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Add new Mapgen V7 floatland implementation (#9296)

Floatland structure is vertically-compressed 3D noise.
Uses a lacunarity of 1.618 (the golden ratio) for high quality
noise.
Floatlands appear between user-settable Y limits, with smooth
tapering at each limit.
Simple user-settable density adjustment.
Shadow propagation is disabled in and just below floatlands, no
shadows are cast on the world surface.
Can be reconfigured to create a solid upper world layer between
the Y limits, lakes/seas can be optionally added to this.
This commit is contained in:
Paramat
2020-05-14 22:27:54 +01:00
committed by GitHub
parent d76785b4c7
commit af0f7ac4a2
3 changed files with 160 additions and 12 deletions

View File

@@ -1,7 +1,7 @@
/*
Minetest
Copyright (C) 2013-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2014-2018 paramat
Copyright (C) 2014-2020 paramat
Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
@@ -36,6 +36,12 @@ extern FlagDesc flagdesc_mapgen_v7[];
struct MapgenV7Params : public MapgenParams {
s16 mount_zero_level = 0;
s16 floatland_ymin = 1024;
s16 floatland_ymax = 4096;
s16 floatland_taper = 256;
float float_taper_exp = 2.0f;
float floatland_density = -0.6f;
s16 floatland_ywater = -31000;
float cave_width = 0.09f;
s16 large_cave_depth = -33;
@@ -59,6 +65,7 @@ struct MapgenV7Params : public MapgenParams {
NoiseParams np_ridge_uwater;
NoiseParams np_mountain;
NoiseParams np_ridge;
NoiseParams np_floatland;
NoiseParams np_cavern;
NoiseParams np_cave1;
NoiseParams np_cave2;
@@ -87,12 +94,21 @@ public:
float baseTerrainLevelFromMap(int index);
bool getMountainTerrainAtPoint(s16 x, s16 y, s16 z);
bool getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y);
bool getFloatlandTerrainFromMap(int idx_xyz, float float_offset);
int generateTerrain();
void generateRidgeTerrain();
private:
s16 mount_zero_level;
s16 floatland_ymin;
s16 floatland_ymax;
s16 floatland_taper;
float float_taper_exp;
float floatland_density;
s16 floatland_ywater;
float *float_offset_cache = nullptr;
Noise *noise_terrain_base;
Noise *noise_terrain_alt;
@@ -102,4 +118,5 @@ private:
Noise *noise_ridge_uwater;
Noise *noise_mountain;
Noise *noise_ridge;
Noise *noise_floatland;
};