--- deliantra/server/common/noise.C 2011/04/30 19:04:50 1.16
+++ deliantra/server/common/noise.C 2018/12/05 19:03:26 1.25
@@ -1,22 +1,23 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
- *
- * Copyright (©) 2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
- *
+ *
+ * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
+ * Copyright (©) 2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ *
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
- *
+ *
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
- *
+ *
* You should have received a copy of the Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
- *
+ *
* The authors can be reached via e-mail to
*/
@@ -247,7 +248,7 @@
void
noise_gen_base::seed (seedable_rand_gen &rng)
{
- for (int i = 0; i < array_length (rvmap); ++i)
+ for (int i = 0; i < ecb_array_length (rvmap); ++i)
rvmap[i].seed (rng);
}
@@ -301,7 +302,7 @@
}
return v;
-}
+}
/////////////////////////////////////////////////////////////////////////////
@@ -414,9 +415,6 @@
return v;
}
-template class noise_gen;
-template class noise_gen;
-
/////////////////////////////////////////////////////////////////////////////
template
@@ -612,203 +610,3 @@
template class frac_gen;
template class frac_gen;
-/////////////////////////////////////////////////////////////////////////////
-
-template
-T
-inline border_blend (T a, T b, vec2d P, U N, U W)
-{
- U border = W; // within n places of the border
-
- min_it (border, P [0]);
- min_it (border, N - P [0]);
- min_it (border, P [1]);
- min_it (border, N - P [1]);
-
- return blend (a, b,border, U(0), W);
-}
-
-// highest mountains, deepest sea == 200 .. -200
-
-static void
-gen_height (int x, int y)
-{
- vec2d P = vec2d (x, y);
-
- const int deep_sea_z = -200;
- const int mountain_z = 200;
-
- static frac2d gen(13);
-
- static frac2d vec_gen1 (6, 2, 0.5, 1);
- static frac2d vec_gen2 (6, 2, 0.5, 2);
-
- const float continent_scale = 0.00008;
-
- vec2d perturb_pos = pow (P, 1.4) * 1e-5;
-
- vec2d perturb (
- vec_gen1.fBm (perturb_pos),
- vec_gen2.fBm (perturb_pos)
- );
-
- float perturb_perturb = 1 - (P[1] - P[0]) * (1. / 25000 / 2);
- perturb_perturb = perturb_perturb * perturb_perturb * 0.4;
- perturb *= perturb_perturb;
-
- vec2d P_continent = P * continent_scale + perturb;
-
- static frac2d continent_gen (13, 2.13, 0.5);
- float continent = continent_gen.fBm (P_continent) + 0.05f;
-
- float x_gradient = P[0] * (1. / 25000);
- float y_gradient = P[1] * (1. / 25000);
- float xy_gradient = (P[0] + P[1]) * (0.5 / 25000);
-
- const float N = (25000 - 1) * continent_scale;
-
- // we clip a large border on the perturbed shape, to get irregular coastline
- // and then clip a smaller border around the real shape
- continent = border_blend (-1.f, continent, P_continent , N, 400 * continent_scale);
- continent = border_blend (-1.f, continent, P * continent_scale + perturb * 0.1, N, 100 * continent_scale);
-
- enum {
- T_NONE,
- T_OCEAN,
- T_RIVER,
- T_VALLEY,
- T_MOUNTAIN,
- } t = T_NONE;
-
- vec3d c;
- int z = 1000000;
-
- // the continent increases in height from 0 to ~700 levels in the absence of anything else
- // thats about one step every 7 maps.
- int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f);
- int river_height = base_height * 9 / 10;
-
- // add this to rivers to "dry them out"
- float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f));
-
- static frac2d river_gen (2);
- float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)) + dry_out;
- float river2 = river_gen.ridgedmultifractal (P * 0.04, 0.8, 10) - y_gradient * 0.2 - 0.16 - dry_out;
-
- float valley = river1 - 0.2f;
-
- static frac2d mountain_gen (8, 2.14, 0.5);
- float mountain = mountain_gen.ridgedmultifractal (P * 0.004);
-
- t = valley < 0 ? T_VALLEY : T_MOUNTAIN;
- c = blend0 (vec3d (0.8, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f);
- z = blend0 (base_height + continent * 300, base_height + mountain * xy_gradient * 400, valley, 0.1f);
-
- if (river1 < 0.01f)
- {
- // main rivers - they cut deeply into the mountains (base_height * 0.9f)
- t = T_RIVER;
- c = vec3d (0.2, 0.2, 1);
- min_it (z, river_height + lerp (river1, 0.f, 0.01f, -20, -1));
- }
-
- if (river2 > 0)
- {
- t = T_RIVER;
- c = vec3d (0.2, 0.2, 1);
- min_it (z, river_height + lerp (river1, 0.f, 0.01f, -5, -1));
- }
-
- if (continent < 0)
- {
- t = T_OCEAN;
- min_it (z, min (continent * 200, -1));
- c = vec3d (0, 0, 1);
- }
-
- float v = clamp (lerp (z, deep_sea_z, mountain_z*0+800, 0.f, 1.f), 0.f, 1.f);
- c *= v;
-
- putc (clamp (255 * c[0], 0, 255), stdout);
- putc (clamp (255 * c[1], 0, 255), stdout);
- putc (clamp (255 * c[2], 0, 255), stdout);
-}
-
-void noise_test ();
-void noise_test ()
-{
-#if 1
- int Nw = 700;
-
- printf ("P6 %d %d 255\n", Nw * 3, Nw * 2);
- // pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm
- for (int y = 0; y < Nw; ++y)
- {
- if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw);//D
-
- for (int x = 0; x < Nw; ++x) gen_height (x * 25000 / Nw, y * 25000 / Nw);
-
- for (int x = 0; x < Nw; ++x) gen_height (x + 400, y);
- for (int x = 0; x < Nw; ++x) gen_height (x + 22000, y + 2000);
- }
- for (int y = 0; y < Nw; ++y)
- {
- if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D
-
- for (int x = 0; x < Nw; ++x) gen_height (x + 1000, y + 22000);
- for (int x = 0; x < Nw; ++x) gen_height (x + 12500, y + 12500);
- for (int x = 0; x < Nw; ++x) gen_height (x + 22000, y + 22000);
- }
-
- //putc (127 * gen.noise (vec2d (x * 0.01, y * 0.01)) + 128, stdout);
- //putc (256 * gen.terrain2 (x * 0.004, y * 0.004, 8), stdout);
- //putc (256 * gen.fBm (vec2d(x * 0.01, y * 0.01), 16), stdout);
- //putc (256 * gen.turbulence (vec2d (x * 0.004 - 1, y * 0.004 - 1), 10), stdout);
- //putc (256 * gen.heterofractal (vec2d (x * 0.008, y * 0.008), 8, 0.9), stdout);
- //putc (256 * gen.hybridfractal (vec2d (x * 0.01, y * 0.01), 8, -.4, -4), stdout);
- //putc (256 * gen.fBm (vec2d (x * 0.002, y * 0.002), 2), stdout);
- //putc (127.49 * gen.billowfractal (vec2d (x * 0.01, y * 0.01), 9) + 128, stdout);
-#else
- int N = 128;
-
- //printf ("P6 %d %d 255\n", N, N);
- // pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm
- frac3d gen3 (3);;
- for (int z = 0; z < N; ++z)
- {
- if (!(z&7))fprintf (stderr, "z %d\n", z);//D
- for (int y = 0; y < N; ++y)
- for (int x = 0; x < N; ++x)
- {
- float v = gen3.ridgedmultifractal (vec3d (x * 0.001 + 0.2, y * 0.001 + 0.2, z * 0.01 + 0.2), 1.03, 2) * 2;
-
-#if 0
- if (z < 64)
- v = v * (z * z) / (64 * 64);
-#endif
-
- if (v <= 0.9)
- continue;
-
- float r[4];
- int i[4];
-
- r[0] = x;
- r[1] = y;
- r[2] = z;
- r[3] = v;
-
- memcpy (i, r, 16);
-
- i[0] = htonl (i[0]);
- i[1] = htonl (i[1]);
- i[2] = htonl (i[2]);
- i[3] = htonl (i[3]);
-
- fwrite (i, 4*4, 1, stdout);
- }
- }
-#endif
-
- exit (0);
-}