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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "cWorldGenerator.h"
#include "cNoise.h"
#include "cWorld.h"
#include "cChunk.h"
#include "cGenSettings.h"
#include "BlockID.h"
#include "Vector3i.h"
cWorldGenerator::cWorldGenerator(cWorld * a_World) :
m_World(a_World)
{
}
cWorldGenerator::~cWorldGenerator()
{
}
void cWorldGenerator::GenerateChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
// TODO: use a raw char array instead of the entire chunk, then set it as chunk's blockdata
cChunkPtr Chunk = m_World->GetChunkNoGen(a_ChunkX, a_ChunkY, a_ChunkZ);
assert(!Chunk->IsValid());
memset(Chunk->pGetBlockData(), 0, cChunk::c_BlockDataSize);
GenerateTerrain(Chunk);
GenerateFoliage(Chunk);
Chunk->CalculateHeightmap();
Chunk->CalculateLighting();
Chunk->SetValid();
}
static float GetNoise( float x, float y, cNoise & a_Noise )
{
float oct1 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq1, y*cGenSettings::HeightFreq1 )*cGenSettings::HeightAmp1;
float oct2 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq2, y*cGenSettings::HeightFreq2 )*cGenSettings::HeightAmp2;
float oct3 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq3, y*cGenSettings::HeightFreq3 )*cGenSettings::HeightAmp3;
float height = a_Noise.CubicNoise2D( x*0.1f, y*0.1f )*2;
float flatness = ((a_Noise.CubicNoise2D( x*0.5f, y*0.5f ) + 1.f ) * 0.5f) * 1.1f; // 0 ... 1.5
flatness *= flatness * flatness;
return (oct1 + oct2 + oct3) * flatness + height;
}
#define PI_2 (1.57079633f)
static float GetMarbleNoise( float x, float y, float z, cNoise & a_Noise )
{
float oct1 = (a_Noise.CubicNoise3D( x*0.1f, y*0.1f, z*0.1f ))*4;
oct1 = oct1 * oct1 * oct1;
if( oct1 < 0.f ) oct1 = PI_2;
if( oct1 > PI_2 ) oct1 = PI_2;
return oct1;
}
static float GetOreNoise( float x, float y, float z, cNoise & a_Noise )
{
float oct1 = a_Noise.CubicNoise3D( x*0.1f, y*0.1f, z*0.1f );
float oct2 = a_Noise.CubicNoise3D( x*0.05f, y*0.5f, z*0.05f );
oct2 *= oct2;
oct1 = (1 - (oct1 * oct1 *100)) * oct2;
//if( oct1 < 0.5f ) oct1 = 0;
//else oct1 = 1.f;
return oct1;
}
void cWorldGenerator::GenerateTerrain( cChunkPtr a_Chunk )
{
Vector3i ChunkPos( a_Chunk->GetPosX(), a_Chunk->GetPosY(), a_Chunk->GetPosZ() );
char* BlockType = a_Chunk->pGetType();
//const ENUM_BLOCK_ID GrassID = E_BLOCK_GRASS;
const ENUM_BLOCK_ID DirtID = E_BLOCK_DIRT;
const ENUM_BLOCK_ID StoneID = E_BLOCK_STONE;
const ENUM_BLOCK_ID SandID = E_BLOCK_SAND;
const ENUM_BLOCK_ID SandStoneID = E_BLOCK_SANDSTONE;
const ENUM_BLOCK_ID CaveID = E_BLOCK_AIR;
const ENUM_BLOCK_ID LavaID = E_BLOCK_STATIONARY_LAVA;
const ENUM_BLOCK_ID CoalID = E_BLOCK_COAL_ORE;
const ENUM_BLOCK_ID IronID = E_BLOCK_IRON_ORE;
const ENUM_BLOCK_ID GoldID = E_BLOCK_GOLD_ORE;
const ENUM_BLOCK_ID DiamondID = E_BLOCK_DIAMOND_ORE;
const ENUM_BLOCK_ID RedID = E_BLOCK_REDSTONE_ORE;
cNoise Noise( a_Chunk->GetWorld()->GetWorldSeed() );
for(int z = 0; z < 16; z++)
{
const float zz = (float)(ChunkPos.z*16 + z);
for(int x = 0; x < 16; x++)
{
// Place bedrock on bottom layer
BlockType[ cChunk::MakeIndex(x, 0, z) ] = E_BLOCK_BEDROCK;
const float xx = (float)(ChunkPos.x*16 + x);
int Height = (int)(GetNoise( xx*0.05f, zz*0.05f, Noise )*16);
const int Lower = 64;
if( Height+Lower > 127 ) Height = 127-Lower;
const int Top = Lower+Height;
const float WaveNoise = 1;//m_Noise.CubicNoise2D( xx*0.01f, zz*0.01f ) + 0.5f;
for( int y = 1; y < Top; ++y )
{
const float yy = (float)y;
// V prevent caves from getting too close to the surface
if( (Top - y > (WaveNoise*2) ) && cosf(GetMarbleNoise( xx, yy*0.5f, zz, Noise )) * fabs( cosf( yy*0.2f + WaveNoise*2 )*0.75f + WaveNoise ) > 0.5f )
{
if( y > 4 )
{
BlockType[ cChunk::MakeIndex(x, y, z) ] = CaveID;
if( z > 0 ) BlockType[ cChunk::MakeIndex(x, y, z-1) ] = CaveID;
if( z < 15 ) BlockType[ cChunk::MakeIndex(x, y, z+1) ] = CaveID;
if( x > 0 ) BlockType[ cChunk::MakeIndex(x-1, y, z) ] = CaveID;
if( x < 15 ) BlockType[ cChunk::MakeIndex(x+1, y, z) ] = CaveID;
}
else
{
BlockType[ cChunk::MakeIndex(x, y, z) ] = LavaID;
}
}
else if( y < 61 && Top - y < 3 )
BlockType[ cChunk::MakeIndex(x, y, z) ] = SandID;
else if( y < 61 && Top - y < 4 )
BlockType[ cChunk::MakeIndex(x, y, z) ] = SandStoneID;
else if( Top - y > ((WaveNoise+1.5f)*1.5f) ) // rock and ores between 1.5 .. 4.5 deep
{
if( GetOreNoise( xx, yy, zz, Noise ) > 0.5f )
BlockType[ cChunk::MakeIndex(x, y, z) ] = CoalID;
else if( GetOreNoise( xx, yy+100.f, zz, Noise ) > 0.6f )
BlockType[ cChunk::MakeIndex(x, y, z) ] = IronID;
else if( yy < 20 && GetOreNoise( xx*1.5f, yy+300.f, zz*1.5f, Noise ) > 0.6f )
BlockType[ cChunk::MakeIndex(x, y, z) ] = RedID;
else if( yy < 30 && GetOreNoise( xx*2, yy+200.f, zz*2, Noise ) > 0.75f )
BlockType[ cChunk::MakeIndex(x, y, z) ] = DiamondID;
else if( yy < 40 && GetOreNoise( xx*2, yy+100.f, zz*2, Noise ) > 0.75f )
BlockType[ cChunk::MakeIndex(x, y, z) ] = GoldID;
else
BlockType[ cChunk::MakeIndex(x, y, z) ] = StoneID;
}
else
BlockType[ cChunk::MakeIndex(x, y, z) ] = DirtID;
}
for( int y = Lower+Height; y < 60; ++y )
{
BlockType[ cChunk::MakeIndex(x, y, z) ] = E_BLOCK_STATIONARY_WATER;
}
}
}
}
void cWorldGenerator::GenerateFoliage( cChunkPtr a_Chunk )
{
const ENUM_BLOCK_ID GrassID = E_BLOCK_GRASS;
const ENUM_BLOCK_ID DirtID = E_BLOCK_DIRT;
const ENUM_BLOCK_ID SandID = E_BLOCK_SAND;
const ENUM_BLOCK_ID SandStoneID = E_BLOCK_SANDSTONE;
const ENUM_BLOCK_ID CaveID = E_BLOCK_AIR;
int PosX = a_Chunk->GetPosX();
int PosZ = a_Chunk->GetPosZ();
cWorld* World = a_Chunk->GetWorld();
cNoise m_Noise( World->GetWorldSeed() );
char* BlockType = a_Chunk->pGetType();
for(int z = 0; z < 16; z++) for(int x = 0; x < 16; x++)
{
// Find top most Y
int TopY = -1;
for(int y = 127; y > 0; y--)
{
int index = cChunk::MakeIndex( x, y, z );
if( BlockType[index] != E_BLOCK_AIR )
{
TopY = y;
break;
}
}
if( TopY > 0 )
{
// Change top dirt into grass and prevent sand from floating over caves
int index = cChunk::MakeIndex( x, TopY, z );
int index1 = cChunk::MakeIndex( x, TopY-1, z );
int index2 = cChunk::MakeIndex( x, TopY-2, z );
int index3 = cChunk::MakeIndex( x, TopY-3, z );
int index4 = cChunk::MakeIndex( x, TopY-4, z );
int index5 = cChunk::MakeIndex( x, TopY-5, z );
if( BlockType[index] == SandID ) {
if( BlockType[index1] == CaveID ) {
BlockType[ index ] = (char)SandStoneID;
} else if( BlockType[index2] == CaveID ) {
BlockType[ index1 ] = (char)SandStoneID;
} else if( BlockType[index3] == CaveID ) {
BlockType[ index2 ] = (char)SandStoneID;
} else if( BlockType[index4] == CaveID ) {
BlockType[ index3 ] = (char)SandStoneID;
} else if( BlockType[index5] == CaveID ) {
BlockType[ index4 ] = (char)SandStoneID;
}
}
if( BlockType[index] == DirtID )
{
BlockType[ index ] = (char)GrassID;
}
// Plant sum trees
{
int xx = x + PosX*16;
int zz = z + PosZ*16;
float val1 = m_Noise.CubicNoise2D( xx*0.1f, zz*0.1f );
float val2 = m_Noise.CubicNoise2D( xx*0.01f, zz*0.01f );
if( BlockType[index] == SandID )
{
if( (val1 + val2 > 0.f) && (r1.randInt()%128) > 124 && BlockType[index] == E_BLOCK_SAND )
{
BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_CACTUS;
if( (r1.randInt() & 3) == 3 )
{
BlockType[ cChunk::MakeIndex(x, TopY+2, z) ] = E_BLOCK_CACTUS;
}
continue;
}
}
else if( BlockType[index] == GrassID )
{
float val3 = m_Noise.CubicNoise2D( xx*0.01f+10, zz*0.01f+10 );
float val4 = m_Noise.CubicNoise2D( xx*0.05f+20, zz*0.05f+20 );
if( val1 + val2 > 0.2f && (r1.randInt()%128) > 124 )
World->GrowTree( xx, TopY, zz );
else if( val3 > 0.2f && (r1.randInt()%128) > 124 )
BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_YELLOW_FLOWER;
else if( val4 > 0.2f && (r1.randInt()%128) > 124 )
BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_ROSE;
else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_RED_MUSHROOM;
else if( val1+val2+val3+val4 > 0.2f && (r1.randInt()%128) > 124 )
BlockType[ cChunk::MakeIndex(x, TopY+1, z) ] = E_BLOCK_BROWN_MUSHROOM;
}
}
}
}
}
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