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Comparing deliantra/server/common/noise.C (file contents):
Revision 1.13 by root, Sat Apr 30 05:41:17 2011 UTC vs.
Revision 1.17 by root, Sun May 1 08:19:17 2011 UTC

267 vec2d I = floor (P); 267 vec2d I = floor (P);
268 vec2d F = P - I; 268 vec2d F = P - I;
269 269
270 value_t v = 0; 270 value_t v = 0;
271 271
272 seed *= 3039177861;
272 uint8_t i1 = uint8_t (I[1]) ^ (seed >> 16); 273 uint8_t i1 = uint8_t (I[1]) + (seed >> 16);
273 uint8_t i0 = uint8_t (I[0]) ^ (seed >> 8); 274 uint8_t i0 = uint8_t (I[0]) + (seed >> 8);
275
276 uint8_t h2 = rvmap[2](seed);
274 277
275 for (int j = -1; j <= 2; ++j) 278 for (int j = -1; j <= 2; ++j)
276 { 279 {
277 uint8_t h1 = rvmap[1](i1 + j) ^ seed; 280 uint8_t h1 = rvmap[1](i1 + j) ^ h2;
278 281
279 for (int i = -1; i <= 2; ++i) 282 for (int i = -1; i <= 2; ++i)
280 { 283 {
281 vec2d A = F - vec2d (i, j); 284 vec2d A = F - vec2d (i, j);
282 value_t d = dot (A, A); 285 value_t d = dot (A, A);
307noise_gen_base<vec3d>::operator() (vec3d P, uint32_t seed) 310noise_gen_base<vec3d>::operator() (vec3d P, uint32_t seed)
308{ 311{
309 vec3d I = floor (P); 312 vec3d I = floor (P);
310 vec3d F = P - I; 313 vec3d F = P - I;
311 314
315 seed *= 3039177861;
312 uint8_t i2 = uint8_t (I[2]) ^ (seed >> 24); 316 uint8_t i2 = uint8_t (I[2]) + (seed >> 24);
313 uint8_t i1 = uint8_t (I[1]) ^ (seed >> 16); 317 uint8_t i1 = uint8_t (I[1]) + (seed >> 16);
314 uint8_t i0 = uint8_t (I[0]) ^ (seed >> 8); 318 uint8_t i0 = uint8_t (I[0]) + (seed >> 8);
319
320 uint8_t h3 = rvmap[3](seed);
315 321
316 value_t v = 0; 322 value_t v = 0;
317 323
318 for (int k = -1; k <= 2; ++k) 324 for (int k = -1; k <= 2; ++k)
319 { 325 {
320 uint8_t h2 = rvmap[2](i2 + k) ^ seed; 326 uint8_t h2 = rvmap[2](i2 + k) ^ h3;
321 327
322 for (int j = -1; j <= 2; ++j) 328 for (int j = -1; j <= 2; ++j)
323 { 329 {
324 uint8_t h1 = rvmap[1](i1 + j) ^ h2; 330 uint8_t h1 = rvmap[1](i1 + j) ^ h2;
325 331
353noise_gen<vec3d>::operator() (vec3d P, vec3d N, uint32_t seed) 359noise_gen<vec3d>::operator() (vec3d P, vec3d N, uint32_t seed)
354{ 360{
355 vec3d I = floor (P); 361 vec3d I = floor (P);
356 vec3d F = P - I; 362 vec3d F = P - I;
357 363
364 seed *= 3039177861;
358 uint8_t i2 = uint8_t (I[2]) ^ (seed >> 24); 365 uint8_t i2 = uint8_t (I[2]) + (seed >> 24);
359 uint8_t i1 = uint8_t (I[1]) ^ (seed >> 16); 366 uint8_t i1 = uint8_t (I[1]) + (seed >> 16);
360 uint8_t i0 = uint8_t (I[0]) ^ (seed >> 8); 367 uint8_t i0 = uint8_t (I[0]) + (seed >> 8);
368
369 uint8_t h3 = rvmap[3](seed);
361 370
362 value_t v = 0; 371 value_t v = 0;
363 372
364 for (int k = -1; k <= 2; ++k) 373 for (int k = -1; k <= 2; ++k)
365 { 374 {
366 uint8_t h2 = rvmap[2](i2 + k) ^ seed; 375 uint8_t h2 = rvmap[2](i2 + k) ^ h3;
367 376
368 for (int j = -1; j <= 2; ++j) 377 for (int j = -1; j <= 2; ++j)
369 { 378 {
370 uint8_t h1 = rvmap[1](i1 + j) ^ h2; 379 uint8_t h1 = rvmap[1](i1 + j) ^ h2;
371 380
603template class frac_gen<vec2d>; 612template class frac_gen<vec2d>;
604template class frac_gen<vec3d>; 613template class frac_gen<vec3d>;
605 614
606///////////////////////////////////////////////////////////////////////////// 615/////////////////////////////////////////////////////////////////////////////
607 616
617template<typename T, typename U>
618T
619inline border_blend (T a, T b, vec2d P, U N, U W)
620{
621 U border = W; // within n places of the border
622
623 min_it (border, P [0]);
624 min_it (border, N - P [0]);
625 min_it (border, P [1]);
626 min_it (border, N - P [1]);
627
628 return blend (a, b,border, U(0), W);
629}
630
631// highest mountains, deepest sea == 200 .. -200
632
633#define FANCY_GRAPHICS 1
634
635static void
636gen_quadspace (int x, int y, int z)
637{
638 vec2d P = vec2d (x, y);
639
640 const int deep_sea_z = -200;
641 const int mountain_z = 200;
642
643 static frac2d gen(13);
644
645 static frac2d vec_gen1 (6, 2, 0.5, 1);
646 static frac2d vec_gen2 (6, 2, 0.5, 2);
647
648 const float continent_scale = 0.00008;
649
650 vec2d perturb_pos = pow (P, 1.4) * 1e-5;
651
652 vec2d perturb (
653 vec_gen1.fBm (perturb_pos),
654 vec_gen2.fBm (perturb_pos)
655 );
656
657 float perturb_perturb = 1 - (P[1] - P[0]) * (1. / 25000 / 2);
658 perturb_perturb = perturb_perturb * perturb_perturb * 0.4;
659 perturb *= perturb_perturb;
660
661 vec2d P_continent = P * continent_scale + perturb;
662
663 static frac2d continent_gen (13, 2.13, 0.5);
664 float continent = continent_gen.fBm (P_continent) + 0.05f;
665
666 float x_gradient = P[0] * (1. / 25000);
667 float y_gradient = P[1] * (1. / 25000);
668 float xy_gradient = (P[0] + P[1]) * (0.5 / 25000);
669
670 const float N = (25000 - 1) * continent_scale;
671
672 // we clip a large border on the perturbed shape, to get irregular coastline
673 // and then clip a smaller border around the real shape
674 continent = border_blend (-1.f, continent, P_continent , N, 400 * continent_scale);
675 continent = border_blend (-1.f, continent, P * continent_scale + perturb * 0.1, N, 100 * continent_scale);
676
677 enum {
678 T_NONE,
679 T_OCEAN,
680 T_RIVER,
681 T_VALLEY,
682 T_MOUNTAIN,
683 T_UNDERGROUND,
684 T_ACQUIFER,
685 } t = T_NONE;
686
687 vec3d c;
688 int h = 1000000; // height form heightmap
689
690 // the continent increases in height from 0 to ~700 levels in the absence of anything else
691 // thats about one step every 7 maps.
692 int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f);
693 int river_height = base_height * 9 / 10;
694
695 // add this to rivers to "dry them out"
696 float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f));
697
698 static frac2d river_gen (2);
699 float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)) + dry_out;
700 float river2 = river_gen.ridgedmultifractal (P * 0.04, 0.8, 10) - y_gradient * 0.2 - 0.16 - dry_out;
701
702 float valley = river1 - 0.2f;
703
704 static frac2d mountain_gen (8, 2.14, 0.5);
705 float mountain = mountain_gen.ridgedmultifractal (P * 0.004);
706
707 t = valley < 0 ? T_VALLEY : T_MOUNTAIN;
708 c = blend0 (vec3d (0, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f);
709 h = blend0 (base_height + continent * 300, base_height + mountain * xy_gradient * 400, valley, 0.1f);
710
711 if (river1 < 0.01f)
712 {
713 // main rivers - they cut deeply into the mountains (base_height * 0.9f)
714 t = T_RIVER;
715 c = vec3d (0.2, 0.2, 1);
716 min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -20, -1));
717 }
718
719 if (river2 > 0)
720 {
721 t = T_RIVER;
722 c = vec3d (0.2, 0.2, 1);
723 min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -5, -1));
724 }
725
726 if (continent < 0)
727 {
728 t = T_OCEAN;
729 min_it (h, min (continent * 200, -1));
730 c = vec3d (0, 0, 1);
731 }
732
733 // now we have the base height, and base terrain
734
735#if FANCY_GRAPHICS
736 z = h; // show the surface, not the given z layer
737#endif
738
739 // everything below the surface is underground, or a variant
740 if (z < h)
741 {
742 t = T_UNDERGROUND;
743 }
744
745 // put acquifers a bit below the surface, to reduce them leaking out (will still happen)
746 if (z < h - 3)
747 {
748 static frac3d acquifer_gen (4);
749 float acquifer = acquifer_gen.ridgedmultifractal (vec3d (x * 0.001, y * 0.001, z * 0.01), 1.003, 2);
750
751 if (acquifer > 0.48)
752 {
753 t = T_ACQUIFER;
754 c = vec3d (1,1,1);
755 }
756 }
757
758 // TODO: caves
759 // TODO: chees areas
760 // TODO: minerals
761 // TODO: monsters
762
763#if FANCY_GRAPHICS
764 float v = clamp (lerp<float> (h, deep_sea_z, mountain_z*0+800, 0.f, 1.f), 0.f, 1.f);
765 c *= v;
766
767 putc (clamp<int> (255 * c[0], 0, 255), stdout);
768 putc (clamp<int> (255 * c[1], 0, 255), stdout);
769 putc (clamp<int> (255 * c[2], 0, 255), stdout);
770#endif
771}
772
608void noise_test (); 773void noise_test ();
609void noise_test () 774void noise_test ()
610{ 775{
611 frac2d gen;
612
613 frac2d vec_gen1 (4, 2, 0.5, 1);
614 frac2d vec_gen2 (4, 2, 0.5, 2);
615
616#if 1 776#if 0
617 int N = 1024; 777 int Nw = 700;
618 778
619 printf ("P6 %d %d 255\n", N, N); 779 printf ("P6 %d %d 255\n", Nw * 3, Nw * 2);
620 // pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm 780 // pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm
621 for (int y = 0; y < N; ++y) 781 for (int y = 0; y < Nw; ++y)
622 { 782 {
623 if (!(y&63))fprintf (stderr, "y %d\n", y);//D 783 if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw);//D
784
785 for (int x = 0; x < Nw; ++x) gen_quadspace (x * 25000 / Nw, y * 25000 / Nw, 0);
786
787 for (int x = 0; x < Nw; ++x) gen_quadspace (x + 400, y, 0);
788 for (int x = 0; x < Nw; ++x) gen_quadspace (x + 22000, y + 2000, 0);
789 }
624 for (int x = 0; x < N; ++x) 790 for (int y = 0; y < Nw; ++y)
625 { 791 {
626 vec2d P = vec2d (x, y) * (25000.f / N); 792 if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D
627 793
794 for (int x = 0; x < Nw; ++x) gen_quadspace (x + 1000, y + 22000, 0);
795 for (int x = 0; x < Nw; ++x) gen_quadspace (x + 12500, y + 12500, 0);
796 for (int x = 0; x < Nw; ++x) gen_quadspace (x + 22000, y + 22500, 0);
797 }
798
628 //putc (127 * gen.noise (vec2d (x * 0.01, y * 0.01)) + 128, stdout); 799 //putc (127 * gen.noise (vec2d (x * 0.01, y * 0.01)) + 128, stdout);
629 //putc (256 * gen.terrain2 (x * 0.004, y * 0.004, 8), stdout); 800 //putc (256 * gen.terrain2 (x * 0.004, y * 0.004, 8), stdout);
630 //putc (256 * gen.fBm (vec2d(x * 0.01, y * 0.01), 16), stdout); 801 //putc (256 * gen.fBm (vec2d(x * 0.01, y * 0.01), 16), stdout);
631 //putc (256 * gen.turbulence (vec2d (x * 0.004 - 1, y * 0.004 - 1), 10), stdout); 802 //putc (256 * gen.turbulence (vec2d (x * 0.004 - 1, y * 0.004 - 1), 10), stdout);
632 //putc (256 * gen.heterofractal (vec2d (x * 0.008, y * 0.008), 8, 0.9), stdout); 803 //putc (256 * gen.heterofractal (vec2d (x * 0.008, y * 0.008), 8, 0.9), stdout);
633
634 // mountais or somesuch(?)
635 //putc (256 * gen.hybridfractal (vec2d (x * 0.01, y * 0.01), 8, -.4, -4), stdout); 804 //putc (256 * gen.hybridfractal (vec2d (x * 0.01, y * 0.01), 8, -.4, -4), stdout);
636
637 // temperature
638 //putc (256 * gen.fBm (vec2d (x * 0.002, y * 0.002), 2), stdout); 805 //putc (256 * gen.fBm (vec2d (x * 0.002, y * 0.002), 2), stdout);
639 // rain
640
641 float continent;
642
643 {
644 const float continent_scale = 0.00008;
645
646 vec2d perturb (
647 vec_gen1.fBm (P * 0.0004),
648 vec_gen2.fBm (P * 0.0004)
649 );
650
651 const float W = 1000 * continent_scale;
652 const float N = (25000 - 1) * continent_scale;
653
654 static frac2d perturb_gen (4, 2, 0.5, 3);
655 float perturb_perturb = gen.fBm (P * 0.0004);
656 perturb_perturb = perturb_perturb * perturb_perturb * 0.004;
657
658 vec2d P_perturb = P * continent_scale + perturb * min (W, gen.noise (P * perturb_perturb) * W * 8);
659
660 static frac2d continent_gen (13, 2.13, 0.5);
661 continent = continent_gen.fBm (P_perturb) + 0.05f;
662
663 float border = W; // within n places of the border
664
665 min_it (border, P_perturb [0]);
666 min_it (border, N - P_perturb [0]);
667 min_it (border, P_perturb [1]);
668 min_it (border, N - P_perturb [1]);
669
670 continent = blend (-1.f, continent, border, 0.f, W);
671 }
672
673 vec3d c (1, 1, 1);
674 float v;
675
676 if (continent < 0)
677 {
678 // ocean
679
680 v = min (continent * 10, -0.2f);
681 c = vec3d (0, 0, 1);
682 }
683 else
684 {
685 // continent
686
687 // big rivers
688 static frac2d river_gen (2);
689 float river1 = river_gen.fBm (P * 0.0004);// - (P[0] / 25000) * 0.18 + 0.06;
690 float river2 = river_gen.ridgedmultifractal (P * 0.04 + vec2d (3, 5), 0.8, 10) - (P[1] / 25000) * 0.1;
691
692 if (river1 > 0.05f)
693 {
694 v = -0.1f;
695 c = vec3d (0.4, 0.4, 1);
696 }
697 else if (river1 > 0.08f && river2 > 0.1f)
698 {
699 v = -0.05f;
700 c = vec3d (0.4, 0.4, 1);
701 }
702 else
703 {
704 river1 -= 0.07f;
705
706 //c = river1 > 0 ? vec3d (0.8, 0.8, 0) : vec3d (0.8, 0, 0);
707 c = blend0 (vec3d (0.8, 0, 0), vec3d (0.8, 0.8, 0), river1, 0.01f);;
708
709 static frac2d mountain_gen (8, 2.14, 0.5);
710 float mountain = mountain_gen.ridgedmultifractal (P * 0.004);
711 v = blend0 (mountain * 3 - 1, continent, river1, 0.05f);
712 }
713
714 v=abs(river1) < 0.1;
715 c=vec3d(1,1,1);
716 }
717
718 c *= v * 0.5 + 0.5;
719
720 putc (clamp<int> (255 * c[0], 0, 255), stdout);
721 putc (clamp<int> (255 * c[1], 0, 255), stdout);
722 putc (clamp<int> (255 * c[2], 0, 255), stdout);
723
724 //cells
725 //putc (127.49 * gen.billowfractal (vec2d (x * 0.01, y * 0.01), 9) + 128, stdout); 806 //putc (127.49 * gen.billowfractal (vec2d (x * 0.01, y * 0.01), 9) + 128, stdout);
726 }
727 }
728#else 807#else
729 int N = 128; 808 int N = 200;
730 809
731 //printf ("P6 %d %d 255\n", N, N); 810 //printf ("P6 %d %d 255\n", N, N);
732 // pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm 811 // pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm
733 frac3d gen3 (3);;
734 for (int z = 0; z < N; ++z) 812 for (int z = 0; z < N; ++z)
735 { 813 {
736 if (!(z&7))fprintf (stderr, "z %d\n", z);//D 814 if (!(z&7))fprintf (stderr, "z %d\n", z);//D
737 for (int y = 0; y < N; ++y) 815 for (int y = 0; y < N; ++y)
738 for (int x = 0; x < N; ++x) 816 for (int x = 0; x < N; ++x)
739 { 817 {
818#if 0
740 float v = gen3.ridgedmultifractal (vec3d (x * 0.001 + 0.2, y * 0.001 + 0.2, z * 0.01 + 0.2), 1.03, 2) * 2; 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;
741 820
742#if 0
743 if (z < 64) 821 if (z < 64)
744 v = v * (z * z) / (64 * 64); 822 v = v * (z * z) / (64 * 64);
745#endif
746 823
747 if (v <= 0.9) 824 if (v <= 0.9)
748 continue; 825 continue;
826#endif
827 static frac3d gen3 (10);
828 //float v = gen3.turbulence (vec3d (x * 0.01, y * 0.01, z * 0.01));
829 float v = gen3.ridgedmultifractal (vec3d (x * 0.001, y * 0.001, z * 0.001), 1.003, 2);
830
831 if (v <= 0.48) continue;
749 832
750 float r[4]; 833 float r[4];
751 int i[4]; 834 int i[4];
752 835
753 r[0] = x; 836 r[0] = x;

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