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Gen refactor: Implemented CompositedHeiGen.

This fixes crashes in the Village generator due to the missing generator.
This commit is contained in:
Mattes D
2014-11-13 21:28:50 +01:00
parent 5fb2526e07
commit 7a3b3aeb3c
9 changed files with 141 additions and 217 deletions

View File

@@ -19,6 +19,8 @@
#include "CompoGenBiomal.h"
#include "CompositedHeiGen.h"
#include "Caves.h"
#include "DistortedHeightmap.h"
#include "DungeonRoomsFinisher.h"
@@ -173,7 +175,6 @@ void cComposableGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a
if (a_ChunkDesc.IsUsingDefaultComposition())
{
m_CompositionGen->ComposeTerrain(a_ChunkDesc, shape);
ShouldUpdateHeightmap = true;
}
if (a_ChunkDesc.IsUsingDefaultFinish())
@@ -264,11 +265,17 @@ void cComposableGenerator::InitCompositionGen(cIniFile & a_IniFile)
{
m_CompositionGen = cTerrainCompositionGen::CreateCompositionGen(a_IniFile, m_BiomeGen, m_ShapeGen, m_ChunkGenerator.GetSeed());
// Add a cache over the composition generator:
// Even a cache of size 1 is useful due to the CompositedHeiGen cache after us doing re-composition on its misses
int CompoGenCacheSize = a_IniFile.GetValueSetI("Generator", "CompositionGenCacheSize", 64);
if (CompoGenCacheSize > 1)
if (CompoGenCacheSize > 0)
{
m_CompositionGen = cTerrainCompositionGenPtr(new cCompoGenCache(m_CompositionGen, 32));
m_CompositionGen = std::make_shared<cCompoGenCache>(m_CompositionGen, CompoGenCacheSize);
}
// Create a cache of the composited heightmaps, so that finishers may use it:
m_CompositedHeightCache = std::make_shared<cHeiGenMultiCache>(std::make_shared<cCompositedHeiGen>(m_ShapeGen, m_CompositionGen), 16, 24);
// 24 subcaches of depth 16 each = 96 KiB of RAM. Acceptable, for the amount of work this saves.
}