Generator: Shape initial refactoring.

The code compiles, but several structure generators are broken, crash on start.
This commit is contained in:
Mattes D
2014-11-12 21:24:26 +01:00
parent b525eee8e0
commit 5fb2526e07
23 changed files with 1383 additions and 1373 deletions
+67 -32
View File
@@ -26,20 +26,16 @@ See http://forum.mc-server.org/showthread.php?tid=409 for details.
// Forward-declare the shared pointers to subgenerator classes:
class cBiomeGen;
class cTerrainShapeGen;
class cTerrainHeightGen;
class cTerrainCompositionGen;
class cFinishGen;
typedef SharedPtr<cBiomeGen> cBiomeGenPtr;
typedef SharedPtr<cTerrainShapeGen> cTerrainShapeGenPtr;
typedef SharedPtr<cTerrainHeightGen> cTerrainHeightGenPtr;
typedef SharedPtr<cTerrainCompositionGen> cTerrainCompositionGenPtr;
typedef SharedPtr<cFinishGen> cFinishGenPtr;
// fwd: Noise3DGenerator.h
class cNoise3DComposable;
// fwd: DistortedHeightmap.h
class cDistortedHeightmap;
@@ -70,28 +66,54 @@ public:
/** The interface that a terrain height generator must implement
A terrain height generator takes chunk coords on input and outputs an array of terrain heights for that chunk.
The output array is sequenced in the same way as the BiomeGen's biome data.
/** The interface that a terrain shape generator must implement
A terrain shape generator takes chunk coords on input and outputs a 3D array of "shape" for that chunk. The shape here
represents the distinction between air and solid; there's no representation of Water since that is added by the
composition geenrator.
The output array is indexed [y + 256 * z + 16 * 256 * x], so that it's fast to later compose a single column of the terrain,
which is the dominant operation following the shape generation.
The generator may request biome information from the underlying BiomeGen, it may even request information for
other chunks than the one it's currently generating (possibly neighbors - for averaging)
other chunks than the one it's currently generating (neighbors - for averaging)
*/
class cTerrainShapeGen
{
public:
virtual ~cTerrainShapeGen() {} // Force a virtual destructor in descendants
/** Generates the shape for the given chunk */
virtual void GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape) = 0;
/** Reads parameters from the ini file, prepares generator for use. */
virtual void InitializeShapeGen(cIniFile & a_IniFile) {}
/** Creates the correct TerrainShapeGen descendant based on the ini file settings and the seed provided.
a_BiomeGen is the underlying biome generator, some shape generators may depend on it providing additional biomes data around the chunk
a_CacheOffByDefault gets set to whether the cache should be disabled by default
Implemented in ShapeGen.cpp!
*/
static cTerrainShapeGenPtr CreateShapeGen(cIniFile & a_IniFile, cBiomeGenPtr a_BiomeGen, int a_Seed, bool & a_CacheOffByDefault);
} ;
/** The interface that is used to query terrain height from the shape generator.
Usually the structure generators require only the final heightmap, and generating the whole shape only to
consume the heightmap is wasteful, so this interface is used instead; it has a cache implemented over it so
that data is retained. */
class cTerrainHeightGen
{
public:
virtual ~cTerrainHeightGen() {} // Force a virtual destructor in descendants
/** Generates heightmap for the given chunk */
/** Retrieves the heightmap for the specified chunk. */
virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) = 0;
/** Reads parameters from the ini file, prepares generator for use. */
/** Initializes the generator, reading its parameters from the INI file. */
virtual void InitializeHeightGen(cIniFile & a_IniFile) {}
/** Creates the correct TerrainHeightGen descendant based on the ini file settings and the seed provided.
a_BiomeGen is the underlying biome generator, some height generators may depend on it to generate more biomes
a_CacheOffByDefault gets set to whether the cache should be disabled by default
Implemented in HeiGen.cpp!
*/
/** Creates a cTerrainHeightGen descendant based on the INI file settings. */
static cTerrainHeightGenPtr CreateHeightGen(cIniFile & a_IniFile, cBiomeGenPtr a_BiomeGen, int a_Seed, bool & a_CacheOffByDefault);
} ;
@@ -109,16 +131,18 @@ class cTerrainCompositionGen
public:
virtual ~cTerrainCompositionGen() {} // Force a virtual destructor in descendants
virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) = 0;
/** Generates the chunk's composition into a_ChunkDesc, using the terrain shape provided in a_Shape.
Is expected to fill a_ChunkDesc's heightmap with the data from a_Shape. */
virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) = 0;
/** Reads parameters from the ini file, prepares generator for use. */
virtual void InitializeCompoGen(cIniFile & a_IniFile) {}
/** Creates the correct TerrainCompositionGen descendant based on the ini file settings and the seed provided.
a_BiomeGen is the underlying biome generator, some composition generators may depend on it to generate more biomes
a_HeightGen is the underlying height generator, some composition generators may depend on it providing additional values
a_BiomeGen is the underlying biome generator, some composition generators may depend on it providing additional biomes around the chunk
a_ShapeGen is the underlying shape generator, some composition generators may depend on it providing additional shape around the chunk
*/
static cTerrainCompositionGenPtr CreateCompositionGen(cIniFile & a_IniFile, cBiomeGenPtr a_BiomeGen, cTerrainHeightGen & a_HeightGen, int a_Seed);
static cTerrainCompositionGenPtr CreateCompositionGen(cIniFile & a_IniFile, cBiomeGenPtr a_BiomeGen, cTerrainShapeGenPtr a_ShapeGen, int a_Seed);
} ;
@@ -128,7 +152,7 @@ public:
/** The interface that a finisher must implement
Finisher implements changes to the chunk after the rough terrain has been generated.
Examples of finishers are trees, snow, ore, lilypads and others.
Note that a worldgenerator may contain multiple finishers.
Note that a worldgenerator may contain multiple finishers, chained one after another.
Also note that previously we used to distinguish between a structuregen and a finisher; this distinction is
no longer relevant, all structure generators are considered finishers now (#398)
*/
@@ -154,23 +178,34 @@ class cComposableGenerator :
public:
cComposableGenerator(cChunkGenerator & a_ChunkGenerator);
// cChunkGenerator::cGenerator overrides:
virtual void Initialize(cIniFile & a_IniFile) override;
virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
virtual void DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) override;
protected:
// The generation composition:
cBiomeGenPtr m_BiomeGen;
cTerrainHeightGenPtr m_HeightGen;
// The generator's composition:
/** The biome generator. */
cBiomeGenPtr m_BiomeGen;
/** The terrain shape generator. */
cTerrainShapeGenPtr m_ShapeGen;
/** The terrain composition generator. */
cTerrainCompositionGenPtr m_CompositionGen;
cFinishGenList m_FinishGens;
/** The cache for the heights of the composited terrain. */
cTerrainHeightGenPtr m_CompositedHeightCache;
/** The finisher generators, in the order in which they are applied. */
cFinishGenList m_FinishGens;
/** Reads the biome gen settings from the ini and initializes m_BiomeGen accordingly */
/** Reads the BiomeGen settings from the ini and initializes m_BiomeGen accordingly */
void InitBiomeGen(cIniFile & a_IniFile);
/** Reads the HeightGen settings from the ini and initializes m_HeightGen accordingly */
void InitHeightGen(cIniFile & a_IniFile);
/** Reads the ShapeGen settings from the ini and initializes m_ShapeGen accordingly */
void InitShapeGen(cIniFile & a_IniFile);
/** Reads the CompositionGen settings from the ini and initializes m_CompositionGen accordingly */
void InitCompositionGen(cIniFile & a_IniFile);