diff options
Diffstat (limited to '')
-rw-r--r-- | source/Generating/DistortedHeightmap.cpp | 838 |
1 files changed, 419 insertions, 419 deletions
diff --git a/source/Generating/DistortedHeightmap.cpp b/source/Generating/DistortedHeightmap.cpp index 5efc27895..6ac4d61d5 100644 --- a/source/Generating/DistortedHeightmap.cpp +++ b/source/Generating/DistortedHeightmap.cpp @@ -1,419 +1,419 @@ -
-// DistortedHeightmap.cpp
-
-// Implements the cDistortedHeightmap class representing the height and composition generator capable of overhangs
-
-#include "Globals.h"
-
-#include "DistortedHeightmap.h"
-#include "../OSSupport/File.h"
-#include "../../iniFile/iniFile.h"
-#include "../LinearUpscale.h"
-
-
-
-
-
-/** This table assigns a relative maximum overhang size in each direction to biomes.
-Both numbers indicate a number which will multiply the noise value for each coord;
-this means that you can have different-sized overhangs in each direction.
-Usually you'd want to keep both numbers the same.
-The numbers are "relative", not absolute maximum; overhangs of a slightly larger size are possible
-due to the way that noise is calculated.
-*/
-const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[biNumBiomes] =
-{
- /* Biome | AmpX | AmpZ */
- /* biOcean */ { 1.5f, 1.5f},
- /* biPlains */ { 0.5f, 0.5f},
- /* biDesert */ { 0.5f, 0.5f},
- /* biExtremeHills */ {16.0f, 16.0f},
- /* biForest */ { 3.0f, 3.0f},
- /* biTaiga */ { 1.5f, 1.5f},
-
- /* biSwampland */ { 0.0f, 0.0f},
- /* biRiver */ { 0.0f, 0.0f},
- /* biNether */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing
- /* biSky */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing
- /* biFrozenOcean */ { 0.0f, 0.0f},
- /* biFrozenRiver */ { 0.0f, 0.0f},
- /* biIcePlains */ { 0.0f, 0.0f},
- /* biIceMountains */ { 8.0f, 8.0f},
- /* biMushroomIsland */ { 4.0f, 4.0f},
- /* biMushroomShore */ { 0.0f, 0.0f},
- /* biBeach */ { 0.0f, 0.0f},
- /* biDesertHills */ { 5.0f, 5.0f},
- /* biForestHills */ { 6.0f, 6.0f},
- /* biTaigaHills */ { 8.0f, 8.0f},
- /* biExtremeHillsEdge */ { 7.0f, 7.0f},
- /* biJungle */ { 0.0f, 0.0f},
- /* biJungleHills */ { 8.0f, 8.0f},
-} ;
-
-
-
-
-
-cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGen & a_BiomeGen) :
- m_NoiseDistortX(a_Seed + 1000),
- m_NoiseDistortZ(a_Seed + 2000),
- m_OceanFloorSelect(a_Seed + 3000),
- m_BiomeGen(a_BiomeGen),
- m_UnderlyingHeiGen(a_Seed, a_BiomeGen),
- m_HeightGen(&m_UnderlyingHeiGen, 64)
-{
- m_NoiseDistortX.AddOctave((NOISE_DATATYPE)1, (NOISE_DATATYPE)0.5);
- m_NoiseDistortX.AddOctave((NOISE_DATATYPE)0.5, (NOISE_DATATYPE)1);
- m_NoiseDistortX.AddOctave((NOISE_DATATYPE)0.25, (NOISE_DATATYPE)2);
-
- m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)1, (NOISE_DATATYPE)0.5);
- m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.5, (NOISE_DATATYPE)1);
- m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.25, (NOISE_DATATYPE)2);
-}
-
-
-
-
-
-void cDistortedHeightmap::Initialize(cIniFile & a_IniFile)
-{
- // Read the params from the INI file:
- m_SeaLevel = a_IniFile.GetValueSetI("Generator", "DistortedHeightmapSeaLevel", 62);
- m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyX", 10);
- m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyY", 10);
- m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyZ", 10);
-}
-
-
-
-
-
-void cDistortedHeightmap::PrepareState(int a_ChunkX, int a_ChunkZ)
-{
- if ((m_CurChunkX == a_ChunkX) && (m_CurChunkZ == a_ChunkZ))
- {
- return;
- }
- m_CurChunkX = a_ChunkX;
- m_CurChunkZ = a_ChunkZ;
-
-
- m_HeightGen.GenHeightMap(a_ChunkX, a_ChunkZ, m_CurChunkHeights);
- UpdateDistortAmps();
- GenerateHeightArray();
-}
-
-
-
-
-
-void cDistortedHeightmap::GenerateHeightArray(void)
-{
- // Generate distortion noise:
- NOISE_DATATYPE DistortNoiseX[DIM_X * DIM_Y * DIM_Z];
- NOISE_DATATYPE DistortNoiseZ[DIM_X * DIM_Y * DIM_Z];
- NOISE_DATATYPE Workspace[DIM_X * DIM_Y * DIM_Z];
- NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width)) / m_FrequencyX;
- NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((m_CurChunkX + 1) * cChunkDef::Width - 1)) / m_FrequencyX;
- NOISE_DATATYPE StartY = 0;
- NOISE_DATATYPE EndY = ((NOISE_DATATYPE)(257)) / m_FrequencyY;
- NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width)) / m_FrequencyZ;
- NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((m_CurChunkZ + 1) * cChunkDef::Width - 1)) / m_FrequencyZ;
-
- m_NoiseDistortX.Generate3D(DistortNoiseX, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, Workspace);
- m_NoiseDistortZ.Generate3D(DistortNoiseZ, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, Workspace);
-
- // The distorted heightmap, before linear upscaling
- NOISE_DATATYPE DistHei[DIM_X * DIM_Y * DIM_Z];
-
- // Distort the heightmap using the distortion:
- for (int z = 0; z < DIM_Z; z++)
- {
- int AmpIdx = z * DIM_X;
- for (int y = 0; y < DIM_Y; y++)
- {
- int NoiseArrayIdx = z * DIM_X * DIM_Y + y * DIM_X;
- for (int x = 0; x < DIM_X; x++)
- {
- NOISE_DATATYPE DistX = DistortNoiseX[NoiseArrayIdx + x] * m_DistortAmpX[AmpIdx + x];
- NOISE_DATATYPE DistZ = DistortNoiseZ[NoiseArrayIdx + x] * m_DistortAmpZ[AmpIdx + x];
- DistX += (NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x * INTERPOL_X);
- DistZ += (NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z * INTERPOL_Z);
- // Adding 0.5 helps alleviate the interpolation artifacts
- DistHei[NoiseArrayIdx + x] = (NOISE_DATATYPE)GetHeightmapAt(DistX, DistZ) + (NOISE_DATATYPE)0.5;
- }
- }
- }
-
- // Upscale the distorted heightmap into full dimensions:
- LinearUpscale3DArray(
- DistHei, DIM_X, DIM_Y, DIM_Z,
- m_DistortedHeightmap, INTERPOL_X, INTERPOL_Y, INTERPOL_Z
- );
-
- // DEBUG: Debug3DNoise(m_DistortedHeightmap, 17, 257, 17, Printf("DistortedHeightmap_%d_%d", m_CurChunkX, m_CurChunkZ));
-}
-
-
-
-
-
-void cDistortedHeightmap::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
-{
- PrepareState(a_ChunkX, a_ChunkZ);
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- int NoiseArrayIdx = x + 17 * 257 * z;
- cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel - 1);
- for (int y = cChunkDef::Height - 1; y > m_SeaLevel - 1; y--)
- {
- int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y];
- if (y < HeightMapHeight)
- {
- cChunkDef::SetHeight(a_HeightMap, x, z, y);
- break;
- }
- } // for y
- } // for x
- } // for z
-}
-
-
-
-
-
-void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc)
-{
- // Frequencies for the ocean floor selecting noise:
- NOISE_DATATYPE FrequencyX = 3;
- NOISE_DATATYPE FrequencyZ = 3;
-
- // Prepare the internal state for generating this chunk:
- PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
-
- // Compose:
- a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- int NoiseArrayIdx = x + 17 * 257 * z;
- int LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
- bool HasHadWater = false;
- for (int y = LastAir - 1; y > 0; y--)
- {
- int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y];
-
- if (y >= HeightMapHeight)
- {
- // "air" part
- LastAir = y;
- if (y < m_SeaLevel)
- {
- a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
- HasHadWater = true;
- }
- continue;
- }
- // "ground" part:
- if (y < LastAir - 4)
- {
- a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE);
- continue;
- }
- if (HasHadWater)
- {
- // Decide between clay, sand and dirt
- NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x)) / FrequencyX;
- NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z)) / FrequencyZ;
- NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
- if (Val < -0.95)
- {
- // Clay:
- switch (LastAir - y)
- {
- case 0:
- case 1:
- {
- a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_CLAY);
- break;
- }
- case 2:
- case 3:
- {
- a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND);
- break;
- }
- case 4:
- {
- a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SANDSTONE);
- break;
- }
- } // switch (floor depth)
- }
- else if (Val < 0)
- {
- a_ChunkDesc.SetBlockType(x, y, z, (y < LastAir - 3) ? E_BLOCK_SANDSTONE : E_BLOCK_SAND);
- }
- else
- {
- a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_DIRT);
- }
- }
- else
- {
- switch (a_ChunkDesc.GetBiome(x, z))
- {
- case biOcean:
- case biPlains:
- case biExtremeHills:
- case biForest:
- case biTaiga:
- case biSwampland:
- case biRiver:
- case biFrozenOcean:
- case biFrozenRiver:
- case biIcePlains:
- case biIceMountains:
- case biForestHills:
- case biTaigaHills:
- case biExtremeHillsEdge:
- case biJungle:
- case biJungleHills:
- {
- a_ChunkDesc.SetBlockType(x, y, z, (y == LastAir - 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT);
- break;
- }
- case biDesertHills:
- case biDesert:
- case biBeach:
- {
- a_ChunkDesc.SetBlockType(x, y, z, (y < LastAir - 3) ? E_BLOCK_SANDSTONE : E_BLOCK_SAND);
- break;
- }
- case biMushroomIsland:
- case biMushroomShore:
- {
- a_ChunkDesc.SetBlockType(x, y, z, (y == LastAir - 1) ? E_BLOCK_MYCELIUM : E_BLOCK_DIRT);
- break;
- }
- }
- }
- } // for y
- a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
- } // for x
- } // for z
-}
-
-
-
-
-
-int cDistortedHeightmap::GetHeightmapAt(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Z)
-{
- int ChunkX = (int)floor(a_X / (NOISE_DATATYPE)16);
- int ChunkZ = (int)floor(a_Z / (NOISE_DATATYPE)16);
- int RelX = (int)(a_X - (NOISE_DATATYPE)ChunkX * cChunkDef::Width);
- int RelZ = (int)(a_Z - (NOISE_DATATYPE)ChunkZ * cChunkDef::Width);
-
- // If we're withing the same chunk, return the pre-cached heightmap:
- if ((ChunkX == m_CurChunkX) && (ChunkZ == m_CurChunkZ))
- {
- return cChunkDef::GetHeight(m_CurChunkHeights, RelX, RelZ);
- }
-
- // Ask the cache:
- HEIGHTTYPE res = 0;
- if (m_HeightGen.GetHeightAt(ChunkX, ChunkZ, RelX, RelZ, res))
- {
- // The height was in the cache
- return res;
- }
-
- // The height is not in the cache, generate full heightmap and get it there:
- cChunkDef::HeightMap Heightmap;
- m_HeightGen.GenHeightMap(ChunkX, ChunkZ, Heightmap);
- return cChunkDef::GetHeight(Heightmap, RelX, RelZ);
-}
-
-
-
-
-
-void cDistortedHeightmap::UpdateDistortAmps(void)
-{
- BiomeNeighbors Biomes;
- for (int z = -1; z <= 1; z++)
- {
- for (int x = -1; x <= 1; x++)
- {
- m_BiomeGen.GenBiomes(m_CurChunkX + x, m_CurChunkZ + z, Biomes[x + 1][z + 1]);
- } // for x
- } // for z
-
- for (int z = 0; z < DIM_Z; z++)
- {
- for (int x = 0; x < DIM_Z; x++)
- {
- GetDistortAmpsAt(Biomes, x * INTERPOL_X, z * INTERPOL_Z, m_DistortAmpX[x + DIM_X * z], m_DistortAmpZ[x + DIM_X * z]);
- }
- }
-}
-
-
-
-
-
-void cDistortedHeightmap::GetDistortAmpsAt(BiomeNeighbors & a_Neighbors, int a_RelX, int a_RelZ, NOISE_DATATYPE & a_DistortAmpX, NOISE_DATATYPE & a_DistortAmpZ)
-{
- // Sum up how many biomes of each type there are in the neighborhood:
- int BiomeCounts[biNumBiomes];
- memset(BiomeCounts, 0, sizeof(BiomeCounts));
- int Sum = 0;
- for (int z = -8; z <= 8; z++)
- {
- int FinalZ = a_RelZ + z + cChunkDef::Width;
- int IdxZ = FinalZ / cChunkDef::Width;
- int ModZ = FinalZ % cChunkDef::Width;
- int WeightZ = 9 - abs(z);
- for (int x = -8; x <= 8; x++)
- {
- int FinalX = a_RelX + x + cChunkDef::Width;
- int IdxX = FinalX / cChunkDef::Width;
- int ModX = FinalX % cChunkDef::Width;
- EMCSBiome Biome = cChunkDef::GetBiome(a_Neighbors[IdxX][IdxZ], ModX, ModZ);
- if ((Biome < 0) || (Biome >= ARRAYCOUNT(BiomeCounts)))
- {
- continue;
- }
- int WeightX = 9 - abs(x);
- BiomeCounts[Biome] += WeightX + WeightZ;
- Sum += WeightX + WeightZ;
- } // for x
- } // for z
-
- if (Sum <= 0)
- {
- // No known biome around? Weird. Return a bogus value:
- ASSERT(!"cHeiGenBiomal: Biome sum failed, no known biome around");
- a_DistortAmpX = 16;
- a_DistortAmpZ = 16;
- }
-
- // For each biome type that has a nonzero count, calc its amps and add it:
- NOISE_DATATYPE AmpX = 0;
- NOISE_DATATYPE AmpZ = 0;
- for (int i = 0; i < ARRAYCOUNT(BiomeCounts); i++)
- {
- AmpX += BiomeCounts[i] * m_GenParam[i].m_DistortAmpX;
- AmpZ += BiomeCounts[i] * m_GenParam[i].m_DistortAmpZ;
- }
- a_DistortAmpX = AmpX / Sum;
- a_DistortAmpZ = AmpZ / Sum;
-}
-
-
-
-
+ +// DistortedHeightmap.cpp + +// Implements the cDistortedHeightmap class representing the height and composition generator capable of overhangs + +#include "Globals.h" + +#include "DistortedHeightmap.h" +#include "../OSSupport/File.h" +#include "../../iniFile/iniFile.h" +#include "../LinearUpscale.h" + + + + + +/** This table assigns a relative maximum overhang size in each direction to biomes. +Both numbers indicate a number which will multiply the noise value for each coord; +this means that you can have different-sized overhangs in each direction. +Usually you'd want to keep both numbers the same. +The numbers are "relative", not absolute maximum; overhangs of a slightly larger size are possible +due to the way that noise is calculated. +*/ +const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[biNumBiomes] = +{ + /* Biome | AmpX | AmpZ */ + /* biOcean */ { 1.5f, 1.5f}, + /* biPlains */ { 0.5f, 0.5f}, + /* biDesert */ { 0.5f, 0.5f}, + /* biExtremeHills */ {16.0f, 16.0f}, + /* biForest */ { 3.0f, 3.0f}, + /* biTaiga */ { 1.5f, 1.5f}, + + /* biSwampland */ { 0.0f, 0.0f}, + /* biRiver */ { 0.0f, 0.0f}, + /* biNether */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing + /* biSky */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing + /* biFrozenOcean */ { 0.0f, 0.0f}, + /* biFrozenRiver */ { 0.0f, 0.0f}, + /* biIcePlains */ { 0.0f, 0.0f}, + /* biIceMountains */ { 8.0f, 8.0f}, + /* biMushroomIsland */ { 4.0f, 4.0f}, + /* biMushroomShore */ { 0.0f, 0.0f}, + /* biBeach */ { 0.0f, 0.0f}, + /* biDesertHills */ { 5.0f, 5.0f}, + /* biForestHills */ { 6.0f, 6.0f}, + /* biTaigaHills */ { 8.0f, 8.0f}, + /* biExtremeHillsEdge */ { 7.0f, 7.0f}, + /* biJungle */ { 0.0f, 0.0f}, + /* biJungleHills */ { 8.0f, 8.0f}, +} ; + + + + + +cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGen & a_BiomeGen) : + m_NoiseDistortX(a_Seed + 1000), + m_NoiseDistortZ(a_Seed + 2000), + m_OceanFloorSelect(a_Seed + 3000), + m_BiomeGen(a_BiomeGen), + m_UnderlyingHeiGen(a_Seed, a_BiomeGen), + m_HeightGen(&m_UnderlyingHeiGen, 64) +{ + m_NoiseDistortX.AddOctave((NOISE_DATATYPE)1, (NOISE_DATATYPE)0.5); + m_NoiseDistortX.AddOctave((NOISE_DATATYPE)0.5, (NOISE_DATATYPE)1); + m_NoiseDistortX.AddOctave((NOISE_DATATYPE)0.25, (NOISE_DATATYPE)2); + + m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)1, (NOISE_DATATYPE)0.5); + m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.5, (NOISE_DATATYPE)1); + m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.25, (NOISE_DATATYPE)2); +} + + + + + +void cDistortedHeightmap::Initialize(cIniFile & a_IniFile) +{ + // Read the params from the INI file: + m_SeaLevel = a_IniFile.GetValueSetI("Generator", "DistortedHeightmapSeaLevel", 62); + m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyX", 10); + m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyY", 10); + m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyZ", 10); +} + + + + + +void cDistortedHeightmap::PrepareState(int a_ChunkX, int a_ChunkZ) +{ + if ((m_CurChunkX == a_ChunkX) && (m_CurChunkZ == a_ChunkZ)) + { + return; + } + m_CurChunkX = a_ChunkX; + m_CurChunkZ = a_ChunkZ; + + + m_HeightGen.GenHeightMap(a_ChunkX, a_ChunkZ, m_CurChunkHeights); + UpdateDistortAmps(); + GenerateHeightArray(); +} + + + + + +void cDistortedHeightmap::GenerateHeightArray(void) +{ + // Generate distortion noise: + NOISE_DATATYPE DistortNoiseX[DIM_X * DIM_Y * DIM_Z]; + NOISE_DATATYPE DistortNoiseZ[DIM_X * DIM_Y * DIM_Z]; + NOISE_DATATYPE Workspace[DIM_X * DIM_Y * DIM_Z]; + NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width)) / m_FrequencyX; + NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((m_CurChunkX + 1) * cChunkDef::Width - 1)) / m_FrequencyX; + NOISE_DATATYPE StartY = 0; + NOISE_DATATYPE EndY = ((NOISE_DATATYPE)(257)) / m_FrequencyY; + NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width)) / m_FrequencyZ; + NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((m_CurChunkZ + 1) * cChunkDef::Width - 1)) / m_FrequencyZ; + + m_NoiseDistortX.Generate3D(DistortNoiseX, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, Workspace); + m_NoiseDistortZ.Generate3D(DistortNoiseZ, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, Workspace); + + // The distorted heightmap, before linear upscaling + NOISE_DATATYPE DistHei[DIM_X * DIM_Y * DIM_Z]; + + // Distort the heightmap using the distortion: + for (int z = 0; z < DIM_Z; z++) + { + int AmpIdx = z * DIM_X; + for (int y = 0; y < DIM_Y; y++) + { + int NoiseArrayIdx = z * DIM_X * DIM_Y + y * DIM_X; + for (int x = 0; x < DIM_X; x++) + { + NOISE_DATATYPE DistX = DistortNoiseX[NoiseArrayIdx + x] * m_DistortAmpX[AmpIdx + x]; + NOISE_DATATYPE DistZ = DistortNoiseZ[NoiseArrayIdx + x] * m_DistortAmpZ[AmpIdx + x]; + DistX += (NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x * INTERPOL_X); + DistZ += (NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z * INTERPOL_Z); + // Adding 0.5 helps alleviate the interpolation artifacts + DistHei[NoiseArrayIdx + x] = (NOISE_DATATYPE)GetHeightmapAt(DistX, DistZ) + (NOISE_DATATYPE)0.5; + } + } + } + + // Upscale the distorted heightmap into full dimensions: + LinearUpscale3DArray( + DistHei, DIM_X, DIM_Y, DIM_Z, + m_DistortedHeightmap, INTERPOL_X, INTERPOL_Y, INTERPOL_Z + ); + + // DEBUG: Debug3DNoise(m_DistortedHeightmap, 17, 257, 17, Printf("DistortedHeightmap_%d_%d", m_CurChunkX, m_CurChunkZ)); +} + + + + + +void cDistortedHeightmap::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) +{ + PrepareState(a_ChunkX, a_ChunkZ); + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + int NoiseArrayIdx = x + 17 * 257 * z; + cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel - 1); + for (int y = cChunkDef::Height - 1; y > m_SeaLevel - 1; y--) + { + int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y]; + if (y < HeightMapHeight) + { + cChunkDef::SetHeight(a_HeightMap, x, z, y); + break; + } + } // for y + } // for x + } // for z +} + + + + + +void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc) +{ + // Frequencies for the ocean floor selecting noise: + NOISE_DATATYPE FrequencyX = 3; + NOISE_DATATYPE FrequencyZ = 3; + + // Prepare the internal state for generating this chunk: + PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); + + // Compose: + a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + int NoiseArrayIdx = x + 17 * 257 * z; + int LastAir = a_ChunkDesc.GetHeight(x, z) + 1; + bool HasHadWater = false; + for (int y = LastAir - 1; y > 0; y--) + { + int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y]; + + if (y >= HeightMapHeight) + { + // "air" part + LastAir = y; + if (y < m_SeaLevel) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER); + HasHadWater = true; + } + continue; + } + // "ground" part: + if (y < LastAir - 4) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE); + continue; + } + if (HasHadWater) + { + // Decide between clay, sand and dirt + NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x)) / FrequencyX; + NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z)) / FrequencyZ; + NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY); + if (Val < -0.95) + { + // Clay: + switch (LastAir - y) + { + case 0: + case 1: + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_CLAY); + break; + } + case 2: + case 3: + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND); + break; + } + case 4: + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SANDSTONE); + break; + } + } // switch (floor depth) + } + else if (Val < 0) + { + a_ChunkDesc.SetBlockType(x, y, z, (y < LastAir - 3) ? E_BLOCK_SANDSTONE : E_BLOCK_SAND); + } + else + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_DIRT); + } + } + else + { + switch (a_ChunkDesc.GetBiome(x, z)) + { + case biOcean: + case biPlains: + case biExtremeHills: + case biForest: + case biTaiga: + case biSwampland: + case biRiver: + case biFrozenOcean: + case biFrozenRiver: + case biIcePlains: + case biIceMountains: + case biForestHills: + case biTaigaHills: + case biExtremeHillsEdge: + case biJungle: + case biJungleHills: + { + a_ChunkDesc.SetBlockType(x, y, z, (y == LastAir - 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT); + break; + } + case biDesertHills: + case biDesert: + case biBeach: + { + a_ChunkDesc.SetBlockType(x, y, z, (y < LastAir - 3) ? E_BLOCK_SANDSTONE : E_BLOCK_SAND); + break; + } + case biMushroomIsland: + case biMushroomShore: + { + a_ChunkDesc.SetBlockType(x, y, z, (y == LastAir - 1) ? E_BLOCK_MYCELIUM : E_BLOCK_DIRT); + break; + } + } + } + } // for y + a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK); + } // for x + } // for z +} + + + + + +int cDistortedHeightmap::GetHeightmapAt(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Z) +{ + int ChunkX = (int)floor(a_X / (NOISE_DATATYPE)16); + int ChunkZ = (int)floor(a_Z / (NOISE_DATATYPE)16); + int RelX = (int)(a_X - (NOISE_DATATYPE)ChunkX * cChunkDef::Width); + int RelZ = (int)(a_Z - (NOISE_DATATYPE)ChunkZ * cChunkDef::Width); + + // If we're withing the same chunk, return the pre-cached heightmap: + if ((ChunkX == m_CurChunkX) && (ChunkZ == m_CurChunkZ)) + { + return cChunkDef::GetHeight(m_CurChunkHeights, RelX, RelZ); + } + + // Ask the cache: + HEIGHTTYPE res = 0; + if (m_HeightGen.GetHeightAt(ChunkX, ChunkZ, RelX, RelZ, res)) + { + // The height was in the cache + return res; + } + + // The height is not in the cache, generate full heightmap and get it there: + cChunkDef::HeightMap Heightmap; + m_HeightGen.GenHeightMap(ChunkX, ChunkZ, Heightmap); + return cChunkDef::GetHeight(Heightmap, RelX, RelZ); +} + + + + + +void cDistortedHeightmap::UpdateDistortAmps(void) +{ + BiomeNeighbors Biomes; + for (int z = -1; z <= 1; z++) + { + for (int x = -1; x <= 1; x++) + { + m_BiomeGen.GenBiomes(m_CurChunkX + x, m_CurChunkZ + z, Biomes[x + 1][z + 1]); + } // for x + } // for z + + for (int z = 0; z < DIM_Z; z++) + { + for (int x = 0; x < DIM_Z; x++) + { + GetDistortAmpsAt(Biomes, x * INTERPOL_X, z * INTERPOL_Z, m_DistortAmpX[x + DIM_X * z], m_DistortAmpZ[x + DIM_X * z]); + } + } +} + + + + + +void cDistortedHeightmap::GetDistortAmpsAt(BiomeNeighbors & a_Neighbors, int a_RelX, int a_RelZ, NOISE_DATATYPE & a_DistortAmpX, NOISE_DATATYPE & a_DistortAmpZ) +{ + // Sum up how many biomes of each type there are in the neighborhood: + int BiomeCounts[biNumBiomes]; + memset(BiomeCounts, 0, sizeof(BiomeCounts)); + int Sum = 0; + for (int z = -8; z <= 8; z++) + { + int FinalZ = a_RelZ + z + cChunkDef::Width; + int IdxZ = FinalZ / cChunkDef::Width; + int ModZ = FinalZ % cChunkDef::Width; + int WeightZ = 9 - abs(z); + for (int x = -8; x <= 8; x++) + { + int FinalX = a_RelX + x + cChunkDef::Width; + int IdxX = FinalX / cChunkDef::Width; + int ModX = FinalX % cChunkDef::Width; + EMCSBiome Biome = cChunkDef::GetBiome(a_Neighbors[IdxX][IdxZ], ModX, ModZ); + if ((Biome < 0) || (Biome >= ARRAYCOUNT(BiomeCounts))) + { + continue; + } + int WeightX = 9 - abs(x); + BiomeCounts[Biome] += WeightX + WeightZ; + Sum += WeightX + WeightZ; + } // for x + } // for z + + if (Sum <= 0) + { + // No known biome around? Weird. Return a bogus value: + ASSERT(!"cHeiGenBiomal: Biome sum failed, no known biome around"); + a_DistortAmpX = 16; + a_DistortAmpZ = 16; + } + + // For each biome type that has a nonzero count, calc its amps and add it: + NOISE_DATATYPE AmpX = 0; + NOISE_DATATYPE AmpZ = 0; + for (int i = 0; i < ARRAYCOUNT(BiomeCounts); i++) + { + AmpX += BiomeCounts[i] * m_GenParam[i].m_DistortAmpX; + AmpZ += BiomeCounts[i] * m_GenParam[i].m_DistortAmpZ; + } + a_DistortAmpX = AmpX / Sum; + a_DistortAmpZ = AmpZ / Sum; +} + + + + |