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-rw-r--r--src/Generating/Noise3DGenerator.cpp23
1 files changed, 9 insertions, 14 deletions
diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp
index 68e3f5377..0826ca764 100644
--- a/src/Generating/Noise3DGenerator.cpp
+++ b/src/Generating/Noise3DGenerator.cpp
@@ -195,8 +195,9 @@ void cNoise3DGenerator::Initialize(cIniFile & a_IniFile)
-void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
+void cNoise3DGenerator::GenerateBiomes(cChunkCoords a_ChunkCoords, cChunkDef::BiomeMap & a_BiomeMap)
{
+ UNUSED(a_ChunkCoords);
for (size_t i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
{
a_BiomeMap[i] = biExtremeHills;
@@ -207,10 +208,10 @@ void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::Bi
-void cNoise3DGenerator::Generate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc)
+void cNoise3DGenerator::Generate(cChunkDesc & a_ChunkDesc)
{
NOISE_DATATYPE Noise[17 * 257 * 17];
- GenerateNoiseArray(a_ChunkX, a_ChunkZ, Noise);
+ GenerateNoiseArray(a_ChunkDesc.GetChunkCoords(), Noise);
// Output noise into chunk:
for (int z = 0; z < cChunkDef::Width; z++)
@@ -243,23 +244,21 @@ void cNoise3DGenerator::Generate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_Chun
-void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_OutNoise)
+void cNoise3DGenerator::GenerateNoiseArray(cChunkCoords a_ChunkCoords, NOISE_DATATYPE * a_OutNoise)
{
NOISE_DATATYPE NoiseO[DIM_X * DIM_Y * DIM_Z]; // Output for the Perlin noise
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 = static_cast<NOISE_DATATYPE>(a_ChunkX * cChunkDef::Width) / m_FrequencyX;
- NOISE_DATATYPE EndX = static_cast<NOISE_DATATYPE>((a_ChunkX + 1) * cChunkDef::Width) / m_FrequencyX;
- NOISE_DATATYPE StartZ = static_cast<NOISE_DATATYPE>(a_ChunkZ * cChunkDef::Width) / m_FrequencyZ;
- NOISE_DATATYPE EndZ = static_cast<NOISE_DATATYPE>((a_ChunkZ + 1) * cChunkDef::Width) / m_FrequencyZ;
+ NOISE_DATATYPE StartX = static_cast<NOISE_DATATYPE>(a_ChunkCoords.m_ChunkX * cChunkDef::Width) / m_FrequencyX;
+ NOISE_DATATYPE EndX = static_cast<NOISE_DATATYPE>((a_ChunkCoords.m_ChunkX + 1) * cChunkDef::Width) / m_FrequencyX;
+ NOISE_DATATYPE StartZ = static_cast<NOISE_DATATYPE>(a_ChunkCoords.m_ChunkZ * cChunkDef::Width) / m_FrequencyZ;
+ NOISE_DATATYPE EndZ = static_cast<NOISE_DATATYPE>((a_ChunkCoords.m_ChunkZ + 1) * cChunkDef::Width) / m_FrequencyZ;
NOISE_DATATYPE StartY = 0;
NOISE_DATATYPE EndY = static_cast<NOISE_DATATYPE>(256) / m_FrequencyY;
m_Perlin.Generate3D(NoiseO, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, NoiseW);
- // DEBUG: Debug3DNoise(NoiseO, DIM_X, DIM_Y, DIM_Z, Printf("Chunk_%d_%d_orig", a_ChunkX, a_ChunkZ));
-
// 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 / 5, EndX / 5, StartZ / 5, EndZ / 5);
@@ -283,15 +282,11 @@ void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DAT
}
}
- // DEBUG: Debug3DNoise(NoiseO, DIM_X, DIM_Y, DIM_Z, Printf("Chunk_%d_%d_hei", a_ChunkX, a_ChunkZ));
-
// Upscale the Perlin noise into full-blown chunk dimensions:
LinearUpscale3DArray(
NoiseO, DIM_X, DIM_Y, DIM_Z,
a_OutNoise, UPSCALE_X, UPSCALE_Y, UPSCALE_Z
);
-
- // DEBUG: Debug3DNoise(a_OutNoise, 17, 257, 17, Printf("Chunk_%d_%d_lerp", a_ChunkX, a_ChunkZ));
}