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DistortedHeightmap: Rewritten to use the optimized cPerlinNoise and linear upscaling

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1486 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2013-05-16 13:14:25 +00:00
parent e7238456db
commit bd910e78e2
2 changed files with 64 additions and 121 deletions

View File

@ -55,15 +55,19 @@ const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[biNumBiomes
cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGen & a_BiomeGen) :
m_Noise1(a_Seed + 1000),
m_Noise2(a_Seed + 2000),
m_Noise3(a_Seed + 3000),
m_Noise4(a_Seed + 4000),
m_Noise5(a_Seed + 5000),
m_NoiseDistortX(a_Seed + 1000),
m_NoiseDistortZ(a_Seed + 2000),
m_BiomeGen(a_BiomeGen),
m_UnderlyingHeiGen(a_Seed, a_BiomeGen),
m_HeightGen(&m_UnderlyingHeiGen, 64)
{
m_NoiseDistortX.AddOctave((NOISE_DATATYPE)1, (NOISE_DATATYPE)0.5);
m_NoiseDistortX.AddOctave((NOISE_DATATYPE)0.5, (NOISE_DATATYPE)1);
m_NoiseDistortX.AddOctave((NOISE_DATATYPE)0.25, (NOISE_DATATYPE)2);
m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)1, (NOISE_DATATYPE)0.5);
m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.5, (NOISE_DATATYPE)1);
m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.25, (NOISE_DATATYPE)2);
}
@ -104,113 +108,49 @@ void cDistortedHeightmap::PrepareState(int a_ChunkX, int a_ChunkZ)
void cDistortedHeightmap::GenerateHeightArray(void)
{
// Parameters:
static const int INTERPOL_X = 8;
static const int INTERPOL_Y = 4;
static const int INTERPOL_Z = 8;
static const int DIM_X = 1 + (17 / INTERPOL_X);
static const int DIM_Y = 1 + (257 / INTERPOL_Y);
static const int DIM_Z = 1 + (17 / INTERPOL_Z);
NOISE_DATATYPE DistortNoiseX[DIM_X * DIM_Z * DIM_Y];
NOISE_DATATYPE DistortNoiseZ[DIM_X * DIM_Z * DIM_Y];
// TODO: This triple-loop should really be moved into the cPerlinNoise class for optimization
int idx = 0;
for (int y = 0; y < DIM_Y; y++)
{
NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(y * INTERPOL_X)) / m_FrequencyY;
for (int z = 0; z < DIM_Z; z++)
{
NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z * INTERPOL_Z)) / m_FrequencyZ;
for (int x = 0; x < DIM_X; x++)
{
NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x * INTERPOL_X)) / m_FrequencyX;
DistortNoiseX[idx] =
m_Noise1.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * (NOISE_DATATYPE)0.5 +
m_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) +
m_Noise3.CubicNoise3D(NoiseX / 4, NoiseY / 4, NoiseZ / 4) * 2;
DistortNoiseZ[idx] =
m_Noise3.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * (NOISE_DATATYPE)0.5 +
m_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) +
m_Noise1.CubicNoise3D(NoiseX / 4, NoiseY / 4, NoiseZ / 4) * 2;
idx += 1;
} // for x
} // for z
} // for y
// Generate distortion noise:
NOISE_DATATYPE DistortNoiseX[DIM_X * DIM_Y * DIM_Z];
NOISE_DATATYPE DistortNoiseZ[DIM_X * DIM_Y * DIM_Z];
NOISE_DATATYPE Workspace[DIM_X * DIM_Y * DIM_Z];
NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width)) / m_FrequencyX;
NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((m_CurChunkX + 1) * cChunkDef::Width - 1)) / m_FrequencyX;
NOISE_DATATYPE StartY = 0;
NOISE_DATATYPE EndY = ((NOISE_DATATYPE)(257)) / m_FrequencyY;
NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width)) / m_FrequencyZ;
NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((m_CurChunkZ + 1) * cChunkDef::Width - 1)) / m_FrequencyZ;
// Convert from distortion into real height values:
for (int y = 0; y < DIM_Y; y++)
m_NoiseDistortX.Generate3D(DistortNoiseX, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, Workspace);
m_NoiseDistortZ.Generate3D(DistortNoiseZ, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, Workspace);
// The distorted heightmap, before linear upscaling
NOISE_DATATYPE DistHei[DIM_X * DIM_Y * DIM_Z];
// Distort the heightmap using the distortion:
for (int z = 0; z < DIM_Z; z++)
{
NOISE_DATATYPE * CurFloor = m_DistortedHeightmap + 17 * 17 * y * INTERPOL_Y;
for (int z = 0; z < DIM_Z; z++)
int AmpIdx = z * DIM_X;
for (int y = 0; y < DIM_Y; y++)
{
int idx = 17 * z * INTERPOL_Z;
int AmpIdx = 17 * z * INTERPOL_Z;
int NoiseArrayIdx = z * DIM_X + y * DIM_X * DIM_Z;
int NoiseArrayIdx = z * DIM_X * DIM_Y + y * DIM_X;
for (int x = 0; x < DIM_X; x++)
{
NOISE_DATATYPE DistX = DistortNoiseX[NoiseArrayIdx + x] * m_DistortAmpX[AmpIdx + x * INTERPOL_X];
NOISE_DATATYPE DistZ = DistortNoiseZ[NoiseArrayIdx + x] * m_DistortAmpZ[AmpIdx + x * INTERPOL_X];
NOISE_DATATYPE DistX = DistortNoiseX[NoiseArrayIdx + x] * m_DistortAmpX[AmpIdx + x];
NOISE_DATATYPE DistZ = DistortNoiseZ[NoiseArrayIdx + x] * m_DistortAmpZ[AmpIdx + x];
DistX += (NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x * INTERPOL_X);
DistZ += (NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z * INTERPOL_Z);
// Adding 0.5 helps alleviate the interpolation artifacts
CurFloor[idx + x * INTERPOL_X] = (NOISE_DATATYPE)GetHeightmapAt(DistX, DistZ) + (NOISE_DATATYPE)0.5;
} // for x
} // for z
LinearUpscale2DArrayInPlace(CurFloor, 17, 17, INTERPOL_X, INTERPOL_Z);
} // for y
// Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis
for (int y = 1; y < cChunkDef::Height; y++)
{
if ((y % INTERPOL_Y) == 0)
{
// This is the interpolation source floor, already calculated
continue;
}
int LoFloorY = (y / INTERPOL_Y) * INTERPOL_Y;
int HiFloorY = LoFloorY + INTERPOL_Y;
NOISE_DATATYPE * LoFloor = &(m_DistortedHeightmap[LoFloorY * 17 * 17]);
NOISE_DATATYPE * HiFloor = &(m_DistortedHeightmap[HiFloorY * 17 * 17]);
NOISE_DATATYPE * CurFloor = &(m_DistortedHeightmap[y * 17 * 17]);
NOISE_DATATYPE Ratio = ((NOISE_DATATYPE)(y % INTERPOL_Y)) / INTERPOL_Y;
int idx = 0;
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
CurFloor[idx] = LoFloor[idx] + (HiFloor[idx] - LoFloor[idx]) * Ratio;
idx += 1;
DistHei[NoiseArrayIdx + x] = (NOISE_DATATYPE)GetHeightmapAt(DistX, DistZ) + (NOISE_DATATYPE)0.5;
}
idx += 1; // Skipping one X column
} // for z
} // for y
/*
// DEBUG: Dump the distorted heightmap to a file for visual inspection
cFile f;
if (f.Open(Printf("DistortedHeightmap_%d_%d.grab", m_CurChunkX, m_CurChunkZ), cFile::fmWrite))
{
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int y = cChunkDef::Height - 1; y >= 0; y--)
{
unsigned char Line[cChunkDef::Width];
int idx = z * 17 + y * 17 * 17;
for (int x = 0; x < cChunkDef::Width; x++)
{
Line[x] = (unsigned char)m_DistortedHeightmap[idx + x];
}
f.Write(Line, sizeof(Line));
} // for y
unsigned char Interrupt[2 * cChunkDef::Width];
memset(Interrupt, 0, cChunkDef::Width);
memset(Interrupt + cChunkDef::Width, 0xff, cChunkDef::Width);
f.Write(Interrupt, sizeof(Interrupt));
}
}
//*/
// Upscale the distorted heightmap into full dimensions:
LinearUpscale3DArray(
DistHei, DIM_X, DIM_Y, DIM_Z,
m_DistortedHeightmap, INTERPOL_X, INTERPOL_Y, INTERPOL_Z
);
// DEBUG: Debug3DNoise(m_DistortedHeightmap, 17, 257, 17, Printf("DistortedHeightmap_%d_%d", m_CurChunkX, m_CurChunkZ));
}
@ -224,11 +164,11 @@ void cDistortedHeightmap::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::He
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int NoiseArrayIdx = x + 17 * z;
int NoiseArrayIdx = x + 17 * 257 * z;
cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel - 1);
for (int y = cChunkDef::Height - 1; y > m_SeaLevel - 1; y--)
{
int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * 17 * y];
int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y];
if (y < HeightMapHeight)
{
cChunkDef::SetHeight(a_HeightMap, x, z, y);
@ -251,12 +191,12 @@ void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int NoiseArrayIdx = x + 17 * z;
int NoiseArrayIdx = x + 17 * 257 * z;
int LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
bool HasHadWater = false;
for (int y = LastAir - 1; y > 0; y--)
{
int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * 17 * y];
int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y];
if (y >= HeightMapHeight)
{
@ -371,18 +311,13 @@ void cDistortedHeightmap::UpdateDistortAmps(void)
} // for x
} // for z
// Linearly interpolate 4x4 blocks of Amps:
const int STEPZ = 4; // Must be a divisor of 16
const int STEPX = 4; // Must be a divisor of 16
for (int z = 0; z < 17; z += STEPZ)
for (int z = 0; z < DIM_Z; z++)
{
for (int x = 0; x < 17; x += STEPX)
for (int x = 0; x < DIM_Z; x++)
{
GetDistortAmpsAt(Biomes, x, z, m_DistortAmpX[x + 17 * z], m_DistortAmpZ[x + 17 * z]);
GetDistortAmpsAt(Biomes, x * INTERPOL_X, z * INTERPOL_Z, m_DistortAmpX[x + DIM_X * z], m_DistortAmpZ[x + DIM_X * z]);
}
}
LinearUpscale2DArrayInPlace(m_DistortAmpX, 17, 17, STEPX, STEPZ);
LinearUpscale2DArrayInPlace(m_DistortAmpZ, 17, 17, STEPX, STEPZ);
}

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@ -35,11 +35,18 @@ public:
protected:
typedef cChunkDef::BiomeMap BiomeNeighbors[3][3];
cNoise m_Noise1;
cNoise m_Noise2;
cNoise m_Noise3;
cNoise m_Noise4;
cNoise m_Noise5;
// Linear upscaling step sizes, must be divisors of cChunkDef::Width and cChunkDef::Height, respectively:
static const int INTERPOL_X = 8;
static const int INTERPOL_Y = 4;
static const int INTERPOL_Z = 8;
// Linear upscaling buffer dimensions, calculated from the step sizes:
static const int DIM_X = 1 + (17 / INTERPOL_X);
static const int DIM_Y = 1 + (257 / INTERPOL_Y);
static const int DIM_Z = 1 + (17 / INTERPOL_Z);
cPerlinNoise m_NoiseDistortX;
cPerlinNoise m_NoiseDistortZ;
int m_SeaLevel;
NOISE_DATATYPE m_FrequencyX;
@ -48,7 +55,7 @@ protected:
int m_CurChunkX;
int m_CurChunkZ;
NOISE_DATATYPE m_DistortedHeightmap[17 * 17 * 257];
NOISE_DATATYPE m_DistortedHeightmap[17 * 257 * 17];
cBiomeGen & m_BiomeGen;
cHeiGenBiomal m_UnderlyingHeiGen; // This generator provides us with base heightmap (before distortion)
@ -65,8 +72,9 @@ protected:
} ;
static const sGenParam m_GenParam[biNumBiomes];
NOISE_DATATYPE m_DistortAmpX[17 * 17];
NOISE_DATATYPE m_DistortAmpZ[17 * 17];
// Distortion amplitudes for each direction, before linear upscaling
NOISE_DATATYPE m_DistortAmpX[DIM_X * DIM_Z];
NOISE_DATATYPE m_DistortAmpZ[DIM_X * DIM_Z];
/// Unless the LastChunk coords are equal to coords given, prepares the internal state (noise arrays, heightmap)