[英]Java LWJGL + Noise 3D Terrain Generation
I'm new with the OpenGL code and I wanted to learn how to make a simple terrain, more of a chunk of blocks. 我是OpenGL代码的新手,我想学习如何制作一个简单的地形,更多的是一块块。 I want to use SimplexNoise for this, and it's pretty difficult for me to understand how to do it.
我想为此使用SimplexNoise,这对我来说很难理解如何做。
I divided my files, to a main file that will render and "draw" all the blocks, and a chunk file, to create every chunk for itself. 我将文件分割成一个主文件和一个块文件,该主文件将渲染并“绘制”所有块,并为块自身创建每个块。 If you can help me understand better what I need to do, I'll appreciate it.
如果您能帮助我更好地了解我需要做什么,我将不胜感激。
I need help understanding how to draw the blocks, and place the player. 我需要帮助来了解如何绘制方块并放置播放器。 started with GL11.glVertexf, and GL11.glTranslatef.
从GL11.glVertexf和GL11.glTranslatef开始。 how can I combine them and do the things I need?
如何将它们结合起来并做我需要的事情?
Thanks in advance, Goren. 在此先感谢Goren。
I've edited the code a little bit and made it Java from http://devmag.org.za/2009/04/25/perlin-noise/ 我对代码进行了一些编辑,并从http://devmag.org.za/2009/04/25/perlin-noise/使其成为Java。
private static Random random = new Random(new Random().nextLong());
private static float[][] generateWhiteNoise(int width, int height) {
float[][] noise = new float[width][height];
for (int i = 0; i < width; i++) {
for (int j = 0; j < height; j++) {
noise[i][j] = (float) random.nextDouble() % 1;
}
}
return noise;
}
private static float[][] generateSmoothNoise(float[][] baseNoise, int octave) {
int width = baseNoise.length;
int height = baseNoise[0].length;
float[][] smoothNoise = new float[width][height];
int samplePeriod = 1 << octave; // calculates 2 ^ k
float sampleFrequency = 1.0f / samplePeriod;
for (int i = 0; i < width; i++) {
// calculate the horizontal sampling indices
int sample_i0 = (i / samplePeriod) * samplePeriod;
int sample_i1 = (sample_i0 + samplePeriod) % width; // wrap around
float horizontal_blend = (i - sample_i0) * sampleFrequency;
for (int j = 0; j < height; j++) {
// calculate the vertical sampling indices
int sample_j0 = (j / samplePeriod) * samplePeriod;
int sample_j1 = (sample_j0 + samplePeriod) % height; // wrap
// around
float vertical_blend = (j - sample_j0) * sampleFrequency;
// blend the top two corners
float top = interpolate(baseNoise[sample_i0][sample_j0],
baseNoise[sample_i1][sample_j0], horizontal_blend);
// blend the bottom two corners
float bottom = interpolate(baseNoise[sample_i0][sample_j1],
baseNoise[sample_i1][sample_j1], horizontal_blend);
// final blend
smoothNoise[i][j] = interpolate(top, bottom, vertical_blend);
}
}
return smoothNoise;
}
private static float interpolate(float x0, float x1, float alpha) {
return x0 * (1 - alpha) + alpha * x1;
}
private static float[][] generatePerlinNoise(float[][] baseNoise,
int octaveCount) {
int width = baseNoise.length;
int height = baseNoise[0].length;
float[][][] smoothNoise = new float[octaveCount][][]; // an array of 2D
// arrays
// containing
float persistance = 0.5f;
// generate smooth noise
for (int i = 0; i < octaveCount; i++) {
smoothNoise[i] = generateSmoothNoise(baseNoise, i);
}
float[][] perlinNoise = new float[width][height];
float amplitude = 0.0f; // the bigger, the more big mountains
float totalAmplitude = 0.0f;
// blend noise together
for (int octave = octaveCount - 1; octave >= 0; octave--) {
amplitude *= persistance;
totalAmplitude += amplitude;
for (int i = 0; i < width; i++) {
for (int j = 0; j < height; j++) {
perlinNoise[i][j] += smoothNoise[octave][i][j] * amplitude;
}
}
}
for (int i = 0; i < width; i++) {
for (int j = 0; j < height; j++) {
perlinNoise[i][j] /= totalAmplitude;
perlinNoise[i][j] = (float) (Math.floor(perlinNoise[i][j] * 25));
}
}
return perlinNoise;
}
private void generate(){
float[][] noise = generatePerlinNoise(generateWhiteNoise(width, height), 5/*octave count*/);
//...
} }
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