/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2011 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 */ #include #include "noise.h" #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; 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); //TODO: mountains should not lower the height, should they? 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, 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 () { #if 0 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_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); #elif 1 int N = 25000; printf ("P6 %d %d 255\n", N, N); for (int y = 0; y < N; ++y) { if (!(y&63))fprintf (stderr, "y %d\n", y);//D for (int x = 0; x < N; ++x) gen_quadspace (x, y, 0); } #else 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 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) { #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); 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]; 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); }