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-rw-r--r--src/Generating/Noise3DGenerator.cpp532
1 files changed, 214 insertions, 318 deletions
diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp
index f2af75999..a7af87bac 100644
--- a/src/Generating/Noise3DGenerator.cpp
+++ b/src/Generating/Noise3DGenerator.cpp
@@ -6,6 +6,7 @@
#include "Globals.h"
#include "Noise3DGenerator.h"
#include "../OSSupport/File.h"
+#include "../OSSupport/Timer.h"
#include "../IniFile.h"
#include "../LinearInterpolation.h"
#include "../LinearUpscale.h"
@@ -61,30 +62,86 @@ public:
-/** Linearly interpolates between two values.
-Assumes that a_Ratio is in range [0, 1]. */
-inline static NOISE_DATATYPE Lerp(NOISE_DATATYPE a_Val1, NOISE_DATATYPE a_Val2, NOISE_DATATYPE a_Ratio)
+#if 0
+// Perform speed test of the cInterpolNoise class
+static class cInterpolNoiseSpeedTest
{
- return a_Val1 + (a_Val2 - a_Val1) * a_Ratio;
-}
-
+public:
+ cInterpolNoiseSpeedTest(void)
+ {
+ TestSpeed2D();
+ TestSpeed3D();
+ printf("InterpolNoise speed comparison finished.\n");
+ }
+ /** Compare the speed of the 3D InterpolNoise vs 3D CubicNoise. */
+ void TestSpeed3D(void)
+ {
+ printf("Evaluating 3D noise performance...\n");
+ static const int SIZE_X = 128;
+ static const int SIZE_Y = 128;
+ static const int SIZE_Z = 128;
+ static const NOISE_DATATYPE MUL = 80;
+ std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y * SIZE_Z]);
+ cTimer timer;
+ // Test the cInterpolNoise:
+ cInterpolNoise<Interp5Deg> interpNoise(1);
+ long long start = timer.GetNowTime();
+ for (int i = 0; i < 30; i++)
+ {
+ interpNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, MUL * i, MUL * i + MUL, 0, MUL, 0, MUL);
+ }
+ long long end = timer.GetNowTime();
+ printf("InterpolNoise took %.02f sec\n", static_cast<float>(end - start) / 1000);
-/** Linearly interpolates between two values, clamping the ratio to [0, 1] first. */
-inline static NOISE_DATATYPE ClampedLerp(NOISE_DATATYPE a_Val1, NOISE_DATATYPE a_Val2, NOISE_DATATYPE a_Ratio)
-{
- if (a_Ratio < 0)
- {
- return a_Val1;
+ // Test the cCubicNoise:
+ cCubicNoise cubicNoise(1);
+ start = timer.GetNowTime();
+ for (int i = 0; i < 30; i++)
+ {
+ cubicNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, MUL * i, MUL * i + MUL, 0, MUL, 0, MUL);
+ }
+ end = timer.GetNowTime();
+ printf("CubicNoise took %.02f sec\n", static_cast<float>(end - start) / 1000);
+ printf("3D noise performance comparison finished.\n");
}
- if (a_Ratio > 1)
+
+
+ /** Compare the speed of the 2D InterpolNoise vs 2D CubicNoise. */
+ void TestSpeed2D(void)
{
- return a_Val2;
+ printf("Evaluating 2D noise performance...\n");
+ static const int SIZE_X = 128;
+ static const int SIZE_Y = 128;
+ static const NOISE_DATATYPE MUL = 80;
+ std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y]);
+ cTimer timer;
+
+ // Test the cInterpolNoise:
+ cInterpolNoise<Interp5Deg> interpNoise(1);
+ long long start = timer.GetNowTime();
+ for (int i = 0; i < 500; i++)
+ {
+ interpNoise.Generate2D(arr.get(), SIZE_X, SIZE_Y, MUL * i, MUL * i + MUL, 0, MUL);
+ }
+ long long end = timer.GetNowTime();
+ printf("InterpolNoise took %.02f sec\n", static_cast<float>(end - start) / 1000);
+
+ // Test the cCubicNoise:
+ cCubicNoise cubicNoise(1);
+ start = timer.GetNowTime();
+ for (int i = 0; i < 500; i++)
+ {
+ cubicNoise.Generate2D(arr.get(), SIZE_X, SIZE_Y, MUL * i, MUL * i + MUL, 0, MUL);
+ }
+ end = timer.GetNowTime();
+ printf("CubicNoise took %.02f sec\n", static_cast<float>(end - start) / 1000);
+ printf("2D noise performance comparison finished.\n");
}
- return Lerp(a_Val1, a_Val2, a_Ratio);
-}
+} g_InterpolNoiseSpeedTest;
+#endif
@@ -98,72 +155,17 @@ cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) :
m_Perlin(1000),
m_Cubic(1000)
{
- m_Perlin.AddOctave(1, (NOISE_DATATYPE)0.5);
- m_Perlin.AddOctave((NOISE_DATATYPE)0.5, 1);
- m_Perlin.AddOctave((NOISE_DATATYPE)0.5, 2);
-
- #if 0
- // DEBUG: Test the noise generation:
- // NOTE: In order to be able to run MCS with this code, you need to increase the default thread stack size
- // In MSVC, it is done in Project Settings -> Configuration Properties -> Linker -> System, set Stack reserve size to at least 64M
- m_SeaLevel = 62;
- m_HeightAmplification = 0;
- m_MidPoint = 75;
- m_FrequencyX = 4;
- m_FrequencyY = 4;
- m_FrequencyZ = 4;
- m_AirThreshold = 0.5;
-
- const int NumChunks = 4;
- NOISE_DATATYPE Noise[NumChunks][cChunkDef::Width * cChunkDef::Width * cChunkDef::Height];
- for (int x = 0; x < NumChunks; x++)
- {
- GenerateNoiseArray(x, 5, Noise[x]);
- }
-
- // Save in XY cuts:
- cFile f1;
- if (f1.Open("Test_XY.grab", cFile::fmWrite))
- {
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- for (int y = 0; y < cChunkDef::Height; y++)
- {
- for (int i = 0; i < NumChunks; i++)
- {
- int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height;
- unsigned char buf[cChunkDef::Width];
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++]))));
- }
- f1.Write(buf, cChunkDef::Width);
- }
- } // for y
- } // for z
- } // if (XY file open)
-
- cFile f2;
- if (f2.Open("Test_XZ.grab", cFile::fmWrite))
- {
- for (int y = 0; y < cChunkDef::Height; y++)
- {
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- for (int i = 0; i < NumChunks; i++)
- {
- int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height;
- unsigned char buf[cChunkDef::Width];
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++]))));
- }
- f2.Write(buf, cChunkDef::Width);
- }
- } // for z
- } // for y
- } // if (XZ file open)
- #endif // 0
+ m_Perlin.AddOctave(1, 1);
+ m_Perlin.AddOctave(2, 0.5);
+ m_Perlin.AddOctave(4, 0.25);
+ m_Perlin.AddOctave(8, 0.125);
+ m_Perlin.AddOctave(16, 0.0625);
+
+ m_Cubic.AddOctave(1, 1);
+ m_Cubic.AddOctave(2, 0.5);
+ m_Cubic.AddOctave(4, 0.25);
+ m_Cubic.AddOctave(8, 0.125);
+ m_Cubic.AddOctave(16, 0.0625);
}
@@ -182,9 +184,9 @@ cNoise3DGenerator::~cNoise3DGenerator()
void cNoise3DGenerator::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_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", 62);
+ m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.1);
+ m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 68);
m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 8);
m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 8);
m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 8);
@@ -249,10 +251,10 @@ void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DAT
NOISE_DATATYPE NoiseW[DIM_X * DIM_Y * DIM_Z]; // Workspace that the noise calculation can use and trash
// Our noise array has different layout, XZY, instead of regular chunk's XYZ, that's why the coords are "renamed"
- NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width)) / m_FrequencyX;
- NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((a_ChunkX + 1) * cChunkDef::Width) - 1) / m_FrequencyX;
- NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width)) / m_FrequencyZ;
- NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((a_ChunkZ + 1) * cChunkDef::Width) - 1) / m_FrequencyZ;
+ NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width)) / m_FrequencyX;
+ NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((a_ChunkX + 1) * cChunkDef::Width)) / m_FrequencyX;
+ NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width)) / m_FrequencyZ;
+ NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((a_ChunkZ + 1) * cChunkDef::Width)) / m_FrequencyZ;
NOISE_DATATYPE StartY = 0;
NOISE_DATATYPE EndY = ((NOISE_DATATYPE)256) / m_FrequencyY;
@@ -262,23 +264,23 @@ void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DAT
// Precalculate a "height" array:
NOISE_DATATYPE Height[DIM_X * DIM_Z]; // Output for the cubic noise heightmap ("source")
- m_Cubic.Generate2D(Height, DIM_X, DIM_Z, StartX / 25, EndX / 25, StartZ / 25, EndZ / 25);
+ m_Cubic.Generate2D(Height, DIM_X, DIM_Z, StartX / 5, EndX / 5, StartZ / 5, EndZ / 5);
for (size_t i = 0; i < ARRAYCOUNT(Height); i++)
{
- Height[i] = std::abs(Height[i]) * m_HeightAmplification + 1;
+ Height[i] = Height[i] * m_HeightAmplification;
}
// Modify the noise by height data:
for (int y = 0; y < DIM_Y; y++)
{
- NOISE_DATATYPE AddHeight = (y * UPSCALE_Y - m_MidPoint) / 20;
- AddHeight *= AddHeight * AddHeight;
+ NOISE_DATATYPE AddHeight = (y * UPSCALE_Y - m_MidPoint) / 30;
+ // AddHeight *= AddHeight * AddHeight;
for (int z = 0; z < DIM_Z; z++)
{
NOISE_DATATYPE * CurRow = &(NoiseO[y * DIM_X + z * DIM_X * DIM_Y]);
for (int x = 0; x < DIM_X; x++)
{
- CurRow[x] += AddHeight / Height[x + DIM_X * z];
+ CurRow[x] += AddHeight + Height[x + DIM_X * z];
}
}
}
@@ -390,7 +392,6 @@ void cNoise3DComposable::Initialize(cIniFile & a_IniFile)
{
// Params:
// The defaults generate extreme hills terrain
- m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62);
m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.045);
m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75);
m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 40);
@@ -458,110 +459,60 @@ void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ)
NOISE_DATATYPE BaseNoise[5 * 5];
NOISE_DATATYPE BlockX = static_cast<NOISE_DATATYPE>(a_ChunkX * cChunkDef::Width);
NOISE_DATATYPE BlockZ = static_cast<NOISE_DATATYPE>(a_ChunkZ * cChunkDef::Width);
- // Note that we have to swap the coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "z":
- m_ChoiceNoise.Generate3D (ChoiceNoise, 5, 5, 33, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, 0, 257 / m_ChoiceFrequencyY, Workspace);
- m_DensityNoiseA.Generate3D(DensityNoiseA, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace);
- m_DensityNoiseB.Generate3D(DensityNoiseB, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace);
+ // Note that we have to swap the X and Y coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "x":
+ m_ChoiceNoise.Generate3D (ChoiceNoise, 33, 5, 5, 0, 257 / m_ChoiceFrequencyY, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, Workspace);
+ m_DensityNoiseA.Generate3D(DensityNoiseA, 33, 5, 5, 0, 257 / m_FrequencyY, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
+ m_DensityNoiseB.Generate3D(DensityNoiseB, 33, 5, 5, 0, 257 / m_FrequencyY, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
m_BaseNoise.Generate2D (BaseNoise, 5, 5, BlockX / m_BaseFrequencyX, (BlockX + 17) / m_BaseFrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
// Calculate the final noise based on the partial noises:
- for (int y = 0; y < 33; y++)
+ for (int z = 0; z < 5; z++)
{
- NOISE_DATATYPE AddHeight = (static_cast<NOISE_DATATYPE>(y * 8) - m_MidPoint) * m_HeightAmplification;
-
- // If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope:
- if (AddHeight < 0)
- {
- AddHeight *= 4;
- }
-
- for (int z = 0; z < 5; z++)
+ for (int x = 0; x < 5; x++)
{
- for (int x = 0; x < 5; x++)
+ NOISE_DATATYPE curBaseNoise = BaseNoise[x + 5 * z];
+ for (int y = 0; y < 33; y++)
{
- int idx = x + 5 * z + 5 * 5 * y;
- Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + BaseNoise[x + 5 * z];
- }
- }
- }
- LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 5, 5, 33, m_NoiseArray, 4, 4, 8);
-}
-
-
+ NOISE_DATATYPE AddHeight = (static_cast<NOISE_DATATYPE>(y * 8) - m_MidPoint) * m_HeightAmplification;
+ // If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope:
+ if (AddHeight < 0)
+ {
+ AddHeight *= 4;
+ }
-
-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)
+ // If too high, cut off any terrain:
+ if (y > 28)
{
- cChunkDef::SetHeight(a_HeightMap, x, z, y);
- break;
+ AddHeight = AddHeight + static_cast<NOISE_DATATYPE>(y - 28) / 4;
}
- } // for y
- } // for x
- } // for z
+
+ // Decide between the two density noises:
+ int idx = 33 * x + 33 * 5 * z + y;
+ Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + curBaseNoise;
+ }
+ }
+ }
+ LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 33, 5, 5, m_NoiseArray, 8, 4, 4);
}
-void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
+void cNoise3DComposable::GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape)
{
- GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
-
- a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
+ GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ);
- // Make basic terrain composition:
+ // Translate the noise array into Shape:
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++)
+ for (int y = 0; y < cChunkDef::Height; y++)
{
- a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
+ a_Shape[y + x * 256 + z * 256 * 16] = (m_NoiseArray[y + 257 * x + 257 * 17 * z] > m_AirThreshold) ? 0 : 1;
}
- 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
}
@@ -586,7 +537,7 @@ cBiomalNoise3DComposable::cBiomalNoise3DComposable(int a_Seed, cBiomeGenPtr a_Bi
{
for (int x = 0; x <= AVERAGING_SIZE * 2; x++)
{
- m_Weight[z][x] = static_cast<NOISE_DATATYPE>((5 - std::abs(5 - x)) + (5 - std::abs(5 - z)));
+ m_Weight[z][x] = static_cast<NOISE_DATATYPE>((AVERAGING_SIZE - std::abs(AVERAGING_SIZE - x)) + (AVERAGING_SIZE - std::abs(AVERAGING_SIZE - z)));
m_WeightSum += m_Weight[z][x];
}
}
@@ -600,7 +551,7 @@ void cBiomalNoise3DComposable::Initialize(cIniFile & a_IniFile)
{
// Params:
// The defaults generate extreme hills terrain
- m_SeaLevel = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DSeaLevel", 62);
+ m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", 62);
m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyX", 40);
m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyY", 40);
m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyZ", 40);
@@ -671,34 +622,42 @@ void cBiomalNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_Ch
NOISE_DATATYPE BaseNoise[5 * 5];
NOISE_DATATYPE BlockX = static_cast<NOISE_DATATYPE>(a_ChunkX * cChunkDef::Width);
NOISE_DATATYPE BlockZ = static_cast<NOISE_DATATYPE>(a_ChunkZ * cChunkDef::Width);
- // Note that we have to swap the coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "z":
- m_ChoiceNoise.Generate3D (ChoiceNoise, 5, 5, 33, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, 0, 257 / m_ChoiceFrequencyY, Workspace);
- m_DensityNoiseA.Generate3D(DensityNoiseA, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace);
- m_DensityNoiseB.Generate3D(DensityNoiseB, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace);
+ // Note that we have to swap the X and Y coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "x":
+ m_ChoiceNoise.Generate3D (ChoiceNoise, 33, 5, 5, 0, 257 / m_ChoiceFrequencyY, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, Workspace);
+ m_DensityNoiseA.Generate3D(DensityNoiseA, 33, 5, 5, 0, 257 / m_FrequencyY, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
+ m_DensityNoiseB.Generate3D(DensityNoiseB, 33, 5, 5, 0, 257 / m_FrequencyY, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
m_BaseNoise.Generate2D (BaseNoise, 5, 5, BlockX / m_BaseFrequencyX, (BlockX + 17) / m_BaseFrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
// Calculate the final noise based on the partial noises:
- for (int y = 0; y < 33; y++)
+ for (int z = 0; z < 5; z++)
{
- NOISE_DATATYPE BlockHeight = static_cast<NOISE_DATATYPE>(y * 8);
- for (int z = 0; z < 5; z++)
+ for (int x = 0; x < 5; x++)
{
- for (int x = 0; x < 5; x++)
+ NOISE_DATATYPE curMidPoint = MidPoint[x + 5 * z];
+ NOISE_DATATYPE curHeightAmp = HeightAmp[x + 5 * z];
+ NOISE_DATATYPE curBaseNoise = BaseNoise[x + 5 * z];
+ for (int y = 0; y < 33; y++)
{
- NOISE_DATATYPE AddHeight = (BlockHeight - MidPoint[x + 5 * z]) * HeightAmp[x + 5 * z];
+ NOISE_DATATYPE AddHeight = (static_cast<NOISE_DATATYPE>(y * 8) - curMidPoint) * curHeightAmp;
// If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope:
if (AddHeight < 0)
{
AddHeight *= 4;
}
+ // If too high, cut off any terrain:
+ if (y > 28)
+ {
+ AddHeight = AddHeight + static_cast<NOISE_DATATYPE>(y - 28) / 4;
+ }
- int idx = x + 5 * z + 5 * 5 * y;
- Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + BaseNoise[x + 5 * z];
+ // Decide between the two density noises:
+ int idx = 33 * x + y + 33 * 5 * z;
+ Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + curBaseNoise;
}
}
}
- LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 5, 5, 33, m_NoiseArray, 4, 4, 8);
+ LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 33, 5, 5, m_NoiseArray, 8, 4, 4);
}
@@ -756,72 +715,67 @@ void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE
{
switch (a_Biome)
{
- case biBeach: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
- case biBirchForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
- case biBirchForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
- case biBirchForestHillsM: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
- case biBirchForestM: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
- case biColdBeach: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
- case biDesertHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
- case biDeepOcean: a_HeightAmp = 0.17f; a_MidPoint = 35; break;
- case biDesert: a_HeightAmp = 0.29f; a_MidPoint = 62; break;
- case biEnd: a_HeightAmp = 0.15f; a_MidPoint = 64; break;
- case biExtremeHills: a_HeightAmp = 0.045f; a_MidPoint = 75; break;
- case biExtremeHillsPlus: a_HeightAmp = 0.04f; a_MidPoint = 80; break;
- case biFlowerForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
- case biForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
- case biForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
- case biFrozenRiver: a_HeightAmp = 0.4f; a_MidPoint = 53; break;
- case biFrozenOcean: a_HeightAmp = 0.17f; a_MidPoint = 47; break;
- case biIceMountains: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
- case biIcePlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
- case biIcePlainsSpikes: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
- case biJungle: a_HeightAmp = 0.1f; a_MidPoint = 63; break;
- case biJungleHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
- case biJungleM: a_HeightAmp = 0.1f; a_MidPoint = 63; break;
- case biMegaSpruceTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
- case biMegaTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
- case biMushroomShore: a_HeightAmp = 0.15f; a_MidPoint = 15; break;
- case biOcean: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
- case biPlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
- case biRiver: a_HeightAmp = 0.4f; a_MidPoint = 53; break;
- case biSwampland: a_HeightAmp = 0.25f; a_MidPoint = 59; break;
- case biSwamplandM: a_HeightAmp = 0.11f; a_MidPoint = 59; break;
- case biTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
-
- /*
- // Still missing:
- case biColdTaiga: a_HeightAmp = 0.15f; a_MidPoint = 30; break;
- case biColdTaigaHills: a_HeightAmp = 0.15f; a_MidPoint = 31; break;
- case biColdTaigaM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biDesertM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biExtremeHillsEdge: a_HeightAmp = 0.15f; a_MidPoint = 20; break;
- case biExtremeHillsM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biExtremeHillsPlusM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biJungleEdge: a_HeightAmp = 0.15f; a_MidPoint = 23; break;
- case biJungleEdgeM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biMegaSpruceTaiga: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biMegaTaiga: a_HeightAmp = 0.15f; a_MidPoint = 32; break;
- case biMesa: a_HeightAmp = 0.15f; a_MidPoint = 37; break;
- case biMesaBryce: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biMesaPlateau: a_HeightAmp = 0.15f; a_MidPoint = 39; break;
- case biMesaPlateauF: a_HeightAmp = 0.15f; a_MidPoint = 38; break;
- case biMesaPlateauFM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biMesaPlateauM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biMushroomIsland: a_HeightAmp = 0.15f; a_MidPoint = 14; break;
- case biNether: a_HeightAmp = 0.15f; a_MidPoint = 68; break;
- case biRoofedForest: a_HeightAmp = 0.15f; a_MidPoint = 29; break;
- case biRoofedForestM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biSavanna: a_HeightAmp = 0.15f; a_MidPoint = 35; break;
- case biSavannaM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biSavannaPlateau: a_HeightAmp = 0.15f; a_MidPoint = 36; break;
- case biSavannaPlateauM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biStoneBeach: a_HeightAmp = 0.15f; a_MidPoint = 25; break;
- case biSunflowerPlains: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biTaiga: a_HeightAmp = 0.15f; a_MidPoint = 65; break;
- case biTaigaM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- */
-
+ case biBeach: a_HeightAmp = 0.2f; a_MidPoint = 60; break;
+ case biBirchForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biBirchForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biBirchForestHillsM: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biBirchForestM: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biColdBeach: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
+ case biColdTaiga: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biColdTaigaM: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biColdTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biDesertHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biDeepOcean: a_HeightAmp = 0.17f; a_MidPoint = 35; break;
+ case biDesert: a_HeightAmp = 0.29f; a_MidPoint = 62; break;
+ case biDesertM: a_HeightAmp = 0.29f; a_MidPoint = 62; break;
+ case biEnd: a_HeightAmp = 0.15f; a_MidPoint = 64; break;
+ case biExtremeHills: a_HeightAmp = 0.045f; a_MidPoint = 75; break;
+ case biExtremeHillsEdge: a_HeightAmp = 0.1f; a_MidPoint = 70; break;
+ case biExtremeHillsM: a_HeightAmp = 0.045f; a_MidPoint = 75; break;
+ case biExtremeHillsPlus: a_HeightAmp = 0.04f; a_MidPoint = 80; break;
+ case biExtremeHillsPlusM: a_HeightAmp = 0.04f; a_MidPoint = 80; break;
+ case biFlowerForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biFrozenRiver: a_HeightAmp = 0.4f; a_MidPoint = 57; break;
+ case biFrozenOcean: a_HeightAmp = 0.12f; a_MidPoint = 45; break;
+ case biIceMountains: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biIcePlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
+ case biIcePlainsSpikes: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
+ case biJungle: a_HeightAmp = 0.1f; a_MidPoint = 63; break;
+ case biJungleEdge: a_HeightAmp = 0.15f; a_MidPoint = 62; break;
+ case biJungleEdgeM: a_HeightAmp = 0.15f; a_MidPoint = 62; break;
+ case biJungleHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biJungleM: a_HeightAmp = 0.1f; a_MidPoint = 63; break;
+ case biMegaSpruceTaiga: a_HeightAmp = 0.09f; a_MidPoint = 64; break;
+ case biMegaSpruceTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biMegaTaiga: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biMegaTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biMesa: a_HeightAmp = 0.09f; a_MidPoint = 61; break;
+ case biMesaBryce: a_HeightAmp = 0.15f; a_MidPoint = 61; break;
+ case biMesaPlateau: a_HeightAmp = 0.25f; a_MidPoint = 86; break;
+ case biMesaPlateauF: a_HeightAmp = 0.25f; a_MidPoint = 96; break;
+ case biMesaPlateauFM: a_HeightAmp = 0.25f; a_MidPoint = 96; break;
+ case biMesaPlateauM: a_HeightAmp = 0.25f; a_MidPoint = 86; break;
+ case biMushroomShore: a_HeightAmp = 0.075f; a_MidPoint = 60; break;
+ case biMushroomIsland: a_HeightAmp = 0.06f; a_MidPoint = 80; break;
+ case biNether: a_HeightAmp = 0.01f; a_MidPoint = 64; break;
+ case biOcean: a_HeightAmp = 0.12f; a_MidPoint = 45; break;
+ case biPlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
+ case biRiver: a_HeightAmp = 0.4f; a_MidPoint = 57; break;
+ case biRoofedForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biRoofedForestM: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biSavanna: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
+ case biSavannaM: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
+ case biSavannaPlateau: a_HeightAmp = 0.3f; a_MidPoint = 85; break;
+ case biSavannaPlateauM: a_HeightAmp = 0.012f; a_MidPoint = 105; break;
+ case biStoneBeach: a_HeightAmp = 0.075f; a_MidPoint = 60; break;
+ case biSunflowerPlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
+ case biSwampland: a_HeightAmp = 0.25f; a_MidPoint = 59; break;
+ case biSwamplandM: a_HeightAmp = 0.11f; a_MidPoint = 59; break;
+ case biTaiga: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biTaigaM: a_HeightAmp = 0.1f; a_MidPoint = 70; break;
+ case biTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
default:
{
// Make a crazy terrain so that it stands out
@@ -835,78 +789,19 @@ void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE
-
-void cBiomalNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
+void cBiomalNoise3DComposable::GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape)
{
GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ);
+ // Translate the noise array into Shape:
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 cBiomalNoise3DComposable::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++)
+ for (int y = 0; y < cChunkDef::Height; y++)
{
- a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
+ a_Shape[y + x * 256 + z * 256 * 16] = (m_NoiseArray[y + 257 * x + 257 * 17 * z] > m_AirThreshold) ? 0 : 1;
}
- 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
}
@@ -914,3 +809,4 @@ void cBiomalNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
+