// HeiGen.cpp // Implements the various terrain height generators #include "Globals.h" #include "HeiGen.h" /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cHeiGenFlat: void cHeiGenFlat::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) { for (int i = 0; i < ARRAYCOUNT(a_HeightMap); i++) { a_HeightMap[i] = m_Height; } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cHeiGenCache: cHeiGenCache::cHeiGenCache(cTerrainHeightGen * a_HeiGenToCache, int a_CacheSize) : m_HeiGenToCache(a_HeiGenToCache), m_CacheSize(a_CacheSize), m_CacheOrder(new int[a_CacheSize]), m_CacheData(new sCacheData[a_CacheSize]), m_NumHits(0), m_NumMisses(0), m_TotalChain(0) { for (int i = 0; i < m_CacheSize; i++) { m_CacheOrder[i] = i; m_CacheData[i].m_ChunkX = 0x7fffffff; m_CacheData[i].m_ChunkZ = 0x7fffffff; } } cHeiGenCache::~cHeiGenCache() { delete[] m_CacheData; delete[] m_CacheOrder; delete m_HeiGenToCache; } void cHeiGenCache::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) { if (((m_NumHits + m_NumMisses) % 1024) == 10) { LOGD("HeiGenCache: %d hits, %d misses, saved %.2f %%", m_NumHits, m_NumMisses, 100.0 * m_NumHits / (m_NumHits + m_NumMisses)); LOGD("HeiGenCache: Avg cache chain length: %.2f", (float)m_TotalChain / m_NumHits); } for (int i = 0; i < m_CacheSize; i++) { if ( (m_CacheData[m_CacheOrder[i]].m_ChunkX != a_ChunkX) || (m_CacheData[m_CacheOrder[i]].m_ChunkZ != a_ChunkZ) ) { continue; } // Found it in the cache int Idx = m_CacheOrder[i]; // Move to front: for (int j = i; j > 0; j--) { m_CacheOrder[j] = m_CacheOrder[j - 1]; } m_CacheOrder[0] = Idx; // Use the cached data: memcpy(a_HeightMap, m_CacheData[Idx].m_HeightMap, sizeof(a_HeightMap)); m_NumHits++; m_TotalChain += i; return; } // for i - cache // Not in the cache: m_NumMisses++; m_HeiGenToCache->GenHeightMap(a_ChunkX, a_ChunkZ, a_HeightMap); // Insert it as the first item in the MRU order: int Idx = m_CacheOrder[m_CacheSize - 1]; for (int i = m_CacheSize - 1; i > 0; i--) { m_CacheOrder[i] = m_CacheOrder[i - 1]; } // for i - m_CacheOrder[] m_CacheOrder[0] = Idx; memcpy(m_CacheData[Idx].m_HeightMap, a_HeightMap, sizeof(a_HeightMap)); m_CacheData[Idx].m_ChunkX = a_ChunkX; m_CacheData[Idx].m_ChunkZ = a_ChunkZ; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cHeiGenClassic: cHeiGenClassic::cHeiGenClassic(int a_Seed, float a_HeightFreq1, float a_HeightAmp1, float a_HeightFreq2, float a_HeightAmp2, float a_HeightFreq3, float a_HeightAmp3) : m_Seed(a_Seed), m_Noise(a_Seed), m_HeightFreq1(a_HeightFreq1), m_HeightAmp1 (a_HeightAmp1), m_HeightFreq2(a_HeightFreq2), m_HeightAmp2 (a_HeightAmp2), m_HeightFreq3(a_HeightFreq3), m_HeightAmp3 (a_HeightAmp3) { // Nothing needed yet } float cHeiGenClassic::GetNoise(float x, float y) { float oct1 = m_Noise.CubicNoise2D(x * m_HeightFreq1, y * m_HeightFreq1) * m_HeightAmp1; float oct2 = m_Noise.CubicNoise2D(x * m_HeightFreq2, y * m_HeightFreq2) * m_HeightAmp2; float oct3 = m_Noise.CubicNoise2D(x * m_HeightFreq3, y * m_HeightFreq3) * m_HeightAmp3; float height = m_Noise.CubicNoise2D(x * 0.1f, y * 0.1f ) * 2; float flatness = ((m_Noise.CubicNoise2D(x * 0.5f, y * 0.5f) + 1.f) * 0.5f) * 1.1f; // 0 ... 1.5 flatness *= flatness * flatness; return (oct1 + oct2 + oct3) * flatness + height; } void cHeiGenClassic::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) { for (int z = 0; z < cChunkDef::Width; z++) { const float zz = (float)(a_ChunkZ * cChunkDef::Width + z); for (int x = 0; x < cChunkDef::Width; x++) { const float xx = (float)(a_ChunkX * cChunkDef::Width + x); int hei = 64 + (int)(GetNoise(xx * 0.05f, zz * 0.05f) * 16); if (hei < 10) { hei = 10; } if (hei > 250) { hei = 250; } cChunkDef::SetHeight(a_HeightMap, x , z, hei); } // for x } // for z } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cHeiGenBiomal: const cHeiGenBiomal::sGenParam cHeiGenBiomal::m_GenParam[biNumBiomes] = { /* Fast-changing | Middle-changing | Slow-changing |*/ /* Biome | Freq1 | Amp1 | Freq2 | Amp2 | Freq3 | Amp3 | BaseHeight */ /* biOcean */ { 0.1f, 2.0f, 0.05f, 12.0f, 0.01f, 10.0f, 40}, /* biPlains */ { 0.1f, 1.0f, 0.05f, 1.5f, 0.01f, 4.0f, 68}, /* biDesert */ { 0.1f, 1.0f, 0.05f, 1.5f, 0.01f, 4.0f, 68}, /* biExtremeHills */ { 0.2f, 4.0f, 0.05f, 20.0f, 0.01f, 16.0f, 100}, /* biForest */ { 0.1f, 1.0f, 0.05f, 2.0f, 0.01f, 4.0f, 70}, /* biTaiga */ { 0.1f, 1.0f, 0.05f, 2.0f, 0.01f, 4.0f, 70}, /* biSwampland */ { 0.1f, 1.1f, 0.05f, 1.5f, 0.02f, 2.5f, 61.5}, /* biRiver */ { 0.2f, 0.1f, 0.05f, 0.1f, 0.01f, 0.1f, 56}, /* biNether */ { 0.1f, 0.0f, 0.01f, 0.0f, 0.01f, 0.0f, 0}, // Unused, but must be here due to indexing /* biSky */ { 0.1f, 0.0f, 0.01f, 0.0f, 0.01f, 0.0f, 0}, // Unused, but must be here due to indexing /* biFrozenOcean */ { 0.1f, 2.0f, 0.05f, 12.0f, 0.01f, 10.0f, 40}, /* biFrozenRiver */ { 0.2f, 0.1f, 0.05f, 0.1f, 0.01f, 0.1f, 56}, /* biIcePlains */ { 0.1f, 1.0f, 0.05f, 1.5f, 0.01f, 4.0f, 68}, /* biIceMountains */ { 0.2f, 2.0f, 0.05f, 10.0f, 0.01f, 8.0f, 80}, /* biMushroomIsland */ { 0.1f, 2.0f, 0.05f, 8.0f, 0.01f, 6.0f, 80}, /* biMushroomShore */ { 0.1f, 1.0f, 0.05f, 2.0f, 0.01f, 4.0f, 64}, /* biBeach */ { 0.1f, 0.5f, 0.05f, 1.0f, 0.01f, 1.0f, 64}, /* biDesertHills */ { 0.2f, 2.0f, 0.05f, 5.0f, 0.01f, 4.0f, 75}, /* biForestHills */ { 0.2f, 2.0f, 0.05f, 12.0f, 0.01f, 10.0f, 80}, /* biTaigaHills */ { 0.2f, 2.0f, 0.05f, 12.0f, 0.01f, 10.0f, 80}, /* biExtremeHillsEdge */ { 0.2f, 3.0f, 0.05f, 16.0f, 0.01f, 12.0f, 80}, /* biJungle */ { 0.1f, 3.0f, 0.05f, 6.0f, 0.01f, 6.0f, 70}, /* biJungleHills */ { 0.2f, 3.0f, 0.05f, 12.0f, 0.01f, 10.0f, 80}, } ; void cHeiGenBiomal::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) { // Generate a 3x3 chunk area of biomes around this chunk: BiomeNeighbors Biomes; for (int z = -1; z <= 1; z++) { for (int x = -1; x <= 1; x++) { m_BiomeGen.GenBiomes(a_ChunkX + x, a_ChunkZ + z, Biomes[x + 1][z + 1]); } // for x } // for z // For each height, go through neighboring biomes and add up their idea of height: for (int z = 0; z < cChunkDef::Width; z++) { for (int x = 0; x < cChunkDef::Width; x++) { cChunkDef::SetHeight(a_HeightMap, x, z, GetHeightAt(x, z, a_ChunkX, a_ChunkZ, Biomes)); } // for x } } HEIGHTTYPE cHeiGenBiomal::GetHeightAt(int a_RelX, int a_RelZ, int a_ChunkX, int a_ChunkZ, const cHeiGenBiomal::BiomeNeighbors & a_BiomeNeighbors) { // Sum up how many biomes of each type there are in the neighborhood: int BiomeCounts[biNumBiomes]; 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_BiomeNeighbors[IdxX][IdxZ], ModX, ModZ); if ((Biome < 0) || (Biome >= ARRAYCOUNT(BiomeCounts))) { continue; } int WeightX = 9 - abs(x); BiomeCounts[Biome] += WeightX + WeightZ; Sum += WeightX + WeightZ; } // for x } // for z // For each biome type that has a nonzero count, calc its height and add it: if (Sum > 0) { int Height = 0; int BlockX = a_ChunkX * cChunkDef::Width + a_RelX; int BlockZ = a_ChunkZ * cChunkDef::Width + a_RelZ; for (int i = 0; i < ARRAYCOUNT(BiomeCounts); i++) { if (BiomeCounts[i] == 0) { continue; } float oct1 = m_Noise.CubicNoise2D(BlockX * m_GenParam[i].m_HeightFreq1, BlockZ * m_GenParam[i].m_HeightFreq1) * m_GenParam[i].m_HeightAmp1; float oct2 = m_Noise.CubicNoise2D(BlockX * m_GenParam[i].m_HeightFreq2, BlockZ * m_GenParam[i].m_HeightFreq2) * m_GenParam[i].m_HeightAmp2; float oct3 = m_Noise.CubicNoise2D(BlockX * m_GenParam[i].m_HeightFreq3, BlockZ * m_GenParam[i].m_HeightFreq3) * m_GenParam[i].m_HeightAmp3; Height += BiomeCounts[i] * (int)(m_GenParam[i].m_BaseHeight + oct1 + oct2 + oct3); } int res = (HEIGHTTYPE)(Height / Sum); return std::min(250, std::max(res, 5)); } // No known biome around? Weird. Return a bogus value: ASSERT(!"cHeiGenBiomal: Biome sum failed, no known biome around"); return 5; }