From 9a22d02903549c09f059b12f0ec06ea12a19abbb Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Tue, 1 Mar 2011 01:32:54 +0200 Subject: mapgen tweaking --- src/map.cpp | 218 ++++++++++++++++++++++++++++++++++++++++-------------------- 1 file changed, 146 insertions(+), 72 deletions(-) (limited to 'src/map.cpp') diff --git a/src/map.cpp b/src/map.cpp index b141bd7e2..d48003d4a 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -2027,7 +2027,7 @@ double base_rock_level_2d(u64 seed, v2f p) (seed>>32)+78593, 5, 0.55), 0.15); h += 30 * tm2;*/ -#if 1 +#if 0 { // Large mountains double m3 = 100.0 - 600.0 * noise2d_perlin_abs( @@ -2038,24 +2038,30 @@ double base_rock_level_2d(u64 seed, v2f p) } #endif -#if 1 +#if 0 { - // Pretty neat looking mountains - double m4 = 100.0 - 400.0 * noise2d_perlin_abs( - 0.324+(float)p.X/2000., 0.423+(float)p.Y/2000., - (seed>>32)+65012102, 8, 0.6); - if(m4 > h) - h = m4; + // More mountain ranges + double d = 100; + double a1 = d*2.0 - d*7 * noise2d_perlin_abs( + 0.5+(float)p.X/1000., 0.5+(float)p.Y/1000., + seed+850342, 7, 0.55); + /*if(a1 > d) + a1 = d + sqrt(a1-d);*/ + a1 = (1.0 - exp(-a1/d))*d; + /*if(a1 > h) + h = a1;*/ + if(a1 > 0) + h += a1; } #endif #if 0 { - // More neat looking mountain ranges - double d = 100; - double a1 = d*2 - d*5 * noise2d_perlin_abs( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., - seed+850342, 6, 0.55); + // More mountain ranges + double d = 60; + double a1 = d*2.0 - d*7 * noise2d_perlin_abs( + 0.5+(float)p.X/1000., 0.5+(float)p.Y/1000., + seed+850342, 7, 0.55); /*if(a1 > d) a1 = d + sqrt(a1-d);*/ a1 = (1.0 - exp(-a1/d))*d; @@ -2066,11 +2072,11 @@ double base_rock_level_2d(u64 seed, v2f p) } #endif -#if 1 +#if 0 { // Very steep mountain ranges - double d = 150; - double a1 = d*2 - d*7.5 * noise2d_perlin_abs( + double d = 120; + double a1 = d*2 - d*6.5 * noise2d_perlin_abs( 0.5+(float)p.X/500., 0.5+(float)p.Y/500., seed+850342, 6, 0.6); /*if(a1 > d) @@ -2088,6 +2094,22 @@ double base_rock_level_2d(u64 seed, v2f p) h = m4;*/ } #endif + + /* + The sutff before this comment is usually not used. + The stuff after this comment is usually used. + */ + +#if 1 + { + // Pretty neat looking mountains + double m4 = 100.0 - 400.0 * noise2d_perlin_abs( + 0.324+(float)p.X/2000., 0.423+(float)p.Y/2000., + (seed>>32)+65012102, 7, 0.6); + if(m4 > h) + h = m4; + } +#endif #if 1 // Some kind of hill chains or something @@ -2106,17 +2128,22 @@ double base_rock_level_2d(u64 seed, v2f p) #endif #if 1 - double base = -2. + 25. * noise2d_perlin( - 0.5+(float)p.X/500., 0.5+(float)p.Y/500., + double base = -2. + 30. * noise2d_perlin( + 0.5+(float)p.X/1000., 0.5+(float)p.Y/1000., (seed>>32)+653876, 7, 0.6); #else double base = 0; #endif #if 1 + /* + Combined with turbulence, this thing here is able to make very + awesome terrain, albeit rarely. + */ + double higher = 40. * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed+39292, 7, 0.55); + seed+39292, 6, 0.50); /*double higher = 50. * noise2d_perlin_abs( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., seed+85039, 5, 0.63);*/ @@ -2127,7 +2154,7 @@ double base_rock_level_2d(u64 seed, v2f p) // Steepness factor of cliffs double b = 1.0 + 1.0 * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed-932, 7, 0.7); + seed-932, 6, 0.7); b = rangelim(b, 0.0, 1000.0); #if 1 b = pow(b, 5); @@ -2137,11 +2164,11 @@ double base_rock_level_2d(u64 seed, v2f p) //double b = 20; // Offset to more low //double a_off = -0.30; - double a_off = -0.00; + double a_off = -0.20; // High/low selector double a = (double)0.5 + b * (a_off + noise2d_perlin( - 0.5+(float)p.X/250., 0.5+(float)p.Y/250., - seed-359, 6, 0.70)); + 0.5+(float)p.X/500., 0.5+(float)p.Y/500., + seed-359, 7, 0.70)); #endif #if 0 /*b = pow(b, 5); @@ -2190,14 +2217,47 @@ v2f base_ground_turbulence(u64 seed, v3f p) #if 1 double f = 20; - double vv = 1.0 - 1.0 * noise3d_perlin_abs( - 0.5+p.X/500, - 0.5+p.Y/500, - 0.5+p.Z/500, +#if 1 + // Cut off at a minimum height + { + double d = 5; + double min = WATER_LEVEL; + if(p.Y < min) + return v2f(0,0); + else if(p.Y < min + d) + f *= ((p.Y-min)/d); + } +#endif + +#if 1 + double vv = 0.75 + 1.0 * noise3d_perlin( + 0.5+p.X/250, + 0.5+p.Y/250, + 0.5+p.Z/250, + seed+1324381, 4, 0.5); + double vve = rangelim(vv, 0.0, 1.0); + /*double vv = 1.0 - 2.0 * noise3d_perlin_abs( + 0.5+p.X/250, + 0.5+p.Y/250, + 0.5+p.Z/250, seed+1324031, 4, 0.5); - //double vve = 1.0 - exp(-MYMAX(0, vv*2.0)); - double vve = MYMAX(0, vv); + double vve = 1.0 - exp(-MYMAX(0, vv*2.0));*/ + //double vve = rangelim(vv, 0, 1.0); //dstream<<"vve="< ah) + { + vve *= p.Y/ah; + } +#else + double vve = 1; +#endif double v1 = f * noise3d_perlin( 0.5+p.X/200, @@ -2289,47 +2349,64 @@ bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL) } #endif - v2f t = base_ground_turbulence(seed, p); - - double surface_y_f = base_rock_level_2d(seed, v2f(p.X+t.X, p.Z+t.Y)); + bool is_ground = true; - /*if(depth_guess) - *depth_guess = surface_y_f - p.Y;*/ +#if 1 + if(is_carved(seed, p)) + is_ground = false; +#endif - if(depth_guess) + if(depth_guess || is_ground == true) { - // Find highest surface near current - v3f dirs[4] = { - v3f(1,0,0), - v3f(-1,0,0), - v3f(0,0,1), - v3f(0,0,-1) - }; - double s2 = surface_y_f; - for(u32 i=0; i<4; i++) + v2f t = base_ground_turbulence(seed, p); + + double surface_y_f = base_rock_level_2d(seed, v2f(p.X+t.X, p.Z+t.Y)); + +#if 0 + if(depth_guess) { - v3f dir = dirs[i]; - // Get turbulence at around there - v2f t2 = base_ground_turbulence(seed, p+dir); - // Get ground height - v2f l = v2f(p.X+t2.X+dir.X, p.Z+t2.Y+dir.Z); - double s = base_rock_level_2d(seed, l); - if(s > s2) - s2 = s; - } - *depth_guess = s2 - p.Y; - } - - /*if(depth_guess) - { - // Check a bit lower also, take highest surface - v2f t2 = base_ground_turbulence(seed, p + v3f(0,-2,0)); - double s2 = base_rock_level_2d(seed, v2f(p.X+t2.X, p.Z+t2.Y)); - if(s2 > surface_y_f) + // Find highest surface near current + v3f dirs[4] = { + v3f(1,0,0), + v3f(-1,0,0), + v3f(0,0,1), + v3f(0,0,-1) + }; + double s2 = surface_y_f; + for(u32 i=0; i<4; i++) + { + v3f dir = dirs[i]; + // Get turbulence at around there + v2f t2 = base_ground_turbulence(seed, p+dir); + // Get ground height + v2f l = v2f(p.X+t2.X+dir.X, p.Z+t2.Y+dir.Z); + double s = base_rock_level_2d(seed, l); + if(s > s2) + s2 = s; + } *depth_guess = s2 - p.Y; - else + } +#endif +#if 1 + if(depth_guess) + { + // Check a bit lower also, take highest surface + v2f t2 = base_ground_turbulence(seed, p + v3f(0,-2,0)); + double s2 = base_rock_level_2d(seed, v2f(p.X+t2.X, p.Z+t2.Y)); + if(s2 > surface_y_f) + *depth_guess = s2 - p.Y; + else + *depth_guess = surface_y_f - p.Y; + } +#endif +#if 0 + if(depth_guess) *depth_guess = surface_y_f - p.Y; - }*/ +#endif + + if(p.Y > surface_y_f) + is_ground = false; + } /*if(depth_guess) { @@ -2340,13 +2417,6 @@ bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL) double s1 = base_rock_level_2d(seed, v2f(p.X+v1,p.Z+v2)); }*/ - bool is_ground = (p.Y <= surface_y_f); - -#if 1 - if(is_carved(seed, p)) - is_ground = false; -#endif - return is_ground; } @@ -4171,7 +4241,7 @@ MapBlock * ServerMap::generateBlock( } block_type = BT_SURFACE; {// ground_timer (0ms or ~100ms) - //TimeTaker ground_timer("Ground generation"); + TimeTaker ground_timer("Ground generation"); /* Approximate whether this block is a surface block, an air @@ -4930,8 +5000,12 @@ continue_generating: // Lighting is invalid after generation for surface blocks if(block_type == BT_SURFACE) { +#if 1 block->setLightingExpired(true); lighting_invalidated_blocks.insert(p, block); +#else + block->setLightingExpired(false); +#endif } // Lighting is not invalid for other blocks else -- cgit v1.2.3