// 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.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 (size_t 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 (size_t 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;
//*/
/** 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)
{
return a_Val1 + (a_Val2 - a_Val1) * a_Ratio;
}
/** 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;
}
if (a_Ratio > 1)
{
return a_Val2;
}
return Lerp(a_Val1, a_Val2, a_Ratio);
}
////////////////////////////////////////////////////////////////////////////////
// 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(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", 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 (size_t 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 (size_t i = 0; i < ARRAYCOUNT(Height); i++)
{
Height[i] = std::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_ChoiceNoise(a_Seed),
m_DensityNoiseA(a_Seed + 1),
m_DensityNoiseB(a_Seed + 2),
m_BaseNoise(a_Seed + 3)
{
}
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);
m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 40);
m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 40);
m_BaseFrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DBaseFrequencyX", 40);
m_BaseFrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DBaseFrequencyZ", 40);
m_ChoiceFrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DChoiceFrequencyX", 40);
m_ChoiceFrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DChoiceFrequencyY", 80);
m_ChoiceFrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DChoiceFrequencyZ", 40);
m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0);
int NumChoiceOctaves = a_IniFile.GetValueSetI("Generator", "Noise3DNumChoiceOctaves", 4);
int NumDensityOctaves = a_IniFile.GetValueSetI("Generator", "Noise3DNumDensityOctaves", 6);
int NumBaseOctaves = a_IniFile.GetValueSetI("Generator", "Noise3DNumBaseOctaves", 6);
NOISE_DATATYPE BaseNoiseAmplitude = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DBaseAmplitude", 1);
// Add octaves for the choice noise:
NOISE_DATATYPE wavlen = 1, ampl = 0.5;
for (int i = 0; i < NumChoiceOctaves; i++)
{
m_ChoiceNoise.AddOctave(wavlen, ampl);
wavlen = wavlen * 2;
ampl = ampl / 2;
}
// Add octaves for the density noises:
wavlen = 1, ampl = 1;
for (int i = 0; i < NumDensityOctaves; i++)
{
m_DensityNoiseA.AddOctave(wavlen, ampl);
m_DensityNoiseB.AddOctave(wavlen, ampl);
wavlen = wavlen * 2;
ampl = ampl / 2;
}
// Add octaves for the base noise:
wavlen = 1, ampl = BaseNoiseAmplitude;
for (int i = 0; i < NumBaseOctaves; i++)
{
m_BaseNoise.AddOctave(wavlen, ampl);
wavlen = wavlen * 2;
ampl = ampl / 2;
}
}
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_NoiseArray
return;
}
m_LastChunkX = a_ChunkX;
m_LastChunkZ = a_ChunkZ;
// Generate all the noises:
NOISE_DATATYPE ChoiceNoise[5 * 5 * 33];
NOISE_DATATYPE Workspace[5 * 5 * 33];
NOISE_DATATYPE DensityNoiseA[5 * 5 * 33];
NOISE_DATATYPE DensityNoiseB[5 * 5 * 33];
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);
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++)
{
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++)
{
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);
}
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
}
////////////////////////////////////////////////////////////////////////////////
// cBiomalNoise3DComposable:
cBiomalNoise3DComposable::cBiomalNoise3DComposable(int a_Seed, cBiomeGenPtr a_BiomeGen) :
m_ChoiceNoise(a_Seed),
m_DensityNoiseA(a_Seed + 1),
m_DensityNoiseB(a_Seed + 2),
m_BaseNoise(a_Seed + 3),
m_BiomeGen(a_BiomeGen)
{
// Generate the weight distribution for summing up neighboring biomes:
m_WeightSum = 0;
for (int z = 0; z <= AVERAGING_SIZE * 2; z++)
{
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_WeightSum += m_Weight[z][x];
}
}
}
void cBiomalNoise3DComposable::Initialize(cIniFile & a_IniFile)
{
// Params:
// The defaults generate extreme hills terrain
m_SeaLevel = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DSeaLevel", 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);
m_BaseFrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DBaseFrequencyX", 40);
m_BaseFrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DBaseFrequencyZ", 40);
m_ChoiceFrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DChoiceFrequencyX", 40);
m_ChoiceFrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DChoiceFrequencyY", 80);
m_ChoiceFrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DChoiceFrequencyZ", 40);
m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DAirThreshold", 0);
int NumChoiceOctaves = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DNumChoiceOctaves", 4);
int NumDensityOctaves = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DNumDensityOctaves", 6);
int NumBaseOctaves = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DNumBaseOctaves", 6);
NOISE_DATATYPE BaseNoiseAmplitude = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DBaseAmplitude", 1);
// Add octaves for the choice noise:
NOISE_DATATYPE wavlen = 1, ampl = 0.5;
for (int i = 0; i < NumChoiceOctaves; i++)
{
m_ChoiceNoise.AddOctave(wavlen, ampl);
wavlen = wavlen * 2;
ampl = ampl / 2;
}
// Add octaves for the density noises:
wavlen = 1, ampl = 1;
for (int i = 0; i < NumDensityOctaves; i++)
{
m_DensityNoiseA.AddOctave(wavlen, ampl);
m_DensityNoiseB.AddOctave(wavlen, ampl);
wavlen = wavlen * 2;
ampl = ampl / 2;
}
// Add octaves for the base noise:
wavlen = 1, ampl = BaseNoiseAmplitude;
for (int i = 0; i < NumBaseOctaves; i++)
{
m_BaseNoise.AddOctave(wavlen, ampl);
wavlen = wavlen * 2;
ampl = ampl / 2;
}
}
void cBiomalNoise3DComposable::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_NoiseArray
return;
}
m_LastChunkX = a_ChunkX;
m_LastChunkZ = a_ChunkZ;
// Calculate the parameters for the biomes:
ChunkParam MidPoint;
ChunkParam HeightAmp;
CalcBiomeParamArrays(a_ChunkX, a_ChunkZ, HeightAmp, MidPoint);
// Generate all the noises:
NOISE_DATATYPE ChoiceNoise[5 * 5 * 33];
NOISE_DATATYPE Workspace[5 * 5 * 33];
NOISE_DATATYPE DensityNoiseA[5 * 5 * 33];
NOISE_DATATYPE DensityNoiseB[5 * 5 * 33];
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);
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++)
{
NOISE_DATATYPE BlockHeight = static_cast<NOISE_DATATYPE>(y * 8);
for (int z = 0; z < 5; z++)
{
for (int x = 0; x < 5; x++)
{
NOISE_DATATYPE AddHeight = (BlockHeight - MidPoint[x + 5 * z]) * HeightAmp[x + 5 * z];
// If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope:
if (AddHeight < 0)
{
AddHeight *= 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];
}
}
}
LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 5, 5, 33, m_NoiseArray, 4, 4, 8);
}
void cBiomalNoise3DComposable::CalcBiomeParamArrays(int a_ChunkX, int a_ChunkZ, ChunkParam & a_HeightAmp, ChunkParam & a_MidPoint)
{
// Generate the 3*3 chunks of biomes around this chunk:
cChunkDef::BiomeMap neighborBiomes[3 * 3];
for (int z = 0; z < 3; z++)
{
for (int x = 0; x < 3; x++)
{
m_BiomeGen->GenBiomes(a_ChunkX + x - 1, a_ChunkZ + z - 1, neighborBiomes[x + 3 * z]);
}
}
// Sum up the biome values:
for (int z = 0; z < 5; z++)
{
for (int x = 0; x < 5; x++)
{
NOISE_DATATYPE totalHeightAmp = 0;
NOISE_DATATYPE totalMidPoint = 0;
// Add up the biomes around this point:
for (int relz = 0; relz <= AVERAGING_SIZE * 2; ++relz)
{
int colz = 16 + z * 4 + relz - AVERAGING_SIZE; // Biome Z coord relative to the neighborBiomes start
int neicellz = colz / 16; // Chunk Z coord relative to the neighborBiomes start
int neirelz = colz % 16; // Biome Z coord relative to cz in neighborBiomes
for (int relx = 0; relx <= AVERAGING_SIZE * 2; ++relx)
{
int colx = 16 + x * 4 + relx - AVERAGING_SIZE; // Biome X coord relative to the neighborBiomes start
int neicellx = colx / 16; // Chunk X coord relative to the neighborBiomes start
int neirelx = colx % 16; // Biome X coord relative to cz in neighborBiomes
EMCSBiome biome = cChunkDef::GetBiome(neighborBiomes[neicellx + neicellz * 3], neirelx, neirelz);
NOISE_DATATYPE heightAmp, midPoint;
GetBiomeParams(biome, heightAmp, midPoint);
totalHeightAmp += heightAmp * m_Weight[relz][relx];
totalMidPoint += midPoint * m_Weight[relz][relx];
} // for relx
} // for relz
a_HeightAmp[x + 5 * z] = totalHeightAmp / m_WeightSum;
a_MidPoint[x + 5 * z] = totalMidPoint / m_WeightSum;
} // for x
} // for z
}
void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE & a_HeightAmp, NOISE_DATATYPE & a_MidPoint)
{
switch (a_Biome)
{
case biDeepOcean: a_HeightAmp = 0.17f; a_MidPoint = 35; break;
case biDesert: a_HeightAmp = 0.29f; a_MidPoint = 62; break; // Needs verification
case biExtremeHills: a_HeightAmp = 0.045f; a_MidPoint = 75; break;
case biExtremeHillsPlus: a_HeightAmp = 0.04f; a_MidPoint = 80; break;
case biFrozenRiver: a_HeightAmp = 0.4f; a_MidPoint = 53; break;
case biFrozenOcean: a_HeightAmp = 0.17f; a_MidPoint = 47; break;
case biOcean: a_HeightAmp = 0.17f; a_MidPoint = 47; break;
case biPlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break; // Needs verification
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;
default:
{
// Make a crazy terrain so that it stands out
a_HeightAmp = 0.001f;
a_MidPoint = 90;
break;
}
}
}
void cBiomalNoise3DComposable::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 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++)
{
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
}