tested out and commented out some new stuff for the terrain generator, to be used in the future.
parent
664eb4f7c5
commit
ffb1128951
|
@ -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
|
||||
|
|
146
src/map.cpp
146
src/map.cpp
|
@ -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.
|
||||
|
|
105
src/noise.cpp
105
src/noise.cpp
|
@ -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);
|
||||
}
|
||||
|
||||
|
|
24
src/noise.h
24
src/noise.h
|
@ -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
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
Loading…
Reference in New Issue