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cuberite-2a/Tools/QtBiomeVisualiser/ChunkSource.cpp

165 lines
5.4 KiB
C++

#include "Globals.h"
#include "ChunkSource.h"
#include "Generating/BioGen.h"
/** Map for converting biome values to colors. Initialized from biomeColors[]. */
static uchar biomeToColor[256 * 4];
/** Map for converting biome values to colors. Used to initialize biomeToColor[].*/
static struct
{
EMCSBiome m_Biome;
uchar m_Color[3];
} biomeColors[] =
{
{ biOcean, { 0x00, 0x00, 0x70 }, },
{ biPlains, { 0x8d, 0xb3, 0x60 }, },
{ biDesert, { 0xfa, 0x94, 0x18 }, },
{ biExtremeHills, { 0x60, 0x60, 0x60 }, },
{ biForest, { 0x05, 0x66, 0x21 }, },
{ biTaiga, { 0x0b, 0x66, 0x59 }, },
{ biSwampland, { 0x2f, 0xff, 0xda }, },
{ biRiver, { 0x30, 0x30, 0xaf }, },
{ biHell, { 0x7f, 0x00, 0x00 }, },
{ biSky, { 0x00, 0x7f, 0xff }, },
{ biFrozenOcean, { 0xa0, 0xa0, 0xdf }, },
{ biFrozenRiver, { 0xa0, 0xa0, 0xff }, },
{ biIcePlains, { 0xff, 0xff, 0xff }, },
{ biIceMountains, { 0xa0, 0xa0, 0xa0 }, },
{ biMushroomIsland, { 0xff, 0x00, 0xff }, },
{ biMushroomShore, { 0xa0, 0x00, 0xff }, },
{ biBeach, { 0xfa, 0xde, 0x55 }, },
{ biDesertHills, { 0xd2, 0x5f, 0x12 }, },
{ biForestHills, { 0x22, 0x55, 0x1c }, },
{ biTaigaHills, { 0x16, 0x39, 0x33 }, },
{ biExtremeHillsEdge, { 0x7f, 0x8f, 0x7f }, },
{ biJungle, { 0x53, 0x7b, 0x09 }, },
{ biJungleHills, { 0x2c, 0x42, 0x05 }, },
{ biJungleEdge, { 0x62, 0x8b, 0x17 }, },
{ biDeepOcean, { 0x00, 0x00, 0x30 }, },
{ biStoneBeach, { 0xa2, 0xa2, 0x84 }, },
{ biColdBeach, { 0xfa, 0xf0, 0xc0 }, },
{ biBirchForest, { 0x30, 0x74, 0x44 }, },
{ biBirchForestHills, { 0x1f, 0x5f, 0x32 }, },
{ biRoofedForest, { 0x40, 0x51, 0x1a }, },
{ biColdTaiga, { 0x31, 0x55, 0x4a }, },
{ biColdTaigaHills, { 0x59, 0x7d, 0x72 }, },
{ biMegaTaiga, { 0x59, 0x66, 0x51 }, },
{ biMegaTaigaHills, { 0x59, 0x66, 0x59 }, },
{ biExtremeHillsPlus, { 0x50, 0x70, 0x50 }, },
{ biSavanna, { 0xbd, 0xb2, 0x5f }, },
{ biSavannaPlateau, { 0xa7, 0x9d, 0x64 }, },
{ biMesa, { 0xd9, 0x45, 0x15 }, },
{ biMesaPlateauF, { 0xb0, 0x97, 0x65 }, },
{ biMesaPlateau, { 0xca, 0x8c, 0x65 }, },
// M variants:
{ biSunflowerPlains, { 0xb5, 0xdb, 0x88 }, },
{ biDesertM, { 0xff, 0xbc, 0x40 }, },
{ biExtremeHillsM, { 0x88, 0x88, 0x88 }, },
{ biFlowerForest, { 0x2d, 0x8e, 0x49 }, },
{ biTaigaM, { 0x33, 0x8e, 0x81 }, },
{ biSwamplandM, { 0x07, 0xf9, 0xb2 }, },
{ biIcePlainsSpikes, { 0xb4, 0xdc, 0xdc }, },
{ biJungleM, { 0x7b, 0xa3, 0x31 }, },
{ biJungleEdgeM, { 0x62, 0x8b, 0x17 }, },
{ biBirchForestM, { 0x58, 0x9c, 0x6c }, },
{ biBirchForestHillsM, { 0x47, 0x87, 0x5a }, },
{ biRoofedForestM, { 0x68, 0x79, 0x42 }, },
{ biColdTaigaM, { 0x24, 0x3f, 0x36 }, },
{ biMegaSpruceTaiga, { 0x45, 0x4f, 0x3e }, },
{ biMegaSpruceTaigaHills, { 0x45, 0x4f, 0x4e }, },
{ biExtremeHillsPlusM, { 0x78, 0x98, 0x78 }, },
{ biSavannaM, { 0xe5, 0xda, 0x87 }, },
{ biSavannaPlateauM, { 0xa7, 0x9d, 0x74 }, },
{ biMesaBryce, { 0xff, 0x6d, 0x3d }, },
{ biMesaPlateauFM, { 0xd8, 0xbf, 0x8d }, },
{ biMesaPlateauM, { 0xf2, 0xb4, 0x8d }, },
} ;
static class BiomeColorsInitializer
{
public:
BiomeColorsInitializer(void)
{
// Reset all colors to gray:
for (size_t i = 0; i < ARRAYCOUNT(biomeToColor); i++)
{
biomeToColor[i] = 0x7f;
}
// Set known biomes to their colors:
for (size_t i = 0; i < ARRAYCOUNT(biomeColors); i++)
{
uchar * color = &biomeToColor[4 * biomeColors[i].m_Biome];
color[0] = biomeColors[i].m_Color[0];
color[1] = biomeColors[i].m_Color[1];
color[2] = biomeColors[i].m_Color[2];
color[3] = 0xff;
}
}
} biomeColorInitializer;
/** Converts biomes in an array into the chunk image data. */
static void biomesToImage(cChunkDef::BiomeMap & a_Biomes, Chunk::Image & a_Image)
{
// Make sure the two arrays are of the same size, compile-time.
// Note that a_Image is actually 4 items per pixel, so the array is 4 times bigger:
static const char Check1[4 * ARRAYCOUNT(a_Biomes) - ARRAYCOUNT(a_Image) + 1];
static const char Check2[ARRAYCOUNT(a_Image) - 4 * ARRAYCOUNT(a_Biomes) + 1];
// Convert the biomes into color:
for (size_t i = 0; i < ARRAYCOUNT(a_Biomes); i++)
{
a_Image[4 * i + 0] = biomeToColor[4 * a_Biomes[i] + 0];
a_Image[4 * i + 1] = biomeToColor[4 * a_Biomes[i] + 1];
a_Image[4 * i + 2] = biomeToColor[4 * a_Biomes[i] + 2];
a_Image[4 * i + 3] = biomeToColor[4 * a_Biomes[i] + 3];
}
}
////////////////////////////////////////////////////////////////////////////////
// BioGenSource:
BioGenSource::BioGenSource(cBiomeGen * a_BiomeGen) :
m_BiomeGen(a_BiomeGen)
{
}
void BioGenSource::getChunkBiomes(int a_ChunkX, int a_ChunkZ, ChunkPtr a_DestChunk)
{
// TODO: To make use of multicore machines, we need multiple copies of the biomegen
// Right now we have only one, so we can let only one thread use it (hence the mutex)
QMutexLocker lock(&m_Mtx);
cChunkDef::BiomeMap biomes;
m_BiomeGen->GenBiomes(a_ChunkX, a_ChunkZ, biomes);
Chunk::Image img;
biomesToImage(biomes, img);
a_DestChunk->setImage(img);
}