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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2013-04-27 15:38:40 +0200 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2013-04-27 15:38:40 +0200 |
commit | fb58acf27c5d30642c85dfbaf9f10e90f8b23e71 (patch) | |
tree | 7c4487c47d940502d82fe0577156d763a4b37ede /source/Generating/Noise3DGenerator.cpp | |
parent | Fixed a few possible crashes with out-of-bounds Y coords (diff) | |
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Diffstat (limited to 'source/Generating/Noise3DGenerator.cpp')
-rw-r--r-- | source/Generating/Noise3DGenerator.cpp | 186 |
1 files changed, 186 insertions, 0 deletions
diff --git a/source/Generating/Noise3DGenerator.cpp b/source/Generating/Noise3DGenerator.cpp new file mode 100644 index 000000000..c4614ffc2 --- /dev/null +++ b/source/Generating/Noise3DGenerator.cpp @@ -0,0 +1,186 @@ +
+// Nosie3DGenerator.cpp
+
+// Generates terrain using 3D noise, rather than composing. Is a test.
+
+#include "Globals.h"
+#include "Noise3DGenerator.h"
+#include "../OSSupport/File.h"
+
+
+
+
+
+cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) :
+ super(a_ChunkGenerator),
+ m_Noise1(0),
+ m_Noise2(0)
+{
+}
+
+
+
+
+
+cNoise3DGenerator::~cNoise3DGenerator()
+{
+ // Nothing needed yet
+}
+
+
+
+
+
+void cNoise3DGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile)
+{
+ m_World = a_World;
+ // TODO: params
+}
+
+
+
+
+
+void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
+{
+ for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
+ {
+ a_BiomeMap[i] = biExtremeHills;
+ }
+}
+
+
+
+
+
+void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc)
+{
+ const int INTERPOL_X = 8;
+ const int INTERPOL_Y = 4;
+ const int INTERPOL_Z = 8;
+ const NOISE_DATATYPE FrequencyX = 20;
+ const NOISE_DATATYPE FrequencyY = 20;
+ const NOISE_DATATYPE FrequencyZ = 20;
+ NOISE_DATATYPE Noise[257 * 17 * 17]; // x + 17 * z + 17 * 17 * y
+ int idx = 0;
+ for (int y = 0; y < 257; y += INTERPOL_Y)
+ {
+ NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / FrequencyY;
+ NOISE_DATATYPE AddHeight = NoiseY - ((NOISE_DATATYPE)128 / FrequencyY);
+ AddHeight *= AddHeight * AddHeight * AddHeight * AddHeight;
+ NOISE_DATATYPE * CurFloor = &(Noise[y * 17 * 17]);
+ for (int z = 0; z < 17; z += INTERPOL_Z)
+ {
+ NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / FrequencyZ;
+ for (int x = 0; x < 17; x += INTERPOL_X)
+ {
+ NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / FrequencyX;
+ CurFloor[x + 17 * z] =
+ m_Noise1.CubicNoise3D(NoiseX, NoiseY, NoiseZ) +
+ m_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) +
+ AddHeight;
+ }
+ }
+ // Linear-interpolate this XZ floor:
+ ArrayLinearInterpolate2D(CurFloor, 17, 17, INTERPOL_X, INTERPOL_Z);
+ }
+
+ // Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis
+ for (int y = 1; y < cChunkDef::Height; y++)
+ {
+ if ((y % INTERPOL_Y) == 0)
+ {
+ // This is the interpolation source floor, already calculated
+ continue;
+ }
+ int LoFloorY = (y / INTERPOL_Y) * INTERPOL_Y;
+ int HiFloorY = LoFloorY + INTERPOL_Y;
+ NOISE_DATATYPE * LoFloor = &(Noise[LoFloorY * 17 * 17]);
+ NOISE_DATATYPE * HiFloor = &(Noise[HiFloorY * 17 * 17]);
+ NOISE_DATATYPE * CurFloor = &(Noise[y * 17 * 17]);
+ NOISE_DATATYPE Ratio = ((NOISE_DATATYPE)(y % INTERPOL_Y)) / INTERPOL_Y;
+ int idx = 0;
+ for (int z = 0; z < cChunkDef::Width; z++)
+ {
+ for (int x = 0; x < cChunkDef::Width; x++)
+ {
+ CurFloor[idx] = LoFloor[idx] + (HiFloor[idx] - LoFloor[idx]) * Ratio;
+ idx += 1;
+ }
+ idx += 1; // Skipping one X column
+ }
+ }
+
+ // The noise array is now fully interpolated
+ /*
+ // DEBUG: Output two images of the array, sliced by XY and XZ:
+ cFile f1;
+ if (f1.Open(Printf("Chunk_%d_%d_XY.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite))
+ {
+ for (int z = 0; z < cChunkDef::Width; z++)
+ {
+ for (int y = 0; y < cChunkDef::Height; y++)
+ {
+ int idx = y * 17 * 17 + z * 17;
+ unsigned char buf[16];
+ for (int x = 0; x < cChunkDef::Width; x++)
+ {
+ buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * Noise[idx++]))));
+ }
+ f1.Write(buf, 16);
+ } // for y
+ } // for z
+ } // if (XY file open)
+
+ cFile f2;
+ if (f2.Open(Printf("Chunk_%d_%d_XZ.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite))
+ {
+ for (int y = 0; y < cChunkDef::Height; y++)
+ {
+ for (int z = 0; z < cChunkDef::Width; z++)
+ {
+ int idx = y * 17 * 17 + z * 17;
+ unsigned char buf[16];
+ for (int x = 0; x < cChunkDef::Width; x++)
+ {
+ buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * Noise[idx++]))));
+ }
+ f2.Write(buf, 16);
+ } // for z
+ } // for y
+ } // if (XZ file open)
+ */
+
+ // Output into chunk:
+ for (int y = 0; y < cChunkDef::Height; y++)
+ {
+ for (int z = 0; z < cChunkDef::Width; z++)
+ {
+ int idx = y * 17 * 17 + z * 17;
+ for (int x = 0; x < cChunkDef::Width; x++)
+ {
+ a_ChunkDesc.SetBlockType(x, y, z, (Noise[idx++] > 0.5) ? E_BLOCK_AIR : E_BLOCK_STONE);
+ }
+ }
+ }
+
+ // Update the heightmap:
+ for (int z = 0; z < cChunkDef::Width; z++)
+ {
+ for (int x = 0; x < cChunkDef::Width; x++)
+ {
+ for (int y = cChunkDef::Height - 1; y > 0; y--)
+ {
+ if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
+ {
+ a_ChunkDesc.SetHeight(x, z, y);
+ break;
+ }
+ } // for y
+ } // for x
+ } // for z
+}
+
+
+
+
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