2013-05-05 09:27:08 -07:00
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// DistortedHeightmap.cpp
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// Implements the cDistortedHeightmap class representing the height and composition generator capable of overhangs
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#include "Globals.h"
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#include "DistortedHeightmap.h"
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#include "../OSSupport/File.h"
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#include "../../iniFile/iniFile.h"
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2013-05-12 10:55:49 -07:00
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#include "../LinearUpscale.h"
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2013-05-05 09:27:08 -07:00
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2013-05-12 09:15:21 -07:00
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/** This table assigns a relative maximum overhang size in each direction to biomes.
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Both numbers indicate a number which will multiply the noise value for each coord;
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this means that you can have different-sized overhangs in each direction.
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Usually you'd want to keep both numbers the same.
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The numbers are "relative", not absolute maximum; overhangs of a slightly larger size are possible
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due to the way that noise is calculated.
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*/
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const cDistortedHeightmap::sGenParam cDistortedHeightmap::m_GenParam[biNumBiomes] =
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{
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/* Biome | AmpX | AmpZ */
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/* biOcean */ { 1.5f, 1.5f},
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/* biPlains */ { 0.5f, 0.5f},
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/* biDesert */ { 0.5f, 0.5f},
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/* biExtremeHills */ {16.0f, 16.0f},
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/* biForest */ { 3.0f, 3.0f},
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/* biTaiga */ { 1.5f, 1.5f},
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/* biSwampland */ { 0.0f, 0.0f},
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/* biRiver */ { 0.0f, 0.0f},
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/* biNether */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing
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/* biSky */ { 0.0f, 0.0f}, // Unused, but must be here due to indexing
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/* biFrozenOcean */ { 0.0f, 0.0f},
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/* biFrozenRiver */ { 0.0f, 0.0f},
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/* biIcePlains */ { 0.0f, 0.0f},
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/* biIceMountains */ { 8.0f, 8.0f},
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/* biMushroomIsland */ { 4.0f, 4.0f},
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/* biMushroomShore */ { 0.0f, 0.0f},
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/* biBeach */ { 0.0f, 0.0f},
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/* biDesertHills */ { 5.0f, 5.0f},
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/* biForestHills */ { 6.0f, 6.0f},
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/* biTaigaHills */ { 8.0f, 8.0f},
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/* biExtremeHillsEdge */ { 7.0f, 7.0f},
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/* biJungle */ { 0.0f, 0.0f},
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/* biJungleHills */ { 8.0f, 8.0f},
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} ;
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cDistortedHeightmap::cDistortedHeightmap(int a_Seed, cBiomeGen & a_BiomeGen) :
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m_Noise1(a_Seed + 1000),
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m_Noise2(a_Seed + 2000),
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m_Noise3(a_Seed + 3000),
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m_Noise4(a_Seed + 4000),
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m_Noise5(a_Seed + 5000),
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m_BiomeGen(a_BiomeGen),
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m_UnderlyingHeiGen(a_Seed, a_BiomeGen),
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m_HeightGen(&m_UnderlyingHeiGen, 64)
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{
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}
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void cDistortedHeightmap::Initialize(cIniFile & a_IniFile)
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{
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// Read the params from the INI file:
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m_SeaLevel = a_IniFile.GetValueSetI("Generator", "DistortedHeightmapSeaLevel", 62);
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m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyX", 10);
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m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyY", 10);
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m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "DistortedHeightmapFrequencyZ", 10);
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}
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void cDistortedHeightmap::PrepareState(int a_ChunkX, int a_ChunkZ)
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{
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if ((m_CurChunkX == a_ChunkX) && (m_CurChunkZ == a_ChunkZ))
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{
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return;
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}
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m_CurChunkX = a_ChunkX;
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m_CurChunkZ = a_ChunkZ;
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2013-05-06 00:59:59 -07:00
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m_HeightGen.GenHeightMap(a_ChunkX, a_ChunkZ, m_CurChunkHeights);
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UpdateDistortAmps();
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GenerateHeightArray();
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}
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2013-05-06 09:46:48 -07:00
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void cDistortedHeightmap::GenerateHeightArray(void)
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{
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// Parameters:
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static const int INTERPOL_X = 8;
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static const int INTERPOL_Y = 4;
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static const int INTERPOL_Z = 8;
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static const int DIM_X = 1 + (17 / INTERPOL_X);
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static const int DIM_Y = 1 + (257 / INTERPOL_Y);
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static const int DIM_Z = 1 + (17 / INTERPOL_Z);
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NOISE_DATATYPE DistortNoiseX[DIM_X * DIM_Z * DIM_Y];
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NOISE_DATATYPE DistortNoiseZ[DIM_X * DIM_Z * DIM_Y];
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// TODO: This triple-loop should really be moved into the cPerlinNoise class for optimization
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int idx = 0;
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for (int y = 0; y < DIM_Y; y++)
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{
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(y * INTERPOL_X)) / m_FrequencyY;
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for (int z = 0; z < DIM_Z; z++)
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{
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NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z * INTERPOL_Z)) / m_FrequencyZ;
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for (int x = 0; x < DIM_X; x++)
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{
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x * INTERPOL_X)) / m_FrequencyX;
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DistortNoiseX[idx] =
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m_Noise1.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * (NOISE_DATATYPE)0.5 +
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m_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) +
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m_Noise3.CubicNoise3D(NoiseX / 4, NoiseY / 4, NoiseZ / 4) * 2;
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DistortNoiseZ[idx] =
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m_Noise3.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * (NOISE_DATATYPE)0.5 +
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m_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) +
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m_Noise1.CubicNoise3D(NoiseX / 4, NoiseY / 4, NoiseZ / 4) * 2;
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idx += 1;
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} // for x
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} // for z
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} // for y
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// Convert from distortion into real height values:
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for (int y = 0; y < DIM_Y; y++)
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{
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NOISE_DATATYPE * CurFloor = m_DistortedHeightmap + 17 * 17 * y * INTERPOL_Y;
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for (int z = 0; z < DIM_Z; z++)
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{
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int idx = 17 * z * INTERPOL_Z;
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int AmpIdx = 17 * z * INTERPOL_Z;
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int NoiseArrayIdx = z * DIM_X + y * DIM_X * DIM_Z;
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for (int x = 0; x < DIM_X; x++)
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{
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NOISE_DATATYPE DistX = DistortNoiseX[NoiseArrayIdx + x] * m_DistortAmpX[AmpIdx + x * INTERPOL_X];
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NOISE_DATATYPE DistZ = DistortNoiseZ[NoiseArrayIdx + x] * m_DistortAmpZ[AmpIdx + x * INTERPOL_X];
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DistX += (NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x * INTERPOL_X);
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DistZ += (NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z * INTERPOL_Z);
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// Adding 0.5 helps alleviate the interpolation artifacts
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CurFloor[idx + x * INTERPOL_X] = (NOISE_DATATYPE)GetHeightmapAt(DistX, DistZ) + (NOISE_DATATYPE)0.5;
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} // for x
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} // for z
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ArrayLinearUpscale2D(CurFloor, 17, 17, INTERPOL_X, INTERPOL_Z);
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} // for y
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// Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis
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for (int y = 1; y < cChunkDef::Height; y++)
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{
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if ((y % INTERPOL_Y) == 0)
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{
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// This is the interpolation source floor, already calculated
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continue;
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}
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int LoFloorY = (y / INTERPOL_Y) * INTERPOL_Y;
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int HiFloorY = LoFloorY + INTERPOL_Y;
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NOISE_DATATYPE * LoFloor = &(m_DistortedHeightmap[LoFloorY * 17 * 17]);
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NOISE_DATATYPE * HiFloor = &(m_DistortedHeightmap[HiFloorY * 17 * 17]);
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NOISE_DATATYPE * CurFloor = &(m_DistortedHeightmap[y * 17 * 17]);
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NOISE_DATATYPE Ratio = ((NOISE_DATATYPE)(y % INTERPOL_Y)) / INTERPOL_Y;
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int idx = 0;
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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CurFloor[idx] = LoFloor[idx] + (HiFloor[idx] - LoFloor[idx]) * Ratio;
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idx += 1;
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}
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idx += 1; // Skipping one X column
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} // for z
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} // for y
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/*
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// DEBUG: Dump the distorted heightmap to a file for visual inspection
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cFile f;
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if (f.Open(Printf("DistortedHeightmap_%d_%d.grab", m_CurChunkX, m_CurChunkZ), cFile::fmWrite))
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{
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int y = cChunkDef::Height - 1; y >= 0; y--)
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{
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unsigned char Line[cChunkDef::Width];
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int idx = z * 17 + y * 17 * 17;
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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Line[x] = (unsigned char)m_DistortedHeightmap[idx + x];
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}
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f.Write(Line, sizeof(Line));
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} // for y
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unsigned char Interrupt[2 * cChunkDef::Width];
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memset(Interrupt, 0, cChunkDef::Width);
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memset(Interrupt + cChunkDef::Width, 0xff, cChunkDef::Width);
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f.Write(Interrupt, sizeof(Interrupt));
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}
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}
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//*/
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}
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void cDistortedHeightmap::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
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{
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PrepareState(a_ChunkX, a_ChunkZ);
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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int NoiseArrayIdx = x + 17 * z;
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cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel - 1);
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for (int y = cChunkDef::Height - 1; y > m_SeaLevel - 1; y--)
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{
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int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * 17 * y];
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if (y < HeightMapHeight)
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{
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cChunkDef::SetHeight(a_HeightMap, x, z, y);
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break;
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}
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} // for y
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} // for x
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} // for z
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}
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void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
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a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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int NoiseArrayIdx = x + 17 * z;
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int LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
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bool HasHadWater = false;
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for (int y = LastAir - 1; y > 0; y--)
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{
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int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * 17 * y];
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if (y >= HeightMapHeight)
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{
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// "air" part
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LastAir = y;
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if (y < m_SeaLevel)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
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HasHadWater = true;
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}
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continue;
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}
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// "ground" part:
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if (LastAir - y > 4)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE);
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continue;
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}
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if (HasHadWater)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND);
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}
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else
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{
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a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT);
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}
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} // for y
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a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
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} // for x
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} // for z
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}
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int cDistortedHeightmap::GetHeightmapAt(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Z)
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{
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int ChunkX = (int)floor(a_X / (NOISE_DATATYPE)16);
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int ChunkZ = (int)floor(a_Z / (NOISE_DATATYPE)16);
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int RelX = (int)(a_X - (NOISE_DATATYPE)ChunkX * cChunkDef::Width);
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int RelZ = (int)(a_Z - (NOISE_DATATYPE)ChunkZ * cChunkDef::Width);
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// If we're withing the same chunk, return the pre-cached heightmap:
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if ((ChunkX == m_CurChunkX) && (ChunkZ == m_CurChunkZ))
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{
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return cChunkDef::GetHeight(m_CurChunkHeights, RelX, RelZ);
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}
|
2013-05-06 05:20:25 -07:00
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// Ask the cache:
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HEIGHTTYPE res = 0;
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if (m_HeightGen.GetHeightAt(ChunkX, ChunkZ, RelX, RelZ, res))
|
|
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{
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// The height was in the cache
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return res;
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}
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// The height is not in the cache, generate full heightmap and get it there:
|
2013-05-05 09:27:08 -07:00
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|
|
cChunkDef::HeightMap Heightmap;
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|
|
|
m_HeightGen.GenHeightMap(ChunkX, ChunkZ, Heightmap);
|
|
|
|
return cChunkDef::GetHeight(Heightmap, RelX, RelZ);
|
|
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}
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|
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|
void cDistortedHeightmap::UpdateDistortAmps(void)
|
|
|
|
{
|
|
|
|
BiomeNeighbors Biomes;
|
|
|
|
for (int z = -1; z <= 1; z++)
|
|
|
|
{
|
|
|
|
for (int x = -1; x <= 1; x++)
|
|
|
|
{
|
|
|
|
m_BiomeGen.GenBiomes(m_CurChunkX + x, m_CurChunkZ + z, Biomes[x + 1][z + 1]);
|
|
|
|
} // for x
|
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|
|
} // for z
|
|
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|
|
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|
|
// Linearly interpolate 4x4 blocks of Amps:
|
|
|
|
const int STEPZ = 4; // Must be a divisor of 16
|
|
|
|
const int STEPX = 4; // Must be a divisor of 16
|
|
|
|
for (int z = 0; z < 17; z += STEPZ)
|
|
|
|
{
|
|
|
|
for (int x = 0; x < 17; x += STEPX)
|
|
|
|
{
|
|
|
|
GetDistortAmpsAt(Biomes, x, z, m_DistortAmpX[x + 17 * z], m_DistortAmpZ[x + 17 * z]);
|
|
|
|
}
|
|
|
|
}
|
2013-05-12 10:55:49 -07:00
|
|
|
ArrayLinearUpscale2D(m_DistortAmpX, 17, 17, STEPX, STEPZ);
|
|
|
|
ArrayLinearUpscale2D(m_DistortAmpZ, 17, 17, STEPX, STEPZ);
|
2013-05-05 09:27:08 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cDistortedHeightmap::GetDistortAmpsAt(BiomeNeighbors & a_Neighbors, int a_RelX, int a_RelZ, NOISE_DATATYPE & a_DistortAmpX, NOISE_DATATYPE & a_DistortAmpZ)
|
|
|
|
{
|
|
|
|
// Sum up how many biomes of each type there are in the neighborhood:
|
|
|
|
int BiomeCounts[biNumBiomes];
|
|
|
|
memset(BiomeCounts, 0, sizeof(BiomeCounts));
|
|
|
|
int Sum = 0;
|
|
|
|
for (int z = -8; z <= 8; z++)
|
|
|
|
{
|
|
|
|
int FinalZ = a_RelZ + z + cChunkDef::Width;
|
|
|
|
int IdxZ = FinalZ / cChunkDef::Width;
|
|
|
|
int ModZ = FinalZ % cChunkDef::Width;
|
|
|
|
int WeightZ = 9 - abs(z);
|
|
|
|
for (int x = -8; x <= 8; x++)
|
|
|
|
{
|
|
|
|
int FinalX = a_RelX + x + cChunkDef::Width;
|
|
|
|
int IdxX = FinalX / cChunkDef::Width;
|
|
|
|
int ModX = FinalX % cChunkDef::Width;
|
|
|
|
EMCSBiome Biome = cChunkDef::GetBiome(a_Neighbors[IdxX][IdxZ], ModX, ModZ);
|
|
|
|
if ((Biome < 0) || (Biome >= ARRAYCOUNT(BiomeCounts)))
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
int WeightX = 9 - abs(x);
|
|
|
|
BiomeCounts[Biome] += WeightX + WeightZ;
|
|
|
|
Sum += WeightX + WeightZ;
|
|
|
|
} // for x
|
|
|
|
} // for z
|
|
|
|
|
|
|
|
if (Sum <= 0)
|
|
|
|
{
|
|
|
|
// No known biome around? Weird. Return a bogus value:
|
|
|
|
ASSERT(!"cHeiGenBiomal: Biome sum failed, no known biome around");
|
|
|
|
a_DistortAmpX = 16;
|
|
|
|
a_DistortAmpZ = 16;
|
|
|
|
}
|
|
|
|
|
|
|
|
// For each biome type that has a nonzero count, calc its amps and add it:
|
|
|
|
NOISE_DATATYPE AmpX = 0;
|
|
|
|
NOISE_DATATYPE AmpZ = 0;
|
|
|
|
for (int i = 0; i < ARRAYCOUNT(BiomeCounts); i++)
|
|
|
|
{
|
|
|
|
AmpX += BiomeCounts[i] * m_GenParam[i].m_DistortAmpX;
|
|
|
|
AmpZ += BiomeCounts[i] * m_GenParam[i].m_DistortAmpZ;
|
|
|
|
}
|
|
|
|
a_DistortAmpX = AmpX / Sum;
|
|
|
|
a_DistortAmpZ = AmpZ / Sum;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|