Noise3D made into Composable - both a HeightGen and a CompositionGen
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1419 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -19,6 +19,7 @@
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#include "Caves.h"
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#include "MineShafts.h"
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#include "Noise3DGenerator.h"
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#include "Ravines.h"
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@ -34,7 +35,9 @@ cComposableGenerator::cComposableGenerator(cChunkGenerator & a_ChunkGenerator) :
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super(a_ChunkGenerator),
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m_BiomeGen(NULL),
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m_HeightGen(NULL),
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m_CompositionGen(NULL)
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m_CompositionGen(NULL),
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m_Noise3DComposable(NULL),
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m_NumNoise3DComposableUses(0)
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{
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}
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@ -55,7 +58,13 @@ cComposableGenerator::~cComposableGenerator()
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delete *itr;
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}
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m_StructureGens.clear();
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delete m_CompositionGen;
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// CompositionGen must not be freed if it is shared between HeightGenCache and CompositionGen:
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if ((m_NumNoise3DComposableUses < 2) || (m_CompositionGen != m_Noise3DComposable))
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{
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delete m_CompositionGen;
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}
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m_CompositionGen = NULL;
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delete m_HeightGen;
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m_HeightGen = NULL;
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@ -232,6 +241,16 @@ void cComposableGenerator::InitHeightGen(cIniFile & a_IniFile)
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float HeightAmp3 = (float)a_IniFile.GetValueSetF("Generator", "ClassicHeightAmp3", 0.5);
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m_HeightGen = new cHeiGenClassic(Seed, HeightFreq1, HeightAmp1, HeightFreq2, HeightAmp2, HeightFreq3, HeightAmp3);
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}
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else if (NoCaseCompare(HeightGenName, "Noise3D") == 0)
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{
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if (m_Noise3DComposable == NULL)
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{
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m_Noise3DComposable = new cNoise3DComposable(Seed);
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m_Noise3DComposable->Initialize(a_IniFile);
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}
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m_HeightGen = m_Noise3DComposable;
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m_NumNoise3DComposableUses++;
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}
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else // "biomal" or <not found>
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{
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if (NoCaseCompare(HeightGenName, "biomal") != 0)
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@ -312,6 +331,16 @@ void cComposableGenerator::InitCompositionGen(cIniFile & a_IniFile)
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{
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m_CompositionGen = new cCompoGenNether(m_ChunkGenerator.GetSeed());
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}
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else if (NoCaseCompare(CompoGenName, "Noise3D") == 0)
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{
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if (m_Noise3DComposable == NULL)
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{
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m_Noise3DComposable = new cNoise3DComposable(m_ChunkGenerator.GetSeed());
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m_Noise3DComposable->Initialize(a_IniFile);
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}
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m_CompositionGen = m_Noise3DComposable;
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m_NumNoise3DComposableUses++;
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}
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else
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{
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if (NoCaseCompare(CompoGenName, "biomal") != 0)
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@ -24,6 +24,13 @@ See http://forum.mc-server.org/showthread.php?tid=409 for details.
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// fwd: Noise3DGenerator.h
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class cNoise3DComposable;
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/** The interface that a biome generator must implement
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A biome generator takes chunk coords on input and outputs an array of biome indices for that chunk on output.
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The output array is sequenced in the same way as the MapChunk packet's biome data.
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@ -137,6 +144,10 @@ protected:
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cTerrainCompositionGen * m_CompositionGen;
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cStructureGenList m_StructureGens;
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cFinishGenList m_FinishGens;
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// Specific generators that can be reused for different purposes - we don't want to create multiple objects for them
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cNoise3DComposable * m_Noise3DComposable;
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int m_NumNoise3DComposableUses; // How many times is it actually used?
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/// Reads the biome gen settings from the ini and initializes m_BiomeGen accordingly
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void InitBiomeGen(cIniFile & a_IniFile);
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@ -12,6 +12,9 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cNoise3DGenerator:
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cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) :
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super(a_ChunkGenerator),
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m_Noise1(1000),
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@ -286,3 +289,229 @@ void cNoise3DGenerator::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cNoise3DComposable:
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cNoise3DComposable::cNoise3DComposable(int a_Seed) :
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m_Noise1(a_Seed + 1000),
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m_Noise2(a_Seed + 2000),
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m_Noise3(a_Seed + 3000)
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{
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}
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void cNoise3DComposable::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_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0);
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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", 10);
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m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 10);
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m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 10);
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m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0.5);
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}
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void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ)
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{
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if ((a_ChunkX == m_LastChunkX) && (a_ChunkZ == m_LastChunkZ))
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{
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// The noise for this chunk is already generated in m_Noise
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return;
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}
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m_LastChunkX = a_ChunkX;
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m_LastChunkZ = a_ChunkZ;
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// Parameters:
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const int INTERPOL_X = 8;
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const int INTERPOL_Y = 4;
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const int INTERPOL_Z = 8;
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// Precalculate a "height" array:
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NOISE_DATATYPE Height[17 * 17]; // x + 17 * z
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for (int z = 0; z < 17; z += INTERPOL_Z)
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{
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NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ;
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for (int x = 0; x < 17; x += INTERPOL_X)
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{
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX;
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NOISE_DATATYPE val = abs(m_Noise1.CubicNoise2D(NoiseX / 5, NoiseZ / 5)) * m_HeightAmplification + 1;
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Height[x + 17 * z] = val * val * val;
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}
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}
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int idx = 0;
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for (int y = 0; y < 257; y += INTERPOL_Y)
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{
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / m_FrequencyY;
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NOISE_DATATYPE AddHeight = (y - m_MidPoint) / 20;
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AddHeight *= AddHeight * AddHeight;
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NOISE_DATATYPE * CurFloor = &(m_NoiseArray[y * 17 * 17]);
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for (int z = 0; z < 17; z += INTERPOL_Z)
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{
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NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ;
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for (int x = 0; x < 17; x += INTERPOL_X)
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{
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX;
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CurFloor[x + 17 * z] =
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m_Noise1.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * (NOISE_DATATYPE)0.5 +
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m_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) +
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m_Noise3.CubicNoise3D(NoiseX / 4, NoiseY / 4, NoiseZ / 4) * 2 +
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AddHeight / Height[x + 17 * z];
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}
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}
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// Linear-interpolate this XZ floor:
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ArrayLinearInterpolate2D(CurFloor, 17, 17, INTERPOL_X, INTERPOL_Z);
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}
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// Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis
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for (int y = 1; y < cChunkDef::Height; y++)
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{
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if ((y % INTERPOL_Y) == 0)
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{
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// This is the interpolation source floor, already calculated
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continue;
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}
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int LoFloorY = (y / INTERPOL_Y) * INTERPOL_Y;
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int HiFloorY = LoFloorY + INTERPOL_Y;
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NOISE_DATATYPE * LoFloor = &(m_NoiseArray[LoFloorY * 17 * 17]);
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NOISE_DATATYPE * HiFloor = &(m_NoiseArray[HiFloorY * 17 * 17]);
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NOISE_DATATYPE * CurFloor = &(m_NoiseArray[y * 17 * 17]);
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NOISE_DATATYPE Ratio = ((NOISE_DATATYPE)(y % INTERPOL_Y)) / INTERPOL_Y;
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int idx = 0;
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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CurFloor[idx] = LoFloor[idx] + (HiFloor[idx] - LoFloor[idx]) * Ratio;
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idx += 1;
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}
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idx += 1; // Skipping one X column
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}
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}
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// The noise array is now fully interpolated
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/*
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// DEBUG: Output two images of the array, sliced by XY and XZ:
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cFile f1;
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if (f1.Open(Printf("Chunk_%d_%d_XY.raw", a_ChunkX, a_ChunkZ), 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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int idx = y * 17 * 17 + z * 17;
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unsigned char buf[16];
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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 + 128 * m_Noise[idx++]))));
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}
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f1.Write(buf, 16);
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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(Printf("Chunk_%d_%d_XZ.raw", a_ChunkX, a_ChunkZ), 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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int idx = y * 17 * 17 + z * 17;
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unsigned char buf[16];
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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 + 128 * m_Noise[idx++]))));
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}
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f2.Write(buf, 16);
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} // for z
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} // for y
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} // if (XZ file open)
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*/
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}
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void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
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{
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GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ);
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel);
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for (int y = cChunkDef::Height - 1; y > m_SeaLevel; y--)
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{
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if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= m_AirThreshold)
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{
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cChunkDef::SetHeight(a_HeightMap, x, z, y);
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break;
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}
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} // for y
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} // for x
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} // for z
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}
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void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
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// Make basic terrain composition:
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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int LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
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bool HasHadWater = false;
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for (int y = LastAir - 1; y > 0; y--)
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{
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if (m_NoiseArray[x + 17 * z + 17 * 17 * y] > m_AirThreshold)
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{
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// "air" part
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LastAir = y;
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if (y < m_SeaLevel)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
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HasHadWater = true;
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}
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continue;
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}
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// "ground" part:
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if (LastAir - y > 4)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE);
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continue;
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}
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if (HasHadWater)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND);
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}
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else
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{
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a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT);
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}
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} // for y
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a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
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} // for x
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} // for z
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}
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@ -8,8 +8,7 @@
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#pragma once
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#include "ChunkGenerator.h"
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#include "ChunkDesc.h"
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#include "ComposableGenerator.h"
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#include "../Noise.h"
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@ -55,3 +54,44 @@ protected:
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class cNoise3DComposable :
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public cTerrainHeightGen,
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public cTerrainCompositionGen
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{
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public:
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cNoise3DComposable(int a_Seed);
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void Initialize(cIniFile & a_IniFile);
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protected:
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cNoise m_Noise1;
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cNoise m_Noise2;
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cNoise m_Noise3;
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int m_SeaLevel;
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NOISE_DATATYPE m_HeightAmplification;
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NOISE_DATATYPE m_MidPoint; // Where the vertical "center" of the noise should be
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NOISE_DATATYPE m_FrequencyX;
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NOISE_DATATYPE m_FrequencyY;
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NOISE_DATATYPE m_FrequencyZ;
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NOISE_DATATYPE m_AirThreshold;
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int m_LastChunkX;
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int m_LastChunkZ;
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NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // x + 17 * z + 17 * 17 * y
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/// Generates the 3D noise array used for terrain generation, unless the LastChunk coords are equal to coords given
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void GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ);
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// cTerrainHeightGen overrides:
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virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override;
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// cTerrainCompositionGen overrides:
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virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override;
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} ;
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