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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-04-27 18:41:20 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-04-27 18:41:20 +0200
commitf34cbb9e76a22da57a9bc9a8e7d7d7cb36b5d0f0 (patch)
tree718a1784865063932f8e0676feac2afa4739b80b /source/Generating
parentNoise3D: Shifted to normal groundlevel, added water on sealevel (diff)
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Diffstat (limited to 'source/Generating')
-rw-r--r--source/Generating/Noise3DGenerator.cpp185
-rw-r--r--source/Generating/Noise3DGenerator.h18
2 files changed, 154 insertions, 49 deletions
diff --git a/source/Generating/Noise3DGenerator.cpp b/source/Generating/Noise3DGenerator.cpp
index 91a9da044..5605b1cbd 100644
--- a/source/Generating/Noise3DGenerator.cpp
+++ b/source/Generating/Noise3DGenerator.cpp
@@ -6,6 +6,7 @@
#include "Globals.h"
#include "Noise3DGenerator.h"
#include "../OSSupport/File.h"
+#include "../../iniFile/iniFile.h"
@@ -13,8 +14,9 @@
cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) :
super(a_ChunkGenerator),
- m_Noise1(0),
- m_Noise2(0)
+ m_Noise1(1000),
+ m_Noise2(2000),
+ m_Noise3(3000)
{
}
@@ -34,7 +36,15 @@ cNoise3DGenerator::~cNoise3DGenerator()
void cNoise3DGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile)
{
m_World = a_World;
- // TODO: params
+
+ // 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);
}
@@ -55,35 +65,78 @@ void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::Bi
void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc)
{
- // Parameters, TODO: Make some settable in the INI file
+ NOISE_DATATYPE Noise[257 * 17 * 17]; // x + 17 * z + 17 * 17 * y
+ GenerateNoiseArray(a_ChunkX, a_ChunkZ, Noise);
+
+ // Output noise into chunk:
+ for (int y = 0; y < cChunkDef::Height; y++)
+ {
+ for (int z = 0; z < cChunkDef::Width; z++)
+ {
+ int idx = y * 17 * 17 + z * 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_Noise)
+{
+ // Parameters:
const int INTERPOL_X = 8;
const int INTERPOL_Y = 4;
const int INTERPOL_Z = 8;
- const NOISE_DATATYPE FrequencyX = 20;
- const NOISE_DATATYPE FrequencyY = 20;
- const NOISE_DATATYPE FrequencyZ = 20;
- const NOISE_DATATYPE MidPoint = 75; // Where the vertical "center" of the noise should be
- const NOISE_DATATYPE AirThreshold = (NOISE_DATATYPE)0.5;
- const int SeaLevel = 62;
- NOISE_DATATYPE Noise[257 * 17 * 17]; // x + 17 * z + 17 * 17 * y
+ // Precalculate a "height" array:
+ NOISE_DATATYPE Height[17 * 17]; // x + 17 * z
+ for (int z = 0; z < 17; z += INTERPOL_Z)
+ {
+ NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ;
+ for (int x = 0; x < 17; x += INTERPOL_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;
+ }
+ }
+
int idx = 0;
for (int y = 0; y < 257; y += INTERPOL_Y)
{
- NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / FrequencyY;
- NOISE_DATATYPE AddHeight = NoiseY - (MidPoint / FrequencyY);
- AddHeight *= AddHeight * AddHeight * AddHeight * AddHeight;
- NOISE_DATATYPE * CurFloor = &(Noise[y * 17 * 17]);
+ NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / m_FrequencyY;
+ NOISE_DATATYPE AddHeight = (y - m_MidPoint) / 20;
+ AddHeight *= AddHeight * AddHeight; // * AddHeight * AddHeight;
+ NOISE_DATATYPE * CurFloor = &(a_Noise[y * 17 * 17]);
for (int z = 0; z < 17; z += INTERPOL_Z)
{
- NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / FrequencyZ;
+ NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ;
for (int x = 0; x < 17; x += INTERPOL_X)
{
- NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / FrequencyX;
+ NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX;
CurFloor[x + 17 * z] =
- m_Noise1.CubicNoise3D(NoiseX, NoiseY, NoiseZ) +
+ m_Noise1.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * (NOISE_DATATYPE)0.5 +
m_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) +
- AddHeight;
+ m_Noise3.CubicNoise3D(NoiseX / 4, NoiseY / 4, NoiseZ / 4) * 2 +
+ AddHeight / Height[x + 17 * z];
}
}
// Linear-interpolate this XZ floor:
@@ -100,9 +153,9 @@ void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_Ch
}
int LoFloorY = (y / INTERPOL_Y) * INTERPOL_Y;
int HiFloorY = LoFloorY + INTERPOL_Y;
- NOISE_DATATYPE * LoFloor = &(Noise[LoFloorY * 17 * 17]);
- NOISE_DATATYPE * HiFloor = &(Noise[HiFloorY * 17 * 17]);
- NOISE_DATATYPE * CurFloor = &(Noise[y * 17 * 17]);
+ NOISE_DATATYPE * LoFloor = &(a_Noise[LoFloorY * 17 * 17]);
+ NOISE_DATATYPE * HiFloor = &(a_Noise[HiFloorY * 17 * 17]);
+ NOISE_DATATYPE * CurFloor = &(a_Noise[y * 17 * 17]);
NOISE_DATATYPE Ratio = ((NOISE_DATATYPE)(y % INTERPOL_Y)) / INTERPOL_Y;
int idx = 0;
for (int z = 0; z < cChunkDef::Width; z++)
@@ -130,7 +183,7 @@ void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_Ch
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 * Noise[idx++]))));
+ buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * a_Noise[idx++]))));
}
f1.Write(buf, 16);
} // for y
@@ -148,38 +201,21 @@ void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_Ch
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 * Noise[idx++]))));
+ buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * a_Noise[idx++]))));
}
f2.Write(buf, 16);
} // for z
} // for y
} // if (XZ file open)
*/
-
- // Output into chunk:
- for (int y = 0; y < cChunkDef::Height; y++)
- {
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- int idx = y * 17 * 17 + z * 17;
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- NOISE_DATATYPE n = Noise[idx++];
- BLOCKTYPE BlockType;
- if (n > AirThreshold)
- {
- BlockType = (y > SeaLevel) ? E_BLOCK_AIR : E_BLOCK_STATIONARY_WATER;
- }
- else
- {
- BlockType = E_BLOCK_STONE;
- }
- a_ChunkDesc.SetBlockType(x, y, z, BlockType);
- }
- }
- }
-
- // Update the heightmap:
+}
+
+
+
+
+
+void cNoise3DGenerator::UpdateHeightmap(cChunkDesc & a_ChunkDesc)
+{
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
@@ -199,3 +235,54 @@ void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_Ch
+
+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
+}
+
+
+
+
diff --git a/source/Generating/Noise3DGenerator.h b/source/Generating/Noise3DGenerator.h
index 3a6b6dff4..44f4f3fce 100644
--- a/source/Generating/Noise3DGenerator.h
+++ b/source/Generating/Noise3DGenerator.h
@@ -32,6 +32,24 @@ public:
protected:
cNoise m_Noise1;
cNoise m_Noise2;
+ cNoise m_Noise3;
+
+ int m_SeaLevel;
+ NOISE_DATATYPE m_HeightAmplification;
+ NOISE_DATATYPE m_MidPoint; // Where the vertical "center" of the noise should be
+ NOISE_DATATYPE m_FrequencyX;
+ NOISE_DATATYPE m_FrequencyY;
+ NOISE_DATATYPE m_FrequencyZ;
+ NOISE_DATATYPE m_AirThreshold;
+
+ /// Generates the 3D noise array used for terrain generation
+ void GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_Noise);
+
+ /// Updates heightmap based on the chunk's contents
+ void UpdateHeightmap(cChunkDesc & a_ChunkDesc);
+
+ /// Composes terrain - adds dirt, grass and sand
+ void ComposeTerrain(cChunkDesc & a_ChunkDesc);
} ;