Generators: Unified SeaLevel into a single variable.
It is shared between shape generators and composition generators and there's no sense in having two different values for those.
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@ -197,7 +197,7 @@ void cCompoGenClassic::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc
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void cCompoGenClassic::InitializeCompoGen(cIniFile & a_IniFile)
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{
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m_SeaLevel = a_IniFile.GetValueSetI("Generator", "ClassicSeaLevel", m_SeaLevel);
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m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", m_SeaLevel);
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m_BeachHeight = a_IniFile.GetValueSetI("Generator", "ClassicBeachHeight", m_BeachHeight);
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m_BeachDepth = a_IniFile.GetValueSetI("Generator", "ClassicBeachDepth", m_BeachDepth);
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m_BlockTop = (BLOCKTYPE)(GetIniItemSet(a_IniFile, "Generator", "ClassicBlockTop", "grass").m_ItemType);
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@ -166,69 +166,6 @@ cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) :
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m_Cubic.AddOctave(4, 0.25);
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m_Cubic.AddOctave(8, 0.125);
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m_Cubic.AddOctave(16, 0.0625);
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#if 0
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// DEBUG: Test the noise generation:
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// NOTE: In order to be able to run MCS with this code, you need to increase the default thread stack size
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// In MSVC, it is done in Project Settings -> Configuration Properties -> Linker -> System, set Stack reserve size to at least 64M
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m_SeaLevel = 62;
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m_HeightAmplification = 0;
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m_MidPoint = 75;
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m_FrequencyX = 4;
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m_FrequencyY = 4;
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m_FrequencyZ = 4;
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m_AirThreshold = 0.5;
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const int NumChunks = 4;
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NOISE_DATATYPE Noise[NumChunks][cChunkDef::Width * cChunkDef::Width * cChunkDef::Height];
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for (int x = 0; x < NumChunks; x++)
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{
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GenerateNoiseArray(x, 5, Noise[x]);
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}
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// Save in XY cuts:
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cFile f1;
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if (f1.Open("Test_XY.grab", cFile::fmWrite))
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{
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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for (int i = 0; i < NumChunks; i++)
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{
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int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height;
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unsigned char buf[cChunkDef::Width];
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++]))));
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}
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f1.Write(buf, cChunkDef::Width);
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}
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} // for y
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} // for z
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} // if (XY file open)
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cFile f2;
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if (f2.Open("Test_XZ.grab", cFile::fmWrite))
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{
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int i = 0; i < NumChunks; i++)
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{
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int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height;
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unsigned char buf[cChunkDef::Width];
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++]))));
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}
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f2.Write(buf, cChunkDef::Width);
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}
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} // for z
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} // for y
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} // if (XZ file open)
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#endif // 0
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}
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@ -247,7 +184,7 @@ cNoise3DGenerator::~cNoise3DGenerator()
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void cNoise3DGenerator::Initialize(cIniFile & a_IniFile)
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{
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// Params:
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m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62);
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m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", 62);
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m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.1);
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m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 68);
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m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 8);
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@ -455,7 +392,6 @@ void cNoise3DComposable::Initialize(cIniFile & a_IniFile)
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{
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// Params:
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// The defaults generate extreme hills terrain
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m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62);
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m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.045);
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m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75);
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m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 40);
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@ -608,7 +544,7 @@ void cBiomalNoise3DComposable::Initialize(cIniFile & a_IniFile)
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{
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// Params:
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// The defaults generate extreme hills terrain
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m_SeaLevel = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DSeaLevel", 62);
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m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", 62);
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m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyX", 40);
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m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyY", 40);
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m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyZ", 40);
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@ -93,9 +93,6 @@ protected:
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/** Heightmap-like noise used to provide variance for low-amplitude biomes. */
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cOctavedNoise<cInterpolNoise<Interp5Deg>> m_BaseNoise;
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/** Block height of the sealevel, used for composing the terrain. */
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int m_SeaLevel;
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/** The main parameter of the generator, specifies the slope of the vertical linear gradient.
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A higher value means a steeper slope and a smaller total amplitude of the generated terrain. */
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NOISE_DATATYPE m_HeightAmplification;
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