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。 我想使用SimplexNoise,我很难理解如何做到这一点。
我将文件分割为一个主文件,它将渲染并“绘制”所有块,以及一个块文件,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,我会很感激。
我需要帮助了解如何绘制块,并放置播放器。 从GL11.glVertexf和GL11.glTranslatef开始。我怎样才能将它们结合起来并做我需要的事情呢?
提前致谢, 格伦。
答案 0 :(得分:0)
我已经编辑了一些代码,并从http://devmag.org.za/2009/04/25/perlin-noise/
创建了Javaprivate 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*/);
//...
}