summaryrefslogtreecommitdiffstats
path: root/source/Generating/Noise3DGenerator.cpp
blob: c4614ffc2b3b89e5c3601ed0db0da71682873680 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186

// 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)
{
	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;
	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 - ((NOISE_DATATYPE)128 / 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++)
			{
				a_ChunkDesc.SetBlockType(x, y, z, (Noise[idx++] > 0.5) ? E_BLOCK_AIR : E_BLOCK_STONE);
			}
		}
	}
	
	// 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
}