… | |
… | |
626 | min_it (border, N - P [1]); |
626 | min_it (border, N - P [1]); |
627 | |
627 | |
628 | return blend (a, b,border, U(0), W); |
628 | return blend (a, b,border, U(0), W); |
629 | } |
629 | } |
630 | |
630 | |
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631 | // highest mountains, deepest sea == 200 .. -200 |
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632 | |
631 | static void |
633 | static void |
632 | gen_height (int x, int y) |
634 | gen_height (int x, int y) |
633 | { |
635 | { |
634 | vec2d P = vec2d (x, y); |
636 | vec2d P = vec2d (x, y); |
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637 | |
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638 | const int deep_sea_z = -200; |
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639 | const int mountain_z = 200; |
635 | |
640 | |
636 | static frac2d gen(13); |
641 | static frac2d gen(13); |
637 | |
642 | |
638 | static frac2d vec_gen1 (6, 2, 0.5, 1); |
643 | static frac2d vec_gen1 (6, 2, 0.5, 1); |
639 | static frac2d vec_gen2 (6, 2, 0.5, 2); |
644 | static frac2d vec_gen2 (6, 2, 0.5, 2); |
… | |
… | |
654 | vec2d P_continent = P * continent_scale + perturb; |
659 | vec2d P_continent = P * continent_scale + perturb; |
655 | |
660 | |
656 | static frac2d continent_gen (13, 2.13, 0.5); |
661 | static frac2d continent_gen (13, 2.13, 0.5); |
657 | float continent = continent_gen.fBm (P_continent) + 0.05f; |
662 | float continent = continent_gen.fBm (P_continent) + 0.05f; |
658 | |
663 | |
659 | float land_gradient = sigmoid1 (P[0] * (1. / 25000)); |
664 | float x_gradient = P[0] * (1. / 25000); |
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665 | float y_gradient = P[1] * (1. / 25000); |
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666 | float xy_gradient = (P[0] + P[1]) * (0.5 / 25000); |
660 | |
667 | |
661 | const float W = 1000 * continent_scale; |
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662 | const float N = (25000 - 1) * continent_scale; |
668 | const float N = (25000 - 1) * continent_scale; |
663 | |
669 | |
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670 | // we clip a large border on the perturbed shape, to get irregular coastline |
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671 | // and then clip a smaller border around the real shape |
664 | continent = border_blend (-1.f, continent, P_continent , N, 400 * continent_scale); |
672 | continent = border_blend (-1.f, continent, P_continent , N, 400 * continent_scale); |
665 | continent = border_blend (-1.f, continent, P * continent_scale + perturb * 0.1, N, 100 * continent_scale); |
673 | continent = border_blend (-1.f, continent, P * continent_scale + perturb * 0.1, N, 100 * continent_scale); |
666 | |
674 | |
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675 | enum { |
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676 | T_NONE, |
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677 | T_OCEAN, |
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678 | T_RIVER, |
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679 | T_VALLEY, |
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680 | T_MOUNTAIN, |
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681 | } t = T_NONE; |
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682 | |
667 | vec3d c; |
683 | vec3d c; |
668 | float v; |
684 | int z = 1000000; |
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685 | |
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686 | // the continent increases in height from 0 to ~700 levels in the absence of anything else |
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687 | // thats about one step every 7 maps. |
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688 | int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f); |
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689 | int river_height = base_height * 9 / 10; |
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690 | |
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691 | // add this to rivers to "dry them out" |
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692 | float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f)); |
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693 | |
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694 | static frac2d river_gen (2); |
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695 | float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)) + dry_out; |
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696 | float river2 = river_gen.ridgedmultifractal (P * 0.04, 0.8, 10) - y_gradient * 0.2 - 0.16 - dry_out; |
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697 | |
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698 | float valley = river1 - 0.2f; |
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699 | |
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700 | static frac2d mountain_gen (8, 2.14, 0.5); |
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701 | float mountain = mountain_gen.ridgedmultifractal (P * 0.004); |
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702 | |
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703 | t = valley < 0 ? T_VALLEY : T_MOUNTAIN; |
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704 | c = blend0 (vec3d (0.8, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f); |
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705 | z = blend0 (base_height + continent * 300, base_height + mountain * xy_gradient * 400, valley, 0.1f); |
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706 | |
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707 | if (river1 < 0.01f) |
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708 | { |
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709 | // main rivers - they cut deeply into the mountains (base_height * 0.9f) |
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710 | t = T_RIVER; |
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711 | c = vec3d (0.2, 0.2, 1); |
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712 | min_it (z, river_height + lerp<float> (river1, 0.f, 0.01f, -20, -1)); |
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713 | } |
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714 | |
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715 | if (river2 > 0) |
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716 | { |
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717 | t = T_RIVER; |
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718 | c = vec3d (0.2, 0.2, 1); |
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719 | min_it (z, river_height + lerp<float> (river1, 0.f, 0.01f, -5, -1)); |
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720 | } |
669 | |
721 | |
670 | if (continent < 0) |
722 | if (continent < 0) |
671 | { |
723 | { |
672 | // ocean |
724 | t = T_OCEAN; |
673 | |
725 | min_it (z, min (continent * 200, -1)); |
674 | v = min (continent * 10, -0.2f); |
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675 | c = vec3d (0, 0, 1); |
726 | c = vec3d (0, 0, 1); |
676 | } |
727 | } |
677 | else |
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678 | { |
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679 | // continent |
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680 | |
728 | |
681 | // big rivers |
729 | float v = clamp (lerp<float> (z, deep_sea_z, mountain_z*0+800, 0.f, 1.f), 0.f, 1.f); |
682 | static frac2d river_gen (1); |
730 | c *= v; |
683 | float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)); |
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684 | float river2 = river_gen.ridgedmultifractal (P * 0.04 + vec2d (3, 5), 0.8, 10) - (P[1] / 25000) * 0.1; |
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685 | |
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686 | if (river1 < 0.03f) |
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687 | { |
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688 | v = min (-0.1f, -river1); |
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689 | c = vec3d (0.2, 0.2, 1); |
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690 | } |
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691 | else if (river1 < 0.2f && river2 > 0.1f) |
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692 | { |
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693 | v = -0.05f; |
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694 | c = vec3d (0.4, 0.4, 1); |
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695 | } |
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696 | else |
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697 | { |
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698 | river1 += 0.07f; |
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699 | |
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700 | //c = river1 > 0 ? vec3d (0.8, 0.8, 0) : vec3d (0.8, 0, 0); |
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701 | c = blend0 (vec3d (0.8, 0, 0), vec3d (0.8, 0.8, 0), 0.01f, river1);; |
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702 | |
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703 | static frac2d mountain_gen (8, 2.14, 0.5); |
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704 | float mountain = mountain_gen.ridgedmultifractal (P * 0.004); |
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705 | v = blend0 (mountain * 3 - 1, continent, 0.05f, river1); |
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706 | } |
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707 | } |
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708 | |
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709 | c *= v * 0.5 + 0.5; |
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710 | |
731 | |
711 | putc (clamp<int> (255 * c[0], 0, 255), stdout); |
732 | putc (clamp<int> (255 * c[0], 0, 255), stdout); |
712 | putc (clamp<int> (255 * c[1], 0, 255), stdout); |
733 | putc (clamp<int> (255 * c[1], 0, 255), stdout); |
713 | putc (clamp<int> (255 * c[2], 0, 255), stdout); |
734 | putc (clamp<int> (255 * c[2], 0, 255), stdout); |
714 | } |
735 | } |
… | |
… | |
725 | { |
746 | { |
726 | if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw);//D |
747 | if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw);//D |
727 | |
748 | |
728 | for (int x = 0; x < Nw; ++x) gen_height (x * 25000 / Nw, y * 25000 / Nw); |
749 | for (int x = 0; x < Nw; ++x) gen_height (x * 25000 / Nw, y * 25000 / Nw); |
729 | |
750 | |
730 | for (int x = 0; x < Nw; ++x) gen_height (x, y); |
751 | for (int x = 0; x < Nw; ++x) gen_height (x + 400, y); |
731 | for (int x = 0; x < Nw; ++x) gen_height (x + 22000, y + 2000); |
752 | for (int x = 0; x < Nw; ++x) gen_height (x + 22000, y + 2000); |
732 | } |
753 | } |
733 | for (int y = 0; y < Nw; ++y) |
754 | for (int y = 0; y < Nw; ++y) |
734 | { |
755 | { |
735 | if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D |
756 | if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D |
736 | |
757 | |
737 | for (int x = 0; x < Nw; ++x) gen_height (x + 1000, y + 22000); |
758 | for (int x = 0; x < Nw; ++x) gen_height (x + 1000, y + 22000); |
738 | for (int x = 0; x < Nw; ++x) gen_height (x + 12000, y + 12000); |
759 | for (int x = 0; x < Nw; ++x) gen_height (x + 12500, y + 12500); |
739 | for (int x = 0; x < Nw; ++x) gen_height (x + 22000, y + 22000); |
760 | for (int x = 0; x < Nw; ++x) gen_height (x + 22000, y + 22000); |
740 | } |
761 | } |
741 | |
762 | |
742 | //putc (127 * gen.noise (vec2d (x * 0.01, y * 0.01)) + 128, stdout); |
763 | //putc (127 * gen.noise (vec2d (x * 0.01, y * 0.01)) + 128, stdout); |
743 | //putc (256 * gen.terrain2 (x * 0.004, y * 0.004, 8), stdout); |
764 | //putc (256 * gen.terrain2 (x * 0.004, y * 0.004, 8), stdout); |