// DistortedHeightmap.cpp // Implements the cDistortedHeightmap class representing the height and composition generator capable of overhangs #include "Globals.h" #include "DistortedHeightmap.h" #include "../IniFile.h" #include "../LinearUpscale.h" //////////////////////////////////////////////////////////////////////////////// // cDistortedHeightmap: /** This table assigns a relative maximum overhang size in each direction to biomes. Both numbers indicate a number which will multiply the noise value for each coord; this means that you can have different-sized overhangs in each direction. Usually you'd want to keep both numbers the same. The numbers are "relative", not absolute maximum; overhangs of a slightly larger size are possible due to the way that noise is calculated. */ const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[256] = { /* Biome | AmpX | AmpZ */ /* biOcean */ { 1.5f, 1.5f}, /* biPlains */ { 0.5f, 0.5f}, /* biDesert */ { 0.5f, 0.5f}, /* biExtremeHills */ {16.0f, 16.0f}, /* biForest */ { 3.0f, 3.0f}, /* biTaiga */ { 1.5f, 1.5f}, /* biSwampland */ { 0.0f, 0.0f}, /* biRiver */ { 0.0f, 0.0f}, /* biNether */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing /* biSky */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing /* biFrozenOcean */ { 0.0f, 0.0f}, /* biFrozenRiver */ { 0.0f, 0.0f}, /* biIcePlains */ { 0.0f, 0.0f}, /* biIceMountains */ { 8.0f, 8.0f}, /* biMushroomIsland */ { 4.0f, 4.0f}, /* biMushroomShore */ { 0.0f, 0.0f}, /* biBeach */ { 0.0f, 0.0f}, /* biDesertHills */ { 5.0f, 5.0f}, /* biForestHills */ { 6.0f, 6.0f}, /* biTaigaHills */ { 8.0f, 8.0f}, /* biExtremeHillsEdge */ { 7.0f, 7.0f}, /* biJungle */ { 4.0f, 4.0f}, /* biJungleHills */ { 8.0f, 8.0f}, /* biJungleEdge */ { 3.0f, 3.0f}, // 23 /* biDeepOcean */ { 1.0f, 1.0f}, // 24 /* biStoneBeach */ { 1.0f, 1.0f}, // 25 /* biColdBeach */ { 1.0f, 1.0f}, // 26 /* biBirchForest */ { 3.0f, 3.0f}, // 27 /* biBirchForestHills */ { 6.0f, 6.0f}, // 28 /* biRoofedForest */ { 3.0f, 3.0f}, // 29 /* biColdTaiga */ { 0.5f, 0.5f}, // 30 /* biColdTaigaHills */ { 4.0f, 4.0f}, // 31 /* biMegaTaiga */ { 1.0f, 1.0f}, // 32 /* biMegaTaigaHills */ { 4.0f, 4.0f}, // 33 /* biExtremeHillsPlus */ {32.0f, 32.0f}, // 34 - anyone say extreme plus? Make it extreme plus, then :) /* biSavanna */ { 2.0f, 2.0f}, // 35 /* biSavannaPlateau */ { 3.0f, 3.0f}, // 36 /* biMesa */ { 2.0f, 2.0f}, // 37 /* biMesaPlateauF */ { 2.0f, 2.0f}, // 38 /* biMesaPlateau */ { 2.0f, 2.0f}, // 39 // biomes 40 .. 128 are unused, 89 empty placeholders here: {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, // 40 .. 49 {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, // 50 .. 59 {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, // 60 .. 69 {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, // 70 .. 79 {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, // 80 .. 89 {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, // 90 .. 99 {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, // 100 .. 109 {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, // 110 .. 119 {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, // 120 .. 128 // Release 1.7 biome variants: /* biSunflowerPlains */ { 1.0f, 1.0f}, // 129 /* biDesertM */ { 1.0f, 1.0f}, // 130 /* biExtremeHillsM */ {16.0f, 16.0f}, // 131 /* biFlowerForest */ { 4.0f, 4.0f}, // 132 /* biTaigaM */ { 3.0f, 3.0f}, // 133 /* biSwamplandM */ { 0.0f, 0.0f}, // 134 // Biomes 135 .. 139 unused, 5 empty placeholders here: {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, // 135 .. 139 /* biIcePlainsSpikes */ { 1.0f, 1.0f}, // 140 // Biomes 141 .. 148 unused, 8 empty placeholders here: {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, // 141 .. 148 /* biJungleM */ { 4.0f, 4.0f}, // 149 {0.0f, 0.0f}, // 150 /* biJungleEdgeM */ { 3.0f, 3.0f}, // 151 {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, // 152 .. 154 /* biBirchForestM */ { 3.0f, 3.0f}, // 155 /* biBirchForestHillsM */ { 5.0f, 5.0f}, // 156 /* biRoofedForestM */ { 2.0f, 2.0f}, // 157 /* biColdTaigaM */ { 1.0f, 1.0f}, // 158 {0.0f, 0.0f}, // 159 /* biMegaSpruceTaiga */ { 3.0f, 3.0f}, // 160 /* biMegaSpruceTaigaHills */ { 3.0f, 3.0f}, // 161 /* biExtremeHillsPlusM */ {32.0f, 32.0f}, // 162 /* biSavannaM */ { 2.0f, 2.0f}, // 163 /* biSavannaPlateauM */ { 3.0f, 3.0f}, // 164 /* biMesaBryce */ { 0.5f, 0.5f}, // 165 /* biMesaPlateauFM */ { 2.0f, 2.0f}, // 166 /* biMesaPlateauM */ { 2.0f, 2.0f}, // 167 } ; cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGen & a_BiomeGen) : m_NoiseDistortX(a_Seed + 1000), m_NoiseDistortZ(a_Seed + 2000), m_CurChunkCoords(0x7fffffff, 0x7fffffff), // Set impossible coords for the chunk so that it's always considered stale m_BiomeGen(a_BiomeGen), m_UnderlyingHeiGen(a_Seed, a_BiomeGen), m_HeightGen(m_UnderlyingHeiGen, 64), m_IsInitialized(false) { m_NoiseDistortX.AddOctave(static_cast(1), static_cast(0.5)); m_NoiseDistortX.AddOctave(static_cast(0.5), static_cast(1)); m_NoiseDistortX.AddOctave(static_cast(0.25), static_cast(2)); m_NoiseDistortZ.AddOctave(static_cast(1), static_cast(0.5)); m_NoiseDistortZ.AddOctave(static_cast(0.5), static_cast(1)); m_NoiseDistortZ.AddOctave(static_cast(0.25), static_cast(2)); } void cDistortedHeightmap::Initialize(cIniFile & a_IniFile) { if (m_IsInitialized) { return; } // Read the params from the INI file: m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", 62); m_FrequencyX = static_cast(a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyX", 10)); m_FrequencyY = static_cast(a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyY", 10)); m_FrequencyZ = static_cast(a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyZ", 10)); m_IsInitialized = true; } void cDistortedHeightmap::PrepareState(cChunkCoords a_ChunkCoords) { if (m_CurChunkCoords == a_ChunkCoords) { return; } m_CurChunkCoords = a_ChunkCoords; m_HeightGen.GenHeightMap(a_ChunkCoords, m_CurChunkHeights); UpdateDistortAmps(); GenerateHeightArray(); } void cDistortedHeightmap::GenerateHeightArray(void) { // 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 = static_cast(m_CurChunkCoords.m_ChunkX * cChunkDef::Width) / m_FrequencyX; NOISE_DATATYPE EndX = static_cast((m_CurChunkCoords.m_ChunkX + 1) * cChunkDef::Width - 1) / m_FrequencyX; NOISE_DATATYPE StartY = 0; NOISE_DATATYPE EndY = static_cast(257) / m_FrequencyY; NOISE_DATATYPE StartZ = static_cast(m_CurChunkCoords.m_ChunkZ * cChunkDef::Width) / m_FrequencyZ; NOISE_DATATYPE EndZ = static_cast((m_CurChunkCoords.m_ChunkZ + 1) * cChunkDef::Width - 1) / m_FrequencyZ; 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++) { int AmpIdx = z * DIM_X; for (int y = 0; y < DIM_Y; y++) { 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]; NOISE_DATATYPE DistZ = DistortNoiseZ[NoiseArrayIdx + x] * m_DistortAmpZ[AmpIdx + x]; DistX += static_cast(m_CurChunkCoords.m_ChunkX * cChunkDef::Width + x * INTERPOL_X); DistZ += static_cast(m_CurChunkCoords.m_ChunkZ * cChunkDef::Width + z * INTERPOL_Z); // Adding 0.5 helps alleviate the interpolation artifacts DistHei[NoiseArrayIdx + x] = static_cast(GetHeightmapAt(DistX, DistZ)) + static_cast(0.5); } } } // 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)); } void cDistortedHeightmap::GenShape(cChunkCoords a_ChunkCoords, cChunkDesc::Shape & a_Shape) { PrepareState(a_ChunkCoords); for (int z = 0; z < cChunkDef::Width; z++) { for (int x = 0; x < cChunkDef::Width; x++) { int idx = x + 17 * 257 * z; for (int y = 0; y < cChunkDef::Height; y++) { a_Shape[y + x * 256 + z * 16 * 256] = (y < m_DistortedHeightmap[idx + y * 17]) ? 1 : 0; } // for y } // for x } // for z } void cDistortedHeightmap::InitializeShapeGen(cIniFile & a_IniFile) { Initialize(a_IniFile); } int cDistortedHeightmap::GetHeightmapAt(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Z) { int RelX = FloorC(a_X); int RelY = 0; int RelZ = FloorC(a_Z); int ChunkX, ChunkZ; cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ); // If we're within the same chunk, return the pre-cached heightmap: if ((ChunkX == m_CurChunkCoords.m_ChunkX) && (ChunkZ == m_CurChunkCoords.m_ChunkZ)) { return cChunkDef::GetHeight(m_CurChunkHeights, RelX, RelZ); } // Ask the cache: HEIGHTTYPE res = 0; if (m_HeightGen.GetHeightAt(ChunkX, ChunkZ, RelX, RelZ, res)) { // The height was in the cache return res; } // The height is not in the cache, generate full heightmap and get it there: cChunkDef::HeightMap Heightmap; m_HeightGen.GenHeightMap({ChunkX, ChunkZ}, Heightmap); return cChunkDef::GetHeight(Heightmap, RelX, RelZ); } void cDistortedHeightmap::UpdateDistortAmps(void) { BiomeNeighbors Biomes; for (int z = -1; z <= 1; z++) { for (int x = -1; x <= 1; x++) { m_BiomeGen.GenBiomes({m_CurChunkCoords.m_ChunkX + x, m_CurChunkCoords.m_ChunkZ + z}, Biomes[x + 1][z + 1]); } // for x } // for z for (int z = 0; z < DIM_Z; z++) { for (int x = 0; x < DIM_Z; x++) { GetDistortAmpsAt(Biomes, x * INTERPOL_X, z * INTERPOL_Z, m_DistortAmpX[x + DIM_X * z], m_DistortAmpZ[x + DIM_X * z]); } } } void cDistortedHeightmap::GetDistortAmpsAt(BiomeNeighbors & a_Neighbors, int a_RelX, int a_RelZ, NOISE_DATATYPE & a_DistortAmpX, NOISE_DATATYPE & a_DistortAmpZ) { // Sum up how many biomes of each type there are in the neighborhood: int BiomeCounts[256]; memset(BiomeCounts, 0, sizeof(BiomeCounts)); int Sum = 0; for (int z = -8; z <= 8; z++) { int FinalZ = a_RelZ + z + cChunkDef::Width; int IdxZ = FinalZ / cChunkDef::Width; int ModZ = FinalZ % cChunkDef::Width; int WeightZ = 9 - abs(z); for (int x = -8; x <= 8; x++) { int FinalX = a_RelX + x + cChunkDef::Width; int IdxX = FinalX / cChunkDef::Width; int ModX = FinalX % cChunkDef::Width; EMCSBiome Biome = cChunkDef::GetBiome(a_Neighbors[IdxX][IdxZ], ModX, ModZ); int WeightX = 9 - abs(x); BiomeCounts[Biome] += WeightX + WeightZ; Sum += WeightX + WeightZ; } // for x } // for z if (Sum <= 0) { // No known biome around? Weird. Return a bogus value: ASSERT(!"cHeiGenBiomal: Biome sum failed, no known biome around"); a_DistortAmpX = 16; a_DistortAmpZ = 16; } // For each biome type that has a nonzero count, calc its amps and add it: NOISE_DATATYPE AmpX = 0; NOISE_DATATYPE AmpZ = 0; for (size_t i = 0; i < ARRAYCOUNT(BiomeCounts); i++) { if (BiomeCounts[i] <= 0) { continue; } /* // Sanity checks for biome parameters, enable them to check the biome param table in runtime (slow): ASSERT(m_GenParam[i].m_DistortAmpX >= 0); ASSERT(m_GenParam[i].m_DistortAmpX < 100); ASSERT(m_GenParam[i].m_DistortAmpX >= 0); ASSERT(m_GenParam[i].m_DistortAmpX < 100); */ AmpX += BiomeCounts[i] * m_GenParam[i].m_DistortAmpX; AmpZ += BiomeCounts[i] * m_GenParam[i].m_DistortAmpZ; } a_DistortAmpX = AmpX / Sum; a_DistortAmpZ = AmpZ / Sum; }