diff options
Diffstat (limited to 'src/Generating/Noise3DGenerator.cpp')
-rw-r--r-- | src/Generating/Noise3DGenerator.cpp | 532 |
1 files changed, 214 insertions, 318 deletions
diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp index f2af75999..a7af87bac 100644 --- a/src/Generating/Noise3DGenerator.cpp +++ b/src/Generating/Noise3DGenerator.cpp @@ -6,6 +6,7 @@ #include "Globals.h" #include "Noise3DGenerator.h" #include "../OSSupport/File.h" +#include "../OSSupport/Timer.h" #include "../IniFile.h" #include "../LinearInterpolation.h" #include "../LinearUpscale.h" @@ -61,30 +62,86 @@ public: -/** Linearly interpolates between two values. -Assumes that a_Ratio is in range [0, 1]. */ -inline static NOISE_DATATYPE Lerp(NOISE_DATATYPE a_Val1, NOISE_DATATYPE a_Val2, NOISE_DATATYPE a_Ratio) +#if 0 +// Perform speed test of the cInterpolNoise class +static class cInterpolNoiseSpeedTest { - return a_Val1 + (a_Val2 - a_Val1) * a_Ratio; -} - +public: + cInterpolNoiseSpeedTest(void) + { + TestSpeed2D(); + TestSpeed3D(); + printf("InterpolNoise speed comparison finished.\n"); + } + /** Compare the speed of the 3D InterpolNoise vs 3D CubicNoise. */ + void TestSpeed3D(void) + { + printf("Evaluating 3D noise performance...\n"); + static const int SIZE_X = 128; + static const int SIZE_Y = 128; + static const int SIZE_Z = 128; + static const NOISE_DATATYPE MUL = 80; + std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y * SIZE_Z]); + cTimer timer; + // Test the cInterpolNoise: + cInterpolNoise<Interp5Deg> interpNoise(1); + long long start = timer.GetNowTime(); + for (int i = 0; i < 30; i++) + { + interpNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, MUL * i, MUL * i + MUL, 0, MUL, 0, MUL); + } + long long end = timer.GetNowTime(); + printf("InterpolNoise took %.02f sec\n", static_cast<float>(end - start) / 1000); -/** Linearly interpolates between two values, clamping the ratio to [0, 1] first. */ -inline static NOISE_DATATYPE ClampedLerp(NOISE_DATATYPE a_Val1, NOISE_DATATYPE a_Val2, NOISE_DATATYPE a_Ratio) -{ - if (a_Ratio < 0) - { - return a_Val1; + // Test the cCubicNoise: + cCubicNoise cubicNoise(1); + start = timer.GetNowTime(); + for (int i = 0; i < 30; i++) + { + cubicNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, MUL * i, MUL * i + MUL, 0, MUL, 0, MUL); + } + end = timer.GetNowTime(); + printf("CubicNoise took %.02f sec\n", static_cast<float>(end - start) / 1000); + printf("3D noise performance comparison finished.\n"); } - if (a_Ratio > 1) + + + /** Compare the speed of the 2D InterpolNoise vs 2D CubicNoise. */ + void TestSpeed2D(void) { - return a_Val2; + printf("Evaluating 2D noise performance...\n"); + static const int SIZE_X = 128; + static const int SIZE_Y = 128; + static const NOISE_DATATYPE MUL = 80; + std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y]); + cTimer timer; + + // Test the cInterpolNoise: + cInterpolNoise<Interp5Deg> interpNoise(1); + long long start = timer.GetNowTime(); + for (int i = 0; i < 500; i++) + { + interpNoise.Generate2D(arr.get(), SIZE_X, SIZE_Y, MUL * i, MUL * i + MUL, 0, MUL); + } + long long end = timer.GetNowTime(); + printf("InterpolNoise took %.02f sec\n", static_cast<float>(end - start) / 1000); + + // Test the cCubicNoise: + cCubicNoise cubicNoise(1); + start = timer.GetNowTime(); + for (int i = 0; i < 500; i++) + { + cubicNoise.Generate2D(arr.get(), SIZE_X, SIZE_Y, MUL * i, MUL * i + MUL, 0, MUL); + } + end = timer.GetNowTime(); + printf("CubicNoise took %.02f sec\n", static_cast<float>(end - start) / 1000); + printf("2D noise performance comparison finished.\n"); } - return Lerp(a_Val1, a_Val2, a_Ratio); -} +} g_InterpolNoiseSpeedTest; +#endif @@ -98,72 +155,17 @@ cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & 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 + m_Perlin.AddOctave(1, 1); + m_Perlin.AddOctave(2, 0.5); + m_Perlin.AddOctave(4, 0.25); + m_Perlin.AddOctave(8, 0.125); + m_Perlin.AddOctave(16, 0.0625); + + m_Cubic.AddOctave(1, 1); + m_Cubic.AddOctave(2, 0.5); + m_Cubic.AddOctave(4, 0.25); + m_Cubic.AddOctave(8, 0.125); + m_Cubic.AddOctave(16, 0.0625); } @@ -182,9 +184,9 @@ cNoise3DGenerator::~cNoise3DGenerator() void cNoise3DGenerator::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_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", 62); + m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.1); + m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 68); 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); @@ -249,10 +251,10 @@ void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DAT 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 StartX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width)) / m_FrequencyX; + NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((a_ChunkX + 1) * cChunkDef::Width)) / m_FrequencyX; + NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width)) / m_FrequencyZ; + NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((a_ChunkZ + 1) * cChunkDef::Width)) / m_FrequencyZ; NOISE_DATATYPE StartY = 0; NOISE_DATATYPE EndY = ((NOISE_DATATYPE)256) / m_FrequencyY; @@ -262,23 +264,23 @@ void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DAT // 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); + m_Cubic.Generate2D(Height, DIM_X, DIM_Z, StartX / 5, EndX / 5, StartZ / 5, EndZ / 5); for (size_t i = 0; i < ARRAYCOUNT(Height); i++) { - Height[i] = std::abs(Height[i]) * m_HeightAmplification + 1; + Height[i] = Height[i] * m_HeightAmplification; } // 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; + NOISE_DATATYPE AddHeight = (y * UPSCALE_Y - m_MidPoint) / 30; + // 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]; + CurRow[x] += AddHeight + Height[x + DIM_X * z]; } } } @@ -390,7 +392,6 @@ void cNoise3DComposable::Initialize(cIniFile & a_IniFile) { // Params: // The defaults generate extreme hills terrain - m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62); m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.045); m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75); m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 40); @@ -458,110 +459,60 @@ void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ) NOISE_DATATYPE BaseNoise[5 * 5]; NOISE_DATATYPE BlockX = static_cast<NOISE_DATATYPE>(a_ChunkX * cChunkDef::Width); NOISE_DATATYPE BlockZ = static_cast<NOISE_DATATYPE>(a_ChunkZ * cChunkDef::Width); - // Note that we have to swap the coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "z": - m_ChoiceNoise.Generate3D (ChoiceNoise, 5, 5, 33, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, 0, 257 / m_ChoiceFrequencyY, Workspace); - m_DensityNoiseA.Generate3D(DensityNoiseA, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace); - m_DensityNoiseB.Generate3D(DensityNoiseB, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace); + // Note that we have to swap the X and Y coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "x": + m_ChoiceNoise.Generate3D (ChoiceNoise, 33, 5, 5, 0, 257 / m_ChoiceFrequencyY, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, Workspace); + m_DensityNoiseA.Generate3D(DensityNoiseA, 33, 5, 5, 0, 257 / m_FrequencyY, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace); + m_DensityNoiseB.Generate3D(DensityNoiseB, 33, 5, 5, 0, 257 / m_FrequencyY, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace); m_BaseNoise.Generate2D (BaseNoise, 5, 5, BlockX / m_BaseFrequencyX, (BlockX + 17) / m_BaseFrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace); // Calculate the final noise based on the partial noises: - for (int y = 0; y < 33; y++) + for (int z = 0; z < 5; z++) { - NOISE_DATATYPE AddHeight = (static_cast<NOISE_DATATYPE>(y * 8) - m_MidPoint) * m_HeightAmplification; - - // If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope: - if (AddHeight < 0) - { - AddHeight *= 4; - } - - for (int z = 0; z < 5; z++) + for (int x = 0; x < 5; x++) { - for (int x = 0; x < 5; x++) + NOISE_DATATYPE curBaseNoise = BaseNoise[x + 5 * z]; + for (int y = 0; y < 33; y++) { - int idx = x + 5 * z + 5 * 5 * y; - Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + BaseNoise[x + 5 * z]; - } - } - } - LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 5, 5, 33, m_NoiseArray, 4, 4, 8); -} - - + NOISE_DATATYPE AddHeight = (static_cast<NOISE_DATATYPE>(y * 8) - m_MidPoint) * m_HeightAmplification; + // If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope: + if (AddHeight < 0) + { + AddHeight *= 4; + } - -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) + // If too high, cut off any terrain: + if (y > 28) { - cChunkDef::SetHeight(a_HeightMap, x, z, y); - break; + AddHeight = AddHeight + static_cast<NOISE_DATATYPE>(y - 28) / 4; } - } // for y - } // for x - } // for z + + // Decide between the two density noises: + int idx = 33 * x + 33 * 5 * z + y; + Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + curBaseNoise; + } + } + } + LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 33, 5, 5, m_NoiseArray, 8, 4, 4); } -void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc) +void cNoise3DComposable::GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape) { - GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); - - a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); + GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ); - // Make basic terrain composition: + // Translate the noise array into Shape: 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++) + for (int y = 0; y < cChunkDef::Height; y++) { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER); + a_Shape[y + x * 256 + z * 256 * 16] = (m_NoiseArray[y + 257 * x + 257 * 17 * z] > m_AirThreshold) ? 0 : 1; } - 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 } @@ -586,7 +537,7 @@ cBiomalNoise3DComposable::cBiomalNoise3DComposable(int a_Seed, cBiomeGenPtr a_Bi { for (int x = 0; x <= AVERAGING_SIZE * 2; x++) { - m_Weight[z][x] = static_cast<NOISE_DATATYPE>((5 - std::abs(5 - x)) + (5 - std::abs(5 - z))); + m_Weight[z][x] = static_cast<NOISE_DATATYPE>((AVERAGING_SIZE - std::abs(AVERAGING_SIZE - x)) + (AVERAGING_SIZE - std::abs(AVERAGING_SIZE - z))); m_WeightSum += m_Weight[z][x]; } } @@ -600,7 +551,7 @@ void cBiomalNoise3DComposable::Initialize(cIniFile & a_IniFile) { // Params: // The defaults generate extreme hills terrain - m_SeaLevel = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DSeaLevel", 62); + m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", 62); m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyX", 40); m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyY", 40); m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyZ", 40); @@ -671,34 +622,42 @@ void cBiomalNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_Ch NOISE_DATATYPE BaseNoise[5 * 5]; NOISE_DATATYPE BlockX = static_cast<NOISE_DATATYPE>(a_ChunkX * cChunkDef::Width); NOISE_DATATYPE BlockZ = static_cast<NOISE_DATATYPE>(a_ChunkZ * cChunkDef::Width); - // Note that we have to swap the coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "z": - m_ChoiceNoise.Generate3D (ChoiceNoise, 5, 5, 33, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, 0, 257 / m_ChoiceFrequencyY, Workspace); - m_DensityNoiseA.Generate3D(DensityNoiseA, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace); - m_DensityNoiseB.Generate3D(DensityNoiseB, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace); + // Note that we have to swap the X and Y coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "x": + m_ChoiceNoise.Generate3D (ChoiceNoise, 33, 5, 5, 0, 257 / m_ChoiceFrequencyY, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, Workspace); + m_DensityNoiseA.Generate3D(DensityNoiseA, 33, 5, 5, 0, 257 / m_FrequencyY, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace); + m_DensityNoiseB.Generate3D(DensityNoiseB, 33, 5, 5, 0, 257 / m_FrequencyY, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace); m_BaseNoise.Generate2D (BaseNoise, 5, 5, BlockX / m_BaseFrequencyX, (BlockX + 17) / m_BaseFrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace); // Calculate the final noise based on the partial noises: - for (int y = 0; y < 33; y++) + for (int z = 0; z < 5; z++) { - NOISE_DATATYPE BlockHeight = static_cast<NOISE_DATATYPE>(y * 8); - for (int z = 0; z < 5; z++) + for (int x = 0; x < 5; x++) { - for (int x = 0; x < 5; x++) + NOISE_DATATYPE curMidPoint = MidPoint[x + 5 * z]; + NOISE_DATATYPE curHeightAmp = HeightAmp[x + 5 * z]; + NOISE_DATATYPE curBaseNoise = BaseNoise[x + 5 * z]; + for (int y = 0; y < 33; y++) { - NOISE_DATATYPE AddHeight = (BlockHeight - MidPoint[x + 5 * z]) * HeightAmp[x + 5 * z]; + NOISE_DATATYPE AddHeight = (static_cast<NOISE_DATATYPE>(y * 8) - curMidPoint) * curHeightAmp; // If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope: if (AddHeight < 0) { AddHeight *= 4; } + // If too high, cut off any terrain: + if (y > 28) + { + AddHeight = AddHeight + static_cast<NOISE_DATATYPE>(y - 28) / 4; + } - int idx = x + 5 * z + 5 * 5 * y; - Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + BaseNoise[x + 5 * z]; + // Decide between the two density noises: + int idx = 33 * x + y + 33 * 5 * z; + Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + curBaseNoise; } } } - LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 5, 5, 33, m_NoiseArray, 4, 4, 8); + LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 33, 5, 5, m_NoiseArray, 8, 4, 4); } @@ -756,72 +715,67 @@ void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE { switch (a_Biome) { - case biBeach: a_HeightAmp = 0.3f; a_MidPoint = 62; break; - case biBirchForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break; - case biBirchForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break; - case biBirchForestHillsM: a_HeightAmp = 0.075f; a_MidPoint = 68; break; - case biBirchForestM: a_HeightAmp = 0.1f; a_MidPoint = 64; break; - case biColdBeach: a_HeightAmp = 0.3f; a_MidPoint = 62; break; - case biDesertHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break; - case biDeepOcean: a_HeightAmp = 0.17f; a_MidPoint = 35; break; - case biDesert: a_HeightAmp = 0.29f; a_MidPoint = 62; break; - case biEnd: a_HeightAmp = 0.15f; a_MidPoint = 64; break; - case biExtremeHills: a_HeightAmp = 0.045f; a_MidPoint = 75; break; - case biExtremeHillsPlus: a_HeightAmp = 0.04f; a_MidPoint = 80; break; - case biFlowerForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break; - case biForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break; - case biForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break; - case biFrozenRiver: a_HeightAmp = 0.4f; a_MidPoint = 53; break; - case biFrozenOcean: a_HeightAmp = 0.17f; a_MidPoint = 47; break; - case biIceMountains: a_HeightAmp = 0.075f; a_MidPoint = 68; break; - case biIcePlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break; - case biIcePlainsSpikes: a_HeightAmp = 0.3f; a_MidPoint = 62; break; - case biJungle: a_HeightAmp = 0.1f; a_MidPoint = 63; break; - case biJungleHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break; - case biJungleM: a_HeightAmp = 0.1f; a_MidPoint = 63; break; - case biMegaSpruceTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break; - case biMegaTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break; - case biMushroomShore: a_HeightAmp = 0.15f; a_MidPoint = 15; break; - case biOcean: a_HeightAmp = 0.3f; a_MidPoint = 62; break; - case biPlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break; - case biRiver: a_HeightAmp = 0.4f; a_MidPoint = 53; break; - case biSwampland: a_HeightAmp = 0.25f; a_MidPoint = 59; break; - case biSwamplandM: a_HeightAmp = 0.11f; a_MidPoint = 59; break; - case biTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break; - - /* - // Still missing: - case biColdTaiga: a_HeightAmp = 0.15f; a_MidPoint = 30; break; - case biColdTaigaHills: a_HeightAmp = 0.15f; a_MidPoint = 31; break; - case biColdTaigaM: a_HeightAmp = 0.15f; a_MidPoint = 70; break; - case biDesertM: a_HeightAmp = 0.15f; a_MidPoint = 70; break; - case biExtremeHillsEdge: a_HeightAmp = 0.15f; a_MidPoint = 20; break; - case biExtremeHillsM: a_HeightAmp = 0.15f; a_MidPoint = 70; break; - case biExtremeHillsPlusM: a_HeightAmp = 0.15f; a_MidPoint = 70; break; - case biJungleEdge: a_HeightAmp = 0.15f; a_MidPoint = 23; break; - case biJungleEdgeM: a_HeightAmp = 0.15f; a_MidPoint = 70; break; - case biMegaSpruceTaiga: a_HeightAmp = 0.15f; a_MidPoint = 70; break; - case biMegaTaiga: a_HeightAmp = 0.15f; a_MidPoint = 32; break; - case biMesa: a_HeightAmp = 0.15f; a_MidPoint = 37; break; - case biMesaBryce: a_HeightAmp = 0.15f; a_MidPoint = 70; break; - case biMesaPlateau: a_HeightAmp = 0.15f; a_MidPoint = 39; break; - case biMesaPlateauF: a_HeightAmp = 0.15f; a_MidPoint = 38; break; - case biMesaPlateauFM: a_HeightAmp = 0.15f; a_MidPoint = 70; break; - case biMesaPlateauM: a_HeightAmp = 0.15f; a_MidPoint = 70; break; - case biMushroomIsland: a_HeightAmp = 0.15f; a_MidPoint = 14; break; - case biNether: a_HeightAmp = 0.15f; a_MidPoint = 68; break; - case biRoofedForest: a_HeightAmp = 0.15f; a_MidPoint = 29; break; - case biRoofedForestM: a_HeightAmp = 0.15f; a_MidPoint = 70; break; - case biSavanna: a_HeightAmp = 0.15f; a_MidPoint = 35; break; - case biSavannaM: a_HeightAmp = 0.15f; a_MidPoint = 70; break; - case biSavannaPlateau: a_HeightAmp = 0.15f; a_MidPoint = 36; break; - case biSavannaPlateauM: a_HeightAmp = 0.15f; a_MidPoint = 70; break; - case biStoneBeach: a_HeightAmp = 0.15f; a_MidPoint = 25; break; - case biSunflowerPlains: a_HeightAmp = 0.15f; a_MidPoint = 70; break; - case biTaiga: a_HeightAmp = 0.15f; a_MidPoint = 65; break; - case biTaigaM: a_HeightAmp = 0.15f; a_MidPoint = 70; break; - */ - + case biBeach: a_HeightAmp = 0.2f; a_MidPoint = 60; break; + case biBirchForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break; + case biBirchForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break; + case biBirchForestHillsM: a_HeightAmp = 0.075f; a_MidPoint = 68; break; + case biBirchForestM: a_HeightAmp = 0.1f; a_MidPoint = 64; break; + case biColdBeach: a_HeightAmp = 0.3f; a_MidPoint = 62; break; + case biColdTaiga: a_HeightAmp = 0.1f; a_MidPoint = 64; break; + case biColdTaigaM: a_HeightAmp = 0.1f; a_MidPoint = 64; break; + case biColdTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break; + case biDesertHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break; + case biDeepOcean: a_HeightAmp = 0.17f; a_MidPoint = 35; break; + case biDesert: a_HeightAmp = 0.29f; a_MidPoint = 62; break; + case biDesertM: a_HeightAmp = 0.29f; a_MidPoint = 62; break; + case biEnd: a_HeightAmp = 0.15f; a_MidPoint = 64; break; + case biExtremeHills: a_HeightAmp = 0.045f; a_MidPoint = 75; break; + case biExtremeHillsEdge: a_HeightAmp = 0.1f; a_MidPoint = 70; break; + case biExtremeHillsM: a_HeightAmp = 0.045f; a_MidPoint = 75; break; + case biExtremeHillsPlus: a_HeightAmp = 0.04f; a_MidPoint = 80; break; + case biExtremeHillsPlusM: a_HeightAmp = 0.04f; a_MidPoint = 80; break; + case biFlowerForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break; + case biForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break; + case biForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break; + case biFrozenRiver: a_HeightAmp = 0.4f; a_MidPoint = 57; break; + case biFrozenOcean: a_HeightAmp = 0.12f; a_MidPoint = 45; break; + case biIceMountains: a_HeightAmp = 0.075f; a_MidPoint = 68; break; + case biIcePlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break; + case biIcePlainsSpikes: a_HeightAmp = 0.3f; a_MidPoint = 62; break; + case biJungle: a_HeightAmp = 0.1f; a_MidPoint = 63; break; + case biJungleEdge: a_HeightAmp = 0.15f; a_MidPoint = 62; break; + case biJungleEdgeM: a_HeightAmp = 0.15f; a_MidPoint = 62; break; + case biJungleHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break; + case biJungleM: a_HeightAmp = 0.1f; a_MidPoint = 63; break; + case biMegaSpruceTaiga: a_HeightAmp = 0.09f; a_MidPoint = 64; break; + case biMegaSpruceTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break; + case biMegaTaiga: a_HeightAmp = 0.1f; a_MidPoint = 64; break; + case biMegaTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break; + case biMesa: a_HeightAmp = 0.09f; a_MidPoint = 61; break; + case biMesaBryce: a_HeightAmp = 0.15f; a_MidPoint = 61; break; + case biMesaPlateau: a_HeightAmp = 0.25f; a_MidPoint = 86; break; + case biMesaPlateauF: a_HeightAmp = 0.25f; a_MidPoint = 96; break; + case biMesaPlateauFM: a_HeightAmp = 0.25f; a_MidPoint = 96; break; + case biMesaPlateauM: a_HeightAmp = 0.25f; a_MidPoint = 86; break; + case biMushroomShore: a_HeightAmp = 0.075f; a_MidPoint = 60; break; + case biMushroomIsland: a_HeightAmp = 0.06f; a_MidPoint = 80; break; + case biNether: a_HeightAmp = 0.01f; a_MidPoint = 64; break; + case biOcean: a_HeightAmp = 0.12f; a_MidPoint = 45; break; + case biPlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break; + case biRiver: a_HeightAmp = 0.4f; a_MidPoint = 57; break; + case biRoofedForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break; + case biRoofedForestM: a_HeightAmp = 0.1f; a_MidPoint = 64; break; + case biSavanna: a_HeightAmp = 0.3f; a_MidPoint = 62; break; + case biSavannaM: a_HeightAmp = 0.3f; a_MidPoint = 62; break; + case biSavannaPlateau: a_HeightAmp = 0.3f; a_MidPoint = 85; break; + case biSavannaPlateauM: a_HeightAmp = 0.012f; a_MidPoint = 105; break; + case biStoneBeach: a_HeightAmp = 0.075f; a_MidPoint = 60; break; + case biSunflowerPlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break; + case biSwampland: a_HeightAmp = 0.25f; a_MidPoint = 59; break; + case biSwamplandM: a_HeightAmp = 0.11f; a_MidPoint = 59; break; + case biTaiga: a_HeightAmp = 0.1f; a_MidPoint = 64; break; + case biTaigaM: a_HeightAmp = 0.1f; a_MidPoint = 70; break; + case biTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break; default: { // Make a crazy terrain so that it stands out @@ -835,78 +789,19 @@ void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE - -void cBiomalNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) +void cBiomalNoise3DComposable::GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape) { GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ); + // Translate the noise array into Shape: 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 cBiomalNoise3DComposable::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++) + for (int y = 0; y < cChunkDef::Height; y++) { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER); + a_Shape[y + x * 256 + z * 256 * 16] = (m_NoiseArray[y + 257 * x + 257 * 17 * z] > m_AirThreshold) ? 0 : 1; } - 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 } @@ -914,3 +809,4 @@ void cBiomalNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc) + |