diff options
Diffstat (limited to '')
-rw-r--r-- | src/Generating/Noise3DGenerator.cpp | 57 |
1 files changed, 26 insertions, 31 deletions
diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp index f47c64430..03626a800 100644 --- a/src/Generating/Noise3DGenerator.cpp +++ b/src/Generating/Noise3DGenerator.cpp @@ -25,8 +25,8 @@ public: DoTest1(); DoTest2(); } - - + + void DoTest1(void) { float In[3 * 3 * 3]; @@ -39,8 +39,8 @@ public: LinearUpscale3DArray(In, 3, 3, 3, Out, 8, 16, 17); Debug3DNoise(Out, 17, 33, 35, "Upscale3D test"); } - - + + void DoTest2(void) { float In[3 * 3]; @@ -53,7 +53,7 @@ public: LinearUpscale2DArray(In, 3, 3, Out, 8, 16); Debug2DNoise(Out, 17, 33, "Upscale2D test"); } - + } gTest; //*/ @@ -72,7 +72,7 @@ cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) : 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 @@ -84,7 +84,7 @@ cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) : 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++) @@ -153,7 +153,7 @@ cNoise3DGenerator::~cNoise3DGenerator() void cNoise3DGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile) { m_World = a_World; - + // Params: m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62); m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0); @@ -170,7 +170,7 @@ void cNoise3DGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile) void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) { - for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++) + for (unsigned int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++) { a_BiomeMap[i] = biExtremeHills; } @@ -184,7 +184,7 @@ void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_Ch { NOISE_DATATYPE Noise[17 * 257 * 17]; GenerateNoiseArray(a_ChunkX, a_ChunkZ, Noise); - + // Output noise into chunk: for (int z = 0; z < cChunkDef::Width; z++) { @@ -207,7 +207,7 @@ void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_Ch } } } - + UpdateHeightmap(a_ChunkDesc); ComposeTerrain (a_ChunkDesc); } @@ -228,19 +228,19 @@ void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DAT NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((a_ChunkZ + 1) * cChunkDef::Width) - 1) / m_FrequencyZ; NOISE_DATATYPE StartY = 0; NOISE_DATATYPE EndY = ((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 / 25, EndX / 25, StartZ / 25, EndZ / 25); - for (int i = 0; i < ARRAYCOUNT(Height); i++) + for (unsigned int i = 0; i < ARRAYCOUNT(Height); i++) { Height[i] = abs(Height[i]) * m_HeightAmplification + 1; } - + // Modify the noise by height data: for (int y = 0; y < DIM_Y; y++) { @@ -257,13 +257,13 @@ 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)); } @@ -383,15 +383,11 @@ void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ) } 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; - - const int DIM_X = 1 + cChunkDef::Width / UPSCALE_X; - const int DIM_Y = 1 + cChunkDef::Height / UPSCALE_Y; - const int DIM_Z = 1 + cChunkDef::Width / UPSCALE_Z; // Precalculate a "height" array: NOISE_DATATYPE Height[17 * 17]; // x + 17 * z @@ -405,8 +401,7 @@ void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ) Height[x + 17 * z] = val * val * val; } } - - int idx = 0; + for (int y = 0; y < 257; y += UPSCALE_Y) { NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / m_FrequencyY; @@ -419,7 +414,7 @@ void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ) for (int x = 0; x < 17; x += UPSCALE_X) { NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX; - CurFloor[x + 17 * z] = + 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 + @@ -429,7 +424,7 @@ void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ) // Linear-interpolate this XZ floor: LinearUpscale2DArrayInPlace(CurFloor, 17, 17, UPSCALE_X, UPSCALE_Z); } - + // Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis for (int y = 1; y < cChunkDef::Height; y++) { @@ -455,7 +450,7 @@ void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ) 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: @@ -504,7 +499,7 @@ void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ) void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) { GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ); - + for (int z = 0; z < cChunkDef::Width; z++) { for (int x = 0; x < cChunkDef::Width; x++) @@ -529,9 +524,9 @@ void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::Hei void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc) { GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); - + a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); - + // Make basic terrain composition: for (int z = 0; z < cChunkDef::Width; z++) { |