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author | Mattes D <github@xoft.cz> | 2014-12-07 18:15:23 +0100 |
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committer | Mattes D <github@xoft.cz> | 2014-12-07 18:15:23 +0100 |
commit | 8ad1afcc1b98c03bd77b0d85236643ba04795d38 (patch) | |
tree | e340889a2d505f10fd45a80f7b951f3165d6294a /src/Generating/Noise3DGenerator.cpp | |
parent | cEvent: Changed chrono duration resolution. (diff) | |
parent | Fixed format warning. (diff) | |
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Diffstat (limited to 'src/Generating/Noise3DGenerator.cpp')
-rw-r--r-- | src/Generating/Noise3DGenerator.cpp | 678 |
1 files changed, 458 insertions, 220 deletions
diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp index 5a4cb44cf..b43a1a6de 100644 --- a/src/Generating/Noise3DGenerator.cpp +++ b/src/Generating/Noise3DGenerator.cpp @@ -61,80 +61,110 @@ public: -//////////////////////////////////////////////////////////////////////////////// -// cNoise3DGenerator: - -cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) : - super(a_ChunkGenerator), - m_Perlin(1000), - m_Cubic(1000) +#if 0 +// Perform speed test of the cInterpolNoise class +static class cInterpolNoiseSpeedTest { - 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++) +public: + cInterpolNoiseSpeedTest(void) { - GenerateNoiseArray(x, 5, Noise[x]); + TestSpeed2D(); + TestSpeed3D(); + printf("InterpolNoise speed comparison finished.\n"); } - // Save in XY cuts: - cFile f1; - if (f1.Open("Test_XY.grab", cFile::fmWrite)) + + /** Compare the speed of the 3D InterpolNoise vs 3D CubicNoise. */ + void TestSpeed3D(void) { - for (int z = 0; z < cChunkDef::Width; z++) + 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++) { - 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) + 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); + + // 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"); + } + - cFile f2; - if (f2.Open("Test_XZ.grab", cFile::fmWrite)) + /** Compare the speed of the 2D InterpolNoise vs 2D CubicNoise. */ + void TestSpeed2D(void) { - for (int y = 0; y < cChunkDef::Height; y++) + 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++) { - 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 + 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"); + } +} g_InterpolNoiseSpeedTest; +#endif + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cNoise3DGenerator: + +cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) : + super(a_ChunkGenerator), + m_Perlin(1000), + m_Cubic(1000) +{ + 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); } @@ -153,9 +183,9 @@ 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); @@ -220,10 +250,10 @@ 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; @@ -233,23 +263,23 @@ 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]; } } } @@ -346,9 +376,10 @@ void cNoise3DGenerator::ComposeTerrain(cChunkDesc & a_ChunkDesc) // cNoise3DComposable: cNoise3DComposable::cNoise3DComposable(int a_Seed) : - m_Noise1(a_Seed + 1000), - m_Noise2(a_Seed + 2000), - m_Noise3(a_Seed + 3000) + m_ChoiceNoise(a_Seed), + m_DensityNoiseA(a_Seed + 1), + m_DensityNoiseB(a_Seed + 2), + m_BaseNoise(a_Seed + 3) { } @@ -359,13 +390,50 @@ cNoise3DComposable::cNoise3DComposable(int a_Seed) : void cNoise3DComposable::Initialize(cIniFile & a_IniFile) { // Params: - m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62); - m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0); + // The defaults generate extreme hills terrain + 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", 10); - m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 10); - m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 10); - m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0.5); + m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 40); + m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 40); + m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 40); + m_BaseFrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DBaseFrequencyX", 40); + m_BaseFrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DBaseFrequencyZ", 40); + m_ChoiceFrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DChoiceFrequencyX", 40); + m_ChoiceFrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DChoiceFrequencyY", 80); + m_ChoiceFrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DChoiceFrequencyZ", 40); + m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0); + int NumChoiceOctaves = a_IniFile.GetValueSetI("Generator", "Noise3DNumChoiceOctaves", 4); + int NumDensityOctaves = a_IniFile.GetValueSetI("Generator", "Noise3DNumDensityOctaves", 6); + int NumBaseOctaves = a_IniFile.GetValueSetI("Generator", "Noise3DNumBaseOctaves", 6); + NOISE_DATATYPE BaseNoiseAmplitude = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DBaseAmplitude", 1); + + // Add octaves for the choice noise: + NOISE_DATATYPE wavlen = 1, ampl = 0.5; + for (int i = 0; i < NumChoiceOctaves; i++) + { + m_ChoiceNoise.AddOctave(wavlen, ampl); + wavlen = wavlen * 2; + ampl = ampl / 2; + } + + // Add octaves for the density noises: + wavlen = 1, ampl = 1; + for (int i = 0; i < NumDensityOctaves; i++) + { + m_DensityNoiseA.AddOctave(wavlen, ampl); + m_DensityNoiseB.AddOctave(wavlen, ampl); + wavlen = wavlen * 2; + ampl = ampl / 2; + } + + // Add octaves for the base noise: + wavlen = 1, ampl = BaseNoiseAmplitude; + for (int i = 0; i < NumBaseOctaves; i++) + { + m_BaseNoise.AddOctave(wavlen, ampl); + wavlen = wavlen * 2; + ampl = ampl / 2; + } } @@ -376,142 +444,266 @@ void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ) { if ((a_ChunkX == m_LastChunkX) && (a_ChunkZ == m_LastChunkZ)) { - // The noise for this chunk is already generated in m_Noise + // The noise for this chunk is already generated in m_NoiseArray return; } m_LastChunkX = a_ChunkX; m_LastChunkZ = a_ChunkZ; - // Upscaling parameters: - const int UPSCALE_X = 8; - const int UPSCALE_Y = 4; - const int UPSCALE_Z = 8; - - // Precalculate a "height" array: - NOISE_DATATYPE Height[17 * 17]; // x + 17 * z - for (int z = 0; z < 17; z += UPSCALE_Z) + // Generate all the noises: + NOISE_DATATYPE ChoiceNoise[5 * 5 * 33]; + NOISE_DATATYPE Workspace[5 * 5 * 33]; + NOISE_DATATYPE DensityNoiseA[5 * 5 * 33]; + NOISE_DATATYPE DensityNoiseB[5 * 5 * 33]; + 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 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 z = 0; z < 5; z++) { - NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ; - for (int x = 0; x < 17; x += UPSCALE_X) + for (int x = 0; x < 5; x++) { - NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX; - NOISE_DATATYPE val = std::abs(m_Noise1.CubicNoise2D(NoiseX / 5, NoiseZ / 5)) * m_HeightAmplification + 1; - Height[x + 17 * z] = val * val * val; + NOISE_DATATYPE curBaseNoise = BaseNoise[x + 5 * z]; + for (int y = 0; y < 33; y++) + { + 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; + } + + // If too high, cut off any terrain: + if (y > 28) + { + AddHeight = AddHeight + static_cast<NOISE_DATATYPE>(y - 28) / 4; + } + + // 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); +} + + + + - for (int y = 0; y < 257; y += UPSCALE_Y) +void cNoise3DComposable::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++) { - NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / m_FrequencyY; - NOISE_DATATYPE AddHeight = (y - m_MidPoint) / 20; - AddHeight *= AddHeight * AddHeight; - NOISE_DATATYPE * CurFloor = &(m_NoiseArray[y * 17 * 17]); - for (int z = 0; z < 17; z += UPSCALE_Z) + for (int x = 0; x < cChunkDef::Width; x++) { - NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ; - for (int x = 0; x < 17; x += UPSCALE_X) + for (int y = 0; y < cChunkDef::Height; y++) { - NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX; - CurFloor[x + 17 * z] = ( - m_Noise1.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * (NOISE_DATATYPE)0.5 + - m_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) + - m_Noise3.CubicNoise3D(NoiseX / 4, NoiseY / 4, NoiseZ / 4) * 2 + - AddHeight / Height[x + 17 * z] - ); + a_Shape[y + x * 256 + z * 256 * 16] = (m_NoiseArray[y + 257 * x + 257 * 17 * z] > m_AirThreshold) ? 0 : 1; } - } - // Linear-interpolate this XZ floor: - LinearUpscale2DArrayInPlace<17, 17, UPSCALE_X, UPSCALE_Z>(CurFloor); - } + } // for x + } // for z +} - // Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis - for (int y = 1; y < cChunkDef::Height; y++) + + + + +//////////////////////////////////////////////////////////////////////////////// +// cBiomalNoise3DComposable: + +cBiomalNoise3DComposable::cBiomalNoise3DComposable(int a_Seed, cBiomeGenPtr a_BiomeGen) : + m_ChoiceNoise(a_Seed), + m_DensityNoiseA(a_Seed + 1), + m_DensityNoiseB(a_Seed + 2), + m_BaseNoise(a_Seed + 3), + m_BiomeGen(a_BiomeGen), + m_LastChunkX(0x7fffffff), // Set impossible coords for the chunk so that it's always considered stale + m_LastChunkZ(0x7fffffff) +{ + // Generate the weight distribution for summing up neighboring biomes: + m_WeightSum = 0; + for (int z = 0; z <= AVERAGING_SIZE * 2; z++) { - if ((y % UPSCALE_Y) == 0) - { - // This is the interpolation source floor, already calculated - continue; - } - int LoFloorY = (y / UPSCALE_Y) * UPSCALE_Y; - int HiFloorY = LoFloorY + UPSCALE_Y; - NOISE_DATATYPE * LoFloor = &(m_NoiseArray[LoFloorY * 17 * 17]); - NOISE_DATATYPE * HiFloor = &(m_NoiseArray[HiFloorY * 17 * 17]); - NOISE_DATATYPE * CurFloor = &(m_NoiseArray[y * 17 * 17]); - NOISE_DATATYPE Ratio = ((NOISE_DATATYPE)(y % UPSCALE_Y)) / UPSCALE_Y; - int idx = 0; - for (int z = 0; z < cChunkDef::Width; z++) + for (int x = 0; x <= AVERAGING_SIZE * 2; x++) { - 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 + 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]; } } +} + + + + - // 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)) +void cBiomalNoise3DComposable::Initialize(cIniFile & a_IniFile) +{ + // Params: + // The defaults generate extreme hills terrain + 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); + m_BaseFrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DBaseFrequencyX", 40); + m_BaseFrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DBaseFrequencyZ", 40); + m_ChoiceFrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DChoiceFrequencyX", 40); + m_ChoiceFrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DChoiceFrequencyY", 80); + m_ChoiceFrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DChoiceFrequencyZ", 40); + m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DAirThreshold", 0); + int NumChoiceOctaves = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DNumChoiceOctaves", 4); + int NumDensityOctaves = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DNumDensityOctaves", 6); + int NumBaseOctaves = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DNumBaseOctaves", 6); + NOISE_DATATYPE BaseNoiseAmplitude = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DBaseAmplitude", 1); + + // Add octaves for the choice noise: + NOISE_DATATYPE wavlen = 1, ampl = 0.5; + for (int i = 0; i < NumChoiceOctaves; i++) { - 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 * m_Noise[idx++])))); - } - f1.Write(buf, 16); - } // for y - } // for z - } // if (XY file open) + m_ChoiceNoise.AddOctave(wavlen, ampl); + wavlen = wavlen * 2; + ampl = ampl / 2; + } - cFile f2; - if (f2.Open(Printf("Chunk_%d_%d_XZ.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite)) + // Add octaves for the density noises: + wavlen = 1, ampl = 1; + for (int i = 0; i < NumDensityOctaves; i++) { - for (int y = 0; y < cChunkDef::Height; y++) + m_DensityNoiseA.AddOctave(wavlen, ampl); + m_DensityNoiseB.AddOctave(wavlen, ampl); + wavlen = wavlen * 2; + ampl = ampl / 2; + } + + // Add octaves for the base noise: + wavlen = 1, ampl = BaseNoiseAmplitude; + for (int i = 0; i < NumBaseOctaves; i++) + { + m_BaseNoise.AddOctave(wavlen, ampl); + wavlen = wavlen * 2; + ampl = ampl / 2; + } +} + + + + + +void cBiomalNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ) +{ + if ((a_ChunkX == m_LastChunkX) && (a_ChunkZ == m_LastChunkZ)) + { + // The noise for this chunk is already generated in m_NoiseArray + return; + } + m_LastChunkX = a_ChunkX; + m_LastChunkZ = a_ChunkZ; + + // Calculate the parameters for the biomes: + ChunkParam MidPoint; + ChunkParam HeightAmp; + CalcBiomeParamArrays(a_ChunkX, a_ChunkZ, HeightAmp, MidPoint); + + // Generate all the noises: + NOISE_DATATYPE ChoiceNoise[5 * 5 * 33]; + NOISE_DATATYPE Workspace[5 * 5 * 33]; + NOISE_DATATYPE DensityNoiseA[5 * 5 * 33]; + NOISE_DATATYPE DensityNoiseB[5 * 5 * 33]; + 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 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 z = 0; z < 5; z++) + { + for (int x = 0; x < 5; x++) { - for (int z = 0; z < cChunkDef::Width; z++) + 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++) { - int idx = y * 17 * 17 + z * 17; - unsigned char buf[16]; - for (int x = 0; x < cChunkDef::Width; x++) + 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) { - buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * m_Noise[idx++])))); + AddHeight *= 4; } - f2.Write(buf, 16); - } // for z - } // for y - } // if (XZ file open) - */ + // If too high, cut off any terrain: + if (y > 28) + { + AddHeight = AddHeight + static_cast<NOISE_DATATYPE>(y - 28) / 4; + } + + // 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, 33, 5, 5, m_NoiseArray, 8, 4, 4); } -void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) +void cBiomalNoise3DComposable::CalcBiomeParamArrays(int a_ChunkX, int a_ChunkZ, ChunkParam & a_HeightAmp, ChunkParam & a_MidPoint) { - GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ); + // Generate the 3*3 chunks of biomes around this chunk: + cChunkDef::BiomeMap neighborBiomes[3 * 3]; + for (int z = 0; z < 3; z++) + { + for (int x = 0; x < 3; x++) + { + m_BiomeGen->GenBiomes(a_ChunkX + x - 1, a_ChunkZ + z - 1, neighborBiomes[x + 3 * z]); + } + } - for (int z = 0; z < cChunkDef::Width; z++) + // Sum up the biome values: + for (int z = 0; z < 5; z++) { - for (int x = 0; x < cChunkDef::Width; x++) + for (int x = 0; x < 5; x++) { - cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel); - for (int y = cChunkDef::Height - 1; y > m_SeaLevel; y--) + NOISE_DATATYPE totalHeightAmp = 0; + NOISE_DATATYPE totalMidPoint = 0; + // Add up the biomes around this point: + for (int relz = 0; relz <= AVERAGING_SIZE * 2; ++relz) { - if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= m_AirThreshold) + int colz = 16 + z * 4 + relz - AVERAGING_SIZE; // Biome Z coord relative to the neighborBiomes start + int neicellz = colz / 16; // Chunk Z coord relative to the neighborBiomes start + int neirelz = colz % 16; // Biome Z coord relative to cz in neighborBiomes + for (int relx = 0; relx <= AVERAGING_SIZE * 2; ++relx) { - cChunkDef::SetHeight(a_HeightMap, x, z, y); - break; - } - } // for y + int colx = 16 + x * 4 + relx - AVERAGING_SIZE; // Biome X coord relative to the neighborBiomes start + int neicellx = colx / 16; // Chunk X coord relative to the neighborBiomes start + int neirelx = colx % 16; // Biome X coord relative to cz in neighborBiomes + EMCSBiome biome = cChunkDef::GetBiome(neighborBiomes[neicellx + neicellz * 3], neirelx, neirelz); + NOISE_DATATYPE heightAmp, midPoint; + GetBiomeParams(biome, heightAmp, midPoint); + totalHeightAmp += heightAmp * m_Weight[relz][relx]; + totalMidPoint += midPoint * m_Weight[relz][relx]; + } // for relx + } // for relz + a_HeightAmp[x + 5 * z] = totalHeightAmp / m_WeightSum; + a_MidPoint[x + 5 * z] = totalMidPoint / m_WeightSum; } // for x } // for z } @@ -520,52 +712,97 @@ void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::Hei -void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc) +void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE & a_HeightAmp, NOISE_DATATYPE & a_MidPoint) { - GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); + switch (a_Biome) + { + 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 = 54; 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 = 54; 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 + a_HeightAmp = 0.001f; + a_MidPoint = 90; + break; + } + } +} - a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); - // Make basic terrain composition: + + +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++) { - 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 } @@ -573,3 +810,4 @@ void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc) + |