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-rw-r--r--src/BlockEntities/BeaconEntity.cpp19
-rw-r--r--src/BlockEntities/BeaconEntity.h2
-rw-r--r--src/BlockEntities/BlockEntityWithItems.h2
-rw-r--r--src/BlockEntities/ChestEntity.h2
-rw-r--r--src/BlockEntities/CommandBlockEntity.h2
-rw-r--r--src/BlockEntities/DispenserEntity.h2
-rw-r--r--src/BlockEntities/DropSpenserEntity.h2
-rw-r--r--src/BlockEntities/DropperEntity.h2
-rw-r--r--src/BlockEntities/EnderChestEntity.h2
-rw-r--r--src/BlockEntities/FlowerPotEntity.h2
-rw-r--r--src/BlockEntities/FurnaceEntity.h2
-rw-r--r--src/BlockEntities/HopperEntity.h2
-rw-r--r--src/BlockEntities/JukeboxEntity.h2
-rw-r--r--src/BlockEntities/MobHeadEntity.h2
-rw-r--r--src/BlockEntities/NoteEntity.h2
-rw-r--r--src/BlockEntities/SignEntity.h2
-rw-r--r--src/BlockID.cpp2
-rw-r--r--src/BlockID.h2
-rw-r--r--src/CMakeLists.txt20
-rw-r--r--src/Chunk.cpp12
-rw-r--r--src/ClientHandle.cpp14
-rw-r--r--src/CraftingRecipes.cpp6
-rw-r--r--src/Enchantments.cpp2
-rw-r--r--src/Entities/Minecart.h2
-rw-r--r--src/FurnaceRecipe.cpp6
-rw-r--r--src/Generating/BioGen.h2
-rw-r--r--src/Generating/CMakeLists.txt12
-rw-r--r--src/Generating/Caves.h1
-rw-r--r--src/Generating/ChunkDesc.cpp65
-rw-r--r--src/Generating/ChunkDesc.h25
-rw-r--r--src/Generating/ChunkGenerator.cpp6
-rw-r--r--src/Generating/CompoGen.cpp336
-rw-r--r--src/Generating/CompoGen.h47
-rw-r--r--src/Generating/CompoGenBiomal.cpp586
-rw-r--r--src/Generating/CompoGenBiomal.h21
-rw-r--r--src/Generating/ComposableGenerator.cpp112
-rw-r--r--src/Generating/ComposableGenerator.h95
-rw-r--r--src/Generating/CompositedHeiGen.h49
-rw-r--r--src/Generating/DistortedHeightmap.cpp565
-rw-r--r--src/Generating/DistortedHeightmap.h61
-rw-r--r--src/Generating/DungeonRoomsFinisher.cpp25
-rw-r--r--src/Generating/DungeonRoomsFinisher.h8
-rw-r--r--src/Generating/EndGen.cpp44
-rw-r--r--src/Generating/EndGen.h10
-rw-r--r--src/Generating/FinishGen.cpp3
-rw-r--r--src/Generating/FinishGen.h2
-rw-r--r--src/Generating/GridStructGen.h2
-rw-r--r--src/Generating/HeiGen.cpp92
-rw-r--r--src/Generating/HeiGen.h100
-rw-r--r--src/Generating/MineShafts.h1
-rw-r--r--src/Generating/Noise3DGenerator.cpp532
-rw-r--r--src/Generating/Noise3DGenerator.h67
-rw-r--r--src/Generating/PieceGenerator.h2
-rw-r--r--src/Generating/Ravines.h1
-rw-r--r--src/Generating/ShapeGen.cpp145
-rw-r--r--src/Generating/StructGen.cpp36
-rw-r--r--src/Generating/StructGen.h35
-rw-r--r--src/Generating/Trees.cpp106
-rw-r--r--src/Generating/Trees.h8
-rw-r--r--src/Generating/TwoHeights.cpp121
-rw-r--r--src/Generating/TwoHeights.h23
-rw-r--r--src/Generating/VillageGen.cpp6
-rw-r--r--src/ItemGrid.cpp2
-rw-r--r--src/Mobs/Monster.cpp4
-rw-r--r--src/Mobs/Monster.h8
-rw-r--r--src/Mobs/Pig.cpp20
-rw-r--r--src/Mobs/Pig.h3
-rw-r--r--src/Mobs/Villager.cpp7
-rw-r--r--src/Noise/CMakeLists.txt21
-rw-r--r--src/Noise/InterpolNoise.h524
-rw-r--r--src/Noise/Noise.cpp (renamed from src/Noise.cpp)551
-rw-r--r--src/Noise/Noise.h (renamed from src/Noise.h)262
-rw-r--r--src/Noise/OctavedNoise.h196
-rw-r--r--src/Noise/RidgedNoise.h91
-rw-r--r--src/Root.cpp2
-rw-r--r--src/Root.h6
-rw-r--r--src/Vector3.h15
-rw-r--r--src/VoronoiMap.h2
-rw-r--r--src/World.cpp261
-rw-r--r--src/World.h2
-rw-r--r--src/WorldStorage/WSSAnvil.cpp10
-rw-r--r--src/main.cpp2
82 files changed, 3203 insertions, 2253 deletions
diff --git a/src/BlockEntities/BeaconEntity.cpp b/src/BlockEntities/BeaconEntity.cpp
index 85819446c..409f2937c 100644
--- a/src/BlockEntities/BeaconEntity.cpp
+++ b/src/BlockEntities/BeaconEntity.cpp
@@ -247,15 +247,16 @@ void cBeaconEntity::GiveEffects(void)
}
public:
- cPlayerCallback(int a_Radius, int a_PosX, int a_PosY, int a_PosZ, cEntityEffect::eType a_PrimaryEffect, cEntityEffect::eType a_SecondaryEffect, short a_EffectLevel)
- : m_Radius(a_Radius)
- , m_PosX(a_PosX)
- , m_PosY(a_PosY)
- , m_PosZ(a_PosZ)
- , m_PrimaryEffect(a_PrimaryEffect)
- , m_SecondaryEffect(a_SecondaryEffect)
- , m_EffectLevel(a_EffectLevel)
- {};
+ cPlayerCallback(int a_Radius, int a_PosX, int a_PosY, int a_PosZ, cEntityEffect::eType a_PrimaryEffect, cEntityEffect::eType a_SecondaryEffect, short a_EffectLevel):
+ m_Radius(a_Radius),
+ m_PosX(a_PosX),
+ m_PosY(a_PosY),
+ m_PosZ(a_PosZ),
+ m_PrimaryEffect(a_PrimaryEffect),
+ m_SecondaryEffect(a_SecondaryEffect),
+ m_EffectLevel(a_EffectLevel)
+ {
+ }
} PlayerCallback(Radius, m_PosX, m_PosY, m_PosZ, m_PrimaryEffect, SecondaryEffect, EffectLevel);
GetWorld()->ForEachPlayer(PlayerCallback);
diff --git a/src/BlockEntities/BeaconEntity.h b/src/BlockEntities/BeaconEntity.h
index 783e04fe2..bc27e92b0 100644
--- a/src/BlockEntities/BeaconEntity.h
+++ b/src/BlockEntities/BeaconEntity.h
@@ -24,7 +24,7 @@ class cBeaconEntity :
public:
// tolua_end
- BLOCKENTITY_PROTODEF(cBeaconEntity);
+ BLOCKENTITY_PROTODEF(cBeaconEntity)
cBeaconEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
diff --git a/src/BlockEntities/BlockEntityWithItems.h b/src/BlockEntities/BlockEntityWithItems.h
index 8c7d4749b..2c2ced1cb 100644
--- a/src/BlockEntities/BlockEntityWithItems.h
+++ b/src/BlockEntities/BlockEntityWithItems.h
@@ -29,7 +29,7 @@ class cBlockEntityWithItems :
public:
// tolua_end
- BLOCKENTITY_PROTODEF(cBlockEntityWithItems);
+ BLOCKENTITY_PROTODEF(cBlockEntityWithItems)
cBlockEntityWithItems(
BLOCKTYPE a_BlockType, // Type of the block that the entity represents
diff --git a/src/BlockEntities/ChestEntity.h b/src/BlockEntities/ChestEntity.h
index a8a765430..645dbf4bc 100644
--- a/src/BlockEntities/ChestEntity.h
+++ b/src/BlockEntities/ChestEntity.h
@@ -28,7 +28,7 @@ public:
// tolua_end
- BLOCKENTITY_PROTODEF(cChestEntity);
+ BLOCKENTITY_PROTODEF(cChestEntity)
/** Constructor used for normal operation */
cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World, BLOCKTYPE a_Type);
diff --git a/src/BlockEntities/CommandBlockEntity.h b/src/BlockEntities/CommandBlockEntity.h
index 8b5a2b87f..d8ac054f0 100644
--- a/src/BlockEntities/CommandBlockEntity.h
+++ b/src/BlockEntities/CommandBlockEntity.h
@@ -28,7 +28,7 @@ public:
// tolua_end
- BLOCKENTITY_PROTODEF(cCommandBlockEntity);
+ BLOCKENTITY_PROTODEF(cCommandBlockEntity)
/// Creates a new empty command block entity
cCommandBlockEntity(int a_X, int a_Y, int a_Z, cWorld * a_World);
diff --git a/src/BlockEntities/DispenserEntity.h b/src/BlockEntities/DispenserEntity.h
index 5ba87b716..12e12942a 100644
--- a/src/BlockEntities/DispenserEntity.h
+++ b/src/BlockEntities/DispenserEntity.h
@@ -17,7 +17,7 @@ public:
// tolua_end
- BLOCKENTITY_PROTODEF(cDispenserEntity);
+ BLOCKENTITY_PROTODEF(cDispenserEntity)
/** Constructor used for normal operation */
cDispenserEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
diff --git a/src/BlockEntities/DropSpenserEntity.h b/src/BlockEntities/DropSpenserEntity.h
index 8ce7f8bb8..6c23a402f 100644
--- a/src/BlockEntities/DropSpenserEntity.h
+++ b/src/BlockEntities/DropSpenserEntity.h
@@ -41,7 +41,7 @@ public:
// tolua_end
- BLOCKENTITY_PROTODEF(cDropSpenserEntity);
+ BLOCKENTITY_PROTODEF(cDropSpenserEntity)
cDropSpenserEntity(BLOCKTYPE a_BlockType, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
virtual ~cDropSpenserEntity();
diff --git a/src/BlockEntities/DropperEntity.h b/src/BlockEntities/DropperEntity.h
index 91adf660f..c638dafa8 100644
--- a/src/BlockEntities/DropperEntity.h
+++ b/src/BlockEntities/DropperEntity.h
@@ -25,7 +25,7 @@ public:
// tolua_end
- BLOCKENTITY_PROTODEF(cDropperEntity);
+ BLOCKENTITY_PROTODEF(cDropperEntity)
/// Constructor used for normal operation
cDropperEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
diff --git a/src/BlockEntities/EnderChestEntity.h b/src/BlockEntities/EnderChestEntity.h
index 17abd880a..af59cf170 100644
--- a/src/BlockEntities/EnderChestEntity.h
+++ b/src/BlockEntities/EnderChestEntity.h
@@ -18,7 +18,7 @@ class cEnderChestEntity :
public:
// tolua_end
- BLOCKENTITY_PROTODEF(cEnderChestEntity);
+ BLOCKENTITY_PROTODEF(cEnderChestEntity)
cEnderChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
virtual ~cEnderChestEntity();
diff --git a/src/BlockEntities/FlowerPotEntity.h b/src/BlockEntities/FlowerPotEntity.h
index e98d0a395..a4246bb7d 100644
--- a/src/BlockEntities/FlowerPotEntity.h
+++ b/src/BlockEntities/FlowerPotEntity.h
@@ -26,7 +26,7 @@ public:
// tolua_end
- BLOCKENTITY_PROTODEF(cFlowerPotEntity);
+ BLOCKENTITY_PROTODEF(cFlowerPotEntity)
/** Creates a new flowerpot entity at the specified block coords. a_World may be nullptr */
cFlowerPotEntity(int a_BlocX, int a_BlockY, int a_BlockZ, cWorld * a_World);
diff --git a/src/BlockEntities/FurnaceEntity.h b/src/BlockEntities/FurnaceEntity.h
index 0a66c60e3..fbe9d6c75 100644
--- a/src/BlockEntities/FurnaceEntity.h
+++ b/src/BlockEntities/FurnaceEntity.h
@@ -33,7 +33,7 @@ public:
// tolua_end
- BLOCKENTITY_PROTODEF(cFurnaceEntity);
+ BLOCKENTITY_PROTODEF(cFurnaceEntity)
/** Constructor used for normal operation */
cFurnaceEntity(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, cWorld * a_World);
diff --git a/src/BlockEntities/HopperEntity.h b/src/BlockEntities/HopperEntity.h
index 7070bbad3..da65aa671 100644
--- a/src/BlockEntities/HopperEntity.h
+++ b/src/BlockEntities/HopperEntity.h
@@ -31,7 +31,7 @@ public:
// tolua_end
- BLOCKENTITY_PROTODEF(cHopperEntity);
+ BLOCKENTITY_PROTODEF(cHopperEntity)
/// Constructor used for normal operation
cHopperEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
diff --git a/src/BlockEntities/JukeboxEntity.h b/src/BlockEntities/JukeboxEntity.h
index 67a8aa62a..000f7d87e 100644
--- a/src/BlockEntities/JukeboxEntity.h
+++ b/src/BlockEntities/JukeboxEntity.h
@@ -17,7 +17,7 @@ public:
// tolua_end
- BLOCKENTITY_PROTODEF(cJukeboxEntity);
+ BLOCKENTITY_PROTODEF(cJukeboxEntity)
cJukeboxEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
virtual ~cJukeboxEntity();
diff --git a/src/BlockEntities/MobHeadEntity.h b/src/BlockEntities/MobHeadEntity.h
index 55e45f0a6..e26c0bdd0 100644
--- a/src/BlockEntities/MobHeadEntity.h
+++ b/src/BlockEntities/MobHeadEntity.h
@@ -26,7 +26,7 @@ public:
// tolua_end
- BLOCKENTITY_PROTODEF(cMobHeadEntity);
+ BLOCKENTITY_PROTODEF(cMobHeadEntity)
/** Creates a new mob head entity at the specified block coords. a_World may be nullptr */
cMobHeadEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
diff --git a/src/BlockEntities/NoteEntity.h b/src/BlockEntities/NoteEntity.h
index b33edba4e..d3f85e9d2 100644
--- a/src/BlockEntities/NoteEntity.h
+++ b/src/BlockEntities/NoteEntity.h
@@ -34,7 +34,7 @@ public:
// tolua_end
- BLOCKENTITY_PROTODEF(cNoteEntity);
+ BLOCKENTITY_PROTODEF(cNoteEntity)
/// Creates a new note entity. a_World may be nullptr
cNoteEntity(int a_X, int a_Y, int a_Z, cWorld * a_World);
diff --git a/src/BlockEntities/SignEntity.h b/src/BlockEntities/SignEntity.h
index 09ab46f0b..9480537ed 100644
--- a/src/BlockEntities/SignEntity.h
+++ b/src/BlockEntities/SignEntity.h
@@ -25,7 +25,7 @@ public:
// tolua_end
- BLOCKENTITY_PROTODEF(cSignEntity);
+ BLOCKENTITY_PROTODEF(cSignEntity)
/// Creates a new empty sign entity at the specified block coords and block type (wall or standing). a_World may be nullptr
cSignEntity(BLOCKTYPE a_BlockType, int a_X, int a_Y, int a_Z, cWorld * a_World);
diff --git a/src/BlockID.cpp b/src/BlockID.cpp
index c98e0cad1..06f4232d3 100644
--- a/src/BlockID.cpp
+++ b/src/BlockID.cpp
@@ -200,7 +200,7 @@ public:
-BLOCKTYPE BlockStringToType(const AString & a_BlockTypeString)
+int BlockStringToType(const AString & a_BlockTypeString)
{
int res = atoi(a_BlockTypeString.c_str());
if ((res != 0) || (a_BlockTypeString.compare("0") == 0))
diff --git a/src/BlockID.h b/src/BlockID.h
index 24de2dc8a..8f2cee02e 100644
--- a/src/BlockID.h
+++ b/src/BlockID.h
@@ -1096,7 +1096,7 @@ class cIniFile;
// tolua_begin
/// Translates a blocktype string into blocktype. Takes either a number or an items.ini alias as input. Returns -1 on failure.
-extern BLOCKTYPE BlockStringToType(const AString & a_BlockTypeString);
+extern int BlockStringToType(const AString & a_BlockTypeString);
/// Translates an itemtype string into an item. Takes either a number, number^number, number:number or an items.ini alias as input. Returns true if successful.
extern bool StringToItem(const AString & a_ItemTypeString, cItem & a_Item);
diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index 096fa824d..d6218ff42 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -9,6 +9,7 @@ include_directories (SYSTEM "${CMAKE_CURRENT_SOURCE_DIR}/../lib/polarssl/include
set(FOLDERS
OSSupport HTTPServer Items Blocks Protocol Generating PolarSSL++ Bindings
WorldStorage Mobs Entities Simulator UI BlockEntities Generating/Prefabs
+ Noise
)
SET (SRCS
@@ -50,7 +51,6 @@ SET (SRCS
MobProximityCounter.cpp
MobSpawner.cpp
MonsterConfig.cpp
- Noise.cpp
ProbabDistrib.cpp
RankManager.cpp
RCONServer.cpp
@@ -65,7 +65,8 @@ SET (SRCS
VoronoiMap.cpp
WebAdmin.cpp
World.cpp
- main.cpp)
+ main.cpp
+)
SET (HDRS
AllocationPool.h
@@ -103,7 +104,6 @@ SET (HDRS
Inventory.h
Item.h
ItemGrid.h
- LeakFinder.h
LightingThread.h
LineBlockTracer.h
LinearInterpolation.h
@@ -113,14 +113,12 @@ SET (HDRS
Map.h
MapManager.h
Matrix4.h
- MemoryLeak.h
MersenneTwister.h
MobCensus.h
MobFamilyCollecter.h
MobProximityCounter.h
MobSpawner.h
MonsterConfig.h
- Noise.h
ProbabDistrib.h
RankManager.h
RCONServer.h
@@ -128,7 +126,6 @@ SET (HDRS
Scoreboard.h
Server.h
SetChunkData.h
- StackWalker.h
Statistics.h
StringCompression.h
StringUtils.h
@@ -137,7 +134,8 @@ SET (HDRS
VoronoiMap.h
WebAdmin.h
World.h
- XMLParser.h)
+ XMLParser.h
+)
include_directories(".")
include_directories ("${CMAKE_CURRENT_SOURCE_DIR}/../lib/sqlite")
@@ -175,6 +173,10 @@ if (NOT MSVC)
else ()
# MSVC-specific handling: Put all files into one project, separate by the folders:
+ # Add the MSVC-specific LeakFinder sources:
+ list (APPEND SRCS LeakFinder.cpp StackWalker.cpp)
+ list (APPEND HDRS LeakFinder.h StackWalker.h MemoryLeak.h)
+
source_group(Bindings FILES "Bindings/Bindings.cpp" "Bindings/Bindings.h")
# Add all subfolders as solution-folders:
@@ -224,7 +226,7 @@ else ()
Bindings/Bindings.cpp PROPERTIES COMPILE_FLAGS "/Yc\"string.h\" /Fp\"$(IntDir)/Bindings.pch\""
)
SET_SOURCE_FILES_PROPERTIES(
- "StackWalker.cpp LeakFinder.h" PROPERTIES COMPILE_FLAGS "/Yc\"Globals.h\""
+ "StackWalker.cpp LeakFinder.cpp" PROPERTIES COMPILE_FLAGS "/Yc\"Globals.h\""
)
list(APPEND SOURCE "Resources/MCServer.rc")
@@ -314,7 +316,7 @@ endif ()
if (NOT MSVC)
target_link_libraries(${EXECUTABLE}
- OSSupport HTTPServer Bindings Items Blocks
+ OSSupport HTTPServer Bindings Items Blocks Noise
Protocol Generating Generating_Prefabs WorldStorage
Mobs Entities Simulator UI BlockEntities PolarSSL++
)
diff --git a/src/Chunk.cpp b/src/Chunk.cpp
index 45004fa22..d271b4cb4 100644
--- a/src/Chunk.cpp
+++ b/src/Chunk.cpp
@@ -26,7 +26,7 @@
#include "BlockEntities/SignEntity.h"
#include "Entities/Pickup.h"
#include "Item.h"
-#include "Noise.h"
+#include "Noise/Noise.h"
#include "Root.h"
#include "MersenneTwister.h"
#include "Entities/Player.h"
@@ -1872,18 +1872,18 @@ bool cChunk::AddClient(cClientHandle * a_Client)
void cChunk::RemoveClient(cClientHandle * a_Client)
{
- for (cClientHandleList::iterator itr = m_LoadedByClient.begin(); itr != m_LoadedByClient.end(); ++itr)
+ for (cClientHandleList::iterator itrC = m_LoadedByClient.begin(); itrC != m_LoadedByClient.end(); ++itrC)
{
- if (*itr != a_Client)
+ if (*itrC != a_Client)
{
continue;
}
- m_LoadedByClient.erase(itr);
+ m_LoadedByClient.erase(itrC);
if (!a_Client->IsDestroyed())
{
- for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end(); ++itr)
+ for (cEntityList::iterator itrE = m_Entities.begin(); itrE != m_Entities.end(); ++itrE)
{
/*
// DEBUG:
@@ -1892,7 +1892,7 @@ void cChunk::RemoveClient(cClientHandle * a_Client)
(*itr)->GetUniqueID(), a_Client->GetUsername().c_str()
);
*/
- a_Client->SendDestroyEntity(*(*itr));
+ a_Client->SendDestroyEntity(*(*itrE));
}
}
return;
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp
index c4ce721c3..a6cbad32a 100644
--- a/src/ClientHandle.cpp
+++ b/src/ClientHandle.cpp
@@ -1238,12 +1238,18 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e
{
// TODO: Rewrite this function
- LOGD("HandleRightClick: {%d, %d, %d}, face %d, HeldItem: %s",
- a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, ItemToFullString(a_HeldItem).c_str()
+ // Distance from the block's center to the player's eye height
+ double dist = (Vector3d(a_BlockX, a_BlockY, a_BlockZ) + Vector3d(0.5, 0.5, 0.5) - m_Player->GetEyePosition()).Length();
+ LOGD("HandleRightClick: {%d, %d, %d}, face %d, HeldItem: %s; dist: %.02f",
+ a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, ItemToFullString(a_HeldItem).c_str(), dist
);
-
+
+ // Check the reach distance:
+ // _X 2014-11-25: I've maxed at 5.26 with a Survival client and 5.78 with a Creative client in my tests
+ double maxDist = m_Player->IsGameModeCreative() ? 5.78 : 5.26;
+ bool AreRealCoords = (dist <= maxDist);
+
cWorld * World = m_Player->GetWorld();
- bool AreRealCoords = (Vector3d(a_BlockX, a_BlockY, a_BlockZ) - m_Player->GetPosition()).Length() <= 5;
if (
(a_BlockFace != BLOCK_FACE_NONE) && // The client is interacting with a specific block
diff --git a/src/CraftingRecipes.cpp b/src/CraftingRecipes.cpp
index 64fb21181..2c2b02a69 100644
--- a/src/CraftingRecipes.cpp
+++ b/src/CraftingRecipes.cpp
@@ -289,7 +289,7 @@ void cCraftingRecipes::GetRecipe(cPlayer & a_Player, cCraftingGrid & a_CraftingG
}
// Built-in recipes:
- std::auto_ptr<cRecipe> Recipe(FindRecipe(a_CraftingGrid.GetItems(), a_CraftingGrid.GetWidth(), a_CraftingGrid.GetHeight()));
+ std::unique_ptr<cRecipe> Recipe(FindRecipe(a_CraftingGrid.GetItems(), a_CraftingGrid.GetWidth(), a_CraftingGrid.GetHeight()));
a_Recipe.Clear();
if (Recipe.get() == nullptr)
{
@@ -377,7 +377,7 @@ void cCraftingRecipes::AddRecipeLine(int a_LineNum, const AString & a_RecipeLine
return;
}
- std::auto_ptr<cCraftingRecipes::cRecipe> Recipe(new cCraftingRecipes::cRecipe);
+ std::unique_ptr<cCraftingRecipes::cRecipe> Recipe(new cCraftingRecipes::cRecipe);
// Parse the result:
AStringVector ResultSplit = StringSplit(Sides[0], ",");
@@ -758,7 +758,7 @@ cCraftingRecipes::cRecipe * cCraftingRecipes::MatchRecipe(const cItem * a_Crafti
} // for y, for x
// The recipe has matched. Create a copy of the recipe and set its coords to match the crafting grid:
- std::auto_ptr<cRecipe> Recipe(new cRecipe);
+ std::unique_ptr<cRecipe> Recipe(new cRecipe);
Recipe->m_Result = a_Recipe->m_Result;
Recipe->m_Width = a_Recipe->m_Width;
Recipe->m_Height = a_Recipe->m_Height;
diff --git a/src/Enchantments.cpp b/src/Enchantments.cpp
index 80a9810b6..36c451b81 100644
--- a/src/Enchantments.cpp
+++ b/src/Enchantments.cpp
@@ -6,7 +6,7 @@
#include "Enchantments.h"
#include "WorldStorage/FastNBT.h"
#include "FastRandom.h"
-#include "Noise.h"
+#include "Noise/Noise.h"
diff --git a/src/Entities/Minecart.h b/src/Entities/Minecart.h
index 40e22c641..f7d0d5dda 100644
--- a/src/Entities/Minecart.h
+++ b/src/Entities/Minecart.h
@@ -128,7 +128,7 @@ public:
};
const cItem & GetSlot(int a_Idx) const { return m_Contents.GetSlot(a_Idx); }
- void SetSlot(size_t a_Idx, const cItem & a_Item) { m_Contents.SetSlot(a_Idx, a_Item); }
+ void SetSlot(size_t a_Idx, const cItem & a_Item) { m_Contents.SetSlot(static_cast<int>(a_Idx), a_Item); }
protected:
cItemGrid m_Contents;
diff --git a/src/FurnaceRecipe.cpp b/src/FurnaceRecipe.cpp
index 9b3b2ecbe..112aa8146 100644
--- a/src/FurnaceRecipe.cpp
+++ b/src/FurnaceRecipe.cpp
@@ -115,7 +115,7 @@ void cFurnaceRecipe::AddFuelFromLine(const AString & a_Line, unsigned int a_Line
Line.erase(Line.begin()); // Remove the beginning "!"
Line.erase(std::remove_if(Line.begin(), Line.end(), isspace), Line.end());
- std::auto_ptr<cItem> Item(new cItem);
+ std::unique_ptr<cItem> Item(new cItem);
int BurnTime;
const AStringVector & Sides = StringSplit(Line, "=");
@@ -157,8 +157,8 @@ void cFurnaceRecipe::AddRecipeFromLine(const AString & a_Line, unsigned int a_Li
Line.erase(std::remove_if(Line.begin(), Line.end(), isspace), Line.end());
int CookTime = 200;
- std::auto_ptr<cItem> InputItem(new cItem());
- std::auto_ptr<cItem> OutputItem(new cItem());
+ std::unique_ptr<cItem> InputItem(new cItem());
+ std::unique_ptr<cItem> OutputItem(new cItem());
const AStringVector & Sides = StringSplit(Line, "=");
if (Sides.size() != 2)
diff --git a/src/Generating/BioGen.h b/src/Generating/BioGen.h
index 5fd0844d9..13fb40c5f 100644
--- a/src/Generating/BioGen.h
+++ b/src/Generating/BioGen.h
@@ -15,7 +15,7 @@ Interfaces to the various biome generators:
#pragma once
#include "ComposableGenerator.h"
-#include "../Noise.h"
+#include "../Noise/Noise.h"
#include "../VoronoiMap.h"
diff --git a/src/Generating/CMakeLists.txt b/src/Generating/CMakeLists.txt
index 1a26bd0d5..a28510d40 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
@@ -30,8 +31,10 @@ SET (SRCS
StructGen.cpp
TestRailsGen.cpp
Trees.cpp
+ TwoHeights.cpp
UnderwaterBaseGen.cpp
- VillageGen.cpp)
+ VillageGen.cpp
+)
SET (HDRS
BioGen.h
@@ -39,7 +42,9 @@ SET (HDRS
ChunkDesc.h
ChunkGenerator.h
CompoGen.h
+ CompoGenBiomal.h
ComposableGenerator.h
+ CompositedHeiGen.h
DistortedHeightmap.h
DungeonRoomsFinisher.h
EndGen.h
@@ -58,11 +63,14 @@ SET (HDRS
RainbowRoadsGen.h
Ravines.h
RoughRavines.h
+ ShapeGen.cpp
StructGen.h
TestRailsGen.h
Trees.h
+ TwoHeights.h
UnderwaterBaseGen.h
- VillageGen.h)
+ VillageGen.h
+)
if(NOT MSVC)
add_library(Generating ${SRCS} ${HDRS})
diff --git a/src/Generating/Caves.h b/src/Generating/Caves.h
index 0e17acf9e..691ef3e62 100644
--- a/src/Generating/Caves.h
+++ b/src/Generating/Caves.h
@@ -13,7 +13,6 @@
#pragma once
#include "GridStructGen.h"
-#include "../Noise.h"
diff --git a/src/Generating/ChunkDesc.cpp b/src/Generating/ChunkDesc.cpp
index 020d3bd0f..4a5ac5a18 100644
--- a/src/Generating/ChunkDesc.cpp
+++ b/src/Generating/ChunkDesc.cpp
@@ -7,7 +7,7 @@
#include "ChunkDesc.h"
#include "../BlockArea.h"
#include "../Cuboid.h"
-#include "../Noise.h"
+#include "../Noise/Noise.h"
#include "../BlockEntities/BlockEntity.h"
@@ -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..480106fb5 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 * x + 256 * 16 * z]. */
+ 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/ChunkGenerator.cpp b/src/Generating/ChunkGenerator.cpp
index 92e1bb31d..3ee02c767 100644
--- a/src/Generating/ChunkGenerator.cpp
+++ b/src/Generating/ChunkGenerator.cpp
@@ -191,13 +191,13 @@ EMCSBiome cChunkGenerator::GetBiomeAt(int a_BlockX, int a_BlockZ)
BLOCKTYPE cChunkGenerator::GetIniBlock(cIniFile & a_IniFile, const AString & a_SectionName, const AString & a_ValueName, const AString & a_Default)
{
AString BlockType = a_IniFile.GetValueSet(a_SectionName, a_ValueName, a_Default);
- BLOCKTYPE Block = BlockStringToType(BlockType);
+ int Block = BlockStringToType(BlockType);
if (Block < 0)
{
LOGWARN("[%s].%s Could not parse block value \"%s\". Using default: \"%s\".", a_SectionName.c_str(), a_ValueName.c_str(), BlockType.c_str(), a_Default.c_str());
- return BlockStringToType(a_Default);
+ return static_cast<BLOCKTYPE>(BlockStringToType(a_Default));
}
- return Block;
+ return static_cast<BLOCKTYPE>(Block);
}
diff --git a/src/Generating/CompoGen.cpp b/src/Generating/CompoGen.cpp
index 29b831dfd..23cc64d78 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} ;
@@ -194,7 +197,7 @@ void cCompoGenClassic::ComposeTerrain(cChunkDesc & a_ChunkDesc)
void cCompoGenClassic::InitializeCompoGen(cIniFile & a_IniFile)
{
- m_SeaLevel = a_IniFile.GetValueSetI("Generator", "ClassicSeaLevel", m_SeaLevel);
+ m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", m_SeaLevel);
m_BeachHeight = a_IniFile.GetValueSetI("Generator", "ClassicBeachHeight", m_BeachHeight);
m_BeachDepth = a_IniFile.GetValueSetI("Generator", "ClassicBeachDepth", m_BeachDepth);
m_BlockTop = (BLOCKTYPE)(GetIniItemSet(a_IniFile, "Generator", "ClassicBlockTop", "grass").m_ItemType);
@@ -210,323 +213,6 @@ 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:
cCompoGenNether::cCompoGenNether(int a_Seed) :
@@ -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)
@@ -731,6 +417,7 @@ void cCompoGenCache::ComposeTerrain(cChunkDesc & a_ChunkDesc)
// Use the cached data:
memcpy(a_ChunkDesc.GetBlockTypes(), m_CacheData[Idx].m_BlockTypes, sizeof(a_ChunkDesc.GetBlockTypes()));
memcpy(a_ChunkDesc.GetBlockMetasUncompressed(), m_CacheData[Idx].m_BlockMetas, sizeof(a_ChunkDesc.GetBlockMetasUncompressed()));
+ memcpy(a_ChunkDesc.GetHeightMap(), m_CacheData[Idx].m_HeightMap, sizeof(a_ChunkDesc.GetHeightMap()));
m_NumHits++;
m_TotalChain += i;
@@ -739,7 +426,7 @@ 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];
@@ -750,6 +437,7 @@ void cCompoGenCache::ComposeTerrain(cChunkDesc & a_ChunkDesc)
m_CacheOrder[0] = Idx;
memcpy(m_CacheData[Idx].m_BlockTypes, a_ChunkDesc.GetBlockTypes(), sizeof(a_ChunkDesc.GetBlockTypes()));
memcpy(m_CacheData[Idx].m_BlockMetas, a_ChunkDesc.GetBlockMetasUncompressed(), sizeof(a_ChunkDesc.GetBlockMetasUncompressed()));
+ memcpy(m_CacheData[Idx].m_HeightMap, a_ChunkDesc.GetHeightMap(), sizeof(a_ChunkDesc.GetHeightMap()));
m_CacheData[Idx].m_ChunkX = ChunkX;
m_CacheData[Idx].m_ChunkZ = ChunkZ;
}
diff --git a/src/Generating/CompoGen.h b/src/Generating/CompoGen.h
index b145b6ba3..3847688cd 100644
--- a/src/Generating/CompoGen.h
+++ b/src/Generating/CompoGen.h
@@ -17,7 +17,7 @@
#pragma once
#include "ComposableGenerator.h"
-#include "../Noise.h"
+#include "../Noise/Noise.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:
@@ -166,6 +132,7 @@ protected:
int m_ChunkZ;
cChunkDef::BlockTypes m_BlockTypes;
cChunkDesc::BlockNibbleBytes m_BlockMetas; // The metas are uncompressed, 1 meta per byte
+ cChunkDef::HeightMap m_HeightMap;
} ;
// To avoid moving large amounts of data for the MRU behavior, we MRU-ize indices to an array of the actual data
diff --git a/src/Generating/CompoGenBiomal.cpp b/src/Generating/CompoGenBiomal.cpp
new file mode 100644
index 000000000..030c2baa5
--- /dev/null
+++ b/src/Generating/CompoGenBiomal.cpp
@@ -0,0 +1,586 @@
+
+// CompoGenBiomal.cpp
+
+// Implements the cCompoGenBiomal class representing the biome-aware composition generator
+
+#include "Globals.h"
+#include "ComposableGenerator.h"
+#include "../IniFile.h"
+#include "../Noise/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 (int i = static_cast<int>(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);
+ }
+
+
+
+ /** 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;
+ int top = std::max(m_SeaLevel, a_ChunkDesc.GetHeight(a_RelX, a_RelZ));
+ 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, 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();
+ }
+ }
+} ;
+
+
+
+
+
+cTerrainCompositionGenPtr CreateCompoGenBiomal(int a_Seed)
+{
+ return std::make_shared<cCompoGenBiomal>(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..4192dfa72 100644
--- a/src/Generating/ComposableGenerator.cpp
+++ b/src/Generating/ComposableGenerator.cpp
@@ -17,6 +17,10 @@
#include "StructGen.h"
#include "FinishGen.h"
+#include "CompoGenBiomal.h"
+
+#include "CompositedHeiGen.h"
+
#include "Caves.h"
#include "DistortedHeightmap.h"
#include "DungeonRoomsFinisher.h"
@@ -39,7 +43,7 @@
////////////////////////////////////////////////////////////////////////////////
// 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 +52,52 @@ 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<cCompoGenClassic>();
}
- else if (NoCaseCompare(CompoGenName, "DistortedHeightmap") == 0)
+ else if (NoCaseCompare(CompoGenName, "DebugBiomes") == 0)
{
- res = new cDistortedHeightmap(a_Seed, a_BiomeGen);
+ res = std::make_shared<cCompoGenDebugBiomes>();
}
- 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<cEndGen>(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<cCompoGenNether>(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<cCompoGenSameBlock>();
}
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 +117,7 @@ cTerrainCompositionGenPtr cTerrainCompositionGen::CreateCompositionGen(cIniFile
cComposableGenerator::cComposableGenerator(cChunkGenerator & a_ChunkGenerator) :
super(a_ChunkGenerator),
m_BiomeGen(),
- m_HeightGen(),
+ m_ShapeGen(),
m_CompositionGen()
{
}
@@ -138,7 +131,7 @@ 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);
}
@@ -166,16 +159,22 @@ 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);
- ShouldUpdateHeightmap = true;
+ m_CompositionGen->ComposeTerrain(a_ChunkDesc, shape);
}
if (a_ChunkDesc.IsUsingDefaultFinish())
@@ -234,13 +233,15 @@ 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 +254,7 @@ void cComposableGenerator::InitHeightGen(cIniFile & a_IniFile)
LOGD("Using a cache for Heightgen of size %d.", CacheSize);
m_HeightGen = cTerrainHeightGenPtr(new cHeiGenCache(m_HeightGen, CacheSize));
}
+ */
}
@@ -261,13 +263,19 @@ 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());
+ // Add a cache over the composition generator:
+ // Even a cache of size 1 is useful due to the CompositedHeiGen cache after us doing re-composition on its misses
int CompoGenCacheSize = a_IniFile.GetValueSetI("Generator", "CompositionGenCacheSize", 64);
- if (CompoGenCacheSize > 1)
+ if (CompoGenCacheSize > 0)
{
- m_CompositionGen = cTerrainCompositionGenPtr(new cCompoGenCache(m_CompositionGen, 32));
+ m_CompositionGen = std::make_shared<cCompoGenCache>(m_CompositionGen, CompoGenCacheSize);
}
+
+ // Create a cache of the composited heightmaps, so that finishers may use it:
+ m_CompositedHeightCache = std::make_shared<cHeiGenMultiCache>(std::make_shared<cCompositedHeiGen>(m_ShapeGen, m_CompositionGen), 16, 24);
+ // 24 subcaches of depth 16 each = 96 KiB of RAM. Acceptable, for the amount of work this saves.
}
@@ -333,7 +341,7 @@ 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 +350,7 @@ 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 +588,7 @@ 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 +596,7 @@ 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<cUnderwaterBaseGen>(Seed, GridSize, MaxOffset, MaxDepth, MaxSize, m_BiomeGen));
}
else if (NoCaseCompare(*itr, "Villages") == 0)
{
@@ -598,12 +606,12 @@ 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<cVillageGen>(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<cBiomeGen> cBiomeGenPtr;
+typedef SharedPtr<cTerrainShapeGen> cTerrainShapeGenPtr;
typedef SharedPtr<cTerrainHeightGen> cTerrainHeightGenPtr;
typedef SharedPtr<cTerrainCompositionGen> cTerrainCompositionGenPtr;
typedef SharedPtr<cFinishGen> 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/CompositedHeiGen.h b/src/Generating/CompositedHeiGen.h
new file mode 100644
index 000000000..fa33a7861
--- /dev/null
+++ b/src/Generating/CompositedHeiGen.h
@@ -0,0 +1,49 @@
+
+// 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(cTerrainShapeGenPtr a_ShapeGen, cTerrainCompositionGenPtr a_CompositionGen):
+ m_ShapeGen(a_ShapeGen),
+ m_CompositionGen(a_CompositionGen)
+ {
+ }
+
+
+
+ // cTerrainheightGen overrides:
+ virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override
+ {
+ cChunkDesc::Shape shape;
+ m_ShapeGen->GenShape(a_ChunkX, a_ChunkZ, shape);
+ cChunkDesc desc(a_ChunkX, a_ChunkZ);
+ desc.SetHeightFromShape(shape);
+ m_CompositionGen->ComposeTerrain(desc, shape);
+ memcpy(a_HeightMap, desc.GetHeightMap(), sizeof(a_HeightMap));
+ }
+
+protected:
+ cTerrainShapeGenPtr m_ShapeGen;
+ cTerrainCompositionGenPtr m_CompositionGen;
+};
+
+
+
+
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
@@ -15,163 +15,6 @@
////////////////////////////////////////////////////////////////////////////////
-// 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:
/** This table assigns a relative maximum overhang size in each direction to biomes.
@@ -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..79fc35542 100644
--- a/src/Generating/DistortedHeightmap.h
+++ b/src/Generating/DistortedHeightmap.h
@@ -11,7 +11,6 @@
#include "ComposableGenerator.h"
#include "HeiGen.h"
-#include "../Noise.h"
@@ -24,17 +23,9 @@
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 +43,6 @@ 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 +60,9 @@ 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 +77,30 @@ 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..7ab22c2c5 100644
--- a/src/Generating/DungeonRoomsFinisher.cpp
+++ b/src/Generating/DungeonRoomsFinisher.cpp
@@ -78,7 +78,8 @@ protected:
- /** Decodes the position index along the room walls into a proper 2D position for a chest. */
+ /** Decodes the position index along the room walls into a proper 2D position for a chest.
+ The Y coord of the returned vector specifies the chest's meta value*/
Vector3i DecodeChestCoords(int a_PosIdx, int a_SizeX, int a_SizeZ)
{
if (a_PosIdx < a_SizeX)
@@ -258,9 +259,9 @@ 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)
@@ -293,13 +294,21 @@ cDungeonRoomsFinisher::cStructurePtr cDungeonRoomsFinisher::CreateStructure(int
int ChunkX, ChunkZ;
int RelX = a_OriginX, RelY = 0, RelZ = a_OriginZ;
cChunkDef::AbsoluteToRelative(RelX, RelY, RelZ, ChunkX, ChunkZ);
- 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);
+ cChunkDesc::Shape shape;
+ m_ShapeGen->GenShape(ChunkX, ChunkZ, shape);
+ int height = 0;
+ int idx = RelX * 256 + RelZ * 16 * 256;
+ for (int y = 6; y < cChunkDef::Height; y++)
+ {
+ if (shape[idx + y] != 0)
+ {
+ continue;
+ }
+ height = Clamp(m_HeightProbability.MapValue(rnd % m_HeightProbability.GetSum()), 10, y - 5);
+ }
// Create the dungeon room descriptor:
- return cStructurePtr(new cDungeonRoom(a_GridX, a_GridZ, a_OriginX, a_OriginZ, HalfSizeX, HalfSizeZ, Height, m_Noise));
+ 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..f9e3f6e53 100644
--- a/src/Generating/EndGen.h
+++ b/src/Generating/EndGen.h
@@ -10,14 +10,14 @@
#pragma once
#include "ComposableGenerator.h"
-#include "../Noise.h"
+#include "../Noise/Noise.h"
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/FinishGen.cpp b/src/Generating/FinishGen.cpp
index b8afac09a..2ff3e7f67 100644
--- a/src/Generating/FinishGen.cpp
+++ b/src/Generating/FinishGen.cpp
@@ -10,7 +10,6 @@
#include "Globals.h"
#include "FinishGen.h"
-#include "../Noise.h"
#include "../BlockID.h"
#include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway()
#include "../Simulator/FireSimulator.h"
@@ -412,7 +411,7 @@ void cFinishGenSnow::GenFinish(cChunkDesc & a_ChunkDesc)
case biFrozenOcean:
{
int Height = a_ChunkDesc.GetHeight(x, z);
- if (cBlockInfo::IsSnowable(a_ChunkDesc.GetBlockType(x, Height, z)))
+ if (cBlockInfo::IsSnowable(a_ChunkDesc.GetBlockType(x, Height, z)) && (Height < cChunkDef::Height - 1))
{
a_ChunkDesc.SetBlockType(x, Height + 1, z, E_BLOCK_SNOW);
a_ChunkDesc.SetHeight(x, z, Height + 1);
diff --git a/src/Generating/FinishGen.h b/src/Generating/FinishGen.h
index 4a08d70c8..991a85787 100644
--- a/src/Generating/FinishGen.h
+++ b/src/Generating/FinishGen.h
@@ -16,7 +16,7 @@
#include "ComposableGenerator.h"
-#include "../Noise.h"
+#include "../Noise/Noise.h"
#include "../ProbabDistrib.h"
diff --git a/src/Generating/GridStructGen.h b/src/Generating/GridStructGen.h
index 03131fce9..b92fb2e9d 100644
--- a/src/Generating/GridStructGen.h
+++ b/src/Generating/GridStructGen.h
@@ -10,7 +10,7 @@
#pragma once
#include "ComposableGenerator.h"
-#include "../Noise.h"
+#include "../Noise/Noise.h"
diff --git a/src/Generating/HeiGen.cpp b/src/Generating/HeiGen.cpp
index 1d9f1e3aa..61d087c17 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++)
@@ -160,6 +150,51 @@ bool cHeiGenCache::GetHeightAt(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_Rel
////////////////////////////////////////////////////////////////////////////////
+// cHeiGenMultiCache:
+
+cHeiGenMultiCache::cHeiGenMultiCache(cTerrainHeightGenPtr a_HeiGenToCache, size_t a_SubCacheSize, size_t a_NumSubCaches):
+ m_NumSubCaches(a_NumSubCaches)
+{
+ // Create the individual sub-caches:
+ m_SubCaches.reserve(a_NumSubCaches);
+ for (size_t i = 0; i < a_NumSubCaches; i++)
+ {
+ m_SubCaches.push_back(std::make_shared<cHeiGenCache>(a_HeiGenToCache, a_SubCacheSize));
+ }
+}
+
+
+
+
+
+void cHeiGenMultiCache::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
+{
+ // Get the subcache responsible for this chunk:
+ const size_t cacheIdx = ((size_t)a_ChunkX + m_CoeffZ * (size_t)a_ChunkZ) % m_NumSubCaches;
+
+ // Ask the subcache:
+ m_SubCaches[cacheIdx]->GenHeightMap(a_ChunkX, a_ChunkZ, a_HeightMap);
+}
+
+
+
+
+
+bool cHeiGenMultiCache::GetHeightAt(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ, HEIGHTTYPE & a_Height)
+{
+ // Get the subcache responsible for this chunk:
+ const size_t cacheIdx = ((size_t)a_ChunkX + m_CoeffZ * (size_t)a_ChunkZ) % m_NumSubCaches;
+
+ // Ask the subcache:
+ return m_SubCaches[cacheIdx]->GetHeightAt(a_ChunkX, a_ChunkZ, a_RelX, a_RelZ, a_Height);
+}
+
+
+
+
+
+
+////////////////////////////////////////////////////////////////////////////////
// cHeiGenClassic:
cHeiGenClassic::cHeiGenClassic(int a_Seed) :
@@ -750,43 +785,51 @@ 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<cHeiGenFlat>();
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<cHeiGenClassic>(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<cHeiGenMinMax>(a_Seed, a_BiomeGen);
}
else if (NoCaseCompare(HeightGenName, "Mountains") == 0)
{
- res = new cHeiGenMountains(a_Seed);
+ res = std::make_shared<cHeiGenMountains>(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<cHeiGenBiomal>(a_Seed, a_BiomeGen);
/*
// Performance-testing:
@@ -805,15 +848,14 @@ 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..62bb227c6 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
*/
@@ -15,32 +17,13 @@ Interfaces to the various height generators:
#pragma once
#include "ComposableGenerator.h"
-#include "../Noise.h"
-
-
-
-
-
-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;
-} ;
+#include "../Noise/Noise.h"
-/// 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 +63,57 @@ protected:
+/** Caches heightmaps in multiple underlying caches to improve the distribution and lower the chain length. */
+class cHeiGenMultiCache:
+ public cTerrainHeightGen
+{
+public:
+ cHeiGenMultiCache(cTerrainHeightGenPtr a_HeightGenToCache, size_t a_SubCacheSize, size_t a_NumSubCaches);
+
+ // cTerrainHeightGen overrides:
+ virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override;
+
+ /** 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:
+ typedef SharedPtr<cHeiGenCache> cHeiGenCachePtr;
+ typedef std::vector<cHeiGenCachePtr> cHeiGenCachePtrs;
+
+
+ /** The coefficient used to turn Z coords into index (x + Coeff * z). */
+ static const size_t m_CoeffZ = 5;
+
+ /** Number of sub-caches, pulled out of m_SubCaches.size() for performance reasons. */
+ size_t m_NumSubCaches;
+
+ /** The individual sub-caches. */
+ cHeiGenCachePtrs m_SubCaches;
+};
+
+
+
+
+
+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
{
@@ -137,7 +170,11 @@ public:
m_BiomeGen(a_BiomeGen)
{
}
-
+
+ // cTerrainHeightGen overrides:
+ virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override;
+ virtual void InitializeHeightGen(cIniFile & a_IniFile) override;
+
protected:
typedef cChunkDef::BiomeMap BiomeNeighbors[3][3];
@@ -154,11 +191,8 @@ protected:
float m_BaseHeight;
} ;
static const sGenParam m_GenParam[256];
-
- // cTerrainHeightGen overrides:
- virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override;
- virtual void InitializeHeightGen(cIniFile & a_IniFile) override;
-
+
+
NOISE_DATATYPE GetHeightAt(int a_RelX, int a_RelZ, int a_ChunkX, int a_ChunkZ, const BiomeNeighbors & a_BiomeNeighbors);
} ;
diff --git a/src/Generating/MineShafts.h b/src/Generating/MineShafts.h
index 2850db571..efb11cfee 100644
--- a/src/Generating/MineShafts.h
+++ b/src/Generating/MineShafts.h
@@ -10,7 +10,6 @@
#pragma once
#include "GridStructGen.h"
-#include "../Noise.h"
diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp
index f2af75999..a7af87bac 100644
--- a/src/Generating/Noise3DGenerator.cpp
+++ b/src/Generating/Noise3DGenerator.cpp
@@ -6,6 +6,7 @@
#include "Globals.h"
#include "Noise3DGenerator.h"
#include "../OSSupport/File.h"
+#include "../OSSupport/Timer.h"
#include "../IniFile.h"
#include "../LinearInterpolation.h"
#include "../LinearUpscale.h"
@@ -61,30 +62,86 @@ public:
-/** Linearly interpolates between two values.
-Assumes that a_Ratio is in range [0, 1]. */
-inline static NOISE_DATATYPE Lerp(NOISE_DATATYPE a_Val1, NOISE_DATATYPE a_Val2, NOISE_DATATYPE a_Ratio)
+#if 0
+// Perform speed test of the cInterpolNoise class
+static class cInterpolNoiseSpeedTest
{
- return a_Val1 + (a_Val2 - a_Val1) * a_Ratio;
-}
-
+public:
+ cInterpolNoiseSpeedTest(void)
+ {
+ TestSpeed2D();
+ TestSpeed3D();
+ printf("InterpolNoise speed comparison finished.\n");
+ }
+ /** Compare the speed of the 3D InterpolNoise vs 3D CubicNoise. */
+ void TestSpeed3D(void)
+ {
+ printf("Evaluating 3D noise performance...\n");
+ static const int SIZE_X = 128;
+ static const int SIZE_Y = 128;
+ static const int SIZE_Z = 128;
+ static const NOISE_DATATYPE MUL = 80;
+ std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y * SIZE_Z]);
+ cTimer timer;
+ // Test the cInterpolNoise:
+ cInterpolNoise<Interp5Deg> interpNoise(1);
+ long long start = timer.GetNowTime();
+ for (int i = 0; i < 30; i++)
+ {
+ interpNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, MUL * i, MUL * i + MUL, 0, MUL, 0, MUL);
+ }
+ long long end = timer.GetNowTime();
+ printf("InterpolNoise took %.02f sec\n", static_cast<float>(end - start) / 1000);
-/** Linearly interpolates between two values, clamping the ratio to [0, 1] first. */
-inline static NOISE_DATATYPE ClampedLerp(NOISE_DATATYPE a_Val1, NOISE_DATATYPE a_Val2, NOISE_DATATYPE a_Ratio)
-{
- if (a_Ratio < 0)
- {
- return a_Val1;
+ // Test the cCubicNoise:
+ cCubicNoise cubicNoise(1);
+ start = timer.GetNowTime();
+ for (int i = 0; i < 30; i++)
+ {
+ cubicNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, MUL * i, MUL * i + MUL, 0, MUL, 0, MUL);
+ }
+ end = timer.GetNowTime();
+ printf("CubicNoise took %.02f sec\n", static_cast<float>(end - start) / 1000);
+ printf("3D noise performance comparison finished.\n");
}
- if (a_Ratio > 1)
+
+
+ /** Compare the speed of the 2D InterpolNoise vs 2D CubicNoise. */
+ void TestSpeed2D(void)
{
- return a_Val2;
+ printf("Evaluating 2D noise performance...\n");
+ static const int SIZE_X = 128;
+ static const int SIZE_Y = 128;
+ static const NOISE_DATATYPE MUL = 80;
+ std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y]);
+ cTimer timer;
+
+ // Test the cInterpolNoise:
+ cInterpolNoise<Interp5Deg> interpNoise(1);
+ long long start = timer.GetNowTime();
+ for (int i = 0; i < 500; i++)
+ {
+ interpNoise.Generate2D(arr.get(), SIZE_X, SIZE_Y, MUL * i, MUL * i + MUL, 0, MUL);
+ }
+ long long end = timer.GetNowTime();
+ printf("InterpolNoise took %.02f sec\n", static_cast<float>(end - start) / 1000);
+
+ // Test the cCubicNoise:
+ cCubicNoise cubicNoise(1);
+ start = timer.GetNowTime();
+ for (int i = 0; i < 500; i++)
+ {
+ cubicNoise.Generate2D(arr.get(), SIZE_X, SIZE_Y, MUL * i, MUL * i + MUL, 0, MUL);
+ }
+ end = timer.GetNowTime();
+ printf("CubicNoise took %.02f sec\n", static_cast<float>(end - start) / 1000);
+ printf("2D noise performance comparison finished.\n");
}
- return Lerp(a_Val1, a_Val2, a_Ratio);
-}
+} g_InterpolNoiseSpeedTest;
+#endif
@@ -98,72 +155,17 @@ cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) :
m_Perlin(1000),
m_Cubic(1000)
{
- m_Perlin.AddOctave(1, (NOISE_DATATYPE)0.5);
- m_Perlin.AddOctave((NOISE_DATATYPE)0.5, 1);
- m_Perlin.AddOctave((NOISE_DATATYPE)0.5, 2);
-
- #if 0
- // DEBUG: Test the noise generation:
- // NOTE: In order to be able to run MCS with this code, you need to increase the default thread stack size
- // In MSVC, it is done in Project Settings -> Configuration Properties -> Linker -> System, set Stack reserve size to at least 64M
- m_SeaLevel = 62;
- m_HeightAmplification = 0;
- m_MidPoint = 75;
- m_FrequencyX = 4;
- m_FrequencyY = 4;
- m_FrequencyZ = 4;
- m_AirThreshold = 0.5;
-
- const int NumChunks = 4;
- NOISE_DATATYPE Noise[NumChunks][cChunkDef::Width * cChunkDef::Width * cChunkDef::Height];
- for (int x = 0; x < NumChunks; x++)
- {
- GenerateNoiseArray(x, 5, Noise[x]);
- }
-
- // Save in XY cuts:
- cFile f1;
- if (f1.Open("Test_XY.grab", cFile::fmWrite))
- {
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- for (int y = 0; y < cChunkDef::Height; y++)
- {
- for (int i = 0; i < NumChunks; i++)
- {
- int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height;
- unsigned char buf[cChunkDef::Width];
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++]))));
- }
- f1.Write(buf, cChunkDef::Width);
- }
- } // for y
- } // for z
- } // if (XY file open)
-
- cFile f2;
- if (f2.Open("Test_XZ.grab", cFile::fmWrite))
- {
- for (int y = 0; y < cChunkDef::Height; y++)
- {
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- for (int i = 0; i < NumChunks; i++)
- {
- int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height;
- unsigned char buf[cChunkDef::Width];
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++]))));
- }
- f2.Write(buf, cChunkDef::Width);
- }
- } // for z
- } // for y
- } // if (XZ file open)
- #endif // 0
+ m_Perlin.AddOctave(1, 1);
+ m_Perlin.AddOctave(2, 0.5);
+ m_Perlin.AddOctave(4, 0.25);
+ m_Perlin.AddOctave(8, 0.125);
+ m_Perlin.AddOctave(16, 0.0625);
+
+ m_Cubic.AddOctave(1, 1);
+ m_Cubic.AddOctave(2, 0.5);
+ m_Cubic.AddOctave(4, 0.25);
+ m_Cubic.AddOctave(8, 0.125);
+ m_Cubic.AddOctave(16, 0.0625);
}
@@ -182,9 +184,9 @@ cNoise3DGenerator::~cNoise3DGenerator()
void cNoise3DGenerator::Initialize(cIniFile & a_IniFile)
{
// Params:
- m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62);
- m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0);
- m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75);
+ m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", 62);
+ m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.1);
+ m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 68);
m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 8);
m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 8);
m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 8);
@@ -249,10 +251,10 @@ void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DAT
NOISE_DATATYPE NoiseW[DIM_X * DIM_Y * DIM_Z]; // Workspace that the noise calculation can use and trash
// Our noise array has different layout, XZY, instead of regular chunk's XYZ, that's why the coords are "renamed"
- NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width)) / m_FrequencyX;
- NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((a_ChunkX + 1) * cChunkDef::Width) - 1) / m_FrequencyX;
- NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width)) / m_FrequencyZ;
- NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((a_ChunkZ + 1) * cChunkDef::Width) - 1) / m_FrequencyZ;
+ NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width)) / m_FrequencyX;
+ NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((a_ChunkX + 1) * cChunkDef::Width)) / m_FrequencyX;
+ NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width)) / m_FrequencyZ;
+ NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((a_ChunkZ + 1) * cChunkDef::Width)) / m_FrequencyZ;
NOISE_DATATYPE StartY = 0;
NOISE_DATATYPE EndY = ((NOISE_DATATYPE)256) / m_FrequencyY;
@@ -262,23 +264,23 @@ void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DAT
// Precalculate a "height" array:
NOISE_DATATYPE Height[DIM_X * DIM_Z]; // Output for the cubic noise heightmap ("source")
- m_Cubic.Generate2D(Height, DIM_X, DIM_Z, StartX / 25, EndX / 25, StartZ / 25, EndZ / 25);
+ m_Cubic.Generate2D(Height, DIM_X, DIM_Z, StartX / 5, EndX / 5, StartZ / 5, EndZ / 5);
for (size_t i = 0; i < ARRAYCOUNT(Height); i++)
{
- Height[i] = std::abs(Height[i]) * m_HeightAmplification + 1;
+ Height[i] = Height[i] * m_HeightAmplification;
}
// Modify the noise by height data:
for (int y = 0; y < DIM_Y; y++)
{
- NOISE_DATATYPE AddHeight = (y * UPSCALE_Y - m_MidPoint) / 20;
- AddHeight *= AddHeight * AddHeight;
+ NOISE_DATATYPE AddHeight = (y * UPSCALE_Y - m_MidPoint) / 30;
+ // AddHeight *= AddHeight * AddHeight;
for (int z = 0; z < DIM_Z; z++)
{
NOISE_DATATYPE * CurRow = &(NoiseO[y * DIM_X + z * DIM_X * DIM_Y]);
for (int x = 0; x < DIM_X; x++)
{
- CurRow[x] += AddHeight / Height[x + DIM_X * z];
+ CurRow[x] += AddHeight + Height[x + DIM_X * z];
}
}
}
@@ -390,7 +392,6 @@ void cNoise3DComposable::Initialize(cIniFile & a_IniFile)
{
// Params:
// The defaults generate extreme hills terrain
- m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62);
m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.045);
m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75);
m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 40);
@@ -458,110 +459,60 @@ void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ)
NOISE_DATATYPE BaseNoise[5 * 5];
NOISE_DATATYPE BlockX = static_cast<NOISE_DATATYPE>(a_ChunkX * cChunkDef::Width);
NOISE_DATATYPE BlockZ = static_cast<NOISE_DATATYPE>(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<NOISE_DATATYPE>(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];
- }
- }
- }
- LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 5, 5, 33, m_NoiseArray, 4, 4, 8);
-}
-
-
+ NOISE_DATATYPE AddHeight = (static_cast<NOISE_DATATYPE>(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;
+ }
-
-void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
-{
- GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ);
-
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- 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)
+ // If too high, cut off any terrain:
+ if (y > 28)
{
- cChunkDef::SetHeight(a_HeightMap, x, z, y);
- break;
+ AddHeight = AddHeight + static_cast<NOISE_DATATYPE>(y - 28) / 4;
}
- } // for y
- } // for x
- } // for z
+
+ // Decide between the two density noises:
+ int idx = 33 * x + 33 * 5 * z + y;
+ Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + curBaseNoise;
+ }
+ }
+ }
+ LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 33, 5, 5, m_NoiseArray, 8, 4, 4);
}
-void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
+void cNoise3DComposable::GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape)
{
- GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
-
- a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
+ GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ);
- // Make basic terrain composition:
+ // Translate the noise array into Shape:
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
}
@@ -586,7 +537,7 @@ cBiomalNoise3DComposable::cBiomalNoise3DComposable(int a_Seed, cBiomeGenPtr a_Bi
{
for (int x = 0; x <= AVERAGING_SIZE * 2; x++)
{
- m_Weight[z][x] = static_cast<NOISE_DATATYPE>((5 - std::abs(5 - x)) + (5 - std::abs(5 - z)));
+ m_Weight[z][x] = static_cast<NOISE_DATATYPE>((AVERAGING_SIZE - std::abs(AVERAGING_SIZE - x)) + (AVERAGING_SIZE - std::abs(AVERAGING_SIZE - z)));
m_WeightSum += m_Weight[z][x];
}
}
@@ -600,7 +551,7 @@ void cBiomalNoise3DComposable::Initialize(cIniFile & a_IniFile)
{
// Params:
// The defaults generate extreme hills terrain
- m_SeaLevel = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DSeaLevel", 62);
+ m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", 62);
m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyX", 40);
m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyY", 40);
m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyZ", 40);
@@ -671,34 +622,42 @@ void cBiomalNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_Ch
NOISE_DATATYPE BaseNoise[5 * 5];
NOISE_DATATYPE BlockX = static_cast<NOISE_DATATYPE>(a_ChunkX * cChunkDef::Width);
NOISE_DATATYPE BlockZ = static_cast<NOISE_DATATYPE>(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<NOISE_DATATYPE>(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<NOISE_DATATYPE>(y * 8) - curMidPoint) * curHeightAmp;
// If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope:
if (AddHeight < 0)
{
AddHeight *= 4;
}
+ // If too high, cut off any terrain:
+ if (y > 28)
+ {
+ AddHeight = AddHeight + static_cast<NOISE_DATATYPE>(y - 28) / 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];
+ // Decide between the two density noises:
+ int idx = 33 * x + y + 33 * 5 * z;
+ Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + curBaseNoise;
}
}
}
- LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 5, 5, 33, m_NoiseArray, 4, 4, 8);
+ LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 33, 5, 5, m_NoiseArray, 8, 4, 4);
}
@@ -756,72 +715,67 @@ void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE
{
switch (a_Biome)
{
- case biBeach: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
- case biBirchForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
- case biBirchForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
- case biBirchForestHillsM: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
- case biBirchForestM: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
- case biColdBeach: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
- case biDesertHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
- case biDeepOcean: a_HeightAmp = 0.17f; a_MidPoint = 35; break;
- case biDesert: a_HeightAmp = 0.29f; a_MidPoint = 62; break;
- case biEnd: a_HeightAmp = 0.15f; a_MidPoint = 64; break;
- case biExtremeHills: a_HeightAmp = 0.045f; a_MidPoint = 75; break;
- case biExtremeHillsPlus: a_HeightAmp = 0.04f; a_MidPoint = 80; break;
- case biFlowerForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
- case biForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
- case biForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
- case biFrozenRiver: a_HeightAmp = 0.4f; a_MidPoint = 53; break;
- case biFrozenOcean: a_HeightAmp = 0.17f; a_MidPoint = 47; break;
- case biIceMountains: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
- case biIcePlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
- case biIcePlainsSpikes: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
- case biJungle: a_HeightAmp = 0.1f; a_MidPoint = 63; break;
- case biJungleHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
- case biJungleM: a_HeightAmp = 0.1f; a_MidPoint = 63; break;
- case biMegaSpruceTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
- case biMegaTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
- case biMushroomShore: a_HeightAmp = 0.15f; a_MidPoint = 15; break;
- case biOcean: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
- case biPlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
- case biRiver: a_HeightAmp = 0.4f; a_MidPoint = 53; break;
- case biSwampland: a_HeightAmp = 0.25f; a_MidPoint = 59; break;
- case biSwamplandM: a_HeightAmp = 0.11f; a_MidPoint = 59; break;
- case biTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
-
- /*
- // Still missing:
- case biColdTaiga: a_HeightAmp = 0.15f; a_MidPoint = 30; break;
- case biColdTaigaHills: a_HeightAmp = 0.15f; a_MidPoint = 31; break;
- case biColdTaigaM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biDesertM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biExtremeHillsEdge: a_HeightAmp = 0.15f; a_MidPoint = 20; break;
- case biExtremeHillsM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biExtremeHillsPlusM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biJungleEdge: a_HeightAmp = 0.15f; a_MidPoint = 23; break;
- case biJungleEdgeM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biMegaSpruceTaiga: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biMegaTaiga: a_HeightAmp = 0.15f; a_MidPoint = 32; break;
- case biMesa: a_HeightAmp = 0.15f; a_MidPoint = 37; break;
- case biMesaBryce: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biMesaPlateau: a_HeightAmp = 0.15f; a_MidPoint = 39; break;
- case biMesaPlateauF: a_HeightAmp = 0.15f; a_MidPoint = 38; break;
- case biMesaPlateauFM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biMesaPlateauM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biMushroomIsland: a_HeightAmp = 0.15f; a_MidPoint = 14; break;
- case biNether: a_HeightAmp = 0.15f; a_MidPoint = 68; break;
- case biRoofedForest: a_HeightAmp = 0.15f; a_MidPoint = 29; break;
- case biRoofedForestM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biSavanna: a_HeightAmp = 0.15f; a_MidPoint = 35; break;
- case biSavannaM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biSavannaPlateau: a_HeightAmp = 0.15f; a_MidPoint = 36; break;
- case biSavannaPlateauM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biStoneBeach: a_HeightAmp = 0.15f; a_MidPoint = 25; break;
- case biSunflowerPlains: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- case biTaiga: a_HeightAmp = 0.15f; a_MidPoint = 65; break;
- case biTaigaM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
- */
-
+ case biBeach: a_HeightAmp = 0.2f; a_MidPoint = 60; break;
+ case biBirchForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biBirchForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biBirchForestHillsM: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biBirchForestM: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biColdBeach: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
+ case biColdTaiga: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biColdTaigaM: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biColdTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biDesertHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biDeepOcean: a_HeightAmp = 0.17f; a_MidPoint = 35; break;
+ case biDesert: a_HeightAmp = 0.29f; a_MidPoint = 62; break;
+ case biDesertM: a_HeightAmp = 0.29f; a_MidPoint = 62; break;
+ case biEnd: a_HeightAmp = 0.15f; a_MidPoint = 64; break;
+ case biExtremeHills: a_HeightAmp = 0.045f; a_MidPoint = 75; break;
+ case biExtremeHillsEdge: a_HeightAmp = 0.1f; a_MidPoint = 70; break;
+ case biExtremeHillsM: a_HeightAmp = 0.045f; a_MidPoint = 75; break;
+ case biExtremeHillsPlus: a_HeightAmp = 0.04f; a_MidPoint = 80; break;
+ case biExtremeHillsPlusM: a_HeightAmp = 0.04f; a_MidPoint = 80; break;
+ case biFlowerForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biFrozenRiver: a_HeightAmp = 0.4f; a_MidPoint = 57; break;
+ case biFrozenOcean: a_HeightAmp = 0.12f; a_MidPoint = 45; break;
+ case biIceMountains: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biIcePlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
+ case biIcePlainsSpikes: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
+ case biJungle: a_HeightAmp = 0.1f; a_MidPoint = 63; break;
+ case biJungleEdge: a_HeightAmp = 0.15f; a_MidPoint = 62; break;
+ case biJungleEdgeM: a_HeightAmp = 0.15f; a_MidPoint = 62; break;
+ case biJungleHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biJungleM: a_HeightAmp = 0.1f; a_MidPoint = 63; break;
+ case biMegaSpruceTaiga: a_HeightAmp = 0.09f; a_MidPoint = 64; break;
+ case biMegaSpruceTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biMegaTaiga: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biMegaTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
+ case biMesa: a_HeightAmp = 0.09f; a_MidPoint = 61; break;
+ case biMesaBryce: a_HeightAmp = 0.15f; a_MidPoint = 61; break;
+ case biMesaPlateau: a_HeightAmp = 0.25f; a_MidPoint = 86; break;
+ case biMesaPlateauF: a_HeightAmp = 0.25f; a_MidPoint = 96; break;
+ case biMesaPlateauFM: a_HeightAmp = 0.25f; a_MidPoint = 96; break;
+ case biMesaPlateauM: a_HeightAmp = 0.25f; a_MidPoint = 86; break;
+ case biMushroomShore: a_HeightAmp = 0.075f; a_MidPoint = 60; break;
+ case biMushroomIsland: a_HeightAmp = 0.06f; a_MidPoint = 80; break;
+ case biNether: a_HeightAmp = 0.01f; a_MidPoint = 64; break;
+ case biOcean: a_HeightAmp = 0.12f; a_MidPoint = 45; break;
+ case biPlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
+ case biRiver: a_HeightAmp = 0.4f; a_MidPoint = 57; break;
+ case biRoofedForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biRoofedForestM: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biSavanna: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
+ case biSavannaM: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
+ case biSavannaPlateau: a_HeightAmp = 0.3f; a_MidPoint = 85; break;
+ case biSavannaPlateauM: a_HeightAmp = 0.012f; a_MidPoint = 105; break;
+ case biStoneBeach: a_HeightAmp = 0.075f; a_MidPoint = 60; break;
+ case biSunflowerPlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
+ case biSwampland: a_HeightAmp = 0.25f; a_MidPoint = 59; break;
+ case biSwamplandM: a_HeightAmp = 0.11f; a_MidPoint = 59; break;
+ case biTaiga: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
+ case biTaigaM: a_HeightAmp = 0.1f; a_MidPoint = 70; break;
+ case biTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
default:
{
// Make a crazy terrain so that it stands out
@@ -835,78 +789,19 @@ 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
}
@@ -914,3 +809,4 @@ void cBiomalNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
+
diff --git a/src/Generating/Noise3DGenerator.h b/src/Generating/Noise3DGenerator.h
index ba541fbcc..35b1e4c94 100644
--- a/src/Generating/Noise3DGenerator.h
+++ b/src/Generating/Noise3DGenerator.h
@@ -13,7 +13,8 @@
#pragma once
#include "ComposableGenerator.h"
-#include "../Noise.h"
+#include "../Noise/Noise.h"
+#include "../Noise/InterpolNoise.h"
@@ -34,17 +35,20 @@ public:
protected:
// Linear interpolation step sizes, must be divisors of cChunkDef::Width and cChunkDef::Height, respectively:
- static const int UPSCALE_X = 8;
- static const int UPSCALE_Y = 4;
- static const int UPSCALE_Z = 8;
+ static const int UPSCALE_X = 4;
+ static const int UPSCALE_Y = 8;
+ static const int UPSCALE_Z = 4;
// Linear interpolation buffer dimensions, calculated from the step sizes:
static const int DIM_X = 1 + cChunkDef::Width / UPSCALE_X;
static const int DIM_Y = 1 + cChunkDef::Height / UPSCALE_Y;
static const int DIM_Z = 1 + cChunkDef::Width / UPSCALE_Z;
- cPerlinNoise m_Perlin; // The base 3D noise source for the actual composition
- cCubicNoise m_Cubic; // The noise used for heightmap directing
+ /** The base 3D noise source for the actual composition */
+ cOctavedNoise<cInterp5DegNoise> m_Perlin;
+
+ /** The noise used for heightmap directing. */
+ cOctavedNoise<cInterp5DegNoise> m_Cubic;
int m_SeaLevel;
NOISE_DATATYPE m_HeightAmplification;
@@ -69,8 +73,7 @@ protected:
class cNoise3DComposable :
- public cTerrainHeightGen,
- public cTerrainCompositionGen
+ public cTerrainShapeGen
{
public:
cNoise3DComposable(int a_Seed);
@@ -78,21 +81,18 @@ public:
void Initialize(cIniFile & a_IniFile);
protected:
- /** The noise that is used to choose between density noise A and B. */
- cPerlinNoise m_ChoiceNoise;
+ /** The 3D noise that is used to choose between density noise A and B. */
+ cOctavedNoise<cInterpolNoise<Interp5Deg>> m_ChoiceNoise;
/** Density 3D noise, variant A. */
- cPerlinNoise m_DensityNoiseA;
+ cOctavedNoise<cInterpolNoise<Interp5Deg>> m_DensityNoiseA;
/** Density 3D noise, variant B. */
- cPerlinNoise m_DensityNoiseB;
+ cOctavedNoise<cInterpolNoise<Interp5Deg>> m_DensityNoiseB;
/** Heightmap-like noise used to provide variance for low-amplitude biomes. */
- cPerlinNoise m_BaseNoise;
+ cOctavedNoise<cInterpolNoise<Interp5Deg>> m_BaseNoise;
- /** Block height of the sealevel, used for composing the terrain. */
- int m_SeaLevel;
-
/** The main parameter of the generator, specifies the slope of the vertical linear gradient.
A higher value means a steeper slope and a smaller total amplitude of the generated terrain. */
NOISE_DATATYPE m_HeightAmplification;
@@ -127,12 +127,8 @@ 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 +136,7 @@ protected:
class cBiomalNoise3DComposable :
- public cTerrainHeightGen,
- public cTerrainCompositionGen
+ public cTerrainShapeGen
{
public:
cBiomalNoise3DComposable(int a_Seed, cBiomeGenPtr a_BiomeGen);
@@ -149,24 +144,24 @@ public:
void Initialize(cIniFile & a_IniFile);
protected:
- /** Number of columns around the pixel to query for biomes for averaging. */
- static const int AVERAGING_SIZE = 5;
+ /** Number of columns around the pixel to query for biomes for averaging. Must be less than or equal to 16. */
+ static const int AVERAGING_SIZE = 9;
/** Type used for a single parameter across the entire (downscaled) chunk. */
typedef NOISE_DATATYPE ChunkParam[5 * 5];
/** The noise that is used to choose between density noise A and B. */
- cPerlinNoise m_ChoiceNoise;
+ cOctavedNoise<cInterpolNoise<Interp5Deg>> m_ChoiceNoise;
/** Density 3D noise, variant A. */
- cPerlinNoise m_DensityNoiseA;
+ cOctavedNoise<cInterpolNoise<Interp5Deg>> m_DensityNoiseA;
/** Density 3D noise, variant B. */
- cPerlinNoise m_DensityNoiseB;
+ cOctavedNoise<cInterpolNoise<Interp5Deg>> m_DensityNoiseB;
/** Heightmap-like noise used to provide variance for low-amplitude biomes. */
- cPerlinNoise m_BaseNoise;
+ cOctavedNoise<cInterpolNoise<Interp5Deg>> m_BaseNoise;
/** The underlying biome generator. */
cBiomeGenPtr m_BiomeGen;
@@ -194,7 +189,7 @@ 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 +207,9 @@ 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/PieceGenerator.h b/src/Generating/PieceGenerator.h
index f06029280..43ffed7a2 100644
--- a/src/Generating/PieceGenerator.h
+++ b/src/Generating/PieceGenerator.h
@@ -20,7 +20,7 @@ Each uses a slightly different approach to generating:
#include "../Defines.h"
#include "../Cuboid.h"
-#include "../Noise.h"
+#include "../Noise/Noise.h"
diff --git a/src/Generating/Ravines.h b/src/Generating/Ravines.h
index 3e41c5ce6..b11037433 100644
--- a/src/Generating/Ravines.h
+++ b/src/Generating/Ravines.h
@@ -10,7 +10,6 @@
#pragma once
#include "GridStructGen.h"
-#include "../Noise.h"
diff --git a/src/Generating/ShapeGen.cpp b/src/Generating/ShapeGen.cpp
new file mode 100644
index 000000000..45a9c3b93
--- /dev/null
+++ b/src/Generating/ShapeGen.cpp
@@ -0,0 +1,145 @@
+
+// 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"
+#include "TwoHeights.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<cTerrainHeightToShapeGen> 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<cTerrainHeightToShapeGen>(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<cDistortedHeightmap>(a_Seed, a_BiomeGen);
+ }
+ else if (NoCaseCompare(shapeGenName, "End") == 0)
+ {
+ res = std::make_shared<cEndGen>(a_Seed);
+ }
+ else if (NoCaseCompare(shapeGenName, "BiomalNoise3D") == 0)
+ {
+ res = std::make_shared<cBiomalNoise3DComposable>(a_Seed, a_BiomeGen);
+ }
+ else if (NoCaseCompare(shapeGenName, "Noise3D") == 0)
+ {
+ res = std::make_shared<cNoise3DComposable>(a_Seed);
+ }
+ else if (NoCaseCompare(shapeGenName, "TwoHeights") == 0)
+ {
+ res = CreateShapeGenTwoHeights(a_Seed, a_BiomeGen);
+ }
+ 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..2f685c808 100644
--- a/src/Generating/StructGen.cpp
+++ b/src/Generating/StructGen.cpp
@@ -37,10 +37,13 @@ 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);
+ WorkerDesc.SetHeightFromShape (workerShape);
+ m_CompositionGen->ComposeTerrain(WorkerDesc, workerShape);
}
else
{
@@ -97,7 +100,7 @@ void cStructGenTrees::GenerateSingleTree(
int Height = a_ChunkDesc.GetHeight(x, z);
- if ((Height <= 0) || (Height > 240))
+ if ((Height <= 0) || (Height >= 230))
{
return;
}
@@ -125,6 +128,11 @@ void cStructGenTrees::GenerateSingleTree(
// Outside the chunk
continue;
}
+ if (itr->y >= cChunkDef::Height)
+ {
+ // Above the chunk, cut off (this shouldn't happen too often, we're limiting trees to y < 230)
+ continue;
+ }
BLOCKTYPE Block = a_ChunkDesc.GetBlockType(itr->x, itr->y, itr->z);
switch (Block)
@@ -159,7 +167,7 @@ void cStructGenTrees::ApplyTreeImage(
// Put the generated image into a_BlockTypes, push things outside this chunk into a_Blocks
for (sSetBlockVector::const_iterator itr = a_Image.begin(), end = a_Image.end(); itr != end; ++itr)
{
- if ((itr->ChunkX == a_ChunkX) && (itr->ChunkZ == a_ChunkZ))
+ if ((itr->ChunkX == a_ChunkX) && (itr->ChunkZ == a_ChunkZ) && (itr->y < cChunkDef::Height))
{
// Inside this chunk, integrate into a_ChunkDesc:
switch (a_ChunkDesc.GetBlockType(itr->x, itr->y, itr->z))
@@ -390,7 +398,7 @@ 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 +412,13 @@ 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..796abf0f5 100644
--- a/src/Generating/StructGen.h
+++ b/src/Generating/StructGen.h
@@ -14,7 +14,7 @@
#pragma once
#include "ComposableGenerator.h"
-#include "../Noise.h"
+#include "../Noise/Noise.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/Trees.cpp b/src/Generating/Trees.cpp
index 7fd6d6f07..be8b0cd6b 100644
--- a/src/Generating/Trees.cpp
+++ b/src/Generating/Trees.cpp
@@ -61,7 +61,7 @@ static const sCoords BigO3[] =
static const sCoords BigO4[] = // Part of Big Jungle tree
{
- /* -4 */ {-2, -4}, {-1, -4}, {0, -4}, {1, -4}, {2, -4},
+ /* -4 */ {-2, -4}, {-1, -4}, {0, -4}, {1, -4}, {2, -4},
/* -3 */ {-3, -3}, {-2, -3}, {-1, -3}, {0, -3}, {1, -3}, {2, -3}, {3, -3},
/* -2 */ {-4, -2}, {-3, -2}, {-2, -2}, {-1, -2}, {0, -2}, {1, -2}, {2, -2}, {3, -2}, {4, -2},
/* -1 */ {-4, -1}, {-3, -1}, {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1}, {3, -1}, {4, -1},
@@ -361,7 +361,109 @@ void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a
void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
- // TODO
+ int Height = 7 + a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) % 4;
+
+ // Array with possible directions for a branch to go to.
+ const Vector3d AvailableDirections[] =
+ {
+ { -1, 0, 0 }, { 0, 0, -1 },
+ { -1, 0, 1 }, { -1, 0, -1 },
+ { 1, 0, 1 }, { 1, 0, -1 },
+ { 1, 0, 0 }, { 0, 0, 1 },
+
+ { -0.5, 0, 0 }, { 0, 0, -0.5 },
+ { -0.5, 0, 0.5 }, { -0.5, 0, -0.5 },
+ { 0.5, 0, 0.5 }, { 0.5, 0, -0.5 },
+ { 0.5, 0, 0 }, { 0, 0, 0.5 },
+
+ { -1, 0.5, 0 }, { 0, 0.5, -1 },
+ { -1, 0.5, 1 }, { -1, 0.5, -1 },
+ { 1, 0.5, 1 }, { 1, 0.5, -1 },
+ { 1, 0.5, 0 }, { 0, 0.5, 1 },
+
+ { -0.5, 0.5, 0 }, { 0, 0.5, -0.5 },
+ { -0.5, 0.5, 0.5 }, { -0.5, 0.5, -0.5 },
+ { 0.5, 0.5, 0.5 }, { 0.5, 0.5, -0.5 },
+ { 0.5, 0.5, 0 }, { 0, 0.5, 0.5 },
+
+ };
+
+ // Create branches
+ for (int i = 4; i < Height; i++)
+ {
+ // Get a direction for the trunk to go to.
+ Vector3d BranchStartDirection = AvailableDirections[a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + i, a_BlockZ) % ARRAYCOUNT(AvailableDirections)];
+ Vector3d BranchDirection = AvailableDirections[a_Noise.IntNoise3DInt(a_BlockX, a_BlockY / i, a_BlockZ) % ARRAYCOUNT(AvailableDirections)] / 3;
+
+ int BranchLength = 2 + a_Noise.IntNoise3DInt(a_BlockX * a_Seq, a_BlockY * a_Seq, a_BlockZ * a_Seq) % 3;
+ GetLargeAppleTreeBranch(a_BlockX, a_BlockY + i, a_BlockZ, BranchLength, BranchStartDirection, BranchDirection, a_BlockY + Height, a_Noise, a_LogBlocks);
+ }
+
+ // Place leaves around each log block
+ for (auto itr : a_LogBlocks)
+ {
+ // Get the log's X and Z coordinates
+ int X = itr.ChunkX * 16 + itr.x;
+ int Z = itr.ChunkZ * 16 + itr.z;
+
+ a_OtherBlocks.push_back(sSetBlock(X, itr.y - 2, Z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
+ PushCoordBlocks(X, itr.y - 2, Z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ for (int y = -1; y <= 1; y++)
+ {
+ PushCoordBlocks (X, itr.y + y, Z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ }
+ PushCoordBlocks(X, itr.y + 2, Z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ a_OtherBlocks.push_back(sSetBlock(X, itr.y + 2, Z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
+ }
+
+ // Trunk:
+ for (int i = 0; i < Height; i++)
+ {
+ a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
+ }
+}
+
+
+
+
+
+void GetLargeAppleTreeBranch(int a_BlockX, int a_BlockY, int a_BlockZ, int a_BranchLength, Vector3d a_StartDirection, Vector3d a_Direction, int a_TreeHeight, cNoise & a_Noise, sSetBlockVector & a_LogBlocks)
+{
+ Vector3d CurrentPos = Vector3d(a_BlockX, a_BlockY, a_BlockZ);
+ Vector3d Direction = a_StartDirection;
+ for (int i = 0; i < a_BranchLength; i++)
+ {
+ CurrentPos += Direction;
+ if (CurrentPos.y >= a_TreeHeight)
+ {
+ return;
+ }
+ Direction -= a_Direction;
+ Direction.clamp(-1.0, 1.0);
+ a_LogBlocks.push_back(sSetBlock(FloorC(CurrentPos.x), FloorC(CurrentPos.y), FloorC(CurrentPos.z), E_BLOCK_LOG, GetLogMetaFromDirection(E_META_LOG_APPLE, Direction)));
+ }
+}
+
+
+
+
+
+NIBBLETYPE GetLogMetaFromDirection(NIBBLETYPE a_BlockMeta, Vector3d a_Direction)
+{
+ a_Direction.abs();
+
+ if ((a_Direction.y > a_Direction.x) && (a_Direction.y > a_Direction.z))
+ {
+ return a_BlockMeta;
+ }
+ else if (a_Direction.x > a_Direction.z)
+ {
+ return a_BlockMeta + 4;
+ }
+ else
+ {
+ return a_BlockMeta + 8;
+ }
}
diff --git a/src/Generating/Trees.h b/src/Generating/Trees.h
index c9eb7de80..a2c8274f5 100644
--- a/src/Generating/Trees.h
+++ b/src/Generating/Trees.h
@@ -18,7 +18,7 @@ logs can overwrite others(leaves), but others shouldn't overwrite logs. This is
#pragma once
#include "../ChunkDef.h"
-#include "../Noise.h"
+#include "../Noise/Noise.h"
@@ -62,6 +62,12 @@ void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a
/// Generates an image of a large (branching) apple tree
void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+/// Generates a branch for a large apple tree
+void GetLargeAppleTreeBranch(int a_BlockX, int a_BlockY, int a_BlockZ, int a_BranchLength, Vector3d a_StartDirection, Vector3d a_Direction, int a_TreeHeight, cNoise & a_Noise, sSetBlockVector & a_LogBlocks);
+
+/// Returns the meta for a log from the given direction
+NIBBLETYPE GetLogMetaFromDirection(NIBBLETYPE a_BlockMeta, Vector3d a_Direction);
+
/// Generates an image of a random birch tree
void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
diff --git a/src/Generating/TwoHeights.cpp b/src/Generating/TwoHeights.cpp
new file mode 100644
index 000000000..e75c301de
--- /dev/null
+++ b/src/Generating/TwoHeights.cpp
@@ -0,0 +1,121 @@
+
+// TwoHeights.cpp
+
+// Implements the cTwoHeights class representing the terrain shape generator using two switched heightmaps
+
+#include "Globals.h"
+#include "TwoHeights.h"
+#include "../Noise/InterpolNoise.h"
+#include "HeiGen.h"
+#include "../LinearUpscale.h"
+#include "../IniFile.h"
+
+
+
+
+
+class cTwoHeights:
+ public cTerrainShapeGen
+{
+ typedef cTerrainShapeGen super;
+public:
+ cTwoHeights(int a_Seed, cBiomeGenPtr a_BiomeGen):
+ m_Seed(a_Seed),
+ m_Choice(a_Seed),
+ m_HeightA(a_Seed + 1, a_BiomeGen),
+ m_HeightB(a_Seed + 2, a_BiomeGen)
+ {
+ }
+
+
+ // cTerrainShapeGen override:
+ virtual void GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape) override
+ {
+ // Generate the two heightmaps:
+ cChunkDef::HeightMap heightsA;
+ cChunkDef::HeightMap heightsB;
+ m_HeightA.GenHeightMap(a_ChunkX, a_ChunkZ, heightsA);
+ m_HeightB.GenHeightMap(a_ChunkX, a_ChunkZ, heightsB);
+
+ // Generate the choice noise:
+ NOISE_DATATYPE smallChoice[33 * 5 * 5];
+ NOISE_DATATYPE workspace[33 * 5 * 5];
+ NOISE_DATATYPE startX = 0;
+ NOISE_DATATYPE endX = 256 * m_FrequencyY;
+ NOISE_DATATYPE startY = a_ChunkX * cChunkDef::Width * m_FrequencyX;
+ NOISE_DATATYPE endY = (a_ChunkX * cChunkDef::Width + cChunkDef::Width + 1) * m_FrequencyX;
+ NOISE_DATATYPE startZ = a_ChunkZ * cChunkDef::Width * m_FrequencyZ;
+ NOISE_DATATYPE endZ = (a_ChunkZ * cChunkDef::Width + cChunkDef::Width + 1) * m_FrequencyZ;
+ m_Choice.Generate3D(smallChoice, 33, 5, 5, startX, endX, startY, endY, startZ, endZ, workspace);
+ NOISE_DATATYPE choice[257 * 17 * 17];
+ LinearUpscale3DArray(smallChoice, 33, 5, 5, choice, 8, 4, 4);
+
+ // Generate the shape:
+ int idxShape = 0;
+ for (int z = 0; z < cChunkDef::Width; z++)
+ {
+ for (int x = 0; x < cChunkDef::Width; x++)
+ {
+ int idxChoice = 257 * 17 * z + 257 * x;
+ NOISE_DATATYPE heightA = static_cast<NOISE_DATATYPE>(cChunkDef::GetHeight(heightsA, x, z));
+ NOISE_DATATYPE heightB = static_cast<NOISE_DATATYPE>(cChunkDef::GetHeight(heightsB, x, z));
+ for (int y = 0; y < cChunkDef::Height; y++)
+ {
+ int height = static_cast<int>(ClampedLerp(heightA, heightB, choice[idxChoice++]));
+ a_Shape[idxShape++] = (y < height) ? 1 : 0;
+ }
+ } // for x
+ } // for z
+ }
+
+
+ virtual void InitializeShapeGen(cIniFile & a_IniFile)
+ {
+ m_FrequencyX = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "TwoHeightsFrequencyX", 40));
+ m_FrequencyY = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "TwoHeightsFrequencyY", 40));
+ m_FrequencyZ = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "TwoHeightsFrequencyZ", 40));
+
+ // Initialize the two underlying height generators from an empty INI file:
+ cIniFile empty;
+ m_HeightA.InitializeHeightGen(empty);
+ m_HeightB.InitializeHeightGen(empty);
+
+ // Add the choice octaves:
+ NOISE_DATATYPE freq = 0.001f;
+ NOISE_DATATYPE ampl = 1;
+ for (int i = 0; i < 4; i++)
+ {
+ m_Choice.AddOctave(freq, ampl);
+ freq = freq * 2;
+ ampl = ampl / 2;
+ }
+ }
+
+protected:
+ int m_Seed;
+
+ /** The noise used to decide between the two heightmaps. */
+ cOctavedNoise<cInterpolNoise<Interp5Deg>> m_Choice;
+
+ /** The first height generator. */
+ cHeiGenBiomal m_HeightA;
+
+ /** The second height generator. */
+ cHeiGenBiomal m_HeightB;
+
+ /** The base frequencies for m_Choice in each of the world axis directions. */
+ NOISE_DATATYPE m_FrequencyX, m_FrequencyY, m_FrequencyZ;
+};
+
+
+
+
+
+cTerrainShapeGenPtr CreateShapeGenTwoHeights(int a_Seed, cBiomeGenPtr a_BiomeGen)
+{
+ return std::make_shared<cTwoHeights>(a_Seed, a_BiomeGen);
+}
+
+
+
+
diff --git a/src/Generating/TwoHeights.h b/src/Generating/TwoHeights.h
new file mode 100644
index 000000000..353598011
--- /dev/null
+++ b/src/Generating/TwoHeights.h
@@ -0,0 +1,23 @@
+
+// TwoHeights.h
+
+// Declares the function to create a new instance of the cTwoHeights terrain shape generator
+
+
+
+
+
+#pragma once
+
+#include "ComposableGenerator.h"
+
+
+
+
+/** Creates and returns a new instance of the cTwoHeights terrain shape generator.
+The instance must be Initialize()-d before it is used. */
+extern cTerrainShapeGenPtr CreateShapeGenTwoHeights(int a_Seed, cBiomeGenPtr a_BiomeGen);
+
+
+
+
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),
diff --git a/src/ItemGrid.cpp b/src/ItemGrid.cpp
index 55fb36a17..d49ea9df1 100644
--- a/src/ItemGrid.cpp
+++ b/src/ItemGrid.cpp
@@ -6,7 +6,7 @@
#include "Globals.h"
#include "ItemGrid.h"
#include "Items/ItemHandler.h"
-#include "Noise.h"
+#include "Noise/Noise.h"
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index 23b4d9f45..5319bdf91 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -160,7 +160,7 @@ void cMonster::TickPathFinding()
BLOCKTYPE BlockAtYP = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY + 1, gCrossCoords[i].z + PosZ);
BLOCKTYPE BlockAtYPP = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY + 2, gCrossCoords[i].z + PosZ);
int LowestY = FindFirstNonAirBlockPosition(gCrossCoords[i].x + PosX, gCrossCoords[i].z + PosZ);
- BLOCKTYPE BlockAtLowestY = m_World->GetBlock(gCrossCoords[i].x + PosX, LowestY, gCrossCoords[i].z + PosZ);
+ BLOCKTYPE BlockAtLowestY = (LowestY >= cChunkDef::Height) ? E_BLOCK_AIR : m_World->GetBlock(gCrossCoords[i].x + PosX, LowestY, gCrossCoords[i].z + PosZ);
if (
(!cBlockInfo::IsSolid(BlockAtY)) &&
@@ -453,7 +453,7 @@ int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ)
}
else
{
- while (cBlockInfo::IsSolid(m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))) && (PosY < cChunkDef::Height))
+ while ((PosY < cChunkDef::Height) && cBlockInfo::IsSolid(m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))))
{
PosY++;
}
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index 96c2a6bdd..fd4e8a659 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -169,10 +169,12 @@ protected:
/** Stores if mobile is currently moving towards the ultimate, final destination */
bool m_bMovingToDestination;
- /** Finds the first non-air block position (not the highest, as cWorld::GetHeight does)
- If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1
- If current Y is solid, goes up to find first nonsolid block, and returns that */
+ /** Finds the lowest non-air block position (not the highest, as cWorld::GetHeight does)
+ If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1
+ If current Y is solid, goes up to find first nonsolid block, and returns that.
+ If no suitable position is found, returns cChunkDef::Height. */
int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
+
/** Returns if a monster can actually reach a given height by jumping or walking */
inline bool IsNextYPosReachable(int a_PosY)
{
diff --git a/src/Mobs/Pig.cpp b/src/Mobs/Pig.cpp
index 55a4412ca..50b69e44f 100644
--- a/src/Mobs/Pig.cpp
+++ b/src/Mobs/Pig.cpp
@@ -98,3 +98,23 @@ void cPig::Tick(float a_Dt, cChunk & a_Chunk)
+
+bool cPig::DoTakeDamage(TakeDamageInfo & a_TDI)
+{
+ if (!super::DoTakeDamage(a_TDI))
+ {
+ return false;
+ }
+
+ if (a_TDI.DamageType == dtLightning)
+ {
+ Destroy();
+ m_World->SpawnMob(GetPosX(), GetPosY(), GetPosZ(), mtZombiePigman);
+ return true;
+ }
+ return true;
+}
+
+
+
+
diff --git a/src/Mobs/Pig.h b/src/Mobs/Pig.h
index 953850b3a..0e026933a 100644
--- a/src/Mobs/Pig.h
+++ b/src/Mobs/Pig.h
@@ -17,6 +17,9 @@ public:
CLASS_PROTODEF(cPig)
+ // cEntity overrides
+ virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override;
+
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override;
virtual void OnRightClicked(cPlayer & a_Player) override;
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
diff --git a/src/Mobs/Villager.cpp b/src/Mobs/Villager.cpp
index 5c9999a59..963595347 100644
--- a/src/Mobs/Villager.cpp
+++ b/src/Mobs/Villager.cpp
@@ -37,6 +37,13 @@ bool cVillager::DoTakeDamage(TakeDamageInfo & a_TDI)
m_World->BroadcastEntityStatus(*this, esVillagerAngry);
}
}
+
+ if (a_TDI.DamageType == dtLightning)
+ {
+ Destroy();
+ m_World->SpawnMob(GetPosX(), GetPosY(), GetPosZ(), mtWitch);
+ return true;
+ }
return true;
}
diff --git a/src/Noise/CMakeLists.txt b/src/Noise/CMakeLists.txt
new file mode 100644
index 000000000..e1837500f
--- /dev/null
+++ b/src/Noise/CMakeLists.txt
@@ -0,0 +1,21 @@
+
+cmake_minimum_required (VERSION 2.6)
+project (MCServer)
+
+include_directories ("${PROJECT_SOURCE_DIR}/../")
+
+SET (SRCS
+ Noise.cpp
+)
+
+SET (HDRS
+ Noise.h
+ OctavedNoise.h
+ RidgedNoise.h
+)
+
+if(NOT MSVC)
+ add_library(Noise ${SRCS} ${HDRS})
+
+ target_link_libraries(Noise OSSupport)
+endif()
diff --git a/src/Noise/InterpolNoise.h b/src/Noise/InterpolNoise.h
new file mode 100644
index 000000000..683b54563
--- /dev/null
+++ b/src/Noise/InterpolNoise.h
@@ -0,0 +1,524 @@
+
+// InterpolNoise.h
+
+// Implements the cInterpolNoise class template representing a noise that interpolates the values between integer coords from a single set of neighbors
+
+
+
+
+
+#pragma once
+
+#include "Noise.h"
+
+#define FAST_FLOOR(x) (((x) < 0) ? (((int)x) - 1) : ((int)x))
+
+
+
+
+
+////////////////////////////////////////////////////////////////////////////////
+// cInterpolCell2D:
+
+template <typename T>
+class cInterpolCell2D
+{
+public:
+ cInterpolCell2D(
+ const cNoise & a_Noise, ///< Noise to use for generating the random values
+ NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
+ int a_SizeX, int a_SizeY, ///< Count of the array, in each direction
+ const NOISE_DATATYPE * a_FracX, ///< Pointer to the array that stores the X fractional values
+ const NOISE_DATATYPE * a_FracY ///< Pointer to the attay that stores the Y fractional values
+ ):
+ m_Noise(a_Noise),
+ m_WorkRnds(&m_Workspace1),
+ m_CurFloorX(0),
+ m_CurFloorY(0),
+ m_Array(a_Array),
+ m_SizeX(a_SizeX),
+ m_SizeY(a_SizeY),
+ m_FracX(a_FracX),
+ m_FracY(a_FracY)
+ {
+ }
+
+
+ /** Generates part of the output noise array using the current m_WorkRnds[] values */
+ void Generate(
+ int a_FromX, int a_ToX,
+ int a_FromY, int a_ToY
+ )
+ {
+ for (int y = a_FromY; y < a_ToY; y++)
+ {
+ NOISE_DATATYPE Interp[2];
+ NOISE_DATATYPE FracY = T::coeff(m_FracY[y]);
+ Interp[0] = Lerp((*m_WorkRnds)[0][0], (*m_WorkRnds)[0][1], FracY);
+ Interp[1] = Lerp((*m_WorkRnds)[1][0], (*m_WorkRnds)[1][1], FracY);
+ int idx = y * m_SizeX + a_FromX;
+ for (int x = a_FromX; x < a_ToX; x++)
+ {
+ m_Array[idx++] = Lerp(Interp[0], Interp[1], T::coeff(m_FracX[x]));
+ } // for x
+ } // for y
+ }
+
+
+ /** Initializes m_WorkRnds[] with the specified values of the noise at the specified integral coords. */
+ void InitWorkRnds(int a_FloorX, int a_FloorY)
+ {
+ m_CurFloorX = a_FloorX;
+ m_CurFloorY = a_FloorY;
+ (*m_WorkRnds)[0][0] = m_Noise.IntNoise2D(m_CurFloorX, m_CurFloorY);
+ (*m_WorkRnds)[0][1] = m_Noise.IntNoise2D(m_CurFloorX, m_CurFloorY + 1);
+ (*m_WorkRnds)[1][0] = m_Noise.IntNoise2D(m_CurFloorX + 1, m_CurFloorY);
+ (*m_WorkRnds)[1][1] = m_Noise.IntNoise2D(m_CurFloorX + 1, m_CurFloorY + 1);
+ }
+
+
+ /** Updates m_WorkRnds[] for the new integral coords */
+ void Move(int a_NewFloorX, int a_NewFloorY)
+ {
+ // Swap the doublebuffer:
+ int OldFloorX = m_CurFloorX;
+ int OldFloorY = m_CurFloorY;
+ Workspace * OldWorkRnds = m_WorkRnds;
+ m_WorkRnds = (m_WorkRnds == &m_Workspace1) ? &m_Workspace2 : &m_Workspace1;
+
+ // Reuse as much of the old workspace as possible:
+ // TODO: Try out if simply calculating all 4 elements each time is faster than this monster loop
+ int DiffX = OldFloorX - a_NewFloorX;
+ int DiffY = OldFloorY - a_NewFloorY;
+ for (int x = 0; x < 2; x++)
+ {
+ int cx = a_NewFloorX + x;
+ int OldX = x - DiffX; // Where would this X be in the old grid?
+ for (int y = 0; y < 2; y++)
+ {
+ int cy = a_NewFloorY + y;
+ int OldY = y - DiffY; // Where would this Y be in the old grid?
+ if ((OldX >= 0) && (OldX < 2) && (OldY >= 0) && (OldY < 2))
+ {
+ (*m_WorkRnds)[x][y] = (*OldWorkRnds)[OldX][OldY];
+ }
+ else
+ {
+ (*m_WorkRnds)[x][y] = (NOISE_DATATYPE)m_Noise.IntNoise2D(cx, cy);
+ }
+ }
+ }
+ m_CurFloorX = a_NewFloorX;
+ m_CurFloorY = a_NewFloorY;
+ }
+
+protected:
+ typedef NOISE_DATATYPE Workspace[2][2];
+
+ /** The noise used for generating the values at integral coords. */
+ const cNoise & m_Noise;
+
+ /** The current random values; points to either m_Workspace1 or m_Workspace2 (doublebuffering) */
+ Workspace * m_WorkRnds;
+
+ /** Buffer 1 for workspace doublebuffering, used in Move() */
+ Workspace m_Workspace1;
+
+ /** Buffer 2 for workspace doublebuffering, used in Move() */
+ Workspace m_Workspace2;
+
+ /** Coords of the currently calculated m_WorkRnds[]. */
+ int m_CurFloorX, m_CurFloorY;
+
+ /** The output array to generate into. */
+ NOISE_DATATYPE * m_Array;
+
+ /** Dimensions of the output array. */
+ int m_SizeX, m_SizeY;
+
+ /** Arrays holding the fractional values of the coords in each direction. */
+ const NOISE_DATATYPE * m_FracX;
+ const NOISE_DATATYPE * m_FracY;
+} ;
+
+
+
+
+
+////////////////////////////////////////////////////////////////////////////////
+// cInterpolCell3D:
+
+/** Holds a cache of the last calculated integral noise values and interpolates between them en masse.
+Provides a massive optimization for cInterpolNoise.
+Works by calculating multiple noise values (that have the same integral noise coords) at once. The underlying noise values
+needn't be recalculated for these values, only the interpolation is done within the unit cube. */
+template <typename T>
+class cInterpolCell3D
+{
+public:
+ cInterpolCell3D(
+ const cNoise & a_Noise, ///< Noise to use for generating the random values
+ NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
+ int a_SizeX, int a_SizeY, int a_SizeZ, ///< Count of the array, in each direction
+ const NOISE_DATATYPE * a_FracX, ///< Pointer to the array that stores the X fractional values
+ const NOISE_DATATYPE * a_FracY, ///< Pointer to the attay that stores the Y fractional values
+ const NOISE_DATATYPE * a_FracZ ///< Pointer to the array that stores the Z fractional values
+ ):
+ m_Noise(a_Noise),
+ m_WorkRnds(&m_Workspace1),
+ m_CurFloorX(0),
+ m_CurFloorY(0),
+ m_CurFloorZ(0),
+ m_Array(a_Array),
+ m_SizeX(a_SizeX),
+ m_SizeY(a_SizeY),
+ m_SizeZ(a_SizeZ),
+ m_FracX(a_FracX),
+ m_FracY(a_FracY),
+ m_FracZ(a_FracZ)
+ {
+ }
+
+
+ /** Generates part of the output array using current m_WorkRnds[]. */
+ void Generate(
+ int a_FromX, int a_ToX,
+ int a_FromY, int a_ToY,
+ int a_FromZ, int a_ToZ
+ )
+ {
+ for (int z = a_FromZ; z < a_ToZ; z++)
+ {
+ int idxZ = z * m_SizeX * m_SizeY;
+ NOISE_DATATYPE Interp2[2][2];
+ NOISE_DATATYPE FracZ = T::coeff(m_FracZ[z]);
+ for (int x = 0; x < 2; x++)
+ {
+ for (int y = 0; y < 2; y++)
+ {
+ Interp2[x][y] = Lerp((*m_WorkRnds)[x][y][0], (*m_WorkRnds)[x][y][1], FracZ);
+ }
+ }
+ for (int y = a_FromY; y < a_ToY; y++)
+ {
+ NOISE_DATATYPE Interp[2];
+ NOISE_DATATYPE FracY = T::coeff(m_FracY[y]);
+ Interp[0] = Lerp(Interp2[0][0], Interp2[0][1], FracY);
+ Interp[1] = Lerp(Interp2[1][0], Interp2[1][1], FracY);
+ int idx = idxZ + y * m_SizeX + a_FromX;
+ for (int x = a_FromX; x < a_ToX; x++)
+ {
+ m_Array[idx++] = Lerp(Interp[0], Interp[1], T::coeff(m_FracX[x]));
+ } // for x
+ } // for y
+ } // for z
+ }
+
+
+ /** Initializes m_WorkRnds[] with the specified Floor values. */
+ void InitWorkRnds(int a_FloorX, int a_FloorY, int a_FloorZ)
+ {
+ m_CurFloorX = a_FloorX;
+ m_CurFloorY = a_FloorY;
+ m_CurFloorZ = a_FloorZ;
+ (*m_WorkRnds)[0][0][0] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX, m_CurFloorY, m_CurFloorZ);
+ (*m_WorkRnds)[0][0][1] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX, m_CurFloorY, m_CurFloorZ + 1);
+ (*m_WorkRnds)[0][1][0] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX, m_CurFloorY + 1, m_CurFloorZ);
+ (*m_WorkRnds)[0][1][1] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX, m_CurFloorY + 1, m_CurFloorZ + 1);
+ (*m_WorkRnds)[1][0][0] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX + 1, m_CurFloorY, m_CurFloorZ);
+ (*m_WorkRnds)[1][0][1] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX + 1, m_CurFloorY, m_CurFloorZ + 1);
+ (*m_WorkRnds)[1][1][0] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX + 1, m_CurFloorY + 1, m_CurFloorZ);
+ (*m_WorkRnds)[1][1][1] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX + 1, m_CurFloorY + 1, m_CurFloorZ + 1);
+ }
+
+
+ /** Updates m_WorkRnds[] for the new Floor values. */
+ void Move(int a_NewFloorX, int a_NewFloorY, int a_NewFloorZ)
+ {
+ // Swap the doublebuffer:
+ int OldFloorX = m_CurFloorX;
+ int OldFloorY = m_CurFloorY;
+ int OldFloorZ = m_CurFloorZ;
+ Workspace * OldWorkRnds = m_WorkRnds;
+ m_WorkRnds = (m_WorkRnds == &m_Workspace1) ? &m_Workspace2 : &m_Workspace1;
+
+ // Reuse as much of the old workspace as possible:
+ // TODO: Try out if simply calculating all 8 elements each time is faster than this monster loop
+ int DiffX = OldFloorX - a_NewFloorX;
+ int DiffY = OldFloorY - a_NewFloorY;
+ int DiffZ = OldFloorZ - a_NewFloorZ;
+ for (int x = 0; x < 2; x++)
+ {
+ int cx = a_NewFloorX + x;
+ int OldX = x - DiffX; // Where would this X be in the old grid?
+ for (int y = 0; y < 2; y++)
+ {
+ int cy = a_NewFloorY + y;
+ int OldY = y - DiffY; // Where would this Y be in the old grid?
+ for (int z = 0; z < 2; z++)
+ {
+ int cz = a_NewFloorZ + z;
+ int OldZ = z - DiffZ;
+ if ((OldX >= 0) && (OldX < 2) && (OldY >= 0) && (OldY < 2) && (OldZ >= 0) && (OldZ < 2))
+ {
+ (*m_WorkRnds)[x][y][z] = (*OldWorkRnds)[OldX][OldY][OldZ];
+ }
+ else
+ {
+ (*m_WorkRnds)[x][y][z] = (NOISE_DATATYPE)m_Noise.IntNoise3D(cx, cy, cz);
+ }
+ } // for z
+ } // for y
+ } // for x
+ m_CurFloorX = a_NewFloorX;
+ m_CurFloorY = a_NewFloorY;
+ m_CurFloorZ = a_NewFloorZ;
+ }
+
+protected:
+ typedef NOISE_DATATYPE Workspace[2][2][2];
+
+ /** The noise used for generating the values at integral coords. */
+ const cNoise & m_Noise;
+
+ /** The current random values; points to either m_Workspace1 or m_Workspace2 (doublebuffering) */
+ Workspace * m_WorkRnds;
+
+ /** Buffer 1 for workspace doublebuffering, used in Move() */
+ Workspace m_Workspace1;
+
+ /** Buffer 2 for workspace doublebuffering, used in Move() */
+ Workspace m_Workspace2;
+
+ /** The integral coords of the currently calculated WorkRnds[] */
+ int m_CurFloorX, m_CurFloorY, m_CurFloorZ;
+
+ /** The output array where the noise is calculated. */
+ NOISE_DATATYPE * m_Array;
+
+ /** Dimensions of the output array. */
+ int m_SizeX, m_SizeY, m_SizeZ;
+
+ /** Arrays holding the fractional values of the coords in each direction. */
+ const NOISE_DATATYPE * m_FracX;
+ const NOISE_DATATYPE * m_FracY;
+ const NOISE_DATATYPE * m_FracZ;
+} ;
+
+
+
+
+
+////////////////////////////////////////////////////////////////////////////////
+// cInterpolNoise:
+
+template <typename T>
+class cInterpolNoise
+{
+ /** Maximum size, for each direction, of the generated array. */
+ static const int MAX_SIZE = 256;
+
+public:
+ cInterpolNoise(int a_Seed):
+ m_Noise(a_Seed)
+ {
+ }
+
+
+ /** Sets a new seed for the generators. Relays the seed to the underlying noise. */
+ void SetSeed(int a_Seed)
+ {
+ m_Noise.SetSeed(a_Seed);
+ }
+
+
+ /** Fills a 2D array with the values of the noise. */
+ void Generate2D(
+ NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
+ int a_SizeX, int a_SizeY, ///< Count of the array, in each direction
+ NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction
+ NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY ///< Noise-space coords of the array in the Y direction
+ ) const
+ {
+ ASSERT(a_SizeX > 0);
+ ASSERT(a_SizeY > 0);
+ ASSERT(a_SizeX < MAX_SIZE);
+ ASSERT(a_SizeY < MAX_SIZE);
+ ASSERT(a_StartX < a_EndX);
+ ASSERT(a_StartY < a_EndY);
+
+ // Calculate the integral and fractional parts of each coord:
+ int FloorX[MAX_SIZE];
+ int FloorY[MAX_SIZE];
+ NOISE_DATATYPE FracX[MAX_SIZE];
+ NOISE_DATATYPE FracY[MAX_SIZE];
+ int SameX[MAX_SIZE];
+ int SameY[MAX_SIZE];
+ int NumSameX, NumSameY;
+ CalcFloorFrac(a_SizeX, a_StartX, a_EndX, FloorX, FracX, SameX, NumSameX);
+ CalcFloorFrac(a_SizeY, a_StartY, a_EndY, FloorY, FracY, SameY, NumSameY);
+
+ cInterpolCell2D<T> Cell(m_Noise, a_Array, a_SizeX, a_SizeY, FracX, FracY);
+
+ Cell.InitWorkRnds(FloorX[0], FloorY[0]);
+
+ // Calculate query values using Cell:
+ int FromY = 0;
+ for (int y = 0; y < NumSameY; y++)
+ {
+ int ToY = FromY + SameY[y];
+ int FromX = 0;
+ int CurFloorY = FloorY[FromY];
+ for (int x = 0; x < NumSameX; x++)
+ {
+ int ToX = FromX + SameX[x];
+ Cell.Generate(FromX, ToX, FromY, ToY);
+ Cell.Move(FloorX[ToX], CurFloorY);
+ FromX = ToX;
+ } // for x
+ Cell.Move(FloorX[0], FloorY[ToY]);
+ FromY = ToY;
+ } // for y
+ }
+
+
+ /** Fills a 3D array with the values of the noise. */
+ void Generate3D(
+ NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y + a_SizeX * a_SizeY * z]
+ int a_SizeX, int a_SizeY, int a_SizeZ, ///< Count of the array, in each direction
+ NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction
+ NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction
+ NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ ///< Noise-space coords of the array in the Z direction
+ ) const
+ {
+ // Check params:
+ ASSERT(a_SizeX > 1);
+ ASSERT(a_SizeY > 1);
+
+ ASSERT(a_SizeX < MAX_SIZE);
+ ASSERT(a_SizeY < MAX_SIZE);
+ ASSERT(a_SizeZ < MAX_SIZE);
+ ASSERT(a_StartX < a_EndX);
+ ASSERT(a_StartY < a_EndY);
+ ASSERT(a_StartZ < a_EndZ);
+
+ // Calculate the integral and fractional parts of each coord:
+ int FloorX[MAX_SIZE];
+ int FloorY[MAX_SIZE];
+ int FloorZ[MAX_SIZE];
+ NOISE_DATATYPE FracX[MAX_SIZE];
+ NOISE_DATATYPE FracY[MAX_SIZE];
+ NOISE_DATATYPE FracZ[MAX_SIZE];
+ int SameX[MAX_SIZE];
+ int SameY[MAX_SIZE];
+ int SameZ[MAX_SIZE];
+ int NumSameX, NumSameY, NumSameZ;
+ CalcFloorFrac(a_SizeX, a_StartX, a_EndX, FloorX, FracX, SameX, NumSameX);
+ CalcFloorFrac(a_SizeY, a_StartY, a_EndY, FloorY, FracY, SameY, NumSameY);
+ CalcFloorFrac(a_SizeZ, a_StartZ, a_EndZ, FloorZ, FracZ, SameZ, NumSameZ);
+
+ cInterpolCell3D<T> Cell(
+ m_Noise, a_Array,
+ a_SizeX, a_SizeY, a_SizeZ,
+ FracX, FracY, FracZ
+ );
+
+ Cell.InitWorkRnds(FloorX[0], FloorY[0], FloorZ[0]);
+
+ // Calculate query values using Cell:
+ int FromZ = 0;
+ for (int z = 0; z < NumSameZ; z++)
+ {
+ int ToZ = FromZ + SameZ[z];
+ int CurFloorZ = FloorZ[FromZ];
+ int FromY = 0;
+ for (int y = 0; y < NumSameY; y++)
+ {
+ int ToY = FromY + SameY[y];
+ int CurFloorY = FloorY[FromY];
+ int FromX = 0;
+ for (int x = 0; x < NumSameX; x++)
+ {
+ int ToX = FromX + SameX[x];
+ Cell.Generate(FromX, ToX, FromY, ToY, FromZ, ToZ);
+ Cell.Move(FloorX[ToX], CurFloorY, CurFloorZ);
+ FromX = ToX;
+ }
+ Cell.Move(FloorX[0], FloorY[ToY], CurFloorZ);
+ FromY = ToY;
+ } // for y
+ Cell.Move(FloorX[0], FloorY[0], FloorZ[ToZ]);
+ FromZ = ToZ;
+ } // for z
+ }
+
+protected:
+
+ /** The noise used for the underlying value generation. */
+ cNoise m_Noise;
+
+
+ /** Calculates the integral and fractional parts along one axis.
+ a_Floor will receive the integral parts (array of a_Size ints).
+ a_Frac will receive the fractional parts (array of a_Size floats).
+ a_Same will receive the counts of items that have the same integral parts (array of up to a_Size ints).
+ a_NumSame will receive the count of a_Same elements (total count of different integral parts). */
+ void CalcFloorFrac(
+ int a_Size,
+ NOISE_DATATYPE a_Start, NOISE_DATATYPE a_End,
+ int * a_Floor, NOISE_DATATYPE * a_Frac,
+ int * a_Same, int & a_NumSame
+ ) const
+ {
+ ASSERT(a_Size > 0);
+
+ // Calculate the floor and frac values:
+ NOISE_DATATYPE val = a_Start;
+ NOISE_DATATYPE dif = (a_End - a_Start) / (a_Size - 1);
+ for (int i = 0; i < a_Size; i++)
+ {
+ a_Floor[i] = FAST_FLOOR(val);
+ a_Frac[i] = val - a_Floor[i];
+ val += dif;
+ }
+
+ // Mark up the same floor values into a_Same / a_NumSame:
+ int CurFloor = a_Floor[0];
+ int LastSame = 0;
+ a_NumSame = 0;
+ for (int i = 1; i < a_Size; i++)
+ {
+ if (a_Floor[i] != CurFloor)
+ {
+ a_Same[a_NumSame] = i - LastSame;
+ LastSame = i;
+ a_NumSame += 1;
+ CurFloor = a_Floor[i];
+ }
+ } // for i - a_Floor[]
+ if (LastSame < a_Size)
+ {
+ a_Same[a_NumSame] = a_Size - LastSame;
+ a_NumSame += 1;
+ }
+ }
+};
+
+
+
+
+
+/** A fifth-degree curve for interpolating.
+Implemented as a functor for better chance of inlining. */
+struct Interp5Deg
+{
+ static NOISE_DATATYPE coeff(NOISE_DATATYPE a_Val)
+ {
+ return a_Val * a_Val * a_Val * (a_Val * (a_Val * 6 - 15) + 10);
+ }
+};
+
+typedef cInterpolNoise<Interp5Deg> cInterp5DegNoise;
+
+
+
diff --git a/src/Noise.cpp b/src/Noise/Noise.cpp
index 8fcfe2920..509be7d6c 100644
--- a/src/Noise.cpp
+++ b/src/Noise/Noise.cpp
@@ -2,6 +2,7 @@
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Noise.h"
+#include "OSSupport/Timer.h"
#define FAST_FLOOR(x) (((x) < 0) ? (((int)x) - 1) : ((int)x))
@@ -9,10 +10,110 @@
+#if 0
+/** cImprovedPerlin noise test suite:
+- Generate a rather large 2D and 3D noise array and output it to a file
+- Compare performance of cCubicNoise and cImprovedNoise, both in single-value and 3D-array usages */
+static class cImprovedPerlinNoiseTest
+{
+public:
+ cImprovedPerlinNoiseTest(void)
+ {
+ printf("Performing Improved Perlin Noise tests...\n");
+ TestImage();
+ TestSpeed();
+ TestSpeedArr();
+ printf("Improved Perlin Noise tests complete.\n");
+ }
+
+
+ /** Tests the noise by generating 2D and 3D images and dumping them to files. */
+ void TestImage(void)
+ {
+ static const int SIZE_X = 256;
+ static const int SIZE_Y = 256;
+ static const int SIZE_Z = 16;
+
+ cImprovedNoise noise(1);
+ std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y * SIZE_Z]);
+ noise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, 0, 14, 0, 14, 0, 14);
+ Debug3DNoise(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, "ImprovedPerlinNoiseTest3D", 128);
+ noise.Generate2D(arr.get(), SIZE_X, SIZE_Y, 0, 14, 15, 28);
+ Debug2DNoise(arr.get(), SIZE_X, SIZE_Y, "ImprovedPerlinNoiseTest2D", 128);
+ }
+
+
+ /** Tests the speeds of cImprovedPerlin and cCubicNoise when generating individual values. */
+ void TestSpeed(void)
+ {
+ cImprovedNoise improvedNoise(1);
+ cNoise noise(1);
+ cTimer timer;
+
+ // Measure the improvedNoise:
+ NOISE_DATATYPE sum = 0;
+ long long start = timer.GetNowTime();
+ for (int i = 0; i < 100000000; i++)
+ {
+ sum += improvedNoise.GetValueAt(i, 0, -i);
+ }
+ long long finish = timer.GetNowTime();
+ printf("cImprovedNoise took %.2f seconds; total is %f.\n", static_cast<float>(finish - start) / 1000.0f, sum);
+
+ // Measure the cubicNoise:
+ sum = 0;
+ start = timer.GetNowTime();
+ for (int i = 0; i < 100000000; i++)
+ {
+ sum += noise.IntNoise3D(i, 0, -i);
+ }
+ finish = timer.GetNowTime();
+ printf("cCubicNoise took %.2f seconds; total is %f.\n", static_cast<float>(finish - start) / 1000.0f, sum);
+ }
+
+
+ /** Tests the speeds of cImprovedPerlin and cCubicNoise when generating arrays. */
+ void TestSpeedArr(void)
+ {
+ static const int SIZE_X = 256;
+ static const int SIZE_Y = 256;
+ static const int SIZE_Z = 16;
+
+ std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y * SIZE_Z]);
+ cTimer timer;
+ cImprovedNoise improvedNoise(1);
+ cCubicNoise cubicNoise(1);
+
+ // Measure the improvedNoise:
+ long long start = timer.GetNowTime();
+ for (int i = 0; i < 40; i++)
+ {
+ improvedNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, 0, 14, 0, 14, 0, 14);
+ }
+ long long finish = timer.GetNowTime();
+ printf("cImprovedNoise(arr) took %.2f seconds.\n", static_cast<float>(finish - start) / 1000.0f);
+
+ // Measure the cubicNoise:
+ start = timer.GetNowTime();
+ for (int i = 0; i < 40; i++)
+ {
+ cubicNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, 0, 14, 0, 14, 0, 14);
+ }
+ finish = timer.GetNowTime();
+ printf("cCubicNoise(arr) took %.2f seconds.\n", static_cast<float>(finish - start) / 1000.0f);
+ }
+} g_Test;
+
+#endif
+
+
+
+
+
////////////////////////////////////////////////////////////////////////////////
// Globals:
-void Debug3DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int a_SizeZ, const AString & a_FileNameBase)
+void Debug3DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int a_SizeZ, const AString & a_FileNameBase, NOISE_DATATYPE a_Coeff)
{
const int BUF_SIZE = 512;
ASSERT(a_SizeX <= BUF_SIZE); // Just stretch it, if needed
@@ -29,7 +130,7 @@ void Debug3DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int
unsigned char buf[BUF_SIZE];
for (int x = 0; x < a_SizeX; x++)
{
- buf[x] = (unsigned char)(std::min(255, std::max(0, (int)(128 + 32 * a_Noise[idx++]))));
+ buf[x] = static_cast<unsigned char>(Clamp((int)(128 + a_Coeff * a_Noise[idx++]), 0, 255));
}
f1.Write(buf, a_SizeX);
} // for y
@@ -50,7 +151,7 @@ void Debug3DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int
unsigned char buf[BUF_SIZE];
for (int x = 0; x < a_SizeX; x++)
{
- buf[x] = (unsigned char)(std::min(255, std::max(0, (int)(128 + 32 * a_Noise[idx++]))));
+ buf[x] = static_cast<unsigned char>(Clamp((int)(128 + a_Coeff * a_Noise[idx++]), 0, 255));
}
f2.Write(buf, a_SizeX);
} // for z
@@ -65,7 +166,7 @@ void Debug3DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int
-void Debug2DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, const AString & a_FileNameBase)
+void Debug2DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, const AString & a_FileNameBase, NOISE_DATATYPE a_Coeff)
{
const int BUF_SIZE = 512;
ASSERT(a_SizeX <= BUF_SIZE); // Just stretch it, if needed
@@ -79,7 +180,7 @@ void Debug2DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, cons
unsigned char buf[BUF_SIZE];
for (int x = 0; x < a_SizeX; x++)
{
- buf[x] = (unsigned char)(std::min(255, std::max(0, (int)(128 + 32 * a_Noise[idx++]))));
+ buf[x] = static_cast<unsigned char>(Clamp((int)(128 + a_Coeff * a_Noise[idx++]), 0, 255));
}
f1.Write(buf, a_SizeX);
} // for y
@@ -594,13 +695,6 @@ NOISE_DATATYPE cNoise::CubicNoise3D(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y, NOIS
////////////////////////////////////////////////////////////////////////////////
// cCubicNoise:
-#ifdef _DEBUG
- int cCubicNoise::m_NumSingleX = 0;
- int cCubicNoise::m_NumSingleXY = 0;
- int cCubicNoise::m_NumSingleY = 0;
- int cCubicNoise::m_NumCalls = 0;
-#endif // _DEBUG
-
cCubicNoise::cCubicNoise(int a_Seed) :
m_Noise(a_Seed)
{
@@ -639,23 +733,6 @@ void cCubicNoise::Generate2D(
Cell.InitWorkRnds(FloorX[0], FloorY[0]);
- #ifdef _DEBUG
- // Statistics on the noise-space coords:
- if (NumSameX == 1)
- {
- m_NumSingleX++;
- if (NumSameY == 1)
- {
- m_NumSingleXY++;
- }
- }
- if (NumSameY == 1)
- {
- m_NumSingleY++;
- }
- m_NumCalls++;
- #endif // _DEBUG
-
// Calculate query values using Cell:
int FromY = 0;
for (int y = 0; y < NumSameY; y++)
@@ -792,101 +869,28 @@ void cCubicNoise::CalcFloorFrac(
////////////////////////////////////////////////////////////////////////////////
-// cPerlinNoise:
-
-cPerlinNoise::cPerlinNoise(void) :
- m_Seed(0)
-{
-}
-
-
-
+// cImprovedNoise:
-
-cPerlinNoise::cPerlinNoise(int a_Seed) :
- m_Seed(a_Seed)
-{
-}
-
-
-
-
-
-void cPerlinNoise::SetSeed(int a_Seed)
-{
- m_Seed = a_Seed;
-}
-
-
-
-
-
-void cPerlinNoise::AddOctave(float a_Frequency, float a_Amplitude)
-{
- m_Octaves.push_back(cOctave(m_Seed * ((int)m_Octaves.size() + 4) * 4 + 1024, a_Frequency, a_Amplitude));
-}
-
-
-
-
-
-void cPerlinNoise::Generate2D(
- NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
- int a_SizeX, int a_SizeY, ///< Count of the array, in each direction
- NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction
- NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction
- NOISE_DATATYPE * a_Workspace ///< Workspace that this function can use and trash
-) const
+cImprovedNoise::cImprovedNoise(int a_Seed)
{
- if (m_Octaves.empty())
- {
- // No work to be done
- ASSERT(!"Perlin: No octaves to generate!");
- return;
- }
-
- bool ShouldFreeWorkspace = (a_Workspace == nullptr);
- int ArrayCount = a_SizeX * a_SizeY;
- if (ShouldFreeWorkspace)
- {
- a_Workspace = new NOISE_DATATYPE[ArrayCount];
- }
-
- // Generate the first octave directly into array:
- const cOctave & FirstOctave = m_Octaves.front();
-
- FirstOctave.m_Noise.Generate2D(
- a_Workspace, a_SizeX, a_SizeY,
- a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency,
- a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency
- );
- NOISE_DATATYPE Amplitude = FirstOctave.m_Amplitude;
- for (int i = 0; i < ArrayCount; i++)
+ // Initialize the permutations with identity:
+ for (int i = 0; i < 256; i++)
{
- a_Array[i] = a_Workspace[i] * Amplitude;
+ m_Perm[i] = i;
}
-
- // Add each octave:
- for (cOctaves::const_iterator itr = m_Octaves.begin() + 1, end = m_Octaves.end(); itr != end; ++itr)
+
+ // Randomize the permutation table - swap each element with a random other element:
+ cNoise noise(a_Seed);
+ for (int i = 0; i < 256; i++)
{
- // Generate cubic noise for the octave:
- itr->m_Noise.Generate2D(
- a_Workspace, a_SizeX, a_SizeY,
- a_StartX * itr->m_Frequency, a_EndX * itr->m_Frequency,
- a_StartY * itr->m_Frequency, a_EndY * itr->m_Frequency
- );
- // Add the cubic noise into the output:
- NOISE_DATATYPE Amplitude = itr->m_Amplitude;
- for (int i = 0; i < ArrayCount; i++)
- {
- a_Array[i] += a_Workspace[i] * Amplitude;
- }
+ int rnd = (noise.IntNoise1DInt(i) / 7) % 256;
+ std::swap(m_Perm[i], m_Perm[rnd]);
}
-
- if (ShouldFreeWorkspace)
+
+ // Copy the lower 256 entries into upper 256 entries:
+ for (int i = 0; i < 256; i++)
{
- delete[] a_Workspace;
- a_Workspace = nullptr;
+ m_Perm[i + 256] = m_Perm[i];
}
}
@@ -894,239 +898,132 @@ void cPerlinNoise::Generate2D(
-void cPerlinNoise::Generate3D(
- NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y + a_SizeX * a_SizeY * z]
- int a_SizeX, int a_SizeY, int a_SizeZ, ///< Count of the array, in each direction
- NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction
- NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction
- NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ, ///< Noise-space coords of the array in the Z direction
- NOISE_DATATYPE * a_Workspace ///< Workspace that this function can use and trash
+void cImprovedNoise::Generate2D(
+ NOISE_DATATYPE * a_Array,
+ int a_SizeX, int a_SizeY,
+ NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX,
+ NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY
) const
{
- if (m_Octaves.empty())
- {
- // No work to be done
- ASSERT(!"Perlin: No octaves to generate!");
- return;
- }
-
- bool ShouldFreeWorkspace = (a_Workspace == nullptr);
- int ArrayCount = a_SizeX * a_SizeY * a_SizeZ;
- if (ShouldFreeWorkspace)
+ size_t idx = 0;
+ for (int y = 0; y < a_SizeY; y++)
{
- a_Workspace = new NOISE_DATATYPE[ArrayCount];
- }
-
- // Generate the first octave directly into array:
- const cOctave & FirstOctave = m_Octaves.front();
-
- FirstOctave.m_Noise.Generate3D(
- a_Workspace, a_SizeX, a_SizeY, a_SizeZ,
- a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency,
- a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency,
- a_StartZ * FirstOctave.m_Frequency, a_EndZ * FirstOctave.m_Frequency
- );
- NOISE_DATATYPE Amplitude = FirstOctave.m_Amplitude;
- for (int i = 0; i < ArrayCount; i++)
- {
- a_Array[i] = a_Workspace[i] * Amplitude;
- }
-
- // Add each octave:
- for (cOctaves::const_iterator itr = m_Octaves.begin() + 1, end = m_Octaves.end(); itr != end; ++itr)
- {
- // Generate cubic noise for the octave:
- itr->m_Noise.Generate3D(
- a_Workspace, a_SizeX, a_SizeY, a_SizeZ,
- a_StartX * itr->m_Frequency, a_EndX * itr->m_Frequency,
- a_StartY * itr->m_Frequency, a_EndY * itr->m_Frequency,
- a_StartZ * itr->m_Frequency, a_EndZ * itr->m_Frequency
- );
- // Add the cubic noise into the output:
- NOISE_DATATYPE Amplitude = itr->m_Amplitude;
- for (int i = 0; i < ArrayCount; i++)
+ NOISE_DATATYPE ratioY = static_cast<NOISE_DATATYPE>(y) / (a_SizeY - 1);
+ NOISE_DATATYPE noiseY = Lerp(a_StartY, a_EndY, ratioY);
+ int noiseYInt = FAST_FLOOR(noiseY);
+ int yCoord = noiseYInt & 255;
+ NOISE_DATATYPE noiseYFrac = noiseY - noiseYInt;
+ NOISE_DATATYPE fadeY = Fade(noiseYFrac);
+ for (int x = 0; x < a_SizeX; x++)
{
- a_Array[i] += a_Workspace[i] * Amplitude;
- }
- }
-
- if (ShouldFreeWorkspace)
- {
- delete[] a_Workspace;
- a_Workspace = nullptr;
- }
-}
-
-
-
-
-
-////////////////////////////////////////////////////////////////////////////////
-// cRidgedMultiNoise:
-
-cRidgedMultiNoise::cRidgedMultiNoise(void) :
- m_Seed(0)
-{
-}
-
-
-
-
-
-cRidgedMultiNoise::cRidgedMultiNoise(int a_Seed) :
- m_Seed(a_Seed)
-{
-}
-
-
-
-
-
-void cRidgedMultiNoise::SetSeed(int a_Seed)
-{
- m_Seed = a_Seed;
-}
-
-
-
-
-
-void cRidgedMultiNoise::AddOctave(float a_Frequency, float a_Amplitude)
-{
- m_Octaves.push_back(cOctave(m_Seed * ((int)m_Octaves.size() + 4) * 4 + 1024, a_Frequency, a_Amplitude));
+ NOISE_DATATYPE ratioX = static_cast<NOISE_DATATYPE>(x) / (a_SizeX - 1);
+ NOISE_DATATYPE noiseX = Lerp(a_StartX, a_EndX, ratioX);
+ int noiseXInt = FAST_FLOOR(noiseX);
+ int xCoord = noiseXInt & 255;
+ NOISE_DATATYPE noiseXFrac = noiseX - noiseXInt;
+ NOISE_DATATYPE fadeX = Fade(noiseXFrac);
+
+ // Hash the coordinates:
+ int A = m_Perm[xCoord] + yCoord;
+ int AA = m_Perm[A];
+ int AB = m_Perm[A + 1];
+ int B = m_Perm[xCoord + 1] + yCoord;
+ int BA = m_Perm[B];
+ int BB = m_Perm[B + 1];
+
+ // Lerp the gradients:
+ a_Array[idx++] = Lerp(
+ Lerp(Grad(m_Perm[AA], noiseXFrac, noiseYFrac, 0), Grad(m_Perm[BA], noiseXFrac - 1, noiseYFrac, 0), fadeX),
+ Lerp(Grad(m_Perm[AB], noiseXFrac, noiseYFrac - 1, 0), Grad(m_Perm[BB], noiseXFrac - 1, noiseYFrac - 1, 0), fadeX),
+ fadeY
+ );
+ } // for x
+ } // for y
}
-void cRidgedMultiNoise::Generate2D(
- NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
- int a_SizeX, int a_SizeY, ///< Count of the array, in each direction
- NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction
- NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction
- NOISE_DATATYPE * a_Workspace ///< Workspace that this function can use and trash
+void cImprovedNoise::Generate3D(
+ NOISE_DATATYPE * a_Array,
+ int a_SizeX, int a_SizeY, int a_SizeZ,
+ NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX,
+ NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY,
+ NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ
) const
{
- if (m_Octaves.empty())
- {
- // No work to be done
- ASSERT(!"RidgedMulti: No octaves to generate!");
- return;
- }
-
- bool ShouldFreeWorkspace = (a_Workspace == nullptr);
- int ArrayCount = a_SizeX * a_SizeY;
- if (ShouldFreeWorkspace)
- {
- a_Workspace = new NOISE_DATATYPE[ArrayCount];
- }
-
- // Generate the first octave directly into array:
- const cOctave & FirstOctave = m_Octaves.front();
-
- FirstOctave.m_Noise.Generate2D(
- a_Workspace, a_SizeX, a_SizeY,
- a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency,
- a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency
- );
- NOISE_DATATYPE Amplitude = FirstOctave.m_Amplitude;
- for (int i = 0; i < ArrayCount; i++)
+ size_t idx = 0;
+ for (int z = 0; z < a_SizeZ; z++)
{
- a_Array[i] = fabs(a_Workspace[i] * Amplitude);
- }
-
- // Add each octave:
- for (cOctaves::const_iterator itr = m_Octaves.begin() + 1, end = m_Octaves.end(); itr != end; ++itr)
- {
- // Generate cubic noise for the octave:
- itr->m_Noise.Generate2D(
- a_Workspace, a_SizeX, a_SizeY,
- a_StartX * itr->m_Frequency, a_EndX * itr->m_Frequency,
- a_StartY * itr->m_Frequency, a_EndY * itr->m_Frequency
- );
- // Add the cubic noise into the output:
- NOISE_DATATYPE Amplitude = itr->m_Amplitude;
- for (int i = 0; i < ArrayCount; i++)
+ NOISE_DATATYPE ratioZ = static_cast<NOISE_DATATYPE>(z) / (a_SizeZ - 1);
+ NOISE_DATATYPE noiseZ = Lerp(a_StartZ, a_EndZ, ratioZ);
+ int noiseZInt = FAST_FLOOR(noiseZ);
+ int zCoord = noiseZInt & 255;
+ NOISE_DATATYPE noiseZFrac = noiseZ - noiseZInt;
+ NOISE_DATATYPE fadeZ = Fade(noiseZFrac);
+ for (int y = 0; y < a_SizeY; y++)
{
- a_Array[i] += fabs(a_Workspace[i] * Amplitude);
- }
- }
-
- if (ShouldFreeWorkspace)
- {
- delete[] a_Workspace;
- a_Workspace = nullptr;
- }
+ NOISE_DATATYPE ratioY = static_cast<NOISE_DATATYPE>(y) / (a_SizeY - 1);
+ NOISE_DATATYPE noiseY = Lerp(a_StartY, a_EndY, ratioY);
+ int noiseYInt = FAST_FLOOR(noiseY);
+ int yCoord = noiseYInt & 255;
+ NOISE_DATATYPE noiseYFrac = noiseY - noiseYInt;
+ NOISE_DATATYPE fadeY = Fade(noiseYFrac);
+ for (int x = 0; x < a_SizeX; x++)
+ {
+ NOISE_DATATYPE ratioX = static_cast<NOISE_DATATYPE>(x) / (a_SizeX - 1);
+ NOISE_DATATYPE noiseX = Lerp(a_StartX, a_EndX, ratioX);
+ int noiseXInt = FAST_FLOOR(noiseX);
+ int xCoord = noiseXInt & 255;
+ NOISE_DATATYPE noiseXFrac = noiseX - noiseXInt;
+ NOISE_DATATYPE fadeX = Fade(noiseXFrac);
+
+ // Hash the coordinates:
+ int A = m_Perm[xCoord] + yCoord;
+ int AA = m_Perm[A] + zCoord;
+ int AB = m_Perm[A + 1] + zCoord;
+ int B = m_Perm[xCoord + 1] + yCoord;
+ int BA = m_Perm[B] + zCoord;
+ int BB = m_Perm[B + 1] + zCoord;
+
+ // Lerp the gradients:
+ // TODO: This may be optimized by swapping the coords and recalculating most lerps only "once every x"
+ a_Array[idx++] = Lerp(
+ Lerp(
+ Lerp(Grad(m_Perm[AA], noiseXFrac, noiseYFrac, noiseZFrac), Grad(m_Perm[BA], noiseXFrac - 1, noiseYFrac, noiseZFrac), fadeX),
+ Lerp(Grad(m_Perm[AB], noiseXFrac, noiseYFrac - 1, noiseZFrac), Grad(m_Perm[BB], noiseXFrac - 1, noiseYFrac - 1, noiseZFrac), fadeX),
+ fadeY
+ ),
+ Lerp(
+ Lerp(Grad(m_Perm[AA + 1], noiseXFrac, noiseYFrac, noiseZFrac - 1), Grad(m_Perm[BA + 1], noiseXFrac - 1, noiseYFrac, noiseZFrac - 1), fadeX),
+ Lerp(Grad(m_Perm[AB + 1], noiseXFrac, noiseYFrac - 1, noiseZFrac - 1), Grad(m_Perm[BB + 1], noiseXFrac - 1, noiseYFrac - 1, noiseZFrac - 1), fadeX),
+ fadeY
+ ),
+ fadeZ
+ );
+ } // for x
+ } // for y
+ } // for z
}
-void cRidgedMultiNoise::Generate3D(
- NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y + a_SizeX * a_SizeY * z]
- int a_SizeX, int a_SizeY, int a_SizeZ, ///< Count of the array, in each direction
- NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction
- NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction
- NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ, ///< Noise-space coords of the array in the Z direction
- NOISE_DATATYPE * a_Workspace ///< Workspace that this function can use and trash
-) const
+NOISE_DATATYPE cImprovedNoise::GetValueAt(int a_X, int a_Y, int a_Z)
{
- if (m_Octaves.empty())
- {
- // No work to be done
- ASSERT(!"RidgedMulti: No octaves to generate!");
- return;
- }
-
- bool ShouldFreeWorkspace = (a_Workspace == nullptr);
- int ArrayCount = a_SizeX * a_SizeY * a_SizeZ;
- if (ShouldFreeWorkspace)
- {
- a_Workspace = new NOISE_DATATYPE[ArrayCount];
- }
-
- // Generate the first octave directly into array:
- const cOctave & FirstOctave = m_Octaves.front();
-
- FirstOctave.m_Noise.Generate3D(
- a_Workspace, a_SizeX, a_SizeY, a_SizeZ,
- a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency,
- a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency,
- a_StartZ * FirstOctave.m_Frequency, a_EndZ * FirstOctave.m_Frequency
- );
- NOISE_DATATYPE Amplitude = FirstOctave.m_Amplitude;
- for (int i = 0; i < ArrayCount; i++)
- {
- a_Array[i] = a_Workspace[i] * Amplitude;
- }
-
- // Add each octave:
- for (cOctaves::const_iterator itr = m_Octaves.begin() + 1, end = m_Octaves.end(); itr != end; ++itr)
- {
- // Generate cubic noise for the octave:
- itr->m_Noise.Generate3D(
- a_Workspace, a_SizeX, a_SizeY, a_SizeZ,
- a_StartX * itr->m_Frequency, a_EndX * itr->m_Frequency,
- a_StartY * itr->m_Frequency, a_EndY * itr->m_Frequency,
- a_StartZ * itr->m_Frequency, a_EndZ * itr->m_Frequency
- );
- // Add the cubic noise into the output:
- NOISE_DATATYPE Amplitude = itr->m_Amplitude;
- for (int i = 0; i < ArrayCount; i++)
- {
- a_Array[i] += a_Workspace[i] * Amplitude;
- }
- }
-
- if (ShouldFreeWorkspace)
- {
- delete[] a_Workspace;
- a_Workspace = nullptr;
- }
+ // Hash the coordinates:
+ a_X = a_X & 255;
+ a_Y = a_Y & 255;
+ a_Z = a_Z & 255;
+ int A = m_Perm[a_X] + a_Y;
+ int AA = m_Perm[A] + a_Z;
+
+ return Grad(m_Perm[AA], 1, 1, 1);
}
+
diff --git a/src/Noise.h b/src/Noise/Noise.h
index b7a90d5b7..323194bfd 100644
--- a/src/Noise.h
+++ b/src/Noise/Noise.h
@@ -7,22 +7,11 @@
#include <cmath>
+/** The datatype used by all the noise generators. */
+typedef float NOISE_DATATYPE;
-
-
-
-// Some settings
-#define NOISE_DATATYPE float
-
-
-
-
-
-#ifdef _MSC_VER
- #define INLINE __forceinline
-#else
- #define INLINE inline
-#endif
+#include "OctavedNoise.h"
+#include "RidgedNoise.h"
@@ -35,20 +24,20 @@ public:
cNoise(const cNoise & a_Noise);
// The following functions, if not marked INLINE, are about 20 % slower
- INLINE NOISE_DATATYPE IntNoise1D(int a_X) const;
- INLINE NOISE_DATATYPE IntNoise2D(int a_X, int a_Y) const;
- INLINE NOISE_DATATYPE IntNoise3D(int a_X, int a_Y, int a_Z) const;
+ inline NOISE_DATATYPE IntNoise1D(int a_X) const;
+ inline NOISE_DATATYPE IntNoise2D(int a_X, int a_Y) const;
+ inline NOISE_DATATYPE IntNoise3D(int a_X, int a_Y, int a_Z) const;
// Return a float number in the specified range:
- INLINE NOISE_DATATYPE IntNoise2DInRange(int a_X, int a_Y, float a_Min, float a_Max) const
+ inline NOISE_DATATYPE IntNoise2DInRange(int a_X, int a_Y, float a_Min, float a_Max) const
{
return a_Min + std::abs(IntNoise2D(a_X, a_Y)) * (a_Max - a_Min);
}
// Note: These functions have a mod8-irregular chance - each of the mod8 remainders has different chance of occurrence. Divide by 8 to rectify.
- INLINE int IntNoise1DInt(int a_X) const;
- INLINE int IntNoise2DInt(int a_X, int a_Y) const;
- INLINE int IntNoise3DInt(int a_X, int a_Y, int a_Z) const;
+ inline int IntNoise1DInt(int a_X) const;
+ inline int IntNoise2DInt(int a_X, int a_Y) const;
+ inline int IntNoise3DInt(int a_X, int a_Y, int a_Z) const;
NOISE_DATATYPE LinearNoise1D(NOISE_DATATYPE a_X) const;
NOISE_DATATYPE CosineNoise1D(NOISE_DATATYPE a_X) const;
@@ -61,9 +50,9 @@ public:
void SetSeed(int a_Seed) { m_Seed = a_Seed; }
- INLINE static NOISE_DATATYPE CubicInterpolate (NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_C, NOISE_DATATYPE a_D, NOISE_DATATYPE a_Pct);
- INLINE static NOISE_DATATYPE CosineInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_Pct);
- INLINE static NOISE_DATATYPE LinearInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_Pct);
+ inline static NOISE_DATATYPE CubicInterpolate (NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_C, NOISE_DATATYPE a_D, NOISE_DATATYPE a_Pct);
+ inline static NOISE_DATATYPE CosineInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_Pct);
+ inline static NOISE_DATATYPE LinearInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_Pct);
private:
int m_Seed;
@@ -76,19 +65,15 @@ private:
class cCubicNoise
{
public:
- static const int MAX_SIZE = 512; ///< Maximum size of each dimension of the query arrays.
+ /** Maximum size of each dimension of the query arrays. */
+ static const int MAX_SIZE = 512;
+ /** Creates a new instance with the specified seed. */
cCubicNoise(int a_Seed);
- void Generate1D(
- NOISE_DATATYPE * a_Array, ///< Array to generate into
- int a_SizeX, ///< Count of the array
- NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX ///< Noise-space coords of the array
- ) const;
-
-
+ /** Fills a 2D array with the values of the noise. */
void Generate2D(
NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
int a_SizeX, int a_SizeY, ///< Count of the array, in each direction
@@ -97,6 +82,7 @@ public:
) const;
+ /** Fills a 3D array with the values of the noise. */
void Generate3D(
NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y + a_SizeX * a_SizeY * z]
int a_SizeX, int a_SizeY, int a_SizeZ, ///< Count of the array, in each direction
@@ -106,163 +92,87 @@ public:
) const;
protected:
- typedef NOISE_DATATYPE Workspace1D[4];
- typedef NOISE_DATATYPE Workspace2D[4][4];
-
- cNoise m_Noise; // Used for integral rnd values
-
- #ifdef _DEBUG
- // Statistics on the noise-space coords:
- static int m_NumSingleX;
- static int m_NumSingleXY;
- static int m_NumSingleY;
- static int m_NumCalls;
- #endif // _DEBUG
- /// Calculates the integral and fractional parts along one axis.
+ /** Noise used for integral random values. */
+ cNoise m_Noise;
+
+
+ /** Calculates the integral and fractional parts along one axis.
+ a_Floor will receive the integral parts (array of a_Size ints).
+ a_Frac will receive the fractional parts (array of a_Size floats).
+ a_Same will receive the counts of items that have the same integral parts (array of up to a_Size ints).
+ a_NumSame will receive the count of a_Same elements (total count of different integral parts). */
void CalcFloorFrac(
int a_Size,
NOISE_DATATYPE a_Start, NOISE_DATATYPE a_End,
int * a_Floor, NOISE_DATATYPE * a_Frac,
int * a_Same, int & a_NumSame
) const;
-
- void UpdateWorkRnds2DX(
- Workspace2D & a_WorkRnds,
- Workspace1D & a_Interps,
- int a_LastFloorX, int a_NewFloorX,
- int a_FloorY,
- NOISE_DATATYPE a_FractionY
- ) const;
} ;
-class cPerlinNoise
+/** Improved noise, as described by Ken Perlin: http://mrl.nyu.edu/~perlin/paper445.pdf
+Implementation adapted from Perlin's Java implementation: http://mrl.nyu.edu/~perlin/noise/ */
+class cImprovedNoise
{
public:
- cPerlinNoise(void);
- cPerlinNoise(int a_Seed);
-
-
- void SetSeed(int a_Seed);
-
- void AddOctave(NOISE_DATATYPE a_Frequency, NOISE_DATATYPE a_Amplitude);
-
- void Generate1D(
- NOISE_DATATYPE * a_Array, ///< Array to generate into
- int a_SizeX, ///< Count of the array
- NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array
- NOISE_DATATYPE * a_Workspace = nullptr ///< Workspace that this function can use and trash
- ) const;
-
-
+ /** Constructs a new instance of the noise obbject.
+ Note that this operation is quite expensive (the permutation array being constructed). */
+ cImprovedNoise(int a_Seed);
+
+
+ /** Fills a 2D array with the values of the noise. */
void Generate2D(
NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
int a_SizeX, int a_SizeY, ///< Count of the array, in each direction
NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction
- NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction
- NOISE_DATATYPE * a_Workspace = nullptr ///< Workspace that this function can use and trash
+ NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY ///< Noise-space coords of the array in the Y direction
) const;
+ /** Fills a 3D array with the values of the noise. */
void Generate3D(
NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y + a_SizeX * a_SizeY * z]
int a_SizeX, int a_SizeY, int a_SizeZ, ///< Count of the array, in each direction
NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction
NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction
- NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ, ///< Noise-space coords of the array in the Z direction
- NOISE_DATATYPE * a_Workspace = nullptr ///< Workspace that this function can use and trash
+ NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ ///< Noise-space coords of the array in the Z direction
) const;
-
+
+ /** Returns the value at the specified integral coords. Used for raw speed measurement. */
+ NOISE_DATATYPE GetValueAt(int a_X, int a_Y, int a_Z);
+
protected:
- class cOctave
+
+ /** The permutation table used by the noise function. Initialized using seed. */
+ int m_Perm[512];
+
+
+ /** Calculates the fade curve, 6 * t^5 - 15 * t^4 + 10 * t^3. */
+ inline static NOISE_DATATYPE Fade(NOISE_DATATYPE a_T)
{
- public:
- cCubicNoise m_Noise;
-
- NOISE_DATATYPE m_Frequency; // Coord multiplier
- NOISE_DATATYPE m_Amplitude; // Value multiplier
-
- cOctave(int a_Seed, NOISE_DATATYPE a_Frequency, NOISE_DATATYPE a_Amplitude) :
- m_Noise(a_Seed),
- m_Frequency(a_Frequency),
- m_Amplitude(a_Amplitude)
- {
- }
- } ;
-
- typedef std::vector<cOctave> cOctaves;
-
- int m_Seed;
- cOctaves m_Octaves;
-} ;
+ return a_T * a_T * a_T * (a_T * (a_T * 6 - 15) + 10);
+ }
+ /** Returns the gradient value based on the hash. */
+ inline static NOISE_DATATYPE Grad(int a_Hash, NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y, NOISE_DATATYPE a_Z)
+ {
+ int hash = a_Hash % 16;
+ NOISE_DATATYPE u = (hash < 8) ? a_X : a_Y;
+ NOISE_DATATYPE v = (hash < 4) ? a_Y : (((hash == 12) || (hash == 14)) ? a_X : a_Z);
+ return (((hash & 1) == 0) ? u : -u) + (((hash & 2) == 0) ? v : -v);
+ }
+};
-class cRidgedMultiNoise
-{
-public:
- cRidgedMultiNoise(void);
- cRidgedMultiNoise(int a_Seed);
-
-
- void SetSeed(int a_Seed);
-
- void AddOctave(NOISE_DATATYPE a_Frequency, NOISE_DATATYPE a_Amplitude);
-
- void Generate1D(
- NOISE_DATATYPE * a_Array, ///< Array to generate into
- int a_SizeX, ///< Count of the array
- NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array
- NOISE_DATATYPE * a_Workspace = nullptr ///< Workspace that this function can use and trash
- ) const;
-
-
- void Generate2D(
- NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
- int a_SizeX, int a_SizeY, ///< Count of the array, in each direction
- NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction
- NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction
- NOISE_DATATYPE * a_Workspace = nullptr ///< Workspace that this function can use and trash
- ) const;
-
-
- void Generate3D(
- NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y + a_SizeX * a_SizeY * z]
- int a_SizeX, int a_SizeY, int a_SizeZ, ///< Count of the array, in each direction
- NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction
- NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction
- NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ, ///< Noise-space coords of the array in the Z direction
- NOISE_DATATYPE * a_Workspace = nullptr ///< Workspace that this function can use and trash
- ) const;
-
-protected:
- class cOctave
- {
- public:
- cCubicNoise m_Noise;
-
- NOISE_DATATYPE m_Frequency; // Coord multiplier
- NOISE_DATATYPE m_Amplitude; // Value multiplier
-
- cOctave(int a_Seed, NOISE_DATATYPE a_Frequency, NOISE_DATATYPE a_Amplitude) :
- m_Noise(a_Seed),
- m_Frequency(a_Frequency),
- m_Amplitude(a_Amplitude)
- {
- }
- } ;
-
- typedef std::vector<cOctave> cOctaves;
-
- int m_Seed;
- cOctaves m_Octaves;
-} ;
+
+typedef cOctavedNoise<cCubicNoise> cPerlinNoise;
+typedef cOctavedNoise<cRidgedNoise<cCubicNoise>> cRidgedMultiNoise;
@@ -376,8 +286,46 @@ NOISE_DATATYPE cNoise::LinearInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B,
////////////////////////////////////////////////////////////////////////////////
// Global functions:
-extern void Debug2DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, const AString & a_FileNameBase);
-extern void Debug3DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int a_SizeZ, const AString & a_FileNameBase);
+/** Exports the noise array into a file.
+a_Coeff specifies the value that each array value is multiplied by before being converted into a byte. */
+extern void Debug2DNoise(const NOISE_DATATYPE * a_Array, int a_SizeX, int a_SizeY, const AString & a_FileNameBase, NOISE_DATATYPE a_Coeff = 32);
+
+/** Exports the noise array into a set of files, ordered by XY and XZ.
+a_Coeff specifies the value that each array value is multiplied by before being converted into a byte. */
+extern void Debug3DNoise(const NOISE_DATATYPE * a_Array, int a_SizeX, int a_SizeY, int a_SizeZ, const AString & a_FileNameBase, NOISE_DATATYPE a_Coeff = 32);
+
+
+
+
+/** Linearly interpolates between two values.
+Assumes that a_Ratio is in range [0, 1]. */
+inline NOISE_DATATYPE Lerp(NOISE_DATATYPE a_Val1, NOISE_DATATYPE a_Val2, NOISE_DATATYPE a_Ratio)
+{
+ return a_Val1 + (a_Val2 - a_Val1) * a_Ratio;
+}
+
+
+
+
+
+/** Linearly interpolates between two values, clamping the ratio to [0, 1] first. */
+inline NOISE_DATATYPE ClampedLerp(NOISE_DATATYPE a_Val1, NOISE_DATATYPE a_Val2, NOISE_DATATYPE a_Ratio)
+{
+ if (a_Ratio < 0)
+ {
+ return a_Val1;
+ }
+ if (a_Ratio > 1)
+ {
+ return a_Val2;
+ }
+ return Lerp(a_Val1, a_Val2, a_Ratio);
+}
+
+
+
+
+
diff --git a/src/Noise/OctavedNoise.h b/src/Noise/OctavedNoise.h
new file mode 100644
index 000000000..efb9a0167
--- /dev/null
+++ b/src/Noise/OctavedNoise.h
@@ -0,0 +1,196 @@
+
+// OctavedNoise.h
+
+// Implements the cOctavedNoise class template representing a noise generator that layers several octaves of another noise
+
+
+
+
+
+#pragma once
+
+
+
+
+
+template <typename N>
+class cOctavedNoise
+{
+public:
+ cOctavedNoise(int a_Seed = 0):
+ m_Seed(a_Seed)
+ {
+ }
+
+
+ /** Sets a new seed for the generators. Relays the seed to all underlying octaves. */
+ void SetSeed(int a_Seed)
+ {
+ m_Seed = a_Seed;
+ for (auto oct: m_Octaves)
+ {
+ oct->SetSeed(a_Seed);
+ }
+ }
+
+
+ /** Adds a new octave to the list of octaves that compose this noise. */
+ void AddOctave(NOISE_DATATYPE a_Frequency, NOISE_DATATYPE a_Amplitude)
+ {
+ m_Octaves.emplace_back(m_Seed, a_Frequency, a_Amplitude);
+ }
+
+
+ /** Fills a 2D array with the values of the noise. */
+ void Generate2D(
+ NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
+ int a_SizeX, int a_SizeY, ///< Count of the array, in each direction
+ NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction
+ NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction
+ NOISE_DATATYPE * a_Workspace = nullptr ///< Workspace that this function can use and trash.
+ ) const
+ {
+ // Check that state is alright:
+ if (m_Octaves.empty())
+ {
+ ASSERT(!"cOctavedNoise: No octaves to generate!");
+ return;
+ }
+
+ // Allocate the workspace on the heap, if it wasn't given:
+ std::unique_ptr<NOISE_DATATYPE[]> workspaceHeap;
+ if (a_Workspace == nullptr)
+ {
+ workspaceHeap.reset(new NOISE_DATATYPE[a_SizeX * a_SizeY]);
+ a_Workspace = workspaceHeap.get();
+ }
+
+ // Generate the first octave directly into array:
+ int ArrayCount = a_SizeX * a_SizeY;
+ {
+ const cOctave & FirstOctave = m_Octaves.front();
+ FirstOctave.m_Noise.Generate2D(
+ a_Workspace, a_SizeX, a_SizeY,
+ a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency,
+ a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency
+ );
+ NOISE_DATATYPE Amplitude = FirstOctave.m_Amplitude;
+ for (int i = 0; i < ArrayCount; i++)
+ {
+ a_Array[i] = a_Workspace[i] * Amplitude;
+ }
+ }
+
+ // Add each octave:
+ for (auto itr = m_Octaves.cbegin() + 1, end = m_Octaves.cend(); itr != end; ++itr)
+ {
+ // Generate the noise for the octave:
+ itr->m_Noise.Generate2D(
+ a_Workspace, a_SizeX, a_SizeY,
+ a_StartX * itr->m_Frequency, a_EndX * itr->m_Frequency,
+ a_StartY * itr->m_Frequency, a_EndY * itr->m_Frequency
+ );
+ // Add it into the output:
+ NOISE_DATATYPE Amplitude = itr->m_Amplitude;
+ for (int i = 0; i < ArrayCount; i++)
+ {
+ a_Array[i] += a_Workspace[i] * Amplitude;
+ }
+ } // for itr - m_Octaves[]
+ }
+
+
+ /** Fills a 3D array with the values of the noise. */
+ void Generate3D(
+ NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y + a_SizeX * a_SizeY * z]
+ int a_SizeX, int a_SizeY, int a_SizeZ, ///< Count of the array, in each direction
+ NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction
+ NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction
+ NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ, ///< Noise-space coords of the array in the Z direction
+ NOISE_DATATYPE * a_Workspace = nullptr ///< Workspace that this function can use and trash, same size as a_Array
+ ) const
+ {
+ // Check that state is alright:
+ if (m_Octaves.empty())
+ {
+ ASSERT(!"cOctavedNoise: No octaves to generate!");
+ return;
+ }
+
+ // Allocate the workspace on the heap, if it wasn't given:
+ std::unique_ptr<NOISE_DATATYPE[]> workspaceHeap;
+ if (a_Workspace == nullptr)
+ {
+ workspaceHeap.reset(new NOISE_DATATYPE[a_SizeX * a_SizeY * a_SizeZ]);
+ a_Workspace = workspaceHeap.get();
+ }
+
+ // Generate the first octave directly into array:
+ int ArrayCount = a_SizeX * a_SizeY * a_SizeZ;
+ {
+ const cOctave & FirstOctave = m_Octaves.front();
+ FirstOctave.m_Noise.Generate3D(
+ a_Workspace, a_SizeX, a_SizeY, a_SizeZ,
+ a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency,
+ a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency,
+ a_StartZ * FirstOctave.m_Frequency, a_EndZ * FirstOctave.m_Frequency
+ );
+ NOISE_DATATYPE Amplitude = FirstOctave.m_Amplitude;
+ for (int i = 0; i < ArrayCount; i++)
+ {
+ a_Array[i] = a_Workspace[i] * Amplitude;
+ }
+ }
+
+ // Add each octave:
+ for (auto itr = m_Octaves.cbegin() + 1, end = m_Octaves.cend(); itr != end; ++itr)
+ {
+ // Generate the noise for the octave:
+ itr->m_Noise.Generate3D(
+ a_Workspace, a_SizeX, a_SizeY, a_SizeZ,
+ a_StartX * itr->m_Frequency, a_EndX * itr->m_Frequency,
+ a_StartY * itr->m_Frequency, a_EndY * itr->m_Frequency,
+ a_StartZ * itr->m_Frequency, a_EndZ * itr->m_Frequency
+ );
+ // Add it into the output:
+ NOISE_DATATYPE Amplitude = itr->m_Amplitude;
+ for (int i = 0; i < ArrayCount; i++)
+ {
+ a_Array[i] += a_Workspace[i] * Amplitude;
+ }
+ } // for itr - m_Octaves[]
+ }
+
+protected:
+ /** Stores information and state for one octave of the noise. */
+ class cOctave
+ {
+ public:
+ N m_Noise;
+
+ /** Coord multiplier. */
+ NOISE_DATATYPE m_Frequency;
+
+ /** Value multiplier. */
+ NOISE_DATATYPE m_Amplitude;
+
+ cOctave(int a_Seed, NOISE_DATATYPE a_Frequency, NOISE_DATATYPE a_Amplitude) :
+ m_Noise(a_Seed),
+ m_Frequency(a_Frequency),
+ m_Amplitude(a_Amplitude)
+ {
+ }
+ } ;
+ typedef std::vector<cOctave> cOctaves;
+
+
+ /** The seed used by the underlying generators. */
+ int m_Seed;
+
+ /** The octaves that compose this noise. */
+ cOctaves m_Octaves;
+};
+
+
+
+
diff --git a/src/Noise/RidgedNoise.h b/src/Noise/RidgedNoise.h
new file mode 100644
index 000000000..f59a0512f
--- /dev/null
+++ b/src/Noise/RidgedNoise.h
@@ -0,0 +1,91 @@
+
+// RidgedNoise.h
+
+// Implements the cRidgedNoise template class that generates ridged noise based on another noise provider.
+
+
+
+
+
+#pragma once
+
+
+
+
+
+template <typename N>
+class cRidgedNoise
+{
+public:
+ /** Creates a new instance with the seed set to 0. */
+ cRidgedNoise(void):
+ m_Noise(0)
+ {
+ }
+
+
+ /** Creates a new instance with the specified seed. */
+ cRidgedNoise(int a_Seed):
+ m_Noise(a_Seed)
+ {
+ }
+
+
+ /** Sets the seed for the underlying noise. */
+ void SetSeed(int a_Seed)
+ {
+ m_Noise.SetSeed(a_Seed);
+ }
+
+
+ /** Fills a 2D array with the values of the noise. */
+ void Generate2D(
+ NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
+ int a_SizeX, int a_SizeY, ///< Count of the array, in each direction
+ NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction
+ NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY ///< Noise-space coords of the array in the Y direction
+ ) const
+ {
+ int ArrayCount = a_SizeX * a_SizeY;
+ m_Noise.Generate2D(
+ a_Array, a_SizeX, a_SizeY,
+ a_StartX, a_EndX,
+ a_StartY, a_EndY
+ );
+ for (int i = 0; i < ArrayCount; i++)
+ {
+ a_Array[i] = std::abs(a_Array[i]);
+ }
+ }
+
+
+ /** Fills a 3D array with the values of the noise. */
+ void Generate3D(
+ NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y + a_SizeX * a_SizeY * z]
+ int a_SizeX, int a_SizeY, int a_SizeZ, ///< Count of the array, in each direction
+ NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction
+ NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction
+ NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ ///< Noise-space coords of the array in the Z direction
+ ) const
+ {
+ int ArrayCount = a_SizeX * a_SizeY * a_SizeZ;
+ m_Noise.Generate2D(
+ a_Array, a_SizeX, a_SizeY, a_SizeZ,
+ a_StartX, a_EndX,
+ a_StartY, a_EndY,
+ a_StartZ, a_EndZ
+ );
+ for (int i = 0; i < ArrayCount; i++)
+ {
+ a_Array[i] = std::abs(a_Array[i]);
+ }
+ }
+
+protected:
+ N m_Noise;
+} ;
+
+
+
+
+
diff --git a/src/Root.cpp b/src/Root.cpp
index 55e1c1156..e309bb174 100644
--- a/src/Root.cpp
+++ b/src/Root.cpp
@@ -154,7 +154,7 @@ void cRoot::Start(void)
m_WebAdmin->Init();
LOGD("Loading settings...");
- m_RankManager = new cRankManager();
+ m_RankManager.reset(new cRankManager());
m_RankManager->Initialize(m_MojangAPI);
m_CraftingRecipes = new cCraftingRecipes;
m_FurnaceRecipe = new cFurnaceRecipe();
diff --git a/src/Root.h b/src/Root.h
index ec6b83fcc..29753a47d 100644
--- a/src/Root.h
+++ b/src/Root.h
@@ -86,7 +86,7 @@ public:
cPluginManager * GetPluginManager (void) { return m_PluginManager; } // tolua_export
cAuthenticator & GetAuthenticator (void) { return m_Authenticator; }
cMojangAPI & GetMojangAPI (void) { return m_MojangAPI; }
- cRankManager * GetRankManager (void) { return m_RankManager; }
+ cRankManager * GetRankManager (void) { return m_RankManager.get(); }
/** Queues a console command for execution through the cServer class.
The command will be executed in the tick thread
@@ -188,7 +188,9 @@ private:
cPluginManager * m_PluginManager;
cAuthenticator m_Authenticator;
cMojangAPI m_MojangAPI;
- cRankManager * m_RankManager;
+
+ std::unique_ptr<cRankManager> m_RankManager;
+
cHTTPServer m_HTTPServer;
bool m_bStop;
diff --git a/src/Vector3.h b/src/Vector3.h
index 1854e42e3..1e4a1f5d9 100644
--- a/src/Vector3.h
+++ b/src/Vector3.h
@@ -93,6 +93,21 @@ public:
return x * a_Rhs.x + y * a_Rhs.y + z * a_Rhs.z;
}
+ inline void abs()
+ {
+ x = (x < 0) ? -x : x;
+ y = (y < 0) ? -y : y;
+ z = (z < 0) ? -z : z;
+ }
+
+ // We can't use a capital letter, because we wouldn't be able to call the normal Clamp function.
+ inline void clamp(T a_Min, T a_Max)
+ {
+ x = Clamp(x, a_Min, a_Max);
+ y = Clamp(y, a_Min, a_Max);
+ z = Clamp(z, a_Min, a_Max);
+ }
+
inline Vector3<T> Cross(const Vector3<T> & a_Rhs) const
{
return Vector3<T>(
diff --git a/src/VoronoiMap.h b/src/VoronoiMap.h
index dfb11e9ce..56022849e 100644
--- a/src/VoronoiMap.h
+++ b/src/VoronoiMap.h
@@ -9,7 +9,7 @@
#pragma once
-#include "Noise.h"
+#include "Noise/Noise.h"
diff --git a/src/World.cpp b/src/World.cpp
index df1a97460..0dec0bd96 100644
--- a/src/World.cpp
+++ b/src/World.cpp
@@ -74,102 +74,137 @@ const int TIME_SPAWN_DIVISOR = 148;
////////////////////////////////////////////////////////////////////////////////
-// cWorldLoadProgress:
+// cSpawnPrepare:
-/// A simple thread that displays the progress of world loading / saving in cWorld::InitializeSpawn()
-class cWorldLoadProgress :
- public cIsThread
+/** Generates and lights the spawn area of the world. Runs as a separate thread. */
+class cSpawnPrepare:
+ public cIsThread,
+ public cChunkCoordCallback
{
+ typedef cIsThread super;
+
public:
- cWorldLoadProgress(cWorld * a_World) :
- cIsThread("cWorldLoadProgress"),
- m_World(a_World)
- {
+ cSpawnPrepare(cWorld & a_World, int a_SpawnChunkX, int a_SpawnChunkZ, int a_PrepareDistance):
+ super("SpawnPrepare"),
+ m_World(a_World),
+ m_SpawnChunkX(a_SpawnChunkX),
+ m_SpawnChunkZ(a_SpawnChunkZ),
+ m_PrepareDistance(a_PrepareDistance),
+ m_MaxIdx(a_PrepareDistance * a_PrepareDistance),
+ m_NumPrepared(0),
+ m_LastReportTime(0),
+ m_LastReportChunkCount(0)
+ {
+ // Start the thread:
Start();
+
+ // Wait for start confirmation, so that the thread can be waited-upon after the constructor returns:
+ m_EvtStarted.Wait();
}
-
- void Stop(void)
- {
- m_ShouldTerminate = true;
- Wait();
- }
-
-protected:
- cWorld * m_World;
-
+
+ // cIsThread override:
virtual void Execute(void) override
{
- for (;;)
+ // Confirm thread start:
+ m_EvtStarted.Set();
+
+ // Queue the initial chunks:
+ m_MaxIdx = m_PrepareDistance * m_PrepareDistance;
+ int maxQueue = std::min(m_MaxIdx - 1, 100); // Number of chunks to queue at once
+ m_NextIdx = maxQueue;
+ m_LastReportTime = m_Timer.GetNowTime();
+ for (int i = 0; i < maxQueue; i++)
{
- LOG("" SIZE_T_FMT " chunks to load, %d chunks to generate",
- m_World->GetStorage().GetLoadQueueLength(),
- m_World->GetGenerator().GetQueueLength()
- );
-
- // Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
- for (int i = 0; i < 20; i++)
- {
- cSleep::MilliSleep(100);
- if (m_ShouldTerminate)
- {
- return;
- }
- }
- } // for (-ever)
+ int chunkX, chunkZ;
+ DecodeChunkCoords(i, chunkX, chunkZ);
+ m_World.GetLightingThread().QueueChunk(chunkX, chunkZ, this);
+ } // for i
+
+ // Wait for the lighting thread to prepare everything. Event is set in the Call() callback:
+ m_EvtFinished.Wait();
}
-
-} ;
+protected:
+ cWorld & m_World;
+ int m_SpawnChunkX;
+ int m_SpawnChunkZ;
+ int m_PrepareDistance;
+ /** The index of the next chunk to be queued in the lighting thread. */
+ int m_NextIdx;
+ /** The maximum index of the prepared chunks. Queueing stops when m_NextIdx reaches this number. */
+ int m_MaxIdx;
+ /** Total number of chunks already finished preparing. Preparation finishes when this number reaches m_MaxIdx. */
+ int m_NumPrepared;
-////////////////////////////////////////////////////////////////////////////////
-// cWorldLightingProgress:
+ /** Event used to signal that the thread has started. */
+ cEvent m_EvtStarted;
-/// A simple thread that displays the progress of world lighting in cWorld::InitializeSpawn()
-class cWorldLightingProgress :
- public cIsThread
-{
-public:
- cWorldLightingProgress(cLightingThread * a_Lighting) :
- cIsThread("cWorldLightingProgress"),
- m_Lighting(a_Lighting)
- {
- Start();
- }
-
- void Stop(void)
+ /** Event used to signal that the preparation is finished. */
+ cEvent m_EvtFinished;
+
+ /** The timer used to report progress every second. */
+ cTimer m_Timer;
+
+ /** The timestamp of the last progress report emitted. */
+ long long m_LastReportTime;
+
+ /** Number of chunks prepared when the last progress report was emitted. */
+ int m_LastReportChunkCount;
+
+
+ // cChunkCoordCallback override:
+ virtual void Call(int a_ChunkX, int a_ChunkZ)
{
- m_ShouldTerminate = true;
- Wait();
+ // Check if this was the last chunk:
+ m_NumPrepared += 1;
+ if (m_NumPrepared >= m_MaxIdx)
+ {
+ m_EvtFinished.Set();
+ }
+
+ // Queue another chunk, if appropriate:
+ if (m_NextIdx < m_MaxIdx)
+ {
+ int chunkX, chunkZ;
+ DecodeChunkCoords(m_NextIdx, chunkX, chunkZ);
+ m_World.GetLightingThread().QueueChunk(chunkX, chunkZ, this);
+ m_NextIdx += 1;
+ }
+
+ // Report progress every 1 second:
+ long long now = m_Timer.GetNowTime();
+ if (now - m_LastReportTime > 1000)
+ {
+ float percentDone = static_cast<float>(m_NumPrepared * 100) / m_MaxIdx;
+ float chunkSpeed = static_cast<float>((m_NumPrepared - m_LastReportChunkCount) * 1000) / (now - m_LastReportTime);
+ LOG("Preparing spawn (%s): %.02f%% done (%d chunks out of %d; %.02f chunks / sec)",
+ m_World.GetName().c_str(), percentDone, m_NumPrepared, m_MaxIdx, chunkSpeed
+ );
+ m_LastReportTime = now;
+ m_LastReportChunkCount = m_NumPrepared;
+ }
}
-
-protected:
- cLightingThread * m_Lighting;
-
- virtual void Execute(void) override
+
+ /** Decodes the index into chunk coords. Provides the specific chunk ordering. */
+ void DecodeChunkCoords(int a_Idx, int & a_ChunkX, int & a_ChunkZ)
{
- for (;;)
+ // A zigzag pattern from the top to bottom, each row alternating between forward-x and backward-x:
+ int z = a_Idx / m_PrepareDistance;
+ int x = a_Idx % m_PrepareDistance;
+ if ((z & 1) == 0)
{
- LOG("" SIZE_T_FMT " chunks remaining to light", m_Lighting->GetQueueLength()
- );
-
- // Wait for 2 sec, but be "reasonably wakeable" when the thread is to finish
- for (int i = 0; i < 20; i++)
- {
- cSleep::MilliSleep(100);
- if (m_ShouldTerminate)
- {
- return;
- }
- }
- } // for (-ever)
+ // Reverse every second row:
+ x = m_PrepareDistance - 1 - x;
+ }
+ a_ChunkZ = m_SpawnChunkZ + z - m_PrepareDistance / 2;
+ a_ChunkX = m_SpawnChunkX + x - m_PrepareDistance / 2;
}
-
-} ;
+};
@@ -432,53 +467,9 @@ void cWorld::InitializeSpawn(void)
IniFile.ReadFile(m_IniFileName);
int ViewDist = IniFile.GetValueSetI("SpawnPosition", "PregenerateDistance", DefaultViewDist);
IniFile.WriteFile(m_IniFileName);
-
- LOG("Preparing spawn area in world \"%s\", %d x %d chunks, total %d chunks...", m_WorldName.c_str(), ViewDist, ViewDist, ViewDist * ViewDist);
- for (int x = 0; x < ViewDist; x++)
- {
- for (int z = 0; z < ViewDist; z++)
- {
- m_ChunkMap->TouchChunk(x + ChunkX-(ViewDist - 1) / 2, z + ChunkZ-(ViewDist - 1) / 2); // Queue the chunk in the generator / loader
- }
- }
-
- {
- // Display progress during this process:
- cWorldLoadProgress Progress(this);
-
- // Wait for the loader to finish loading
- m_Storage.WaitForLoadQueueEmpty();
-
- // Wait for the generator to finish generating
- m_Generator.WaitForQueueEmpty();
- // Wait for the loader to finish saving
- m_Storage.WaitForSaveQueueEmpty();
-
- Progress.Stop();
- }
-
- // Light all chunks that have been newly generated:
- LOG("Lighting spawn area in world \"%s\"...", m_WorldName.c_str());
-
- for (int x = 0; x < ViewDist; x++)
- {
- int ChX = x + ChunkX-(ViewDist - 1) / 2;
- for (int z = 0; z < ViewDist; z++)
- {
- int ChZ = z + ChunkZ-(ViewDist - 1) / 2;
- if (!m_ChunkMap->IsChunkLighted(ChX, ChZ))
- {
- m_Lighting.QueueChunk(ChX, ChZ); // Queue the chunk in the lighting thread
- }
- } // for z
- } // for x
-
- {
- cWorldLightingProgress Progress(&m_Lighting);
- m_Lighting.WaitForQueueEmpty();
- Progress.Stop();
- }
+ cSpawnPrepare prep(*this, ChunkX, ChunkZ, ViewDist);
+ prep.Wait();
#ifdef TEST_LINEBLOCKTRACER
// DEBUG: Test out the cLineBlockTracer class by tracing a few lines:
@@ -741,28 +732,32 @@ void cWorld::InitialiseGeneratorDefaults(cIniFile & a_IniFile)
{
case dimEnd:
{
- a_IniFile.GetValueSet("Generator", "BiomeGen", "Constant");
- a_IniFile.GetValueSet("Generator", "ConstantBiome", "End");
- a_IniFile.GetValueSet("Generator", "HeightGen", "Biomal");
+ a_IniFile.GetValueSet("Generator", "Generator", "Composable");
+ a_IniFile.GetValueSet("Generator", "BiomeGen", "Constant");
+ a_IniFile.GetValueSet("Generator", "ConstantBiome", "End");
+ a_IniFile.GetValueSet("Generator", "ShapeGen", "End");
a_IniFile.GetValueSet("Generator", "CompositionGen", "End");
break;
}
case dimOverworld:
{
- a_IniFile.GetValueSet("Generator", "BiomeGen", "MultiStepMap");
- a_IniFile.GetValueSet("Generator", "HeightGen", "DistortedHeightmap");
- a_IniFile.GetValueSet("Generator", "CompositionGen", "DistortedHeightmap");
- a_IniFile.GetValueSet("Generator", "Finishers", "Ravines, WormNestCaves, WaterLakes, WaterSprings, LavaLakes, LavaSprings, OreNests, Mineshafts, Trees, SprinkleFoliage, Ice, Snow, Lilypads, BottomLava, DeadBushes, PreSimulator");
+ a_IniFile.GetValueSet("Generator", "Generator", "Composable");
+ a_IniFile.GetValueSet("Generator", "BiomeGen", "Grown");
+ a_IniFile.GetValueSet("Generator", "ShapeGen", "BiomalNoise3D");
+ a_IniFile.GetValueSet("Generator", "CompositionGen", "Biomal");
+ a_IniFile.GetValueSet("Generator", "Finishers", "Ravines, WormNestCaves, WaterLakes, WaterSprings, LavaLakes, LavaSprings, OreNests, Mineshafts, Trees, Villages, SprinkleFoliage, Ice, Snow, Lilypads, BottomLava, DeadBushes, PreSimulator");
break;
}
case dimNether:
{
- a_IniFile.GetValueSet("Generator", "BiomeGen", "Constant");
- a_IniFile.GetValueSet("Generator", "ConstantBiome", "Nether");
- a_IniFile.GetValueSet("Generator", "HeightGen", "Flat");
- a_IniFile.GetValueSet("Generator", "FlatHeight", "128");
- a_IniFile.GetValueSet("Generator", "CompositionGen", "Nether");
- a_IniFile.GetValueSet("Generator", "Finishers", "WormNestCaves, BottomLava, LavaSprings, NetherClumpFoliage, NetherForts, PreSimulator");
+ a_IniFile.GetValueSet("Generator", "Generator", "Composable");
+ a_IniFile.GetValueSet("Generator", "BiomeGen", "Constant");
+ a_IniFile.GetValueSet("Generator", "ConstantBiome", "Nether");
+ a_IniFile.GetValueSet("Generator", "ShapeGen", "HeightMap");
+ a_IniFile.GetValueSet("Generator", "HeightGen", "Flat");
+ a_IniFile.GetValueSet("Generator", "FlatHeight", "128");
+ a_IniFile.GetValueSet("Generator", "CompositionGen", "Nether");
+ a_IniFile.GetValueSet("Generator", "Finishers", "WormNestCaves, BottomLava, LavaSprings, NetherClumpFoliage, NetherForts, PreSimulator");
a_IniFile.GetValueSet("Generator", "BottomLavaHeight", "30");
break;
}
diff --git a/src/World.h b/src/World.h
index fe57b0789..68d0654ee 100644
--- a/src/World.h
+++ b/src/World.h
@@ -696,6 +696,8 @@ public:
inline size_t GetStorageLoadQueueLength(void) { return m_Storage.GetLoadQueueLength(); } // tolua_export
inline size_t GetStorageSaveQueueLength(void) { return m_Storage.GetSaveQueueLength(); } // tolua_export
+ cLightingThread & GetLightingThread(void) { return m_Lighting; }
+
void InitializeSpawn(void);
/** Starts threads that belong to this world */
diff --git a/src/WorldStorage/WSSAnvil.cpp b/src/WorldStorage/WSSAnvil.cpp
index 451f20ca5..4520751c7 100644
--- a/src/WorldStorage/WSSAnvil.cpp
+++ b/src/WorldStorage/WSSAnvil.cpp
@@ -1857,9 +1857,10 @@ void cWSSAnvil::LoadArrowFromNBT(cEntityList & a_Entities, const cParsedNBT & a_
int InBlockZIdx = a_NBT.FindChildByName(a_TagIdx, "zTile");
if ((InBlockXIdx > 0) && (InBlockYIdx > 0) && (InBlockZIdx > 0))
{
- if (a_NBT.GetType(InBlockXIdx) == a_NBT.GetType(InBlockYIdx) == a_NBT.GetType(InBlockZIdx))
+ eTagType typeX = a_NBT.GetType(InBlockXIdx);
+ if ((typeX == a_NBT.GetType(InBlockYIdx)) && (typeX == a_NBT.GetType(InBlockZIdx)))
{
- switch (a_NBT.GetType(InBlockXIdx))
+ switch (typeX)
{
case TAG_Int:
{
@@ -1873,6 +1874,11 @@ void cWSSAnvil::LoadArrowFromNBT(cEntityList & a_Entities, const cParsedNBT & a_
Arrow->SetBlockHit(Vector3i((int)a_NBT.GetShort(InBlockXIdx), (int)a_NBT.GetShort(InBlockYIdx), (int)a_NBT.GetShort(InBlockZIdx)));
break;
}
+ default:
+ {
+ // No hit block, the arrow is still flying?
+ break;
+ }
}
}
}
diff --git a/src/main.cpp b/src/main.cpp
index 463c54c28..c60e13a8c 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -182,7 +182,7 @@ int main( int argc, char **argv)
#if defined(_MSC_VER) && defined(_DEBUG) && defined(ENABLE_LEAK_FINDER)
InitLeakFinder();
#endif
-
+
// Magic code to produce dump-files on Windows if the server crashes:
#if defined(_WIN32) && !defined(_WIN64) && defined(_MSC_VER)
HINSTANCE hDbgHelp = LoadLibrary("DBGHELP.DLL");