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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2014-11-23 18:12:34 +0100
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2014-11-23 18:12:34 +0100
commit79e5b823547a2a51d9f4e504fc24ec539e11ac34 (patch)
tree672b77f1c9a4741437b30f3289fc258d7917a2eb /src/Generating/Noise3DGenerator.cpp
parentCompilation fixes (diff)
parentMerge pull request #1612 from p-mcgowan/pigsIntoZombiePigmenOnLightning (diff)
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Diffstat (limited to '')
-rw-r--r--src/Generating/Noise3DGenerator.cpp614
1 files changed, 510 insertions, 104 deletions
diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp
index 5a4cb44cf..78b739d32 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"
@@ -61,6 +62,91 @@ public:
+#if 0
+// Perform speed test of the cInterpolNoise class
+static class cInterpolNoiseSpeedTest
+{
+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);
+
+ // 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");
+ }
+
+
+ /** Compare the speed of the 2D InterpolNoise vs 2D CubicNoise. */
+ void TestSpeed2D(void)
+ {
+ 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");
+ }
+} g_InterpolNoiseSpeedTest;
+#endif
+
+
+
+
+
////////////////////////////////////////////////////////////////////////////////
// cNoise3DGenerator:
@@ -69,9 +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);
+ 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);
#if 0
// DEBUG: Test the noise generation:
@@ -154,8 +248,8 @@ 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_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);
@@ -220,10 +314,10 @@ 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;
@@ -233,23 +327,23 @@ 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];
}
}
}
@@ -346,9 +440,10 @@ void cNoise3DGenerator::ComposeTerrain(cChunkDesc & a_ChunkDesc)
// cNoise3DComposable:
cNoise3DComposable::cNoise3DComposable(int a_Seed) :
- m_Noise1(a_Seed + 1000),
- m_Noise2(a_Seed + 2000),
- m_Noise3(a_Seed + 3000)
+ m_ChoiceNoise(a_Seed),
+ m_DensityNoiseA(a_Seed + 1),
+ m_DensityNoiseB(a_Seed + 2),
+ m_BaseNoise(a_Seed + 3)
{
}
@@ -359,13 +454,51 @@ cNoise3DComposable::cNoise3DComposable(int a_Seed) :
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);
+ 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", 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);
+ 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;
+ }
}
@@ -376,126 +509,399 @@ 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
+ // The noise for this chunk is already generated in m_NoiseArray
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)
+ // 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 NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ;
- for (int x = 0; x < 17; x += UPSCALE_X)
+ 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)
{
- NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX;
- NOISE_DATATYPE val = std::abs(m_Noise1.CubicNoise2D(NoiseX / 5, NoiseZ / 5)) * m_HeightAmplification + 1;
- Height[x + 17 * z] = val * val * val;
+ AddHeight *= 4;
}
- }
- 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)
+ for (int z = 0; z < 5; z++)
{
- NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ;
- for (int x = 0; x < 17; x += UPSCALE_X)
+ for (int x = 0; x < 5; 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]
- );
+ 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];
}
}
- // Linear-interpolate this XZ floor:
- LinearUpscale2DArrayInPlace<17, 17, UPSCALE_X, UPSCALE_Z>(CurFloor);
}
+ 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);
- // Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis
- for (int y = 1; y < cChunkDef::Height; y++)
+ for (int z = 0; z < cChunkDef::Width; z++)
{
- if ((y % UPSCALE_Y) == 0)
+ for (int x = 0; x < cChunkDef::Width; x++)
{
- // 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++)
+ 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++)
{
- 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++)
{
- CurFloor[idx] = LoFloor[idx] + (HiFloor[idx] - LoFloor[idx]) * Ratio;
- idx += 1;
+ a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
}
- idx += 1; // Skipping one X column
+ 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];
}
}
+}
- // 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))
+
+
+
+
+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++)
{
- for (int z = 0; z < cChunkDef::Width; z++)
+ 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 y = 0; y < cChunkDef::Height; y++)
+ for (int x = 0; x < 5; x++)
{
- int idx = y * 17 * 17 + z * 17;
- unsigned char buf[16];
- for (int x = 0; x < cChunkDef::Width; 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)
{
- buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * m_Noise[idx++]))));
+ AddHeight *= 4;
}
- 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))
+ 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 y = 0; y < cChunkDef::Height; y++)
+ for (int x = 0; x < 3; x++)
{
- for (int z = 0; z < cChunkDef::Width; z++)
+ 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 idx = y * 17 * 17 + z * 17;
- unsigned char buf[16];
- for (int x = 0; x < cChunkDef::Width; x++)
+ 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)
{
- 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)
- */
+ 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 cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
+void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE & a_HeightAmp, NOISE_DATATYPE & a_MidPoint)
+{
+ 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;
+ */
+
+ 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);
@@ -520,7 +926,7 @@ void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::Hei
-void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
+void cBiomalNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());