tested out and commented out some new stuff for the terrain generator, to be used in the future.

master
Perttu Ahola 2011-04-26 15:38:42 +03:00
parent 664eb4f7c5
commit ffb1128951
5 changed files with 314 additions and 29 deletions

View File

@ -19,27 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "light.h"
// This is reasonable with classic lighting with a light source
/*u8 light_decode_table[LIGHT_MAX+1] =
{
2,
3,
4,
6,
9,
13,
18,
25,
32,
35,
45,
57,
69,
79,
255
};*/
#if 1
// This is good
// a_n+1 = a_n * 0.786
// Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
@ -62,6 +42,48 @@ u8 light_decode_table[LIGHT_MAX+1] =
200,
255,
};
#else
// Use for debugging in dark
u8 light_decode_table[LIGHT_MAX+1] =
{
58,
64,
72,
80,
88,
98,
109,
121,
135,
150,
167,
185,
206,
229,
255,
};
#endif
// This is reasonable with classic lighting with a light source
/*u8 light_decode_table[LIGHT_MAX+1] =
{
2,
3,
4,
6,
9,
13,
18,
25,
32,
35,
45,
57,
69,
79,
255
};*/
// As in minecraft, a_n+1 = a_n * 0.8
// NOTE: This doesn't really work that well because this defines

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@ -2068,7 +2068,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
{
// The base ground level
double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
+ 25. * noise2d_perlin(
+ 20. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
(seed>>32)+654879876, 6, 0.6);
@ -2080,7 +2080,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
base = base2;*/
#if 1
// Higher ground level
double higher = (double)WATER_LEVEL + 25. + 45. * noise2d_perlin(
double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed+85039, 5, 0.69);
//higher = 30; // For debugging
@ -2231,11 +2231,99 @@ void makeChunk(ChunkMakeData *data)
/*
Generate general ground level to full area
*/
{
// 22ms @cs=8
//TimeTaker timer1("ground level");
TimeTaker timer1("Generating ground level");
#if 0
NoiseBuffer noisebuf1;
NoiseBuffer noisebuf2;
{
v3f minpos_f(
data->sectorpos_bigbase.X*MAP_BLOCKSIZE,
y_nodes_min,
data->sectorpos_bigbase.Y*MAP_BLOCKSIZE
);
v3f maxpos_f = minpos_f + v3f(
data->sectorpos_bigbase_size*MAP_BLOCKSIZE,
y_nodes_max-y_nodes_min,
data->sectorpos_bigbase_size*MAP_BLOCKSIZE
);
v3f samplelength_f = v3f(4.0, 4.0, 4.0);
TimeTaker timer("noisebuf.create");
/*noisebuf.create(data->seed+25104, 6, 0.60, 200.0,
minpos_f.X, minpos_f.Y, minpos_f.Z,
maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
samplelength_f.X, samplelength_f.Y, samplelength_f.Z);*/
noisebuf1.create(data->seed+25104, 3, 0.60, 25.0,
minpos_f.X, minpos_f.Y, minpos_f.Z,
maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
samplelength_f.X, samplelength_f.Y, samplelength_f.Z);
noisebuf2.create(data->seed+25105, 4, 0.50, 200.0,
minpos_f.X, minpos_f.Y, minpos_f.Z,
maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
samplelength_f.X, samplelength_f.Y, samplelength_f.Z);
}
for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
{
// Node position
v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
// Ground height at this point
float surface_y_f = 0.0;
// Use perlin noise for ground height
surface_y_f = base_rock_level_2d(data->seed, p2d);
//surface_y_f = base_rock_level_2d(data->seed, p2d);
// Convert to integer
s16 surface_y = (s16)surface_y_f;
// Log it
if(surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
/*
Fill ground with stone
*/
{
// Use fast index incrementing
v3s16 em = data->vmanip.m_area.getExtent();
u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
for(s16 y=y_nodes_min; y<=y_nodes_max; y++)
{
// Skip if already generated.
// This is done here because there might be a cave at
// any point in ground, which could look like it
// wasn't generated.
if(data->vmanip.m_data[i].d != CONTENT_AIR)
break;
/*s16 noiseval = 50.0 * noise3d_perlin(
0.5+(float)p2d.X/100.0,
0.5+(float)y/100.0,
0.5+(float)p2d.Y/100.0,
data->seed+123, 5, 0.5);*/
//double noiseval = 64.0 * noisebuf1.get(p2d.X, y, p2d.Y);
double noiseval = 30.0 * noisebuf1.get(p2d.X, y, p2d.Y);
noiseval *= MYMAX(0, -0.2 + noisebuf2.get(p2d.X, y, p2d.Y));
if(y < surface_y + noiseval)
//if(noiseval > 0)
//if(noiseval > y)
data->vmanip.m_data[i].d = CONTENT_STONE;
data->vmanip.m_area.add_y(em, i, 1);
}
}
}
#endif
#if 1
for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
{
@ -2293,6 +2381,7 @@ void makeChunk(ChunkMakeData *data)
}
}
}
#endif
}//timer1
@ -2320,6 +2409,7 @@ void makeChunk(ChunkMakeData *data)
BEGINNING OF AGING LOOP
******************************/
#if 1
{
// 24ms @cs=8
//TimeTaker timer1("caves");
@ -2558,6 +2648,9 @@ void makeChunk(ChunkMakeData *data)
}
}//timer1
#endif
#if 1
{
// 46ms @cs=8
//TimeTaker timer1("ore veins");
@ -2691,9 +2784,12 @@ void makeChunk(ChunkMakeData *data)
}
}//timer1
#endif
#if 1
{
// 15ms @cs=8
//TimeTaker timer1("add mud");
TimeTaker timer1("add mud");
/*
Add mud to the central chunk
@ -2706,7 +2802,7 @@ void makeChunk(ChunkMakeData *data)
v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Randomize mud amount
s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin(
s16 mud_add_amount = (s16)(2.5 + 1.5 * noise2d_perlin(
0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200,
data->seed+1, 3, 0.55));
@ -2749,6 +2845,9 @@ void makeChunk(ChunkMakeData *data)
}
}//timer1
#endif
#if 1
{
// 340ms @cs=8
TimeTaker timer1("flow mud");
@ -2903,9 +3002,12 @@ void makeChunk(ChunkMakeData *data)
}
}//timer1
#endif
#if 1
{
// 50ms @cs=8
//TimeTaker timer1("add water");
TimeTaker timer1("add water");
/*
Add water to the central chunk (and a bit more)
@ -2978,12 +3080,14 @@ void makeChunk(ChunkMakeData *data)
}
}//timer1
#endif
} // Aging loop
/***********************
END OF AGING LOOP
************************/
#if 1
{
//TimeTaker timer1("convert mud to sand");
@ -3048,6 +3152,9 @@ void makeChunk(ChunkMakeData *data)
}
}//timer1
#endif
#if 1
{
// 1ms @cs=8
//TimeTaker timer1("generate trees");
@ -3126,7 +3233,9 @@ void makeChunk(ChunkMakeData *data)
}
}//timer1
#endif
#if 1
{
// 19ms @cs=8
//TimeTaker timer1("grow grass");
@ -3180,6 +3289,7 @@ void makeChunk(ChunkMakeData *data)
}
}//timer1
#endif
/*
Initial lighting (sunlight)
@ -3191,6 +3301,7 @@ void makeChunk(ChunkMakeData *data)
// 750ms @cs=8, can't optimize more
TimeTaker timer1("initial lighting");
// NOTE: This is no used... umm... for some reason!
#if 0
/*
Go through the edges and add all nodes that have light to light_sources
@ -3913,6 +4024,25 @@ MapBlock * ServerMap::generateBlock(
block->unDummify();
}
#if 1
/*
Generate a completely empty block
*/
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
{
MapNode n;
n.d = CONTENT_AIR;
block->setNode(v3s16(x0,y0,z0), n);
}
}
#else
/*
Generate a proper block
*/
u8 water_material = CONTENT_WATERSOURCE;
s32 lowest_ground_y = 32767;
@ -4447,6 +4577,8 @@ continue_generating:
}
}
}
#endif // end of proper block generation
/*
Add block to sector.

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@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <math.h>
#include "noise.h"
#include <iostream>
#include "debug.h"
#define NOISE_MAGIC_X 1619
#define NOISE_MAGIC_Y 31337
@ -221,3 +222,107 @@ double noise3d_perlin_abs(double x, double y, double z, int seed,
return a;
}
/*
NoiseBuffer
*/
NoiseBuffer::NoiseBuffer():
m_data(NULL)
{
}
NoiseBuffer::~NoiseBuffer()
{
clear();
}
void NoiseBuffer::clear()
{
if(m_data)
delete[] m_data;
m_data = NULL;
m_size_x = 0;
m_size_y = 0;
m_size_z = 0;
}
void NoiseBuffer::create(int seed, int octaves, double persistence,
double pos_scale,
double first_x, double first_y, double first_z,
double last_x, double last_y, double last_z,
double samplelength_x, double samplelength_y, double samplelength_z)
{
clear();
m_start_x = first_x - samplelength_x;
m_start_y = first_y - samplelength_y;
m_start_z = first_z - samplelength_z;
m_samplelength_x = samplelength_x;
m_samplelength_y = samplelength_y;
m_samplelength_z = samplelength_z;
m_size_x = (last_x - m_start_x)/samplelength_x + 2;
m_size_y = (last_y - m_start_y)/samplelength_y + 2;
m_size_z = (last_z - m_start_z)/samplelength_z + 2;
/*dstream<<"m_size_x="<<m_size_x<<", m_size_y="<<m_size_y
<<", m_size_z="<<m_size_z<<std::endl;*/
m_data = new double[m_size_x*m_size_y*m_size_z];
for(int x=0; x<m_size_x; x++)
for(int y=0; y<m_size_y; y++)
for(int z=0; z<m_size_z; z++)
{
double xd = (m_start_x + (double)x*m_samplelength_x)/pos_scale;
double yd = (m_start_y + (double)y*m_samplelength_y)/pos_scale;
double zd = (m_start_z + (double)z*m_samplelength_z)/pos_scale;
intSet(x,y,z, noise3d_perlin(xd,yd,zd,seed,octaves,persistence));
}
}
void NoiseBuffer::intSet(int x, int y, int z, double d)
{
int i = m_size_x*m_size_y*z + m_size_x*y + x;
assert(i >= 0);
assert(i < m_size_x*m_size_y*m_size_z);
m_data[i] = d;
}
double NoiseBuffer::intGet(int x, int y, int z)
{
int i = m_size_x*m_size_y*z + m_size_x*y + x;
assert(i >= 0);
assert(i < m_size_x*m_size_y*m_size_z);
return m_data[i];
}
double NoiseBuffer::get(double x, double y, double z)
{
x -= m_start_x;
y -= m_start_y;
z -= m_start_z;
x /= m_samplelength_x;
y /= m_samplelength_y;
z /= m_samplelength_z;
// Calculate the integer coordinates
int x0 = (x > 0.0 ? (int)x : (int)x - 1);
int y0 = (y > 0.0 ? (int)y : (int)y - 1);
int z0 = (z > 0.0 ? (int)z : (int)z - 1);
// Calculate the remaining part of the coordinates
double xl = x - (double)x0;
double yl = y - (double)y0;
double zl = z - (double)z0;
// Get values for corners of cube
double v000 = intGet(x0, y0, z0);
double v100 = intGet(x0+1, y0, z0);
double v010 = intGet(x0, y0+1, z0);
double v110 = intGet(x0+1, y0+1, z0);
double v001 = intGet(x0, y0, z0+1);
double v101 = intGet(x0+1, y0, z0+1);
double v011 = intGet(x0, y0+1, z0+1);
double v111 = intGet(x0+1, y0+1, z0+1);
// Interpolate
return triLinearInterpolation(v000,v100,v010,v110,v001,v101,v011,v111,xl,yl,zl);
}

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@ -41,5 +41,29 @@ double noise3d_perlin(double x, double y, double z, int seed,
double noise3d_perlin_abs(double x, double y, double z, int seed,
int octaves, double persistence);
class NoiseBuffer
{
public:
NoiseBuffer();
~NoiseBuffer();
void clear();
void create(int seed, int octaves, double persistence,
double pos_scale,
double first_x, double first_y, double first_z,
double last_x, double last_y, double last_z,
double samplelength_x, double samplelength_y, double samplelength_z);
void intSet(int x, int y, int z, double d);
double intGet(int x, int y, int z);
double get(double x, double y, double z);
private:
double *m_data;
double m_start_x, m_start_y, m_start_z;
double m_samplelength_x, m_samplelength_y, m_samplelength_z;
int m_size_x, m_size_y, m_size_z;
};
#endif

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@ -565,7 +565,7 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
Block is not near ground level if night-time mesh
doesn't differ from day-time mesh.
*/
if(d >= 3)
if(d > 3)
{
if(block->dayNightDiffed() == false)
continue;
@ -4035,6 +4035,8 @@ void setCreativeInventory(Player *player)
v3f findSpawnPos(ServerMap &map)
{
//return v3f(50,50,50)*BS;
v2s16 nodepos;
s16 groundheight = 0;