1
0
Fork 0
cuberite-2a/src/Generating/Noise3DGenerator.h

218 lines
6.9 KiB
C++

// Noise3DGenerator.h
// Declares cNoise3DGenerator and cNoise3DComposable classes, representing 3D-noise-based generators.
// They generate terrain shape by combining a lerp of two 3D noises with a vertical linear gradient
// cNoise3DGenerator is obsolete and unmaintained.
// cNoise3DComposable is used to test parameter combinations for single-biome worlds.
#pragma once
#include "ComposableGenerator.h"
#include "../Noise/Noise.h"
#include "../Noise/InterpolNoise.h"
class cNoise3DGenerator :
public cChunkGenerator::cGenerator
{
typedef cChunkGenerator::cGenerator super;
public:
cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator);
virtual ~cNoise3DGenerator();
virtual void Initialize(cIniFile & a_IniFile) override;
virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
virtual void DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) override;
protected:
// Linear interpolation step sizes, must be divisors of cChunkDef::Width and cChunkDef::Height, respectively:
static const int UPSCALE_X = 4;
static const int UPSCALE_Y = 8;
static const int UPSCALE_Z = 4;
// Linear interpolation buffer dimensions, calculated from the step sizes:
static const int DIM_X = 1 + cChunkDef::Width / UPSCALE_X;
static const int DIM_Y = 1 + cChunkDef::Height / UPSCALE_Y;
static const int DIM_Z = 1 + cChunkDef::Width / UPSCALE_Z;
/** The base 3D noise source for the actual composition */
cOctavedNoise<cInterp5DegNoise> m_Perlin;
/** The noise used for heightmap directing. */
cOctavedNoise<cInterp5DegNoise> m_Cubic;
int m_SeaLevel;
NOISE_DATATYPE m_HeightAmplification;
NOISE_DATATYPE m_MidPoint; // Where the vertical "center" of the noise should be
NOISE_DATATYPE m_FrequencyX;
NOISE_DATATYPE m_FrequencyY;
NOISE_DATATYPE m_FrequencyZ;
NOISE_DATATYPE m_AirThreshold;
/** Generates the 3D noise array used for terrain generation; a_Noise is of ChunkData-size */
void GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_Noise);
/** Updates heightmap based on the chunk's contents */
void UpdateHeightmap(cChunkDesc & a_ChunkDesc);
/** Composes terrain - adds dirt, grass and sand */
void ComposeTerrain(cChunkDesc & a_ChunkDesc);
} ;
class cNoise3DComposable :
public cTerrainShapeGen
{
public:
cNoise3DComposable(int a_Seed);
void Initialize(cIniFile & a_IniFile);
protected:
/** The 3D noise that is used to choose between density noise A and B. */
cOctavedNoise<cInterpolNoise<Interp5Deg>> m_ChoiceNoise;
/** Density 3D noise, variant A. */
cOctavedNoise<cInterpolNoise<Interp5Deg>> m_DensityNoiseA;
/** Density 3D noise, variant B. */
cOctavedNoise<cInterpolNoise<Interp5Deg>> m_DensityNoiseB;
/** Heightmap-like noise used to provide variance for low-amplitude biomes. */
cOctavedNoise<cInterpolNoise<Interp5Deg>> m_BaseNoise;
/** The main parameter of the generator, specifies the slope of the vertical linear gradient.
A higher value means a steeper slope and a smaller total amplitude of the generated terrain. */
NOISE_DATATYPE m_HeightAmplification;
/** Where the vertical "center" of the noise should be, as block height. */
NOISE_DATATYPE m_MidPoint;
// Frequency of the 3D noise's first octave:
NOISE_DATATYPE m_FrequencyX;
NOISE_DATATYPE m_FrequencyY;
NOISE_DATATYPE m_FrequencyZ;
// Frequency of the base terrain noise:
NOISE_DATATYPE m_BaseFrequencyX;
NOISE_DATATYPE m_BaseFrequencyZ;
// Frequency of the choice noise:
NOISE_DATATYPE m_ChoiceFrequencyX;
NOISE_DATATYPE m_ChoiceFrequencyY;
NOISE_DATATYPE m_ChoiceFrequencyZ;
// Threshold for when the values are considered air:
NOISE_DATATYPE m_AirThreshold;
// Cache for the last calculated chunk (reused between heightmap and composition queries):
int m_LastChunkX;
int m_LastChunkZ;
NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // x + 17 * z + 17 * 17 * y
/** Generates the 3D noise array used for terrain generation (m_NoiseArray), unless the LastChunk coords are equal to coords given */
void GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ);
// cTerrainHeightGen overrides:
virtual void GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape) override;
virtual void InitializeShapeGen(cIniFile & a_IniFile) override { Initialize(a_IniFile); }
} ;
class cBiomalNoise3DComposable :
public cTerrainShapeGen
{
public:
cBiomalNoise3DComposable(int a_Seed, cBiomeGenPtr a_BiomeGen);
void Initialize(cIniFile & a_IniFile);
protected:
/** Number of columns around the pixel to query for biomes for averaging. Must be less than or equal to 16. */
static const int AVERAGING_SIZE = 9;
/** Type used for a single parameter across the entire (downscaled) chunk. */
typedef NOISE_DATATYPE ChunkParam[5 * 5];
/** The noise that is used to choose between density noise A and B. */
cOctavedNoise<cInterpolNoise<Interp5Deg>> m_ChoiceNoise;
/** Density 3D noise, variant A. */
cOctavedNoise<cInterpolNoise<Interp5Deg>> m_DensityNoiseA;
/** Density 3D noise, variant B. */
cOctavedNoise<cInterpolNoise<Interp5Deg>> m_DensityNoiseB;
/** Heightmap-like noise used to provide variance for low-amplitude biomes. */
cOctavedNoise<cInterpolNoise<Interp5Deg>> m_BaseNoise;
/** The underlying biome generator. */
cBiomeGenPtr m_BiomeGen;
/** Block height of the sealevel, used for composing the terrain. */
int m_SeaLevel;
// Frequency of the 3D noise's first octave:
NOISE_DATATYPE m_FrequencyX;
NOISE_DATATYPE m_FrequencyY;
NOISE_DATATYPE m_FrequencyZ;
// Frequency of the base terrain noise:
NOISE_DATATYPE m_BaseFrequencyX;
NOISE_DATATYPE m_BaseFrequencyZ;
// Frequency of the choice noise:
NOISE_DATATYPE m_ChoiceFrequencyX;
NOISE_DATATYPE m_ChoiceFrequencyY;
NOISE_DATATYPE m_ChoiceFrequencyZ;
// Threshold for when the values are considered air:
NOISE_DATATYPE m_AirThreshold;
// Cache for the last calculated chunk (reused between heightmap and composition queries):
int m_LastChunkX;
int m_LastChunkZ;
NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // 257 * x + y + 257 * 17 * z
/** Weights for summing up neighboring biomes. */
NOISE_DATATYPE m_Weight[AVERAGING_SIZE * 2 + 1][AVERAGING_SIZE * 2 + 1];
/** The sum of m_Weight[]. */
NOISE_DATATYPE m_WeightSum;
/** Generates the 3D noise array used for terrain generation (m_NoiseArray), unless the LastChunk coords are equal to coords given */
void GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ);
/** Calculates the biome-related parameters for the chunk. */
void CalcBiomeParamArrays(int a_ChunkX, int a_ChunkZ, ChunkParam & a_HeightAmp, ChunkParam & a_MidPoint);
/** Returns the parameters for the specified biome. */
void GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE & a_HeightAmp, NOISE_DATATYPE & a_MidPoint);
// cTerrainShapeGen overrides:
virtual void GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape) override;
virtual void InitializeShapeGen(cIniFile & a_IniFile) override { Initialize(a_IniFile); }
} ;