// CompoGen.cpp
/* Implements the various terrain composition generators:
- cCompoGenSameBlock
- cCompoGenDebugBiomes
- cCompoGenClassic
*/
#include "Globals.h"
#include "CompoGen.h"
#include "../BlockID.h"
#include "../Item.h"
#include "../LinearUpscale.h"
#include "../IniFile.h"
////////////////////////////////////////////////////////////////////////////////
// cCompoGenSameBlock:
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++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int Start;
if (m_IsBedrocked)
{
a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
Start = 1;
}
else
{
Start = 0;
}
for (int y = a_ChunkDesc.GetHeight(x, z); y >= Start; y--)
{
a_ChunkDesc.SetBlockType(x, y, z, m_BlockType);
} // for y
} // for z
} // for x
}
void cCompoGenSameBlock::InitializeCompoGen(cIniFile & a_IniFile)
{
m_BlockType = (BLOCKTYPE)(GetIniItemSet(a_IniFile, "Generator", "SameBlockType", "stone").m_ItemType);
m_IsBedrocked = (a_IniFile.GetValueSetI("Generator", "SameBlockBedrocked", 1) != 0);
}
////////////////////////////////////////////////////////////////////////////////
// cCompoGenDebugBiomes:
void cCompoGenDebugBiomes::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape)
{
static BLOCKTYPE Blocks[] =
{
E_BLOCK_STONE,
E_BLOCK_COBBLESTONE,
E_BLOCK_LOG,
E_BLOCK_PLANKS,
E_BLOCK_SANDSTONE,
E_BLOCK_WOOL,
E_BLOCK_COAL_ORE,
E_BLOCK_IRON_ORE,
E_BLOCK_GOLD_ORE,
E_BLOCK_DIAMOND_ORE,
E_BLOCK_LAPIS_ORE,
E_BLOCK_REDSTONE_ORE,
E_BLOCK_IRON_BLOCK,
E_BLOCK_GOLD_BLOCK,
E_BLOCK_DIAMOND_BLOCK,
E_BLOCK_LAPIS_BLOCK,
E_BLOCK_BRICK,
E_BLOCK_MOSSY_COBBLESTONE,
E_BLOCK_OBSIDIAN,
E_BLOCK_NETHERRACK,
E_BLOCK_SOULSAND,
E_BLOCK_NETHER_BRICK,
E_BLOCK_BEDROCK,
} ;
a_ChunkDesc.SetHeightFromShape(a_Shape);
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
BLOCKTYPE BlockType = Blocks[a_ChunkDesc.GetBiome(x, z)];
for (int y = a_ChunkDesc.GetHeight(x, z); y >= 0; y--)
{
a_ChunkDesc.SetBlockType(x, y, z, BlockType);
} // for y
} // for z
} // for x
}
////////////////////////////////////////////////////////////////////////////////
// cCompoGenClassic:
cCompoGenClassic::cCompoGenClassic(void) :
m_SeaLevel(60),
m_BeachHeight(2),
m_BeachDepth(4),
m_BlockTop(E_BLOCK_GRASS),
m_BlockMiddle(E_BLOCK_DIRT),
m_BlockBottom(E_BLOCK_STONE),
m_BlockBeach(E_BLOCK_SAND),
m_BlockBeachBottom(E_BLOCK_SANDSTONE),
m_BlockSea(E_BLOCK_STATIONARY_WATER)
{
}
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
- 3 sand and a 1 sandstone, rest stone if between sealevel and sealevel + beachheight
- water from waterlevel to height, then 3 sand, 1 sandstone, the rest stone, if water depth < beachdepth
- water from waterlevel, then 3 dirt, the rest stone otherwise
- bedrock at the bottom
*/
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} ;
const BLOCKTYPE PatternBeach[] = {m_BlockBeach, m_BlockBeach, m_BlockBeach, m_BlockBeachBottom} ;
const BLOCKTYPE PatternOcean[] = {m_BlockMiddle, m_BlockMiddle, m_BlockMiddle, m_BlockBottom} ;
static int PatternLength = ARRAYCOUNT(PatternGround);
ASSERT(ARRAYCOUNT(PatternGround) == ARRAYCOUNT(PatternBeach));
ASSERT(ARRAYCOUNT(PatternGround) == ARRAYCOUNT(PatternOcean));
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int Height = a_ChunkDesc.GetHeight(x, z);
const BLOCKTYPE * Pattern;
if (Height > m_SeaLevel + m_BeachHeight)
{
Pattern = PatternGround;
}
else if (Height > m_SeaLevel - m_BeachDepth)
{
Pattern = PatternBeach;
}
else
{
Pattern = PatternOcean;
}
// Fill water from sealevel down to height (if any):
for (int y = m_SeaLevel; y >= Height; --y)
{
a_ChunkDesc.SetBlockType(x, y, z, m_BlockSea);
}
// Fill from height till the bottom:
for (int y = Height; y >= 1; y--)
{
a_ChunkDesc.SetBlockType(x, y, z, (Height - y < PatternLength) ? Pattern[Height - y] : m_BlockBottom);
}
// The last layer is always bedrock:
a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
} // for x
} // for z
}
void cCompoGenClassic::InitializeCompoGen(cIniFile & a_IniFile)
{
m_SeaLevel = a_IniFile.GetValueSetI("Generator", "ClassicSeaLevel", 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);
m_BlockMiddle = (BLOCKTYPE)(GetIniItemSet(a_IniFile, "Generator", "ClassicBlockMiddle", "dirt").m_ItemType);
m_BlockBottom = (BLOCKTYPE)(GetIniItemSet(a_IniFile, "Generator", "ClassicBlockBottom", "stone").m_ItemType);
m_BlockBeach = (BLOCKTYPE)(GetIniItemSet(a_IniFile, "Generator", "ClassicBlockBeach", "sand").m_ItemType);
m_BlockBeachBottom = (BLOCKTYPE)(GetIniItemSet(a_IniFile, "Generator", "ClassicBlockBeachBottom", "sandstone").m_ItemType);
m_BlockSea = (BLOCKTYPE)(GetIniItemSet(a_IniFile, "Generator", "ClassicBlockSea", "stationarywater").m_ItemType);
}
////////////////////////////////////////////////////////////////////////////////
// cCompoGenNether:
cCompoGenNether::cCompoGenNether(int a_Seed) :
m_Noise1(a_Seed + 10),
m_Noise2(a_Seed * a_Seed * 10 + a_Seed * 1000 + 6000),
m_Threshold(0)
{
}
void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape)
{
HEIGHTTYPE MaxHeight = a_ChunkDesc.GetMaxHeight();
const int SEGMENT_HEIGHT = 8;
const int INTERPOL_X = 16; // Must be a divisor of 16
const int INTERPOL_Z = 16; // Must be a divisor of 16
// Interpolate the chunk in 16 * SEGMENT_HEIGHT * 16 "segments", each SEGMENT_HEIGHT blocks high and each linearly interpolated separately.
// Have two buffers, one for the lowest floor and one for the highest floor, so that Y-interpolation can be done between them
// Then swap the buffers and use the previously-top one as the current-bottom, without recalculating it.
int FloorBuf1[17 * 17];
int FloorBuf2[17 * 17];
int * FloorHi = FloorBuf1;
int * FloorLo = FloorBuf2;
int BaseX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
int BaseZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
// Interpolate the lowest floor:
for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
{
//*
FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) *
m_Noise2.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) /
256;
//*/
/*
FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) / 256;
//*/
} // for x, z - FloorLo[]
LinearUpscale2DArrayInPlace<17, 17, INTERPOL_X, INTERPOL_Z>(FloorLo);
// Interpolate segments:
for (int Segment = 0; Segment < MaxHeight; Segment += SEGMENT_HEIGHT)
{
// First update the high floor:
for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
{
//*
FloorHi[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) *
m_Noise2.IntNoise3DInt(BaseX + INTERPOL_Z * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) /
256;
//*/
/*
FloorHi[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) / 256;
//*/
} // for x, z - FloorLo[]
LinearUpscale2DArrayInPlace<17, 17, INTERPOL_X, INTERPOL_Z>(FloorHi);
// Interpolate between FloorLo and FloorHi:
for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
{
int Lo = FloorLo[x + 17 * z] / 256;
int Hi = FloorHi[x + 17 * z] / 256;
for (int y = 0; y < SEGMENT_HEIGHT; y++)
{
int Val = Lo + (Hi - Lo) * y / SEGMENT_HEIGHT;
BLOCKTYPE Block = E_BLOCK_AIR;
if (Val < m_Threshold) // Don't calculate if the block should be Netherrack or Soulsand when it's already decided that it's air.
{
NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(BaseX + x)) / 8;
NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(BaseZ + z)) / 8;
NOISE_DATATYPE CompBlock = m_Noise1.CubicNoise3D(NoiseX, (float) (y + Segment) / 2, NoiseY);
if (CompBlock < -0.5)
{
Block = E_BLOCK_SOULSAND;
}
else
{
Block = E_BLOCK_NETHERRACK;
}
}
a_ChunkDesc.SetBlockType(x, y + Segment, z, Block);
}
}
// Swap the floors:
std::swap(FloorLo, FloorHi);
}
// Bedrock at the bottom and at the top:
for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
{
a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
int Height = a_ChunkDesc.GetHeight(x, z);
a_ChunkDesc.SetBlockType(x, Height, z, E_BLOCK_BEDROCK);
NOISE_DATATYPE CeilingDisguise = (m_Noise1.CubicNoise2D((float)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + x) / 10, (float)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z) / 10));
if (CeilingDisguise < 0)
{
CeilingDisguise = -CeilingDisguise;
}
int CeilingDisguiseHeight = Height - 2 - (int)CeilingDisguise * 3;
for (int y = Height - 1; y > CeilingDisguiseHeight; y--)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_NETHERRACK);
}
}
}
void cCompoGenNether::InitializeCompoGen(cIniFile & a_IniFile)
{
m_Threshold = a_IniFile.GetValueSetI("Generator", "NetherThreshold", m_Threshold);
}
////////////////////////////////////////////////////////////////////////////////
// cCompoGenCache:
cCompoGenCache::cCompoGenCache(cTerrainCompositionGenPtr a_Underlying, int a_CacheSize) :
m_Underlying(a_Underlying),
m_CacheSize(a_CacheSize),
m_CacheOrder(new int[a_CacheSize]),
m_CacheData(new sCacheData[a_CacheSize]),
m_NumHits(0),
m_NumMisses(0),
m_TotalChain(0)
{
for (int i = 0; i < m_CacheSize; i++)
{
m_CacheOrder[i] = i;
m_CacheData[i].m_ChunkX = 0x7fffffff;
m_CacheData[i].m_ChunkZ = 0x7fffffff;
}
}
cCompoGenCache::~cCompoGenCache()
{
delete[] m_CacheData;
m_CacheData = nullptr;
delete[] m_CacheOrder;
m_CacheOrder = nullptr;
}
void cCompoGenCache::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape)
{
#ifdef _DEBUG
if (((m_NumHits + m_NumMisses) % 1024) == 10)
{
LOGD("CompoGenCache: %d hits, %d misses, saved %.2f %%", m_NumHits, m_NumMisses, 100.0 * m_NumHits / (m_NumHits + m_NumMisses));
LOGD("CompoGenCache: Avg cache chain length: %.2f", (float)m_TotalChain / m_NumHits);
}
#endif // _DEBUG
int ChunkX = a_ChunkDesc.GetChunkX();
int ChunkZ = a_ChunkDesc.GetChunkZ();
for (int i = 0; i < m_CacheSize; i++)
{
if (
(m_CacheData[m_CacheOrder[i]].m_ChunkX != ChunkX) ||
(m_CacheData[m_CacheOrder[i]].m_ChunkZ != ChunkZ)
)
{
continue;
}
// Found it in the cache
int Idx = m_CacheOrder[i];
// Move to front:
for (int j = i; j > 0; j--)
{
m_CacheOrder[j] = m_CacheOrder[j - 1];
}
m_CacheOrder[0] = Idx;
// 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()));
m_NumHits++;
m_TotalChain += i;
return;
} // for i - cache
// Not in the cache:
m_NumMisses++;
m_Underlying->ComposeTerrain(a_ChunkDesc, a_Shape);
// Insert it as the first item in the MRU order:
int Idx = m_CacheOrder[m_CacheSize - 1];
for (int i = m_CacheSize - 1; i > 0; i--)
{
m_CacheOrder[i] = m_CacheOrder[i - 1];
} // for i - m_CacheOrder[]
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()));
m_CacheData[Idx].m_ChunkX = ChunkX;
m_CacheData[Idx].m_ChunkZ = ChunkZ;
}
void cCompoGenCache::InitializeCompoGen(cIniFile & a_IniFile)
{
m_Underlying->InitializeCompoGen(a_IniFile);
}