2013-07-29 07:13:03 -04:00
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// Nosie3DGenerator.cpp
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// Generates terrain using 3D noise, rather than composing. Is a test.
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#include "Globals.h"
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#include "Noise3DGenerator.h"
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#include "../OSSupport/File.h"
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2013-11-27 02:40:59 -05:00
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#include "inifile/iniFile.h"
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2013-07-29 07:13:03 -04:00
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#include "../LinearInterpolation.h"
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#include "../LinearUpscale.h"
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/*
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// Perform an automatic test of upscaling upon program start (use breakpoints to debug):
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class Test
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{
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public:
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Test(void)
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{
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DoTest1();
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DoTest2();
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}
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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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void DoTest1(void)
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{
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float In[3 * 3 * 3];
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2013-12-20 10:01:34 -05:00
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for (size_t i = 0; i < ARRAYCOUNT(In); i++)
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2013-07-29 07:13:03 -04:00
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{
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In[i] = (float)(i % 5);
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}
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Debug3DNoise(In, 3, 3, 3, "Upscale3D in");
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float Out[17 * 33 * 35];
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LinearUpscale3DArray(In, 3, 3, 3, Out, 8, 16, 17);
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Debug3DNoise(Out, 17, 33, 35, "Upscale3D test");
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}
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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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void DoTest2(void)
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{
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float In[3 * 3];
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2013-12-20 10:01:34 -05:00
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for (size_t i = 0; i < ARRAYCOUNT(In); i++)
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2013-07-29 07:13:03 -04:00
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{
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In[i] = (float)(i % 5);
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}
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Debug2DNoise(In, 3, 3, "Upscale2D in");
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float Out[17 * 33];
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LinearUpscale2DArray(In, 3, 3, Out, 8, 16);
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Debug2DNoise(Out, 17, 33, "Upscale2D test");
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}
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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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} gTest;
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//*/
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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_Perlin(1000),
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m_Cubic(1000)
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{
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m_Perlin.AddOctave(1, (NOISE_DATATYPE)0.5);
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m_Perlin.AddOctave((NOISE_DATATYPE)0.5, 1);
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m_Perlin.AddOctave((NOISE_DATATYPE)0.5, 2);
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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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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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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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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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cNoise3DGenerator::~cNoise3DGenerator()
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{
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// Nothing needed yet
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}
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2014-01-10 16:22:54 -05:00
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void cNoise3DGenerator::Initialize(cIniFile & a_IniFile)
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2013-07-29 07:13:03 -04:00
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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", 8);
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m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 8);
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m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 8);
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m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0.5);
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}
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void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
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{
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2013-12-20 10:01:34 -05:00
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for (size_t i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
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2013-07-29 07:13:03 -04:00
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{
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a_BiomeMap[i] = biExtremeHills;
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}
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}
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void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc)
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{
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NOISE_DATATYPE Noise[17 * 257 * 17];
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GenerateNoiseArray(a_ChunkX, a_ChunkZ, Noise);
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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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// Output noise into chunk:
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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 = z * 17 * 257 + y * 17;
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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NOISE_DATATYPE n = Noise[idx++];
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BLOCKTYPE BlockType;
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if (n > m_AirThreshold)
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{
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BlockType = (y > m_SeaLevel) ? E_BLOCK_AIR : E_BLOCK_STATIONARY_WATER;
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}
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else
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{
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BlockType = E_BLOCK_STONE;
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}
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a_ChunkDesc.SetBlockType(x, y, z, BlockType);
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}
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}
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}
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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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UpdateHeightmap(a_ChunkDesc);
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ComposeTerrain (a_ChunkDesc);
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}
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void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_OutNoise)
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{
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NOISE_DATATYPE NoiseO[DIM_X * DIM_Y * DIM_Z]; // Output for the Perlin noise
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NOISE_DATATYPE NoiseW[DIM_X * DIM_Y * DIM_Z]; // Workspace that the noise calculation can use and trash
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// Our noise array has different layout, XZY, instead of regular chunk's XYZ, that's why the coords are "renamed"
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NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width)) / m_FrequencyX;
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NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((a_ChunkX + 1) * cChunkDef::Width) - 1) / m_FrequencyX;
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NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width)) / m_FrequencyZ;
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NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((a_ChunkZ + 1) * cChunkDef::Width) - 1) / m_FrequencyZ;
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NOISE_DATATYPE StartY = 0;
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NOISE_DATATYPE EndY = ((NOISE_DATATYPE)256) / m_FrequencyY;
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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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m_Perlin.Generate3D(NoiseO, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, NoiseW);
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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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// DEBUG: Debug3DNoise(NoiseO, DIM_X, DIM_Y, DIM_Z, Printf("Chunk_%d_%d_orig", a_ChunkX, a_ChunkZ));
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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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// Precalculate a "height" array:
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NOISE_DATATYPE Height[DIM_X * DIM_Z]; // Output for the cubic noise heightmap ("source")
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m_Cubic.Generate2D(Height, DIM_X, DIM_Z, StartX / 25, EndX / 25, StartZ / 25, EndZ / 25);
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2013-12-20 10:01:34 -05:00
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for (size_t i = 0; i < ARRAYCOUNT(Height); i++)
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2013-07-29 07:13:03 -04:00
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{
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Height[i] = abs(Height[i]) * m_HeightAmplification + 1;
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}
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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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// Modify the noise by height data:
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for (int y = 0; y < DIM_Y; y++)
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{
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NOISE_DATATYPE AddHeight = (y * UPSCALE_Y - m_MidPoint) / 20;
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AddHeight *= AddHeight * AddHeight;
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for (int z = 0; z < DIM_Z; z++)
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{
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NOISE_DATATYPE * CurRow = &(NoiseO[y * DIM_X + z * DIM_X * DIM_Y]);
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for (int x = 0; x < DIM_X; x++)
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{
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CurRow[x] += AddHeight / Height[x + DIM_X * z];
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}
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}
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}
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// DEBUG: Debug3DNoise(NoiseO, DIM_X, DIM_Y, DIM_Z, Printf("Chunk_%d_%d_hei", a_ChunkX, a_ChunkZ));
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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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// Upscale the Perlin noise into full-blown chunk dimensions:
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LinearUpscale3DArray(
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NoiseO, DIM_X, DIM_Y, DIM_Z,
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a_OutNoise, UPSCALE_X, UPSCALE_Y, UPSCALE_Z
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);
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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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// DEBUG: Debug3DNoise(a_OutNoise, 17, 257, 17, Printf("Chunk_%d_%d_lerp", a_ChunkX, a_ChunkZ));
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}
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void cNoise3DGenerator::UpdateHeightmap(cChunkDesc & a_ChunkDesc)
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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 x = 0; x < cChunkDef::Width; x++)
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{
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for (int y = cChunkDef::Height - 1; y > 0; y--)
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{
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if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
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{
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a_ChunkDesc.SetHeight(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 cNoise3DGenerator::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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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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switch (a_ChunkDesc.GetBlockType(x, y, z))
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{
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case E_BLOCK_AIR:
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{
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LastAir = y;
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break;
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}
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case E_BLOCK_STONE:
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{
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if (LastAir - y > 3)
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{
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break;
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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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break;
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}
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case E_BLOCK_STATIONARY_WATER:
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{
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LastAir = y;
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HasHadWater = true;
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break;
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}
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} // switch (GetBlockType())
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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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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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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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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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// Upscaling parameters:
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const int UPSCALE_X = 8;
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const int UPSCALE_Y = 4;
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const int UPSCALE_Z = 8;
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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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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 += UPSCALE_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 += UPSCALE_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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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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for (int y = 0; y < 257; y += UPSCALE_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 += UPSCALE_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 += UPSCALE_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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2013-11-16 13:43:40 -05:00
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CurFloor[x + 17 * z] =
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2013-07-29 07:13:03 -04:00
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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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2014-03-21 17:53:46 -04:00
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LinearUpscale2DArrayInPlace<17, 17, UPSCALE_X, UPSCALE_Z>(CurFloor);
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2013-07-29 07:13:03 -04:00
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}
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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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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 % UPSCALE_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 / UPSCALE_Y) * UPSCALE_Y;
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int HiFloorY = LoFloorY + UPSCALE_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 % UPSCALE_Y)) / UPSCALE_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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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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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);
|
2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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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());
|
2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
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2013-11-16 13:43:40 -05:00
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2013-07-29 07:13:03 -04:00
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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; y < m_SeaLevel; y++)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
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}
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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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