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// rndmap.cpp: perlin noise landscape generation and some experimental random map stuff, currently not used


#include "cube.h"


float noise(int x, int y, int seed)
{
    int n = x+y*57;
    n = (n<<13)^n;
    return 1.0f-((n*(n*n*15731+789221)+1376312589)&0x7fffffff)/1073741824.0f;


}


float smoothednoise(int x, int y, int seed)
{
    float corners = (noise(x-1, y-1, seed)+noise(x+1, y-1, seed)+noise(x-1, y+1, seed)+noise(x+1, y+1, seed))/16;



    float sides = (noise(x-1, y, seed)+noise(x+1, y, seed)+noise(x, y-1, seed)+noise(x, y+1, seed))/8;


    float center = noise(x, y, seed)/4;
    return corners+sides+center;
}


float interpolate(float a, float b, float x)
{
    float ft = x*3.1415927f;
    float f = (1.0f-(float)cos(ft))*0.5f;
    return a*(1-f)+b*f;
}


float interpolatednoise(float x, float y, int seed)
{
    int ix = (int)x;
    float fx = x-ix;
    int iy = (int)y;
    float fy = y-iy;
    float v1 = smoothednoise(ix,   iy,   seed);
    float v2 = smoothednoise(ix+1, iy,   seed);
    float v3 = smoothednoise(ix,   iy+1, seed);
    float v4 = smoothednoise(ix+1, iy+1, seed);
    float i1 = interpolate(v1, v2, fx);
    float i2 = interpolate(v3, v4, fy);
    return interpolate(i1, i2, fy);
}


float perlinnoise_2D(float x, float y, int seedstep, float pers)
{
    float total = 0;
    int seed = 0;
    for(int i = 0; i<7; i++)
    {
        float frequency = (float)(2^i);
        float amplitude = (float)pow(pers, i);
        total += interpolatednoise(x*frequency, y*frequency, seed)*amplitude;

        seed += seedstep;
    }
    return total;
}


void perlinarea(block &b, int scale, int seed, int psize)
{
    srand(seed);
    seed = rnd(10000);

    if(!scale) scale = 10;
    for(int x = b.x; x<=b.x+b.xs; x++) for(int y = b.y; y<=b.y+b.ys; y++)
    {

        sqr *s = S(x,y);

        if(!SOLID(s) && x!=b.x+b.xs && y!=b.y+b.ys) s->type = FHF; 

        s->vdelta = (int)(perlinnoise_2D(x/((float)scale)+seed, y/((float)scale)+seed, 1000, 0.01f)*50+25);




        if(s->vdelta>128) s->vdelta = 0;
    };
};


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// rndmap.cpp: perlin noise landscape generation and some experimental random
// map stuff, currently not used

#include "cube.h"

float
noise(int x, int y, int seed)
{
	int n = x + y * 57;
	n = (n << 13) ^ n;
	return 1.0f -
	       ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) /
	           1073741824.0f;
}

float
smoothednoise(int x, int y, int seed)
{
	float corners =
	    (noise(x - 1, y - 1, seed) + noise(x + 1, y - 1, seed) +
	        noise(x - 1, y + 1, seed) + noise(x + 1, y + 1, seed)) /
	    16;
	float sides = (noise(x - 1, y, seed) + noise(x + 1, y, seed) +
	                  noise(x, y - 1, seed) + noise(x, y + 1, seed)) /
	              8;
	float center = noise(x, y, seed) / 4;
	return corners + sides + center;
}

float
interpolate(float a, float b, float x)
{
	float ft = x * 3.1415927f;
	float f = (1.0f - (float)cos(ft)) * 0.5f;
	return a * (1 - f) + b * f;
}

float
interpolatednoise(float x, float y, int seed)
{
	int ix = (int)x;
	float fx = x - ix;
	int iy = (int)y;
	float fy = y - iy;
	float v1 = smoothednoise(ix, iy, seed);
	float v2 = smoothednoise(ix + 1, iy, seed);
	float v3 = smoothednoise(ix, iy + 1, seed);
	float v4 = smoothednoise(ix + 1, iy + 1, seed);
	float i1 = interpolate(v1, v2, fx);
	float i2 = interpolate(v3, v4, fy);
	return interpolate(i1, i2, fy);
}

float
perlinnoise_2D(float x, float y, int seedstep, float pers)
{
	float total = 0;
	int seed = 0;
	for (int i = 0; i < 7; i++) {

		float frequency = (float)(2 ^ i);
		float amplitude = (float)pow(pers, i);
		total += interpolatednoise(x * frequency, y * frequency, seed) *
		         amplitude;
		seed += seedstep;
	}
	return total;
}

void
perlinarea(block &b, int scale, int seed, int psize)
{
	srand(seed);
	seed = rnd(10000);
	if (!scale)
		scale = 10;
	for (int x = b.x; x <= b.x + b.xs; x++)

		for (int y = b.y; y <= b.y + b.ys; y++) {
			sqr *s = S(x, y);
			if (!SOLID(s) && x != b.x + b.xs && y != b.y + b.ys)
				s->type = FHF;
			s->vdelta =
			    (int)(perlinnoise_2D(x / ((float)scale) + seed,
			              y / ((float)scale) + seed, 1000, 0.01f) *
			              50 +
			          25);
			if (s->vdelta > 128)
				s->vdelta = 0;
		};
};