diff options
Diffstat (limited to 'source/Generating/CompoGen.cpp')
-rw-r--r-- | source/Generating/CompoGen.cpp | 98 |
1 files changed, 98 insertions, 0 deletions
diff --git a/source/Generating/CompoGen.cpp b/source/Generating/CompoGen.cpp index 53d10c674..e1d620ab3 100644 --- a/source/Generating/CompoGen.cpp +++ b/source/Generating/CompoGen.cpp @@ -425,3 +425,101 @@ void cCompoGenBiomal::FillColumnPattern(int a_RelX, int a_RelZ, int a_Height, cC + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cCompoGenNether: + +cCompoGenNether::cCompoGenNether(int a_Seed) : + m_Noise1(a_Seed + 10), + m_Noise2(a_Seed * a_Seed * 10 + a_Seed * 1000 + 6000), + m_Threshold(0) +{ +} + + + + + +void cCompoGenNether::ComposeTerrain( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated + cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated + const cChunkDef::HeightMap & a_HeightMap, // The height map to fit + const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to + cEntityList & a_Entities, // Entitites may be generated along with the terrain + cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...) +) +{ + HEIGHTTYPE MaxHeight = 0; + for (int i = 0; i < ARRAYCOUNT(a_HeightMap); i++) + { + if (a_HeightMap[i] > MaxHeight) + { + MaxHeight = a_HeightMap[i]; + } + } + + const int SEGMENT_HEIGHT = 8; + const int INTERPOL_X = 16; // Must be a divisor of 16 + const int INTERPOL_Z = 16; // Must be a divisor of 16 + // Interpolate the chunk in 16 * SEGMENT_HEIGHT * 16 "segments", each 8 blocks high and each linearly interpolated separately. + // Have two buffers, one for the lowest floor and one for the highest floor, so that Y-interpolation can be done between them + // Then swap the buffers and use the previously-top one as the current-bottom, without recalculating it. + + int FloorBuf1[17 * 17]; + int FloorBuf2[17 * 17]; + int * FloorHi = FloorBuf1; + int * FloorLo = FloorBuf2; + int BaseX = a_ChunkX * cChunkDef::Width; + int BaseZ = a_ChunkZ * cChunkDef::Width; + + // Interpolate the lowest floor: + for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++) + { + FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] = + m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) * + m_Noise2.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) / + 256; + } // for x, z - FloorLo[] + IntArrayLinearInterpolate2D(FloorLo, 17, 17, INTERPOL_X, INTERPOL_Z); + + // Interpolate segments: + for (int Segment = 0; Segment < MaxHeight; Segment += SEGMENT_HEIGHT) + { + // First update the high floor: + for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++) + { + FloorHi[INTERPOL_X * x + 17 * INTERPOL_Z * z] = + m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) * + m_Noise2.IntNoise3DInt(BaseX + INTERPOL_Z * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) / + 256; + } // for x, z - FloorLo[] + IntArrayLinearInterpolate2D(FloorHi, 17, 17, INTERPOL_X, INTERPOL_Z); + + // Interpolate between FloorLo and FloorHi: + for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++) + { + int Lo = FloorLo[x + 17 * z] / 256; + int Hi = FloorHi[x + 17 * z] / 256; + for (int y = 0; y < SEGMENT_HEIGHT; y++) + { + int Val = Lo + (Hi - Lo) * y / SEGMENT_HEIGHT; + cChunkDef::SetBlock(a_BlockTypes, x, y + Segment, z, (Val < m_Threshold) ? E_BLOCK_NETHERRACK : E_BLOCK_AIR); + } + } + + // Swap the floors: + std::swap(FloorLo, FloorHi); + } + + // Bedrock at the bottom and at the top: + for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++) + { + cChunkDef::SetBlock(a_BlockTypes, x, 0, z, E_BLOCK_BEDROCK); + cChunkDef::SetBlock(a_BlockTypes, x, cChunkDef::GetHeight(a_HeightMap, x, z), z, E_BLOCK_BEDROCK); + } +} + + + + |