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// Noise3DGenerator.h
// Generates terrain using 3D noise, rather than composing. Is a test.
#pragma once
#include "ComposableGenerator.h"
#include "../Noise.h"
class cNoise3DGenerator :
public cChunkGenerator::cGenerator
{
typedef cChunkGenerator::cGenerator super;
public:
cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator);
virtual ~cNoise3DGenerator();
virtual void Initialize(cWorld * a_World, cIniFile & a_IniFile) override;
virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
virtual void DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) override;
protected:
// Linear interpolation step sizes, must be divisors of cChunkDef::Width and cChunkDef::Height, respectively:
static const int UPSCALE_X = 8;
static const int UPSCALE_Y = 4;
static const int UPSCALE_Z = 8;
// Linear interpolation buffer dimensions, calculated from the step sizes:
static const int DIM_X = 1 + cChunkDef::Width / UPSCALE_X;
static const int DIM_Y = 1 + cChunkDef::Height / UPSCALE_Y;
static const int DIM_Z = 1 + cChunkDef::Width / UPSCALE_Z;
cPerlinNoise m_Perlin; // The base 3D noise source for the actual composition
cCubicNoise m_Cubic; // The noise used for heightmap directing
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; a_Noise is of ChunkData-size
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);
} ;
class cNoise3DComposable :
public cTerrainHeightGen,
public cTerrainCompositionGen
{
public:
cNoise3DComposable(int a_Seed);
void Initialize(cIniFile & a_IniFile);
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;
int m_LastChunkX;
int m_LastChunkZ;
NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // x + 17 * z + 17 * 17 * y
/// Generates the 3D noise array used for terrain generation, unless the LastChunk coords are equal to coords given
void GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ);
// cTerrainHeightGen overrides:
virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override;
// cTerrainCompositionGen overrides:
virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override;
} ;
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