summaryrefslogtreecommitdiffstats
path: root/src/Generating/Noise3DGenerator.cpp
blob: edef4001e20082d608e40da05fd1e999c51045fc (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807

// Nosie3DGenerator.cpp

// Generates terrain using 3D noise, rather than composing. Is a test.

#include "Globals.h"
#include "Noise3DGenerator.h"
#include "../IniFile.h"
#include "../LinearInterpolation.h"
#include "../LinearUpscale.h"





/*
// Perform an automatic test of upscaling upon program start (use breakpoints to debug):

class Test
{
public:
	Test(void)
	{
		DoTest1();
		DoTest2();
	}


	void DoTest1(void)
	{
		float In[3 * 3 * 3];
		for (size_t i = 0; i < ARRAYCOUNT(In); i++)
		{
			In[i] = (float)(i % 5);
		}
		Debug3DNoise(In, 3, 3, 3, "Upscale3D in");
		float Out[17 * 33 * 35];
		LinearUpscale3DArray(In, 3, 3, 3, Out, 8, 16, 17);
		Debug3DNoise(Out, 17, 33, 35, "Upscale3D test");
	}


	void DoTest2(void)
	{
		float In[3 * 3];
		for (size_t i = 0; i < ARRAYCOUNT(In); i++)
		{
			In[i] = (float)(i % 5);
		}
		Debug2DNoise(In, 3, 3, "Upscale2D in");
		float Out[17 * 33];
		LinearUpscale2DArray(In, 3, 3, Out, 8, 16);
		Debug2DNoise(Out, 17, 33, "Upscale2D test");
	}

} gTest;
//*/





#if 0
// Perform speed test of the cInterpolNoise class
static class cInterpolNoiseSpeedTest
{
public:
	cInterpolNoiseSpeedTest(void)
	{
		TestSpeed2D();
		TestSpeed3D();
		printf("InterpolNoise speed comparison finished.\n");
	}


	/** Compare the speed of the 3D InterpolNoise vs 3D CubicNoise. */
	void TestSpeed3D(void)
	{
		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++)
		{
			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");
	}


	/** Compare the speed of the 2D InterpolNoise vs 2D CubicNoise. */
	void TestSpeed2D(void)
	{
		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++)
		{
			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():
	Super(),
	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);
}





cNoise3DGenerator::~cNoise3DGenerator()
{
	// Nothing needed yet
}





void cNoise3DGenerator::Initialize(cIniFile & a_IniFile)
{
	// Params:
	m_SeaLevel            =                 a_IniFile.GetValueSetI("Generator", "SeaLevel", 62);
	m_HeightAmplification = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.1));
	m_MidPoint            = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 68));
	m_FrequencyX          = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 8));
	m_FrequencyY          = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 8));
	m_FrequencyZ          = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 8));
	m_AirThreshold        = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0.5));
}





void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
{
	for (size_t i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
	{
		a_BiomeMap[i] = biExtremeHills;
	}
}





void cNoise3DGenerator::Generate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc)
{
	NOISE_DATATYPE Noise[17 * 257 * 17];
	GenerateNoiseArray(a_ChunkX, a_ChunkZ, Noise);

	// Output noise into chunk:
	for (int z = 0; z < cChunkDef::Width; z++)
	{
		for (int y = 0; y < cChunkDef::Height; y++)
		{
			int idx = z * 17 * 257 + y * 17;
			for (int x = 0; x < cChunkDef::Width; x++)
			{
				NOISE_DATATYPE n = Noise[idx++];
				BLOCKTYPE BlockType;
				if (n > m_AirThreshold)
				{
					BlockType = (y > m_SeaLevel) ? E_BLOCK_AIR : E_BLOCK_STATIONARY_WATER;
				}
				else
				{
					BlockType = E_BLOCK_STONE;
				}
				a_ChunkDesc.SetBlockType(x, y, z, BlockType);
			}
		}
	}

	a_ChunkDesc.UpdateHeightmap();
	ComposeTerrain (a_ChunkDesc);
}





void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, 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 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);
	for (size_t i = 0; i < ARRAYCOUNT(Height); i++)
	{
		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) / 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];
			}
		}
	}

	// 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));
}





void cNoise3DGenerator::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
	// Make basic terrain composition:
	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 - 1; y > 0; y--)
			{
				switch (a_ChunkDesc.GetBlockType(x, y, z))
				{
					case E_BLOCK_AIR:
					{
						LastAir = y;
						break;
					}
					case E_BLOCK_STONE:
					{
						if (LastAir - y > 3)
						{
							break;
						}
						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);
						}
						break;
					}
					case E_BLOCK_STATIONARY_WATER:
					{
						LastAir = y;
						HasHadWater = true;
						break;
					}
				}  // switch (GetBlockType())
			}  // for y
			a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
		}  // for x
	}  // for z
}





////////////////////////////////////////////////////////////////////////////////
// cNoise3DComposable:

cNoise3DComposable::cNoise3DComposable(int a_Seed) :
	m_ChoiceNoise(a_Seed),
	m_DensityNoiseA(a_Seed + 1),
	m_DensityNoiseB(a_Seed + 2),
	m_BaseNoise(a_Seed + 3),
	m_HeightAmplification(0.0),
	m_MidPoint(0.0),
	m_FrequencyX(0.0),
	m_FrequencyY(0.0),
	m_FrequencyZ(0.0),
	m_BaseFrequencyX(0.0),
	m_BaseFrequencyZ(0.0),
	m_ChoiceFrequencyX(0.0),
	m_ChoiceFrequencyY(0.0),
	m_ChoiceFrequencyZ(0.0),
	m_AirThreshold(0.0),
	m_LastChunkX(0x7fffffff),  // Use dummy coords that won't ever be used by real chunks
	m_LastChunkZ(0x7fffffff)
{
}





void cNoise3DComposable::Initialize(cIniFile & a_IniFile)
{
	// Params:
	// The defaults generate extreme hills terrain
	m_HeightAmplification = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.045));
	m_MidPoint            = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75));
	m_FrequencyX          = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 40));
	m_FrequencyY          = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 40));
	m_FrequencyZ          = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 40));
	m_BaseFrequencyX      = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "Noise3DBaseFrequencyX", 40));
	m_BaseFrequencyZ      = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "Noise3DBaseFrequencyZ", 40));
	m_ChoiceFrequencyX    = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "Noise3DChoiceFrequencyX", 40));
	m_ChoiceFrequencyY    = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "Noise3DChoiceFrequencyY", 80));
	m_ChoiceFrequencyZ    = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "Noise3DChoiceFrequencyZ", 40));
	m_AirThreshold        = static_cast<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 = static_cast<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;
	}
}





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_NoiseArray
		return;
	}
	m_LastChunkX = a_ChunkX;
	m_LastChunkZ = a_ChunkZ;

	// 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++)
		{
			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);
}





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++)
	{
		for (int x = 0; x < cChunkDef::Width; x++)
		{
			for (int y = 0; y < cChunkDef::Height; y++)
			{
				a_Shape[y + x * 256 + z * 256 * 16] = (m_NoiseArray[y + 257 * x + 257 * 17 * z] > m_AirThreshold) ? 0 : 1;
			}
		}  // for x
	}  // for z
}





////////////////////////////////////////////////////////////////////////////////
// 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++)
	{
		for (int x = 0; x <= AVERAGING_SIZE * 2; x++)
		{
			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];
		}
	}
}





void cBiomalNoise3DComposable::Initialize(cIniFile & a_IniFile)
{
	// Params:
	// The defaults generate extreme hills terrain
	m_SeaLevel            =                 a_IniFile.GetValueSetI("Generator", "SeaLevel", 62);
	m_FrequencyX          = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyX", 40));
	m_FrequencyY          = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyY", 40));
	m_FrequencyZ          = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyZ", 40));
	m_BaseFrequencyX      = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "BiomalNoise3DBaseFrequencyX", 40));
	m_BaseFrequencyZ      = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "BiomalNoise3DBaseFrequencyZ", 40));
	m_ChoiceFrequencyX    = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "BiomalNoise3DChoiceFrequencyX", 40));
	m_ChoiceFrequencyY    = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "BiomalNoise3DChoiceFrequencyY", 80));
	m_ChoiceFrequencyZ    = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "BiomalNoise3DChoiceFrequencyZ", 40));
	m_AirThreshold        = static_cast<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 = static_cast<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++)
	{
		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;
	}
}





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++)
		{
			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++)
			{
				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)
				{
					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 + 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 cBiomalNoise3DComposable::CalcBiomeParamArrays(int a_ChunkX, int a_ChunkZ, ChunkParam & a_HeightAmp, ChunkParam & a_MidPoint)
{
	// 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]);
		}
	}

	// Sum up the biome values:
	for (int z = 0; z < 5; z++)
	{
		for (int x = 0; x < 5; x++)
		{
			NOISE_DATATYPE totalHeightAmp = 0;
			NOISE_DATATYPE totalMidPoint = 0;
			// Add up the biomes around this point:
			for (int relz = 0; relz <= AVERAGING_SIZE * 2; ++relz)
			{
				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)
				{
					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
}





void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE & a_HeightAmp, NOISE_DATATYPE & a_MidPoint)
{
	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;
		case biInvalidBiome:
		case biNumBiomes:
		case biVariant:
		case biNumVariantBiomes:
		{
			// Make a crazy terrain so that it stands out
			a_HeightAmp = 0.001f;
			a_MidPoint = 90;
			break;
		}
	}
}





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++)
		{
			for (int y = 0; y < cChunkDef::Height; y++)
			{
				a_Shape[y + x * 256 + z * 256 * 16] = (m_NoiseArray[y + 257 * x + 257 * 17 * z] > m_AirThreshold) ? 0 : 1;
			}
		}  // for x
	}  // for z
}