//////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #define STB_PERLIN_IMPLEMENTATION #include "stb_perlin.h" #include #include #include #include #include #include #include namespace { // Width and height of the application window const unsigned int windowWidth = 800; const unsigned int windowHeight = 600; // Resolution of the generated terrain const unsigned int resolutionX = 800; const unsigned int resolutionY = 600; // Thread pool parameters const unsigned int threadCount = 4; const unsigned int blockCount = 32; struct WorkItem { sf::Vertex* targetBuffer; unsigned int index; }; std::deque workQueue; std::vector threads; int pendingWorkCount = 0; bool workPending = true; bool bufferUploadPending = false; sf::Mutex workQueueMutex; struct Setting { const char* name; float* value; }; // Terrain noise parameters const int perlinOctaves = 3; float perlinFrequency = 7.0f; float perlinFrequencyBase = 4.0f; // Terrain generation parameters float heightBase = 0.0f; float edgeFactor = 0.9f; float edgeDropoffExponent = 1.5f; float snowcapHeight = 0.6f; // Terrain lighting parameters float heightFactor = windowHeight / 2.0f; float heightFlatten = 3.0f; float lightFactor = 0.7f; } // Forward declarations of the functions we define further down void threadFunction(); void generateTerrain(sf::Vertex* vertexBuffer); //////////////////////////////////////////////////////////// /// Entry point of application /// /// \return Application exit code /// //////////////////////////////////////////////////////////// int main() { // Create the window of the application sf::RenderWindow window(sf::VideoMode(windowWidth, windowHeight), "SFML Island", sf::Style::Titlebar | sf::Style::Close); window.setVerticalSyncEnabled(true); sf::Font font; if (!font.loadFromFile("resources/sansation.ttf")) return EXIT_FAILURE; // Create all of our graphics resources sf::Text hudText; sf::Text statusText; sf::Shader terrainShader; sf::RenderStates terrainStates(&terrainShader); sf::VertexBuffer terrain(sf::Triangles, sf::VertexBuffer::Static); // Set up our text drawables statusText.setFont(font); statusText.setCharacterSize(28); statusText.setFillColor(sf::Color::White); statusText.setOutlineColor(sf::Color::Black); statusText.setOutlineThickness(2.0f); hudText.setFont(font); hudText.setCharacterSize(14); hudText.setFillColor(sf::Color::White); hudText.setOutlineColor(sf::Color::Black); hudText.setOutlineThickness(2.0f); hudText.setPosition(5.0f, 5.0f); // Staging buffer for our terrain data that we will upload to our VertexBuffer std::vector terrainStagingBuffer; // Check whether the prerequisites are suppprted bool prerequisitesSupported = sf::VertexBuffer::isAvailable() && sf::Shader::isAvailable(); // Set up our graphics resources and set the status text accordingly if (!prerequisitesSupported) { statusText.setString("Shaders and/or Vertex Buffers Unsupported"); } else if (!terrainShader.loadFromFile("resources/terrain.vert", "resources/terrain.frag")) { prerequisitesSupported = false; statusText.setString("Failed to load shader program"); } else { // Start up our thread pool for (unsigned int i = 0; i < threadCount; i++) { threads.push_back(new sf::Thread(threadFunction)); threads.back()->launch(); } // Create our VertexBuffer with enough space to hold all the terrain geometry terrain.create(resolutionX * resolutionY * 6); // Resize the staging buffer to be able to hold all the terrain geometry terrainStagingBuffer.resize(resolutionX * resolutionY * 6); // Generate the initial terrain generateTerrain(&terrainStagingBuffer[0]); statusText.setString("Generating Terrain..."); } // Center the status text statusText.setPosition((windowWidth - statusText.getLocalBounds().width) / 2.f, (windowHeight - statusText.getLocalBounds().height) / 2.f); // Set up an array of pointers to our settings for arrow navigation Setting settings[] = { {"perlinFrequency", &perlinFrequency}, {"perlinFrequencyBase", &perlinFrequencyBase}, {"heightBase", &heightBase}, {"edgeFactor", &edgeFactor}, {"edgeDropoffExponent", &edgeDropoffExponent}, {"snowcapHeight", &snowcapHeight}, {"heightFactor", &heightFactor}, {"heightFlatten", &heightFlatten}, {"lightFactor", &lightFactor} }; const int settingCount = 9; int currentSetting = 0; std::ostringstream osstr; sf::Clock clock; while (window.isOpen()) { // Handle events sf::Event event; while (window.pollEvent(event)) { // Window closed or escape key pressed: exit if ((event.type == sf::Event::Closed) || ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))) { window.close(); break; } // Arrow key pressed: if (prerequisitesSupported && (event.type == sf::Event::KeyPressed)) { switch (event.key.code) { case sf::Keyboard::Return: generateTerrain(&terrainStagingBuffer[0]); break; case sf::Keyboard::Down: currentSetting = (currentSetting + 1) % settingCount; break; case sf::Keyboard::Up: currentSetting = (currentSetting + settingCount - 1) % settingCount; break; case sf::Keyboard::Left: *(settings[currentSetting].value) -= 0.1f; break; case sf::Keyboard::Right: *(settings[currentSetting].value) += 0.1f; break; default: break; } } } // Clear, draw graphics objects and display window.clear(); window.draw(statusText); if (prerequisitesSupported) { { sf::Lock lock(workQueueMutex); // Don't bother updating/drawing the VertexBuffer while terrain is being regenerated if (!pendingWorkCount) { // If there is new data pending to be uploaded to the VertexBuffer, do it now if (bufferUploadPending) { terrain.update(&terrainStagingBuffer[0]); bufferUploadPending = false; } terrainShader.setUniform("lightFactor", lightFactor); window.draw(terrain, terrainStates); } } // Update and draw the HUD text osstr.str(""); osstr << "Frame: " << clock.restart().asMilliseconds() << "ms\n" << "perlinOctaves: " << perlinOctaves << "\n\n" << "Use the arrow keys to change the values.\nUse the return key to regenerate the terrain.\n\n"; for (int i = 0; i < settingCount; ++i) osstr << ((i == currentSetting) ? ">> " : " ") << settings[i].name << ": " << *(settings[i].value) << "\n"; hudText.setString(osstr.str()); window.draw(hudText); } // Display things on screen window.display(); } // Shut down our thread pool { sf::Lock lock(workQueueMutex); workPending = false; } while (!threads.empty()) { threads.back()->wait(); delete threads.back(); threads.pop_back(); } return EXIT_SUCCESS; } //////////////////////////////////////////////////////////// /// Get the terrain elevation at the given coordinates. /// //////////////////////////////////////////////////////////// float getElevation(float x, float y) { x = x / resolutionX - 0.5f; y = y / resolutionY - 0.5f; float elevation = 0.0f; for (int i = 0; i < perlinOctaves; i++) { elevation += stb_perlin_noise3( x * perlinFrequency * std::pow(perlinFrequencyBase, i), y * perlinFrequency * std::pow(perlinFrequencyBase, i), 0, 0, 0, 0 ) * std::pow(perlinFrequencyBase, -i); } elevation = (elevation + 1.f) / 2.f; float distance = 2.0f * std::sqrt(x * x + y * y); elevation = (elevation + heightBase) * (1.0f - edgeFactor * std::pow(distance, edgeDropoffExponent)); elevation = std::min(std::max(elevation, 0.0f), 1.0f); return elevation; } //////////////////////////////////////////////////////////// /// Get the terrain moisture at the given coordinates. /// //////////////////////////////////////////////////////////// float getMoisture(float x, float y) { x = x / resolutionX - 0.5f; y = y / resolutionY - 0.5f; float moisture = stb_perlin_noise3( x * 4.f + 0.5f, y * 4.f + 0.5f, 0, 0, 0, 0 ); return (moisture + 1.f) / 2.f; } //////////////////////////////////////////////////////////// /// Get the lowlands terrain color for the given moisture. /// //////////////////////////////////////////////////////////// sf::Color getLowlandsTerrainColor(float moisture) { sf::Color color = moisture < 0.27f ? sf::Color(240, 240, 180) : moisture < 0.3f ? sf::Color(240 - 240 * (moisture - 0.27f) / 0.03f, 240 - 40 * (moisture - 0.27f) / 0.03f, 180 - 180 * (moisture - 0.27f) / 0.03f) : moisture < 0.4f ? sf::Color(0, 200, 0) : moisture < 0.48f ? sf::Color(0, 200 - 40 * (moisture - 0.4f) / 0.08f, 0) : moisture < 0.6f ? sf::Color(0, 160, 0) : moisture < 0.7f ? sf::Color(34 * (moisture - 0.6f) / 0.1f, 160 - 60 * (moisture - 0.6f) / 0.1f, 34 * (moisture - 0.6f) / 0.1f) : sf::Color(34, 100, 34); return color; } //////////////////////////////////////////////////////////// /// Get the highlands terrain color for the given elevation /// and moisture. /// //////////////////////////////////////////////////////////// sf::Color getHighlandsTerrainColor(float elevation, float moisture) { sf::Color lowlandsColor = getLowlandsTerrainColor(moisture); sf::Color color = moisture < 0.6f ? sf::Color(112, 128, 144) : sf::Color(112 + 110 * (moisture - 0.6f) / 0.4f, 128 + 56 * (moisture - 0.6f) / 0.4f, 144 - 9 * (moisture - 0.6f) / 0.4f); float factor = std::min((elevation - 0.4f) / 0.1f, 1.f); color.r = lowlandsColor.r * (1.f - factor) + color.r * factor; color.g = lowlandsColor.g * (1.f - factor) + color.g * factor; color.b = lowlandsColor.b * (1.f - factor) + color.b * factor; return color; } //////////////////////////////////////////////////////////// /// Get the snowcap terrain color for the given elevation /// and moisture. /// //////////////////////////////////////////////////////////// sf::Color getSnowcapTerrainColor(float elevation, float moisture) { sf::Color highlandsColor = getHighlandsTerrainColor(elevation, moisture); sf::Color color = sf::Color::White; float factor = std::min((elevation - snowcapHeight) / 0.05f, 1.f); color.r = highlandsColor.r * (1.f - factor) + color.r * factor; color.g = highlandsColor.g * (1.f - factor) + color.g * factor; color.b = highlandsColor.b * (1.f - factor) + color.b * factor; return color; } //////////////////////////////////////////////////////////// /// Get the terrain color for the given elevation and /// moisture. /// //////////////////////////////////////////////////////////// sf::Color getTerrainColor(float elevation, float moisture) { sf::Color color = elevation < 0.11f ? sf::Color(0, 0, elevation / 0.11f * 74.f + 181.0f) : elevation < 0.14f ? sf::Color(std::pow((elevation - 0.11f) / 0.03f, 0.3f) * 48.f, std::pow((elevation - 0.11f) / 0.03f, 0.3f) * 48.f, 255) : elevation < 0.16f ? sf::Color((elevation - 0.14f) * 128.f / 0.02f + 48.f, (elevation - 0.14f) * 128.f / 0.02f + 48.f, 127.0f + (0.16f - elevation) * 128.f / 0.02f) : elevation < 0.17f ? sf::Color(240, 230, 140) : elevation < 0.4f ? getLowlandsTerrainColor(moisture) : elevation < snowcapHeight ? getHighlandsTerrainColor(elevation, moisture) : getSnowcapTerrainColor(elevation, moisture); return color; } //////////////////////////////////////////////////////////// /// Compute a compressed representation of the surface /// normal based on the given coordinates, and the elevation /// of the 4 adjacent neighbours. /// //////////////////////////////////////////////////////////// sf::Vector2f computeNormal(int x, int y, float left, float right, float bottom, float top) { sf::Vector3f deltaX(1, 0, (std::pow(right, heightFlatten) - std::pow(left, heightFlatten)) * heightFactor); sf::Vector3f deltaY(0, 1, (std::pow(top, heightFlatten) - std::pow(bottom, heightFlatten)) * heightFactor); sf::Vector3f crossProduct( deltaX.y * deltaY.z - deltaX.z * deltaY.y, deltaX.z * deltaY.x - deltaX.x * deltaY.z, deltaX.x * deltaY.y - deltaX.y * deltaY.x ); // Scale cross product to make z component 1.0f so we can drop it crossProduct /= crossProduct.z; // Return "compressed" normal return sf::Vector2f(crossProduct.x, crossProduct.y); } //////////////////////////////////////////////////////////// /// Process a terrain generation work item. Use the vector /// of vertices as scratch memory and upload the data to /// the vertex buffer when done. /// //////////////////////////////////////////////////////////// void processWorkItem(std::vector& vertices, const WorkItem& workItem) { unsigned int rowBlockSize = (resolutionY / blockCount) + 1; unsigned int rowStart = rowBlockSize * workItem.index; if (rowStart >= resolutionY) return; unsigned int rowEnd = std::min(rowStart + rowBlockSize, resolutionY); unsigned int rowCount = rowEnd - rowStart; const float scalingFactorX = static_cast(windowWidth) / static_cast(resolutionX); const float scalingFactorY = static_cast(windowHeight) / static_cast(resolutionY); for (unsigned int y = rowStart; y < rowEnd; y++) { for (int x = 0; x < resolutionX; x++) { int arrayIndexBase = ((y - rowStart) * resolutionX + x) * 6; // Top left corner (first triangle) if (x > 0) { vertices[arrayIndexBase + 0] = vertices[arrayIndexBase - 6 + 5]; } else if (y > rowStart) { vertices[arrayIndexBase + 0] = vertices[arrayIndexBase - resolutionX * 6 + 1]; } else { vertices[arrayIndexBase + 0].position = sf::Vector2f(x * scalingFactorX, y * scalingFactorY); vertices[arrayIndexBase + 0].color = getTerrainColor(getElevation(x, y), getMoisture(x, y)); vertices[arrayIndexBase + 0].texCoords = computeNormal(x, y, getElevation(x - 1, y), getElevation(x + 1, y), getElevation(x, y + 1), getElevation(x, y - 1)); } // Bottom left corner (first triangle) if (x > 0) { vertices[arrayIndexBase + 1] = vertices[arrayIndexBase - 6 + 2]; } else { vertices[arrayIndexBase + 1].position = sf::Vector2f(x * scalingFactorX, (y + 1) * scalingFactorY); vertices[arrayIndexBase + 1].color = getTerrainColor(getElevation(x, y + 1), getMoisture(x, y + 1)); vertices[arrayIndexBase + 1].texCoords = computeNormal(x, y + 1, getElevation(x - 1, y + 1), getElevation(x + 1, y + 1), getElevation(x, y + 2), getElevation(x, y)); } // Bottom right corner (first triangle) vertices[arrayIndexBase + 2].position = sf::Vector2f((x + 1) * scalingFactorX, (y + 1) * scalingFactorY); vertices[arrayIndexBase + 2].color = getTerrainColor(getElevation(x + 1, y + 1), getMoisture(x + 1, y + 1)); vertices[arrayIndexBase + 2].texCoords = computeNormal(x + 1, y + 1, getElevation(x, y + 1), getElevation(x + 2, y + 1), getElevation(x + 1, y + 2), getElevation(x + 1, y)); // Top left corner (second triangle) vertices[arrayIndexBase + 3] = vertices[arrayIndexBase + 0]; // Bottom right corner (second triangle) vertices[arrayIndexBase + 4] = vertices[arrayIndexBase + 2]; // Top right corner (second triangle) if (y > rowStart) { vertices[arrayIndexBase + 5] = vertices[arrayIndexBase - resolutionX * 6 + 2]; } else { vertices[arrayIndexBase + 5].position = sf::Vector2f((x + 1) * scalingFactorX, y * scalingFactorY); vertices[arrayIndexBase + 5].color = getTerrainColor(getElevation(x + 1, y), getMoisture(x + 1, y)); vertices[arrayIndexBase + 5].texCoords = computeNormal(x + 1, y, getElevation(x, y), getElevation(x + 2, y), getElevation(x + 1, y + 1), getElevation(x + 1, y - 1)); } } } // Copy the resulting geometry from our thread-local buffer into the target buffer std::memcpy(workItem.targetBuffer + (resolutionX * rowStart * 6), &vertices[0], sizeof(sf::Vertex) * resolutionX * rowCount * 6); } //////////////////////////////////////////////////////////// /// Worker thread entry point. We use a thread pool to avoid /// the heavy cost of constantly recreating and starting /// new threads whenever we need to regenerate the terrain. /// //////////////////////////////////////////////////////////// void threadFunction() { unsigned int rowBlockSize = (resolutionY / blockCount) + 1; std::vector vertices(resolutionX * rowBlockSize * 6); WorkItem workItem = {0, 0}; // Loop until the application exits for (;;) { workItem.targetBuffer = 0; // Check if there are new work items in the queue { sf::Lock lock(workQueueMutex); if (!workPending) return; if (!workQueue.empty()) { workItem = workQueue.front(); workQueue.pop_front(); } } // If we didn't receive a new work item, keep looping if (!workItem.targetBuffer) { sf::sleep(sf::milliseconds(10)); continue; } processWorkItem(vertices, workItem); { sf::Lock lock(workQueueMutex); --pendingWorkCount; } } } //////////////////////////////////////////////////////////// /// Terrain generation entry point. This queues up the /// generation work items which the worker threads dequeue /// and process. /// //////////////////////////////////////////////////////////// void generateTerrain(sf::Vertex* buffer) { bufferUploadPending = true; // Make sure the work queue is empty before queuing new work for (;;) { { sf::Lock lock(workQueueMutex); if (workQueue.empty()) break; } sf::sleep(sf::milliseconds(10)); } // Queue all the new work items { sf::Lock lock(workQueueMutex); for (unsigned int i = 0; i < blockCount; i++) { WorkItem workItem = {buffer, i}; workQueue.push_back(workItem); } pendingWorkCount = blockCount; } }