SFML/examples/island/Island.cpp
2024-10-08 10:30:54 +02:00

618 lines
20 KiB
C++

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#define STB_PERLIN_IMPLEMENTATION
#include <stb_perlin.h>
#include <algorithm>
#include <array>
#include <deque>
#include <iostream>
#include <mutex>
#include <sstream>
#include <thread>
#include <vector>
#include <cmath>
#include <cstdint>
#include <cstdlib>
#include <cstring>
namespace
{
// Width and height of the application window
const sf::Vector2u windowSize(800, 600);
// Resolution of the generated terrain
const sf::Vector2u resolution(800, 600);
// Thread pool parameters
const unsigned int threadCount = 4;
const unsigned int blockCount = 32;
struct WorkItem
{
sf::Vertex* targetBuffer{};
unsigned int index{};
};
std::deque<WorkItem> workQueue;
std::vector<std::thread> threads;
int pendingWorkCount = 0;
bool workPending = true;
bool bufferUploadPending = false;
std::recursive_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 = static_cast<float>(windowSize.y) / 2.0f;
float heightFlatten = 3.0f;
float lightFactor = 0.7f;
////////////////////////////////////////////////////////////
/// Get the terrain elevation at the given coordinates.
///
////////////////////////////////////////////////////////////
float getElevation(sf::Vector2u position)
{
const sf::Vector2f normalized = sf::Vector2f(position).componentWiseDiv(sf::Vector2f(resolution)) -
sf::Vector2f(0.5f, 0.5f);
float elevation = 0.0f;
for (int i = 0; i < perlinOctaves; ++i)
{
const sf::Vector2f scaled = normalized * perlinFrequency * static_cast<float>(std::pow(perlinFrequencyBase, i));
elevation += stb_perlin_noise3(scaled.x, scaled.y, 0, 0, 0, 0) *
static_cast<float>(std::pow(perlinFrequencyBase, -i));
}
elevation = (elevation + 1.f) / 2.f;
const float distance = 2.0f * normalized.length();
elevation = (elevation + heightBase) * (1.0f - edgeFactor * std::pow(distance, edgeDropoffExponent));
elevation = std::clamp(elevation, 0.0f, 1.0f);
return elevation;
}
////////////////////////////////////////////////////////////
/// Get the terrain moisture at the given coordinates.
///
////////////////////////////////////////////////////////////
float getMoisture(sf::Vector2u position)
{
const sf::Vector2f normalized = sf::Vector2f(position).componentWiseDiv(sf::Vector2f(resolution)) -
sf::Vector2f(0.5f, 0.5f);
const sf::Vector2f transformed = normalized * 4.f + sf::Vector2f(0.5f, 0.5f);
const float moisture = stb_perlin_noise3(transformed.x, transformed.y, 0, 0, 0, 0);
return (moisture + 1.f) / 2.f;
}
////////////////////////////////////////////////////////////
/// Get the lowlands terrain color for the given moisture.
///
////////////////////////////////////////////////////////////
sf::Color colorFromFloats(float r, float g, float b)
{
return {static_cast<std::uint8_t>(r), static_cast<std::uint8_t>(g), static_cast<std::uint8_t>(b)};
}
sf::Color getLowlandsTerrainColor(float moisture)
{
if (moisture < 0.27f)
return colorFromFloats(240, 240, 180);
if (moisture < 0.3f)
return colorFromFloats(240 - (240 * (moisture - 0.27f) / 0.03f),
240 - (40 * (moisture - 0.27f) / 0.03f),
180 - (180 * (moisture - 0.27f) / 0.03f));
if (moisture < 0.4f)
return colorFromFloats(0, 200, 0);
if (moisture < 0.48f)
return colorFromFloats(0, 200 - (40 * (moisture - 0.4f) / 0.08f), 0);
if (moisture < 0.6f)
return colorFromFloats(0, 160, 0);
if (moisture < 0.7f)
return colorFromFloats((34 * (moisture - 0.6f) / 0.1f),
160 - (60 * (moisture - 0.6f) / 0.1f),
(34 * (moisture - 0.6f) / 0.1f));
return colorFromFloats(34, 100, 34);
}
////////////////////////////////////////////////////////////
/// Get the highlands terrain color for the given elevation
/// and moisture.
///
////////////////////////////////////////////////////////////
sf::Color getHighlandsTerrainColor(float elevation, float moisture)
{
const sf::Color lowlandsColor = getLowlandsTerrainColor(moisture);
const sf::Color color = moisture < 0.6f ? sf::Color(112, 128, 144)
: colorFromFloats(112 + (110 * (moisture - 0.6f) / 0.4f),
128 + (56 * (moisture - 0.6f) / 0.4f),
144 - (9 * (moisture - 0.6f) / 0.4f));
const float factor = std::min((elevation - 0.4f) / 0.1f, 1.f);
return colorFromFloats(lowlandsColor.r * (1.f - factor) + color.r * factor,
lowlandsColor.g * (1.f - factor) + color.g * factor,
lowlandsColor.b * (1.f - factor) + color.b * factor);
}
////////////////////////////////////////////////////////////
/// Get the snowcap terrain color for the given elevation
/// and moisture.
///
////////////////////////////////////////////////////////////
sf::Color getSnowcapTerrainColor(float elevation, float moisture)
{
const sf::Color highlandsColor = getHighlandsTerrainColor(elevation, moisture);
const sf::Color color = sf::Color::White;
const float factor = std::min((elevation - snowcapHeight) / 0.05f, 1.f);
return colorFromFloats(highlandsColor.r * (1.f - factor) + color.r * factor,
highlandsColor.g * (1.f - factor) + color.g * factor,
highlandsColor.b * (1.f - factor) + color.b * factor);
}
////////////////////////////////////////////////////////////
/// Get the terrain color for the given elevation and
/// moisture.
///
////////////////////////////////////////////////////////////
sf::Color getTerrainColor(float elevation, float moisture)
{
if (elevation < 0.11f)
return {0, 0, static_cast<std::uint8_t>(elevation / 0.11f * 74.f + 181.0f)};
if (elevation < 0.14f)
return {static_cast<std::uint8_t>(std::pow((elevation - 0.11f) / 0.03f, 0.3f) * 48.f),
static_cast<std::uint8_t>(std::pow((elevation - 0.11f) / 0.03f, 0.3f) * 48.f),
255};
if (elevation < 0.16f)
return {static_cast<std::uint8_t>((elevation - 0.14f) * 128.f / 0.02f + 48.f),
static_cast<std::uint8_t>((elevation - 0.14f) * 128.f / 0.02f + 48.f),
static_cast<std::uint8_t>(127.0f + (0.16f - elevation) * 128.f / 0.02f)};
if (elevation < 0.17f)
return {240, 230, 140};
if (elevation < 0.4f)
return getLowlandsTerrainColor(moisture);
if (elevation < snowcapHeight)
return getHighlandsTerrainColor(elevation, moisture);
return getSnowcapTerrainColor(elevation, moisture);
}
////////////////////////////////////////////////////////////
/// Compute a compressed representation of the surface
/// normal based on the given coordinates, and the elevation
/// of the 4 adjacent neighbours.
///
////////////////////////////////////////////////////////////
sf::Vector2f computeNormal(float left, float right, float bottom, float top)
{
const sf::Vector3f deltaX(1, 0, (std::pow(right, heightFlatten) - std::pow(left, heightFlatten)) * heightFactor);
const sf::Vector3f deltaY(0, 1, (std::pow(top, heightFlatten) - std::pow(bottom, heightFlatten)) * heightFactor);
sf::Vector3f crossProduct = deltaX.cross(deltaY);
// Scale cross product to make z component 1.0f so we can drop it
crossProduct /= crossProduct.z;
// Return "compressed" normal
return {crossProduct.x, crossProduct.y};
}
////////////////////////////////////////////////////////////
/// Compute the vertex representing the terrain at the given
/// coordinates.
///
////////////////////////////////////////////////////////////
const auto scalingFactors = sf::Vector2f(windowSize).componentWiseDiv(sf::Vector2f(resolution));
sf::Vertex computeVertex(sf::Vector2u position)
{
sf::Vertex vertex;
vertex.position = sf::Vector2f(position).componentWiseMul(scalingFactors);
vertex.color = getTerrainColor(getElevation(position), getMoisture(position));
vertex.texCoords = computeNormal(getElevation(position - sf::Vector2u(1, 0)),
getElevation(position + sf::Vector2u(1, 0)),
getElevation(position + sf::Vector2u(0, 1)),
getElevation(position - sf::Vector2u(0, 1)));
return vertex;
}
////////////////////////////////////////////////////////////
/// 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<sf::Vertex>& vertices, const WorkItem& workItem)
{
const unsigned int rowBlockSize = (resolution.y / blockCount) + 1;
const unsigned int rowStart = rowBlockSize * workItem.index;
if (rowStart >= resolution.y)
return;
const unsigned int rowEnd = std::min(rowStart + rowBlockSize, resolution.y);
const unsigned int rowCount = rowEnd - rowStart;
for (unsigned int y = rowStart; y < rowEnd; ++y)
{
for (unsigned int x = 0; x < resolution.x; ++x)
{
const unsigned int arrayIndexBase = ((y - rowStart) * resolution.x + 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 - resolution.x * 6 + 1];
}
else
{
vertices[arrayIndexBase + 0] = computeVertex({x, y});
}
// Bottom left corner (first triangle)
if (x > 0)
{
vertices[arrayIndexBase + 1] = vertices[arrayIndexBase - 6 + 2];
}
else
{
vertices[arrayIndexBase + 1] = computeVertex({x, y + 1});
}
// Bottom right corner (first triangle)
vertices[arrayIndexBase + 2] = computeVertex({x + 1, y + 1});
// 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 - resolution.x * 6 + 2];
}
else
{
vertices[arrayIndexBase + 5] = computeVertex({x + 1, y});
}
}
}
// Copy the resulting geometry from our thread-local buffer into the target buffer
std::memcpy(workItem.targetBuffer + (resolution.x * rowStart * 6),
vertices.data(),
sizeof(sf::Vertex) * resolution.x * 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()
{
const unsigned int rowBlockSize = (resolution.y / blockCount) + 1;
std::vector<sf::Vertex> vertices(resolution.x * rowBlockSize * 6);
WorkItem workItem = {nullptr, 0};
// Loop until the application exits
for (;;)
{
workItem.targetBuffer = nullptr;
// Check if there are new work items in the queue
{
const std::lock_guard 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);
{
const std::lock_guard 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 (;;)
{
{
const std::lock_guard lock(workQueueMutex);
if (pendingWorkCount == 0u)
break;
}
sf::sleep(sf::milliseconds(10));
}
// Queue all the new work items
{
const std::lock_guard lock(workQueueMutex);
for (unsigned int i = 0; i < blockCount; ++i)
{
const WorkItem workItem = {buffer, i};
workQueue.push_back(workItem);
}
pendingWorkCount = blockCount;
}
}
} // namespace
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Create the window of the application
sf::RenderWindow window(sf::VideoMode(windowSize), "SFML Island", sf::Style::Titlebar | sf::Style::Close);
window.setVerticalSyncEnabled(true);
const sf::Font font("resources/tuffy.ttf");
// Create all of our graphics resources
sf::Text hudText(font);
sf::Text statusText(font);
sf::Shader terrainShader;
sf::RenderStates terrainStates;
sf::VertexBuffer terrain(sf::PrimitiveType::Triangles, sf::VertexBuffer::Usage::Static);
// Set up our text drawables
statusText.setCharacterSize(28);
statusText.setFillColor(sf::Color::White);
statusText.setOutlineColor(sf::Color::Black);
statusText.setOutlineThickness(2.0f);
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<sf::Vertex> terrainStagingBuffer;
// Set up our graphics resources and set the status text accordingly
if (!sf::VertexBuffer::isAvailable() || !sf::Shader::isAvailable())
{
statusText.setString("Shaders and/or Vertex Buffers Unsupported");
}
else if (!terrainShader.loadFromFile("resources/terrain.vert", "resources/terrain.frag"))
{
statusText.setString("Failed to load shader program");
}
else
{
// Start up our thread pool
for (unsigned int i = 0; i < threadCount; ++i)
{
threads.emplace_back(threadFunction);
}
// Create our VertexBuffer with enough space to hold all the terrain geometry
if (!terrain.create(resolution.x * resolution.y * 6))
{
std::cerr << "Failed to create vertex buffer" << std::endl;
return EXIT_FAILURE;
}
// Resize the staging buffer to be able to hold all the terrain geometry
terrainStagingBuffer.resize(resolution.x * resolution.y * 6);
// Generate the initial terrain
generateTerrain(terrainStagingBuffer.data());
statusText.setString("Generating Terrain...");
// Set up the render states
terrainStates = sf::RenderStates(&terrainShader);
}
// Center the status text
statusText.setPosition((sf::Vector2f(windowSize) - statusText.getLocalBounds().size) / 2.f);
// Set up an array of pointers to our settings for arrow navigation
constexpr std::array<Setting, 9> settings = {
{{"perlinFrequency", &perlinFrequency},
{"perlinFrequencyBase", &perlinFrequencyBase},
{"heightBase", &heightBase},
{"edgeFactor", &edgeFactor},
{"edgeDropoffExponent", &edgeDropoffExponent},
{"snowcapHeight", &snowcapHeight},
{"heightFactor", &heightFactor},
{"heightFlatten", &heightFlatten},
{"lightFactor", &lightFactor}}};
std::size_t currentSetting = 0;
std::ostringstream osstr;
sf::Clock clock;
while (window.isOpen())
{
// Handle events
while (const std::optional event = window.pollEvent())
{
// Window closed or escape key pressed: exit
if (event->is<sf::Event::Closed>() ||
(event->is<sf::Event::KeyPressed>() &&
event->getIf<sf::Event::KeyPressed>()->code == sf::Keyboard::Key::Escape))
{
window.close();
break;
}
// Arrow key pressed:
// TODO Replace use of getNativeHandle() when validity function is added
if (terrainShader.getNativeHandle() != 0 && event->is<sf::Event::KeyPressed>())
{
switch (event->getIf<sf::Event::KeyPressed>()->code)
{
case sf::Keyboard::Key::Enter:
generateTerrain(terrainStagingBuffer.data());
break;
case sf::Keyboard::Key::Down:
currentSetting = (currentSetting + 1) % settings.size();
break;
case sf::Keyboard::Key::Up:
currentSetting = (currentSetting + settings.size() - 1) % settings.size();
break;
case sf::Keyboard::Key::Left:
*(settings[currentSetting].value) -= 0.1f;
break;
case sf::Keyboard::Key::Right:
*(settings[currentSetting].value) += 0.1f;
break;
default:
break;
}
}
}
// Clear, draw graphics objects and display
window.clear();
window.draw(statusText);
if (terrainShader.getNativeHandle() != 0)
{
{
const std::lock_guard 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)
{
if (!terrain.update(terrainStagingBuffer.data()))
{
std::cerr << "Failed to update vertex buffer" << std::endl;
return EXIT_FAILURE;
}
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 (std::size_t i = 0; i < settings.size(); ++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
{
const std::lock_guard lock(workQueueMutex);
workPending = false;
}
while (!threads.empty())
{
threads.back().join();
threads.pop_back();
}
}