… | |
… | |
628 | return blend (a, b,border, U(0), W); |
628 | return blend (a, b,border, U(0), W); |
629 | } |
629 | } |
630 | |
630 | |
631 | // highest mountains, deepest sea == 200 .. -200 |
631 | // highest mountains, deepest sea == 200 .. -200 |
632 | |
632 | |
|
|
633 | #define FANCY_GRAPHICS 1 |
|
|
634 | |
633 | static void |
635 | static void |
634 | gen_height (int x, int y) |
636 | gen_quadspace (int x, int y, int z) |
635 | { |
637 | { |
636 | vec2d P = vec2d (x, y); |
638 | vec2d P = vec2d (x, y); |
637 | |
639 | |
638 | const int deep_sea_z = -200; |
640 | const int deep_sea_z = -200; |
639 | const int mountain_z = 200; |
641 | const int mountain_z = 200; |
… | |
… | |
676 | T_NONE, |
678 | T_NONE, |
677 | T_OCEAN, |
679 | T_OCEAN, |
678 | T_RIVER, |
680 | T_RIVER, |
679 | T_VALLEY, |
681 | T_VALLEY, |
680 | T_MOUNTAIN, |
682 | T_MOUNTAIN, |
|
|
683 | T_UNDERGROUND, |
|
|
684 | T_ACQUIFER, |
681 | } t = T_NONE; |
685 | } t = T_NONE; |
682 | |
686 | |
683 | vec3d c; |
687 | vec3d c; |
684 | int z = 1000000; |
688 | int h = 1000000; // height form heightmap |
685 | |
689 | |
686 | // the continent increases in height from 0 to ~700 levels in the absence of anything else |
690 | // the continent increases in height from 0 to ~700 levels in the absence of anything else |
687 | // thats about one step every 7 maps. |
691 | // thats about one step every 7 maps. |
688 | int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f); |
692 | int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f); |
689 | int river_height = base_height * 9 / 10; |
693 | int river_height = base_height * 9 / 10; |
… | |
… | |
699 | |
703 | |
700 | static frac2d mountain_gen (8, 2.14, 0.5); |
704 | static frac2d mountain_gen (8, 2.14, 0.5); |
701 | float mountain = mountain_gen.ridgedmultifractal (P * 0.004); |
705 | float mountain = mountain_gen.ridgedmultifractal (P * 0.004); |
702 | |
706 | |
703 | t = valley < 0 ? T_VALLEY : T_MOUNTAIN; |
707 | t = valley < 0 ? T_VALLEY : T_MOUNTAIN; |
704 | c = blend0 (vec3d (0.8, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f); |
708 | c = blend0 (vec3d (0, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f); |
705 | z = blend0 (base_height + continent * 300, base_height + mountain * xy_gradient * 400, valley, 0.1f); |
709 | h = blend0 (base_height + continent * 300, base_height + mountain * xy_gradient * 400, valley, 0.1f); |
706 | |
710 | |
707 | if (river1 < 0.01f) |
711 | if (river1 < 0.01f) |
708 | { |
712 | { |
709 | // main rivers - they cut deeply into the mountains (base_height * 0.9f) |
713 | // main rivers - they cut deeply into the mountains (base_height * 0.9f) |
710 | t = T_RIVER; |
714 | t = T_RIVER; |
711 | c = vec3d (0.2, 0.2, 1); |
715 | c = vec3d (0.2, 0.2, 1); |
712 | min_it (z, river_height + lerp<float> (river1, 0.f, 0.01f, -20, -1)); |
716 | min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -20, -1)); |
713 | } |
717 | } |
714 | |
718 | |
715 | if (river2 > 0) |
719 | if (river2 > 0) |
716 | { |
720 | { |
717 | t = T_RIVER; |
721 | t = T_RIVER; |
718 | c = vec3d (0.2, 0.2, 1); |
722 | c = vec3d (0.2, 0.2, 1); |
719 | min_it (z, river_height + lerp<float> (river1, 0.f, 0.01f, -5, -1)); |
723 | min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -5, -1)); |
720 | } |
724 | } |
721 | |
725 | |
722 | if (continent < 0) |
726 | if (continent < 0) |
723 | { |
727 | { |
724 | t = T_OCEAN; |
728 | t = T_OCEAN; |
725 | min_it (z, min (continent * 200, -1)); |
729 | min_it (h, min (continent * 200, -1)); |
726 | c = vec3d (0, 0, 1); |
730 | c = vec3d (0, 0, 1); |
727 | } |
731 | } |
728 | |
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 |
729 | float v = clamp (lerp<float> (z, deep_sea_z, mountain_z*0+800, 0.f, 1.f), 0.f, 1.f); |
764 | float v = clamp (lerp<float> (h, deep_sea_z, mountain_z*0+800, 0.f, 1.f), 0.f, 1.f); |
730 | c *= v; |
765 | c *= v; |
731 | |
766 | |
732 | putc (clamp<int> (255 * c[0], 0, 255), stdout); |
767 | putc (clamp<int> (255 * c[0], 0, 255), stdout); |
733 | putc (clamp<int> (255 * c[1], 0, 255), stdout); |
768 | putc (clamp<int> (255 * c[1], 0, 255), stdout); |
734 | putc (clamp<int> (255 * c[2], 0, 255), stdout); |
769 | putc (clamp<int> (255 * c[2], 0, 255), stdout); |
|
|
770 | #endif |
735 | } |
771 | } |
736 | |
772 | |
737 | void noise_test (); |
773 | void noise_test (); |
738 | void noise_test () |
774 | void noise_test () |
739 | { |
775 | { |
740 | #if 1 |
776 | #if 0 |
741 | int Nw = 700; |
777 | int Nw = 700; |
742 | |
778 | |
743 | printf ("P6 %d %d 255\n", Nw * 3, Nw * 2); |
779 | printf ("P6 %d %d 255\n", Nw * 3, Nw * 2); |
744 | // 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 |
745 | for (int y = 0; y < Nw; ++y) |
781 | for (int y = 0; y < Nw; ++y) |
746 | { |
782 | { |
747 | if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw);//D |
783 | if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw);//D |
748 | |
784 | |
749 | for (int x = 0; x < Nw; ++x) gen_height (x * 25000 / Nw, y * 25000 / Nw); |
785 | for (int x = 0; x < Nw; ++x) gen_quadspace (x * 25000 / Nw, y * 25000 / Nw, 0); |
750 | |
786 | |
751 | for (int x = 0; x < Nw; ++x) gen_height (x + 400, y); |
787 | for (int x = 0; x < Nw; ++x) gen_quadspace (x + 400, y, 0); |
752 | for (int x = 0; x < Nw; ++x) gen_height (x + 22000, y + 2000); |
788 | for (int x = 0; x < Nw; ++x) gen_quadspace (x + 22000, y + 2000, 0); |
753 | } |
789 | } |
754 | for (int y = 0; y < Nw; ++y) |
790 | for (int y = 0; y < Nw; ++y) |
755 | { |
791 | { |
756 | if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D |
792 | if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D |
757 | |
793 | |
758 | for (int x = 0; x < Nw; ++x) gen_height (x + 1000, y + 22000); |
794 | for (int x = 0; x < Nw; ++x) gen_quadspace (x + 1000, y + 22000, 0); |
759 | for (int x = 0; x < Nw; ++x) gen_height (x + 12500, y + 12500); |
795 | for (int x = 0; x < Nw; ++x) gen_quadspace (x + 12500, y + 12500, 0); |
760 | for (int x = 0; x < Nw; ++x) gen_height (x + 22000, y + 22000); |
796 | for (int x = 0; x < Nw; ++x) gen_quadspace (x + 22000, y + 22500, 0); |
761 | } |
797 | } |
762 | |
798 | |
763 | //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); |
764 | //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); |
765 | //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); |
… | |
… | |
767 | //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); |
768 | //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); |
769 | //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); |
770 | //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); |
771 | #else |
807 | #else |
772 | int N = 128; |
808 | int N = 200; |
773 | |
809 | |
774 | //printf ("P6 %d %d 255\n", N, N); |
810 | //printf ("P6 %d %d 255\n", N, N); |
775 | // 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 |
776 | frac3d gen3 (3);; |
|
|
777 | for (int z = 0; z < N; ++z) |
812 | for (int z = 0; z < N; ++z) |
778 | { |
813 | { |
779 | if (!(z&7))fprintf (stderr, "z %d\n", z);//D |
814 | if (!(z&7))fprintf (stderr, "z %d\n", z);//D |
780 | for (int y = 0; y < N; ++y) |
815 | for (int y = 0; y < N; ++y) |
781 | for (int x = 0; x < N; ++x) |
816 | for (int x = 0; x < N; ++x) |
782 | { |
817 | { |
|
|
818 | #if 0 |
783 | 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; |
784 | |
820 | |
785 | #if 0 |
|
|
786 | if (z < 64) |
821 | if (z < 64) |
787 | v = v * (z * z) / (64 * 64); |
822 | v = v * (z * z) / (64 * 64); |
788 | #endif |
|
|
789 | |
823 | |
790 | if (v <= 0.9) |
824 | if (v <= 0.9) |
791 | 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; |
792 | |
832 | |
793 | float r[4]; |
833 | float r[4]; |
794 | int i[4]; |
834 | int i[4]; |
795 | |
835 | |
796 | r[0] = x; |
836 | r[0] = x; |