1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * |
5 | * |
6 | * Deliantra is free software: you can redistribute it and/or modify it under |
6 | * Deliantra is free software: you can redistribute it and/or modify it under |
7 | * the terms of the Affero GNU General Public License as published by the |
7 | * the terms of the Affero GNU General Public License as published by the |
8 | * Free Software Foundation, either version 3 of the License, or (at your |
8 | * Free Software Foundation, either version 3 of the License, or (at your |
9 | * option) any later version. |
9 | * option) any later version. |
… | |
… | |
610 | } |
610 | } |
611 | |
611 | |
612 | template class frac_gen<vec2d>; |
612 | template class frac_gen<vec2d>; |
613 | template class frac_gen<vec3d>; |
613 | template class frac_gen<vec3d>; |
614 | |
614 | |
615 | ///////////////////////////////////////////////////////////////////////////// |
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616 | |
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617 | template<typename T, typename U> |
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618 | T |
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619 | inline border_blend (T a, T b, vec2d P, U N, U W) |
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620 | { |
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621 | U border = W; // within n places of the border |
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622 | |
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623 | min_it (border, P [0]); |
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624 | min_it (border, N - P [0]); |
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625 | min_it (border, P [1]); |
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626 | min_it (border, N - P [1]); |
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627 | |
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628 | return blend (a, b,border, U(0), W); |
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629 | } |
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630 | |
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631 | // highest mountains, deepest sea == 200 .. -200 |
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632 | |
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633 | #define FANCY_GRAPHICS 1 |
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634 | |
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635 | static void |
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636 | gen_quadspace (int x, int y, int z) |
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637 | { |
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638 | vec2d P = vec2d (x, y); |
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639 | |
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640 | const int deep_sea_z = -200; |
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641 | const int mountain_z = 200; |
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642 | |
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643 | static frac2d gen(13); |
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644 | |
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645 | static frac2d vec_gen1 (6, 2, 0.5, 1); |
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646 | static frac2d vec_gen2 (6, 2, 0.5, 2); |
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647 | |
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648 | const float continent_scale = 0.00008; |
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649 | |
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650 | vec2d perturb_pos = pow (P, 1.4) * 1e-5; |
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651 | |
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652 | vec2d perturb ( |
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653 | vec_gen1.fBm (perturb_pos), |
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654 | vec_gen2.fBm (perturb_pos) |
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655 | ); |
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656 | |
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657 | float perturb_perturb = 1 - (P[1] - P[0]) * (1. / 25000 / 2); |
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658 | perturb_perturb = perturb_perturb * perturb_perturb * 0.4; |
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659 | perturb *= perturb_perturb; |
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660 | |
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661 | vec2d P_continent = P * continent_scale + perturb; |
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662 | |
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663 | static frac2d continent_gen (13, 2.13, 0.5); |
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664 | float continent = continent_gen.fBm (P_continent) + 0.05f; |
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665 | |
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666 | float x_gradient = P[0] * (1. / 25000); |
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667 | float y_gradient = P[1] * (1. / 25000); |
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668 | float xy_gradient = (P[0] + P[1]) * (0.5 / 25000); |
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669 | |
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670 | const float N = (25000 - 1) * continent_scale; |
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671 | |
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672 | // we clip a large border on the perturbed shape, to get irregular coastline |
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673 | // and then clip a smaller border around the real shape |
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674 | continent = border_blend (-1.f, continent, P_continent , N, 400 * continent_scale); |
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675 | continent = border_blend (-1.f, continent, P * continent_scale + perturb * 0.1, N, 100 * continent_scale); |
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676 | |
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677 | enum { |
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678 | T_NONE, |
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679 | T_OCEAN, |
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680 | T_RIVER, |
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681 | T_VALLEY, |
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682 | T_MOUNTAIN, |
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683 | T_UNDERGROUND, |
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684 | T_ACQUIFER, |
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685 | } t = T_NONE; |
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686 | |
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687 | vec3d c; |
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688 | int h = 1000000; // height form heightmap |
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689 | |
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690 | // the continent increases in height from 0 to ~700 levels in the absence of anything else |
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691 | // thats about one step every 7 maps. |
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692 | int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f); |
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693 | int river_height = base_height * 9 / 10; |
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694 | |
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695 | // add this to rivers to "dry them out" |
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696 | float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f)); |
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697 | |
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698 | static frac2d river_gen (2); |
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699 | float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)) + dry_out; |
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700 | float river2 = river_gen.ridgedmultifractal (P * 0.04, 0.8, 10) - y_gradient * 0.2 - 0.16 - dry_out; |
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701 | |
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702 | float valley = river1 - 0.2f; |
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703 | |
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704 | static frac2d mountain_gen (8, 2.14, 0.5); |
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705 | float mountain = mountain_gen.ridgedmultifractal (P * 0.004); |
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706 | |
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707 | t = valley < 0 ? T_VALLEY : T_MOUNTAIN; |
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708 | c = blend0 (vec3d (0, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f); |
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709 | h = blend0 (base_height + continent * 300, base_height + mountain * xy_gradient * 400, valley, 0.1f); |
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710 | |
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711 | if (river1 < 0.01f) |
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712 | { |
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713 | // main rivers - they cut deeply into the mountains (base_height * 0.9f) |
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714 | t = T_RIVER; |
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715 | c = vec3d (0.2, 0.2, 1); |
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716 | min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -20, -1)); |
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717 | } |
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718 | |
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719 | if (river2 > 0) |
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720 | { |
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721 | t = T_RIVER; |
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722 | c = vec3d (0.2, 0.2, 1); |
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723 | min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -5, -1)); |
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724 | } |
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725 | |
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726 | if (continent < 0) |
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727 | { |
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728 | t = T_OCEAN; |
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729 | min_it (h, min (continent * 200, -1)); |
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730 | c = vec3d (0, 0, 1); |
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731 | } |
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732 | |
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733 | // now we have the base height, and base terrain |
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734 | |
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735 | #if FANCY_GRAPHICS |
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736 | z = h; // show the surface, not the given z layer |
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737 | #endif |
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738 | |
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739 | // everything below the surface is underground, or a variant |
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740 | if (z < h) |
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741 | { |
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742 | t = T_UNDERGROUND; |
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743 | } |
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744 | |
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745 | // put acquifers a bit below the surface, to reduce them leaking out (will still happen) |
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746 | if (z < h - 3) |
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747 | { |
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748 | static frac3d acquifer_gen (4); |
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749 | float acquifer = acquifer_gen.ridgedmultifractal (vec3d (x * 0.001, y * 0.001, z * 0.01), 1.003, 2); |
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750 | |
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751 | if (acquifer > 0.48) |
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752 | { |
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753 | t = T_ACQUIFER; |
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754 | c = vec3d (1,1,1); |
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755 | } |
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756 | } |
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757 | |
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758 | // TODO: caves |
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759 | // TODO: chees areas |
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760 | // TODO: minerals |
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761 | // TODO: monsters |
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762 | |
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763 | #if FANCY_GRAPHICS |
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764 | float v = clamp (lerp<float> (h, deep_sea_z, mountain_z*0+800, 0.f, 1.f), 0.f, 1.f); |
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765 | c *= v; |
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766 | |
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767 | putc (clamp<int> (255 * c[0], 0, 255), stdout); |
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768 | putc (clamp<int> (255 * c[1], 0, 255), stdout); |
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769 | putc (clamp<int> (255 * c[2], 0, 255), stdout); |
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770 | #endif |
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771 | } |
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772 | |
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773 | void noise_test (); |
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774 | void noise_test () |
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775 | { |
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776 | #if 0 |
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777 | int Nw = 700; |
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778 | |
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779 | printf ("P6 %d %d 255\n", Nw * 3, Nw * 2); |
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780 | // pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm |
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781 | for (int y = 0; y < Nw; ++y) |
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782 | { |
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783 | if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw);//D |
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784 | |
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785 | for (int x = 0; x < Nw; ++x) gen_quadspace (x * 25000 / Nw, y * 25000 / Nw, 0); |
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786 | |
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787 | for (int x = 0; x < Nw; ++x) gen_quadspace (x + 400, y, 0); |
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788 | for (int x = 0; x < Nw; ++x) gen_quadspace (x + 22000, y + 2000, 0); |
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789 | } |
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790 | for (int y = 0; y < Nw; ++y) |
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791 | { |
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792 | if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D |
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793 | |
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794 | for (int x = 0; x < Nw; ++x) gen_quadspace (x + 1000, y + 22000, 0); |
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795 | for (int x = 0; x < Nw; ++x) gen_quadspace (x + 12500, y + 12500, 0); |
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796 | for (int x = 0; x < Nw; ++x) gen_quadspace (x + 22000, y + 22500, 0); |
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797 | } |
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798 | |
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799 | //putc (127 * gen.noise (vec2d (x * 0.01, y * 0.01)) + 128, stdout); |
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800 | //putc (256 * gen.terrain2 (x * 0.004, y * 0.004, 8), stdout); |
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801 | //putc (256 * gen.fBm (vec2d(x * 0.01, y * 0.01), 16), stdout); |
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802 | //putc (256 * gen.turbulence (vec2d (x * 0.004 - 1, y * 0.004 - 1), 10), stdout); |
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803 | //putc (256 * gen.heterofractal (vec2d (x * 0.008, y * 0.008), 8, 0.9), stdout); |
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804 | //putc (256 * gen.hybridfractal (vec2d (x * 0.01, y * 0.01), 8, -.4, -4), stdout); |
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805 | //putc (256 * gen.fBm (vec2d (x * 0.002, y * 0.002), 2), stdout); |
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806 | //putc (127.49 * gen.billowfractal (vec2d (x * 0.01, y * 0.01), 9) + 128, stdout); |
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807 | #else |
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808 | int N = 200; |
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809 | |
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810 | //printf ("P6 %d %d 255\n", N, N); |
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811 | // pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm |
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812 | for (int z = 0; z < N; ++z) |
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813 | { |
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814 | if (!(z&7))fprintf (stderr, "z %d\n", z);//D |
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815 | for (int y = 0; y < N; ++y) |
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816 | for (int x = 0; x < N; ++x) |
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817 | { |
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818 | #if 0 |
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819 | float v = gen3.ridgedmultifractal (vec3d (x * 0.001 + 0.2, y * 0.001 + 0.2, z * 0.01 + 0.2), 1.03, 2) * 2; |
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820 | |
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821 | if (z < 64) |
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822 | v = v * (z * z) / (64 * 64); |
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823 | |
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824 | if (v <= 0.9) |
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825 | continue; |
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826 | #endif |
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827 | static frac3d gen3 (10); |
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828 | //float v = gen3.turbulence (vec3d (x * 0.01, y * 0.01, z * 0.01)); |
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829 | float v = gen3.ridgedmultifractal (vec3d (x * 0.001, y * 0.001, z * 0.001), 1.003, 2); |
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830 | |
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831 | if (v <= 0.48) continue; |
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832 | |
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833 | float r[4]; |
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834 | int i[4]; |
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835 | |
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836 | r[0] = x; |
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837 | r[1] = y; |
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838 | r[2] = z; |
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839 | r[3] = v; |
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840 | |
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841 | memcpy (i, r, 16); |
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842 | |
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843 | i[0] = htonl (i[0]); |
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844 | i[1] = htonl (i[1]); |
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845 | i[2] = htonl (i[2]); |
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846 | i[3] = htonl (i[3]); |
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847 | |
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848 | fwrite (i, 4*4, 1, stdout); |
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849 | } |
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850 | } |
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851 | #endif |
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852 | |
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853 | exit (0); |
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854 | } |
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