made it to work with my windows compiler

This commit is contained in:
Perttu Ahola 2011-02-08 10:11:26 +02:00
parent dd9e82f5bc
commit 15f27a1937
3 changed files with 24 additions and 6 deletions

@ -364,6 +364,7 @@ Doing now (most important at the top):
#include "config.h" #include "config.h"
#include "guiMainMenu.h" #include "guiMainMenu.h"
#include "mineral.h" #include "mineral.h"
#include "noise.h"
IrrlichtWrapper *g_irrlicht; IrrlichtWrapper *g_irrlicht;
@ -1545,12 +1546,20 @@ int main(int argc, char *argv[])
/* /*
Run unit tests Run unit tests
*/ */
if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false) if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
|| cmd_args.getFlag("enable-unittests") == true) || cmd_args.getFlag("enable-unittests") == true)
{ {
run_tests(); run_tests();
} }
/*for(s16 y=-100; y<100; y++)
for(s16 x=-100; x<100; x++)
{
std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
}
return 0;*/
/* /*
Some parameters Some parameters
*/ */

@ -2009,9 +2009,10 @@ double tree_amount_2d(u64 seed, v2s16 p)
double base_rock_level_2d(u64 seed, v2s16 p) double base_rock_level_2d(u64 seed, v2s16 p)
{ {
// The base ground level // The base ground level
double base = WATER_LEVEL - 4.0 + 25. * noise2d_perlin( double base = (double)WATER_LEVEL - 4.0 + 25. * noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250., 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
(seed>>32)+654879876, 6, 0.6); (seed>>32)+654879876, 6, 0.6);
/*// A bit hillier one /*// A bit hillier one
double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin( double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250., 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
@ -2020,7 +2021,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
base = base2;*/ base = base2;*/
#if 1 #if 1
// Higher ground level // Higher ground level
double higher = WATER_LEVEL + 13. + 50. * noise2d_perlin( double higher = (double)WATER_LEVEL + 13. + 50. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500., 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed+85039, 6, 0.69); seed+85039, 6, 0.69);
//higher = 30; // For debugging //higher = 30; // For debugging
@ -2046,7 +2047,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
/*double a = 0.5 + b * (a_off + noise2d_perlin( /*double a = 0.5 + b * (a_off + noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500., 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed-359, 6, 0.7));*/ seed-359, 6, 0.7));*/
double a = 0.5 + b * (a_off + noise2d_perlin( double a = (double)0.5 + b * (a_off + noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250., 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed-359, 5, 0.60)); seed-359, 5, 0.60));
// Limit // Limit

@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <math.h> #include <math.h>
#include "noise.h" #include "noise.h"
#include <iostream>
#define NOISE_MAGIC_X 1619 #define NOISE_MAGIC_X 1619
#define NOISE_MAGIC_Y 31337 #define NOISE_MAGIC_Y 31337
@ -62,16 +63,23 @@ double noise2d_gradient(double x, double y, int seed)
{ {
int x0 = (x > 0.0 ? (int)x : (int)x - 1); int x0 = (x > 0.0 ? (int)x : (int)x - 1);
int y0 = (y > 0.0 ? (int)y : (int)y - 1); int y0 = (y > 0.0 ? (int)y : (int)y - 1);
double xl = x-x0; double xl = x - (double)x0;
double yl = y-y0; double yl = y - (double)y0;
int n00 = (int)((noise2d(x0, y0, seed)+1)*8); int n00 = (int)((noise2d(x0, y0, seed)+1)*8);
int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8); int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8);
int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8); int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8);
int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8); int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8);
/* In this format, these fail to work on MSVC8 if n00 < 4
double s = dotProduct(cos_lookup[n00], cos_lookup[(n00-4)%16], xl, yl); double s = dotProduct(cos_lookup[n00], cos_lookup[(n00-4)%16], xl, yl);
double u = dotProduct(-cos_lookup[n10], cos_lookup[(n10-4)%16], 1.-xl, yl); double u = dotProduct(-cos_lookup[n10], cos_lookup[(n10-4)%16], 1.-xl, yl);
double v = dotProduct(cos_lookup[n01], -cos_lookup[(n01-4)%16], xl, 1.-yl); double v = dotProduct(cos_lookup[n01], -cos_lookup[(n01-4)%16], xl, 1.-yl);
double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11-4)%16], 1.-xl, 1.-yl); double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11-4)%16], 1.-xl, 1.-yl);*/
double s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl);
double u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl);
double v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl);
double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl);
/*std::cout<<"x="<<x<<" y="<<y<<" x0="<<x0<<" y0="<<y0<<" xl="<<xl<<" yl="<<yl<<" n00="<<n00<<" n10="<<n01<<" s="<<s<<std::endl;
std::cout<<"cos_lookup[n00]="<<(cos_lookup[n00])<<" cos_lookup[(n00-4)%16]="<<(cos_lookup[(n00-4)%16])<<std::endl;*/
return biLinearInterpolation(s,u,v,w,xl,yl); return biLinearInterpolation(s,u,v,w,xl,yl);
} }