feat: map generation using perlin noise

This commit is contained in:
Orangerot 2025-05-26 13:43:30 +02:00
parent ed45459ad9
commit ad72660a88

46
main.c
View file

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