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Diffstat (limited to 'source/Generating/CompoGen.cpp')
-rw-r--r-- | source/Generating/CompoGen.cpp | 582 |
1 files changed, 0 insertions, 582 deletions
diff --git a/source/Generating/CompoGen.cpp b/source/Generating/CompoGen.cpp deleted file mode 100644 index b99919e0d..000000000 --- a/source/Generating/CompoGen.cpp +++ /dev/null @@ -1,582 +0,0 @@ - -// CompoGen.cpp - -/* Implements the various terrain composition generators: - - cCompoGenSameBlock - - cCompoGenDebugBiomes - - cCompoGenClassic -*/ - -#include "Globals.h" -#include "CompoGen.h" -#include "../BlockID.h" -#include "../LinearUpscale.h" - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cCompoGenSameBlock: - -void cCompoGenSameBlock::ComposeTerrain(cChunkDesc & a_ChunkDesc) -{ - 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 -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cCompoGenDebugBiomes: - -void cCompoGenDebugBiomes::ComposeTerrain(cChunkDesc & a_ChunkDesc) -{ - 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.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( - int a_SeaLevel, int a_BeachHeight, int a_BeachDepth, - BLOCKTYPE a_BlockTop, BLOCKTYPE a_BlockMiddle, BLOCKTYPE a_BlockBottom, - BLOCKTYPE a_BlockBeach, BLOCKTYPE a_BlockBeachBottom, BLOCKTYPE a_BlockSea -) : - m_SeaLevel(a_SeaLevel), - m_BeachHeight(a_BeachHeight), - m_BeachDepth(a_BeachDepth), - m_BlockTop(a_BlockTop), - m_BlockMiddle(a_BlockMiddle), - m_BlockBottom(a_BlockBottom), - m_BlockBeach(a_BlockBeach), - m_BlockBeachBottom(a_BlockBeachBottom), - m_BlockSea(a_BlockSea) -{ -} - - - - - -void cCompoGenClassic::ComposeTerrain(cChunkDesc & a_ChunkDesc) -{ - /* 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); - - // 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 -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// 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: - { - FillColumnGrass(x, z, Height, a_ChunkDesc.GetBlockTypes()); - break; - } - case biDesertHills: - case biDesert: - 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::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::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) : - 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) -{ - 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; - } // for x, z - FloorLo[] - LinearUpscale2DArrayInPlace(FloorLo, 17, 17, INTERPOL_X, INTERPOL_Z); - - // 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; - } // for x, z - FloorLo[] - LinearUpscale2DArrayInPlace(FloorHi, 17, 17, INTERPOL_X, INTERPOL_Z); - - // 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; - a_ChunkDesc.SetBlockType(x, y + Segment, z, (Val < m_Threshold) ? E_BLOCK_NETHERRACK : E_BLOCK_AIR); - } - } - - // 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); - a_ChunkDesc.SetBlockType(x, a_ChunkDesc.GetHeight(x, z), z, E_BLOCK_BEDROCK); - } -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cCompoGenCache: - -cCompoGenCache::cCompoGenCache(cTerrainCompositionGen * 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; - delete[] m_CacheOrder; -} - - - - - -void cCompoGenCache::ComposeTerrain(cChunkDesc & a_ChunkDesc) -{ - //* - 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); - } - //*/ - - 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); - - // 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; -} - - - - |