// Nosie3DGenerator.cpp // Generates terrain using 3D noise, rather than composing. Is a test. #include "Globals.h" #include "Noise3DGenerator.h" #include "../OSSupport/File.h" cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) : super(a_ChunkGenerator), m_Noise1(0), m_Noise2(0) { } cNoise3DGenerator::~cNoise3DGenerator() { // Nothing needed yet } void cNoise3DGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile) { m_World = a_World; // TODO: params } void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) { for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++) { a_BiomeMap[i] = biExtremeHills; } } void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) { // Parameters, TODO: Make some settable in the INI file const int INTERPOL_X = 8; const int INTERPOL_Y = 4; const int INTERPOL_Z = 8; const NOISE_DATATYPE FrequencyX = 20; const NOISE_DATATYPE FrequencyY = 20; const NOISE_DATATYPE FrequencyZ = 20; const NOISE_DATATYPE MidPoint = 75; // Where the vertical "center" of the noise should be const NOISE_DATATYPE AirThreshold = (NOISE_DATATYPE)0.5; const int SeaLevel = 62; NOISE_DATATYPE Noise[257 * 17 * 17]; // x + 17 * z + 17 * 17 * y int idx = 0; for (int y = 0; y < 257; y += INTERPOL_Y) { NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / FrequencyY; NOISE_DATATYPE AddHeight = NoiseY - (MidPoint / FrequencyY); AddHeight *= AddHeight * AddHeight * AddHeight * AddHeight; NOISE_DATATYPE * CurFloor = &(Noise[y * 17 * 17]); for (int z = 0; z < 17; z += INTERPOL_Z) { NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / FrequencyZ; for (int x = 0; x < 17; x += INTERPOL_X) { NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / FrequencyX; CurFloor[x + 17 * z] = m_Noise1.CubicNoise3D(NoiseX, NoiseY, NoiseZ) + m_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) + AddHeight; } } // Linear-interpolate this XZ floor: ArrayLinearInterpolate2D(CurFloor, 17, 17, INTERPOL_X, INTERPOL_Z); } // Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis for (int y = 1; y < cChunkDef::Height; y++) { if ((y % INTERPOL_Y) == 0) { // This is the interpolation source floor, already calculated continue; } int LoFloorY = (y / INTERPOL_Y) * INTERPOL_Y; int HiFloorY = LoFloorY + INTERPOL_Y; NOISE_DATATYPE * LoFloor = &(Noise[LoFloorY * 17 * 17]); NOISE_DATATYPE * HiFloor = &(Noise[HiFloorY * 17 * 17]); NOISE_DATATYPE * CurFloor = &(Noise[y * 17 * 17]); NOISE_DATATYPE Ratio = ((NOISE_DATATYPE)(y % INTERPOL_Y)) / INTERPOL_Y; int idx = 0; for (int z = 0; z < cChunkDef::Width; z++) { for (int x = 0; x < cChunkDef::Width; x++) { CurFloor[idx] = LoFloor[idx] + (HiFloor[idx] - LoFloor[idx]) * Ratio; idx += 1; } idx += 1; // Skipping one X column } } // The noise array is now fully interpolated /* // DEBUG: Output two images of the array, sliced by XY and XZ: cFile f1; if (f1.Open(Printf("Chunk_%d_%d_XY.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite)) { for (int z = 0; z < cChunkDef::Width; z++) { for (int y = 0; y < cChunkDef::Height; y++) { int idx = y * 17 * 17 + z * 17; unsigned char buf[16]; for (int x = 0; x < cChunkDef::Width; x++) { buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * Noise[idx++])))); } f1.Write(buf, 16); } // for y } // for z } // if (XY file open) cFile f2; if (f2.Open(Printf("Chunk_%d_%d_XZ.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite)) { for (int y = 0; y < cChunkDef::Height; y++) { for (int z = 0; z < cChunkDef::Width; z++) { int idx = y * 17 * 17 + z * 17; unsigned char buf[16]; for (int x = 0; x < cChunkDef::Width; x++) { buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * Noise[idx++])))); } f2.Write(buf, 16); } // for z } // for y } // if (XZ file open) */ // Output into chunk: for (int y = 0; y < cChunkDef::Height; y++) { for (int z = 0; z < cChunkDef::Width; z++) { int idx = y * 17 * 17 + z * 17; for (int x = 0; x < cChunkDef::Width; x++) { NOISE_DATATYPE n = Noise[idx++]; BLOCKTYPE BlockType; if (n > AirThreshold) { BlockType = (y > SeaLevel) ? E_BLOCK_AIR : E_BLOCK_STATIONARY_WATER; } else { BlockType = E_BLOCK_STONE; } a_ChunkDesc.SetBlockType(x, y, z, BlockType); } } } // Update the heightmap: 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_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR) { a_ChunkDesc.SetHeight(x, z, y); break; } } // for y } // for x } // for z }