3 Copyright (C) 2013-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2018 paramat
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
29 #include "content_sao.h"
31 #include "voxelalgorithms.h"
32 //#include "profiler.h" // For TimeTaker
33 #include "settings.h" // For g_settings
35 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v7.h"
43 FlagDesc flagdesc_mapgen_v7[] = {
44 {"mountains", MGV7_MOUNTAINS},
45 {"ridges", MGV7_RIDGES},
46 {"floatlands", MGV7_FLOATLANDS},
47 {"caverns", MGV7_CAVERNS},
52 ////////////////////////////////////////////////////////////////////////////////
55 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
56 : MapgenBasic(mapgenid, params, emerge)
58 spflags = params->spflags;
59 mount_zero_level = params->mount_zero_level;
60 float_mount_density = params->float_mount_density;
61 float_mount_exponent = params->float_mount_exponent;
62 floatland_level = params->floatland_level;
63 shadow_limit = params->shadow_limit;
65 cave_width = params->cave_width;
66 large_cave_depth = params->large_cave_depth;
67 lava_depth = params->lava_depth;
68 cavern_limit = params->cavern_limit;
69 cavern_taper = params->cavern_taper;
70 cavern_threshold = params->cavern_threshold;
71 dungeon_ymin = params->dungeon_ymin;
72 dungeon_ymax = params->dungeon_ymax;
74 // This is to avoid a divide-by-zero.
75 // Parameter will be saved to map_meta.txt in limited form.
76 params->float_mount_height = std::fmax(params->float_mount_height, 1.0f);
77 float_mount_height = params->float_mount_height;
81 new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
83 new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
84 noise_terrain_persist =
85 new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
87 new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
89 new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
91 if (spflags & MGV7_MOUNTAINS)
93 new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
95 if (spflags & MGV7_FLOATLANDS) {
96 noise_floatland_base =
97 new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
98 noise_float_base_height =
99 new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
102 if (spflags & MGV7_RIDGES) {
104 new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
105 // 3D noise, 1 up, 1 down overgeneration
107 new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
110 // 3D noise, 1 up, 1 down overgeneration
111 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
113 new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
115 // 3D noise, 1 down overgeneration
116 MapgenBasic::np_cave1 = params->np_cave1;
117 MapgenBasic::np_cave2 = params->np_cave2;
118 MapgenBasic::np_cavern = params->np_cavern;
122 MapgenV7::~MapgenV7()
124 delete noise_terrain_base;
125 delete noise_terrain_alt;
126 delete noise_terrain_persist;
127 delete noise_height_select;
128 delete noise_filler_depth;
130 if (spflags & MGV7_MOUNTAINS)
131 delete noise_mount_height;
133 if (spflags & MGV7_FLOATLANDS) {
134 delete noise_floatland_base;
135 delete noise_float_base_height;
138 if (spflags & MGV7_RIDGES) {
139 delete noise_ridge_uwater;
143 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
144 delete noise_mountain;
148 MapgenV7Params::MapgenV7Params():
149 np_terrain_base (4.0, 70.0, v3f(600, 600, 600), 82341, 5, 0.6, 2.0),
150 np_terrain_alt (4.0, 25.0, v3f(600, 600, 600), 5934, 5, 0.6, 2.0),
151 np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0),
152 np_height_select (-8.0, 16.0, v3f(500, 500, 500), 4213, 6, 0.7, 2.0),
153 np_filler_depth (0.0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
154 np_mount_height (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
155 np_ridge_uwater (0.0, 1.0, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
156 np_floatland_base (-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0),
157 np_float_base_height (48.0, 24.0, v3f(300, 300, 300), 907, 4, 0.7, 2.0),
158 np_mountain (-0.6, 1.0, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
159 np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
160 np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
161 np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
162 np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0)
167 void MapgenV7Params::readParams(const Settings *settings)
169 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
170 settings->getS16NoEx("mgv7_mount_zero_level", mount_zero_level);
171 settings->getFloatNoEx("mgv7_cave_width", cave_width);
172 settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth);
173 settings->getS16NoEx("mgv7_lava_depth", lava_depth);
174 settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
175 settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
176 settings->getFloatNoEx("mgv7_float_mount_exponent", float_mount_exponent);
177 settings->getS16NoEx("mgv7_floatland_level", floatland_level);
178 settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
179 settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
180 settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
181 settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
182 settings->getS16NoEx("mgv7_dungeon_ymin", dungeon_ymin);
183 settings->getS16NoEx("mgv7_dungeon_ymax", dungeon_ymax);
185 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
186 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
187 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
188 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
189 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
190 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
191 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
192 settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
193 settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
194 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
195 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
196 settings->getNoiseParams("mgv7_np_cavern", np_cavern);
197 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
198 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
202 void MapgenV7Params::writeParams(Settings *settings) const
204 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
205 settings->setS16("mgv7_mount_zero_level", mount_zero_level);
206 settings->setFloat("mgv7_cave_width", cave_width);
207 settings->setS16("mgv7_large_cave_depth", large_cave_depth);
208 settings->setS16("mgv7_lava_depth", lava_depth);
209 settings->setFloat("mgv7_float_mount_density", float_mount_density);
210 settings->setFloat("mgv7_float_mount_height", float_mount_height);
211 settings->setFloat("mgv7_float_mount_exponent", float_mount_exponent);
212 settings->setS16("mgv7_floatland_level", floatland_level);
213 settings->setS16("mgv7_shadow_limit", shadow_limit);
214 settings->setS16("mgv7_cavern_limit", cavern_limit);
215 settings->setS16("mgv7_cavern_taper", cavern_taper);
216 settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
217 settings->setS16("mgv7_dungeon_ymin", dungeon_ymin);
218 settings->setS16("mgv7_dungeon_ymax", dungeon_ymax);
220 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
221 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
222 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
223 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
224 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
225 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
226 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
227 settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
228 settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
229 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
230 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
231 settings->setNoiseParams("mgv7_np_cavern", np_cavern);
232 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
233 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
237 ////////////////////////////////////////////////////////////////////////////////
240 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
242 // If rivers are enabled, first check if in a river
243 if (spflags & MGV7_RIDGES) {
245 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
247 if (std::fabs(uwatern) <= width)
248 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
251 // Terrain noise 'offset' is the average level of that terrain.
252 // At least 50% of terrain will be below the higher of base and alt terrain
254 // Raising the maximum spawn level above 'water_level + 16' is necessary
255 // for when terrain 'offset's are set much higher than water_level.
256 s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset,
257 noise_terrain_base->np.offset),
259 // Base terrain calculation
260 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
262 // If mountains are disabled, terrain level is base terrain level.
263 // Avoids mid-air spawn where mountain terrain would have been.
264 if (!(spflags & MGV7_MOUNTAINS)) {
265 if (y < water_level || y > max_spawn_y)
266 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
268 // y + 2 because y is surface level and due to biome 'dust'
272 // Search upwards for first node without mountain terrain
274 while (iters > 0 && y <= max_spawn_y) {
275 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
276 if (y <= water_level || y > max_spawn_y)
277 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
279 // y + 1 due to biome 'dust'
286 // Unsuitable spawn point
287 return MAX_MAP_GENERATION_LIMIT;
291 void MapgenV7::makeChunk(BlockMakeData *data)
294 assert(data->vmanip);
295 assert(data->nodedef);
296 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
297 data->blockpos_requested.Y >= data->blockpos_min.Y &&
298 data->blockpos_requested.Z >= data->blockpos_min.Z);
299 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
300 data->blockpos_requested.Y <= data->blockpos_max.Y &&
301 data->blockpos_requested.Z <= data->blockpos_max.Z);
303 //TimeTaker t("makeChunk");
305 this->generating = true;
306 this->vm = data->vmanip;
307 this->ndef = data->nodedef;
309 v3s16 blockpos_min = data->blockpos_min;
310 v3s16 blockpos_max = data->blockpos_max;
311 node_min = blockpos_min * MAP_BLOCKSIZE;
312 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
313 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
314 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
316 blockseed = getBlockSeed2(full_node_min, seed);
318 // Generate base and mountain terrain
319 s16 stone_surface_max_y = generateTerrain();
322 if (spflags & MGV7_RIDGES)
323 generateRidgeTerrain();
326 updateHeightmap(node_min, node_max);
328 // Init biome generator, place biome-specific nodes, and build biomemap
329 biomegen->calcBiomeNoise(node_min);
332 // Generate tunnels, caverns and large randomwalk caves
333 if (flags & MG_CAVES) {
334 // Generate tunnels first as caverns confuse them
335 generateCavesNoiseIntersection(stone_surface_max_y);
338 bool near_cavern = false;
339 if (spflags & MGV7_CAVERNS)
340 near_cavern = generateCavernsNoise(stone_surface_max_y);
342 // Generate large randomwalk caves
344 // Disable large randomwalk caves in this mapchunk by setting
345 // 'large cave depth' to world base. Avoids excessive liquid in
346 // large caverns and floating blobs of overgenerated liquid.
347 generateCavesRandomWalk(stone_surface_max_y,
348 -MAX_MAP_GENERATION_LIMIT);
350 generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
354 if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
355 full_node_max.Y <= dungeon_ymax)
356 generateDungeons(stone_surface_max_y);
358 // Generate the registered decorations
359 if (flags & MG_DECORATIONS)
360 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
362 // Generate the registered ores
363 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
365 // Sprinkle some dust on top after everything else was generated
369 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
371 // Calculate lighting.
372 // Limit floatland shadow.
373 bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
374 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
376 if (flags & MG_LIGHT)
377 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
378 full_node_min, full_node_max, propagate_shadow);
380 this->generating = false;
382 //printf("makeChunk: %lums\n", t.stop());
386 ////////////////////////////////////////////////////////////////////////////////
389 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
391 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
392 hselect = rangelim(hselect, 0.0f, 1.0f);
394 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
396 noise_terrain_base->np.persist = persist;
397 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
399 noise_terrain_alt->np.persist = persist;
400 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
402 if (height_alt > height_base)
405 return (height_base * hselect) + (height_alt * (1.0f - hselect));
409 float MapgenV7::baseTerrainLevelFromMap(int index)
411 float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f);
412 float height_base = noise_terrain_base->result[index];
413 float height_alt = noise_terrain_alt->result[index];
415 if (height_alt > height_base)
418 return (height_base * hselect) + (height_alt * (1.0f - hselect));
422 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
425 std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
426 float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
427 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
429 return mnt_n + density_gradient >= 0.0f;
433 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
435 float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f);
436 float density_gradient = -((float)(y - mount_zero_level) / mounthn);
437 float mountn = noise_mountain->result[idx_xyz];
439 return mountn + density_gradient >= 0.0f;
443 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
445 // Make rim 2 nodes thick to match floatland base terrain
446 float density_gradient = (y >= floatland_level) ?
447 -std::pow((float)(y - floatland_level) / float_mount_height,
448 float_mount_exponent) :
449 -std::pow((float)(floatland_level - 1 - y) / float_mount_height,
450 float_mount_exponent);
452 float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
454 return floatn + density_gradient >= 0.0f;
458 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
461 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
462 s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
463 s16 base_max = MAX_MAP_GENERATION_LIMIT;
465 float n_base = noise_floatland_base->result[idx_xz];
467 float n_base_height =
468 std::fmax(noise_float_base_height->result[idx_xz], 1.0f);
469 float amp = n_base * n_base_height;
470 float ridge = n_base_height / 3.0f;
471 base_min = floatland_level - amp / 1.5f;
473 if (amp > ridge * 2.0f) {
475 base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
478 float diff = std::fabs(amp - ridge) / ridge;
479 // Smooth ridges using the 'smoothstep function'
480 float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
481 base_max = floatland_level + ridge - smooth_diff * ridge;
485 *float_base_min = base_min;
486 *float_base_max = base_max;
490 int MapgenV7::generateTerrain()
492 MapNode n_air(CONTENT_AIR);
493 MapNode n_stone(c_stone);
494 MapNode n_water(c_water_source);
496 //// Calculate noise for terrain generation
497 noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
498 float *persistmap = noise_terrain_persist->result;
500 noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
501 noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
502 noise_height_select->perlinMap2D(node_min.X, node_min.Z);
504 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
505 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
508 if (spflags & MGV7_MOUNTAINS) {
509 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
512 if (spflags & MGV7_FLOATLANDS) {
513 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
514 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
518 const v3s16 &em = vm->m_area.getExtent();
519 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
522 for (s16 z = node_min.Z; z <= node_max.Z; z++)
523 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
524 s16 surface_y = baseTerrainLevelFromMap(index2d);
525 if (surface_y > stone_surface_max_y)
526 stone_surface_max_y = surface_y;
528 // Get extent of floatland base terrain
529 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
530 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
531 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
532 if (spflags & MGV7_FLOATLANDS)
533 floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
535 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
536 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
538 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
541 VoxelArea::add_y(em, vi, 1)) {
542 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
545 if (y <= surface_y) {
546 vm->m_data[vi] = n_stone; // Base terrain
547 } else if ((spflags & MGV7_MOUNTAINS) &&
548 getMountainTerrainFromMap(index3d, index2d, y)) {
549 vm->m_data[vi] = n_stone; // Mountain terrain
550 if (y > stone_surface_max_y)
551 stone_surface_max_y = y;
552 } else if ((spflags & MGV7_FLOATLANDS) &&
553 ((y >= float_base_min && y <= float_base_max) ||
554 getFloatlandMountainFromMap(index3d, index2d, y))) {
555 vm->m_data[vi] = n_stone; // Floatland terrain
556 stone_surface_max_y = node_max.Y;
557 } else if (y <= water_level) {
558 vm->m_data[vi] = n_water; // Ground level water
559 } else if ((spflags & MGV7_FLOATLANDS) &&
560 (y >= float_base_max && y <= floatland_level)) {
561 vm->m_data[vi] = n_water; // Floatland water
563 vm->m_data[vi] = n_air;
568 return stone_surface_max_y;
572 void MapgenV7::generateRidgeTerrain()
574 if (node_max.Y < water_level - 16 ||
575 ((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
578 noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
579 noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
581 MapNode n_water(c_water_source);
582 MapNode n_air(CONTENT_AIR);
586 for (s16 z = node_min.Z; z <= node_max.Z; z++)
587 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
588 u32 vi = vm->m_area.index(node_min.X, y, z);
589 for (s16 x = node_min.X; x <= node_max.X; x++, index3d++, vi++) {
590 u32 index2d = (z - node_min.Z) * csize.X + (x - node_min.X);
591 float uwatern = noise_ridge_uwater->result[index2d] * 2.0f;
592 if (std::fabs(uwatern) > width)
595 float altitude = y - water_level;
596 float height_mod = (altitude + 17.0f) / 2.5f;
597 float width_mod = width - std::fabs(uwatern);
598 float nridge = noise_ridge->result[index3d] *
599 std::fmax(altitude, 0.0f) / 7.0f;
600 if (nridge + width_mod * height_mod < 0.6f)
603 vm->m_data[vi] = (y > water_level) ? n_air : n_water;