diff options
Diffstat (limited to '')
-rw-r--r-- | src/Generating/Noise3DGenerator.cpp | 23 |
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)); } |