add basic heightmaps generator optimization
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+27
-12
@@ -7,34 +7,49 @@ layers = {
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{block="base:bazalt", height=1},
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}
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function generate_heightmap(x, y, w, h, seed)
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local function _generate_heightmap(x, y, w, h, seed, s)
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local umap = Heightmap(w, h)
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local vmap = Heightmap(w, h)
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umap.noiseSeed = seed
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vmap.noiseSeed = seed
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umap:noise({x+521, y+73}, 0.05, 1, 20.8)
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umap:noise({x+51, y+75}, 0.05, 1, 21.8)
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vmap:noise({x+521, y+70}, 0.1, 3, 35.8)
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vmap:noise({x+95, y+246}, 0.15, 3, 35.8)
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vmap:noise({x+521, y+70}, 0.1*s, 3, 25.8)
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vmap:noise({x+95, y+246}, 0.15*s, 3, 25.8)
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local map = Heightmap(w, h)
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map.noiseSeed = seed
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map:noise({x, y}, 0.02, 7, 0.2)
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map:noise({x, y}, 0.06, 8, 0.4, umap, vmap)
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map:noise({x, y}, 0.8*s, 4, 0.04)
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map:cellnoise({x, y}, 0.1*s, 3, 0.7, umap, vmap)
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map:mul(0.5)
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map:add(0.1)
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map:pow(2.0)
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map:add(0.3)
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local rivermap = Heightmap(w, h)
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rivermap.noiseSeed = seed
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rivermap:noise({x+21, y+12}, 0.1, 4)
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rivermap:noise({x+21, y+12}, 0.1*s, 4)
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rivermap:abs()
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rivermap:mul(2.0)
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rivermap:pow(0.4)
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rivermap:pow(0.3)
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rivermap:max(0.6)
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map:add(0.4)
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map:mul(rivermap)
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map:add(-0.2)
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map:add(-0.15)
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return map
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end
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function generate_heightmap(x, y, w, h, seed)
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-- blocks per dot
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-- 8 - linear interpolation is visible, but not so much (Minecraft)
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-- 4 - high quality, but slower
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-- 2 - you really don't need it
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-- 1 - please have mercy on your CPU
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local bpd = 8
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local map = _generate_heightmap(
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math.floor(x/bpd), math.floor(y/bpd),
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math.floor(w/bpd)+1, math.floor(h/bpd)+1, seed, bpd)
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map:resize(w+bpd, h+bpd, 'linear')
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map:crop(0, 0, w, h)
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return map
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end
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local map = generate_heightmap(0, 0, 1024, 1024, 0)
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map:dump("heightmap.png")
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