static void render_stone(v3s32 pos, unused MapNode *node, Vertex3D *vertex, unused int f, unused int v)
{
- vertex->textureCoordinates.s += smooth2d(U32(pos.x), U32(pos.z), 0, seed + SO_TEXTURE_OFFSET_S);
- vertex->textureCoordinates.t += smooth2d(U32(pos.x), U32(pos.z), 0, seed + SO_TEXTURE_OFFSET_T);
+ vertex->textureCoordinates.s += noise2d(pos.x, pos.z, 0, seed + SO_TEXTURE_OFFSET_S);
+ vertex->textureCoordinates.t += noise2d(pos.x, pos.z, 0, seed + SO_TEXTURE_OFFSET_T);
}
static void render_wood(unused v3s32 pos, unused MapNode *node, Vertex3D *vertex, int f, unused int v)
static bool is_vulcano(v2s32 pos)
{
f64 factor;
- return smooth2d(U32(pos.x), U32(pos.y), 0, seed + SO_VULCANO) > 0.0 && get_biome((v2s32) {pos.x * MAPBLOCK_SIZE, pos.y * MAPBLOCK_SIZE}, &factor) == BIOME_OCEAN && get_ocean_level(factor) == OL_DEEP_OCEAN;
+ return noise2d(pos.x, pos.y, 0, seed + SO_VULCANO) > 0.0 && get_biome((v2s32) {pos.x * MAPBLOCK_SIZE, pos.y * MAPBLOCK_SIZE}, &factor) == BIOME_OCEAN && get_ocean_level(factor) == OL_DEEP_OCEAN;
}
static bool find_near_vulcano(v2s32 pos, v2s32 *result)
static Node generate_hills(v3s32 pos, s32 diff, unused f64 humidity, unused f64 temperature, unused f64 factor, unused MapBlock *block, List *changed_blocks, unused void *row_data, unused void *block_data)
{
- if (diff == 2 && smooth2d(U32(pos.x), U32(pos.z), 0, seed + SO_BOULDER_CENTER) > 0.999) {
+ if (diff == 2 && noise2d(pos.x, pos.z, 0, seed + SO_BOULDER_CENTER) > 0.999) {
for (s8 bx = -1; bx <= 1; bx++) {
for (s8 by = -1; by <= 1; by++) {
for (s8 bz = -1; bz <= 1; bz++) {
v3s32 bpos = {pos.x + bx, pos.y + by, pos.z + bz};
- if (smooth3d(bpos.x, bpos.y, bpos.z, 0, seed + SO_BOULDER) > 0.0)
+ if (noise3d(bpos.x, bpos.y, bpos.z, 0, seed + SO_BOULDER) > 0.0)
mapgen_set_node(bpos, map_node_create(NODE_STONE), MGS_BOULDERS, changed_blocks);
}
}