Converted the Noise3D generator to optimized noise and lerp
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1471 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -7,6 +7,62 @@
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#include "Noise3DGenerator.h"
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#include "../OSSupport/File.h"
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#include "../../iniFile/iniFile.h"
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#include "../LinearInterpolation.h"
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void Debug3DNoise(NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int a_SizeZ, const AString & a_FileNameBase)
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{
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const int BUF_SIZE = 512;
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ASSERT(a_SizeX <= BUF_SIZE); // Just stretch it, if needed
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// Save in XY cuts:
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cFile f1;
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if (f1.Open(Printf("%s_XY (%d).grab", a_FileNameBase.c_str(), a_SizeX), cFile::fmWrite))
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{
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for (int z = 0; z < a_SizeZ; z++)
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{
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for (int y = 0; y < a_SizeY; y++)
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{
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int idx = y * a_SizeX + z * a_SizeX * a_SizeY;
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unsigned char buf[BUF_SIZE];
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for (int x = 0; x < a_SizeX; x++)
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{
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buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * a_Noise[idx++]))));
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}
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f1.Write(buf, a_SizeX);
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} // for y
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unsigned char buf[BUF_SIZE];
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memset(buf, 0, a_SizeX);
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f1.Write(buf, a_SizeX);
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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("%s_XZ (%d).grab", a_FileNameBase.c_str(), a_SizeX), cFile::fmWrite))
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{
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for (int y = 0; y < a_SizeY; y++)
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{
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for (int z = 0; z < a_SizeZ; z++)
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{
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int idx = y * a_SizeX + z * a_SizeX * a_SizeY;
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unsigned char buf[BUF_SIZE];
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for (int x = 0; x < a_SizeX; x++)
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{
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buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * a_Noise[idx++]))));
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}
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f2.Write(buf, a_SizeX);
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} // for z
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unsigned char buf[BUF_SIZE];
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memset(buf, 0, a_SizeX);
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f2.Write(buf, a_SizeX);
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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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@ -17,10 +73,75 @@
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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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m_Noise2(2000),
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m_Noise3(3000)
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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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#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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@ -44,9 +165,9 @@ void cNoise3DGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile)
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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_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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@ -68,15 +189,15 @@ void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::Bi
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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[257 * 17 * 17]; // x + 17 * z + 17 * 17 * y
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NOISE_DATATYPE Noise[cChunkDef::Width * cChunkDef::Height * cChunkDef::Width];
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GenerateNoiseArray(a_ChunkX, a_ChunkZ, Noise);
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// Output noise into chunk:
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for (int y = 0; y < cChunkDef::Height; 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 z = 0; z < cChunkDef::Width; z++)
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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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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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@ -102,115 +223,64 @@ void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_Ch
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void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_Noise)
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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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// 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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NOISE_DATATYPE NoiseO[DIMX * DIMY * DIMZ]; // Output for the Perlin noise
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NOISE_DATATYPE NoiseW[DIMX * DIMY * DIMZ]; // 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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m_Perlin.Generate3D(NoiseO, DIMX, DIMY, DIMZ, StartX, EndX, StartY, EndY, StartZ, EndZ, NoiseW);
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// DEBUG: Debug3DNoise(NoiseO, DIMX, DIMY, DIMZ, Printf("Chunk_%d_%d_orig", a_ChunkX, a_ChunkZ));
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// Linearly interpolate the Perlin noise into full-blown chunk dimensions:
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LinearInterpolate3DArray(
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NoiseO, DIMX, DIMY, DIMZ,
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a_OutNoise, cChunkDef::Width, cChunkDef::Height, cChunkDef::Width
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);
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// DEBUG: Debug3DNoise(a_OutNoise, cChunkDef::Width, cChunkDef::Height, cChunkDef::Width, Printf("Chunk_%d_%d_lerp", a_ChunkX, a_ChunkZ));
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// Modify the noise to account for the wanted elevation:
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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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NOISE_DATATYPE Test1 = 0;
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NOISE_DATATYPE HeightS[DIMX * DIMZ]; // Output for the cubic noise heightmap ("source")
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NOISE_DATATYPE Test2 = 0;
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NOISE_DATATYPE Height[cChunkDef::Width * cChunkDef::Width]; // Lerp-ed heightmap [x + Width * z]
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m_Cubic.Generate2D(HeightS, DIMX, DIMZ, StartX / 25, EndX / 25, StartZ / 25, EndZ / 25);
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LinearInterpolate2DArray(
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HeightS, DIMX, DIMZ,
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Height, cChunkDef::Width, cChunkDef::Width
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);
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for (int i = 0; i < ARRAYCOUNT(Height); i++)
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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; // * AddHeight * AddHeight;
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NOISE_DATATYPE * CurFloor = &(a_Noise[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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Height[i] = abs(Height[i]) * m_HeightAmplification + 1;
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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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// Modify noise by height data
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for (int y = 0; 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 = &(a_Noise[LoFloorY * 17 * 17]);
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NOISE_DATATYPE * HiFloor = &(a_Noise[HiFloorY * 17 * 17]);
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NOISE_DATATYPE * CurFloor = &(a_Noise[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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NOISE_DATATYPE AddHeight = (y - m_MidPoint) / 20;
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AddHeight *= AddHeight * AddHeight;
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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NOISE_DATATYPE * CurRow = &(a_OutNoise[y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height]);
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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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CurRow[x] += AddHeight / Height[x + cChunkDef::Width * z];
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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 * a_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 * a_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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// DEBUG: Debug3DNoise(a_OutNoise, cChunkDef::Width, cChunkDef::Height, cChunkDef::Width, Printf("Chunk_%d_%d", a_ChunkX, a_ChunkZ);
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}
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@ -29,9 +29,13 @@ public:
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virtual void DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) override;
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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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// Linear interpolation dimensions:
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static const int DIMX = 5;
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static const int DIMY = 65;
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static const int DIMZ = 5;
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cPerlinNoise m_Perlin; // The base 3D noise source for the actual composition
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cCubicNoise m_Cubic; // The noise used for heightmap directing
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int m_SeaLevel;
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NOISE_DATATYPE m_HeightAmplification;
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@ -41,7 +45,7 @@ protected:
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NOISE_DATATYPE m_FrequencyZ;
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NOISE_DATATYPE m_AirThreshold;
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/// Generates the 3D noise array used for terrain generation
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/// Generates the 3D noise array used for terrain generation; a_Noise is of ChunkData-size
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void GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_Noise);
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/// Updates heightmap based on the chunk's contents
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