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// DistortedHeightmap.cpp
// Implements the cDistortedHeightmap class representing the height and composition generator capable of overhangs
#include "Globals.h"
#include "DistortedHeightmap.h"
#include "../OSSupport/File.h"
#include "../../iniFile/iniFile.h"
const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[biNumBiomes] =
{
/* Biome | AmpX | AmpZ */
/* biOcean */ { 1.5f, 1.5f},
/* biPlains */ { 0.5f, 0.5f},
/* biDesert */ { 0.5f, 0.5f},
/* biExtremeHills */ {16.0f, 16.0f},
/* biForest */ { 3.0f, 3.0f},
/* biTaiga */ { 1.5f, 1.5f},
/* biSwampland */ { 0.0f, 0.0f},
/* biRiver */ { 0.0f, 0.0f},
/* biNether */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing
/* biSky */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing
/* biFrozenOcean */ { 0.0f, 0.0f},
/* biFrozenRiver */ { 0.0f, 0.0f},
/* biIcePlains */ { 0.0f, 0.0f},
/* biIceMountains */ { 8.0f, 8.0f},
/* biMushroomIsland */ { 4.0f, 4.0f},
/* biMushroomShore */ { 0.0f, 0.0f},
/* biBeach */ { 0.0f, 0.0f},
/* biDesertHills */ { 5.0f, 5.0f},
/* biForestHills */ { 6.0f, 6.0f},
/* biTaigaHills */ { 8.0f, 8.0f},
/* biExtremeHillsEdge */ { 7.0f, 7.0f},
/* biJungle */ { 0.0f, 0.0f},
/* biJungleHills */ { 8.0f, 8.0f},
} ;
cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGen & a_BiomeGen) :
m_Noise1(a_Seed + 1000),
m_Noise2(a_Seed + 2000),
m_Noise3(a_Seed + 3000),
m_Noise4(a_Seed + 4000),
m_Noise5(a_Seed + 5000),
m_NoiseArrayX(m_NoiseArray),
m_NoiseArrayZ(m_NoiseArray + 17 * 17 * 32),
m_BiomeGen(a_BiomeGen),
m_UnderlyingHeiGen(a_Seed, a_BiomeGen),
m_HeightGen(&m_UnderlyingHeiGen, 64)
{
}
void cDistortedHeightmap::Initialize(cIniFile & a_IniFile)
{
// Read the params from the INI file:
m_SeaLevel = a_IniFile.GetValueSetI("Generator", "DistortedHeightmapSeaLevel", 62);
m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyX", 10);
m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyY", 10);
m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyZ", 10);
}
void cDistortedHeightmap::PrepareState(int a_ChunkX, int a_ChunkZ)
{
if ((m_CurChunkX == a_ChunkX) && (m_CurChunkZ == a_ChunkZ))
{
return;
}
m_CurChunkX = a_ChunkX;
m_CurChunkZ = a_ChunkZ;
m_HeightGen.GenHeightMap(a_ChunkX, a_ChunkZ, m_CurChunkHeights);
GenerateNoiseArray(m_NoiseArrayX, m_Noise1, m_Noise2, m_Noise3);
UpdateDistortAmps();
}
void cDistortedHeightmap::GenerateNoiseArray(NOISE_DATATYPE * a_NoiseArray, cNoise & a_Noise1, cNoise & a_Noise2, cNoise & a_Noise3)
{
// Parameters:
const int INTERPOL_X = 8;
const int INTERPOL_Y = 4;
const int INTERPOL_Z = 8;
ASSERT((NOISE_SIZE_Y % INTERPOL_Y) == 1); // Interpolation needs to set the 0-th and the last element
int idx = 0;
for (int y = 0; y < NOISE_SIZE_Y; y += INTERPOL_Y)
{
NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / m_FrequencyY;
NOISE_DATATYPE * CurFloor = &(a_NoiseArray[y * 17 * 17]);
for (int z = 0; z < 17; z += INTERPOL_Z)
{
NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z)) / m_FrequencyZ;
for (int x = 0; x < 17; x += INTERPOL_X)
{
NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x)) / m_FrequencyX;
CurFloor[x + 17 * z] =
a_Noise1.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * (NOISE_DATATYPE)0.5 +
a_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) +
a_Noise3.CubicNoise3D(NoiseX / 4, NoiseY / 4, NoiseZ / 4) * 2;
}
}
// Linear-interpolate this XZ floor:
ArrayLinearInterpolate2D(CurFloor, 17, 17, INTERPOL_X, INTERPOL_Z);
} // for y
// Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis
for (int y = 1; y < NOISE_SIZE_Y - 1; y++)
{
if ((y % INTERPOL_Y) == 0)
{
// This is the interpolation source floor, already calculated
continue;
}
int LoFloorY = (y / INTERPOL_Y) * INTERPOL_Y;
int HiFloorY = LoFloorY + INTERPOL_Y;
NOISE_DATATYPE * LoFloor = &(a_NoiseArray[LoFloorY * 17 * 17]);
NOISE_DATATYPE * HiFloor = &(a_NoiseArray[HiFloorY * 17 * 17]);
NOISE_DATATYPE * CurFloor = &(a_NoiseArray[y * 17 * 17]);
NOISE_DATATYPE Ratio = ((NOISE_DATATYPE)(y % INTERPOL_Y)) / INTERPOL_Y;
int idx = 0;
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
CurFloor[idx] = LoFloor[idx] + (HiFloor[idx] - LoFloor[idx]) * Ratio;
idx += 1;
} // for x
idx += 1; // Skipping one X column
} // for z
} // for y
}
void cDistortedHeightmap::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
{
PrepareState(a_ChunkX, a_ChunkZ);
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int NoiseArrayIdx = x + 17 * z;
cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel - 1);
for (int y = cChunkDef::Height - 1; y > m_SeaLevel - 1; y--)
{
int HeightMapHeight = GetValue(NoiseArrayIdx + 17 * 17 * y, x, z);
if (y < HeightMapHeight)
{
cChunkDef::SetHeight(a_HeightMap, x, z, y);
break;
}
} // for y
} // for x
} // for z
}
void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int NoiseArrayIdx = x + 17 * z;
int LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
bool HasHadWater = false;
for (int y = LastAir; y > 0; y--)
{
int HeightMapHeight = GetValue(NoiseArrayIdx + 17 * 17 * y, x, z);
if (y >= HeightMapHeight)
{
// "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
}
int cDistortedHeightmap::GetHeightmapAt(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Z)
{
int ChunkX = (int)floor(a_X / (NOISE_DATATYPE)16);
int ChunkZ = (int)floor(a_Z / (NOISE_DATATYPE)16);
int RelX = (int)(a_X - (NOISE_DATATYPE)ChunkX * cChunkDef::Width);
int RelZ = (int)(a_Z - (NOISE_DATATYPE)ChunkZ * cChunkDef::Width);
// If we're withing the same chunk, return the pre-cached heightmap:
if ((ChunkX == m_CurChunkX) && (ChunkZ == m_CurChunkZ))
{
return cChunkDef::GetHeight(m_CurChunkHeights, RelX, RelZ);
}
// Ask the cache:
HEIGHTTYPE res = 0;
if (m_HeightGen.GetHeightAt(ChunkX, ChunkZ, RelX, RelZ, res))
{
// The height was in the cache
return res;
}
// The height is not in the cache, generate full heightmap and get it there:
cChunkDef::HeightMap Heightmap;
m_HeightGen.GenHeightMap(ChunkX, ChunkZ, Heightmap);
return cChunkDef::GetHeight(Heightmap, RelX, RelZ);
}
int cDistortedHeightmap::GetValue(int a_NoiseArrayIdx, int a_RelX, int a_RelZ)
{
int AmpIdx = a_RelX + 17 * a_RelZ;
NOISE_DATATYPE DistX = m_NoiseArrayX[a_NoiseArrayIdx] * m_DistortAmpX[AmpIdx];
NOISE_DATATYPE DistZ = m_NoiseArrayZ[a_NoiseArrayIdx] * m_DistortAmpZ[AmpIdx];
DistX += (NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + a_RelX);
DistZ += (NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + a_RelZ);
return GetHeightmapAt(DistX, DistZ);
}
void cDistortedHeightmap::UpdateDistortAmps(void)
{
BiomeNeighbors Biomes;
for (int z = -1; z <= 1; z++)
{
for (int x = -1; x <= 1; x++)
{
m_BiomeGen.GenBiomes(m_CurChunkX + x, m_CurChunkZ + z, Biomes[x + 1][z + 1]);
} // for x
} // for z
// Linearly interpolate 4x4 blocks of Amps:
const int STEPZ = 4; // Must be a divisor of 16
const int STEPX = 4; // Must be a divisor of 16
for (int z = 0; z < 17; z += STEPZ)
{
for (int x = 0; x < 17; x += STEPX)
{
GetDistortAmpsAt(Biomes, x, z, m_DistortAmpX[x + 17 * z], m_DistortAmpZ[x + 17 * z]);
}
}
ArrayLinearInterpolate2D(m_DistortAmpX, 17, 17, STEPX, STEPZ);
ArrayLinearInterpolate2D(m_DistortAmpZ, 17, 17, STEPX, STEPZ);
}
void cDistortedHeightmap::GetDistortAmpsAt(BiomeNeighbors & a_Neighbors, int a_RelX, int a_RelZ, NOISE_DATATYPE & a_DistortAmpX, NOISE_DATATYPE & a_DistortAmpZ)
{
// Sum up how many biomes of each type there are in the neighborhood:
int BiomeCounts[biNumBiomes];
memset(BiomeCounts, 0, sizeof(BiomeCounts));
int Sum = 0;
for (int z = -8; z <= 8; z++)
{
int FinalZ = a_RelZ + z + cChunkDef::Width;
int IdxZ = FinalZ / cChunkDef::Width;
int ModZ = FinalZ % cChunkDef::Width;
int WeightZ = 9 - abs(z);
for (int x = -8; x <= 8; x++)
{
int FinalX = a_RelX + x + cChunkDef::Width;
int IdxX = FinalX / cChunkDef::Width;
int ModX = FinalX % cChunkDef::Width;
EMCSBiome Biome = cChunkDef::GetBiome(a_Neighbors[IdxX][IdxZ], ModX, ModZ);
if ((Biome < 0) || (Biome >= ARRAYCOUNT(BiomeCounts)))
{
continue;
}
int WeightX = 9 - abs(x);
BiomeCounts[Biome] += WeightX + WeightZ;
Sum += WeightX + WeightZ;
} // for x
} // for z
if (Sum <= 0)
{
// No known biome around? Weird. Return a bogus value:
ASSERT(!"cHeiGenBiomal: Biome sum failed, no known biome around");
a_DistortAmpX = 16;
a_DistortAmpZ = 16;
}
// For each biome type that has a nonzero count, calc its amps and add it:
NOISE_DATATYPE AmpX = 0;
NOISE_DATATYPE AmpZ = 0;
for (int i = 0; i < ARRAYCOUNT(BiomeCounts); i++)
{
AmpX += BiomeCounts[i] * m_GenParam[i].m_DistortAmpX;
AmpZ += BiomeCounts[i] * m_GenParam[i].m_DistortAmpZ;
}
a_DistortAmpX = AmpX / Sum;
a_DistortAmpZ = AmpZ / Sum;
}
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