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Diffstat (limited to 'src/Generating/Noise3DGenerator.cpp')
-rw-r--r-- | src/Generating/Noise3DGenerator.cpp | 576 |
1 files changed, 576 insertions, 0 deletions
diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp new file mode 100644 index 000000000..0c68957c0 --- /dev/null +++ b/src/Generating/Noise3DGenerator.cpp @@ -0,0 +1,576 @@ + +// Nosie3DGenerator.cpp + +// Generates terrain using 3D noise, rather than composing. Is a test. + +#include "Globals.h" +#include "Noise3DGenerator.h" +#include "../OSSupport/File.h" +#include "inifile/iniFile.h" +#include "../LinearInterpolation.h" +#include "../LinearUpscale.h" + + + + + +/* +// Perform an automatic test of upscaling upon program start (use breakpoints to debug): + +class Test +{ +public: + Test(void) + { + DoTest1(); + DoTest2(); + } + + + void DoTest1(void) + { + float In[3 * 3 * 3]; + for (int i = 0; i < ARRAYCOUNT(In); i++) + { + In[i] = (float)(i % 5); + } + Debug3DNoise(In, 3, 3, 3, "Upscale3D in"); + float Out[17 * 33 * 35]; + LinearUpscale3DArray(In, 3, 3, 3, Out, 8, 16, 17); + Debug3DNoise(Out, 17, 33, 35, "Upscale3D test"); + } + + + void DoTest2(void) + { + float In[3 * 3]; + for (int i = 0; i < ARRAYCOUNT(In); i++) + { + In[i] = (float)(i % 5); + } + Debug2DNoise(In, 3, 3, "Upscale2D in"); + float Out[17 * 33]; + LinearUpscale2DArray(In, 3, 3, Out, 8, 16); + Debug2DNoise(Out, 17, 33, "Upscale2D test"); + } + +} gTest; +//*/ + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cNoise3DGenerator: + +cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) : + super(a_ChunkGenerator), + m_Perlin(1000), + m_Cubic(1000) +{ + m_Perlin.AddOctave(1, (NOISE_DATATYPE)0.5); + m_Perlin.AddOctave((NOISE_DATATYPE)0.5, 1); + m_Perlin.AddOctave((NOISE_DATATYPE)0.5, 2); + + #if 0 + // DEBUG: Test the noise generation: + // NOTE: In order to be able to run MCS with this code, you need to increase the default thread stack size + // In MSVC, it is done in Project Settings -> Configuration Properties -> Linker -> System, set Stack reserve size to at least 64M + m_SeaLevel = 62; + m_HeightAmplification = 0; + m_MidPoint = 75; + m_FrequencyX = 4; + m_FrequencyY = 4; + m_FrequencyZ = 4; + m_AirThreshold = 0.5; + + const int NumChunks = 4; + NOISE_DATATYPE Noise[NumChunks][cChunkDef::Width * cChunkDef::Width * cChunkDef::Height]; + for (int x = 0; x < NumChunks; x++) + { + GenerateNoiseArray(x, 5, Noise[x]); + } + + // Save in XY cuts: + cFile f1; + if (f1.Open("Test_XY.grab", cFile::fmWrite)) + { + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int y = 0; y < cChunkDef::Height; y++) + { + for (int i = 0; i < NumChunks; i++) + { + int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height; + unsigned char buf[cChunkDef::Width]; + for (int x = 0; x < cChunkDef::Width; x++) + { + buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++])))); + } + f1.Write(buf, cChunkDef::Width); + } + } // for y + } // for z + } // if (XY file open) + + cFile f2; + if (f2.Open("Test_XZ.grab", cFile::fmWrite)) + { + for (int y = 0; y < cChunkDef::Height; y++) + { + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int i = 0; i < NumChunks; i++) + { + int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height; + unsigned char buf[cChunkDef::Width]; + for (int x = 0; x < cChunkDef::Width; x++) + { + buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++])))); + } + f2.Write(buf, cChunkDef::Width); + } + } // for z + } // for y + } // if (XZ file open) + #endif // 0 +} + + + + + +cNoise3DGenerator::~cNoise3DGenerator() +{ + // Nothing needed yet +} + + + + + +void cNoise3DGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile) +{ + m_World = a_World; + + // Params: + m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62); + m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0); + m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75); + m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 8); + m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 8); + m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 8); + m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0.5); +} + + + + + +void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) +{ + for (unsigned int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++) + { + a_BiomeMap[i] = biExtremeHills; + } +} + + + + + +void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) +{ + NOISE_DATATYPE Noise[17 * 257 * 17]; + GenerateNoiseArray(a_ChunkX, a_ChunkZ, Noise); + + // Output noise into chunk: + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int y = 0; y < cChunkDef::Height; y++) + { + int idx = z * 17 * 257 + y * 17; + for (int x = 0; x < cChunkDef::Width; x++) + { + NOISE_DATATYPE n = Noise[idx++]; + BLOCKTYPE BlockType; + if (n > m_AirThreshold) + { + BlockType = (y > m_SeaLevel) ? E_BLOCK_AIR : E_BLOCK_STATIONARY_WATER; + } + else + { + BlockType = E_BLOCK_STONE; + } + a_ChunkDesc.SetBlockType(x, y, z, BlockType); + } + } + } + + UpdateHeightmap(a_ChunkDesc); + ComposeTerrain (a_ChunkDesc); +} + + + + + +void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_OutNoise) +{ + NOISE_DATATYPE NoiseO[DIM_X * DIM_Y * DIM_Z]; // Output for the Perlin noise + NOISE_DATATYPE NoiseW[DIM_X * DIM_Y * DIM_Z]; // Workspace that the noise calculation can use and trash + + // Our noise array has different layout, XZY, instead of regular chunk's XYZ, that's why the coords are "renamed" + NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width)) / m_FrequencyX; + NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((a_ChunkX + 1) * cChunkDef::Width) - 1) / m_FrequencyX; + NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width)) / m_FrequencyZ; + NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((a_ChunkZ + 1) * cChunkDef::Width) - 1) / m_FrequencyZ; + NOISE_DATATYPE StartY = 0; + NOISE_DATATYPE EndY = ((NOISE_DATATYPE)256) / m_FrequencyY; + + m_Perlin.Generate3D(NoiseO, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, NoiseW); + + // DEBUG: Debug3DNoise(NoiseO, DIM_X, DIM_Y, DIM_Z, Printf("Chunk_%d_%d_orig", a_ChunkX, a_ChunkZ)); + + // Precalculate a "height" array: + NOISE_DATATYPE Height[DIM_X * DIM_Z]; // Output for the cubic noise heightmap ("source") + m_Cubic.Generate2D(Height, DIM_X, DIM_Z, StartX / 25, EndX / 25, StartZ / 25, EndZ / 25); + for (unsigned int i = 0; i < ARRAYCOUNT(Height); i++) + { + Height[i] = abs(Height[i]) * m_HeightAmplification + 1; + } + + // Modify the noise by height data: + for (int y = 0; y < DIM_Y; y++) + { + NOISE_DATATYPE AddHeight = (y * UPSCALE_Y - m_MidPoint) / 20; + AddHeight *= AddHeight * AddHeight; + for (int z = 0; z < DIM_Z; z++) + { + NOISE_DATATYPE * CurRow = &(NoiseO[y * DIM_X + z * DIM_X * DIM_Y]); + for (int x = 0; x < DIM_X; x++) + { + CurRow[x] += AddHeight / Height[x + DIM_X * z]; + } + } + } + + // DEBUG: Debug3DNoise(NoiseO, DIM_X, DIM_Y, DIM_Z, Printf("Chunk_%d_%d_hei", a_ChunkX, a_ChunkZ)); + + // Upscale the Perlin noise into full-blown chunk dimensions: + LinearUpscale3DArray( + NoiseO, DIM_X, DIM_Y, DIM_Z, + a_OutNoise, UPSCALE_X, UPSCALE_Y, UPSCALE_Z + ); + + // DEBUG: Debug3DNoise(a_OutNoise, 17, 257, 17, Printf("Chunk_%d_%d_lerp", a_ChunkX, a_ChunkZ)); +} + + + + + +void cNoise3DGenerator::UpdateHeightmap(cChunkDesc & a_ChunkDesc) +{ + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + for (int y = cChunkDef::Height - 1; y > 0; y--) + { + if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR) + { + a_ChunkDesc.SetHeight(x, z, y); + break; + } + } // for y + } // for x + } // for z +} + + + + + +void cNoise3DGenerator::ComposeTerrain(cChunkDesc & a_ChunkDesc) +{ + // Make basic terrain composition: + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + int LastAir = a_ChunkDesc.GetHeight(x, z) + 1; + bool HasHadWater = false; + for (int y = LastAir - 1; y > 0; y--) + { + switch (a_ChunkDesc.GetBlockType(x, y, z)) + { + case E_BLOCK_AIR: + { + LastAir = y; + break; + } + case E_BLOCK_STONE: + { + if (LastAir - y > 3) + { + break; + } + if (HasHadWater) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND); + } + else + { + a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT); + } + break; + } + case E_BLOCK_STATIONARY_WATER: + { + LastAir = y; + HasHadWater = true; + break; + } + } // switch (GetBlockType()) + } // for y + a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK); + } // for x + } // for z +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cNoise3DComposable: + +cNoise3DComposable::cNoise3DComposable(int a_Seed) : + m_Noise1(a_Seed + 1000), + m_Noise2(a_Seed + 2000), + m_Noise3(a_Seed + 3000) +{ +} + + + + + +void cNoise3DComposable::Initialize(cIniFile & a_IniFile) +{ + // Params: + m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62); + m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0); + m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75); + m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 10); + m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 10); + m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 10); + m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0.5); +} + + + + + +void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ) +{ + if ((a_ChunkX == m_LastChunkX) && (a_ChunkZ == m_LastChunkZ)) + { + // The noise for this chunk is already generated in m_Noise + return; + } + m_LastChunkX = a_ChunkX; + m_LastChunkZ = a_ChunkZ; + + // Upscaling parameters: + const int UPSCALE_X = 8; + const int UPSCALE_Y = 4; + const int UPSCALE_Z = 8; + + // Precalculate a "height" array: + NOISE_DATATYPE Height[17 * 17]; // x + 17 * z + for (int z = 0; z < 17; z += UPSCALE_Z) + { + NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ; + for (int x = 0; x < 17; x += UPSCALE_X) + { + NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX; + NOISE_DATATYPE val = abs(m_Noise1.CubicNoise2D(NoiseX / 5, NoiseZ / 5)) * m_HeightAmplification + 1; + Height[x + 17 * z] = val * val * val; + } + } + + for (int y = 0; y < 257; y += UPSCALE_Y) + { + NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / m_FrequencyY; + NOISE_DATATYPE AddHeight = (y - m_MidPoint) / 20; + AddHeight *= AddHeight * AddHeight; + NOISE_DATATYPE * CurFloor = &(m_NoiseArray[y * 17 * 17]); + for (int z = 0; z < 17; z += UPSCALE_Z) + { + NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ; + for (int x = 0; x < 17; x += UPSCALE_X) + { + NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX; + CurFloor[x + 17 * z] = + m_Noise1.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * (NOISE_DATATYPE)0.5 + + m_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) + + m_Noise3.CubicNoise3D(NoiseX / 4, NoiseY / 4, NoiseZ / 4) * 2 + + AddHeight / Height[x + 17 * z]; + } + } + // Linear-interpolate this XZ floor: + LinearUpscale2DArrayInPlace(CurFloor, 17, 17, UPSCALE_X, UPSCALE_Z); + } + + // Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis + for (int y = 1; y < cChunkDef::Height; y++) + { + if ((y % UPSCALE_Y) == 0) + { + // This is the interpolation source floor, already calculated + continue; + } + int LoFloorY = (y / UPSCALE_Y) * UPSCALE_Y; + int HiFloorY = LoFloorY + UPSCALE_Y; + NOISE_DATATYPE * LoFloor = &(m_NoiseArray[LoFloorY * 17 * 17]); + NOISE_DATATYPE * HiFloor = &(m_NoiseArray[HiFloorY * 17 * 17]); + NOISE_DATATYPE * CurFloor = &(m_NoiseArray[y * 17 * 17]); + NOISE_DATATYPE Ratio = ((NOISE_DATATYPE)(y % UPSCALE_Y)) / UPSCALE_Y; + int idx = 0; + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + CurFloor[idx] = LoFloor[idx] + (HiFloor[idx] - LoFloor[idx]) * Ratio; + idx += 1; + } + idx += 1; // Skipping one X column + } + } + + // The noise array is now fully interpolated + /* + // DEBUG: Output two images of the array, sliced by XY and XZ: + cFile f1; + if (f1.Open(Printf("Chunk_%d_%d_XY.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite)) + { + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int y = 0; y < cChunkDef::Height; y++) + { + int idx = y * 17 * 17 + z * 17; + unsigned char buf[16]; + for (int x = 0; x < cChunkDef::Width; x++) + { + buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * m_Noise[idx++])))); + } + f1.Write(buf, 16); + } // for y + } // for z + } // if (XY file open) + + cFile f2; + if (f2.Open(Printf("Chunk_%d_%d_XZ.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite)) + { + for (int y = 0; y < cChunkDef::Height; y++) + { + for (int z = 0; z < cChunkDef::Width; z++) + { + int idx = y * 17 * 17 + z * 17; + unsigned char buf[16]; + for (int x = 0; x < cChunkDef::Width; x++) + { + buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * m_Noise[idx++])))); + } + f2.Write(buf, 16); + } // for z + } // for y + } // if (XZ file open) + */ +} + + + + + +void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) +{ + GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ); + + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel); + for (int y = cChunkDef::Height - 1; y > m_SeaLevel; y--) + { + if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= m_AirThreshold) + { + cChunkDef::SetHeight(a_HeightMap, x, z, y); + break; + } + } // for y + } // for x + } // for z +} + + + + + +void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc) +{ + GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); + + a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); + + // Make basic terrain composition: + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + int LastAir = a_ChunkDesc.GetHeight(x, z) + 1; + bool HasHadWater = false; + for (int y = LastAir; y < m_SeaLevel; y++) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER); + } + for (int y = LastAir - 1; y > 0; y--) + { + if (m_NoiseArray[x + 17 * z + 17 * 17 * y] > m_AirThreshold) + { + // "air" part + LastAir = y; + if (y < m_SeaLevel) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER); + HasHadWater = true; + } + continue; + } + // "ground" part: + if (LastAir - y > 4) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE); + continue; + } + if (HasHadWater) + { + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND); + } + else + { + a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT); + } + } // for y + a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK); + } // for x + } // for z +} + + + + |