--- deliantra/server/common/noise.C 2011/04/26 03:18:06 1.8 +++ deliantra/server/common/noise.C 2011/05/01 08:19:17 1.17 @@ -228,9 +228,8 @@ ///////////////////////////////////////////////////////////////////////////// template -template void -permutation::seed (random_generator &rng) +permutation::seed (seedable_rand_gen &rng) { for (int i = 0; i < N; ++i) pmap[i] = i; @@ -244,146 +243,175 @@ ///////////////////////////////////////////////////////////////////////////// -static vec2d -floor (vec2d v) -{ - return vec2d (std::floor (v[0]), std::floor (v[1])); -} - -static vec3d -floor (vec3d v) +template +void +noise_gen_base::seed (seedable_rand_gen &rng) { - return vec3d (std::floor (v[0]), std::floor (v[1]), std::floor (v[2])); + for (int i = 0; i < array_length (rvmap); ++i) + rvmap[i].seed (rng); } -noise_gen::noise_gen (uint32_t seed) +template +void +noise_gen_base::seed (seed_t seed) { seedable_rand_gen rng (seed); - rvmap[0].seed (rng); - rvmap[1].seed (rng); + this->seed (rng); } +template<> vec2d::T_numtype -noise_gen::operator() (vec2d P) +noise_gen_base::operator() (vec2d P, uint32_t seed) { vec2d I = floor (P); vec2d F = P - I; - float v = 0; + value_t v = 0; + + seed *= 3039177861; + uint8_t i1 = uint8_t (I[1]) + (seed >> 16); + uint8_t i0 = uint8_t (I[0]) + (seed >> 8); + + uint8_t h2 = rvmap[2](seed); for (int j = -1; j <= 2; ++j) - for (int i = -1; i <= 2; ++i) - { - vec2d A = F - vec2d (i, j); + { + uint8_t h1 = rvmap[1](i1 + j) ^ h2; - float d = dot (A, A); - - if (d < 4) - { - float t1 = 1 - d / 4; - float t2 = t1 * t1; - float t4 = t2 * t2; - - float p = (4 * t1 - 3) * t4; - - int h = rvmap[0](I[0] + i) ^ rvmap[1](I[1] + j); - vec2d G = charges2[h & 0xff]; - - v += dot (A, G) * p; - } - } + for (int i = -1; i <= 2; ++i) + { + vec2d A = F - vec2d (i, j); + value_t d = dot (A, A); + + if (d < 4) + { + value_t t1 = 1 - d / 4; + value_t t2 = t1 * t1; + value_t t4 = t2 * t2; + + value_t p = (4 * t1 - 3) * t4; + + uint8_t h = rvmap[0](i0 + i) ^ h1; + vec2d G = charges2[h & 0xff]; + + v += dot (A, G) * p; + } + } + } - return clamp (v, -.9999999, .9999999); + return v; } ///////////////////////////////////////////////////////////////////////////// -noise_gen::noise_gen (uint32_t seed) -{ - seedable_rand_gen rng (seed); - - rvmap [0].seed (rng); - rvmap [1].seed (rng); - rvmap [2].seed (rng); -} - +template<> vec3d::T_numtype -noise_gen::operator() (vec3d P) +noise_gen_base::operator() (vec3d P, uint32_t seed) { vec3d I = floor (P); vec3d F = P - I; - float v = 0; + seed *= 3039177861; + uint8_t i2 = uint8_t (I[2]) + (seed >> 24); + uint8_t i1 = uint8_t (I[1]) + (seed >> 16); + uint8_t i0 = uint8_t (I[0]) + (seed >> 8); - for (int j = -1; j <= 2; ++j) - for (int i = -1; i <= 2; ++i) - for (int k = -1; k <= 2; ++k) + uint8_t h3 = rvmap[3](seed); + + value_t v = 0; + + for (int k = -1; k <= 2; ++k) + { + uint8_t h2 = rvmap[2](i2 + k) ^ h3; + + for (int j = -1; j <= 2; ++j) { - vec3d A = F - vec3d (i, j, k); - float d = dot (A, A); + uint8_t h1 = rvmap[1](i1 + j) ^ h2; - if (d < 4) + for (int i = -1; i <= 2; ++i) { - float t1 = 1 - d / 4; - float t2 = t1 * t1; - float t4 = t2 * t2; + vec3d A = F - vec3d (i, j, k); + value_t d = dot (A, A); - // (4t⁵ - 3t⁴) - float p = (4 * t1 - 3) * t4; + if (d < 4) + { + value_t t1 = 1 - d / 4; + value_t t2 = t1 * t1; + value_t t4 = t2 * t2; - int h = rvmap[0](I[0] + i) ^ rvmap[1](I[1] + j) ^ rvmap[2](I[2] + k); - const float *G = charges3[h & 0xff]; + // (4t⁵ - 3t⁴) + value_t p = (4 * t1 - 3) * t4; - v += dot (A, vec3d (G[0], G[1], G[2])) * p; + uint8_t h = rvmap[0](i0 + i) ^ h1; + const value_t *G = charges3[h & 0xff]; + + v += dot (A, vec3d (G[0], G[1], G[2])) * p; + } } } + } - return clamp (v * 2, -.9999999, .9999999); + return v * 2; } vec3d::T_numtype -noise_gen::operator() (vec3d P, vec3d N) +noise_gen::operator() (vec3d P, vec3d N, uint32_t seed) { vec3d I = floor (P); vec3d F = P - I; - float v = 0; + seed *= 3039177861; + uint8_t i2 = uint8_t (I[2]) + (seed >> 24); + uint8_t i1 = uint8_t (I[1]) + (seed >> 16); + uint8_t i0 = uint8_t (I[0]) + (seed >> 8); - for (int j = -1; j <= 2; ++j) - for (int i = -1; i <= 2; ++i) - for (int k = -1; k <= 2; ++k) + uint8_t h3 = rvmap[3](seed); + + value_t v = 0; + + for (int k = -1; k <= 2; ++k) + { + uint8_t h2 = rvmap[2](i2 + k) ^ h3; + + for (int j = -1; j <= 2; ++j) { - vec3d D = F - vec3d (i, j, k); - float e = dot (D, N); - float o = 1 - abs (e); + uint8_t h1 = rvmap[1](i1 + j) ^ h2; - if (o > 0) + for (int i = -1; i <= 2; ++i) { - vec3d A = D - e * N; - float d = dot (A, A); + vec3d D = F - vec3d (i, j, k); + value_t e = dot (D, N); + value_t o = 1 - abs (e); - if (d < 4) + if (o > 0) { - float t1 = 1 - d / 4; - float t2 = t1 * t1; - float t4 = t2 * t2; - - float o2 = o * o; - - // (4t⁵ - 3t⁴) * (3o³ - 2o²) - // alternative? ((o * 6 - 15) * o + 10) * o³ - float p = (4 * t1 - 3) * t4 * (3 * o2 - 2 * o2 * o); + vec3d A = D - e * N; + value_t d = dot (A, A); - int h = rvmap[0](I[0] + i) ^ rvmap[1](I[1] + j) ^ rvmap[2](I[2] + k); - const float *G = charges3[h & 0xff]; + if (d < 4) + { + value_t t1 = 1 - d / 4; + value_t t2 = t1 * t1; + value_t t4 = t2 * t2; + + value_t o2 = o * o; + + // (4t⁵ - 3t⁴) * (3o³ - 2o²) + // alternative? ((o * 6 - 15) * o + 10) * o³ + value_t p = (4 * t1 - 3) * t4 * (3 * o2 - 2 * o2 * o); - v += dot (A, vec3d (G[0], G[1], G[2])) * p; + uint8_t h = rvmap[0](i0 + i) ^ h1; + const value_t *G = charges3[h & 0xff]; + + v += dot (A, vec3d (G[0], G[1], G[2])) * p; + } } } } + } - return clamp (v, -.9999999, .9999999); + return v; } template class noise_gen; @@ -391,27 +419,16 @@ ///////////////////////////////////////////////////////////////////////////// -// find some uncorrelated spot - we assume that noise 2 units away -// is completely uncorrelated - this is not true for other coordinates, -// but generally works well. template -static vec_t -ith_octave (vec_t P, int i) +frac_gen::frac_gen (int octaves, value_t lacunarity, value_t hurst_expo, seed_t seed) +: octaves (octaves), lac (lacunarity), h (hurst_expo) { - vec_t r = P; - r[0] += i; - r[1] += i * 2; - return r; -} + this->seed (seed); -template -frac_gen::frac_gen (value_t hurst_expo, value_t lacunarity) -: h (hurst_expo), lac (lacunarity), noise_gen (0) -{ value_t exsum = 0; value_t phi = noise (vec_t (value_t (0))) * 0.5 + 1; - for (int i = 0; i < MAX_OCTAVES; ++i) + for (int i = 0; i < octaves; ++i) { ex [i] = pow (lac, -h * i); exsum += ex [i]; @@ -422,39 +439,39 @@ template typename frac_gen::value_t -frac_gen::fBm (vec_t P, int octaves) +frac_gen::fBm (vec_t P) { value_t v = 0; for (int i = 0; i < octaves; ++i) { rot [i](P); - v += noise (ith_octave (P, i)) * ex [i]; + v += noise (P, i) * ex [i]; P *= lac; } - return clamp (v * fbm_mul [octaves - 1] + 0.5, 0, .9999999); + return v * fbm_mul [octaves - 1]; } template typename frac_gen::value_t -frac_gen::turbulence (vec_t P, int octaves) +frac_gen::turbulence (vec_t P) { value_t v = 0; for (int i = 0; i < octaves; ++i) { rot [i](P); - v += abs (noise (ith_octave (P, i))) * ex [i]; + v += abs (noise (P, i)) * ex [i]; P *= lac; } - return clamp (v * fbm_mul [octaves - 1] * (0.5 / noise_gen::abs_avg ()), 0, .9999999); + return v * fbm_mul [octaves - 1] * (0.5 / noise_gen::abs_avg ()); } template typename frac_gen::value_t -frac_gen::multifractal (vec_t P, int octaves, value_t offset) +frac_gen::multifractal (vec_t P, value_t offset) { value_t v = 1; @@ -465,12 +482,12 @@ P *= lac; } - return clamp (v * 0.5, 0, .9999999); + return v * value_t (0.5); } template typename frac_gen::value_t -frac_gen::heterofractal (vec_t P, int octaves, value_t offset) +frac_gen::heterofractal (vec_t P, value_t offset) { value_t v = noise (P) + offset; @@ -486,7 +503,7 @@ template typename frac_gen::value_t -frac_gen::hybridfractal (vec_t P, int octaves, value_t offset, value_t gain) +frac_gen::hybridfractal (vec_t P, value_t offset, value_t gain) { value_t v = (noise (P) + offset) * ex [0]; value_t weight = v; @@ -503,12 +520,12 @@ weight *= gain * sig; } - return clamp (v * 0.5 + 0.5, 0, .9999999); + return v * value_t (0.5) + value_t (0.5); } template typename frac_gen::value_t -frac_gen::ridgedmultifractal (vec_t P, int octaves, value_t offset, value_t gain) +frac_gen::ridgedmultifractal (vec_t P, value_t offset, value_t gain) { value_t sig = offset - abs (noise (P)); sig *= sig; @@ -519,6 +536,7 @@ rot [i](P); P *= lac; + // weight higher octaves by previous signal value_t w = clamp (sig * gain, 0, 1); sig = offset - abs (noise (P)); @@ -528,12 +546,12 @@ v += sig * ex [i]; } - return clamp (v * 0.25, 0, .9999999); + return v * value_t (0.25); } template typename frac_gen::value_t -frac_gen::billowfractal (vec_t P, int octaves, value_t offset, value_t gain) +frac_gen::billowfractal (vec_t P, value_t offset, value_t gain) { value_t v = 0; @@ -542,17 +560,17 @@ for (int i = 0; i < octaves; ++i) { rot [i](P); - v += (abs (noise (ith_octave (P, i))) * gain - offset) * ex [i]; + v += (abs (noise (P, i)) * gain - offset) * ex [i]; P *= lac; } - return clamp (v, -.9999999, .9999999); + return v; } // http://www.gamasutra.com/view/feature/3098/a_realtime_procedural_universe_.php?page=2 template typename frac_gen::value_t -frac_gen::terrain (vec_t P, int octaves) +frac_gen::terrain (vec_t P) { value_t v = 0; @@ -570,11 +588,11 @@ template typename frac_gen::value_t -frac_gen::terrain2 (vec_t P, int octaves) +frac_gen::terrain2 (vec_t P) { - value_t a = fBm (P, octaves); - value_t b = ridgedmultifractal (P, octaves, 1, 8); - value_t fade = fBm (P + vec_t(10.3), octaves); + value_t a = fBm (P); + value_t b = ridgedmultifractal (P, 1, 8); + value_t fade = fBm (P + vec_t(10.3)); const value_t width = 0.05; @@ -596,41 +614,198 @@ ///////////////////////////////////////////////////////////////////////////// +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 + +#define FANCY_GRAPHICS 1 + +static void +gen_quadspace (int x, int y, int z) +{ + 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_UNDERGROUND, + T_ACQUIFER, + } t = T_NONE; + + vec3d c; + int h = 1000000; // height form heightmap + + // 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, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f); + h = 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 (h, 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 (h, river_height + lerp (river1, 0.f, 0.01f, -5, -1)); + } + + if (continent < 0) + { + t = T_OCEAN; + min_it (h, min (continent * 200, -1)); + c = vec3d (0, 0, 1); + } + + // now we have the base height, and base terrain + +#if FANCY_GRAPHICS + z = h; // show the surface, not the given z layer +#endif + + // everything below the surface is underground, or a variant + if (z < h) + { + t = T_UNDERGROUND; + } + + // put acquifers a bit below the surface, to reduce them leaking out (will still happen) + if (z < h - 3) + { + static frac3d acquifer_gen (4); + float acquifer = acquifer_gen.ridgedmultifractal (vec3d (x * 0.001, y * 0.001, z * 0.01), 1.003, 2); + + if (acquifer > 0.48) + { + t = T_ACQUIFER; + c = vec3d (1,1,1); + } + } + + // TODO: caves + // TODO: chees areas + // TODO: minerals + // TODO: monsters + +#if FANCY_GRAPHICS + float v = clamp (lerp (h, 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); +#endif +} + void noise_test (); void noise_test () { - frac_gen gen (0.5, 1.9); - frac_gen gen3; - -#if 1 - int N = 1024; +#if 0 + int Nw = 700; - printf ("P5 %d %d 255\n", N, N); + 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 < N; ++y) + for (int y = 0; y < Nw; ++y) { - if (!(y&63))fprintf (stderr, "y %d\n", y);//D - for (int x = 0; x < N; ++x) - { - //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); - - // mountais or somesuch(?) - //putc (256 * gen.hybridfractal (vec2d (x * 0.01, y * 0.01), 8, -.4, -4), stdout); - - // temperature - //putc (256 * gen.fBm (vec2d (x * 0.002, y * 0.002), 2), stdout); - // rain - - //cells - //putc (127.49 * gen.billowfractal (vec2d (x * 0.01, y * 0.01), 9) + 128, stdout); - } + if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw);//D + + for (int x = 0; x < Nw; ++x) gen_quadspace (x * 25000 / Nw, y * 25000 / Nw, 0); + + for (int x = 0; x < Nw; ++x) gen_quadspace (x + 400, y, 0); + for (int x = 0; x < Nw; ++x) gen_quadspace (x + 22000, y + 2000, 0); + } + 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_quadspace (x + 1000, y + 22000, 0); + for (int x = 0; x < Nw; ++x) gen_quadspace (x + 12500, y + 12500, 0); + for (int x = 0; x < Nw; ++x) gen_quadspace (x + 22000, y + 22500, 0); } + + //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 = 512; + int N = 200; //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 @@ -640,15 +815,20 @@ for (int y = 0; y < N; ++y) for (int x = 0; x < N; ++x) { - float v = gen3.ridgedmultifractal (vec3d (x * 0.01 + 0.2, y * 0.01 + 0.2, z * 0.01 + 0.2), 3, 1.03, 2) * 2; - #if 0 + 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 (z < 64) v = v * (z * z) / (64 * 64); -#endif - if (v <= 0.9999) + if (v <= 0.9) continue; +#endif + static frac3d gen3 (10); + //float v = gen3.turbulence (vec3d (x * 0.01, y * 0.01, z * 0.01)); + float v = gen3.ridgedmultifractal (vec3d (x * 0.001, y * 0.001, z * 0.001), 1.003, 2); + + if (v <= 0.48) continue; float r[4]; int i[4];