Java LWJGL+Noise 3D地形生成



我是OpenGL代码的新手,我想学习如何制作一个简单的地形,更多的是块。我想使用SimplexNoise,这对我来说很难理解如何做到

我把我的文件分为一个主文件和一个块文件,主文件将渲染和"绘制"所有块,块文件将为自己创建每个块。如果你能帮助我更好地理解我需要做什么,我将不胜感激

我需要帮助理解如何画方块,以及如何放置球员。从GL11.glVertexf和GL11.gl Translatef开始。我如何将它们结合起来并做我需要的事情?

提前感谢,戈伦。

我对代码进行了一点编辑,并从http://devmag.org.za/2009/04/25/perlin-noise/

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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