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-rw-r--r--src/Generating/EndGen.cpp182
-rw-r--r--src/Generating/EndGen.h39
2 files changed, 127 insertions, 94 deletions
diff --git a/src/Generating/EndGen.cpp b/src/Generating/EndGen.cpp
index 47ea052c6..a4a55d74f 100644
--- a/src/Generating/EndGen.cpp
+++ b/src/Generating/EndGen.cpp
@@ -23,7 +23,7 @@ enum
DIM_X = 16 / INTERPOL_X + 1,
DIM_Y = 256 / INTERPOL_Y + 1,
DIM_Z = 16 / INTERPOL_Z + 1,
-} ;
+};
@@ -34,26 +34,23 @@ enum
cEndGen::cEndGen(int a_Seed) :
m_Seed(a_Seed),
- m_Perlin(a_Seed),
- m_VoidOffsetNoise(a_Seed + 1000),
- m_AirThresholdMainIsland(0.0f),
- m_AirThresholdOtherIslands(0.5f),
- m_MainIslandSize(450),
- m_BaseHeight(64),
- m_TerrainTopMultiplier(10),
- m_TerrainBottomMultiplier(40),
- m_VoidOffsetNoiseMultiplier(50),
- m_FrequencyX(80),
- m_FrequencyY(80),
- m_FrequencyZ(80)
+ m_Perlin(m_Seed),
+ m_MainIslandSize(200),
+ m_IslandThickness(32),
+ m_IslandYOffset(30),
+ m_MainIslandFrequencyX(100),
+ m_MainIslandFrequencyY(80),
+ m_MainIslandFrequencyZ(100),
+ m_MainIslandMinThreshold(0.2),
+ m_SmallIslandFrequencyX(50),
+ m_SmallIslandFrequencyY(80),
+ m_SmallIslandFrequencyZ(50),
+ m_SmallIslandMinThreshold(-0.5),
+ m_LastChunkCoords(0x7fffffff, 0x7fffffff) // Use dummy coords that won't ever be used by real chunks
{
m_Perlin.AddOctave(1, 1);
m_Perlin.AddOctave(2, 0.5);
m_Perlin.AddOctave(4, 0.25);
-
- m_VoidOffsetNoise.AddOctave(1, 1);
- m_VoidOffsetNoise.AddOctave(2, 0.5);
- m_VoidOffsetNoise.AddOctave(4, 0.25);
}
@@ -62,95 +59,118 @@ cEndGen::cEndGen(int a_Seed) :
void cEndGen::InitializeShapeGen(cIniFile & a_IniFile)
{
- m_AirThresholdMainIsland = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenAirThresholdMainIsland", m_AirThresholdMainIsland));
- m_AirThresholdOtherIslands = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenAirThresholdOtherIslands", m_AirThresholdOtherIslands));
m_MainIslandSize = a_IniFile.GetValueSetI("Generator", "EndGenMainIslandSize", m_MainIslandSize);
- m_BaseHeight = a_IniFile.GetValueSetI("Generator", "EndGenBaseHeight", m_BaseHeight);
- m_TerrainTopMultiplier = a_IniFile.GetValueSetI("Generator", "EndGenTerrainTopMultiplier", m_TerrainTopMultiplier);
- m_TerrainBottomMultiplier = a_IniFile.GetValueSetI("Generator", "EndGenTerrainBottomMultiplier", m_TerrainBottomMultiplier);
- m_VoidOffsetNoiseMultiplier = a_IniFile.GetValueSetI("Generator", "EndGenVoidOffsetNoiseMultiplier", m_VoidOffsetNoiseMultiplier);
-
- m_FrequencyX = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenFrequencyX", m_FrequencyX));
- m_FrequencyY = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenFrequencyY", m_FrequencyY));
- m_FrequencyZ = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenFrequencyZ", m_FrequencyZ));
+ m_IslandThickness = a_IniFile.GetValueSetI("Generator", "EndGenIslandFlatness", m_IslandThickness);
+ m_IslandYOffset = a_IniFile.GetValueSetI("Generator", "EndGenIslandYOffset", m_IslandYOffset);
+
+ m_MainIslandFrequencyX = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenMainFrequencyX", m_MainIslandFrequencyX));
+ m_MainIslandFrequencyY = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenMainFrequencyY", m_MainIslandFrequencyY));
+ m_MainIslandFrequencyZ = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenMainFrequencyZ", m_MainIslandFrequencyZ));
+ m_MainIslandMinThreshold = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenMainMinThreshold", m_MainIslandMinThreshold));
+
+ m_SmallIslandFrequencyX = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenSmallFrequencyX", m_SmallIslandFrequencyX));
+ m_SmallIslandFrequencyY = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenSmallFrequencyY", m_SmallIslandFrequencyY));
+ m_SmallIslandFrequencyZ = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenSmallFrequencyZ", m_SmallIslandFrequencyZ));
+ m_SmallIslandMinThreshold = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenSmallMinThreshold", m_SmallIslandMinThreshold));
+
}
-void cEndGen::GenShape(cChunkCoords a_ChunkCoords, cChunkDesc::Shape & a_Shape)
+void cEndGen::PrepareState(cChunkCoords a_ChunkCoords)
{
- for (size_t i = 0; i < ARRAYCOUNT(a_Shape); i++)
+ if (m_LastChunkCoords == a_ChunkCoords)
{
- a_Shape[i] = 0;
+ return;
}
- NOISE_DATATYPE NoiseData[cChunkDef::Width * cChunkDef::Width];
- NOISE_DATATYPE VoidOffsetData[cChunkDef::Width * cChunkDef::Width];
- NOISE_DATATYPE Workspace[cChunkDef::Width * cChunkDef::Width];
- 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;
+ m_LastChunkCoords = a_ChunkCoords;
- m_Perlin.Generate2D(NoiseData, cChunkDef::Width, cChunkDef::Width, StartX, EndX, StartZ, EndZ, Workspace);
- m_VoidOffsetNoise.Generate2D(VoidOffsetData, cChunkDef::Width, cChunkDef::Width, StartX, EndX, StartZ, EndZ, Workspace);
+ GenerateNoiseArray();
+}
- for (int z = 0; z < cChunkDef::Width; z++)
+
+
+
+
+void cEndGen::GenerateNoiseArray(void)
+{
+ NOISE_DATATYPE NoiseData[DIM_X * DIM_Y * DIM_Z]; // [x + DIM_X * z + DIM_X * DIM_Z * y]
+ NOISE_DATATYPE Workspace[DIM_X * DIM_Y * DIM_Z]; // [x + DIM_X * z + DIM_X * DIM_Z * y]
+
+ // Choose the frequency to use depending on the distance from spawn.
+ double distanceFromSpawn = cChunkDef::RelativeToAbsolute({ cChunkDef::Width / 2, 0, cChunkDef::Width / 2 }, m_LastChunkCoords).Length();
+ NOISE_DATATYPE frequencyX = distanceFromSpawn > m_MainIslandSize * 2 ? m_SmallIslandFrequencyX : m_MainIslandFrequencyX;
+ NOISE_DATATYPE frequencyY = distanceFromSpawn > m_MainIslandSize * 2 ? m_SmallIslandFrequencyY : m_MainIslandFrequencyY;
+ NOISE_DATATYPE frequencyZ = distanceFromSpawn > m_MainIslandSize * 2 ? m_SmallIslandFrequencyZ : m_MainIslandFrequencyZ;
+
+ // Generate the downscaled noise:
+ NOISE_DATATYPE StartX = static_cast<NOISE_DATATYPE>(m_LastChunkCoords.m_ChunkX * cChunkDef::Width) / frequencyX;
+ NOISE_DATATYPE EndX = static_cast<NOISE_DATATYPE>((m_LastChunkCoords.m_ChunkX + 1) * cChunkDef::Width) / frequencyX;
+ NOISE_DATATYPE StartZ = static_cast<NOISE_DATATYPE>(m_LastChunkCoords.m_ChunkZ * cChunkDef::Width) / frequencyZ;
+ NOISE_DATATYPE EndZ = static_cast<NOISE_DATATYPE>((m_LastChunkCoords.m_ChunkZ + 1) * cChunkDef::Width) / frequencyZ;
+ NOISE_DATATYPE StartY = 0;
+ NOISE_DATATYPE EndY = static_cast<NOISE_DATATYPE>(257) / frequencyY;
+ m_Perlin.Generate3D(NoiseData, DIM_X, DIM_Z, DIM_Y, StartX, EndX, StartZ, EndZ, StartY, EndY, Workspace);
+
+ // Add distance:
+ for (int y = 0; y < DIM_Y; y++)
{
- for (int x = 0; x < cChunkDef::Width; x++)
+ NOISE_DATATYPE ValY = static_cast<NOISE_DATATYPE>(2 * INTERPOL_Y * y - m_IslandThickness) / m_IslandThickness;
+ ValY = std::pow(ValY, 6);
+ for (int z = 0; z < DIM_Z; z++)
{
- NOISE_DATATYPE noise = NoiseData[z * cChunkDef::Width + x];
+ for (int x = 0; x < DIM_X; x++)
+ {
+ NoiseData[x + DIM_X * z + DIM_X * DIM_Z * y] += ValY;
+ } // for x
+ } // for z
+ } // for y
- // The distance from spawn is used to create the void between the main island and the other islands.
- double distanceFromSpawn = cChunkDef::RelativeToAbsolute({ x, 0, z }, a_ChunkCoords).Length();
+ // Upscale into real chunk size:
+ LinearUpscale3DArray(NoiseData, DIM_X, DIM_Z, DIM_Y, m_NoiseArray, INTERPOL_X, INTERPOL_Z, INTERPOL_Y);
+}
- // The main island can get a different airthreshold. This way the other island can be more sparse while the main island
- // is one big island.
- if (distanceFromSpawn > m_MainIslandSize)
- {
- if (noise <= m_AirThresholdOtherIslands)
- {
- continue;
- }
- noise -= m_AirThresholdOtherIslands;
- }
- else
- {
- if (noise <= m_AirThresholdMainIsland)
- {
- continue;
- }
- noise -= m_AirThresholdMainIsland;
- }
- NOISE_DATATYPE voidOffset = VoidOffsetData[z * cChunkDef::Width + x];
- double maxHeightLimit;
- if (distanceFromSpawn > m_MainIslandSize * 3)
+
+
+void cEndGen::GenShape(cChunkCoords a_ChunkCoords, cChunkDesc::Shape & a_Shape)
+{
+ PrepareState(a_ChunkCoords);
+
+ int MaxY = std::min(static_cast<int>(1.75 * m_IslandThickness + m_IslandYOffset), cChunkDef::Height - 1);
+
+ // Choose which threshold to use depending on the distance from spawn.
+ double distanceFromSpawn = cChunkDef::RelativeToAbsolute({ cChunkDef::Width / 2, 0, cChunkDef::Width / 2 }, a_ChunkCoords).Length();
+ double minThreshold = distanceFromSpawn > m_MainIslandSize * 2 ? m_SmallIslandMinThreshold : m_MainIslandMinThreshold;
+ for (int z = 0; z < cChunkDef::Width; z++)
+ {
+ for (int x = 0; x < cChunkDef::Width; x++)
+ {
+ // Calculate the required treshold based on the distance from spawn.
+ // This way a void can be generated between the main island and the other islands.
+ double distanceFromSpawn = cChunkDef::RelativeToAbsolute({ x, 0, z }, a_ChunkCoords).Length();
+ double pow = std::pow((distanceFromSpawn - m_MainIslandSize) / m_MainIslandSize / 2, 3);
+ double mult = 3 * ((distanceFromSpawn - m_MainIslandSize) / m_MainIslandSize);
+ double threshold = std::min(pow - mult, minThreshold);
+
+ for (int y = 0; y < m_IslandYOffset; y++)
{
- // The distance from spawn is so big we don't need to calculate the max height anymore.
- // In fact, if we don't cut it off somewhere there is a chance the maxheight gets too big which
- // can cause corrupted looking terrain.
- maxHeightLimit = static_cast<float>(cChunkDef::Height);
+ a_Shape[y + x * 256 + z * 256 * 16] = 0;
}
- else
+ for (int y = m_IslandYOffset; y < MaxY; y++)
{
- // Create a void between the main island and the other island using the formula 'x^3 - 3 * x' where x is distance from spawn.
- double pow = std::pow((distanceFromSpawn - m_MainIslandSize) / m_MainIslandSize, 3);
- double mult = 3 * ((distanceFromSpawn - m_MainIslandSize) / m_MainIslandSize);
- maxHeightLimit = Clamp((pow - mult) * 100 + static_cast<double>(voidOffset) * m_VoidOffsetNoiseMultiplier, 0.0, static_cast<double>(cChunkDef::Height));
+ a_Shape[y + x * 256 + z * 256 * 16] = (m_NoiseArray[(y - m_IslandYOffset) * 17 * 17 + z * 17 + x] <= threshold) ? 1 : 0;
}
- int maxHeight = static_cast<int>(Clamp(m_BaseHeight + static_cast<double>(noise) * m_TerrainTopMultiplier, 0.0, maxHeightLimit));
- int minHeight = static_cast<int>(Clamp(m_BaseHeight - static_cast<double>(noise) * m_TerrainBottomMultiplier, 0.0, static_cast<double>(cChunkDef::Height)));
-
- for (int y = minHeight; y < maxHeight; y++)
+ for (int y = MaxY; y < cChunkDef::Height; y++)
{
- a_Shape[y + x * 256 + z * 256 * 16] = 1;
+ a_Shape[y + x * 256 + z * 256 * 16] = 0;
}
- }
- }
+ } // for x
+ } // for z
}
diff --git a/src/Generating/EndGen.h b/src/Generating/EndGen.h
index bd1debdeb..4763352b2 100644
--- a/src/Generating/EndGen.h
+++ b/src/Generating/EndGen.h
@@ -30,28 +30,41 @@ protected:
/** The Perlin noise used for generating */
cPerlinNoise m_Perlin;
- cPerlinNoise m_VoidOffsetNoise;
- NOISE_DATATYPE m_AirThresholdMainIsland;
- NOISE_DATATYPE m_AirThresholdOtherIslands;
+ // XYZ size of the "island", in blocks:
int m_MainIslandSize;
- int m_BaseHeight;
- int m_TerrainTopMultiplier;
- int m_TerrainBottomMultiplier;
- int m_VoidOffsetNoiseMultiplier;
+ int m_IslandThickness;
+ int m_IslandYOffset;
// XYZ Frequencies of the noise functions:
- NOISE_DATATYPE m_FrequencyX;
- NOISE_DATATYPE m_FrequencyY;
- NOISE_DATATYPE m_FrequencyZ;
+ NOISE_DATATYPE m_MainIslandFrequencyX;
+ NOISE_DATATYPE m_MainIslandFrequencyY;
+ NOISE_DATATYPE m_MainIslandFrequencyZ;
+ NOISE_DATATYPE m_MainIslandMinThreshold;
+
+ // XYZ Frequencies of the noise functions on the smaller islands:
+ NOISE_DATATYPE m_SmallIslandFrequencyX;
+ NOISE_DATATYPE m_SmallIslandFrequencyY;
+ NOISE_DATATYPE m_SmallIslandFrequencyZ;
+ NOISE_DATATYPE m_SmallIslandMinThreshold;
+
+
+ // Noise array for the last chunk (in the noise range)
+ cChunkCoords m_LastChunkCoords;
+ NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // x + 17 * z + 17 * 17 * y
+
+
+ /** Unless the LastChunk coords are equal to coords given, prepares the internal state (noise array) */
+ void PrepareState(cChunkCoords a_ChunkCoords);
+
+ /** Generates the m_NoiseArray array for the current chunk */
+ void GenerateNoiseArray(void);
// cTerrainShapeGen overrides:
virtual void GenShape(cChunkCoords a_ChunkCoords, cChunkDesc::Shape & a_Shape) override;
+ virtual void InitializeShapeGen(cIniFile & a_IniFile) override;
// cTerrainCompositionGen overrides:
virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) override;
-
- // cTerrainShapeGen overrides:
- virtual void InitializeShapeGen(cIniFile & a_IniFile) override;
} ;