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-rw-r--r--src/Generating/ChunkGenerator.cpp2
-rw-r--r--src/Generating/ChunkGenerator.h4
-rw-r--r--src/Generating/ComposableGenerator.cpp6
-rw-r--r--src/Generating/ComposableGenerator.h4
-rw-r--r--src/Generating/Noise3DGenerator.cpp23
-rw-r--r--src/Generating/Noise3DGenerator.h8
6 files changed, 21 insertions, 26 deletions
diff --git a/src/Generating/ChunkGenerator.cpp b/src/Generating/ChunkGenerator.cpp
index 7687eea72..b8486e3d6 100644
--- a/src/Generating/ChunkGenerator.cpp
+++ b/src/Generating/ChunkGenerator.cpp
@@ -71,7 +71,7 @@ EMCSBiome cChunkGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
int Y = 0;
int ChunkX, ChunkZ;
cChunkDef::AbsoluteToRelative(a_BlockX, Y, a_BlockZ, ChunkX, ChunkZ);
- GenerateBiomes(ChunkX, ChunkZ, Biomes);
+ GenerateBiomes({ChunkX, ChunkZ}, Biomes);
return cChunkDef::GetBiome(Biomes, a_BlockX, a_BlockZ);
}
diff --git a/src/Generating/ChunkGenerator.h b/src/Generating/ChunkGenerator.h
index 703372094..5fe58c65a 100644
--- a/src/Generating/ChunkGenerator.h
+++ b/src/Generating/ChunkGenerator.h
@@ -27,7 +27,7 @@ public:
/** Generates the biomes for the specified chunk.
Used by the world loader if biomes failed loading. */
- virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) = 0;
+ virtual void GenerateBiomes(cChunkCoords a_ChunkCoords, cChunkDef::BiomeMap & a_BiomeMap) = 0;
/** Returns the biome at the specified coords.
Used by ChunkMap if an invalid chunk is queried for biome.
@@ -36,7 +36,7 @@ public:
/** Does the actual chunk generation.
Descendants need to override this and generate into a_ChunkDesc. */
- virtual void Generate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) = 0;
+ virtual void Generate(cChunkDesc & a_ChunkDesc) = 0;
/** Returns the seed that was read from the INI file. */
int GetSeed(void) const { return m_Seed; }
diff --git a/src/Generating/ComposableGenerator.cpp b/src/Generating/ComposableGenerator.cpp
index f28de931b..f87d63493 100644
--- a/src/Generating/ComposableGenerator.cpp
+++ b/src/Generating/ComposableGenerator.cpp
@@ -141,11 +141,11 @@ void cComposableGenerator::Initialize(cIniFile & a_IniFile)
-void cComposableGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
+void cComposableGenerator::GenerateBiomes(cChunkCoords a_ChunkCoords, cChunkDef::BiomeMap & a_BiomeMap)
{
if (m_BiomeGen != nullptr) // Quick fix for generator deinitializing before the world storage finishes loading
{
- m_BiomeGen->GenBiomes({a_ChunkX, a_ChunkZ}, a_BiomeMap);
+ m_BiomeGen->GenBiomes(a_ChunkCoords, a_BiomeMap);
}
}
@@ -153,7 +153,7 @@ void cComposableGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef:
-void cComposableGenerator::Generate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc)
+void cComposableGenerator::Generate(cChunkDesc & a_ChunkDesc)
{
if (a_ChunkDesc.IsUsingDefaultBiomes())
{
diff --git a/src/Generating/ComposableGenerator.h b/src/Generating/ComposableGenerator.h
index 59ce25352..9c643847c 100644
--- a/src/Generating/ComposableGenerator.h
+++ b/src/Generating/ComposableGenerator.h
@@ -210,8 +210,8 @@ public:
// cChunkGenerator::cGenerator overrides:
virtual void Initialize(cIniFile & a_IniFile) override;
- virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
- virtual void Generate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) override;
+ virtual void GenerateBiomes(cChunkCoords a_ChunkCoords, cChunkDef::BiomeMap & a_BiomeMap) override;
+ virtual void Generate(cChunkDesc & a_ChunkDesc) override;
/** If there's no particular sub-generator set in the INI file,
adds the default one, based on the dimension. */
diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp
index 68e3f5377..0826ca764 100644
--- a/src/Generating/Noise3DGenerator.cpp
+++ b/src/Generating/Noise3DGenerator.cpp
@@ -195,8 +195,9 @@ void cNoise3DGenerator::Initialize(cIniFile & a_IniFile)
-void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
+void cNoise3DGenerator::GenerateBiomes(cChunkCoords a_ChunkCoords, cChunkDef::BiomeMap & a_BiomeMap)
{
+ UNUSED(a_ChunkCoords);
for (size_t i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
{
a_BiomeMap[i] = biExtremeHills;
@@ -207,10 +208,10 @@ void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::Bi
-void cNoise3DGenerator::Generate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc)
+void cNoise3DGenerator::Generate(cChunkDesc & a_ChunkDesc)
{
NOISE_DATATYPE Noise[17 * 257 * 17];
- GenerateNoiseArray(a_ChunkX, a_ChunkZ, Noise);
+ GenerateNoiseArray(a_ChunkDesc.GetChunkCoords(), Noise);
// Output noise into chunk:
for (int z = 0; z < cChunkDef::Width; z++)
@@ -243,23 +244,21 @@ void cNoise3DGenerator::Generate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_Chun
-void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_OutNoise)
+void cNoise3DGenerator::GenerateNoiseArray(cChunkCoords a_ChunkCoords, 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 = static_cast<NOISE_DATATYPE>(a_ChunkX * cChunkDef::Width) / m_FrequencyX;
- NOISE_DATATYPE EndX = static_cast<NOISE_DATATYPE>((a_ChunkX + 1) * cChunkDef::Width) / m_FrequencyX;
- NOISE_DATATYPE StartZ = static_cast<NOISE_DATATYPE>(a_ChunkZ * cChunkDef::Width) / m_FrequencyZ;
- NOISE_DATATYPE EndZ = static_cast<NOISE_DATATYPE>((a_ChunkZ + 1) * cChunkDef::Width) / m_FrequencyZ;
+ NOISE_DATATYPE StartX = static_cast<NOISE_DATATYPE>(a_ChunkCoords.m_ChunkX * cChunkDef::Width) / m_FrequencyX;
+ NOISE_DATATYPE EndX = static_cast<NOISE_DATATYPE>((a_ChunkCoords.m_ChunkX + 1) * cChunkDef::Width) / m_FrequencyX;
+ NOISE_DATATYPE StartZ = static_cast<NOISE_DATATYPE>(a_ChunkCoords.m_ChunkZ * cChunkDef::Width) / m_FrequencyZ;
+ NOISE_DATATYPE EndZ = static_cast<NOISE_DATATYPE>((a_ChunkCoords.m_ChunkZ + 1) * cChunkDef::Width) / m_FrequencyZ;
NOISE_DATATYPE StartY = 0;
NOISE_DATATYPE EndY = static_cast<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 / 5, EndX / 5, StartZ / 5, EndZ / 5);
@@ -283,15 +282,11 @@ void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DAT
}
}
- // 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));
}
diff --git a/src/Generating/Noise3DGenerator.h b/src/Generating/Noise3DGenerator.h
index 1f7123588..80e328214 100644
--- a/src/Generating/Noise3DGenerator.h
+++ b/src/Generating/Noise3DGenerator.h
@@ -30,8 +30,8 @@ public:
virtual ~cNoise3DGenerator() override;
virtual void Initialize(cIniFile & a_IniFile) override;
- virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
- virtual void Generate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) override;
+ virtual void GenerateBiomes(cChunkCoords a_ChunkCoords, cChunkDef::BiomeMap & a_BiomeMap) override;
+ virtual void Generate(cChunkDesc & a_ChunkDesc) override;
protected:
// Linear interpolation step sizes, must be divisors of cChunkDef::Width and cChunkDef::Height, respectively:
@@ -58,8 +58,8 @@ protected:
NOISE_DATATYPE m_FrequencyZ;
NOISE_DATATYPE m_AirThreshold;
- /** Generates the 3D noise array used for terrain generation; a_Noise is of ChunkData-size */
- void GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_Noise);
+ /** Generates the 3D noise array used for terrain generation into a_Noise; a_Noise is of ChunkData-size */
+ void GenerateNoiseArray(cChunkCoords a_ChunkCoords, NOISE_DATATYPE * a_Noise);
/** Composes terrain - adds dirt, grass and sand */
void ComposeTerrain(cChunkDesc & a_ChunkDesc);