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Gen refactor: Implemented CompositedHeiGen.

This fixes crashes in the Village generator due to the missing generator.
This commit is contained in:
Mattes D 2014-11-13 21:28:50 +01:00
parent 5fb2526e07
commit 7a3b3aeb3c
9 changed files with 141 additions and 217 deletions

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@ -42,6 +42,7 @@ SET (HDRS
CompoGen.h
CompoGenBiomal.h
ComposableGenerator.h
CompositedHeiGen.h
DistortedHeightmap.h
DungeonRoomsFinisher.h
EndGen.h

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@ -417,6 +417,7 @@ void cCompoGenCache::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::
// Use the cached data:
memcpy(a_ChunkDesc.GetBlockTypes(), m_CacheData[Idx].m_BlockTypes, sizeof(a_ChunkDesc.GetBlockTypes()));
memcpy(a_ChunkDesc.GetBlockMetasUncompressed(), m_CacheData[Idx].m_BlockMetas, sizeof(a_ChunkDesc.GetBlockMetasUncompressed()));
memcpy(a_ChunkDesc.GetHeightMap(), m_CacheData[Idx].m_HeightMap, sizeof(a_ChunkDesc.GetHeightMap()));
m_NumHits++;
m_TotalChain += i;
@ -436,6 +437,7 @@ void cCompoGenCache::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::
m_CacheOrder[0] = Idx;
memcpy(m_CacheData[Idx].m_BlockTypes, a_ChunkDesc.GetBlockTypes(), sizeof(a_ChunkDesc.GetBlockTypes()));
memcpy(m_CacheData[Idx].m_BlockMetas, a_ChunkDesc.GetBlockMetasUncompressed(), sizeof(a_ChunkDesc.GetBlockMetasUncompressed()));
memcpy(m_CacheData[Idx].m_HeightMap, a_ChunkDesc.GetHeightMap(), sizeof(a_ChunkDesc.GetHeightMap()));
m_CacheData[Idx].m_ChunkX = ChunkX;
m_CacheData[Idx].m_ChunkZ = ChunkZ;
}

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@ -132,6 +132,7 @@ protected:
int m_ChunkZ;
cChunkDef::BlockTypes m_BlockTypes;
cChunkDesc::BlockNibbleBytes m_BlockMetas; // The metas are uncompressed, 1 meta per byte
cChunkDef::HeightMap m_HeightMap;
} ;
// To avoid moving large amounts of data for the MRU behavior, we MRU-ize indices to an array of the actual data

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@ -570,220 +570,6 @@ protected:
return patDirt.Get();
}
}
#if 0
/** Fills a single column with grass-based terrain (grass or water, dirt, stone). */
void FillColumnGrass(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
{
static const PatternItem pattern[] =
{
{ E_BLOCK_GRASS, 0},
{ E_BLOCK_DIRT, 0},
{ E_BLOCK_DIRT, 0},
{ E_BLOCK_DIRT, 0},
} ;
FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern));
}
/** Fills a single column with grass-based terrain (grass or water, dirt, stone). */
void FillColumnStone(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
{
static const PatternItem pattern[] =
{
{ E_BLOCK_STONE, 0},
} ;
FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern));
}
/** Fills a single column with Mesa-like terrain (variations of clay). */
void FillColumnMesa(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
{
// Fill with grass and dirt on the very top of mesa plateaus:
size_t curIdx = 0;
for (int y = 255; y > m_MesaDirtLevel; y--)
{
if (a_ShapeColumn[y] > 0)
{
a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, (curIdx > 0) ? E_BLOCK_DIRT : E_BLOCK_GRASS);
curIdx += 1;
}
else
{
curIdx = 0;
}
} // for y
// Fill with clays from the DirtLevel down to SandLevel:
for (int y = m_MesaDirtLevel; y > m_MesaSandLevel; y--)
{
if (a_ShapeColumn[y] > 0)
{
a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, m_MesaPattern[y].m_BlockType, m_MesaPattern[y].m_BlockMeta);
}
else
{
curIdx = 0;
}
} // for y
// If currently air, switch to red sand pattern:
static const PatternItem redSandPattern[] =
{
{ E_BLOCK_SAND, E_META_SAND_RED},
{ E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE},
{ E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE},
{ E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE},
};
Pattern pattern;
size_t patternSize;
if (curIdx == 0)
{
pattern = redSandPattern;
patternSize = ARRAYCOUNT(redSandPattern);
}
else
{
pattern = m_MesaPattern + m_MesaSandLevel;
patternSize = static_cast<size_t>(m_MesaSandLevel);
}
// Fill with current pattern (MesaPattern or RedSand) until sealevel:
for (int y = m_MesaSandLevel; y > m_SeaLevel; y--)
{
if (a_ShapeColumn[y] > 0)
{
if (curIdx >= patternSize)
{
a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE);
}
else
{
a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, pattern[curIdx].m_BlockType, pattern[curIdx].m_BlockMeta);
}
curIdx += 1;
}
else
{
// Air resets the pattern to red sand:
curIdx = 0;
pattern = redSandPattern;
patternSize = ARRAYCOUNT(redSandPattern);
}
} // for y
// If there is an ocean, fill it with water and then redsand:
int y = m_SeaLevel;
for (; y > 0; y--)
{
if ((a_ShapeColumn[y] == 0) || (curIdx >= ARRAYCOUNT(redSandPattern)))
{
// water pocket or out of red sand pattern, use stone from now on
break;
}
a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE);
curIdx = curIdx + 1;
} // for y
// The rest should be filled with stone:
for (; y > 0; y--)
{
if (a_ShapeColumn[y] > 0)
{
a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STONE);
}
} // for y
}
/** Fills a single column with megataiga-based terrain (grass or podzol on top). */
void FillColumnMegaTaiga(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
{
// TODO
}
/** Fills a single column with sand-based terrain (such as desert or beach). */
void FillColumnSand(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
{
static const PatternItem pattern[] =
{
{ E_BLOCK_SAND, 0},
{ E_BLOCK_SAND, 0},
{ E_BLOCK_SAND, 0},
{ E_BLOCK_SANDSTONE, 0},
} ;
FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern));
}
void FillColumnMycelium(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
{
static const PatternItem pattern[] =
{
{ E_BLOCK_MYCELIUM, 0},
{ E_BLOCK_DIRT, 0},
{ E_BLOCK_DIRT, 0},
{ E_BLOCK_DIRT, 0},
} ;
FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern));
}
/** Fills the column with the specified pattern, repeating it if there's an air pocket in between. */
void FillColumnPattern(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc, Pattern a_Pattern, size_t a_PatternSize)
{
// Fill with pattern until sealevel:
size_t curIdx = 0;
for (int y = 255; y > m_SeaLevel; y--)
{
if (a_ShapeColumn[y] > 0)
{
// Continue with the pattern:
if (curIdx >= a_PatternSize)
{
a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STONE);
}
else
{
a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, a_Pattern[curIdx].m_BlockType, a_Pattern[curIdx].m_BlockMeta);
}
curIdx += 1;
}
else
{
// Air pocket, restart the pattern:
curIdx = 0;
}
} // for y
// From sealevel downward use the ocean floor pattern:
FillOceanFloor(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, a_Pattern, a_PatternSize, curIdx);
}
/** Fills the blocks from sealevel down to bottom with ocean-floor pattern.
a_PatternStartOffset specifies the offset at which to start the pattern, in case there was air just above. */
void FillOceanFloor(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc, Pattern a_Pattern, size_t a_PatternSize, size_t a_PatternStartOffset)
{
for (int y = m_SeaLevel; y > 0; y--)
{
if (a_ShapeColumn[y] > 0)
{
// TODO
}
} // for y
}
#endif
} ;

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@ -19,6 +19,8 @@
#include "CompoGenBiomal.h"
#include "CompositedHeiGen.h"
#include "Caves.h"
#include "DistortedHeightmap.h"
#include "DungeonRoomsFinisher.h"
@ -173,7 +175,6 @@ void cComposableGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a
if (a_ChunkDesc.IsUsingDefaultComposition())
{
m_CompositionGen->ComposeTerrain(a_ChunkDesc, shape);
ShouldUpdateHeightmap = true;
}
if (a_ChunkDesc.IsUsingDefaultFinish())
@ -264,11 +265,17 @@ void cComposableGenerator::InitCompositionGen(cIniFile & a_IniFile)
{
m_CompositionGen = cTerrainCompositionGen::CreateCompositionGen(a_IniFile, m_BiomeGen, m_ShapeGen, m_ChunkGenerator.GetSeed());
// Add a cache over the composition generator:
// Even a cache of size 1 is useful due to the CompositedHeiGen cache after us doing re-composition on its misses
int CompoGenCacheSize = a_IniFile.GetValueSetI("Generator", "CompositionGenCacheSize", 64);
if (CompoGenCacheSize > 1)
if (CompoGenCacheSize > 0)
{
m_CompositionGen = cTerrainCompositionGenPtr(new cCompoGenCache(m_CompositionGen, 32));
m_CompositionGen = std::make_shared<cCompoGenCache>(m_CompositionGen, CompoGenCacheSize);
}
// Create a cache of the composited heightmaps, so that finishers may use it:
m_CompositedHeightCache = std::make_shared<cHeiGenMultiCache>(std::make_shared<cCompositedHeiGen>(m_ShapeGen, m_CompositionGen), 16, 24);
// 24 subcaches of depth 16 each = 96 KiB of RAM. Acceptable, for the amount of work this saves.
}

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@ -0,0 +1,49 @@
// CompositedHeiGen.h
// Declares the cCompositedHeiGen class representing a cTerrainHeightGen descendant that calculates heightmap of the composited terrain
// This is used to further cache heightmaps for chunks already generated for finishers that require only heightmap information
#pragma once
#include "ComposableGenerator.h"
class cCompositedHeiGen:
public cTerrainHeightGen
{
public:
cCompositedHeiGen(cTerrainShapeGenPtr a_ShapeGen, cTerrainCompositionGenPtr a_CompositionGen):
m_ShapeGen(a_ShapeGen),
m_CompositionGen(a_CompositionGen)
{
}
// cTerrainheightGen overrides:
virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override
{
cChunkDesc::Shape shape;
m_ShapeGen->GenShape(a_ChunkX, a_ChunkZ, shape);
cChunkDesc desc(a_ChunkX, a_ChunkZ);
desc.SetHeightFromShape(shape);
m_CompositionGen->ComposeTerrain(desc, shape);
memcpy(a_HeightMap, desc.GetHeightMap(), sizeof(a_HeightMap));
}
protected:
cTerrainShapeGenPtr m_ShapeGen;
cTerrainCompositionGenPtr m_CompositionGen;
};

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@ -149,6 +149,51 @@ bool cHeiGenCache::GetHeightAt(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_Rel
////////////////////////////////////////////////////////////////////////////////
// cHeiGenMultiCache:
cHeiGenMultiCache::cHeiGenMultiCache(cTerrainHeightGenPtr a_HeiGenToCache, size_t a_SubCacheSize, size_t a_NumSubCaches):
m_NumSubCaches(a_NumSubCaches)
{
// Create the individual sub-caches:
m_SubCaches.reserve(a_NumSubCaches);
for (size_t i = 0; i < a_NumSubCaches; i++)
{
m_SubCaches.push_back(std::make_shared<cHeiGenCache>(a_HeiGenToCache, a_SubCacheSize));
}
}
void cHeiGenMultiCache::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
{
// Get the subcache responsible for this chunk:
const size_t cacheIdx = ((size_t)a_ChunkX + m_CoeffZ * (size_t)a_ChunkZ) % m_NumSubCaches;
// Ask the subcache:
m_SubCaches[cacheIdx]->GenHeightMap(a_ChunkX, a_ChunkZ, a_HeightMap);
}
bool cHeiGenMultiCache::GetHeightAt(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ, HEIGHTTYPE & a_Height)
{
// Get the subcache responsible for this chunk:
const size_t cacheIdx = ((size_t)a_ChunkX + m_CoeffZ * (size_t)a_ChunkZ) % m_NumSubCaches;
// Ask the subcache:
return m_SubCaches[cacheIdx]->GetHeightAt(a_ChunkX, a_ChunkZ, a_RelX, a_RelZ, a_Height);
}
////////////////////////////////////////////////////////////////////////////////
// cHeiGenClassic:

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@ -63,6 +63,38 @@ protected:
/** Caches heightmaps in multiple underlying caches to improve the distribution and lower the chain length. */
class cHeiGenMultiCache:
public cTerrainHeightGen
{
public:
cHeiGenMultiCache(cTerrainHeightGenPtr a_HeightGenToCache, size_t a_SubCacheSize, size_t a_NumSubCaches);
// cTerrainHeightGen overrides:
virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override;
/** Retrieves height at the specified point in the cache, returns true if found, false if not found */
bool GetHeightAt(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ, HEIGHTTYPE & a_Height);
protected:
typedef SharedPtr<cHeiGenCache> cHeiGenCachePtr;
typedef std::vector<cHeiGenCachePtr> cHeiGenCachePtrs;
/** The coefficient used to turn Z coords into index (x + Coeff * z). */
static const size_t m_CoeffZ = 5;
/** Number of sub-caches, pulled out of m_SubCaches.size() for performance reasons. */
size_t m_NumSubCaches;
/** The individual sub-caches. */
cHeiGenCachePtrs m_SubCaches;
};
class cHeiGenFlat :
public cTerrainHeightGen
{

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@ -42,6 +42,7 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc)
cChunkDesc::Shape workerShape;
m_BiomeGen->GenBiomes (BaseX, BaseZ, WorkerDesc.GetBiomeMap());
m_ShapeGen->GenShape (BaseX, BaseZ, workerShape);
WorkerDesc.SetHeightFromShape (workerShape);
m_CompositionGen->ComposeTerrain(WorkerDesc, workerShape);
}
else