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Comparing deliantra/server/common/noise.C (file contents):
Revision 1.17 by root, Sun May 1 08:19:17 2011 UTC vs.
Revision 1.18 by root, Sun May 1 13:18:23 2011 UTC

610} 610}
611 611
612template class frac_gen<vec2d>; 612template class frac_gen<vec2d>;
613template class frac_gen<vec3d>; 613template class frac_gen<vec3d>;
614 614
615/////////////////////////////////////////////////////////////////////////////
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
773void noise_test ();
774void noise_test ()
775{
776#if 0
777 int Nw = 700;
778
779 printf ("P6 %d %d 255\n", Nw * 3, Nw * 2);
780 // pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm
781 for (int y = 0; y < Nw; ++y)
782 {
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 }
790 for (int y = 0; y < Nw; ++y)
791 {
792 if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D
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
799 //putc (127 * gen.noise (vec2d (x * 0.01, y * 0.01)) + 128, stdout);
800 //putc (256 * gen.terrain2 (x * 0.004, y * 0.004, 8), stdout);
801 //putc (256 * gen.fBm (vec2d(x * 0.01, y * 0.01), 16), stdout);
802 //putc (256 * gen.turbulence (vec2d (x * 0.004 - 1, y * 0.004 - 1), 10), stdout);
803 //putc (256 * gen.heterofractal (vec2d (x * 0.008, y * 0.008), 8, 0.9), stdout);
804 //putc (256 * gen.hybridfractal (vec2d (x * 0.01, y * 0.01), 8, -.4, -4), stdout);
805 //putc (256 * gen.fBm (vec2d (x * 0.002, y * 0.002), 2), stdout);
806 //putc (127.49 * gen.billowfractal (vec2d (x * 0.01, y * 0.01), 9) + 128, stdout);
807#else
808 int N = 200;
809
810 //printf ("P6 %d %d 255\n", N, N);
811 // pmake&&server/deliantra-server >x&&convert -depth 8 -size 512xx512 gray:x x.ppm&& cv x.ppm
812 for (int z = 0; z < N; ++z)
813 {
814 if (!(z&7))fprintf (stderr, "z %d\n", z);//D
815 for (int y = 0; y < N; ++y)
816 for (int x = 0; x < N; ++x)
817 {
818#if 0
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;
820
821 if (z < 64)
822 v = v * (z * z) / (64 * 64);
823
824 if (v <= 0.9)
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;
832
833 float r[4];
834 int i[4];
835
836 r[0] = x;
837 r[1] = y;
838 r[2] = z;
839 r[3] = v;
840
841 memcpy (i, r, 16);
842
843 i[0] = htonl (i[0]);
844 i[1] = htonl (i[1]);
845 i[2] = htonl (i[2]);
846 i[3] = htonl (i[3]);
847
848 fwrite (i, 4*4, 1, stdout);
849 }
850 }
851#endif
852
853 exit (0);
854}

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