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Diffstat (limited to '')
-rw-r--r-- | source/Generating/StructGen.cpp | 114 |
1 files changed, 114 insertions, 0 deletions
diff --git a/source/Generating/StructGen.cpp b/source/Generating/StructGen.cpp index 583ee867a..c9af06afb 100644 --- a/source/Generating/StructGen.cpp +++ b/source/Generating/StructGen.cpp @@ -511,3 +511,117 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cStructGenBiomeOverhangs: + +cStructGenDirectOverhangs::cStructGenDirectOverhangs(int a_Seed) : + m_Noise1(a_Seed), + m_Noise2(a_Seed + 1000) +{ +} + + + + + +void cStructGenDirectOverhangs::GenStructures(cChunkDesc & a_ChunkDesc) +{ + // If there is no column of the wanted biome, bail out: + if (!HasWantedBiome(a_ChunkDesc)) + { + return; + } + + HEIGHTTYPE MaxHeight = a_ChunkDesc.GetMaxHeight(); + + 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 SEGMENT_HEIGHT 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_ChunkDesc.GetChunkX() * cChunkDef::Width; + int BaseZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; + int BaseY = 63; + + // 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, BaseY, BaseZ + INTERPOL_Z * z) * + m_Noise2.IntNoise3DInt(BaseX + INTERPOL_X * x, BaseY, BaseZ + INTERPOL_Z * z) / + 256; + } // for x, z - FloorLo[] + IntArrayLinearInterpolate2D(FloorLo, 17, 17, INTERPOL_X, INTERPOL_Z); + + // Interpolate segments: + for (int Segment = BaseY; 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++) + { + switch (a_ChunkDesc.GetBiome(x, z)) + { + case biExtremeHills: + case biExtremeHillsEdge: + { + 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; + if (Val < 0) + { + a_ChunkDesc.SetBlockType(x, y + Segment, z, E_BLOCK_AIR); + } + } // for y + break; + } + } // switch (biome) + } // for z, x + + // Swap the floors: + std::swap(FloorLo, FloorHi); + } +} + + + + + +bool cStructGenDirectOverhangs::HasWantedBiome(cChunkDesc & a_ChunkDesc) const +{ + cChunkDef::BiomeMap & Biomes = a_ChunkDesc.GetBiomeMap(); + for (int i = 0; i < ARRAYCOUNT(Biomes); i++) + { + switch (Biomes[i]) + { + case biExtremeHills: + case biExtremeHillsEdge: + { + return true; + } + } + } // for i + return false; +} + + + + |