadTextureFromImage(map);
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for (size_t i = 0; i < MAP_SIZE * MAP_SIZE; i++) {
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Color c = GetImageColor(map, i % MAP_SIZE, i / MAP_SIZE);
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ImageDrawPixel(&map, i % MAP_SIZE, i / MAP_SIZE, (Color) {
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.r = MAX(0, c.r - 64) / 32,
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.g = MAX(0, c.r - 64) / 32,
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.b = MAX(0, c.r - 64) / 32,
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.a = 255
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});
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}
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Color *map_data = LoadImageColors(map);
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// SetTargetFPS(60);
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while (!WindowShouldClose()) {
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@ -373,12 +392,33 @@ int main(void) {
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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for (size_t i = 0; i < sizeof(models) / sizeof(models[0]); ++i) {
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DrawModel(models[i], (Vector3){2.f * (i / 19) - 19.f , 0.f, 2.f * (i % 19) - 19.f }, 1.0f, WHITE);
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for (int i = 0; i < MAP_SIZE * MAP_SIZE; i++) {
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int x = i % MAP_SIZE, y = i / MAP_SIZE;
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DrawModel(models[128],
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(Vector3){
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.x = MAP_SIZE * (x / (float) MAP_SIZE - 0.5f),
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.y = map_data[i].r - 8, //- (map_gradient_magnitude_data[i].g < 2),
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.z = MAP_SIZE * (y / (float) MAP_SIZE - 0.5f)
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} , 1.f, WHITE);
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int gradients[4][2] = {{0,-1},{-1,0},{0,1},{1,0}};
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for (int gradient_i = 0; gradient_i < 4; gradient_i++) {
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int dx = CLAMP(x + gradients[gradient_i][0], 0, MAP_SIZE - 1);
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int dy = CLAMP(y + gradients[gradient_i][1], 0, MAP_SIZE - 1);
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for (int height = map_data[i].r; height < map_data[dy * MAP_SIZE + dx].r; height++) {
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DrawModelEx(models[76],
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(Vector3){
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.x = MAP_SIZE * (x / (float) MAP_SIZE - 0.5f),
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.y = height - 8,
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.z = MAP_SIZE * (y / (float) MAP_SIZE - 0.5f)
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},
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(Vector3) {0, 1, 0}, gradient_i * 90.f, (Vector3) {1,1,1}, WHITE);
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}
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}
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}
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DrawGrid(20, 10.0f);
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EndMode3D();
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DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
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DrawTexture(map_texture, 0, 0, WHITE);
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EndDrawing();
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}
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