From 5fb2526e0739fa27d925a686669f2c3aef56e825 Mon Sep 17 00:00:00 2001 From: Mattes D Date: Wed, 12 Nov 2014 21:24:26 +0100 Subject: Generator: Shape initial refactoring. The code compiles, but several structure generators are broken, crash on start. --- src/Generating/CMakeLists.txt | 3 + src/Generating/ChunkDesc.cpp | 63 +++ src/Generating/ChunkDesc.h | 25 +- src/Generating/CompoGen.cpp | 332 +------------ src/Generating/CompoGen.h | 44 +- src/Generating/CompoGenBiomal.cpp | 799 ++++++++++++++++++++++++++++++++ src/Generating/CompoGenBiomal.h | 21 + src/Generating/ComposableGenerator.cpp | 99 ++-- src/Generating/ComposableGenerator.h | 95 ++-- src/Generating/DistortedHeightmap.cpp | 565 +--------------------- src/Generating/DistortedHeightmap.h | 60 +-- src/Generating/DungeonRoomsFinisher.cpp | 8 +- src/Generating/DungeonRoomsFinisher.h | 8 +- src/Generating/EndGen.cpp | 44 +- src/Generating/EndGen.h | 8 +- src/Generating/HeiGen.cpp | 47 +- src/Generating/HeiGen.h | 53 +-- src/Generating/Noise3DGenerator.cpp | 197 ++------ src/Generating/Noise3DGenerator.h | 26 +- src/Generating/ShapeGen.cpp | 140 ++++++ src/Generating/StructGen.cpp | 26 +- src/Generating/StructGen.h | 33 +- src/Generating/VillageGen.cpp | 6 +- 23 files changed, 1356 insertions(+), 1346 deletions(-) create mode 100644 src/Generating/CompoGenBiomal.cpp create mode 100644 src/Generating/CompoGenBiomal.h create mode 100644 src/Generating/ShapeGen.cpp diff --git a/src/Generating/CMakeLists.txt b/src/Generating/CMakeLists.txt index 1a26bd0d5..047452bbb 100644 --- a/src/Generating/CMakeLists.txt +++ b/src/Generating/CMakeLists.txt @@ -10,6 +10,7 @@ SET (SRCS ChunkDesc.cpp ChunkGenerator.cpp CompoGen.cpp + CompoGenBiomal.cpp ComposableGenerator.cpp DistortedHeightmap.cpp DungeonRoomsFinisher.cpp @@ -39,6 +40,7 @@ SET (HDRS ChunkDesc.h ChunkGenerator.h CompoGen.h + CompoGenBiomal.h ComposableGenerator.h DistortedHeightmap.h DungeonRoomsFinisher.h @@ -58,6 +60,7 @@ SET (HDRS RainbowRoadsGen.h Ravines.h RoughRavines.h + ShapeGen.cpp StructGen.h TestRailsGen.h Trees.h diff --git a/src/Generating/ChunkDesc.cpp b/src/Generating/ChunkDesc.cpp index 020d3bd0f..3fe81c7e4 100644 --- a/src/Generating/ChunkDesc.cpp +++ b/src/Generating/ChunkDesc.cpp @@ -152,6 +152,52 @@ int cChunkDesc::GetHeight(int a_RelX, int a_RelZ) +void cChunkDesc::SetHeightFromShape(const Shape & a_Shape) +{ + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + for (int y = cChunkDef::Height - 1; y > 0; y--) + { + if (a_Shape[y + x * 256 + z * 16 * 256] != 0) + { + cChunkDef::SetHeight(m_HeightMap, x, z, y); + break; + } + } // for y + } // for x + } // for z +} + + + + + +void cChunkDesc::GetShapeFromHeight(Shape & a_Shape) const +{ + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + int height = cChunkDef::GetHeight(m_HeightMap, x, z); + for (int y = 0; y <= height; y++) + { + a_Shape[y + x * 256 + z * 16 * 256] = 1; + } + + for (int y = height + 1; y < cChunkDef::Height; y++) + { + a_Shape[y + x * 256 + z * 16 * 256] = 0; + } // for y + } // for x + } // for z +} + + + + + void cChunkDesc::SetUseDefaultBiomes(bool a_bUseDefaultBiomes) { m_bUseDefaultBiomes = a_bUseDefaultBiomes; @@ -366,6 +412,23 @@ HEIGHTTYPE cChunkDesc::GetMaxHeight(void) const +HEIGHTTYPE cChunkDesc::GetMinHeight(void) const +{ + HEIGHTTYPE MinHeight = m_HeightMap[0]; + for (size_t i = 1; i < ARRAYCOUNT(m_HeightMap); i++) + { + if (m_HeightMap[i] < MinHeight) + { + MinHeight = m_HeightMap[i]; + } + } + return MinHeight; +} + + + + + void cChunkDesc::FillRelCuboid( int a_MinX, int a_MaxX, int a_MinY, int a_MaxY, diff --git a/src/Generating/ChunkDesc.h b/src/Generating/ChunkDesc.h index 570132790..b86041a7d 100644 --- a/src/Generating/ChunkDesc.h +++ b/src/Generating/ChunkDesc.h @@ -29,10 +29,17 @@ class cChunkDesc { public: // tolua_end + + /** The datatype used to represent the entire chunk worth of shape. + 0 = air + 1 = solid + Indexed as [y + 256 * z + 256 * 16 * x]. */ + typedef Byte Shape[256 * 16 * 16]; /** Uncompressed block metas, 1 meta per byte */ typedef NIBBLETYPE BlockNibbleBytes[cChunkDef::NumBlocks]; + cChunkDesc(int a_ChunkX, int a_ChunkZ); ~cChunkDesc(); @@ -57,10 +64,21 @@ public: EMCSBiome GetBiome(int a_RelX, int a_RelZ); // These operate on the heightmap, so they could get out of sync with the data - // Use UpdateHeightmap() to re-sync + // Use UpdateHeightmap() to re-calculate heightmap from the block data void SetHeight(int a_RelX, int a_RelZ, int a_Height); int GetHeight(int a_RelX, int a_RelZ); + // tolua_end + + /** Sets the heightmap to match the given shape data. + Note that this ignores overhangs; the method is mostly used by old composition generators. */ + void SetHeightFromShape(const Shape & a_Shape); + + /** Sets the shape in a_Shape to match the heightmap stored currently in m_HeightMap. */ + void GetShapeFromHeight(Shape & a_Shape) const; + + // tolua_begin + // Default generation: void SetUseDefaultBiomes(bool a_bUseDefaultBiomes); bool IsUsingDefaultBiomes(void) const; @@ -77,8 +95,11 @@ public: /** Reads an area from the chunk into a cBlockArea, blocktypes and blockmetas */ void ReadBlockArea(cBlockArea & a_Dest, int a_MinRelX, int a_MaxRelX, int a_MinRelY, int a_MaxRelY, int a_MinRelZ, int a_MaxRelZ); - /** Returns the maximum height value in the heightmap */ + /** Returns the maximum height value in the heightmap. */ HEIGHTTYPE GetMaxHeight(void) const; + + /** Returns the minimum height value in the heightmap. */ + HEIGHTTYPE GetMinHeight(void) const; /** Fills the relative cuboid with specified block; allows cuboid out of range of this chunk */ void FillRelCuboid( diff --git a/src/Generating/CompoGen.cpp b/src/Generating/CompoGen.cpp index 29b831dfd..ef13b7c6b 100644 --- a/src/Generating/CompoGen.cpp +++ b/src/Generating/CompoGen.cpp @@ -21,8 +21,9 @@ //////////////////////////////////////////////////////////////////////////////// // cCompoGenSameBlock: -void cCompoGenSameBlock::ComposeTerrain(cChunkDesc & a_ChunkDesc) +void cCompoGenSameBlock::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) { + a_ChunkDesc.SetHeightFromShape(a_Shape); a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); for (int z = 0; z < cChunkDef::Width; z++) { @@ -63,7 +64,7 @@ void cCompoGenSameBlock::InitializeCompoGen(cIniFile & a_IniFile) //////////////////////////////////////////////////////////////////////////////// // cCompoGenDebugBiomes: -void cCompoGenDebugBiomes::ComposeTerrain(cChunkDesc & a_ChunkDesc) +void cCompoGenDebugBiomes::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) { static BLOCKTYPE Blocks[] = { @@ -92,6 +93,7 @@ void cCompoGenDebugBiomes::ComposeTerrain(cChunkDesc & a_ChunkDesc) E_BLOCK_BEDROCK, } ; + a_ChunkDesc.SetHeightFromShape(a_Shape); a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); for (int z = 0; z < cChunkDef::Width; z++) @@ -131,7 +133,7 @@ cCompoGenClassic::cCompoGenClassic(void) : -void cCompoGenClassic::ComposeTerrain(cChunkDesc & a_ChunkDesc) +void cCompoGenClassic::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) { /* The classic composition means: - 1 layer of grass, 3 of dirt and the rest stone, if the height > sealevel + beachheight @@ -142,6 +144,7 @@ void cCompoGenClassic::ComposeTerrain(cChunkDesc & a_ChunkDesc) */ a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); + a_ChunkDesc.SetHeightFromShape(a_Shape); // The patterns to use for different situations, must be same length! const BLOCKTYPE PatternGround[] = {m_BlockTop, m_BlockMiddle, m_BlockMiddle, m_BlockMiddle} ; @@ -209,323 +212,6 @@ void cCompoGenClassic::InitializeCompoGen(cIniFile & a_IniFile) -//////////////////////////////////////////////////////////////////////////////// -// cCompoGenBiomal: - -void cCompoGenBiomal::ComposeTerrain(cChunkDesc & a_ChunkDesc) -{ - a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); - - int ChunkX = a_ChunkDesc.GetChunkX(); - int ChunkZ = a_ChunkDesc.GetChunkZ(); - - /* - _X 2013_04_22: - There's no point in generating the whole cubic noise at once, because the noise values are used in - only about 20 % of the cases, so the speed gained by precalculating is lost by precalculating too much data - */ - - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int x = 0; x < cChunkDef::Width; x++) - { - int Height = a_ChunkDesc.GetHeight(x, z); - if (Height > m_SeaLevel) - { - switch (a_ChunkDesc.GetBiome(x, z)) - { - case biOcean: - case biPlains: - case biExtremeHills: - case biForest: - case biTaiga: - case biSwampland: - case biRiver: - case biFrozenOcean: - case biFrozenRiver: - case biIcePlains: - case biIceMountains: - case biForestHills: - case biTaigaHills: - case biExtremeHillsEdge: - case biJungle: - case biJungleHills: - case biJungleEdge: - case biDeepOcean: - case biStoneBeach: - case biColdBeach: - case biBirchForest: - case biBirchForestHills: - case biRoofedForest: - case biColdTaiga: - case biColdTaigaHills: - case biExtremeHillsPlus: - case biSavanna: - case biSavannaPlateau: - case biSunflowerPlains: - case biExtremeHillsM: - case biFlowerForest: - case biTaigaM: - case biSwamplandM: - case biIcePlainsSpikes: - case biJungleM: - case biJungleEdgeM: - case biBirchForestM: - case biBirchForestHillsM: - case biRoofedForestM: - case biColdTaigaM: - case biExtremeHillsPlusM: - case biSavannaM: - case biSavannaPlateauM: - { - FillColumnGrass(x, z, Height, a_ChunkDesc.GetBlockTypes()); - break; - } - - case biMesa: - case biMesaPlateauF: - case biMesaPlateau: - case biMesaBryce: - case biMesaPlateauFM: - case biMesaPlateauM: - { - FillColumnClay(x, z, Height, a_ChunkDesc.GetBlockTypes()); - break; - } - - case biMegaTaiga: - case biMegaTaigaHills: - case biMegaSpruceTaiga: - case biMegaSpruceTaigaHills: - { - FillColumnDirt(x, z, Height, a_ChunkDesc.GetBlockTypes()); - break; - } - - case biDesertHills: - case biDesert: - case biDesertM: - case biBeach: - { - FillColumnSand(x, z, Height, a_ChunkDesc.GetBlockTypes()); - break; - } - case biMushroomIsland: - case biMushroomShore: - { - FillColumnMycelium(x, z, Height, a_ChunkDesc.GetBlockTypes()); - break; - } - default: - { - // TODO - ASSERT(!"CompoGenBiomal: Biome not implemented yet!"); - break; - } - } - } - else - { - switch (a_ChunkDesc.GetBiome(x, z)) - { - case biDesert: - case biBeach: - { - // Fill with water, sand, sandstone and stone - FillColumnWaterSand(x, z, Height, a_ChunkDesc.GetBlockTypes()); - break; - } - default: - { - // Fill with water, sand/dirt/clay mix and stone - if (m_Noise.CubicNoise2D(0.3f * (cChunkDef::Width * ChunkX + x), 0.3f * (cChunkDef::Width * ChunkZ + z)) < 0) - { - FillColumnWaterSand(x, z, Height, a_ChunkDesc.GetBlockTypes()); - } - else - { - FillColumnWaterDirt(x, z, Height, a_ChunkDesc.GetBlockTypes()); - } - break; - } - } // switch (biome) - a_ChunkDesc.SetHeight(x, z, m_SeaLevel + 1); - } // else (under water) - a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK); - } // for x - } // for z -} - - - - - -void cCompoGenBiomal::InitializeCompoGen(cIniFile & a_IniFile) -{ - m_SeaLevel = a_IniFile.GetValueSetI("Generator", "BiomalSeaLevel", m_SeaLevel) - 1; -} - - - - - -void cCompoGenBiomal::FillColumnGrass(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes) -{ - BLOCKTYPE Pattern[] = - { - E_BLOCK_GRASS, - E_BLOCK_DIRT, - E_BLOCK_DIRT, - E_BLOCK_DIRT, - } ; - FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern)); - - for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--) - { - cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE); - } -} - - - - - -void cCompoGenBiomal::FillColumnClay(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes) -{ - BLOCKTYPE Pattern[] = - { - E_BLOCK_HARDENED_CLAY, - E_BLOCK_HARDENED_CLAY, - E_BLOCK_HARDENED_CLAY, - E_BLOCK_HARDENED_CLAY, - } ; - FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern)); - - for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--) - { - cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE); - } -} - - - - - -void cCompoGenBiomal::FillColumnDirt(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes) -{ - for (int y = 0; y < 4; y++) - { - if (a_Height - y < 0) - { - return; - } - cChunkDef::SetBlock(a_BlockTypes, a_RelX, a_Height - y, a_RelZ, E_BLOCK_DIRT); - } - for (int y = a_Height - 4; y > 0; y--) - { - cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE); - } -} - - - - - -void cCompoGenBiomal::FillColumnSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes) -{ - BLOCKTYPE Pattern[] = - { - E_BLOCK_SAND, - E_BLOCK_SAND, - E_BLOCK_SAND, - E_BLOCK_SANDSTONE, - } ; - FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern)); - - for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--) - { - cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE); - } -} - - - - - - -void cCompoGenBiomal::FillColumnMycelium (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes) -{ - BLOCKTYPE Pattern[] = - { - E_BLOCK_MYCELIUM, - E_BLOCK_DIRT, - E_BLOCK_DIRT, - E_BLOCK_DIRT, - } ; - FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern)); - - for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--) - { - cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE); - } -} - - - - - -void cCompoGenBiomal::FillColumnWaterSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes) -{ - FillColumnSand(a_RelX, a_RelZ, a_Height, a_BlockTypes); - for (int y = a_Height + 1; y <= m_SeaLevel + 1; y++) - { - cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER); - } -} - - - - - -void cCompoGenBiomal::FillColumnWaterDirt(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes) -{ - // Dirt - BLOCKTYPE Pattern[] = - { - E_BLOCK_DIRT, - E_BLOCK_DIRT, - E_BLOCK_DIRT, - E_BLOCK_DIRT, - } ; - FillColumnPattern(a_RelX, a_RelZ, a_Height, a_BlockTypes, Pattern, ARRAYCOUNT(Pattern)); - - for (int y = a_Height - ARRAYCOUNT(Pattern); y > 0; y--) - { - cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STONE); - } - for (int y = a_Height + 1; y <= m_SeaLevel + 1; y++) - { - cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER); - } -} - - - - - - -void cCompoGenBiomal::FillColumnPattern(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes, const BLOCKTYPE * a_Pattern, int a_PatternSize) -{ - for (int y = a_Height, idx = 0; (y >= 0) && (idx < a_PatternSize); y--, idx++) - { - cChunkDef::SetBlock(a_BlockTypes, a_RelX, y, a_RelZ, a_Pattern[idx]); - } -} - - - - - //////////////////////////////////////////////////////////////////////////////// // cCompoGenNether: @@ -540,7 +226,7 @@ cCompoGenNether::cCompoGenNether(int a_Seed) : -void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc) +void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) { HEIGHTTYPE MaxHeight = a_ChunkDesc.GetMaxHeight(); @@ -696,7 +382,7 @@ cCompoGenCache::~cCompoGenCache() -void cCompoGenCache::ComposeTerrain(cChunkDesc & a_ChunkDesc) +void cCompoGenCache::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) { #ifdef _DEBUG if (((m_NumHits + m_NumMisses) % 1024) == 10) @@ -739,7 +425,7 @@ void cCompoGenCache::ComposeTerrain(cChunkDesc & a_ChunkDesc) // Not in the cache: m_NumMisses++; - m_Underlying->ComposeTerrain(a_ChunkDesc); + m_Underlying->ComposeTerrain(a_ChunkDesc, a_Shape); // Insert it as the first item in the MRU order: int Idx = m_CacheOrder[m_CacheSize - 1]; diff --git a/src/Generating/CompoGen.h b/src/Generating/CompoGen.h index b145b6ba3..16c00c13d 100644 --- a/src/Generating/CompoGen.h +++ b/src/Generating/CompoGen.h @@ -38,7 +38,7 @@ protected: bool m_IsBedrocked; // cTerrainCompositionGen overrides: - virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; + virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) override; virtual void InitializeCompoGen(cIniFile & a_IniFile) override; } ; @@ -55,7 +55,7 @@ public: protected: // cTerrainCompositionGen overrides: - virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; + virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) override; } ; @@ -81,7 +81,7 @@ protected: BLOCKTYPE m_BlockSea; // cTerrainCompositionGen overrides: - virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; + virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) override; virtual void InitializeCompoGen(cIniFile & a_IniFile) override; } ; @@ -89,40 +89,6 @@ protected: -class cCompoGenBiomal : - public cTerrainCompositionGen -{ -public: - cCompoGenBiomal(int a_Seed) : - m_Noise(a_Seed + 1000), - m_SeaLevel(62) - { - } - -protected: - - cNoise m_Noise; - int m_SeaLevel; - - // cTerrainCompositionGen overrides: - virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; - virtual void InitializeCompoGen(cIniFile & a_IniFile) override; - - void FillColumnGrass (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes); - void FillColumnClay (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes); - void FillColumnDirt (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes); - void FillColumnSand (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes); - void FillColumnMycelium (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes); - void FillColumnWaterSand(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes); - void FillColumnWaterDirt(int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes); - - void FillColumnPattern (int a_RelX, int a_RelZ, int a_Height, cChunkDef::BlockTypes & a_BlockTypes, const BLOCKTYPE * a_Pattern, int a_PatternSize); -} ; - - - - - class cCompoGenNether : public cTerrainCompositionGen { @@ -136,7 +102,7 @@ protected: int m_Threshold; // cTerrainCompositionGen overrides: - virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; + virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) override; virtual void InitializeCompoGen(cIniFile & a_IniFile) override; } ; @@ -153,7 +119,7 @@ public: ~cCompoGenCache(); // cTerrainCompositionGen override: - virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; + virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) override; virtual void InitializeCompoGen(cIniFile & a_IniFile) override; protected: diff --git a/src/Generating/CompoGenBiomal.cpp b/src/Generating/CompoGenBiomal.cpp new file mode 100644 index 000000000..1e3363606 --- /dev/null +++ b/src/Generating/CompoGenBiomal.cpp @@ -0,0 +1,799 @@ + +// CompoGenBiomal.cpp + +// Implements the cCompoGenBiomal class representing the biome-aware composition generator + +#include "Globals.h" +#include "ComposableGenerator.h" +#include "../IniFile.h" +#include "../Noise.h" +#include "../LinearUpscale.h" + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cPattern: + +/** This class is used to store a column pattern initialized at runtime, +so that the program doesn't need to explicitly set 256 values for each pattern +Each pattern has 256 blocks so that there's no need to check pattern bounds when assigning the +pattern - there will always be enough pattern left, even for the whole-chunk-height columns. */ +class cPattern +{ +public: + struct BlockInfo + { + BLOCKTYPE m_BlockType; + NIBBLETYPE m_BlockMeta; + }; + + cPattern(BlockInfo * a_TopBlocks, size_t a_Count) + { + // Copy the pattern into the top: + for (size_t i = 0; i < a_Count; i++) + { + m_Pattern[i] = a_TopBlocks[i]; + } + + // Fill the rest with stone: + static BlockInfo Stone = {E_BLOCK_STONE, 0}; + for (size_t i = a_Count; i < cChunkDef::Height; i++) + { + m_Pattern[i] = Stone; + } + } + + const BlockInfo * Get(void) const { return m_Pattern; } + +protected: + BlockInfo m_Pattern[cChunkDef::Height]; +} ; + + + + + +//////////////////////////////////////////////////////////////////////////////// +// The arrays to use for the top block pattern definitions: + +static cPattern::BlockInfo tbGrass[] = +{ + {E_BLOCK_GRASS, 0}, + {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, + {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, + {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, +} ; + +static cPattern::BlockInfo tbSand[] = +{ + { E_BLOCK_SAND, 0}, + { E_BLOCK_SAND, 0}, + { E_BLOCK_SAND, 0}, + { E_BLOCK_SANDSTONE, 0}, +} ; + +static cPattern::BlockInfo tbDirt[] = +{ + {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, + {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, + {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, + {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, +} ; + +static cPattern::BlockInfo tbPodzol[] = +{ + {E_BLOCK_DIRT, E_META_DIRT_PODZOL}, + {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, + {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, + {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, +} ; + +static cPattern::BlockInfo tbGrassLess[] = +{ + {E_BLOCK_DIRT, E_META_DIRT_GRASSLESS}, + {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, + {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, + {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, +} ; + +static cPattern::BlockInfo tbMycelium[] = +{ + {E_BLOCK_MYCELIUM, 0}, + {E_BLOCK_DIRT, 0}, + {E_BLOCK_DIRT, 0}, + {E_BLOCK_DIRT, 0}, +} ; + +static cPattern::BlockInfo tbGravel[] = +{ + {E_BLOCK_GRAVEL, 0}, + {E_BLOCK_GRAVEL, 0}, + {E_BLOCK_GRAVEL, 0}, + {E_BLOCK_STONE, 0}, +} ; + +static cPattern::BlockInfo tbStone[] = +{ + {E_BLOCK_STONE, 0}, + {E_BLOCK_STONE, 0}, + {E_BLOCK_STONE, 0}, + {E_BLOCK_STONE, 0}, +} ; + + + +//////////////////////////////////////////////////////////////////////////////// +// Ocean floor pattern top-block definitions: + +static cPattern::BlockInfo tbOFSand[] = +{ + {E_BLOCK_SAND, 0}, + {E_BLOCK_SAND, 0}, + {E_BLOCK_SAND, 0}, + {E_BLOCK_SANDSTONE, 0} +} ; + +static cPattern::BlockInfo tbOFClay[] = +{ + { E_BLOCK_CLAY, 0}, + { E_BLOCK_CLAY, 0}, + { E_BLOCK_SAND, 0}, + { E_BLOCK_SAND, 0}, +} ; + +static cPattern::BlockInfo tbOFOrangeClay[] = +{ + { E_BLOCK_STAINED_CLAY, E_META_STAINED_GLASS_ORANGE}, + { E_BLOCK_STAINED_CLAY, E_META_STAINED_GLASS_ORANGE}, + { E_BLOCK_STAINED_CLAY, E_META_STAINED_GLASS_ORANGE}, +} ; + + + + + + +//////////////////////////////////////////////////////////////////////////////// +// Individual patterns to use: + +static cPattern patGrass (tbGrass, ARRAYCOUNT(tbGrass)); +static cPattern patSand (tbSand, ARRAYCOUNT(tbSand)); +static cPattern patDirt (tbDirt, ARRAYCOUNT(tbDirt)); +static cPattern patPodzol (tbPodzol, ARRAYCOUNT(tbPodzol)); +static cPattern patGrassLess(tbGrassLess, ARRAYCOUNT(tbGrassLess)); +static cPattern patMycelium (tbMycelium, ARRAYCOUNT(tbMycelium)); +static cPattern patGravel (tbGravel, ARRAYCOUNT(tbGravel)); +static cPattern patStone (tbStone, ARRAYCOUNT(tbStone)); + +static cPattern patOFSand (tbOFSand, ARRAYCOUNT(tbOFSand)); +static cPattern patOFClay (tbOFClay, ARRAYCOUNT(tbOFClay)); +static cPattern patOFOrangeClay(tbOFOrangeClay, ARRAYCOUNT(tbOFOrangeClay)); + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cCompoGenBiomal: + +class cCompoGenBiomal : + public cTerrainCompositionGen +{ +public: + cCompoGenBiomal(int a_Seed) : + m_SeaLevel(62), + m_OceanFloorSelect(a_Seed + 1), + m_MesaFloor(a_Seed + 2) + { + initMesaPattern(a_Seed); + } + +protected: + /** The block height at which water is generated instead of air. */ + int m_SeaLevel; + + /** The pattern used for mesa biomes. Initialized by seed on generator creation. */ + cPattern::BlockInfo m_MesaPattern[2 * cChunkDef::Height]; + + /** Noise used for selecting between dirt and sand on the ocean floor. */ + cNoise m_OceanFloorSelect; + + /** Noise used for the floor of the clay blocks in mesa biomes. */ + cNoise m_MesaFloor; + + + // cTerrainCompositionGen overrides: + virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) override + { + a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + ComposeColumn(a_ChunkDesc, x, z, &(a_Shape[x * 256 + z * 16 * 256])); + } // for x + } // for z + } + + + + virtual void InitializeCompoGen(cIniFile & a_IniFile) override + { + m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", m_SeaLevel) - 1; + } + + + + /** Initializes the m_MesaPattern with a pattern based on the generator's seed. */ + void initMesaPattern(int a_Seed) + { + // In a loop, choose whether to use one, two or three layers of stained clay, then choose a color and width for each layer + // Separate each group with another layer of hardened clay + cNoise patternNoise((unsigned)a_Seed); + static NIBBLETYPE allowedColors[] = + { + E_META_STAINED_CLAY_YELLOW, + E_META_STAINED_CLAY_YELLOW, + E_META_STAINED_CLAY_RED, + E_META_STAINED_CLAY_RED, + E_META_STAINED_CLAY_WHITE, + E_META_STAINED_CLAY_BROWN, + E_META_STAINED_CLAY_BROWN, + E_META_STAINED_CLAY_BROWN, + E_META_STAINED_CLAY_ORANGE, + E_META_STAINED_CLAY_ORANGE, + E_META_STAINED_CLAY_ORANGE, + E_META_STAINED_CLAY_ORANGE, + E_META_STAINED_CLAY_ORANGE, + E_META_STAINED_CLAY_ORANGE, + E_META_STAINED_CLAY_LIGHTGRAY, + } ; + static int layerSizes[] = // Adjust the chance so that thinner layers occur more commonly + { + 1, 1, 1, 1, 1, 1, + 2, 2, 2, 2, + 3, 3, + } ; + int idx = ARRAYCOUNT(m_MesaPattern) - 1; + while (idx >= 0) + { + // A layer group of 1 - 2 color stained clay: + int rnd = patternNoise.IntNoise1DInt(idx) / 7; + int numLayers = (rnd % 2) + 1; + rnd /= 2; + for (int lay = 0; lay < numLayers; lay++) + { + int numBlocks = layerSizes[(rnd % ARRAYCOUNT(layerSizes))]; + NIBBLETYPE Color = allowedColors[(rnd / 4) % ARRAYCOUNT(allowedColors)]; + if ( + ((numBlocks == 3) && (numLayers == 2)) || // In two-layer mode disallow the 3-high layers: + (Color == E_META_STAINED_CLAY_WHITE)) // White stained clay can ever be only 1 block high + { + numBlocks = 1; + } + numBlocks = std::min(idx + 1, numBlocks); // Limit by idx so that we don't have to check inside the loop + rnd /= 32; + for (int block = 0; block < numBlocks; block++, idx--) + { + m_MesaPattern[idx].m_BlockMeta = Color; + m_MesaPattern[idx].m_BlockType = E_BLOCK_STAINED_CLAY; + } // for block + } // for lay + + // A layer of hardened clay in between the layer group: + int numBlocks = (rnd % 4) + 1; // All heights the same probability + if ((numLayers == 2) && (numBlocks < 4)) + { + // For two layers of stained clay, add an extra block of hardened clay: + numBlocks++; + } + numBlocks = std::min(idx + 1, numBlocks); // Limit by idx so that we don't have to check inside the loop + for (int block = 0; block < numBlocks; block++, idx--) + { + m_MesaPattern[idx].m_BlockMeta = 0; + m_MesaPattern[idx].m_BlockType = E_BLOCK_HARDENED_CLAY; + } // for block + } // while (idx >= 0) + } + + + + /** Composes a single column in a_ChunkDesc. Chooses what to do based on the biome in that column. */ + void ComposeColumn(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ, const Byte * a_ShapeColumn) + { + // Frequencies for the podzol floor selecting noise: + const NOISE_DATATYPE FrequencyX = 8; + const NOISE_DATATYPE FrequencyZ = 8; + + EMCSBiome Biome = a_ChunkDesc.GetBiome(a_RelX, a_RelZ); + switch (Biome) + { + case biOcean: + case biPlains: + case biForest: + case biTaiga: + case biSwampland: + case biRiver: + case biFrozenOcean: + case biFrozenRiver: + case biIcePlains: + case biIceMountains: + case biForestHills: + case biTaigaHills: + case biExtremeHillsEdge: + case biExtremeHillsPlus: + case biExtremeHills: + case biJungle: + case biJungleHills: + case biJungleEdge: + case biDeepOcean: + case biStoneBeach: + case biColdBeach: + case biBirchForest: + case biBirchForestHills: + case biRoofedForest: + case biColdTaiga: + case biColdTaigaHills: + case biSavanna: + case biSavannaPlateau: + case biSunflowerPlains: + case biFlowerForest: + case biTaigaM: + case biSwamplandM: + case biIcePlainsSpikes: + case biJungleM: + case biJungleEdgeM: + case biBirchForestM: + case biBirchForestHillsM: + case biRoofedForestM: + case biColdTaigaM: + case biSavannaM: + case biSavannaPlateauM: + { + FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patGrass.Get(), a_ShapeColumn); + return; + } + + case biMegaTaiga: + case biMegaTaigaHills: + case biMegaSpruceTaiga: + case biMegaSpruceTaigaHills: + { + // Select the pattern to use - podzol, grass or grassless dirt: + NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + a_RelX)) / FrequencyX; + NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + a_RelZ)) / FrequencyZ; + NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY); + const cPattern::BlockInfo * Pattern = (Val < -0.9) ? patGrassLess.Get() : ((Val > 0) ? patPodzol.Get() : patGrass.Get()); + FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, Pattern, a_ShapeColumn); + return; + } + + case biDesertHills: + case biDesert: + case biDesertM: + case biBeach: + { + FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patSand.Get(), a_ShapeColumn); + return; + } + + case biMushroomIsland: + case biMushroomShore: + { + FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patMycelium.Get(), a_ShapeColumn); + return; + } + + case biMesa: + case biMesaPlateauF: + case biMesaPlateau: + case biMesaBryce: + case biMesaPlateauFM: + case biMesaPlateauM: + { + // Mesa biomes need special handling, because they don't follow the usual "4 blocks from top pattern", + // instead, they provide a "from bottom" pattern with varying base height, + // usually 4 blocks below the ocean level + FillColumnMesa(a_ChunkDesc, a_RelX, a_RelZ, a_ShapeColumn); + return; + } + + case biExtremeHillsPlusM: + case biExtremeHillsM: + { + // Select the pattern to use - gravel, stone or grass: + NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + a_RelX)) / FrequencyX; + NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + a_RelZ)) / FrequencyZ; + NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY); + const cPattern::BlockInfo * Pattern = (Val < 0.0) ? patStone.Get() : patGrass.Get(); + FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, Pattern, a_ShapeColumn); + return; + } + default: + { + ASSERT(!"Unhandled biome"); + return; + } + } // switch (Biome) + } + + + + /** Fills the specified column with the specified pattern; restarts the pattern when air is reached, + switches to ocean floor pattern if ocean is reached. Always adds bedrock at the very bottom. */ + void FillColumnPattern(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ, const cPattern::BlockInfo * a_Pattern, const Byte * a_ShapeColumn) + { + bool HasHadWater = false; + int PatternIdx = 0; + for (int y = a_ChunkDesc.GetHeight(a_RelX, a_RelZ); y > 0; y--) + { + if (a_ShapeColumn[y] > 0) + { + // "ground" part, use the pattern: + a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, a_Pattern[PatternIdx].m_BlockType, a_Pattern[PatternIdx].m_BlockMeta); + PatternIdx++; + continue; + } + + // "air" or "water" part: + // Reset the pattern index to zero, so that the pattern is repeated from the top again: + PatternIdx = 0; + + if (y >= m_SeaLevel) + { + // "air" part, do nothing + continue; + } + + a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER); + if (HasHadWater) + { + continue; + } + + // Select the ocean-floor pattern to use: + if (a_ChunkDesc.GetBiome(a_RelX, a_RelZ) == biDeepOcean) + { + a_Pattern = patGravel.Get(); + } + else + { + a_Pattern = ChooseOceanFloorPattern(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ(), a_RelX, a_RelZ); + } + HasHadWater = true; + } // for y + a_ChunkDesc.SetBlockType(a_RelX, 0, a_RelZ, E_BLOCK_BEDROCK); + } + + + + /** Fills the specified column with mesa pattern, based on the column height */ + void FillColumnMesa(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ, const Byte * a_ShapeColumn) + { + // Frequencies for the clay floor noise: + const NOISE_DATATYPE FrequencyX = 50; + const NOISE_DATATYPE FrequencyZ = 50; + + int Top = a_ChunkDesc.GetHeight(a_RelX, a_RelZ); + if (Top < m_SeaLevel) + { + // The terrain is below sealevel, handle as regular ocean with red sand floor: + FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patOFOrangeClay.Get(), a_ShapeColumn); + return; + } + + NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + a_RelX)) / FrequencyX; + NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + a_RelZ)) / FrequencyZ; + int ClayFloor = m_SeaLevel - 6 + (int)(4.f * m_MesaFloor.CubicNoise2D(NoiseX, NoiseY)); + if (ClayFloor >= Top) + { + ClayFloor = Top - 1; + } + + if (Top - m_SeaLevel < 5) + { + // Simple case: top is red sand, then hardened clay down to ClayFloor, then stone: + a_ChunkDesc.SetBlockTypeMeta(a_RelX, Top, a_RelZ, E_BLOCK_SAND, E_META_SAND_RED); + for (int y = Top - 1; y >= ClayFloor; y--) + { + a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_HARDENED_CLAY); + } + for (int y = ClayFloor - 1; y > 0; y--) + { + a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STONE); + } + a_ChunkDesc.SetBlockType(a_RelX, 0, a_RelZ, E_BLOCK_BEDROCK); + return; + } + + // Difficult case: use the mesa pattern and watch for overhangs: + int PatternIdx = cChunkDef::Height - (Top - ClayFloor); // We want the block at index ClayFloor to be pattern's 256th block (first stone) + const cPattern::BlockInfo * Pattern = m_MesaPattern; + bool HasHadWater = false; + for (int y = Top; y > 0; y--) + { + if (a_ShapeColumn[y] > 0) + { + // "ground" part, use the pattern: + a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, Pattern[PatternIdx].m_BlockType, Pattern[PatternIdx].m_BlockMeta); + PatternIdx++; + continue; + } + + if (y >= m_SeaLevel) + { + // "air" part, do nothing + continue; + } + + // "water" part, fill with water and choose new pattern for ocean floor, if not chosen already: + PatternIdx = 0; + a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER); + if (HasHadWater) + { + continue; + } + + // Select the ocean-floor pattern to use: + Pattern = ChooseOceanFloorPattern(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ(), a_RelX, a_RelZ); + HasHadWater = true; + } // for y + a_ChunkDesc.SetBlockType(a_RelX, 0, a_RelZ, E_BLOCK_BEDROCK); + } + + + + /** Returns the pattern to use for an ocean floor in the specified column. + The returned pattern is guaranteed to be 256 blocks long. */ + const cPattern::BlockInfo * ChooseOceanFloorPattern(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ) + { + // Frequencies for the ocean floor selecting noise: + const NOISE_DATATYPE FrequencyX = 3; + const NOISE_DATATYPE FrequencyZ = 3; + + // Select the ocean-floor pattern to use: + NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + a_RelX)) / FrequencyX; + NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ; + NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY); + if (Val < -0.95) + { + return patOFClay.Get(); + } + else if (Val < 0) + { + return patOFSand.Get(); + } + else + { + return patDirt.Get(); + } + } + + + + #if 0 + /** Fills a single column with grass-based terrain (grass or water, dirt, stone). */ + void FillColumnGrass(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc) + { + static const PatternItem pattern[] = + { + { E_BLOCK_GRASS, 0}, + { E_BLOCK_DIRT, 0}, + { E_BLOCK_DIRT, 0}, + { E_BLOCK_DIRT, 0}, + } ; + FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern)); + } + + + + /** Fills a single column with grass-based terrain (grass or water, dirt, stone). */ + void FillColumnStone(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc) + { + static const PatternItem pattern[] = + { + { E_BLOCK_STONE, 0}, + } ; + FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern)); + } + + + + /** Fills a single column with Mesa-like terrain (variations of clay). */ + void FillColumnMesa(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc) + { + // Fill with grass and dirt on the very top of mesa plateaus: + size_t curIdx = 0; + for (int y = 255; y > m_MesaDirtLevel; y--) + { + if (a_ShapeColumn[y] > 0) + { + a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, (curIdx > 0) ? E_BLOCK_DIRT : E_BLOCK_GRASS); + curIdx += 1; + } + else + { + curIdx = 0; + } + } // for y + + // Fill with clays from the DirtLevel down to SandLevel: + for (int y = m_MesaDirtLevel; y > m_MesaSandLevel; y--) + { + if (a_ShapeColumn[y] > 0) + { + a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, m_MesaPattern[y].m_BlockType, m_MesaPattern[y].m_BlockMeta); + } + else + { + curIdx = 0; + } + } // for y + + // If currently air, switch to red sand pattern: + static const PatternItem redSandPattern[] = + { + { E_BLOCK_SAND, E_META_SAND_RED}, + { E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE}, + { E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE}, + { E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE}, + }; + Pattern pattern; + size_t patternSize; + if (curIdx == 0) + { + pattern = redSandPattern; + patternSize = ARRAYCOUNT(redSandPattern); + } + else + { + pattern = m_MesaPattern + m_MesaSandLevel; + patternSize = static_cast(m_MesaSandLevel); + } + + // Fill with current pattern (MesaPattern or RedSand) until sealevel: + for (int y = m_MesaSandLevel; y > m_SeaLevel; y--) + { + if (a_ShapeColumn[y] > 0) + { + if (curIdx >= patternSize) + { + a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE); + } + else + { + a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, pattern[curIdx].m_BlockType, pattern[curIdx].m_BlockMeta); + } + curIdx += 1; + } + else + { + // Air resets the pattern to red sand: + curIdx = 0; + pattern = redSandPattern; + patternSize = ARRAYCOUNT(redSandPattern); + } + } // for y + + // If there is an ocean, fill it with water and then redsand: + int y = m_SeaLevel; + for (; y > 0; y--) + { + if ((a_ShapeColumn[y] == 0) || (curIdx >= ARRAYCOUNT(redSandPattern))) + { + // water pocket or out of red sand pattern, use stone from now on + break; + } + a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE); + curIdx = curIdx + 1; + } // for y + + // The rest should be filled with stone: + for (; y > 0; y--) + { + if (a_ShapeColumn[y] > 0) + { + a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STONE); + } + } // for y + } + + + + /** Fills a single column with megataiga-based terrain (grass or podzol on top). */ + void FillColumnMegaTaiga(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc) + { + // TODO + } + + + + /** Fills a single column with sand-based terrain (such as desert or beach). */ + void FillColumnSand(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc) + { + static const PatternItem pattern[] = + { + { E_BLOCK_SAND, 0}, + { E_BLOCK_SAND, 0}, + { E_BLOCK_SAND, 0}, + { E_BLOCK_SANDSTONE, 0}, + } ; + FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern)); + } + + + + void FillColumnMycelium(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc) + { + static const PatternItem pattern[] = + { + { E_BLOCK_MYCELIUM, 0}, + { E_BLOCK_DIRT, 0}, + { E_BLOCK_DIRT, 0}, + { E_BLOCK_DIRT, 0}, + } ; + FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern)); + } + + + + /** Fills the column with the specified pattern, repeating it if there's an air pocket in between. */ + void FillColumnPattern(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc, Pattern a_Pattern, size_t a_PatternSize) + { + // Fill with pattern until sealevel: + size_t curIdx = 0; + for (int y = 255; y > m_SeaLevel; y--) + { + if (a_ShapeColumn[y] > 0) + { + // Continue with the pattern: + if (curIdx >= a_PatternSize) + { + a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STONE); + } + else + { + a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, a_Pattern[curIdx].m_BlockType, a_Pattern[curIdx].m_BlockMeta); + } + curIdx += 1; + } + else + { + // Air pocket, restart the pattern: + curIdx = 0; + } + } // for y + + // From sealevel downward use the ocean floor pattern: + FillOceanFloor(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, a_Pattern, a_PatternSize, curIdx); + } + + + /** Fills the blocks from sealevel down to bottom with ocean-floor pattern. + a_PatternStartOffset specifies the offset at which to start the pattern, in case there was air just above. */ + void FillOceanFloor(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc, Pattern a_Pattern, size_t a_PatternSize, size_t a_PatternStartOffset) + { + for (int y = m_SeaLevel; y > 0; y--) + { + if (a_ShapeColumn[y] > 0) + { + // TODO + } + } // for y + } + #endif +} ; + + + + + +cTerrainCompositionGenPtr CreateCompoGenBiomal(int a_Seed) +{ + return std::make_shared(a_Seed); +} + + + diff --git a/src/Generating/CompoGenBiomal.h b/src/Generating/CompoGenBiomal.h new file mode 100644 index 000000000..a3a65d3dc --- /dev/null +++ b/src/Generating/CompoGenBiomal.h @@ -0,0 +1,21 @@ + +// CompoGenBiomal.h + + + + + +#pragma once + +#include "ComposableGenerator.h" + + + + + +/** Returns a new instance of the Biomal composition generator. */ +cTerrainCompositionGenPtr CreateCompoGenBiomal(int a_Seed); + + + + diff --git a/src/Generating/ComposableGenerator.cpp b/src/Generating/ComposableGenerator.cpp index 5f46574c7..5420e12ac 100644 --- a/src/Generating/ComposableGenerator.cpp +++ b/src/Generating/ComposableGenerator.cpp @@ -17,6 +17,8 @@ #include "StructGen.h" #include "FinishGen.h" +#include "CompoGenBiomal.h" + #include "Caves.h" #include "DistortedHeightmap.h" #include "DungeonRoomsFinisher.h" @@ -39,7 +41,7 @@ //////////////////////////////////////////////////////////////////////////////// // cTerrainCompositionGen: -cTerrainCompositionGenPtr cTerrainCompositionGen::CreateCompositionGen(cIniFile & a_IniFile, cBiomeGenPtr a_BiomeGen, cTerrainHeightGen & a_HeightGen, int a_Seed) +cTerrainCompositionGenPtr cTerrainCompositionGen::CreateCompositionGen(cIniFile & a_IniFile, cBiomeGenPtr a_BiomeGen, cTerrainShapeGenPtr a_ShapeGen, int a_Seed) { AString CompoGenName = a_IniFile.GetValueSet("Generator", "CompositionGen", ""); if (CompoGenName.empty()) @@ -48,63 +50,52 @@ cTerrainCompositionGenPtr cTerrainCompositionGen::CreateCompositionGen(cIniFile CompoGenName = "Biomal"; } - cTerrainCompositionGen * res = nullptr; - if (NoCaseCompare(CompoGenName, "sameblock") == 0) + // Compositor list is alpha-sorted + cTerrainCompositionGenPtr res; + if (NoCaseCompare(CompoGenName, "Biomal") == 0) { - res = new cCompoGenSameBlock; + res = CreateCompoGenBiomal(a_Seed); } - else if (NoCaseCompare(CompoGenName, "debugbiomes") == 0) + else if (NoCaseCompare(CompoGenName, "BiomalNoise3D") == 0) { - res = new cCompoGenDebugBiomes; + // The composition that used to be provided with BiomalNoise3D is now provided by the Biomal compositor: + res = CreateCompoGenBiomal(a_Seed); } - else if (NoCaseCompare(CompoGenName, "classic") == 0) + else if (NoCaseCompare(CompoGenName, "Classic") == 0) { - res = new cCompoGenClassic; + res = std::make_shared(); } - else if (NoCaseCompare(CompoGenName, "DistortedHeightmap") == 0) + else if (NoCaseCompare(CompoGenName, "DebugBiomes") == 0) { - res = new cDistortedHeightmap(a_Seed, a_BiomeGen); + res = std::make_shared(); } - else if (NoCaseCompare(CompoGenName, "end") == 0) + else if (NoCaseCompare(CompoGenName, "DistortedHeightmap") == 0) { - res = new cEndGen(a_Seed); + // The composition that used to be provided with DistortedHeightmap is now provided by the Biomal compositor: + res = CreateCompoGenBiomal(a_Seed); } - else if (NoCaseCompare(CompoGenName, "nether") == 0) + else if (NoCaseCompare(CompoGenName, "End") == 0) { - res = new cCompoGenNether(a_Seed); + res = std::make_shared(a_Seed); } - else if (NoCaseCompare(CompoGenName, "BiomalNoise3D") == 0) + else if (NoCaseCompare(CompoGenName, "Nether") == 0) { - res = new cBiomalNoise3DComposable(a_Seed, a_BiomeGen); + res = std::make_shared(a_Seed); } else if (NoCaseCompare(CompoGenName, "Noise3D") == 0) { - res = new cNoise3DComposable(a_Seed); + // The composition that used to be provided with Noise3D is now provided by the Biomal compositor: + res = CreateCompoGenBiomal(a_Seed); } - else if (NoCaseCompare(CompoGenName, "biomal") == 0) + else if (NoCaseCompare(CompoGenName, "SameBlock") == 0) { - res = new cCompoGenBiomal(a_Seed); - - /* - // Performance-testing: - LOGINFO("Measuring performance of cCompoGenBiomal..."); - clock_t BeginTick = clock(); - for (int x = 0; x < 500; x++) - { - cChunkDesc Desc(200 + x * 8, 200 + x * 8); - a_BiomeGen->GenBiomes(Desc.GetChunkX(), Desc.GetChunkZ(), Desc.GetBiomeMap()); - a_HeightGen->GenHeightMap(Desc.GetChunkX(), Desc.GetChunkZ(), Desc.GetHeightMap()); - res->ComposeTerrain(Desc); - } - clock_t Duration = clock() - BeginTick; - LOGINFO("CompositionGen for 500 chunks took %d ticks (%.02f sec)", Duration, (double)Duration / CLOCKS_PER_SEC); - //*/ + res = std::make_shared(); } else { LOGWARN("Unknown CompositionGen \"%s\", using \"Biomal\" instead.", CompoGenName.c_str()); a_IniFile.SetValue("Generator", "CompositionGen", "Biomal"); - return CreateCompositionGen(a_IniFile, a_BiomeGen, a_HeightGen, a_Seed); + return CreateCompositionGen(a_IniFile, a_BiomeGen, a_ShapeGen, a_Seed); } ASSERT(res != nullptr); @@ -124,7 +115,7 @@ cTerrainCompositionGenPtr cTerrainCompositionGen::CreateCompositionGen(cIniFile cComposableGenerator::cComposableGenerator(cChunkGenerator & a_ChunkGenerator) : super(a_ChunkGenerator), m_BiomeGen(), - m_HeightGen(), + m_ShapeGen(), m_CompositionGen() { } @@ -138,7 +129,7 @@ void cComposableGenerator::Initialize(cIniFile & a_IniFile) super::Initialize(a_IniFile); InitBiomeGen(a_IniFile); - InitHeightGen(a_IniFile); + InitShapeGen(a_IniFile); InitCompositionGen(a_IniFile); InitFinishGens(a_IniFile); } @@ -166,15 +157,22 @@ void cComposableGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a m_BiomeGen->GenBiomes(a_ChunkX, a_ChunkZ, a_ChunkDesc.GetBiomeMap()); } + cChunkDesc::Shape shape; if (a_ChunkDesc.IsUsingDefaultHeight()) { - m_HeightGen->GenHeightMap(a_ChunkX, a_ChunkZ, a_ChunkDesc.GetHeightMap()); + m_ShapeGen->GenShape(a_ChunkX, a_ChunkZ, shape); + a_ChunkDesc.SetHeightFromShape(shape); + } + else + { + // Convert the heightmap in a_ChunkDesc into shape: + a_ChunkDesc.GetShapeFromHeight(shape); } bool ShouldUpdateHeightmap = false; if (a_ChunkDesc.IsUsingDefaultComposition()) { - m_CompositionGen->ComposeTerrain(a_ChunkDesc); + m_CompositionGen->ComposeTerrain(a_ChunkDesc, shape); ShouldUpdateHeightmap = true; } @@ -234,13 +232,15 @@ void cComposableGenerator::InitBiomeGen(cIniFile & a_IniFile) -void cComposableGenerator::InitHeightGen(cIniFile & a_IniFile) +void cComposableGenerator::InitShapeGen(cIniFile & a_IniFile) { bool CacheOffByDefault = false; - m_HeightGen = cTerrainHeightGen::CreateHeightGen(a_IniFile, m_BiomeGen, m_ChunkGenerator.GetSeed(), CacheOffByDefault); + m_ShapeGen = cTerrainShapeGen::CreateShapeGen(a_IniFile, m_BiomeGen, m_ChunkGenerator.GetSeed(), CacheOffByDefault); + /* + // TODO // Add a cache, if requested: - int CacheSize = a_IniFile.GetValueSetI("Generator", "HeightGenCacheSize", CacheOffByDefault ? 0 : 64); + int CacheSize = a_IniFile.GetValueSetI("Generator", "ShapeGenCacheSize", CacheOffByDefault ? 0 : 64); if (CacheSize > 0) { if (CacheSize < 4) @@ -253,6 +253,7 @@ void cComposableGenerator::InitHeightGen(cIniFile & a_IniFile) LOGD("Using a cache for Heightgen of size %d.", CacheSize); m_HeightGen = cTerrainHeightGenPtr(new cHeiGenCache(m_HeightGen, CacheSize)); } + */ } @@ -261,7 +262,7 @@ void cComposableGenerator::InitHeightGen(cIniFile & a_IniFile) void cComposableGenerator::InitCompositionGen(cIniFile & a_IniFile) { - m_CompositionGen = cTerrainCompositionGen::CreateCompositionGen(a_IniFile, m_BiomeGen, *m_HeightGen, m_ChunkGenerator.GetSeed()); + m_CompositionGen = cTerrainCompositionGen::CreateCompositionGen(a_IniFile, m_BiomeGen, m_ShapeGen, m_ChunkGenerator.GetSeed()); int CompoGenCacheSize = a_IniFile.GetValueSetI("Generator", "CompositionGenCacheSize", 64); if (CompoGenCacheSize > 1) @@ -333,7 +334,7 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile) int MaxSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsMaxSize", 7); int MinSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsMinSize", 5); AString HeightDistrib = a_IniFile.GetValueSet ("Generator", "DungeonRoomsHeightDistrib", "0, 0; 10, 10; 11, 500; 40, 500; 60, 40; 90, 1"); - m_FinishGens.push_back(cFinishGenPtr(new cDungeonRoomsFinisher(m_HeightGen, Seed, GridSize, MaxSize, MinSize, HeightDistrib))); + m_FinishGens.push_back(cFinishGenPtr(new cDungeonRoomsFinisher(m_ShapeGen, Seed, GridSize, MaxSize, MinSize, HeightDistrib))); } else if (NoCaseCompare(*itr, "Ice") == 0) { @@ -342,7 +343,7 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile) else if (NoCaseCompare(*itr, "LavaLakes") == 0) { int Probability = a_IniFile.GetValueSetI("Generator", "LavaLakesProbability", 10); - m_FinishGens.push_back(cFinishGenPtr(new cStructGenLakes(Seed * 5 + 16873, E_BLOCK_STATIONARY_LAVA, m_HeightGen, Probability))); + m_FinishGens.push_back(cFinishGenPtr(new cStructGenLakes(Seed * 5 + 16873, E_BLOCK_STATIONARY_LAVA, m_ShapeGen, Probability))); } else if (NoCaseCompare(*itr, "LavaSprings") == 0) { @@ -580,7 +581,7 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile) } else if (NoCaseCompare(*itr, "Trees") == 0) { - m_FinishGens.push_back(cFinishGenPtr(new cStructGenTrees(Seed, m_BiomeGen, m_HeightGen, m_CompositionGen))); + m_FinishGens.push_back(cFinishGenPtr(new cStructGenTrees(Seed, m_BiomeGen, m_ShapeGen, m_CompositionGen))); } else if (NoCaseCompare(*itr, "UnderwaterBases") == 0) { @@ -588,7 +589,7 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile) int MaxOffset = a_IniFile.GetValueSetI("Generator", "UnderwaterBaseMaxOffset", 128); int MaxDepth = a_IniFile.GetValueSetI("Generator", "UnderwaterBaseMaxDepth", 7); int MaxSize = a_IniFile.GetValueSetI("Generator", "UnderwaterBaseMaxSize", 128); - m_FinishGens.push_back(cFinishGenPtr(new cUnderwaterBaseGen(Seed, GridSize, MaxOffset, MaxDepth, MaxSize, m_BiomeGen))); + m_FinishGens.push_back(std::make_shared(Seed, GridSize, MaxOffset, MaxDepth, MaxSize, m_BiomeGen)); } else if (NoCaseCompare(*itr, "Villages") == 0) { @@ -598,12 +599,12 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile) int MaxSize = a_IniFile.GetValueSetI("Generator", "VillageMaxSize", 128); int MinDensity = a_IniFile.GetValueSetI("Generator", "VillageMinDensity", 50); int MaxDensity = a_IniFile.GetValueSetI("Generator", "VillageMaxDensity", 80); - m_FinishGens.push_back(cFinishGenPtr(new cVillageGen(Seed, GridSize, MaxOffset, MaxDepth, MaxSize, MinDensity, MaxDensity, m_BiomeGen, m_HeightGen))); + m_FinishGens.push_back(std::make_shared(Seed, GridSize, MaxOffset, MaxDepth, MaxSize, MinDensity, MaxDensity, m_BiomeGen, m_CompositedHeightCache)); } else if (NoCaseCompare(*itr, "WaterLakes") == 0) { int Probability = a_IniFile.GetValueSetI("Generator", "WaterLakesProbability", 25); - m_FinishGens.push_back(cFinishGenPtr(new cStructGenLakes(Seed * 3 + 652, E_BLOCK_STATIONARY_WATER, m_HeightGen, Probability))); + m_FinishGens.push_back(cFinishGenPtr(new cStructGenLakes(Seed * 3 + 652, E_BLOCK_STATIONARY_WATER, m_ShapeGen, Probability))); } else if (NoCaseCompare(*itr, "WaterSprings") == 0) { diff --git a/src/Generating/ComposableGenerator.h b/src/Generating/ComposableGenerator.h index a091f8d53..86c30e090 100644 --- a/src/Generating/ComposableGenerator.h +++ b/src/Generating/ComposableGenerator.h @@ -26,20 +26,16 @@ See http://forum.mc-server.org/showthread.php?tid=409 for details. // Forward-declare the shared pointers to subgenerator classes: class cBiomeGen; +class cTerrainShapeGen; class cTerrainHeightGen; class cTerrainCompositionGen; class cFinishGen; typedef SharedPtr cBiomeGenPtr; +typedef SharedPtr cTerrainShapeGenPtr; typedef SharedPtr cTerrainHeightGenPtr; typedef SharedPtr cTerrainCompositionGenPtr; typedef SharedPtr cFinishGenPtr; -// fwd: Noise3DGenerator.h -class cNoise3DComposable; - -// fwd: DistortedHeightmap.h -class cDistortedHeightmap; - @@ -70,28 +66,54 @@ public: -/** The interface that a terrain height generator must implement -A terrain height generator takes chunk coords on input and outputs an array of terrain heights for that chunk. -The output array is sequenced in the same way as the BiomeGen's biome data. +/** The interface that a terrain shape generator must implement +A terrain shape generator takes chunk coords on input and outputs a 3D array of "shape" for that chunk. The shape here +represents the distinction between air and solid; there's no representation of Water since that is added by the +composition geenrator. +The output array is indexed [y + 256 * z + 16 * 256 * x], so that it's fast to later compose a single column of the terrain, +which is the dominant operation following the shape generation. The generator may request biome information from the underlying BiomeGen, it may even request information for -other chunks than the one it's currently generating (possibly neighbors - for averaging) +other chunks than the one it's currently generating (neighbors - for averaging) */ -class cTerrainHeightGen +class cTerrainShapeGen { public: - virtual ~cTerrainHeightGen() {} // Force a virtual destructor in descendants + virtual ~cTerrainShapeGen() {} // Force a virtual destructor in descendants - /** Generates heightmap for the given chunk */ - virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) = 0; + /** Generates the shape for the given chunk */ + virtual void GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape) = 0; /** Reads parameters from the ini file, prepares generator for use. */ - virtual void InitializeHeightGen(cIniFile & a_IniFile) {} + virtual void InitializeShapeGen(cIniFile & a_IniFile) {} - /** Creates the correct TerrainHeightGen descendant based on the ini file settings and the seed provided. - a_BiomeGen is the underlying biome generator, some height generators may depend on it to generate more biomes + /** Creates the correct TerrainShapeGen descendant based on the ini file settings and the seed provided. + a_BiomeGen is the underlying biome generator, some shape generators may depend on it providing additional biomes data around the chunk a_CacheOffByDefault gets set to whether the cache should be disabled by default - Implemented in HeiGen.cpp! + Implemented in ShapeGen.cpp! */ + static cTerrainShapeGenPtr CreateShapeGen(cIniFile & a_IniFile, cBiomeGenPtr a_BiomeGen, int a_Seed, bool & a_CacheOffByDefault); +} ; + + + + + +/** The interface that is used to query terrain height from the shape generator. +Usually the structure generators require only the final heightmap, and generating the whole shape only to +consume the heightmap is wasteful, so this interface is used instead; it has a cache implemented over it so +that data is retained. */ +class cTerrainHeightGen +{ +public: + virtual ~cTerrainHeightGen() {} // Force a virtual destructor in descendants + + /** Retrieves the heightmap for the specified chunk. */ + virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) = 0; + + /** Initializes the generator, reading its parameters from the INI file. */ + virtual void InitializeHeightGen(cIniFile & a_IniFile) {} + + /** Creates a cTerrainHeightGen descendant based on the INI file settings. */ static cTerrainHeightGenPtr CreateHeightGen(cIniFile & a_IniFile, cBiomeGenPtr a_BiomeGen, int a_Seed, bool & a_CacheOffByDefault); } ; @@ -109,16 +131,18 @@ class cTerrainCompositionGen public: virtual ~cTerrainCompositionGen() {} // Force a virtual destructor in descendants - virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) = 0; + /** Generates the chunk's composition into a_ChunkDesc, using the terrain shape provided in a_Shape. + Is expected to fill a_ChunkDesc's heightmap with the data from a_Shape. */ + virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) = 0; /** Reads parameters from the ini file, prepares generator for use. */ virtual void InitializeCompoGen(cIniFile & a_IniFile) {} /** Creates the correct TerrainCompositionGen descendant based on the ini file settings and the seed provided. - a_BiomeGen is the underlying biome generator, some composition generators may depend on it to generate more biomes - a_HeightGen is the underlying height generator, some composition generators may depend on it providing additional values + a_BiomeGen is the underlying biome generator, some composition generators may depend on it providing additional biomes around the chunk + a_ShapeGen is the underlying shape generator, some composition generators may depend on it providing additional shape around the chunk */ - static cTerrainCompositionGenPtr CreateCompositionGen(cIniFile & a_IniFile, cBiomeGenPtr a_BiomeGen, cTerrainHeightGen & a_HeightGen, int a_Seed); + static cTerrainCompositionGenPtr CreateCompositionGen(cIniFile & a_IniFile, cBiomeGenPtr a_BiomeGen, cTerrainShapeGenPtr a_ShapeGen, int a_Seed); } ; @@ -128,7 +152,7 @@ public: /** The interface that a finisher must implement Finisher implements changes to the chunk after the rough terrain has been generated. Examples of finishers are trees, snow, ore, lilypads and others. -Note that a worldgenerator may contain multiple finishers. +Note that a worldgenerator may contain multiple finishers, chained one after another. Also note that previously we used to distinguish between a structuregen and a finisher; this distinction is no longer relevant, all structure generators are considered finishers now (#398) */ @@ -154,23 +178,34 @@ class cComposableGenerator : public: cComposableGenerator(cChunkGenerator & a_ChunkGenerator); + // cChunkGenerator::cGenerator overrides: virtual void Initialize(cIniFile & a_IniFile) override; virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override; virtual void DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) override; protected: - // The generation composition: - cBiomeGenPtr m_BiomeGen; - cTerrainHeightGenPtr m_HeightGen; + // The generator's composition: + /** The biome generator. */ + cBiomeGenPtr m_BiomeGen; + + /** The terrain shape generator. */ + cTerrainShapeGenPtr m_ShapeGen; + + /** The terrain composition generator. */ cTerrainCompositionGenPtr m_CompositionGen; - cFinishGenList m_FinishGens; + + /** The cache for the heights of the composited terrain. */ + cTerrainHeightGenPtr m_CompositedHeightCache; + + /** The finisher generators, in the order in which they are applied. */ + cFinishGenList m_FinishGens; - /** Reads the biome gen settings from the ini and initializes m_BiomeGen accordingly */ + /** Reads the BiomeGen settings from the ini and initializes m_BiomeGen accordingly */ void InitBiomeGen(cIniFile & a_IniFile); - /** Reads the HeightGen settings from the ini and initializes m_HeightGen accordingly */ - void InitHeightGen(cIniFile & a_IniFile); + /** Reads the ShapeGen settings from the ini and initializes m_ShapeGen accordingly */ + void InitShapeGen(cIniFile & a_IniFile); /** Reads the CompositionGen settings from the ini and initializes m_CompositionGen accordingly */ void InitCompositionGen(cIniFile & a_IniFile); diff --git a/src/Generating/DistortedHeightmap.cpp b/src/Generating/DistortedHeightmap.cpp index d5bc6ab55..e1ed9b450 100644 --- a/src/Generating/DistortedHeightmap.cpp +++ b/src/Generating/DistortedHeightmap.cpp @@ -14,163 +14,6 @@ -//////////////////////////////////////////////////////////////////////////////// -// cPattern: - -/// This class is used to store a column pattern initialized at runtime, -/// so that the program doesn't need to explicitly set 256 values for each pattern -/// Each pattern has 256 blocks so that there's no need to check pattern bounds when assigning the -/// pattern - there will always be enough pattern left, even for the whole chunk height -class cPattern -{ -public: - cPattern(cDistortedHeightmap::sBlockInfo * a_TopBlocks, size_t a_Count) - { - // Copy the pattern into the top: - for (size_t i = 0; i < a_Count; i++) - { - m_Pattern[i] = a_TopBlocks[i]; - } - - // Fill the rest with stone: - static cDistortedHeightmap::sBlockInfo Stone = {E_BLOCK_STONE, 0}; - for (size_t i = a_Count; i < cChunkDef::Height; i++) - { - m_Pattern[i] = Stone; - } - } - - const cDistortedHeightmap::sBlockInfo * Get(void) const { return m_Pattern; } - -protected: - cDistortedHeightmap::sBlockInfo m_Pattern[cChunkDef::Height]; -} ; - - - - - -//////////////////////////////////////////////////////////////////////////////// -// The arrays to use for the top block pattern definitions: - -static cDistortedHeightmap::sBlockInfo tbGrass[] = -{ - {E_BLOCK_GRASS, 0}, - {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, - {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, - {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, -} ; - -static cDistortedHeightmap::sBlockInfo tbSand[] = -{ - { E_BLOCK_SAND, 0}, - { E_BLOCK_SAND, 0}, - { E_BLOCK_SAND, 0}, - { E_BLOCK_SANDSTONE, 0}, -} ; - -static cDistortedHeightmap::sBlockInfo tbDirt[] = -{ - {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, - {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, - {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, - {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, -} ; - -static cDistortedHeightmap::sBlockInfo tbPodzol[] = -{ - {E_BLOCK_DIRT, E_META_DIRT_PODZOL}, - {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, - {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, - {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, -} ; - -static cDistortedHeightmap::sBlockInfo tbGrassLess[] = -{ - {E_BLOCK_DIRT, E_META_DIRT_GRASSLESS}, - {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, - {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, - {E_BLOCK_DIRT, E_META_DIRT_NORMAL}, -} ; - -static cDistortedHeightmap::sBlockInfo tbMycelium[] = -{ - {E_BLOCK_MYCELIUM, 0}, - {E_BLOCK_DIRT, 0}, - {E_BLOCK_DIRT, 0}, - {E_BLOCK_DIRT, 0}, -} ; - -static cDistortedHeightmap::sBlockInfo tbGravel[] = -{ - {E_BLOCK_GRAVEL, 0}, - {E_BLOCK_GRAVEL, 0}, - {E_BLOCK_GRAVEL, 0}, - {E_BLOCK_STONE, 0}, -} ; - -static cDistortedHeightmap::sBlockInfo tbStone[] = -{ - {E_BLOCK_STONE, 0}, - {E_BLOCK_STONE, 0}, - {E_BLOCK_STONE, 0}, - {E_BLOCK_STONE, 0}, -} ; - - - -//////////////////////////////////////////////////////////////////////////////// -// Ocean floor pattern top-block definitions: - -static cDistortedHeightmap::sBlockInfo tbOFSand[] = -{ - {E_BLOCK_SAND, 0}, - {E_BLOCK_SAND, 0}, - {E_BLOCK_SAND, 0}, - {E_BLOCK_SANDSTONE, 0} -} ; - -static cDistortedHeightmap::sBlockInfo tbOFClay[] = -{ - { E_BLOCK_CLAY, 0}, - { E_BLOCK_CLAY, 0}, - { E_BLOCK_SAND, 0}, - { E_BLOCK_SAND, 0}, -} ; - -static cDistortedHeightmap::sBlockInfo tbOFRedSand[] = -{ - { E_BLOCK_SAND, E_META_SAND_RED}, - { E_BLOCK_SAND, E_META_SAND_RED}, - { E_BLOCK_SAND, E_META_SAND_RED}, - { E_BLOCK_SANDSTONE, 0}, -} ; - - - - - - -//////////////////////////////////////////////////////////////////////////////// -// Individual patterns to use: - -static cPattern patGrass (tbGrass, ARRAYCOUNT(tbGrass)); -static cPattern patSand (tbSand, ARRAYCOUNT(tbSand)); -static cPattern patDirt (tbDirt, ARRAYCOUNT(tbDirt)); -static cPattern patPodzol (tbPodzol, ARRAYCOUNT(tbPodzol)); -static cPattern patGrassLess(tbGrassLess, ARRAYCOUNT(tbGrassLess)); -static cPattern patMycelium (tbMycelium, ARRAYCOUNT(tbMycelium)); -static cPattern patGravel (tbGravel, ARRAYCOUNT(tbGravel)); -static cPattern patStone (tbStone, ARRAYCOUNT(tbStone)); - -static cPattern patOFSand (tbOFSand, ARRAYCOUNT(tbOFSand)); -static cPattern patOFClay (tbOFClay, ARRAYCOUNT(tbOFClay)); -static cPattern patOFRedSand(tbOFRedSand, ARRAYCOUNT(tbOFRedSand)); - - - - - //////////////////////////////////////////////////////////////////////////////// // cDistortedHeightmap: @@ -237,7 +80,7 @@ const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[256] = {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, // 110 .. 119 {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f}, // 120 .. 128 - // Release 1.7 /* biome variants: + // Release 1.7 biome variants: /* biSunflowerPlains */ { 1.0f, 1.0f}, // 129 /* biDesertM */ { 1.0f, 1.0f}, // 130 /* biExtremeHillsM */ {16.0f, 16.0f}, // 131 @@ -279,8 +122,6 @@ const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[256] = cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGenPtr a_BiomeGen) : m_NoiseDistortX(a_Seed + 1000), m_NoiseDistortZ(a_Seed + 2000), - m_OceanFloorSelect(a_Seed + 3000), - m_MesaFloor(a_Seed + 4000), m_BiomeGen(a_BiomeGen), m_UnderlyingHeiGen(new cHeiGenBiomal(a_Seed, a_BiomeGen)), m_HeightGen(m_UnderlyingHeiGen, 64), @@ -293,8 +134,6 @@ cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGenPtr a_BiomeGen) : m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)1, (NOISE_DATATYPE)0.5); m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.5, (NOISE_DATATYPE)1); m_NoiseDistortZ.AddOctave((NOISE_DATATYPE)0.25, (NOISE_DATATYPE)2); - - InitMesaPattern(a_Seed); } @@ -309,7 +148,7 @@ void cDistortedHeightmap::Initialize(cIniFile & a_IniFile) } // Read the params from the INI file: - m_SeaLevel = a_IniFile.GetValueSetI("Generator", "DistortedHeightmapSeaLevel", 62); + m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", 62); m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyX", 10); m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyY", 10); m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyZ", 10); @@ -321,89 +160,6 @@ void cDistortedHeightmap::Initialize(cIniFile & a_IniFile) -void cDistortedHeightmap::InitMesaPattern(int a_Seed) -{ - // Stone in the bottom half of the pattern: - for (int i = cChunkDef::Height; i < 2 * cChunkDef::Height; i++) - { - m_MesaPattern[i].BlockMeta = 0; - m_MesaPattern[i].BlockType = E_BLOCK_STONE; - } - - // Stained and hardened clay in the top half of the pattern - // In a loop, choose whether to use one or two layers of stained clay, then choose a color and width for each layer - // Separate each group with another layer of hardened clay - cNoise PatternNoise((unsigned)a_Seed); - static NIBBLETYPE AllowedColors[] = - { - E_META_STAINED_CLAY_YELLOW, - E_META_STAINED_CLAY_YELLOW, - E_META_STAINED_CLAY_RED, - E_META_STAINED_CLAY_RED, - E_META_STAINED_CLAY_WHITE, - E_META_STAINED_CLAY_BROWN, - E_META_STAINED_CLAY_BROWN, - E_META_STAINED_CLAY_BROWN, - E_META_STAINED_CLAY_ORANGE, - E_META_STAINED_CLAY_ORANGE, - E_META_STAINED_CLAY_ORANGE, - E_META_STAINED_CLAY_ORANGE, - E_META_STAINED_CLAY_ORANGE, - E_META_STAINED_CLAY_ORANGE, - E_META_STAINED_CLAY_LIGHTGRAY, - } ; - static int LayerSizes[] = // Adjust the chance so that thinner layers occur more commonly - { - 1, 1, 1, 1, 1, 1, - 2, 2, 2, 2, - 3, 3, - } ; - int Idx = cChunkDef::Height - 1; - while (Idx >= 0) - { - // A layer group of 1 - 2 color stained clay: - int Random = PatternNoise.IntNoise1DInt(Idx) / 7; - int NumLayers = (Random % 2) + 1; - Random /= 2; - for (int Lay = 0; Lay < NumLayers; Lay++) - { - int NumBlocks = LayerSizes[(Random % ARRAYCOUNT(LayerSizes))]; - NIBBLETYPE Color = AllowedColors[(Random / 4) % ARRAYCOUNT(AllowedColors)]; - if ( - ((NumBlocks == 3) && (NumLayers == 2)) || // In two-layer mode disallow the 3-high layers: - (Color == E_META_STAINED_CLAY_WHITE)) // White stained clay can ever be only 1 block high - { - NumBlocks = 1; - } - NumBlocks = std::min(Idx + 1, NumBlocks); // Limit by Idx so that we don't have to check inside the loop - Random /= 32; - for (int Block = 0; Block < NumBlocks; Block++, Idx--) - { - m_MesaPattern[Idx].BlockMeta = Color; - m_MesaPattern[Idx].BlockType = E_BLOCK_STAINED_CLAY; - } // for Block - } // for Lay - - // A layer of hardened clay in between the layer group: - int NumBlocks = (Random % 4) + 1; // All heights the same probability - if ((NumLayers == 2) && (NumBlocks < 4)) - { - // For two layers of stained clay, add an extra block of hardened clay: - NumBlocks++; - } - NumBlocks = std::min(Idx + 1, NumBlocks); // Limit by Idx so that we don't have to check inside the loop - for (int Block = 0; Block < NumBlocks; Block++, Idx--) - { - m_MesaPattern[Idx].BlockMeta = 0; - m_MesaPattern[Idx].BlockType = E_BLOCK_HARDENED_CLAY; - } // for Block - } // while (Idx >= 0) -} - - - - - void cDistortedHeightmap::PrepareState(int a_ChunkX, int a_ChunkZ) { if ((m_CurChunkX == a_ChunkX) && (m_CurChunkZ == a_ChunkZ)) @@ -474,23 +230,17 @@ void cDistortedHeightmap::GenerateHeightArray(void) -void cDistortedHeightmap::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) +void cDistortedHeightmap::GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape) { PrepareState(a_ChunkX, a_ChunkZ); for (int z = 0; z < cChunkDef::Width; z++) { for (int x = 0; x < cChunkDef::Width; x++) { - int NoiseArrayIdx = x + 17 * 257 * z; - cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel - 1); - for (int y = cChunkDef::Height - 1; y > m_SeaLevel - 1; y--) + int idx = x + 17 * 257 * z; + for (int y = 0; y < cChunkDef::Height; y++) { - int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y]; - if (y < HeightMapHeight) - { - cChunkDef::SetHeight(a_HeightMap, x, z, y); - break; - } + a_Shape[y + x * 256 + z * 16 * 256] = (y < m_DistortedHeightmap[idx + y * 17]) ? 1 : 0; } // for y } // for x } // for z @@ -500,36 +250,7 @@ void cDistortedHeightmap::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::He -void cDistortedHeightmap::InitializeHeightGen(cIniFile & a_IniFile) -{ - Initialize(a_IniFile); -} - - - - - -void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc) -{ - // Prepare the internal state for generating this chunk: - PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); - - // Compose: - a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int x = 0; x < cChunkDef::Width; x++) - { - ComposeColumn(a_ChunkDesc, x, z); - } // for x - } // for z -} - - - - - -void cDistortedHeightmap::InitializeCompoGen(cIniFile & a_IniFile) +void cDistortedHeightmap::InitializeShapeGen(cIniFile & a_IniFile) { Initialize(a_IniFile); } @@ -654,275 +375,3 @@ void cDistortedHeightmap::GetDistortAmpsAt(BiomeNeighbors & a_Neighbors, int a_R -void cDistortedHeightmap::ComposeColumn(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ) -{ - // Frequencies for the podzol floor selecting noise: - const NOISE_DATATYPE FrequencyX = 8; - const NOISE_DATATYPE FrequencyZ = 8; - - EMCSBiome Biome = a_ChunkDesc.GetBiome(a_RelX, a_RelZ); - switch (Biome) - { - case biOcean: - case biPlains: - case biForest: - case biTaiga: - case biSwampland: - case biRiver: - case biFrozenOcean: - case biFrozenRiver: - case biIcePlains: - case biIceMountains: - case biForestHills: - case biTaigaHills: - case biExtremeHillsEdge: - case biExtremeHillsPlus: - case biExtremeHills: - case biJungle: - case biJungleHills: - case biJungleEdge: - case biDeepOcean: - case biStoneBeach: - case biColdBeach: - case biBirchForest: - case biBirchForestHills: - case biRoofedForest: - case biColdTaiga: - case biColdTaigaHills: - case biSavanna: - case biSavannaPlateau: - case biSunflowerPlains: - case biFlowerForest: - case biTaigaM: - case biSwamplandM: - case biIcePlainsSpikes: - case biJungleM: - case biJungleEdgeM: - case biBirchForestM: - case biBirchForestHillsM: - case biRoofedForestM: - case biColdTaigaM: - case biSavannaM: - case biSavannaPlateauM: - { - FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patGrass.Get()); - return; - } - - case biMegaTaiga: - case biMegaTaigaHills: - case biMegaSpruceTaiga: - case biMegaSpruceTaigaHills: - { - // Select the pattern to use - podzol, grass or grassless dirt: - NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + a_RelX)) / FrequencyX; - NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ; - NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY); - const sBlockInfo * Pattern = (Val < -0.9) ? patGrassLess.Get() : ((Val > 0) ? patPodzol.Get() : patGrass.Get()); - FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, Pattern); - return; - } - - case biDesertHills: - case biDesert: - case biDesertM: - case biBeach: - { - FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patSand.Get()); - return; - } - - case biMushroomIsland: - case biMushroomShore: - { - FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patMycelium.Get()); - return; - } - - case biMesa: - case biMesaPlateauF: - case biMesaPlateau: - case biMesaBryce: - case biMesaPlateauFM: - case biMesaPlateauM: - { - // Mesa biomes need special handling, because they don't follow the usual "4 blocks from top pattern", - // instead, they provide a "from bottom" pattern with varying base height, - // usually 4 blocks below the ocean level - FillColumnMesa(a_ChunkDesc, a_RelX, a_RelZ); - return; - } - - case biExtremeHillsPlusM: - case biExtremeHillsM: - { - // Select the pattern to use - gravel, stone or grass: - NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + a_RelX)) / FrequencyX; - NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ; - NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY); - const sBlockInfo * Pattern = (Val < 0.0) ? patStone.Get() : patGrass.Get(); - FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, Pattern); - return; - } - default: - { - ASSERT(!"Unhandled biome"); - return; - } - } // switch (Biome) -} - - - - - -void cDistortedHeightmap::FillColumnPattern(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ, const sBlockInfo * a_Pattern) -{ - int NoiseArrayIdx = a_RelX + 17 * 257 * a_RelZ; - bool HasHadWater = false; - int PatternIdx = 0; - for (int y = a_ChunkDesc.GetHeight(a_RelX, a_RelZ); y > 0; y--) - { - int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y]; - - if (y < HeightMapHeight) - { - // "ground" part, use the pattern: - a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, a_Pattern[PatternIdx].BlockType, a_Pattern[PatternIdx].BlockMeta); - PatternIdx++; - continue; - } - - // "air" or "water" part: - // Reset the pattern index to zero, so that the pattern is repeated from the top again: - PatternIdx = 0; - - if (y >= m_SeaLevel) - { - // "air" part, do nothing - continue; - } - - a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER); - if (HasHadWater) - { - continue; - } - - // Select the ocean-floor pattern to use: - a_Pattern = a_ChunkDesc.GetBiome(a_RelX, a_RelZ) == biDeepOcean ? patGravel.Get() : ChooseOceanFloorPattern(a_RelX, a_RelZ); - HasHadWater = true; - } // for y - a_ChunkDesc.SetBlockType(a_RelX, 0, a_RelZ, E_BLOCK_BEDROCK); -} - - - - - -void cDistortedHeightmap::FillColumnMesa(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ) -{ - // Frequencies for the clay floor noise: - const NOISE_DATATYPE FrequencyX = 50; - const NOISE_DATATYPE FrequencyZ = 50; - - int Top = a_ChunkDesc.GetHeight(a_RelX, a_RelZ); - if (Top < m_SeaLevel) - { - // The terrain is below sealevel, handle as regular ocean: - FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patOFRedSand.Get()); - return; - } - - NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + a_RelX)) / FrequencyX; - NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ; - int ClayFloor = m_SeaLevel - 6 + (int)(4.f * m_MesaFloor.CubicNoise2D(NoiseX, NoiseY)); - if (ClayFloor >= Top) - { - ClayFloor = Top - 1; - } - - if (Top - m_SeaLevel < 5) - { - // Simple case: top is red sand, then hardened clay down to ClayFloor, then stone: - a_ChunkDesc.SetBlockTypeMeta(a_RelX, Top, a_RelZ, E_BLOCK_SAND, E_META_SAND_RED); - for (int y = Top - 1; y >= ClayFloor; y--) - { - a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_HARDENED_CLAY); - } - for (int y = ClayFloor - 1; y > 0; y--) - { - a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STONE); - } - a_ChunkDesc.SetBlockType(a_RelX, 0, a_RelZ, E_BLOCK_BEDROCK); - return; - } - - // Difficult case: use the mesa pattern and watch for overhangs: - int NoiseArrayIdx = a_RelX + 17 * 257 * a_RelZ; - int PatternIdx = cChunkDef::Height - (Top - ClayFloor); // We want the block at index ClayFloor to be pattern's 256th block (first stone) - const sBlockInfo * Pattern = m_MesaPattern; - bool HasHadWater = false; - for (int y = Top; y > 0; y--) - { - int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y]; - if (y < HeightMapHeight) - { - // "ground" part, use the pattern: - a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, Pattern[PatternIdx].BlockType, Pattern[PatternIdx].BlockMeta); - PatternIdx++; - continue; - } - - if (y >= m_SeaLevel) - { - // "air" part, do nothing - continue; - } - - // "water" part, fill with water and choose new pattern for ocean floor, if not chosen already: - PatternIdx = 0; - a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER); - if (HasHadWater) - { - continue; - } - - // Select the ocean-floor pattern to use: - Pattern = ChooseOceanFloorPattern(a_RelX, a_RelZ); - HasHadWater = true; - } // for y - a_ChunkDesc.SetBlockType(a_RelX, 0, a_RelZ, E_BLOCK_BEDROCK); -} - - - - - -const cDistortedHeightmap::sBlockInfo * cDistortedHeightmap::ChooseOceanFloorPattern(int a_RelX, int a_RelZ) -{ - // Frequencies for the ocean floor selecting noise: - const NOISE_DATATYPE FrequencyX = 3; - const NOISE_DATATYPE FrequencyZ = 3; - - // Select the ocean-floor pattern to use: - NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + a_RelX)) / FrequencyX; - NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ; - NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY); - if (Val < -0.95) - { - return patOFClay.Get(); - } - else if (Val < 0) - { - return patOFSand.Get(); - } - else - { - return patDirt.Get(); - } -} - - - - diff --git a/src/Generating/DistortedHeightmap.h b/src/Generating/DistortedHeightmap.h index d073f29e4..4027a94ca 100644 --- a/src/Generating/DistortedHeightmap.h +++ b/src/Generating/DistortedHeightmap.h @@ -24,17 +24,9 @@ class cDistortedHeightmap : - public cTerrainHeightGen, - public cTerrainCompositionGen + public cTerrainShapeGen { public: - /// Structure used for storing block patterns for columns - struct sBlockInfo - { - BLOCKTYPE BlockType; - NIBBLETYPE BlockMeta; - } ; - cDistortedHeightmap(int a_Seed, cBiomeGenPtr a_BiomeGen); protected: @@ -52,8 +44,6 @@ protected: cPerlinNoise m_NoiseDistortX; cPerlinNoise m_NoiseDistortZ; - cNoise m_OceanFloorSelect; ///< Used for selecting between dirt and sand on the ocean floor - cNoise m_MesaFloor; ///< Used for the floor of the clay blocks in mesa biomes int m_SeaLevel; NOISE_DATATYPE m_FrequencyX; @@ -71,9 +61,9 @@ protected: cTerrainHeightGenPtr m_UnderlyingHeiGen; /** Cache for m_UnderlyingHeiGen. */ - cHeiGenCache m_HeightGen; + cHeiGenCache m_HeightGen; - /// Heightmap for the current chunk, before distortion (from m_HeightGen). Used for optimization. + /** Heightmap for the current chunk, before distortion (from m_HeightGen). Used for optimization. */ cChunkDef::HeightMap m_CurChunkHeights; // Per-biome terrain generator parameters: @@ -88,54 +78,30 @@ protected: NOISE_DATATYPE m_DistortAmpX[DIM_X * DIM_Z]; NOISE_DATATYPE m_DistortAmpZ[DIM_X * DIM_Z]; - /// True if Initialize() has been called. Used to initialize-once even with multiple init entrypoints (HeiGen / CompoGen) + /** True if Initialize() has been called. Used to initialize-once even with multiple init entrypoints (HeiGen / CompoGen). */ bool m_IsInitialized; - /// The vertical pattern to be used for mesa biomes. Seed-dependant. - /// One Height of pattern and one Height of stone to avoid checking pattern dimensions - sBlockInfo m_MesaPattern[2 * cChunkDef::Height]; - - /// Initializes m_MesaPattern with a reasonable pattern of stained clay / hardened clay, based on the seed - void InitMesaPattern(int a_Seed); - - /// Unless the LastChunk coords are equal to coords given, prepares the internal state (noise arrays, heightmap) + /** Unless the LastChunk coords are equal to coords given, prepares the internal state (noise arrays, heightmap). */ void PrepareState(int a_ChunkX, int a_ChunkZ); - /// Generates the m_DistortedHeightmap array for the current chunk + /** Generates the m_DistortedHeightmap array for the current chunk. */ void GenerateHeightArray(void); - /// Calculates the heightmap value (before distortion) at the specified (floating-point) coords + /** Calculates the heightmap value (before distortion) at the specified (floating-point) coords. */ int GetHeightmapAt(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Z); - /// Updates m_DistortAmpX/Z[] based on m_CurChunkX and m_CurChunkZ + /** Updates m_DistortAmpX/Z[] based on m_CurChunkX and m_CurChunkZ. */ void UpdateDistortAmps(void); - /// Calculates the X and Z distortion amplitudes based on the neighbors' biomes + /** Calculates the X and Z distortion amplitudes based on the neighbors' biomes. */ void GetDistortAmpsAt(BiomeNeighbors & a_Neighbors, int a_RelX, int a_RelZ, NOISE_DATATYPE & a_DistortAmpX, NOISE_DATATYPE & a_DistortAmpZ); - /// Reads the settings from the ini file. Skips reading if already initialized + /** Reads the settings from the ini file. Skips reading if already initialized. */ void Initialize(cIniFile & a_IniFile); - /// Composes a single column in a_ChunkDesc. Chooses what to do based on the biome in that column - void ComposeColumn(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ); - /// Fills the specified column with the specified pattern; restarts the pattern when air is reached, - /// switches to ocean floor pattern if ocean is reached. Always adds bedrock at the very bottom. - void FillColumnPattern(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ, const sBlockInfo * a_Pattern); - - /// Fills the specified column with mesa pattern, based on the column height - void FillColumnMesa(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelZ); - - /// Returns the pattern to use for an ocean floor in the specified column - const sBlockInfo * ChooseOceanFloorPattern(int a_RelX, int a_RelZ); - - - // cTerrainHeightGen overrides: - virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override; - virtual void InitializeHeightGen(cIniFile & a_IniFile) override; - - // cTerrainCompositionGen overrides: - virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; - virtual void InitializeCompoGen(cIniFile & a_IniFile) override; + // cTerrainShapeGen overrides: + virtual void GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape) override; + virtual void InitializeShapeGen(cIniFile & a_IniFile) override; } ; diff --git a/src/Generating/DungeonRoomsFinisher.cpp b/src/Generating/DungeonRoomsFinisher.cpp index 3f328868d..bd45cb2a4 100644 --- a/src/Generating/DungeonRoomsFinisher.cpp +++ b/src/Generating/DungeonRoomsFinisher.cpp @@ -258,9 +258,9 @@ protected: //////////////////////////////////////////////////////////////////////////////// // cDungeonRoomsFinisher: -cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainHeightGenPtr a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib) : +cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainShapeGenPtr a_ShapeGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib) : super(a_Seed + 100, a_GridSize, a_GridSize, a_GridSize, a_GridSize, a_MaxSize, a_MaxSize, 1024), - m_HeightGen(a_HeightGen), + m_ShapeGen(a_ShapeGen), m_MaxHalfSize((a_MaxSize + 1) / 2), m_MinHalfSize((a_MinSize + 1) / 2), m_HeightProbability(cChunkDef::Height) @@ -293,10 +293,14 @@ cDungeonRoomsFinisher::cStructurePtr cDungeonRoomsFinisher::CreateStructure(int int ChunkX, ChunkZ; int RelX = a_OriginX, RelY = 0, RelZ = a_OriginZ; cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ); + /* + // TODO cChunkDef::HeightMap HeightMap; m_HeightGen->GenHeightMap(ChunkX, ChunkZ, HeightMap); int Height = cChunkDef::GetHeight(HeightMap, RelX, RelZ); // Max room height at {a_OriginX, a_OriginZ} Height = Clamp(m_HeightProbability.MapValue(rnd % m_HeightProbability.GetSum()), 10, Height - 5); + */ + int Height = 62; // Create the dungeon room descriptor: return cStructurePtr(new cDungeonRoom(a_GridX, a_GridZ, a_OriginX, a_OriginZ, HalfSizeX, HalfSizeZ, Height, m_Noise)); diff --git a/src/Generating/DungeonRoomsFinisher.h b/src/Generating/DungeonRoomsFinisher.h index 09dd0448a..e5828f989 100644 --- a/src/Generating/DungeonRoomsFinisher.h +++ b/src/Generating/DungeonRoomsFinisher.h @@ -23,15 +23,15 @@ class cDungeonRoomsFinisher : public: /** Creates a new dungeon room finisher. - a_HeightGen is the underlying height generator, so that the rooms can always be placed under the terrain. + a_ShapeGen is the underlying terrain shape generator, so that the rooms can always be placed under the terrain. a_MaxSize and a_MinSize are the maximum and minimum sizes of the room's internal (air) area, in blocks across. a_HeightDistrib is the string defining the height distribution for the rooms (cProbabDistrib format). */ - cDungeonRoomsFinisher(cTerrainHeightGenPtr a_HeightGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib); + cDungeonRoomsFinisher(cTerrainShapeGenPtr a_ShapeGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib); protected: - /** The height gen that is used for limiting the rooms' Y coords */ - cTerrainHeightGenPtr m_HeightGen; + /** The shape gen that is used for limiting the rooms' Y coords */ + cTerrainShapeGenPtr m_ShapeGen; /** Maximum half-size (from center to wall) of the dungeon room's inner (air) area. Default is 3 (vanilla). */ int m_MaxHalfSize; diff --git a/src/Generating/EndGen.cpp b/src/Generating/EndGen.cpp index 0111d2fa3..89d6117bb 100644 --- a/src/Generating/EndGen.cpp +++ b/src/Generating/EndGen.cpp @@ -147,13 +147,14 @@ bool cEndGen::IsChunkOutsideRange(int a_ChunkX, int a_ChunkZ) -void cEndGen::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) +void cEndGen::GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape) { + // If the chunk is outside out range, fill the shape with zeroes: if (IsChunkOutsideRange(a_ChunkX, a_ChunkZ)) { - for (size_t i = 0; i < ARRAYCOUNT(a_HeightMap); i++) + for (size_t i = 0; i < ARRAYCOUNT(a_Shape); i++) { - a_HeightMap[i] = 0; + a_Shape[i] = 0; } return; } @@ -165,15 +166,14 @@ void cEndGen::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_ { for (int x = 0; x < cChunkDef::Width; x++) { - cChunkDef::SetHeight(a_HeightMap, x, z, MaxY); - for (int y = MaxY; y > 0; y--) + for (int y = 0; y < MaxY; y++) { - if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= 0) - { - cChunkDef::SetHeight(a_HeightMap, x, z, y); - break; - } - } // for y + a_Shape[(x + 16 * z) * 256 + y] = (m_NoiseArray[y * 17 * 17 + z * 17 + z] > 0) ? 1 : 0; + } + for (int y = MaxY; y < cChunkDef::Height; y++) + { + a_Shape[(x + 16 * z) * 256 + y] = 0; + } } // for x } // for z } @@ -182,30 +182,18 @@ void cEndGen::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_ -void cEndGen::ComposeTerrain(cChunkDesc & a_ChunkDesc) +void cEndGen::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) { - if (IsChunkOutsideRange(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ())) - { - a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); - return; - } - - PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()); - - int MaxY = std::min((int)(1.75 * m_IslandSizeY + 1), cChunkDef::Height - 1); + a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); for (int z = 0; z < cChunkDef::Width; z++) { for (int x = 0; x < cChunkDef::Width; x++) { - for (int y = MaxY; y > 0; y--) + for (int y = 0; y < cChunkDef::Height; y++) { - if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= 0) - { - a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_END_STONE, 0); - } - else + if (a_Shape[(x + 16 * z) * 256 + y] != 0) { - a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_AIR, 0); + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_END_STONE); } } // for y } // for x diff --git a/src/Generating/EndGen.h b/src/Generating/EndGen.h index 322061810..e4c874014 100644 --- a/src/Generating/EndGen.h +++ b/src/Generating/EndGen.h @@ -17,7 +17,7 @@ class cEndGen : - public cTerrainHeightGen, + public cTerrainShapeGen, public cTerrainCompositionGen { public: @@ -59,10 +59,10 @@ protected: /// Returns true if the chunk is outside of the island's dimensions bool IsChunkOutsideRange(int a_ChunkX, int a_ChunkZ); - // cTerrainHeightGen overrides: - virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override; + // cTerrainShapeGen overrides: + virtual void GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape) override; // cTerrainCompositionGen overrides: - virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; + virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) override; virtual void InitializeCompoGen(cIniFile & a_IniFile) override; } ; diff --git a/src/Generating/HeiGen.cpp b/src/Generating/HeiGen.cpp index 1d9f1e3aa..86f934c16 100644 --- a/src/Generating/HeiGen.cpp +++ b/src/Generating/HeiGen.cpp @@ -15,7 +15,6 @@ - //////////////////////////////////////////////////////////////////////////////// // cHeiGenFlat: @@ -133,15 +132,6 @@ void cHeiGenCache::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap -void cHeiGenCache::InitializeHeightGen(cIniFile & a_IniFile) -{ - m_HeiGenToCache->InitializeHeightGen(a_IniFile); -} - - - - - bool cHeiGenCache::GetHeightAt(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ, HEIGHTTYPE & a_Height) { for (int i = 0; i < m_CacheSize; i++) @@ -750,43 +740,51 @@ cTerrainHeightGenPtr cTerrainHeightGen::CreateHeightGen(cIniFile & a_IniFile, cB } a_CacheOffByDefault = false; - cTerrainHeightGen * res = nullptr; - if (NoCaseCompare(HeightGenName, "flat") == 0) + cTerrainHeightGenPtr res; + if (NoCaseCompare(HeightGenName, "Flat") == 0) { - res = new cHeiGenFlat; + res = std::make_shared(); a_CacheOffByDefault = true; // We're generating faster than a cache would retrieve data } else if (NoCaseCompare(HeightGenName, "classic") == 0) { - res = new cHeiGenClassic(a_Seed); + res = std::make_shared(a_Seed); } else if (NoCaseCompare(HeightGenName, "DistortedHeightmap") == 0) { - res = new cDistortedHeightmap(a_Seed, a_BiomeGen); + // Not a heightmap-based generator, but it used to be accessible via HeightGen, so we need to skip making the default out of it + // Return an empty pointer, the caller will create the proper generator: + return cTerrainHeightGenPtr(); } else if (NoCaseCompare(HeightGenName, "End") == 0) { - res = new cEndGen(a_Seed); + // Not a heightmap-based generator, but it used to be accessible via HeightGen, so we need to skip making the default out of it + // Return an empty pointer, the caller will create the proper generator: + return cTerrainHeightGenPtr(); } else if (NoCaseCompare(HeightGenName, "MinMax") == 0) { - res = new cHeiGenMinMax(a_Seed, a_BiomeGen); + res = std::make_shared(a_Seed, a_BiomeGen); } else if (NoCaseCompare(HeightGenName, "Mountains") == 0) { - res = new cHeiGenMountains(a_Seed); + res = std::make_shared(a_Seed); } else if (NoCaseCompare(HeightGenName, "BiomalNoise3D") == 0) { - res = new cBiomalNoise3DComposable(a_Seed, a_BiomeGen); + // Not a heightmap-based generator, but it used to be accessible via HeightGen, so we need to skip making the default out of it + // Return an empty pointer, the caller will create the proper generator: + return cTerrainHeightGenPtr(); } else if (NoCaseCompare(HeightGenName, "Noise3D") == 0) { - res = new cNoise3DComposable(a_Seed); + // Not a heightmap-based generator, but it used to be accessible via HeightGen, so we need to skip making the default out of it + // Return an empty pointer, the caller will create the proper generator: + return cTerrainHeightGenPtr(); } - else if (NoCaseCompare(HeightGenName, "biomal") == 0) + else if (NoCaseCompare(HeightGenName, "Biomal") == 0) { - res = new cHeiGenBiomal(a_Seed, a_BiomeGen); + res = std::make_shared(a_Seed, a_BiomeGen); /* // Performance-testing: @@ -805,15 +803,14 @@ cTerrainHeightGenPtr cTerrainHeightGen::CreateHeightGen(cIniFile & a_IniFile, cB { // No match found, force-set the default and retry LOGWARN("Unknown HeightGen \"%s\", using \"Biomal\" instead.", HeightGenName.c_str()); - a_IniFile.DeleteValue("Generator", "HeightGen"); a_IniFile.SetValue("Generator", "HeightGen", "Biomal"); return CreateHeightGen(a_IniFile, a_BiomeGen, a_Seed, a_CacheOffByDefault); } // Read the settings: res->InitializeHeightGen(a_IniFile); - - return cTerrainHeightGenPtr(res); + + return res; } diff --git a/src/Generating/HeiGen.h b/src/Generating/HeiGen.h index 6ae5ba362..d91ace3bd 100644 --- a/src/Generating/HeiGen.h +++ b/src/Generating/HeiGen.h @@ -2,10 +2,12 @@ // HeiGen.h /* -Interfaces to the various height generators: +Interfaces to the various height-based terrain shape generators: - cHeiGenFlat - cHeiGenClassic - cHeiGenBiomal + +Also implements the heightmap cache */ @@ -21,26 +23,7 @@ Interfaces to the various height generators: -class cHeiGenFlat : - public cTerrainHeightGen -{ -public: - cHeiGenFlat(void) : m_Height(5) {} - -protected: - - int m_Height; - - // cTerrainHeightGen overrides: - virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override; - virtual void InitializeHeightGen(cIniFile & a_IniFile) override; -} ; - - - - - -/// A simple cache that stores N most recently generated chunks' heightmaps; N being settable upon creation +/** A simple cache that stores N most recently generated chunks' heightmaps; N being settable upon creation */ class cHeiGenCache : public cTerrainHeightGen { @@ -50,15 +33,11 @@ public: // cTerrainHeightGen overrides: virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override; - virtual void InitializeHeightGen(cIniFile & a_IniFile) override; - /// Retrieves height at the specified point in the cache, returns true if found, false if not found + /** Retrieves height at the specified point in the cache, returns true if found, false if not found */ bool GetHeightAt(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ, HEIGHTTYPE & a_Height); protected: - - cTerrainHeightGenPtr m_HeiGenToCache; - struct sCacheData { int m_ChunkX; @@ -66,6 +45,9 @@ protected: cChunkDef::HeightMap m_HeightMap; } ; + /** The terrain height generator that is being cached. */ + cTerrainHeightGenPtr m_HeiGenToCache; + // To avoid moving large amounts of data for the MRU behavior, we MRU-ize indices to an array of the actual data int m_CacheSize; int * m_CacheOrder; // MRU-ized order, indices into m_CacheData array @@ -81,6 +63,25 @@ protected: +class cHeiGenFlat : + public cTerrainHeightGen +{ +public: + cHeiGenFlat(void) : m_Height(5) {} + +protected: + + int m_Height; + + // cTerrainHeightGen overrides: + virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override; + virtual void InitializeHeightGen(cIniFile & a_IniFile) override; +} ; + + + + + class cHeiGenClassic : public cTerrainHeightGen { diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp index 4e45aa18b..da4632de4 100644 --- a/src/Generating/Noise3DGenerator.cpp +++ b/src/Generating/Noise3DGenerator.cpp @@ -458,110 +458,53 @@ void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ) NOISE_DATATYPE BaseNoise[5 * 5]; NOISE_DATATYPE BlockX = static_cast(a_ChunkX * cChunkDef::Width); NOISE_DATATYPE BlockZ = static_cast(a_ChunkZ * cChunkDef::Width); - // Note that we have to swap the coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "z": - m_ChoiceNoise.Generate3D (ChoiceNoise, 5, 5, 33, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, 0, 257 / m_ChoiceFrequencyY, Workspace); - m_DensityNoiseA.Generate3D(DensityNoiseA, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace); - m_DensityNoiseB.Generate3D(DensityNoiseB, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace); + // 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 y = 0; y < 33; y++) + for (int z = 0; z < 5; z++) { - NOISE_DATATYPE AddHeight = (static_cast(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; - } - - for (int z = 0; z < 5; z++) + for (int x = 0; x < 5; x++) { - for (int x = 0; x < 5; x++) + NOISE_DATATYPE curBaseNoise = BaseNoise[x + 5 * z]; + for (int y = 0; y < 33; y++) { - int idx = x + 5 * z + 5 * 5 * y; - Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + BaseNoise[x + 5 * z]; + NOISE_DATATYPE AddHeight = (static_cast(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; + } + + int idx = 33 * x + 33 * 5 * z + y; + Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + curBaseNoise; } } } - LinearUpscale3DArray(Workspace, 5, 5, 33, m_NoiseArray, 4, 4, 8); + LinearUpscale3DArray(Workspace, 33, 5, 5, m_NoiseArray, 8, 4, 4); } -void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) +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++) { - cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel); - for (int y = cChunkDef::Height - 1; y > m_SeaLevel; y--) - { - if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= m_AirThreshold) - { - cChunkDef::SetHeight(a_HeightMap, x, z, y); - break; - } - } // for y - } // for x - } // for z -} - - - - - -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++) - { - 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 } @@ -671,21 +614,23 @@ void cBiomalNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_Ch NOISE_DATATYPE BaseNoise[5 * 5]; NOISE_DATATYPE BlockX = static_cast(a_ChunkX * cChunkDef::Width); NOISE_DATATYPE BlockZ = static_cast(a_ChunkZ * cChunkDef::Width); - // Note that we have to swap the coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "z": - m_ChoiceNoise.Generate3D (ChoiceNoise, 5, 5, 33, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, 0, 257 / m_ChoiceFrequencyY, Workspace); - m_DensityNoiseA.Generate3D(DensityNoiseA, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace); - m_DensityNoiseB.Generate3D(DensityNoiseB, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace); + // 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 y = 0; y < 33; y++) + for (int z = 0; z < 5; z++) { - NOISE_DATATYPE BlockHeight = static_cast(y * 8); - for (int z = 0; z < 5; z++) + for (int x = 0; x < 5; x++) { - 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 = (BlockHeight - MidPoint[x + 5 * z]) * HeightAmp[x + 5 * z]; + NOISE_DATATYPE AddHeight = (static_cast(y * 8) - curMidPoint) * curHeightAmp; // If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope: if (AddHeight < 0) @@ -693,12 +638,12 @@ void cBiomalNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_Ch AddHeight *= 4; } - int idx = x + 5 * z + 5 * 5 * y; - Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + BaseNoise[x + 5 * z]; + int idx = 33 * x + y + 33 * 5 * z; + Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + curBaseNoise; } } } - LinearUpscale3DArray(Workspace, 5, 5, 33, m_NoiseArray, 4, 4, 8); + LinearUpscale3DArray(Workspace, 33, 5, 5, m_NoiseArray, 8, 4, 4); } @@ -778,78 +723,19 @@ void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE - -void cBiomalNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) +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++) { - cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel); - for (int y = cChunkDef::Height - 1; y > m_SeaLevel; y--) - { - if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= m_AirThreshold) - { - cChunkDef::SetHeight(a_HeightMap, x, z, y); - break; - } - } // for y - } // for x - } // for z -} - - - - - -void cBiomalNoise3DComposable::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++) - { - 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 } @@ -857,3 +743,4 @@ void cBiomalNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc) + diff --git a/src/Generating/Noise3DGenerator.h b/src/Generating/Noise3DGenerator.h index ba541fbcc..eaac182ba 100644 --- a/src/Generating/Noise3DGenerator.h +++ b/src/Generating/Noise3DGenerator.h @@ -69,8 +69,7 @@ protected: class cNoise3DComposable : - public cTerrainHeightGen, - public cTerrainCompositionGen + public cTerrainShapeGen { public: cNoise3DComposable(int a_Seed); @@ -127,12 +126,8 @@ protected: void GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ); // cTerrainHeightGen overrides: - virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override; - virtual void InitializeHeightGen(cIniFile & a_IniFile) override { Initialize(a_IniFile); } - - // cTerrainCompositionGen overrides: - virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; - virtual void InitializeCompoGen(cIniFile & a_IniFile) override { Initialize(a_IniFile); } + virtual void GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape) override; + virtual void InitializeShapeGen(cIniFile & a_IniFile) override { Initialize(a_IniFile); } } ; @@ -140,8 +135,7 @@ protected: class cBiomalNoise3DComposable : - public cTerrainHeightGen, - public cTerrainCompositionGen + public cTerrainShapeGen { public: cBiomalNoise3DComposable(int a_Seed, cBiomeGenPtr a_BiomeGen); @@ -194,7 +188,7 @@ protected: // Cache for the last calculated chunk (reused between heightmap and composition queries): int m_LastChunkX; int m_LastChunkZ; - NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // x + 17 * z + 17 * 17 * y + NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // 257 * x + y + 257 * 17 * z /** Weights for summing up neighboring biomes. */ NOISE_DATATYPE m_Weight[AVERAGING_SIZE * 2 + 1][AVERAGING_SIZE * 2 + 1]; @@ -212,13 +206,9 @@ protected: /** Returns the parameters for the specified biome. */ void GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE & a_HeightAmp, NOISE_DATATYPE & a_MidPoint); - // cTerrainHeightGen overrides: - virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override; - virtual void InitializeHeightGen(cIniFile & a_IniFile) override { Initialize(a_IniFile); } - - // cTerrainCompositionGen overrides: - virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override; - virtual void InitializeCompoGen(cIniFile & a_IniFile) override { Initialize(a_IniFile); } + // cTerrainShapeGen overrides: + virtual void GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape) override; + virtual void InitializeShapeGen(cIniFile & a_IniFile) override { Initialize(a_IniFile); } } ; diff --git a/src/Generating/ShapeGen.cpp b/src/Generating/ShapeGen.cpp new file mode 100644 index 000000000..750b34e10 --- /dev/null +++ b/src/Generating/ShapeGen.cpp @@ -0,0 +1,140 @@ + +// ShapeGen.cpp + +// Implements the function to create a cTerrainShapeGen descendant based on INI file settings + +#include "Globals.h" +#include "HeiGen.h" +#include "../IniFile.h" +#include "DistortedHeightmap.h" +#include "EndGen.h" +#include "Noise3DGenerator.h" + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cTerrainHeightToShapeGen: + +/** Converts old-style height-generators into new-style shape-generators. */ +class cTerrainHeightToShapeGen: + public cTerrainShapeGen +{ +public: + cTerrainHeightToShapeGen(cTerrainHeightGenPtr a_HeightGen): + m_HeightGen(a_HeightGen) + { + } + + + // cTerrainShapeGen overrides: + virtual void GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape) override + { + // Generate the heightmap: + cChunkDef::HeightMap heightMap; + m_HeightGen->GenHeightMap(a_ChunkX, a_ChunkZ, heightMap); + + // Convert from heightmap to shape: + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x++) + { + HEIGHTTYPE height = cChunkDef::GetHeight(heightMap, x, z) + 1; + Byte * shapeColumn = &(a_Shape[(x + 16 * z) * 256]); + for (int y = 0; y < height; y++) + { + shapeColumn[y] = 1; + } + for (int y = height; y < cChunkDef::Height; y++) + { + shapeColumn[y] = 0; + } + } // for x + } // for z + } + + + virtual void InitializeShapeGen(cIniFile & a_IniFile) override + { + m_HeightGen->InitializeHeightGen(a_IniFile); + } + +protected: + /** The height generator being converted. */ + cTerrainHeightGenPtr m_HeightGen; +}; + +typedef SharedPtr cTerrainHeightToShapeGenPtr; + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cTerrainShapeGen: + +cTerrainShapeGenPtr cTerrainShapeGen::CreateShapeGen(cIniFile & a_IniFile, cBiomeGenPtr a_BiomeGen, int a_Seed, bool & a_CacheOffByDefault) +{ + AString shapeGenName = a_IniFile.GetValueSet("Generator", "ShapeGen", ""); + if (shapeGenName.empty()) + { + LOGWARN("[Generator] ShapeGen value not set in world.ini, using \"BiomalNoise3D\"."); + shapeGenName = "BiomalNoise3D"; + } + + // If the shapegen is HeightMap, redirect to older HeightMap-based generators: + if (NoCaseCompare(shapeGenName, "HeightMap") == 0) + { + cTerrainHeightGenPtr heightGen = cTerrainHeightGen::CreateHeightGen(a_IniFile, a_BiomeGen, a_Seed, a_CacheOffByDefault); + if (heightGen != nullptr) + { + return std::make_shared(heightGen); + } + + // The height gen was not recognized; several heightgens were promoted to shape gens, so let's try them instead: + shapeGenName = a_IniFile.GetValue("Generator", "HeightGen", ""); + if (shapeGenName.empty()) + { + LOGWARNING("[Generator] ShapeGen set to HeightMap, but HeightGen not set. Reverting to \"BiomalNoise3D\"."); + shapeGenName = "BiomalNoise3D"; + a_IniFile.SetValue("Generator", "ShapeGen", shapeGenName); + } + } + + // Choose the shape generator based on the name: + a_CacheOffByDefault = false; + cTerrainShapeGenPtr res; + if (NoCaseCompare(shapeGenName, "DistortedHeightmap") == 0) + { + res = std::make_shared(a_Seed, a_BiomeGen); + } + else if (NoCaseCompare(shapeGenName, "End") == 0) + { + res = std::make_shared(a_Seed); + } + else if (NoCaseCompare(shapeGenName, "BiomalNoise3D") == 0) + { + res = std::make_shared(a_Seed, a_BiomeGen); + } + else if (NoCaseCompare(shapeGenName, "Noise3D") == 0) + { + res = std::make_shared(a_Seed); + } + else + { + // No match found, force-set the default and retry + LOGWARN("Unknown ShapeGen \"%s\", using \"BiomalNoise3D\" instead.", shapeGenName.c_str()); + a_IniFile.SetValue("Generator", "ShapeGen", "BiomalNoise3D"); + return CreateShapeGen(a_IniFile, a_BiomeGen, a_Seed, a_CacheOffByDefault); + } + + // Read the settings: + res->InitializeShapeGen(a_IniFile); + + return res; +} + + + + diff --git a/src/Generating/StructGen.cpp b/src/Generating/StructGen.cpp index bdefcd8c1..1c83cf78f 100644 --- a/src/Generating/StructGen.cpp +++ b/src/Generating/StructGen.cpp @@ -37,10 +37,12 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc) Dest = &WorkerDesc; WorkerDesc.SetChunkCoords(BaseX, BaseZ); + // TODO: This may cause a lot of wasted calculations, instead of pulling data out of a single (cChunkDesc) cache + + cChunkDesc::Shape workerShape; m_BiomeGen->GenBiomes (BaseX, BaseZ, WorkerDesc.GetBiomeMap()); - m_HeightGen->GenHeightMap (BaseX, BaseZ, WorkerDesc.GetHeightMap()); - m_CompositionGen->ComposeTerrain(WorkerDesc); - // TODO: Free the entity lists + m_ShapeGen->GenShape (BaseX, BaseZ, workerShape); + m_CompositionGen->ComposeTerrain(WorkerDesc, workerShape); } else { @@ -390,7 +392,7 @@ void cStructGenLakes::GenFinish(cChunkDesc & a_ChunkDesc) } cBlockArea Lake; - CreateLakeImage(ChunkX + x, ChunkZ + z, Lake); + CreateLakeImage(ChunkX + x, ChunkZ + z, a_ChunkDesc.GetMinHeight(), Lake); int OfsX = Lake.GetOriginX() + x * cChunkDef::Width; int OfsZ = Lake.GetOriginZ() + z * cChunkDef::Width; @@ -404,25 +406,13 @@ void cStructGenLakes::GenFinish(cChunkDesc & a_ChunkDesc) -void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a_Lake) +void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, int a_MaxLakeHeight, cBlockArea & a_Lake) { a_Lake.Create(16, 8, 16); a_Lake.Fill(cBlockArea::baTypes, E_BLOCK_SPONGE); // Sponge is the NOP blocktype for lake merging strategy - // Find the minimum height in this chunk: - cChunkDef::HeightMap HeightMap; - m_HeiGen->GenHeightMap(a_ChunkX, a_ChunkZ, HeightMap); - HEIGHTTYPE MinHeight = HeightMap[0]; - for (size_t i = 1; i < ARRAYCOUNT(HeightMap); i++) - { - if (HeightMap[i] < MinHeight) - { - MinHeight = HeightMap[i]; - } - } - // Make a random position in the chunk by using a random 16 block XZ offset and random height up to chunk's max height minus 6 - MinHeight = std::max(MinHeight - 6, 2); + int MinHeight = std::max(a_MaxLakeHeight - 6, 2); int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 128, a_ChunkZ) / 11; // Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range int OffsetX = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8; diff --git a/src/Generating/StructGen.h b/src/Generating/StructGen.h index 906fdd722..0c5efe622 100644 --- a/src/Generating/StructGen.h +++ b/src/Generating/StructGen.h @@ -24,11 +24,11 @@ class cStructGenTrees : public cFinishGen { public: - cStructGenTrees(int a_Seed, cBiomeGenPtr a_BiomeGen, cTerrainHeightGenPtr a_HeightGen, cTerrainCompositionGenPtr a_CompositionGen) : + cStructGenTrees(int a_Seed, cBiomeGenPtr a_BiomeGen, cTerrainShapeGenPtr a_ShapeGen, cTerrainCompositionGenPtr a_CompositionGen) : m_Seed(a_Seed), m_Noise(a_Seed), m_BiomeGen(a_BiomeGen), - m_HeightGen(a_HeightGen), + m_ShapeGen(a_ShapeGen), m_CompositionGen(a_CompositionGen) {} @@ -37,12 +37,12 @@ protected: int m_Seed; cNoise m_Noise; cBiomeGenPtr m_BiomeGen; - cTerrainHeightGenPtr m_HeightGen; + cTerrainShapeGenPtr m_ShapeGen; cTerrainCompositionGenPtr m_CompositionGen; /** Generates and applies an image of a single tree. - Parts of the tree inside the chunk are applied to a_BlockX. - Parts of the tree outside the chunk are stored in a_OutsideX + Parts of the tree inside the chunk are applied to a_ChunkDesc. + Parts of the tree outside the chunk are stored in a_OutsideXYZ */ void GenerateSingleTree( int a_ChunkX, int a_ChunkZ, int a_Seq, @@ -51,7 +51,7 @@ protected: sSetBlockVector & a_OutsideOther ) ; - /// Applies an image into chunk blockdata; all blocks outside the chunk will be appended to a_Overflow + /** Applies an image into chunk blockdata; all blocks outside the chunk will be appended to a_Overflow. */ void ApplyTreeImage( int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc, @@ -124,27 +124,30 @@ class cStructGenLakes : public cFinishGen { public: - cStructGenLakes(int a_Seed, BLOCKTYPE a_Fluid, cTerrainHeightGenPtr a_HeiGen, int a_Probability) : + cStructGenLakes(int a_Seed, BLOCKTYPE a_Fluid, cTerrainShapeGenPtr a_ShapeGen, int a_Probability) : m_Noise(a_Seed), m_Seed(a_Seed), m_Fluid(a_Fluid), - m_HeiGen(a_HeiGen), + m_ShapeGen(a_ShapeGen), m_Probability(a_Probability) { } protected: - cNoise m_Noise; - int m_Seed; - BLOCKTYPE m_Fluid; - cTerrainHeightGenPtr m_HeiGen; - int m_Probability; ///< Chance, 0 .. 100, of a chunk having the lake + cNoise m_Noise; + int m_Seed; + BLOCKTYPE m_Fluid; + cTerrainShapeGenPtr m_ShapeGen; + + /** Chance, [0 .. 100], of a chunk having the lake. */ + int m_Probability; + // cFinishGen override: virtual void GenFinish(cChunkDesc & a_ChunkDesc) override; - /// Creates a lake image for the specified chunk into a_Lake - void CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a_Lake); + /** Creates a lake image for the specified chunk into a_Lake. */ + void CreateLakeImage(int a_ChunkX, int a_ChunkZ, int a_MaxLakeHeight, cBlockArea & a_Lake); } ; diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp index a9b359b6a..f7d9a8316 100644 --- a/src/Generating/VillageGen.cpp +++ b/src/Generating/VillageGen.cpp @@ -18,8 +18,8 @@ /* How village generating works: -By descending from a cGridStructGen, a semi-random grid is generated. A village may be generated for each of -the grid's cells. Each cell checks the biomes in an entire chunk around it, only generating a village if all +By descending from a cGridStructGen, a semi-random (jitter) grid is generated. A village may be generated for each +of the grid's cells. Each cell checks the biomes in an entire chunk around it, only generating a village if all biomes are village-friendly. If yes, the entire village structure is built for that cell. If not, the cell is left village-less. @@ -125,7 +125,7 @@ public: m_Noise(a_Seed), m_MaxSize(a_MaxSize), m_Density(a_Density), - m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, 255, a_OriginZ + a_MaxSize), + m_Borders(a_OriginX - a_MaxSize, 0, a_OriginZ - a_MaxSize, a_OriginX + a_MaxSize, cChunkDef::Height - 1, a_OriginZ + a_MaxSize), m_Prefabs(a_Prefabs), m_HeightGen(a_HeightGen), m_RoadBlock(a_RoadBlock), -- cgit v1.2.3