// CompoGen.cpp
/* Implements the various terrain composition generators:
- cCompoGenSameBlock
- cCompoGenDebugBiomes
- cCompoGenClassic
*/
#include "Globals.h"
#include "CompoGen.h"
#include "../BlockID.h"
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cCompoGenSameBlock:
void cCompoGenSameBlock::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int Start;
if (m_IsBedrocked)
{
a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
Start = 1;
}
else
{
Start = 0;
}
for (int y = a_ChunkDesc.GetHeight(x, z); y >= Start; y--)
{
a_ChunkDesc.SetBlockType(x, y, z, m_BlockType);
} // for y
} // for z
} // for x
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cCompoGenDebugBiomes:
void cCompoGenDebugBiomes::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
static BLOCKTYPE Blocks[] =
{
E_BLOCK_STONE,
E_BLOCK_COBBLESTONE,
E_BLOCK_LOG,
E_BLOCK_PLANKS,
E_BLOCK_SANDSTONE,
E_BLOCK_WOOL,
E_BLOCK_COAL_ORE,
E_BLOCK_IRON_ORE,
E_BLOCK_GOLD_ORE,
E_BLOCK_DIAMOND_ORE,
E_BLOCK_LAPIS_ORE,
E_BLOCK_REDSTONE_ORE,
E_BLOCK_IRON_BLOCK,
E_BLOCK_GOLD_BLOCK,
E_BLOCK_DIAMOND_BLOCK,
E_BLOCK_LAPIS_BLOCK,
E_BLOCK_BRICK,
E_BLOCK_MOSSY_COBBLESTONE,
E_BLOCK_OBSIDIAN,
E_BLOCK_NETHERRACK,
E_BLOCK_SOULSAND,
E_BLOCK_NETHER_BRICK,
E_BLOCK_BEDROCK,
} ;
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
BLOCKTYPE BlockType = Blocks[a_ChunkDesc.GetBiome(x, z)];
for (int y = a_ChunkDesc.GetHeight(x, z); y >= 0; y--)
{
a_ChunkDesc.SetBlockType(x, y, z, BlockType);
} // for y
} // for z
} // for x
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cCompoGenClassic:
cCompoGenClassic::cCompoGenClassic(
int a_SeaLevel, int a_BeachHeight, int a_BeachDepth,
BLOCKTYPE a_BlockTop, BLOCKTYPE a_BlockMiddle, BLOCKTYPE a_BlockBottom,
BLOCKTYPE a_BlockBeach, BLOCKTYPE a_BlockBeachBottom, BLOCKTYPE a_BlockSea
) :
m_SeaLevel(a_SeaLevel),
m_BeachHeight(a_BeachHeight),
m_BeachDepth(a_BeachDepth),
m_BlockTop(a_BlockTop),
m_BlockMiddle(a_BlockMiddle),
m_BlockBottom(a_BlockBottom),
m_BlockBeach(a_BlockBeach),
m_BlockBeachBottom(a_BlockBeachBottom),
m_BlockSea(a_BlockSea)
{
}
void cCompoGenClassic::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
/* The classic composition means:
- 1 layer of grass, 3 of dirt and the rest stone, if the height > sealevel + beachheight
- 3 sand and a 1 sandstone, rest stone if between sealevel and sealevel + beachheight
- water from waterlevel to height, then 3 sand, 1 sandstone, the rest stone, if water depth < beachdepth
- water from waterlevel, then 3 dirt, the rest stone otherwise
- bedrock at the bottom
*/
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
// The patterns to use for different situations, must be same length!
const BLOCKTYPE PatternGround[] = {m_BlockTop, m_BlockMiddle, m_BlockMiddle, m_BlockMiddle} ;
const BLOCKTYPE PatternBeach[] = {m_BlockBeach, m_BlockBeach, m_BlockBeach, m_BlockBeachBottom} ;
const BLOCKTYPE PatternOcean[] = {m_BlockMiddle, m_BlockMiddle, m_BlockMiddle, m_BlockBottom} ;
static int PatternLength = ARRAYCOUNT(PatternGround);
ASSERT(ARRAYCOUNT(PatternGround) == ARRAYCOUNT(PatternBeach));
ASSERT(ARRAYCOUNT(PatternGround) == ARRAYCOUNT(PatternOcean));
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int Height = a_ChunkDesc.GetHeight(x, z);
const BLOCKTYPE * Pattern;
if (Height > m_SeaLevel + m_BeachHeight)
{
Pattern = PatternGround;
}
else if (Height > m_SeaLevel - m_BeachDepth)
{
Pattern = PatternBeach;
}
else
{
Pattern = PatternOcean;
}
// Fill water from sealevel down to height (if any):
for (int y = m_SeaLevel; y >= Height; --y)
{
a_ChunkDesc.SetBlockType(x, y, z, m_BlockSea);
}
// Fill from height till the bottom:
for (int y = Height; y >= 1; y--)
{
a_ChunkDesc.SetBlockType(x, y, z, (Height - y < PatternLength) ? Pattern[Height - y] : m_BlockBottom);
}
// The last layer is always bedrock:
a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
} // for x
} // for z
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cCompoGenBiomal:
void cCompoGenBiomal::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
int ChunkX = a_ChunkDesc.GetChunkX();
int ChunkZ = a_ChunkDesc.GetChunkZ();
/*
_X 2013_04_22:
There's no point in generating the whole cubic noise at once, because the noise values are used in
only about 20 % of the cases, so the speed gained by precalculating is lost by precalculating too much data
*/
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int Height = a_ChunkDesc.GetHeight(x, z);
if (Height > m_SeaLevel)
{
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:
{
FillColumnGrass(x, z, Height, a_ChunkDesc.GetBlockTypes());
break;
}
case biDesertHills:
case biDesert:
case biBeach:
{
FillColumnSand(x, z, Height, a_ChunkDesc.GetBlockTypes());
break;
}
case biMushroomIsland:
case biMushroomShore:
{
FillColumnMycelium(x, z, Height, a_ChunkDesc.GetBlockTypes());
break;
}
default:
{
// TODO
ASSERT(!"CompoGenBiomal: Biome not implemented yet!");
break;
}
}
}
else
{
switch (a_ChunkDesc.GetBiome(x, z))
{
case biDesert:
case biBeach:
{
// Fill with water, sand, sandstone and stone
FillColumnWaterSand(x, z, Height, a_ChunkDesc.GetBlockTypes());
break;
}
default:
{
// Fill with water, sand/dirt/clay mix and stone
if (m_Noise.CubicNoise2D(0.1f * (cChunkDef::Width * ChunkX + x), 0.1f * (cChunkDef::Width * ChunkZ + z)) < 0)
{
FillColumnWaterSand(x, z, Height, a_ChunkDesc.GetBlockTypes());
}
else
{
FillColumnWaterDirt(x, z, Height, a_ChunkDesc.GetBlockTypes());
}
break;
}
} // switch (biome)
} // else (under water)
a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
} // for x
} // for z
}
void cCompoGenBiomal::FillColumnGrass(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
{
BLOCKTYPE Pattern[] =
{
E_BLOCK_GRASS,
E_BLOCK_DIRT,
E_BLOCK_DIRT,
E_BLOCK_DIRT,
} ;
FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
{
cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
}
}
void cCompoGenBiomal::FillColumnSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
{
BLOCKTYPE Pattern[] =
{
E_BLOCK_SAND,
E_BLOCK_SAND,
E_BLOCK_SAND,
E_BLOCK_SANDSTONE,
} ;
FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
{
cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
}
}
void cCompoGenBiomal::FillColumnMycelium (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
{
BLOCKTYPE Pattern[] =
{
E_BLOCK_MYCELIUM,
E_BLOCK_DIRT,
E_BLOCK_DIRT,
E_BLOCK_DIRT,
} ;
FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
{
cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
}
}
void cCompoGenBiomal::FillColumnWaterSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
{
FillColumnSand(a_RelX, a_RelZ, a_Height, a_BlockTypes);
for (int y = a_Height + 1; y <= m_SeaLevel + 1; y++)
{
cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER);
}
}
void cCompoGenBiomal::FillColumnWaterDirt(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes)
{
// Dirt
BLOCKTYPE Pattern[] =
{
E_BLOCK_DIRT,
E_BLOCK_DIRT,
E_BLOCK_DIRT,
E_BLOCK_DIRT,
} ;
FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern));
for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--)
{
cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE);
}
for (int y = a_Height + 1; y <= m_SeaLevel + 1; y++)
{
cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER);
}
}
void cCompoGenBiomal::FillColumnPattern(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes, const BLOCKTYPE * a_Pattern, int a_PatternSize)
{
for (int y = a_Height, idx = 0; (y >= 0) && (idx < a_PatternSize); y--, idx++)
{
cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, a_Pattern[idx]);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cCompoGenNether:
cCompoGenNether::cCompoGenNether(int a_Seed) :
m_Noise1(a_Seed + 10),
m_Noise2(a_Seed * a_Seed * 10 + a_Seed * 1000 + 6000),
m_Threshold(0)
{
}
void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
HEIGHTTYPE MaxHeight = a_ChunkDesc.GetMaxHeight();
const int SEGMENT_HEIGHT = 8;
const int INTERPOL_X = 16; // Must be a divisor of 16
const int INTERPOL_Z = 16; // Must be a divisor of 16
// Interpolate the chunk in 16 * SEGMENT_HEIGHT * 16 "segments", each SEGMENT_HEIGHT blocks high and each linearly interpolated separately.
// Have two buffers, one for the lowest floor and one for the highest floor, so that Y-interpolation can be done between them
// Then swap the buffers and use the previously-top one as the current-bottom, without recalculating it.
int FloorBuf1[17 * 17];
int FloorBuf2[17 * 17];
int * FloorHi = FloorBuf1;
int * FloorLo = FloorBuf2;
int BaseX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
int BaseZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
// Interpolate the lowest floor:
for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
{
FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) *
m_Noise2.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) /
256;
} // for x, z - FloorLo[]
IntArrayLinearInterpolate2D(FloorLo, 17, 17, INTERPOL_X, INTERPOL_Z);
// Interpolate segments:
for (int Segment = 0; Segment < MaxHeight; Segment += SEGMENT_HEIGHT)
{
// First update the high floor:
for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
{
FloorHi[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) *
m_Noise2.IntNoise3DInt(BaseX + INTERPOL_Z * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) /
256;
} // for x, z - FloorLo[]
IntArrayLinearInterpolate2D(FloorHi, 17, 17, INTERPOL_X, INTERPOL_Z);
// Interpolate between FloorLo and FloorHi:
for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
{
int Lo = FloorLo[x + 17 * z] / 256;
int Hi = FloorHi[x + 17 * z] / 256;
for (int y = 0; y < SEGMENT_HEIGHT; y++)
{
int Val = Lo + (Hi - Lo) * y / SEGMENT_HEIGHT;
a_ChunkDesc.SetBlockType(x, y + Segment, z, (Val < m_Threshold) ? E_BLOCK_NETHERRACK : E_BLOCK_AIR);
}
}
// Swap the floors:
std::swap(FloorLo, FloorHi);
}
// Bedrock at the bottom and at the top:
for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
{
a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
a_ChunkDesc.SetBlockType(x, a_ChunkDesc.GetHeight(x, z), z, E_BLOCK_BEDROCK);
}
}