diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp index 0ec19ebd..b741ebfb 100644 --- a/src/mapgen_v5.cpp +++ b/src/mapgen_v5.cpp @@ -202,7 +202,7 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p) { s16 level = -31000; for (s16 y = search_top; y >= search_base; y--) { - float n_ground = NoisePerlin3DEased(&noise_ground->np, p.X, y, p.Y, seed); + float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed); if(n_ground * f > y - h) { if(y >= search_top - 7) break; diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp index 004aef8c..148b4497 100644 --- a/src/mapgen_v6.cpp +++ b/src/mapgen_v6.cpp @@ -246,13 +246,13 @@ float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) { if (flags & MG_FLAT) return water_level; - float terrain_base = NoisePerlin2DPosOffset(&noise_terrain_base->np, + float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np, p.X, 0.5, p.Y, 0.5, seed); - float terrain_higher = NoisePerlin2DPosOffset(&noise_terrain_higher->np, + float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np, p.X, 0.5, p.Y, 0.5, seed); - float steepness = NoisePerlin2DPosOffset(&noise_steepness->np, + float steepness = NoisePerlin2D_PO(&noise_steepness->np, p.X, 0.5, p.Y, 0.5, seed); - float height_select = NoisePerlin2DNoTxfmPosOffset(&noise_height_select->np, + float height_select = NoisePerlin2D_PO(&noise_height_select->np, p.X, 0.5, p.Y, 0.5, seed); return baseTerrainLevel(terrain_base, terrain_higher, @@ -547,36 +547,16 @@ void MapgenV6::calculateNoise() { int x = node_min.X; int z = node_min.Z; - // Need to adjust for the original implementation's +.5 offset... if (!(flags & MG_FLAT)) { - noise_terrain_base->perlinMap2D( - x + 0.5 * noise_terrain_base->np.spread.X, - z + 0.5 * noise_terrain_base->np.spread.Z); - - noise_terrain_higher->perlinMap2D( - x + 0.5 * noise_terrain_higher->np.spread.X, - z + 0.5 * noise_terrain_higher->np.spread.Z); - - noise_steepness->perlinMap2D( - x + 0.5 * noise_steepness->np.spread.X, - z + 0.5 * noise_steepness->np.spread.Z); - - noise_height_select->perlinMap2D( - x + 0.5 * noise_height_select->np.spread.X, - z + 0.5 * noise_height_select->np.spread.Z); - - noise_mud->perlinMap2D( - x + 0.5 * noise_mud->np.spread.X, - z + 0.5 * noise_mud->np.spread.Z); + noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5); + noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5); + noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5); + noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5); + noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5); } - noise_beach->perlinMap2D( - x + 0.2 * noise_beach->np.spread.X, - z + 0.7 * noise_beach->np.spread.Z); - - noise_biome->perlinMap2D( - x + 0.6 * noise_biome->np.spread.X, - z + 0.2 * noise_biome->np.spread.Z); + noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7); + noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2); } diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index 097e7093..efaf60a6 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -173,7 +173,7 @@ int MapgenV7::getGroundLevelAtPoint(v2s16 p) { // Ridge/river terrain calculation float width = 0.3; - float uwatern = NoisePerlin2DNoTxfm(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2; + float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2; // actually computing the depth of the ridge is much more expensive; // if inside a river, simply guess if (uwatern >= -width && uwatern <= width) diff --git a/src/noise.cpp b/src/noise.cpp index 069c60d4..93f9651e 100644 --- a/src/noise.cpp +++ b/src/noise.cpp @@ -314,7 +314,60 @@ float contour(float v) } -///////////////////////// [ New perlin stuff ] //////////////////////////// +///////////////////////// [ New noise ] //////////////////////////// + + +float NoisePerlin2D(NoiseParams *np, float x, float y, int seed) +{ + float a = 0; + float f = 1.0; + float g = 1.0; + + x /= np->spread.X; + y /= np->spread.Y; + seed += np->seed; + + for (size_t i = 0; i < np->octaves; i++) { + float noiseval = noise2d_gradient(x * f, y * f, seed + i, + np->flags & (NOISE_FLAG_DEFAULTS | NOISE_FLAG_EASED)); + + if (np->flags & NOISE_FLAG_ABSVALUE) + noiseval = fabs(noiseval); + + a += g * noiseval; + f *= np->lacunarity; + g *= np->persist; + } + + return np->offset + a * np->scale; +} + + +float NoisePerlin3D(NoiseParams *np, float x, float y, float z, int seed) +{ + float a = 0; + float f = 1.0; + float g = 1.0; + + x /= np->spread.X; + y /= np->spread.Y; + z /= np->spread.Z; + seed += np->seed; + + for (size_t i = 0; i < np->octaves; i++) { + float noiseval = noise3d_gradient(x * f, y * f, z * f, seed + i, + np->flags & NOISE_FLAG_EASED); + + if (np->flags & NOISE_FLAG_ABSVALUE) + noiseval = fabs(noiseval); + + a += g * noiseval; + f *= np->lacunarity; + g *= np->persist; + } + + return np->offset + a * np->scale; +} Noise::Noise(NoiseParams *np_, int seed, int sx, int sy, int sz) diff --git a/src/noise.h b/src/noise.h index 2cdf4203..f2df0ed5 100644 --- a/src/noise.h +++ b/src/noise.h @@ -151,6 +151,25 @@ public: float *perlinMap2D(float x, float y, float *persistence_map=NULL); float *perlinMap3D(float x, float y, float z, float *persistence_map=NULL); + inline float *perlinMap2D_PO(float x, float xoff, float y, float yoff, + float *persistence_map=NULL) + { + return perlinMap2D( + x + xoff * np.spread.X, + y + yoff * np.spread.Y, + persistence_map); + } + + inline float *perlinMap3D_PO(float x, float xoff, float y, float yoff, + float z, float zoff, float *persistence_map=NULL) + { + return perlinMap3D( + x + xoff * np.spread.X, + y + yoff * np.spread.Y, + z + zoff * np.spread.Z, + persistence_map); + } + private: void allocBuffers(); void resizeNoiseBuf(bool is3d); @@ -158,6 +177,28 @@ private: }; +float NoisePerlin2D(NoiseParams *np, float x, float y, int seed); +float NoisePerlin3D(NoiseParams *np, float x, float y, float z, int seed); + +inline float NoisePerlin2D_PO(NoiseParams *np, float x, float xoff, + float y, float yoff, int seed) +{ + return NoisePerlin2D(np, + x + xoff * np->spread.X, + y + yoff * np->spread.Y, + seed); +} + +inline float NoisePerlin3D_PO(NoiseParams *np, float x, float xoff, + float y, float yoff, float z, float zoff, int seed) +{ + return NoisePerlin3D(np, + x + xoff * np->spread.X, + y + yoff * np->spread.Y, + z + zoff * np->spread.Z, + seed); +} + // Return value: -1 ... 1 float noise2d(int x, int y, int seed); float noise3d(int x, int y, int z, int seed); @@ -184,38 +225,5 @@ inline float easeCurve(float t) float contour(float v); -#define NoisePerlin2D(np, x, y, s) \ - ((np)->offset + (np)->scale * noise2d_perlin( \ - (float)(x) / (np)->spread.X, \ - (float)(y) / (np)->spread.Y, \ - (s) + (np)->seed, (np)->octaves, (np)->persist)) - -#define NoisePerlin2DNoTxfm(np, x, y, s) \ - (noise2d_perlin( \ - (float)(x) / (np)->spread.X, \ - (float)(y) / (np)->spread.Y, \ - (s) + (np)->seed, (np)->octaves, (np)->persist)) - -#define NoisePerlin2DPosOffset(np, x, xoff, y, yoff, s) \ - ((np)->offset + (np)->scale * noise2d_perlin( \ - (float)(xoff) + (float)(x) / (np)->spread.X, \ - (float)(yoff) + (float)(y) / (np)->spread.Y, \ - (s) + (np)->seed, (np)->octaves, (np)->persist)) - -#define NoisePerlin2DNoTxfmPosOffset(np, x, xoff, y, yoff, s) \ - (noise2d_perlin( \ - (float)(xoff) + (float)(x) / (np)->spread.X, \ - (float)(yoff) + (float)(y) / (np)->spread.Y, \ - (s) + (np)->seed, (np)->octaves, (np)->persist)) - -#define NoisePerlin3D(np, x, y, z, s) ((np)->offset + (np)->scale * \ - noise3d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \ - (float)(z) / (np)->spread.Z, (s) + (np)->seed, (np)->octaves, (np)->persist)) - -#define NoisePerlin3DEased(np, x, y, z, s) ((np)->offset + (np)->scale * \ - noise3d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \ - (float)(z) / (np)->spread.Z, (s) + (np)->seed, (np)->octaves, \ - (np)->persist, true)) - #endif