Implement generator classes and perlin noise with colors

This commit is contained in:
Tim 2023-06-03 02:21:48 +02:00
parent 7216edd186
commit 542f1970f5
8 changed files with 328 additions and 4 deletions

37
src/MapGenerator.php Normal file
View File

@ -0,0 +1,37 @@
<?php
namespace Ardent\Game;
use Ardent\Game\dto\Color;
class MapGenerator
{
private readonly Noise $noise;
public function __construct(
private readonly Renderer $renderer,
)
{
$this->noise = new Noise();
}
public function getMap(): array
{
$pixels = [];
for ($x = 0; $x < 280; $x++) {
for ($y = 0; $y < 140; $y++) {
$pixels[] = $this->drawPixel($x, $y, $this->noise->generate($x, $y));
}
}
return $pixels;
}
private function drawPixel(int $x, int $y, Color $color): string
{
return $this->renderer->render('pixel.html.twig', [
'x' => $x,
'y' => $y,
'color' => $color,
]);
}
}

46
src/Noise.php Normal file
View File

@ -0,0 +1,46 @@
<?php
namespace Ardent\Game;
use Ardent\Game\dto\Color;
class Noise
{
private readonly PerlinNoise $noise;
public function __construct(
float $seed = 0.0,
)
{
$this->noise = new PerlinNoise(4564561234);
}
public function generate(int $x, int $y): Color
{
$water = new Color(0, 156, 244);
$sand = new Color(238, 226, 104);
$grass = new Color(25, 171, 64);
// $mountain = new Color(169, 94, 64);
$mountain = new Color(96, 93, 100);
$snow = new Color(255, 255, 255);
$rand = $this->noise->random2D($x, $y, 150);
// $rand = $this->sigmoid($rand);
if ($rand < 0.0) {
return $water->lerp($sand, $rand + 1.0);
} elseif ($rand <= 0.5) {
return $sand->lerp($grass, $rand * (1.0 / 0.5));
} elseif ($rand <= 0.99) {
return $grass->lerp($mountain, ($rand - 0.5) * (1.0 / 0.49));
} else {
return $mountain->lerp($snow, ($rand - 0.99) * (1.0 / 0.01));
}
// return new Color(
// red: $rand * 255,
// green: $rand * 255,
// blue: $rand * 255,
// );
}
}

177
src/PerlinNoise.php Normal file
View File

@ -0,0 +1,177 @@
<?php
namespace Ardent\Game;
class PerlinNoise
{
private array $p;
private float $seed;
private int $_default_size = 64;
public function __construct(float $seed = null)
{
//Initialize the permutation array.
$this->p = [];
$permutation = [
151, 160, 137, 91, 90, 15,
131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23,
190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33,
88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244,
102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196,
135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123,
5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42,
223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9,
129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228,
251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107,
49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254,
138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180,
];
//Populate it
for ($i = 0; $i < 256; $i++) {
$this->p[256 + $i] = $this->p[$i] = $permutation[$i];
}
//And set the seed
if ($seed === null) {
$this->seed = time();
} else {
$this->seed = $seed;
}
}
function noise($x, $y, $z, $size = NULL): float|int
{
if ($size == NULL) $size = $this->_default_size;
//Set the initial value and initial size
$value = 0.0;
$initialSize = $size;
//Add finer and finer hues of smoothed noise together
while ($size >= 1) {
$value += $this->smoothNoise($x / $size, $y / $size, $z / $size) * $size;
$size /= 2.0;
}
//Return the result over the initial size
return $value / $initialSize;
}
//This function determines what cube the point passed resides in
//and determines its value.
function smoothNoise(float $x, float $y, float $z): float
{
//Offset each coordinate by the seed value
$x += $this->seed;
$y += $this->seed;
$z += $this->seed;
$orig_x = $x;
$orig_y = $y;
$orig_z = $z;
$X1 = (int)floor($x) & 255; // FIND UNIT CUBE THAT
$Y1 = (int)floor($y) & 255; // CONTAINS POINT.
$Z1 = (int)floor($z) & 255;
$x -= floor($x); // FIND RELATIVE X,Y,Z
$y -= floor($y); // OF POINT IN CUBE.
$z -= floor($z);
$u = $this->fade($x); // COMPUTE FADE CURVES
$v = $this->fade($y); // FOR EACH OF X,Y,Z.
$w = $this->fade($z);
$A = $this->p[$X1] + $Y1;
$AA = $this->p[$A] + $Z1;
$AB = $this->p[$A + 1] + $Z1; // HASH COORDINATES OF
$B = $this->p[$X1 + 1] + $Y1;
$BA = $this->p[$B] + $Z1;
$BB = $this->p[$B + 1] + $Z1; // THE 8 CUBE CORNERS,
//Interpolate between the 8 points determined
return $this->lerp($w, $this->lerp($v, $this->lerp($u, $this->grad($this->p[$AA], $x, $y, $z), // AND ADD
$this->grad($this->p[$BA], $x - 1, $y, $z)), // BLENDED
$this->lerp($u, $this->grad($this->p[$AB], $x, $y - 1, $z), // RESULTS
$this->grad($this->p[$BB], $x - 1, $y - 1, $z))),// FROM 8
$this->lerp($v, $this->lerp($u, $this->grad($this->p[$AA + 1], $x, $y, $z - 1), // CORNERS
$this->grad($this->p[$BA + 1], $x - 1, $y, $z - 1)), // OF CUBE
$this->lerp($u, $this->grad($this->p[$AB + 1], $x, $y - 1, $z - 1),
$this->grad($this->p[$BB + 1], $x - 1, $y - 1, $z - 1))));
}
function fade(float $t): float
{
return $t * $t * $t * (($t * (($t * 6) - 15)) + 10);
}
function lerp(float $t, float $a, float $b): float
{
//Make a weighted interpolation between points
return $a + $t * ($b - $a);
}
function grad($hash, float $x, float $y, float $z): float
{
$h = $hash & 15; // CONVERT LO 4 BITS OF HASH CODE
$u = $h < 8 ? $x : $y; // INTO 12 GRADIENT DIRECTIONS.
$v = $h < 4 ? $y : ($h == 12 || $h == 14 ? $x : $z);
return (($h & 1) == 0 ? $u : -$u) + (($h & 2) == 0 ? $v : -$v);
}
//This function I've added. It creates one dimension of noise.
function random1D(float $x, ?int $size = null): float
{
if ($size === NULL) {
$size = $this->_default_size;
}
$x += $this->seed;
$value = 0.0;
$initialSize = $size;
while ($size >= 1) {
$value += $this->smoothNoise($x * 3 / $size, 100 / $size, 100 / $size);
$size--;
}
if ($value < -1) $value = -1;
if ($value > 1) $value = 1;
return $value;
}
//Same as random1D() only for 2 dimensions.
function random2D(float $x, float $y, ?int $size = NULL): float
{
if ($size === NULL) {
$size = $this->_default_size;
}
$x += $this->seed;
$y += $this->seed;
$value = 0.0;
$initialSize = $size;
while ($size >= 1) {
$value += $this->smoothNoise($x / $size, $y / $size, 100 / $size);
$size--;
}
// $value /= 2.0;
return $this->sigmoid($value);
}
private function sigmoid(float $t): float
{
return 2.0 / (1.0 + exp(-$t)) - 1.0;
}
}

View File

@ -5,7 +5,7 @@ namespace Ardent\Game;
use Twig\Environment; use Twig\Environment;
use Twig\Loader\FilesystemLoader; use Twig\Loader\FilesystemLoader;
class renderer class Renderer
{ {
private Environment $twig; private Environment $twig;

32
src/dto/Color.php Normal file
View File

@ -0,0 +1,32 @@
<?php
namespace Ardent\Game\dto;
class Color
{
public function __construct(
public int $red,
public int $green,
public int $blue,
public int $alpha = 255
)
{
}
public function getCode(): string
{
// return "rgba({$this->red}, {$this->green}, {$this->blue}, {$this->alpha})";
return "rgb({$this->red}, {$this->green}, {$this->blue})";
}
public function lerp(Color $color, float $range): Color
{
return new Color(
red: $this->red + ($color->red - $this->red) * $range,
green: $this->green + ($color->green - $this->green) * $range,
blue: $this->blue + ($color->blue - $this->blue) * $range,
alpha: $this->alpha + ($color->alpha - $this->alpha) * $range,
);
}
}

View File

@ -3,8 +3,12 @@
namespace Ardent\Game; namespace Ardent\Game;
include '../vendor/autoload.php'; include '../vendor/autoload.php';
include "renderer.php"; include "Renderer.php";
include "MapGenerator.php";
$renderer = new renderer(); $renderer = new Renderer();
$map = new MapGenerator($renderer);
echo $renderer->render('index.html.twig'); echo $renderer->render('map.html.twig', [
'pixels' => $map->getMap(),
]);

27
templates/map.html.twig Normal file
View File

@ -0,0 +1,27 @@
<style>
:root {
--pixel-size: 9px;
--pixel-gap: 0px;
--pixel-color: #000;
}
.map {
display: grid;
grid-template-columns: repeat(279, var(--pixel-size));
grid-auto-rows: var(--pixel-size);
grid-gap: var(--pixel-gap);
}
.map > div {
width: var(--pixel-size);
height: 100%;
grid-area: var(--y) / var(--x) / var(--y) / var(--x);
background-color: var(--pixel-color);
}
</style>
<div class="map">
{% for pixel in pixels %}
{{ pixel|raw }}
{% endfor %}
</div>

View File

@ -0,0 +1 @@
<div style="--x: {{ x }}; --y: {{ y }}; background: {{ color.code }}"></div>