Generator: Shape initial refactoring.
The code compiles, but several structure generators are broken, crash on start.
This commit is contained in:
@@ -458,110 +458,53 @@ void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ)
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NOISE_DATATYPE BaseNoise[5 * 5];
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NOISE_DATATYPE BlockX = static_cast<NOISE_DATATYPE>(a_ChunkX * cChunkDef::Width);
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NOISE_DATATYPE BlockZ = static_cast<NOISE_DATATYPE>(a_ChunkZ * cChunkDef::Width);
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// Note that we have to swap the coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "z":
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m_ChoiceNoise.Generate3D (ChoiceNoise, 5, 5, 33, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, 0, 257 / m_ChoiceFrequencyY, Workspace);
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m_DensityNoiseA.Generate3D(DensityNoiseA, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace);
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m_DensityNoiseB.Generate3D(DensityNoiseB, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace);
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// Note that we have to swap the X and Y coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "x":
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m_ChoiceNoise.Generate3D (ChoiceNoise, 33, 5, 5, 0, 257 / m_ChoiceFrequencyY, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, Workspace);
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m_DensityNoiseA.Generate3D(DensityNoiseA, 33, 5, 5, 0, 257 / m_FrequencyY, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
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m_DensityNoiseB.Generate3D(DensityNoiseB, 33, 5, 5, 0, 257 / m_FrequencyY, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
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m_BaseNoise.Generate2D (BaseNoise, 5, 5, BlockX / m_BaseFrequencyX, (BlockX + 17) / m_BaseFrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
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// Calculate the final noise based on the partial noises:
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for (int y = 0; y < 33; y++)
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for (int z = 0; z < 5; z++)
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{
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NOISE_DATATYPE AddHeight = (static_cast<NOISE_DATATYPE>(y * 8) - m_MidPoint) * m_HeightAmplification;
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// If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope:
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if (AddHeight < 0)
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for (int x = 0; x < 5; x++)
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{
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AddHeight *= 4;
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}
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for (int z = 0; z < 5; z++)
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{
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for (int x = 0; x < 5; x++)
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NOISE_DATATYPE curBaseNoise = BaseNoise[x + 5 * z];
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for (int y = 0; y < 33; y++)
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{
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int idx = x + 5 * z + 5 * 5 * y;
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Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + BaseNoise[x + 5 * z];
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NOISE_DATATYPE AddHeight = (static_cast<NOISE_DATATYPE>(y * 8) - m_MidPoint) * m_HeightAmplification;
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// If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope:
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if (AddHeight < 0)
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{
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AddHeight *= 4;
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}
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int idx = 33 * x + 33 * 5 * z + y;
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Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + curBaseNoise;
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}
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}
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}
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LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 5, 5, 33, m_NoiseArray, 4, 4, 8);
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LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 33, 5, 5, m_NoiseArray, 8, 4, 4);
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}
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void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
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void cNoise3DComposable::GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape)
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{
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GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ);
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// Translate the noise array into Shape:
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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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cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel);
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for (int y = cChunkDef::Height - 1; y > m_SeaLevel; y--)
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= m_AirThreshold)
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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 cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
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a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
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// Make basic terrain composition:
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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 LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
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bool HasHadWater = false;
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for (int y = LastAir; y < m_SeaLevel; y++)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
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a_Shape[y + x * 256 + z * 256 * 16] = (m_NoiseArray[y + 257 * x + 257 * 17 * z] > m_AirThreshold) ? 0 : 1;
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}
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for (int y = LastAir - 1; y > 0; y--)
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{
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if (m_NoiseArray[x + 17 * z + 17 * 17 * y] > m_AirThreshold)
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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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@@ -671,21 +614,23 @@ void cBiomalNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_Ch
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NOISE_DATATYPE BaseNoise[5 * 5];
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NOISE_DATATYPE BlockX = static_cast<NOISE_DATATYPE>(a_ChunkX * cChunkDef::Width);
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NOISE_DATATYPE BlockZ = static_cast<NOISE_DATATYPE>(a_ChunkZ * cChunkDef::Width);
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// Note that we have to swap the coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "z":
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m_ChoiceNoise.Generate3D (ChoiceNoise, 5, 5, 33, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, 0, 257 / m_ChoiceFrequencyY, Workspace);
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m_DensityNoiseA.Generate3D(DensityNoiseA, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace);
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m_DensityNoiseB.Generate3D(DensityNoiseB, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace);
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// Note that we have to swap the X and Y coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "x":
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m_ChoiceNoise.Generate3D (ChoiceNoise, 33, 5, 5, 0, 257 / m_ChoiceFrequencyY, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, Workspace);
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m_DensityNoiseA.Generate3D(DensityNoiseA, 33, 5, 5, 0, 257 / m_FrequencyY, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
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m_DensityNoiseB.Generate3D(DensityNoiseB, 33, 5, 5, 0, 257 / m_FrequencyY, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
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m_BaseNoise.Generate2D (BaseNoise, 5, 5, BlockX / m_BaseFrequencyX, (BlockX + 17) / m_BaseFrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
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// Calculate the final noise based on the partial noises:
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for (int y = 0; y < 33; y++)
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for (int z = 0; z < 5; z++)
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{
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NOISE_DATATYPE BlockHeight = static_cast<NOISE_DATATYPE>(y * 8);
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for (int z = 0; z < 5; z++)
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for (int x = 0; x < 5; x++)
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{
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for (int x = 0; x < 5; x++)
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NOISE_DATATYPE curMidPoint = MidPoint[x + 5 * z];
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NOISE_DATATYPE curHeightAmp = HeightAmp[x + 5 * z];
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NOISE_DATATYPE curBaseNoise = BaseNoise[x + 5 * z];
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for (int y = 0; y < 33; y++)
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{
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NOISE_DATATYPE AddHeight = (BlockHeight - MidPoint[x + 5 * z]) * HeightAmp[x + 5 * z];
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NOISE_DATATYPE AddHeight = (static_cast<NOISE_DATATYPE>(y * 8) - curMidPoint) * curHeightAmp;
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// If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope:
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if (AddHeight < 0)
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@@ -693,12 +638,12 @@ void cBiomalNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_Ch
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AddHeight *= 4;
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}
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int idx = x + 5 * z + 5 * 5 * y;
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Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + BaseNoise[x + 5 * z];
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int idx = 33 * x + y + 33 * 5 * z;
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Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + curBaseNoise;
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}
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}
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}
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LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 5, 5, 33, m_NoiseArray, 4, 4, 8);
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LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 33, 5, 5, m_NoiseArray, 8, 4, 4);
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}
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@@ -778,78 +723,19 @@ void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE
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void cBiomalNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
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void cBiomalNoise3DComposable::GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape)
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{
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GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ);
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// Translate the noise array into Shape:
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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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cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel);
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for (int y = cChunkDef::Height - 1; y > m_SeaLevel; y--)
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= m_AirThreshold)
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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 cBiomalNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
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a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
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// Make basic terrain composition:
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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 LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
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bool HasHadWater = false;
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for (int y = LastAir; y < m_SeaLevel; y++)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
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a_Shape[y + x * 256 + z * 256 * 16] = (m_NoiseArray[y + 257 * x + 257 * 17 * z] > m_AirThreshold) ? 0 : 1;
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}
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for (int y = LastAir - 1; y > 0; y--)
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{
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if (m_NoiseArray[x + 17 * z + 17 * 17 * y] > m_AirThreshold)
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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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@@ -857,3 +743,4 @@ void cBiomalNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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