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+
+// 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)
+{
+ if (m_IsInitialized)
+ {
+ return;
+ }
+
+ // 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);
+
+ m_IsInitialized = true;
+}
+
+
+
+
+
+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::InitializeHeightGen(cIniFile & a_IniFile)
+{
+ Initialize(a_IniFile);
+}
+
+
+
+
+
+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
+}
+
+
+
+
+
+void cDistortedHeightmap::InitializeCompoGen(cIniFile & a_IniFile)
+{
+ Initialize(a_IniFile);
+}
+
+
+
+
+
+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;
+}
+
+
+
+