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// CompositedHeiGen.h
// Declares the cCompositedHeiGen class representing a cTerrainHeightGen descendant that calculates heightmap of the composited terrain
// This is used to further cache heightmaps for chunks already generated for finishers that require only heightmap information
#pragma once
#include "ComposableGenerator.h"
class cCompositedHeiGen:
public cTerrainHeightGen
{
public:
cCompositedHeiGen(cBiomeGen & a_BiomeGen, cTerrainShapeGen & a_ShapeGen, cTerrainCompositionGen & a_CompositionGen):
m_BiomeGen(a_BiomeGen),
m_ShapeGen(a_ShapeGen),
m_CompositionGen(a_CompositionGen)
{
}
// cTerrainHeightGen overrides:
virtual void GenHeightMap(cChunkCoords a_ChunkCoords, cChunkDef::HeightMap & a_HeightMap) override
{
cChunkDesc::Shape shape;
m_ShapeGen.GenShape(a_ChunkCoords, shape);
cChunkDesc desc(a_ChunkCoords);
m_BiomeGen.GenBiomes(a_ChunkCoords, desc.GetBiomeMap()); // Need to initialize biomes for the composition gen
desc.SetHeightFromShape(shape);
m_CompositionGen.ComposeTerrain(desc, shape);
memcpy(a_HeightMap, desc.GetHeightMap(), sizeof(a_HeightMap));
}
protected:
cBiomeGen & m_BiomeGen;
cTerrainShapeGen & m_ShapeGen;
cTerrainCompositionGen & m_CompositionGen;
};
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