// Nosie3DGenerator.cpp // Generates terrain using 3D noise, rather than composing. Is a test. #include "Globals.h" #include "Noise3DGenerator.h" #include "../OSSupport/File.h" #include "../../iniFile/iniFile.h" /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cNoise3DGenerator: cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) : super(a_ChunkGenerator), m_Noise1(1000), m_Noise2(2000), m_Noise3(3000) { } cNoise3DGenerator::~cNoise3DGenerator() { // Nothing needed yet } void cNoise3DGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile) { m_World = a_World; // Params: m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62); m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0); m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75); m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 10); m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 10); m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 10); m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0.5); } void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) { for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++) { a_BiomeMap[i] = biExtremeHills; } } void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) { NOISE_DATATYPE Noise[257 * 17 * 17]; // x + 17 * z + 17 * 17 * y GenerateNoiseArray(a_ChunkX, a_ChunkZ, Noise); // Output noise into chunk: for (int y = 0; y < cChunkDef::Height; y++) { for (int z = 0; z < cChunkDef::Width; z++) { int idx = y * 17 * 17 + z * 17; for (int x = 0; x < cChunkDef::Width; x++) { NOISE_DATATYPE n = Noise[idx++]; BLOCKTYPE BlockType; if (n > m_AirThreshold) { BlockType = (y > m_SeaLevel) ? E_BLOCK_AIR : E_BLOCK_STATIONARY_WATER; } else { BlockType = E_BLOCK_STONE; } a_ChunkDesc.SetBlockType(x, y, z, BlockType); } } } UpdateHeightmap(a_ChunkDesc); ComposeTerrain (a_ChunkDesc); } void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_Noise) { // Parameters: const int INTERPOL_X = 8; const int INTERPOL_Y = 4; const int INTERPOL_Z = 8; // Precalculate a "height" array: NOISE_DATATYPE Height[17 * 17]; // x + 17 * z for (int z = 0; z < 17; z += INTERPOL_Z) { NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ; for (int x = 0; x < 17; x += INTERPOL_X) { NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX; NOISE_DATATYPE val = abs(m_Noise1.CubicNoise2D(NoiseX / 5, NoiseZ / 5)) * m_HeightAmplification + 1; Height[x + 17 * z] = val * val * val; } } int idx = 0; for (int y = 0; y < 257; y += INTERPOL_Y) { NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / m_FrequencyY; NOISE_DATATYPE AddHeight = (y - m_MidPoint) / 20; AddHeight *= AddHeight * AddHeight; // * AddHeight * AddHeight; NOISE_DATATYPE * CurFloor = &(a_Noise[y * 17 * 17]); for (int z = 0; z < 17; z += INTERPOL_Z) { NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ; for (int x = 0; x < 17; x += INTERPOL_X) { NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX; CurFloor[x + 17 * z] = 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 + AddHeight / Height[x + 17 * z]; } } // Linear-interpolate this XZ floor: ArrayLinearInterpolate2D(CurFloor, 17, 17, INTERPOL_X, INTERPOL_Z); } // 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 = &(a_Noise[LoFloorY * 17 * 17]); NOISE_DATATYPE * HiFloor = &(a_Noise[HiFloorY * 17 * 17]); NOISE_DATATYPE * CurFloor = &(a_Noise[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; } idx += 1; // Skipping one X column } } // The noise array is now fully interpolated /* // DEBUG: Output two images of the array, sliced by XY and XZ: cFile f1; if (f1.Open(Printf("Chunk_%d_%d_XY.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite)) { for (int z = 0; z < cChunkDef::Width; z++) { for (int y = 0; y < cChunkDef::Height; y++) { int idx = y * 17 * 17 + z * 17; unsigned char buf[16]; for (int x = 0; x < cChunkDef::Width; x++) { buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * a_Noise[idx++])))); } f1.Write(buf, 16); } // for y } // for z } // if (XY file open) cFile f2; if (f2.Open(Printf("Chunk_%d_%d_XZ.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite)) { for (int y = 0; y < cChunkDef::Height; y++) { for (int z = 0; z < cChunkDef::Width; z++) { int idx = y * 17 * 17 + z * 17; unsigned char buf[16]; for (int x = 0; x < cChunkDef::Width; x++) { buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * a_Noise[idx++])))); } f2.Write(buf, 16); } // for z } // for y } // if (XZ file open) */ } void cNoise3DGenerator::UpdateHeightmap(cChunkDesc & a_ChunkDesc) { for (int z = 0; z < cChunkDef::Width; z++) { for (int x = 0; x < cChunkDef::Width; x++) { for (int y = cChunkDef::Height - 1; y > 0; y--) { if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR) { a_ChunkDesc.SetHeight(x, z, y); break; } } // for y } // for x } // for z } void cNoise3DGenerator::ComposeTerrain(cChunkDesc & a_ChunkDesc) { // Make basic terrain composition: for (int z = 0; z < cChunkDef::Width; z++) { for (int x = 0; x < cChunkDef::Width; x++) { int LastAir = a_ChunkDesc.GetHeight(x, z) + 1; bool HasHadWater = false; for (int y = LastAir - 1; y > 0; y--) { switch (a_ChunkDesc.GetBlockType(x, y, z)) { case E_BLOCK_AIR: { LastAir = y; break; } case E_BLOCK_STONE: { if (LastAir - y > 3) { break; } if (HasHadWater) { a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND); } else { a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT); } break; } case E_BLOCK_STATIONARY_WATER: { LastAir = y; HasHadWater = true; break; } } // switch (GetBlockType()) } // for y a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK); } // for x } // for z } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cNoise3DComposable: cNoise3DComposable::cNoise3DComposable(int a_Seed) : m_Noise1(a_Seed + 1000), m_Noise2(a_Seed + 2000), m_Noise3(a_Seed + 3000) { } void cNoise3DComposable::Initialize(cIniFile & a_IniFile) { // Params: m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62); m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0); m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75); m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 10); m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 10); m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 10); m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0.5); } void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ) { if ((a_ChunkX == m_LastChunkX) && (a_ChunkZ == m_LastChunkZ)) { // The noise for this chunk is already generated in m_Noise return; } m_LastChunkX = a_ChunkX; m_LastChunkZ = a_ChunkZ; // Parameters: const int INTERPOL_X = 8; const int INTERPOL_Y = 4; const int INTERPOL_Z = 8; // Precalculate a "height" array: NOISE_DATATYPE Height[17 * 17]; // x + 17 * z for (int z = 0; z < 17; z += INTERPOL_Z) { NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ; for (int x = 0; x < 17; x += INTERPOL_X) { NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX; NOISE_DATATYPE val = abs(m_Noise1.CubicNoise2D(NoiseX / 5, NoiseZ / 5)) * m_HeightAmplification + 1; Height[x + 17 * z] = val * val * val; } } int idx = 0; for (int y = 0; y < 257; y += INTERPOL_Y) { NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / m_FrequencyY; NOISE_DATATYPE AddHeight = (y - m_MidPoint) / 20; AddHeight *= AddHeight * AddHeight; NOISE_DATATYPE * CurFloor = &(m_NoiseArray[y * 17 * 17]); for (int z = 0; z < 17; z += INTERPOL_Z) { NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ; for (int x = 0; x < 17; x += INTERPOL_X) { NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX; CurFloor[x + 17 * z] = 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 + AddHeight / Height[x + 17 * z]; } } // Linear-interpolate this XZ floor: ArrayLinearInterpolate2D(CurFloor, 17, 17, INTERPOL_X, INTERPOL_Z); } // 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_NoiseArray[LoFloorY * 17 * 17]); NOISE_DATATYPE * HiFloor = &(m_NoiseArray[HiFloorY * 17 * 17]); NOISE_DATATYPE * CurFloor = &(m_NoiseArray[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; } idx += 1; // Skipping one X column } } // The noise array is now fully interpolated /* // DEBUG: Output two images of the array, sliced by XY and XZ: cFile f1; if (f1.Open(Printf("Chunk_%d_%d_XY.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite)) { for (int z = 0; z < cChunkDef::Width; z++) { for (int y = 0; y < cChunkDef::Height; y++) { int idx = y * 17 * 17 + z * 17; unsigned char buf[16]; for (int x = 0; x < cChunkDef::Width; x++) { buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * m_Noise[idx++])))); } f1.Write(buf, 16); } // for y } // for z } // if (XY file open) cFile f2; if (f2.Open(Printf("Chunk_%d_%d_XZ.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite)) { for (int y = 0; y < cChunkDef::Height; y++) { for (int z = 0; z < cChunkDef::Width; z++) { int idx = y * 17 * 17 + z * 17; unsigned char buf[16]; for (int x = 0; x < cChunkDef::Width; x++) { buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * m_Noise[idx++])))); } f2.Write(buf, 16); } // for z } // for y } // if (XZ file open) */ } void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) { GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ); for (int z = 0; z < cChunkDef::Width; z++) { for (int x = 0; x < cChunkDef::Width; x++) { cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel); for (int y = cChunkDef::Height - 1; y > m_SeaLevel; y--) { if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= m_AirThreshold) { cChunkDef::SetHeight(a_HeightMap, x, z, y); break; } } // for y } // for x } // for z } void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc) { GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); // Make basic terrain composition: for (int z = 0; z < cChunkDef::Width; z++) { for (int x = 0; x < cChunkDef::Width; x++) { int LastAir = a_ChunkDesc.GetHeight(x, z) + 1; bool HasHadWater = false; for (int y = LastAir; y < m_SeaLevel; y++) { a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER); } for (int y = LastAir - 1; y > 0; y--) { if (m_NoiseArray[x + 17 * z + 17 * 17 * y] > m_AirThreshold) { // "air" part LastAir = y; if (y < m_SeaLevel) { a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER); HasHadWater = true; } continue; } // "ground" part: if (LastAir - y > 4) { a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE); continue; } if (HasHadWater) { a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND); } else { a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT); } } // for y a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK); } // for x } // for z }