new cavegen is finally doing something

This commit is contained in:
minjaesong
2019-08-25 14:14:25 +09:00
parent 12498184f5
commit e449d34e3a

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@@ -10,10 +10,7 @@ import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.glutils.ShaderProgram
import com.sudoplay.joise.Joise
import com.sudoplay.joise.module.ModuleAutoCorrect
import com.sudoplay.joise.module.ModuleBasisFunction
import com.sudoplay.joise.module.ModuleFractal
import com.sudoplay.joise.module.ModuleScaleDomain
import com.sudoplay.joise.module.*
import net.torvald.random.HQRNG
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.inUse
@@ -37,6 +34,9 @@ class WorldgenNoiseSandbox : ApplicationAdapter() {
private lateinit var joise: Joise
private val RNG = HQRNG()
private val seed = 10000L //RNG.nextLong()
override fun create() {
batch = SpriteBatch()
camera = OrthographicCamera(WIDTH.toFloat(), HEIGHT.toFloat())
@@ -63,61 +63,25 @@ class WorldgenNoiseSandbox : ApplicationAdapter() {
}
}
private val RNG = HQRNG()
private var seed = RNG.nextLong()
private val NOISE_MAKER = AccidentalCave
private fun generateNoise(): Joise {
//val biome = ModuleBasisFunction()
//biome.setType(ModuleBasisFunction.BasisType.SIMPLEX)
// simplex AND fractal for more noisy edges, mmmm..!
val fractal = ModuleFractal()
fractal.setType(ModuleFractal.FractalType.MULTI)
fractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.SIMPLEX)
fractal.setNumOctaves(4)
fractal.setFrequency(1.0)
val autocorrect = ModuleAutoCorrect()
autocorrect.setSource(fractal)
autocorrect.setRange(0.0, 1.0)
val scale = ModuleScaleDomain()
scale.setSource(autocorrect)
scale.setScaleX(0.3)
scale.setScaleY(0.3)
scale.setScaleZ(0.3)
val last = scale
return Joise(last)
return NOISE_MAKER.generate(seed)
}
// with this method, only TWO distinct (not bland) biomes are possible. CLUT order is important here.
private val biomeColors = intArrayOf(
//0x2288ccff.toInt(), // ísland
0x229944ff.toInt(), // woodlands
0x77bb77ff.toInt(), // shrubland
0x88bb66ff.toInt(), // plains
0x888888ff.toInt() // rockyland
)
private fun renderNoise() {
// render noisemap to pixmap
for (y in 0 until HEIGHT) {
for (x in 0 until WIDTH) {
val sampleDensity = 48.0 / 2 // 48.0: magic number from old code
val sampleDensity = NOISE_MAKER.sampleDensity
val sampleTheta = (x.toDouble() / WIDTH) * TWO_PI
val sampleOffset = (WIDTH / sampleDensity) / 8.0
val sampleX = sin(sampleTheta) * sampleOffset + sampleOffset // plus sampleOffset to make only
val sampleZ = cos(sampleTheta) * sampleOffset + sampleOffset // positive points are to be sampled
val sampleY = y / sampleDensity
val noise: Float = joise.get(sampleX, sampleY, sampleZ).toFloat()
val noise = joise.get(sampleX, sampleY, sampleZ)
val control = noise.times(biomeColors.size).minus(0.00001f).toInt().fmod(biomeColors.size)
testTex.setColor(biomeColors[control])
//testTex.setColor(RNG.nextFloat(), RNG.nextFloat(), RNG.nextFloat(), 1f)
testTex.drawPixel(x, y)
NOISE_MAKER.draw(x, y, noise, testTex)
}
}
}
@@ -136,4 +100,290 @@ fun main(args: Array<String>) {
appConfig.forceExit = false
LwjglApplication(WorldgenNoiseSandbox(), appConfig)
}
interface NoiseMaker {
fun draw(x: Int, y: Int, noiseValue: Double, outTex: Pixmap)
fun generate(seed: Long): Joise
val sampleDensity: Double // bigger: larger features. IT IS RECOMMENDED TO SET THIS VALUE SAME AS THE CANVAS SIZE
// so that the whole world can have noise coord of 0.0 to 1.0 on Y-axis
// attempting to adjust the feature size with this is a dirty hack and may not be
// supported by the world generator.
}
object BiomeMaker : NoiseMaker {
override val sampleDensity = HEIGHT.toDouble() // 24: magic number from old code
override fun draw(x: Int, y: Int, noiseValue: Double, outTex: Pixmap) {
val colPal = biomeColors
val control = noiseValue.times(colPal.size).minus(0.00001f).toInt().fmod(colPal.size)
outTex.setColor(colPal[control])
//testTex.setColor(RNG.nextFloat(), RNG.nextFloat(), RNG.nextFloat(), 1f)
outTex.drawPixel(x, y)
}
override fun generate(seed: Long): Joise {
//val biome = ModuleBasisFunction()
//biome.setType(ModuleBasisFunction.BasisType.SIMPLEX)
// simplex AND fractal for more noisy edges, mmmm..!
val fractal = ModuleFractal()
fractal.setType(ModuleFractal.FractalType.MULTI)
fractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.SIMPLEX)
fractal.setNumOctaves(4)
fractal.setFrequency(1.0)
fractal.seed = seed shake 0x7E22A
val autocorrect = ModuleAutoCorrect()
autocorrect.setSource(fractal)
autocorrect.setRange(0.0, 1.0)
val scale = ModuleScaleDomain()
scale.setSource(autocorrect)
scale.setScaleX(0.3)
scale.setScaleY(0.3)
scale.setScaleZ(0.3)
val last = scale
return Joise(last)
}
// with this method, only TWO distinct (not bland) biomes are possible. CLUT order is important here.
val biomeColors = intArrayOf(
//0x2288ccff.toInt(), // ísland
0x229944ff.toInt(), // woodlands
0x77bb77ff.toInt(), // shrubland
0x88bb66ff.toInt(), // plains
0x888888ff.toInt() // rockyland
)
}
// http://accidentalnoise.sourceforge.net/minecraftworlds.html
object AccidentalCave : NoiseMaker {
override val sampleDensity = HEIGHT / 2.0
override fun draw(x: Int, y: Int, noiseValue: Double, outTex: Pixmap) {
val c = noiseValue.toFloat()
if (c > 1f)
outTex.setColor(0f, c, c, 1f)
else if (c >= 0f)
outTex.setColor(c, c, c, 1f)
else
outTex.setColor(-c, 0f, 0f, 1f)
outTex.drawPixel(x, y)
}
override fun generate(seed: Long): Joise {
val lowlandMagic: Long = 0x41A21A114DBE56 // Maria Lindberg
val highlandMagic: Long = 0x0114E091 // Olive Oyl
val mountainMagic: Long = 0x115AA4DE2504 // Lisa Anderson
val selectionMagic: Long = 0x41E10D9B100 // Melody Blue
val caveMagic: Long = 0x00215741CDF // Urist McDF
val cavePerturbMagic: Long = 0xA2410C // Armok
val groundGradient = ModuleGradient()
groundGradient.setGradient(0.0, 0.0, 0.0, 1.0)
/* lowlands */
val lowlandShapeFractal = ModuleFractal()
lowlandShapeFractal.setType(ModuleFractal.FractalType.BILLOW)
lowlandShapeFractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
lowlandShapeFractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
lowlandShapeFractal.setNumOctaves(2)
lowlandShapeFractal.setFrequency(0.25)
lowlandShapeFractal.seed = seed shake lowlandMagic
val lowlandAutoCorrect = ModuleAutoCorrect()
lowlandAutoCorrect.setSource(lowlandShapeFractal)
lowlandAutoCorrect.setLow(0.0)
lowlandAutoCorrect.setHigh(1.0)
val lowlandScale = ModuleScaleOffset()
lowlandScale.setScale(0.125)
lowlandScale.setOffset(-0.45)
val lowlandYScale = ModuleScaleDomain()
lowlandYScale.setSource(lowlandScale)
lowlandYScale.setScaleY(0.0)
val lowlandTerrain = ModuleTranslateDomain()
lowlandTerrain.setSource(groundGradient)
lowlandTerrain.setAxisYSource(lowlandYScale)
/* highlands */
val highlandShapeFractal = ModuleFractal()
highlandShapeFractal.setType(ModuleFractal.FractalType.FBM)
highlandShapeFractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
highlandShapeFractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
highlandShapeFractal.setNumOctaves(4)
highlandShapeFractal.setFrequency(2.0)
highlandShapeFractal.seed = seed shake highlandMagic
val highlandAutocorrect = ModuleAutoCorrect()
highlandAutocorrect.setSource(highlandShapeFractal)
highlandAutocorrect.setLow(-1.0)
highlandAutocorrect.setHigh(1.0)
val highlandScale = ModuleScaleOffset()
highlandScale.setSource(highlandAutocorrect)
highlandScale.setScale(0.25)
highlandScale.setOffset(0.0)
val highlandYScale = ModuleScaleDomain()
highlandYScale.setSource(highlandScale)
highlandYScale.setScaleY(0.0)
val highlandTerrain = ModuleTranslateDomain()
highlandTerrain.setSource(groundGradient)
highlandTerrain.setAxisYSource(highlandYScale)
/* mountains */
val mountainShapeFractal = ModuleFractal()
mountainShapeFractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
mountainShapeFractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
mountainShapeFractal.setNumOctaves(8)
mountainShapeFractal.setFrequency(1.0)
mountainShapeFractal.seed = seed shake mountainMagic
val mountainAutocorrect = ModuleAutoCorrect()
mountainAutocorrect.setSource(mountainShapeFractal)
mountainAutocorrect.setLow(-1.0)
mountainAutocorrect.setHigh(1.0)
val mountainScale = ModuleScaleOffset()
mountainScale.setSource(mountainAutocorrect)
mountainScale.setScale(0.45)
mountainScale.setOffset(0.15)
val mountainYScale = ModuleScaleDomain()
mountainYScale.setSource(mountainScale)
mountainYScale.setScaleY(0.25)
val mountainTerrain = ModuleTranslateDomain()
mountainTerrain.setSource(groundGradient)
mountainTerrain.setAxisYSource(mountainYScale)
/* selection */
val terrainTypeFractal = ModuleFractal()
terrainTypeFractal.setType(ModuleFractal.FractalType.FBM)
terrainTypeFractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
terrainTypeFractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
terrainTypeFractal.setNumOctaves(3)
terrainTypeFractal.setFrequency(0.125)
terrainTypeFractal.seed = seed shake selectionMagic
val terrainAutocorrect = ModuleAutoCorrect()
terrainAutocorrect.setSource(terrainTypeFractal)
terrainAutocorrect.setLow(0.0)
terrainAutocorrect.setHigh(1.0)
val terrainTypeYScale = ModuleScaleDomain()
terrainTypeYScale.setSource(terrainAutocorrect)
terrainTypeYScale.setScaleY(0.0)
val terrainTypeCache = ModuleCache()
terrainTypeCache.setSource(terrainTypeYScale)
val highlandMountainSelect = ModuleSelect()
highlandMountainSelect.setLowSource(highlandTerrain)
highlandMountainSelect.setHighSource(mountainTerrain)
highlandMountainSelect.setControlSource(terrainTypeCache)
highlandMountainSelect.setThreshold(0.55)
highlandMountainSelect.setFalloff(0.2)
val highlandLowlandSelect = ModuleSelect()
highlandLowlandSelect.setLowSource(lowlandTerrain)
highlandLowlandSelect.setHighSource(highlandMountainSelect)
highlandLowlandSelect.setControlSource(terrainTypeCache)
highlandLowlandSelect.setThreshold(0.25)
highlandLowlandSelect.setFalloff(0.15)
val highlandLowlandSelectCache = ModuleCache()
highlandLowlandSelectCache.setSource(highlandLowlandSelect)
val groundSelect = ModuleSelect()
groundSelect.setLowSource(0.0)
groundSelect.setHighSource(1.0)
groundSelect.setThreshold(0.5)
groundSelect.setControlSource(highlandLowlandSelectCache)
/* caves */
// FIXME cave gradient is too steep? the terrain itself is good
val caveShape = ModuleFractal()
caveShape.setType(ModuleFractal.FractalType.RIDGEMULTI)
caveShape.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
caveShape.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
caveShape.setNumOctaves(1)
//caveShape.setFrequency(4.0)
caveShape.setFrequency(8.0)
caveShape.seed = seed shake caveMagic
val caveAttenuateBias = ModuleBias()
caveAttenuateBias.setSource(highlandLowlandSelectCache)
caveAttenuateBias.setBias(0.8) // adjust this to adjust the "concentration" of the cave gen?
val caveShapeAttenuate = ModuleCombiner()
caveShapeAttenuate.setType(ModuleCombiner.CombinerType.MULT)
caveShapeAttenuate.setSource(0, caveShape)
caveShapeAttenuate.setSource(1, caveAttenuateBias)
val cavePerturbFractal = ModuleFractal()
cavePerturbFractal.setType(ModuleFractal.FractalType.FBM)
cavePerturbFractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
cavePerturbFractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
cavePerturbFractal.setNumOctaves(6)
//cavePerturbFractal.setFrequency(3.0)
cavePerturbFractal.setFrequency(3.0)
cavePerturbFractal.seed = seed shake cavePerturbMagic
val cavePerturbScale = ModuleScaleOffset()
cavePerturbScale.setSource(cavePerturbFractal)
cavePerturbScale.setScale(0.45)
cavePerturbScale.setOffset(0.0)
val cavePerturb = ModuleTranslateDomain()
cavePerturb.setSource(caveShapeAttenuate)
cavePerturb.setAxisXSource(cavePerturbScale)
val caveSelect = ModuleSelect()
caveSelect.setLowSource(1.0)
caveSelect.setHighSource(0.0)
caveSelect.setControlSource(cavePerturb)
caveSelect.setThreshold(1.0) // it does make sense, trust me
caveSelect.setFalloff(0.0)
// note: gradient-multiply DOESN'T generate "naturally cramped" cave entrance
val groundCaveMult = ModuleCombiner()
groundCaveMult.setType(ModuleCombiner.CombinerType.MULT)
groundCaveMult.setSource(0, caveSelect)
groundCaveMult.setSource(1, groundSelect)
return Joise(groundCaveMult)
}
}
infix fun Long.shake(other: Long): Long {
var s0 = this
var s1 = other
s1 = s1 xor s0
s0 = s0 shl 55 or s0.ushr(9) xor s1 xor (s1 shl 14)
s1 = s1 shl 36 or s1.ushr(28)
return s0 + s1
}