From 76f485647983ebd7eb4c3abbca0869d13f76920b Mon Sep 17 00:00:00 2001 From: kwolekr Date: Thu, 28 Apr 2016 03:43:09 -0400 Subject: Move biome calculation to BiomeGen BiomeGen defines an interface that, given a set of BiomeParams, computes biomes for a given area using the algorithm implemented by that specific BiomeGen. This abstracts away the old system where each mapgen supplied the noises required for biome generation. --- src/mg_biome.cpp | 169 +++++++++++++++++++++++++++++++++++++++++++------------ 1 file changed, 134 insertions(+), 35 deletions(-) (limited to 'src/mg_biome.cpp') diff --git a/src/mg_biome.cpp b/src/mg_biome.cpp index 9ab8d06cc..dac0f7acc 100644 --- a/src/mg_biome.cpp +++ b/src/mg_biome.cpp @@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "util/numeric.h" #include "util/mathconstants.h" #include "porting.h" +#include "settings.h" /////////////////////////////////////////////////////////////////////////////// @@ -63,33 +64,152 @@ BiomeManager::BiomeManager(IGameDef *gamedef) : } - BiomeManager::~BiomeManager() { - //if (biomecache) - // delete[] biomecache; } +void BiomeManager::clear() +{ + EmergeManager *emerge = m_gamedef->getEmergeManager(); + + // Remove all dangling references in Decorations + DecorationManager *decomgr = emerge->decomgr; + for (size_t i = 0; i != decomgr->getNumObjects(); i++) { + Decoration *deco = (Decoration *)decomgr->getRaw(i); + deco->biomes.clear(); + } + + // Don't delete the first biome + for (size_t i = 1; i < m_objects.size(); i++) + delete (Biome *)m_objects[i]; + + m_objects.resize(1); +} + +//////////////////////////////////////////////////////////////////////////////// + + +void BiomeParamsOriginal::readParams(const Settings *settings) +{ + settings->getNoiseParams("mg_biome_np_heat", np_heat); + settings->getNoiseParams("mg_biome_np_heat_blend", np_heat_blend); + settings->getNoiseParams("mg_biome_np_humidity", np_humidity); + settings->getNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend); +} + + +void BiomeParamsOriginal::writeParams(Settings *settings) const +{ + settings->setNoiseParams("mg_biome_np_heat", np_heat); + settings->setNoiseParams("mg_biome_np_heat_blend", np_heat_blend); + settings->setNoiseParams("mg_biome_np_humidity", np_humidity); + settings->setNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend); +} + + +//////////////////////////////////////////////////////////////////////////////// -// just a PoC, obviously needs optimization later on (precalculate this) -void BiomeManager::calcBiomes(s16 sx, s16 sy, float *heat_map, - float *humidity_map, s16 *height_map, u8 *biomeid_map) +BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr, + BiomeParamsOriginal *params, v3s16 chunksize) { - for (s32 i = 0; i != sx * sy; i++) { - Biome *biome = getBiome(heat_map[i], humidity_map[i], height_map[i]); - biomeid_map[i] = biome->index; + m_bmgr = biomemgr; + m_params = params; + m_csize = chunksize; + + noise_heat = new Noise(¶ms->np_heat, + params->seed, m_csize.X, m_csize.Z); + noise_humidity = new Noise(¶ms->np_humidity, + params->seed, m_csize.X, m_csize.Z); + noise_heat_blend = new Noise(¶ms->np_heat_blend, + params->seed, m_csize.X, m_csize.Z); + noise_humidity_blend = new Noise(¶ms->np_humidity_blend, + params->seed, m_csize.X, m_csize.Z); + + heatmap = noise_heat->result; + humidmap = noise_humidity->result; + biomemap = new u8[m_csize.X * m_csize.Z]; +} + +BiomeGenOriginal::~BiomeGenOriginal() +{ + delete []biomemap; + + delete noise_heat; + delete noise_humidity; + delete noise_heat_blend; + delete noise_humidity_blend; +} + + +Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const +{ + float heat = + NoisePerlin2D(&m_params->np_heat, pos.X, pos.Z, m_params->seed) + + NoisePerlin2D(&m_params->np_heat_blend, pos.X, pos.Z, m_params->seed); + float humidity = + NoisePerlin2D(&m_params->np_humidity, pos.X, pos.Z, m_params->seed) + + NoisePerlin2D(&m_params->np_humidity_blend, pos.X, pos.Z, m_params->seed); + + return calcBiomeFromNoise(heat, humidity, pos.Y); +} + + +void BiomeGenOriginal::calcBiomeNoise(v3s16 pmin) +{ + m_pmin = pmin; + + noise_heat->perlinMap2D(pmin.X, pmin.Z); + noise_humidity->perlinMap2D(pmin.X, pmin.Z); + noise_heat_blend->perlinMap2D(pmin.X, pmin.Z); + noise_humidity_blend->perlinMap2D(pmin.X, pmin.Z); + + for (s32 i = 0; i < m_csize.X * m_csize.Z; i++) { + noise_heat->result[i] += noise_heat_blend->result[i]; + noise_humidity->result[i] += noise_humidity_blend->result[i]; + } +} + + +u8 *BiomeGenOriginal::getBiomes(s16 *heightmap) +{ + for (s32 i = 0; i != m_csize.X * m_csize.Z; i++) { + Biome *biome = calcBiomeFromNoise( + noise_heat->result[i], + noise_humidity->result[i], + heightmap[i]); + + biomemap[i] = biome->index; } + + return biomemap; } -Biome *BiomeManager::getBiome(float heat, float humidity, s16 y) +Biome *BiomeGenOriginal::getBiomeAtPoint(v3s16 pos) const +{ + return getBiomeAtIndex( + (pos.Z - m_pmin.Z) * m_csize.X + (pos.X - m_pmin.X), + pos.Y); +} + + +Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, s16 y) const +{ + return calcBiomeFromNoise( + noise_heat->result[index], + noise_humidity->result[index], + y); +} + + +Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) const { Biome *b, *biome_closest = NULL; float dist_min = FLT_MAX; - for (size_t i = 1; i < m_objects.size(); i++) { - b = (Biome *)m_objects[i]; + for (size_t i = 1; i < m_bmgr->getNumObjects(); i++) { + b = (Biome *)m_bmgr->getRaw(i); if (!b || y > b->y_max || y < b->y_min) continue; @@ -103,32 +223,11 @@ Biome *BiomeManager::getBiome(float heat, float humidity, s16 y) } } - return biome_closest ? biome_closest : (Biome *)m_objects[0]; + return biome_closest ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE); } -void BiomeManager::clear() -{ - EmergeManager *emerge = m_gamedef->getEmergeManager(); - - // Remove all dangling references in Decorations - DecorationManager *decomgr = emerge->decomgr; - for (size_t i = 0; i != decomgr->getNumObjects(); i++) { - Decoration *deco = (Decoration *)decomgr->getRaw(i); - deco->biomes.clear(); - } - - // Don't delete the first biome - for (size_t i = 1; i < m_objects.size(); i++) { - Biome *b = (Biome *)m_objects[i]; - delete b; - } - - m_objects.resize(1); -} - - -/////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////// void Biome::resolveNodeNames() { -- cgit v1.2.3