forked from Mirrorlandia_minetest/minetest
448 lines
17 KiB
C++
448 lines
17 KiB
C++
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/*
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Minetest
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Copyright (C) 2010-2016 paramat, Matt Gregory
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Copyright (C) 2010-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Copyright (C) 2017 vlapsley, Vaughan Lapsley <vlapsley@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include <cmath>
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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#include "mapblock.h"
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#include "mapnode.h"
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#include "map.h"
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#include "content_sao.h"
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#include "nodedef.h"
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#include "voxelalgorithms.h"
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//#include "profiler.h" // For TimeTaker
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#include "settings.h" // For g_settings
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#include "emerge.h"
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#include "dungeongen.h"
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#include "cavegen.h"
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#include "mg_biome.h"
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#include "mg_ore.h"
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#include "mg_decoration.h"
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#include "mapgen_carpathian.h"
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FlagDesc flagdesc_mapgen_carpathian[] = {
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{"caverns", MGCARPATHIAN_CAVERNS},
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////
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MapgenCarpathian::MapgenCarpathian(
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int mapgenid, MapgenCarpathianParams *params, EmergeManager *emerge)
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: MapgenBasic(mapgenid, params, emerge)
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{
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spflags = params->spflags;
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cave_width = params->cave_width;
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large_cave_depth = params->large_cave_depth;
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cavern_limit = params->cavern_limit;
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cavern_taper = params->cavern_taper;
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cavern_threshold = params->cavern_threshold;
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grad_wl = 1 - water_level;
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//// 2D Terrain noise
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noise_base = new Noise(¶ms->np_base, seed, csize.X, csize.Z);
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noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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noise_height1 = new Noise(¶ms->np_height1, seed, csize.X, csize.Z);
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noise_height2 = new Noise(¶ms->np_height2, seed, csize.X, csize.Z);
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noise_height3 = new Noise(¶ms->np_height3, seed, csize.X, csize.Z);
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noise_height4 = new Noise(¶ms->np_height4, seed, csize.X, csize.Z);
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noise_hills_terrain = new Noise(¶ms->np_hills_terrain, seed, csize.X, csize.Z);
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noise_ridge_terrain = new Noise(¶ms->np_ridge_terrain, seed, csize.X, csize.Z);
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noise_step_terrain = new Noise(¶ms->np_step_terrain, seed, csize.X, csize.Z);
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noise_hills = new Noise(¶ms->np_hills, seed, csize.X, csize.Z);
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noise_ridge_mnt = new Noise(¶ms->np_ridge_mnt, seed, csize.X, csize.Z);
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noise_step_mnt = new Noise(¶ms->np_step_mnt, seed, csize.X, csize.Z);
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//// 3D terrain noise
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// 1 up 1 down overgeneration
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noise_mnt_var = new Noise(¶ms->np_mnt_var, seed, csize.X, csize.Y + 2, csize.Z);
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//// Cave noise
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave2 = params->np_cave2;
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MapgenBasic::np_cavern = params->np_cavern;
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}
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MapgenCarpathian::~MapgenCarpathian()
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{
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delete noise_base;
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delete noise_filler_depth;
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delete noise_height1;
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delete noise_height2;
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delete noise_height3;
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delete noise_height4;
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delete noise_hills_terrain;
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delete noise_ridge_terrain;
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delete noise_step_terrain;
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delete noise_hills;
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delete noise_ridge_mnt;
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delete noise_step_mnt;
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delete noise_mnt_var;
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}
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MapgenCarpathianParams::MapgenCarpathianParams()
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{
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np_base = NoiseParams(12, 1, v3f(2557, 2557, 2557), 6538, 4, 0.8, 0.5);
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np_filler_depth = NoiseParams(0, 1, v3f(128, 128, 128), 261, 3, 0.7, 2.0);
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np_height1 = NoiseParams(0, 5, v3f(251, 251, 251), 9613, 5, 0.5, 2.0);
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np_height2 = NoiseParams(0, 5, v3f(383, 383, 383), 1949, 5, 0.5, 2.0);
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np_height3 = NoiseParams(0, 5, v3f(509, 509, 509), 3211, 5, 0.5, 2.0);
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np_height4 = NoiseParams(0, 5, v3f(631, 631, 631), 1583, 5, 0.5, 2.0);
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np_hills_terrain = NoiseParams(1, 1, v3f(1301, 1301, 1301), 1692, 5, 0.5, 2.0);
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np_ridge_terrain = NoiseParams(1, 1, v3f(1889, 1889, 1889), 3568, 5, 0.5, 2.0);
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np_step_terrain = NoiseParams(1, 1, v3f(1889, 1889, 1889), 4157, 5, 0.5, 2.0);
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np_hills = NoiseParams(0, 3, v3f(257, 257, 257), 6604, 6, 0.5, 2.0);
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np_ridge_mnt = NoiseParams(0, 12, v3f(743, 743, 743), 5520, 6, 0.7, 2.0);
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np_step_mnt = NoiseParams(0, 8, v3f(509, 509, 509), 2590, 6, 0.6, 2.0);
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np_mnt_var = NoiseParams(0, 1, v3f(499, 499, 499), 2490, 5, 0.6, 2.0);
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np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
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np_cavern = NoiseParams(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0);
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}
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void MapgenCarpathianParams::readParams(const Settings *settings)
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{
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settings->getFlagStrNoEx("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian);
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settings->getFloatNoEx("mgcarpathian_cave_width", cave_width);
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settings->getS16NoEx("mgcarpathian_large_cave_depth", large_cave_depth);
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settings->getS16NoEx("mgcarpathian_cavern_limit", cavern_limit);
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settings->getS16NoEx("mgcarpathian_cavern_taper", cavern_taper);
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settings->getFloatNoEx("mgcarpathian_cavern_threshold", cavern_threshold);
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settings->getNoiseParams("mgcarpathian_np_base", np_base);
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settings->getNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgcarpathian_np_height1", np_height1);
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settings->getNoiseParams("mgcarpathian_np_height2", np_height2);
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settings->getNoiseParams("mgcarpathian_np_height3", np_height3);
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settings->getNoiseParams("mgcarpathian_np_height4", np_height4);
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settings->getNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
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settings->getNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
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settings->getNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain);
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settings->getNoiseParams("mgcarpathian_np_hills", np_hills);
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settings->getNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
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settings->getNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
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settings->getNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
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settings->getNoiseParams("mgcarpathian_np_cave1", np_cave1);
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settings->getNoiseParams("mgcarpathian_np_cave2", np_cave2);
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settings->getNoiseParams("mgcarpathian_np_cavern", np_cavern);
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}
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void MapgenCarpathianParams::writeParams(Settings *settings) const
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{
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settings->setFlagStr("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian, U32_MAX);
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settings->setFloat("mgcarpathian_cave_width", cave_width);
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settings->setS16("mgcarpathian_large_cave_depth", large_cave_depth);
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settings->setS16("mgcarpathian_cavern_limit", cavern_limit);
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settings->setS16("mgcarpathian_cavern_taper", cavern_taper);
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settings->setFloat("mgcarpathian_cavern_threshold", cavern_threshold);
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settings->setNoiseParams("mgcarpathian_np_base", np_base);
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settings->setNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgcarpathian_np_height1", np_height1);
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settings->setNoiseParams("mgcarpathian_np_height2", np_height2);
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settings->setNoiseParams("mgcarpathian_np_height3", np_height3);
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settings->setNoiseParams("mgcarpathian_np_height4", np_height4);
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settings->setNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
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settings->setNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
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settings->setNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain);
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settings->setNoiseParams("mgcarpathian_np_hills", np_hills);
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settings->setNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
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settings->setNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
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settings->setNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
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settings->setNoiseParams("mgcarpathian_np_cave1", np_cave1);
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settings->setNoiseParams("mgcarpathian_np_cave2", np_cave2);
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settings->setNoiseParams("mgcarpathian_np_cavern", np_cavern);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Lerp function
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inline float MapgenCarpathian::getLerp(float noise1, float noise2, float mod)
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{
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return noise1 + mod * (noise2 - noise1);
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}
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// Steps function
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float MapgenCarpathian::getSteps(float noise1, float noise2)
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{
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float w = fabs(noise2);
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float k = floor(noise1 / w);
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float f = (noise1 - k * w) / w;
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float s = std::fmin(2.f * f, 1.f);
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return (k + s) * w;
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}
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///////////////////////////////////////////////////////////////////////////////
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void MapgenCarpathian::makeChunk(BlockMakeData *data)
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{
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// Pre-conditions
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assert(data->vmanip);
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assert(data->nodedef);
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assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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data->blockpos_requested.Y >= data->blockpos_min.Y &&
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data->blockpos_requested.Z >= data->blockpos_min.Z);
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assert(data->blockpos_requested.X <= data->blockpos_max.X &&
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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this->generating = true;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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v3s16 blockpos_min = data->blockpos_min;
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v3s16 blockpos_max = data->blockpos_max;
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node_min = blockpos_min * MAP_BLOCKSIZE;
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node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
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full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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// Create a block-specific seed
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blockseed = getBlockSeed2(full_node_min, seed);
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// Generate terrain
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s16 stone_surface_max_y = generateTerrain();
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// Create heightmap
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updateHeightmap(node_min, node_max);
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// Init biome generator, place biome-specific nodes, and build biomemap
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biomegen->calcBiomeNoise(node_min);
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MgStoneType stone_type = generateBiomes();
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// Generate caverns, tunnels and classic caves
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if (flags & MG_CAVES) {
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bool has_cavern = false;
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// Generate caverns
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if (spflags & MGCARPATHIAN_CAVERNS)
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has_cavern = generateCaverns(stone_surface_max_y);
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// Generate tunnels and classic caves
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if (has_cavern)
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// Disable classic caves in this mapchunk by setting
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// 'large cave depth' to world base. Avoids excessive liquid in
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// large caverns and floating blobs of overgenerated liquid.
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generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
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else
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generateCaves(stone_surface_max_y, large_cave_depth);
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}
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// Generate dungeons
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if (flags & MG_DUNGEONS)
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generateDungeons(stone_surface_max_y, stone_type);
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// Generate the registered decorations
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if (flags & MG_DECORATIONS)
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m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
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// Generate the registered ores
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m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
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dustTopNodes();
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// Update liquids
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Calculate lighting
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if (flags & MG_LIGHT) {
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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full_node_min, full_node_max);
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}
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this->generating = false;
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}
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///////////////////////////////////////////////////////////////////////////////
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int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p)
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{
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s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
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if (level_at_point <= water_level || level_at_point > water_level + 32)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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else
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return level_at_point;
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}
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float MapgenCarpathian::terrainLevelAtPoint(s16 x, s16 z)
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{
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float ground = NoisePerlin2D(&noise_base->np, x, z, seed);
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float height1 = NoisePerlin2D(&noise_height1->np, x, z, seed);
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float height2 = NoisePerlin2D(&noise_height2->np, x, z, seed);
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float height3 = NoisePerlin2D(&noise_height3->np, x, z, seed);
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float height4 = NoisePerlin2D(&noise_height4->np, x, z, seed);
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float hter = NoisePerlin2D(&noise_hills_terrain->np, x, z, seed);
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float rter = NoisePerlin2D(&noise_ridge_terrain->np, x, z, seed);
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float ster = NoisePerlin2D(&noise_step_terrain->np, x, z, seed);
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float n_hills = NoisePerlin2D(&noise_hills->np, x, z, seed);
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float n_ridge_mnt = NoisePerlin2D(&noise_ridge_mnt->np, x, z, seed);
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float n_step_mnt = NoisePerlin2D(&noise_step_mnt->np, x, z, seed);
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int height = -MAX_MAP_GENERATION_LIMIT;
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for (s16 y = 1; y <= 30; y++) {
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float mnt_var = NoisePerlin3D(&noise_mnt_var->np, x, y, z, seed);
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// Gradient & shallow seabed
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s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 : 1 - y;
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// Hill/Mountain height (hilliness)
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float hill1 = getLerp(height1, height2, mnt_var);
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float hill2 = getLerp(height3, height4, mnt_var);
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float hill3 = getLerp(height3, height2, mnt_var);
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float hill4 = getLerp(height1, height4, mnt_var);
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float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
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// Rolling hills
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float hill_mnt = hilliness * pow(n_hills, 2.f);
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float hills = pow(hter, 3.f) * hill_mnt;
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// Ridged mountains
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float ridge_mnt = hilliness * (1.f - fabs(n_ridge_mnt));
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float ridged_mountains = pow(rter, 3.f) * ridge_mnt;
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// Step (terraced) mountains
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float step_mnt = hilliness * getSteps(n_step_mnt, fabs(mnt_var));
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float step_mountains = pow(ster, 3.f) * step_mnt;
|
||
|
|
||
|
// Final terrain level
|
||
|
float mountains = hills + ridged_mountains + step_mountains;
|
||
|
float surface_level = ground + mountains + grad;
|
||
|
|
||
|
if (y > surface_level && height < 0)
|
||
|
height = y;
|
||
|
}
|
||
|
|
||
|
return height;
|
||
|
}
|
||
|
|
||
|
|
||
|
///////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
|
||
|
int MapgenCarpathian::generateTerrain()
|
||
|
{
|
||
|
MapNode mn_air(CONTENT_AIR);
|
||
|
MapNode mn_stone(c_stone);
|
||
|
MapNode mn_water(c_water_source);
|
||
|
|
||
|
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
|
||
|
u32 index2d = 0;
|
||
|
u32 index3d = 0;
|
||
|
|
||
|
// Calculate noise for terrain generation
|
||
|
noise_base->perlinMap2D(node_min.X, node_min.Z);
|
||
|
noise_height1->perlinMap2D(node_min.X, node_min.Z);
|
||
|
noise_height2->perlinMap2D(node_min.X, node_min.Z);
|
||
|
noise_height3->perlinMap2D(node_min.X, node_min.Z);
|
||
|
noise_height4->perlinMap2D(node_min.X, node_min.Z);
|
||
|
noise_hills_terrain->perlinMap2D(node_min.X, node_min.Z);
|
||
|
noise_ridge_terrain->perlinMap2D(node_min.X, node_min.Z);
|
||
|
noise_step_terrain->perlinMap2D(node_min.X, node_min.Z);
|
||
|
noise_hills->perlinMap2D(node_min.X, node_min.Z);
|
||
|
noise_ridge_mnt->perlinMap2D(node_min.X, node_min.Z);
|
||
|
noise_step_mnt->perlinMap2D(node_min.X, node_min.Z);
|
||
|
noise_mnt_var->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||
|
|
||
|
//// Place nodes
|
||
|
for (s16 z = node_min.Z; z <= node_max.Z; z++) {
|
||
|
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
||
|
u32 vi = vm->m_area.index(node_min.X, y, z);
|
||
|
for (s16 x = node_min.X; x <= node_max.X;
|
||
|
x++, vi++, index2d++, index3d++) {
|
||
|
if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
|
||
|
continue;
|
||
|
|
||
|
// Base terrain
|
||
|
float ground = noise_base->result[index2d];
|
||
|
|
||
|
// Gradient & shallow seabed
|
||
|
s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 : 1 - y;
|
||
|
|
||
|
// Hill/Mountain height (hilliness)
|
||
|
float height1 = noise_height1->result[index2d];
|
||
|
float height2 = noise_height2->result[index2d];
|
||
|
float height3 = noise_height3->result[index2d];
|
||
|
float height4 = noise_height4->result[index2d];
|
||
|
float mnt_var = noise_mnt_var->result[index3d];
|
||
|
// Combine height noises and apply 3D variation
|
||
|
float hill1 = getLerp(height1, height2, mnt_var);
|
||
|
float hill2 = getLerp(height3, height4, mnt_var);
|
||
|
float hill3 = getLerp(height3, height2, mnt_var);
|
||
|
float hill4 = getLerp(height1, height4, mnt_var);
|
||
|
// 'hilliness' determines whether hills/mountains are
|
||
|
// small or large
|
||
|
float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
|
||
|
|
||
|
// Rolling hills
|
||
|
float hter = noise_hills_terrain->result[index2d];
|
||
|
float n_hills = noise_hills->result[index2d];
|
||
|
float hill_mnt = hilliness * pow(n_hills, 2.f);
|
||
|
float hills = pow(fabs(hter), 3.f) * hill_mnt;
|
||
|
|
||
|
// Ridged mountains
|
||
|
float rter = noise_ridge_terrain->result[index2d];
|
||
|
float n_ridge_mnt = noise_ridge_mnt->result[index2d];
|
||
|
float ridge_mnt = hilliness * (1.f - fabs(n_ridge_mnt));
|
||
|
float ridged_mountains = pow(fabs(rter), 3.f) * ridge_mnt;
|
||
|
|
||
|
// Step (terraced) mountains
|
||
|
float ster = noise_step_terrain->result[index2d];
|
||
|
float n_step_mnt = noise_step_mnt->result[index2d];
|
||
|
float step_mnt = hilliness * getSteps(n_step_mnt, fabs(mnt_var));
|
||
|
float step_mountains = pow(fabs(ster), 3.f) * step_mnt;
|
||
|
|
||
|
// Final terrain level
|
||
|
float mountains = hills + ridged_mountains + step_mountains;
|
||
|
float surface_level = ground + mountains + grad;
|
||
|
|
||
|
if (y < surface_level) {
|
||
|
vm->m_data[vi] = mn_stone; // Stone
|
||
|
if (y > stone_surface_max_y)
|
||
|
stone_surface_max_y = y;
|
||
|
} else if (y <= water_level) {
|
||
|
vm->m_data[vi] = mn_water; // Sea water
|
||
|
} else {
|
||
|
vm->m_data[vi] = mn_air; // Air
|
||
|
}
|
||
|
}
|
||
|
index2d -= ystride;
|
||
|
}
|
||
|
index2d += ystride;
|
||
|
}
|
||
|
|
||
|
return stone_surface_max_y;
|
||
|
}
|