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shadmar

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Blog Comments posted by shadmar

  1. Here is the code for terrain.lua

    --Get the primary display
    local displaylist = ListDisplays()
    local display = displaylist[1];
    if display == nil then RuntimeError("Primary display not found.") end
    local displayscale = display:GetScale()
    
    --Create a window
    local window = CreateWindow(display, "Terrain", 0, 0, math.min(1280 * displayscale.x, display.size.x), math.min(720 * displayscale.y, display.size.y), WINDOW_TITLEBAR + WINDOW_CENTER)
    
    --Create a rendering framebuffer
    local framebuffer = CreateFramebuffer(window);
    
    --Create a world
    local world = CreateWorld()
    
    --Create a camera
    local camera = CreateCamera(world)
    --camera:SetClearColor(0.25)
    camera:Turn(35,0,0)
    camera:Move(0,12,-33)
    
    --Create a light
    local light = CreateLight(world,LIGHT_DIRECTIONAL)
    light:SetRotation(45,-55,0)
    light:SetColor(4,4,4,1)
    
    --Create terrain
    local terrain = CreateTerrain(world,256,256)
    terrain:SetScale(256,200,256)
    
    --Add a material layer
    local mtl = LoadMaterial("Materials/Dirt/dirt01.mat")
    local layerID = terrain:AddLayer(mtl)
    terrain:SetMaterial(layerID, 0, 0, 256, 256, 1)
    
    
    --PERLIN NOISE
    
    	local p = {}
    
    	local permutation = {151,160,137,91,90,15,
    	  131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
    	  190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
    	  88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
    	  77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
    	  102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
    	  135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
    	  5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
    	  223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
    	  129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
    	  251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
    	  49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
    	  138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
    	}
    
    	for i = 0, 255 do
    	  p[i] = permutation[i + 1]
    	  p[256 + i] = permutation[i + 1]
    	end
    
    	local function fade(t)
    	  return t * t * t * (t * (t * 6 - 15) + 10)
    	end
    
    	local function lerp(t, a, b)
    	  return a + t * (b - a)
    	end
    
    	local function grad(hash, x, y, z)
    	  local h, u, v = hash % 16
    	  if h < 8 then u = x else u = y end
    	  if h < 4 then v = y elseif h == 12 or h == 14 then v = x else v = z end
    	  local r
    	  if h % 2 == 0 then r = u else r = -u end
    	  if h % 4 == 0 then r = r + v else r = r - v end
    	  return r
    	end
    
    	local function perlin(x, y, z)
    	  y = y or 0
    	  z = z or 0
    	  local X = math.floor(x % 255)
    	  local Y = math.floor(y % 255)
    	  local Z = math.floor(z % 255)
    	  x = x - math.floor(x)
    	  y = y - math.floor(y)
    	  z = z - math.floor(z)
    	  local u = fade(x)
    	  local v = fade(y)
    	  local w = fade(z)
    	  A   = p[X     ] + Y
    	  AA  = p[A     ] + Z
    	  AB  = p[A + 1] + Z
    	  B   = p[X + 1] + Y
    	  BA  = p[B     ] + Z
    	  BB  = p[B + 1] + Z
    	  return lerp(w, lerp(v, lerp(u, grad(p[AA      ], x    , y     , z     ),
    																	 grad(p[BA      ], x - 1, y     , z     )),
    													 lerp(u, grad(p[AB      ], x    , y - 1, z      ),
    																	 grad(p[BB      ], x - 1, y - 1, z      ))),
    									 lerp(v, lerp(u, grad(p[AA + 1], x      , y     , z - 1), 
    																	 grad(p[BA + 1], x - 1, y       , z - 1)),
    													 lerp(u, grad(p[AB + 1], x      , y - 1, z - 1),
    																	 grad(p[BB + 1], x - 1, y - 1, z - 1))))
    	end
    	
    	 function fbm(x, y, z, octaves, lacunarity, gain)
    	  octaves = octaves or 8
    	  lacunarity = lacunarity or 2
    	  gain = gain or 0.5
    	  local amplitude = 1.0
    	  local frequency = 1.0
    	  local sum = 0.0
    	  for i = 0, octaves do
    			sum = sum + amplitude * perlin(x * frequency, y * frequency, z * frequency)
    			amplitude = amplitude * gain
    			frequency = frequency * lacunarity
    	  end
    	  return sum
    	end
    
    
    
    --- ### This should match terrain created
    local terrainsize=256
    local octaves=12  		-- more is finer noise but slower
    local lacunarity=1.9		-- size of noise
    local gain=0.6		-- height gain
    for i=-127,127 do
        for j=-127,127 do
    		local noise=fbm(i/terrainsize, 11, j/terrainsize, octaves, lacunarity, gain)
    		terrain:SetElevation(127+i,127+j, 15+noise*20)
    	end
    end
    
    --Update normals of modified and neighboring points
    terrain:UpdateNormals(0, 0, 256, 256)
    
    --Add another layer
    mtl = LoadMaterial("Materials/Rough-rockface1.json")
    rockLayerID = terrain:AddLayer(mtl)
    
    --Apply layer to sides of hill
    for x=-127,127 do
    	for y=-127,127 do
    		slope = terrain:GetSlope(127 + x, 127 + y)
    		alpha = math.min(slope / 15, 1.0)
    		terrain:SetMaterial(rockLayerID, 127 + x, 127 + y, alpha)
    	end
    end
    
    --Main loop
    while window:Closed() == false do
    
    	world:Update()
    	world:Render(framebuffer)
    
    end

     

    • Like 2
  2. snippet for setting viewrange based on AABB radii

     

      --optimize scene place objects in viewrange based on their aabb radius.
    for i=0,world:CountEntities()-1 do
     if world:GetEntity(i):GetClass()==Object.ModelClass then
       local aabb=world:GetEntity(i):GetAABB(Entity.GlobalAABB)
       if						 aabb and aabb.radius < .1 then world:GetEntity(i):SetViewRange(0)
     elseif   aabb and aabb.radius < 1 then world:GetEntity(i):SetViewRange(1)
     elseif   aabb and aabb.radius < 10 then world:GetEntity(i):SetViewRange(2)
     elseif   aabb and aabb.radius < 20 then world:GetEntity(i):SetViewRange(3)
     else	 world:GetEntity(i):SetViewRange(4) end
     end
    end
    

    • Confused 1
    • Upvote 1
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