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cuberite-2a/src/Generating/DistortedHeightmap.cpp

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C++

// DistortedHeightmap.cpp
// Implements the cDistortedHeightmap class representing the height and composition generator capable of overhangs
#include "Globals.h"
#include "DistortedHeightmap.h"
#include "../OSSupport/File.h"
#include "lib/inifile/iniFile.h"
#include "../LinearUpscale.h"
/** 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[biNumBiomes] =
{
/* 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 */ { 0.0f, 0.0f},
/* biJungleHills */ { 8.0f, 8.0f},
} ;
cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGen & a_BiomeGen) :
m_NoiseDistortX(a_Seed + 1000),
m_NoiseDistortZ(a_Seed + 2000),
m_OceanFloorSelect(a_Seed + 3000),
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);
}
void cDistortedHeightmap::Initialize(cIniFile & a_IniFile)
{
if (m_IsInitialized)
{
return;
}
// Read the params from the INI file:
m_SeaLevel = a_IniFile.GetValueSetI("Generator", "DistortedHeightmapSeaLevel", 62);
m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyX", 10);
m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyY", 10);
m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyZ", 10);
m_IsInitialized = true;
}
void cDistortedHeightmap::PrepareState(int a_ChunkX, int a_ChunkZ)
{
if ((m_CurChunkX == a_ChunkX) && (m_CurChunkZ == a_ChunkZ))
{
return;
}
m_CurChunkX = a_ChunkX;
m_CurChunkZ = a_ChunkZ;
m_HeightGen.GenHeightMap(a_ChunkX, a_ChunkZ, 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 = ((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;
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 += (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
DistHei[NoiseArrayIdx + x] = (NOISE_DATATYPE)GetHeightmapAt(DistX, DistZ) + (NOISE_DATATYPE)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::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
{
PrepareState(a_ChunkX, a_ChunkZ);
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
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 * y];
if (y < HeightMapHeight)
{
cChunkDef::SetHeight(a_HeightMap, x, z, y);
break;
}
} // for y
} // for x
} // for z
}
void cDistortedHeightmap::InitializeHeightGen(cIniFile & a_IniFile)
{
Initialize(a_IniFile);
}
void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
// Frequencies for the ocean floor selecting noise:
NOISE_DATATYPE FrequencyX = 3;
NOISE_DATATYPE FrequencyZ = 3;
// Prepare the internal state for generating this chunk:
PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
// Compose:
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
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 * y];
if (y >= HeightMapHeight)
{
// "air" part
LastAir = y;
if (y < m_SeaLevel)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
HasHadWater = true;
}
continue;
}
// "ground" part:
if (y < LastAir - 4)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE);
continue;
}
if (HasHadWater)
{
// Decide between clay, sand and dirt
NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x)) / FrequencyX;
NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z)) / FrequencyZ;
NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
if (Val < -0.95)
{
// Clay:
switch (LastAir - y)
{
case 0:
case 1:
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_CLAY);
break;
}
case 2:
case 3:
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND);
break;
}
case 4:
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SANDSTONE);
break;
}
} // switch (floor depth)
}
else if (Val < 0)
{
a_ChunkDesc.SetBlockType(x, y, z, (y < LastAir - 3) ? E_BLOCK_SANDSTONE : E_BLOCK_SAND);
}
else
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_DIRT);
}
}
else
{
switch (a_ChunkDesc.GetBiome(x, z))
{
case biOcean:
case biPlains:
case biExtremeHills:
case biForest:
case biTaiga:
case biSwampland:
case biRiver:
case biFrozenOcean:
case biFrozenRiver:
case biIcePlains:
case biIceMountains:
case biForestHills:
case biTaigaHills:
case biExtremeHillsEdge:
case biJungle:
case biJungleHills:
{
a_ChunkDesc.SetBlockType(x, y, z, (y == LastAir - 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT);
break;
}
case biDesertHills:
case biDesert:
case biBeach:
{
a_ChunkDesc.SetBlockType(x, y, z, (y < LastAir - 3) ? E_BLOCK_SANDSTONE : E_BLOCK_SAND);
break;
}
case biMushroomIsland:
case biMushroomShore:
{
a_ChunkDesc.SetBlockType(x, y, z, (y == LastAir - 1) ? E_BLOCK_MYCELIUM : E_BLOCK_DIRT);
break;
}
}
}
} // for y
a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
} // for x
} // for z
}
void cDistortedHeightmap::InitializeCompoGen(cIniFile & a_IniFile)
{
Initialize(a_IniFile);
}
int cDistortedHeightmap::GetHeightmapAt(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Z)
{
int ChunkX = (int)floor(a_X / (NOISE_DATATYPE)16);
int ChunkZ = (int)floor(a_Z / (NOISE_DATATYPE)16);
int RelX = (int)(a_X - (NOISE_DATATYPE)ChunkX * cChunkDef::Width);
int RelZ = (int)(a_Z - (NOISE_DATATYPE)ChunkZ * cChunkDef::Width);
// If we're withing the same chunk, return the pre-cached heightmap:
if ((ChunkX == m_CurChunkX) && (ChunkZ == m_CurChunkZ))
{
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_CurChunkX + x, m_CurChunkZ + 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[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_Neighbors[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
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 (unsigned int i = 0; i < ARRAYCOUNT(BiomeCounts); i++)
{
AmpX += BiomeCounts[i] * m_GenParam[i].m_DistortAmpX;
AmpZ += BiomeCounts[i] * m_GenParam[i].m_DistortAmpZ;
}
a_DistortAmpX = AmpX / Sum;
a_DistortAmpZ = AmpZ / Sum;
}