Generate noise heightmap
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1 changed files with 71 additions and 147 deletions
226
src/main.c
226
src/main.c
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/*******************************************************************************************
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*
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* raylib [models] example - Heightmap loading and drawing
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*
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* This example has been created using raylib 1.8 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define FNL_IMPL
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#include "FastNoiseLite.h"
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#define INITIAL_SCREEN_WIDTH 900
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#define INITIAL_SCREEN_HEIGHT 900
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#define SCREEN_SCALE 8
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#define CAMERA_SPEED (SCREEN_SCALE * 3.0f)
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/* Controls
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UP/DOWN - Change octaves (Min 1)
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LEFT/RIGHT - Change period (Min 1)
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SPACE - Change noise type
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R - Reset
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WASD - Move camera
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*/
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#define HEIGHT_MAP_SIZE 128
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int noisePeriod = 4;
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#if defined(__DEBUG)
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SetTraceLogLevel(LOG_ALL);
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#else
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SetTraceLogLevel(LOG_NONE);
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#endif
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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InitWindow(INITIAL_SCREEN_WIDTH, INITIAL_SCREEN_HEIGHT, "raylib [core] example - basic window");
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const int screenWidth = 800;
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const int screenHeight = 450;
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fnl_state fnlState = fnlCreateState();
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fnlState.seed = 0;
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fnlState.frequency = 1.0f / (float)noisePeriod;
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fnlState.fractal_type = FNL_FRACTAL_FBM;
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fnlState.octaves = 1;
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fnlState.noise_type = 0;
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fnlState.noise_type = FNL_NOISE_CELLULAR;
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fnlState.fractal_type = FNL_FRACTAL_PINGPONG;
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fnlState.octaves = 3;
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fnlState.frequency = 1.0f / 50.0f;
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int virtualScreenWidth = GetScreenWidth() / SCREEN_SCALE;
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int virtualScreenHeight = GetScreenHeight() / SCREEN_SCALE;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
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RenderTexture2D *target = (RenderTexture2D *)MemAlloc(sizeof(RenderTexture2D));
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// Define our custom camera to look into our 3d world
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Camera camera = {{18.0f, 18.0f, 18.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, 45.0f, 0};
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*target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight);
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Color pixels[HEIGHT_MAP_SIZE * HEIGHT_MAP_SIZE] = {0};
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Vector2 offset = {0.0f, 0.0f};
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for (int x = 0; x < HEIGHT_MAP_SIZE; x++)
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{
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for (int y = 0; y < HEIGHT_MAP_SIZE; y++)
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{
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float raw_noise = fnlGetNoise2D(&fnlState, (float)x, (float)y);
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float noise = ((raw_noise + 1.0f) / 2.0f) * 255.0f;
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unsigned char intensity = (unsigned char)noise;
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pixels[x + y * HEIGHT_MAP_SIZE] = (Color){
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intensity,
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intensity,
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intensity,
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255,
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};
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}
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}
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Rectangle sourceRec = {0.0f,
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0.0f,
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(float)target->texture.width,
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-(float)target->texture.height};
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Rectangle destRec = {0.0f,
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0.0f,
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GetScreenWidth(),
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GetScreenHeight()};
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Image image = {
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.data = pixels,
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.width = HEIGHT_MAP_SIZE,
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.height = HEIGHT_MAP_SIZE,
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.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
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.mipmaps = 1,
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}; // Load heightmap image (RAM)
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Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
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Mesh mesh = GenMeshHeightmap(image, (Vector3){16, 8, 16}); // Generate heightmap mesh (RAM and VRAM)
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Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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Vector3 mapPosition = {-8.0f, 0.0f, -8.0f}; // Define model position
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UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -64,129 +80,37 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_SPACE))
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{
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fnlState.noise_type++;
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fnlState.noise_type %= (FNL_NOISE_VALUE + 1);
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TraceLog(LOG_INFO, TextFormat("Noisetype: %i", fnlState.noise_type));
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}
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if (IsWindowResized())
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{
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TraceLog(LOG_DEBUG, "Resized.");
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virtualScreenWidth = GetScreenWidth() / SCREEN_SCALE;
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virtualScreenHeight = GetScreenHeight() / SCREEN_SCALE;
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UnloadRenderTexture(*target);
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*target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight);
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sourceRec = (Rectangle){0.0f,
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0.0f,
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(float)target->texture.width,
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-(float)target->texture.height};
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destRec = (Rectangle){0.0f,
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0.0f,
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GetScreenWidth(),
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GetScreenHeight()};
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}
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if (IsKeyPressed(KEY_UP))
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{
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fnlState.octaves++;
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}
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if (IsKeyPressed(KEY_DOWN))
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{
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fnlState.octaves--;
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}
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if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_DOWN))
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{
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fnlState.octaves = fnlState.octaves <= 0 ? 1 : fnlState.octaves;
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TraceLog(LOG_INFO, TextFormat("Octaves: %i", fnlState.octaves));
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}
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if (IsKeyPressed(KEY_LEFT))
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{
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noisePeriod--;
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}
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if (IsKeyPressed(KEY_RIGHT))
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{
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noisePeriod++;
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}
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if (IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_RIGHT))
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{
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noisePeriod = noisePeriod <= 0 ? 1 : noisePeriod;
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fnlState.frequency = 1.0f / (float)noisePeriod;
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TraceLog(LOG_INFO, TextFormat("Noise period: %i", noisePeriod));
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}
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if (IsKeyPressed(KEY_R))
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{
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noisePeriod = 4;
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fnlState.frequency = 1.0f / (float)noisePeriod;
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fnlState.octaves = 1;
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}
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if (IsKeyDown(KEY_W))
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{
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offset.y -= GetFrameTime() * CAMERA_SPEED;
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}
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if (IsKeyDown(KEY_S))
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{
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offset.y += GetFrameTime() * CAMERA_SPEED;
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}
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if (IsKeyDown(KEY_A))
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{
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offset.x -= GetFrameTime() * CAMERA_SPEED;
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}
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if (IsKeyDown(KEY_D))
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{
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offset.x += GetFrameTime() * CAMERA_SPEED;
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}
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UpdateCamera(&camera); // Update camera
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginTextureMode(*target);
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ClearBackground(RAYWHITE);
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for (int x = 0; x < virtualScreenWidth; x++)
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{
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for (int y = 0; y < virtualScreenHeight; y++)
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{
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float raw_noise = fnlGetNoise2D(&fnlState, (float)x + floorf(offset.x), (float)y + floorf(offset.y));
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float noise = (raw_noise + 1.0f) / 2.0f * 255.0f;
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const unsigned char r = noise >= 170 ? 255 : (unsigned char)(noise * 1.5f);
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const unsigned char g = 255;
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const unsigned char b = 255;
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DrawPixel(x, y, (Color){r, g, b, 255});
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}
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}
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EndTextureMode();
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BeginDrawing();
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{
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ClearBackground(RAYWHITE);
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DrawTexturePro(target->texture, sourceRec, destRec, (Vector2){0.0f, 0.0f}, 0.0f, WHITE);
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char const *drawText = TextFormat("Press [SPACEBAR] to cycle through different noise algorithms, arrow keys to control variables\n%i FPS\nNoise Period (Frequency): %i (%f)\nNoise Octaves: %i", GetFPS(), noisePeriod, fnlState.frequency, fnlState.octaves);
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DrawRectangle(0, 0, MeasureText(drawText, 20), (int)(20 * 5.5), WHITE);
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DrawText(drawText, 0, 0, 20, BLACK);
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}
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BeginMode3D(camera);
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DrawModel(model, mapPosition, 1.0f, RED);
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DrawGrid(20, 1.0f);
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EndMode3D();
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DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
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DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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MemFree(target);
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UnloadTexture(texture); // Unload texture
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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